Inter arma caritas. Per humanitatem ad pacem. (Additional credit: Smokey & Annwithaplan)
ABILITY:
Each night, one player learns which alignment the Storyteller believes is winning: good, evil, or neither. Drunk or poisoned players may receive false info.
STORYTELLER NOTES:
Try to balance the Mercy Society's ability between good and evil, as much as possible - and as much as necessary, depending on the game state.
It is recommended not to run the "Five Star General" variant of the General, and stick to just good, evil or neither.
If a General is in play, consider giving evil information on the same night the General receives false info, so that they have a chance to bluff what they receive.
The Mercy Society gives players updates on who is winning the game, but doesn't favour a team.
Playing with the Mercy Society
This Fabled is meant to guide players, both good and evil. Learning that one side is winning might give some clues about whether a particular night death was impactful, or whether a particular execution was worthwhile - information useful to both sides. Unlike the General, who generally plays for good, the Mercy Society is neutral, and will dispense its advice to both sides.
If a General is in play, the Mercy Society ensures the General receives false info once per game. This gives an evil player some leeway in terms of their information, so that they aren't caught in a lie accidentally.
This fabled is useful for newer players who don't know how to navigate the latter stages of a game, and might be a good fit thematically in some scripts.
Example
The Mercy Society is in play. Town executes the Empath on Day 1, and a good player learns that evil is winning. The next day, town executes the Baron. After killing the Chef, the Demon learns that neither side is winning.
Jinxes
General: If the General is in play at the same time as the Mercy Society, evil learns that a General is in play. The General's information is false once per game.
JSON
{
"id": "mercysociety",
"name": "Mercy Society",
"image":
[
"http://menagerie.splittingpixels.com.au/images/peam.png"
],
"flavor": "Inter arma caritas. Per humanitatem ad pacem. (Additional credit: Smokey & annwithaplan",
"ability": "Each night, one player learns which alignment the Storyteller believes is winning: good, evil, or neither. Drunk or poisoned players may receive false info.",
"firstNight": 71,
"firstNightReminder": "Wake one player and show them the Mercy Society token, as well as a number from 1 to 5.",
"otherNight": 89,
"otherNightReminder": "Wake one player and show them the Mercy Society token, as well as a number from 1 to 5.",
"reminders":
[
"Learns Tonight"
],
"setup": false,
"team": "fabled",
"jinxes":
[
{
"id": "general",
"reason": "If the General is in play at the same time as the Mercy Society, evil learns that a General is in play. The General's information is false once per game."
}
]
},