If you're not cheating, you're not trying. (Creator credit: George)
ABILITY:
On Nights 1 and 2, you see the Grimoire, with characters removed: you may move 1 unique reminder token in play.
STORYTELLER NOTES:
Be sure to place all relevant reminder tokens at the start of the game so that the Counterfeiter can move them as necessary.
The Counterfeiter wields reminder tokens like a weapon, forging evidence out of thin air.
Playing as the Counterfeiter
Staying alive until Day 2 is absolutely crucial, as this is where you'll deal the most damage to the good team.
Your ability allows you to move reminder tokens, meaning you'll be able to create scenarios that are completely game-breaking! Whether it's moving around Noble pings, changing the Lycanthrope's Faux Paw, moving the Fortune Teller's red herring, or turning someone into the Philosopher to trip up a Gambler, there are all sorts of shenanigans you can pull, and the only limit is your creativity. Given that you see reminder tokens and not character tokens, you also gain some degree of knowledge of who's who, since reminder tokens give you an insight into what's in play, and in some cases, such as the Philosopher or Drunk, precisely who they are. Use it to your advantage.
Lastly, once spent after Night 2, you can relax, knowing you've done your job, without the fear of losing out on your ability should you die, so feel free to cause a little chaos in town while you're at it.
Example
George is the Counterfeiter. On Night 2, upon learning the Lleech host is the Noble, he moves the Lleech poison to the player he believes to be the Barber instead. Phew.
Fighting the Counterfeiter
Does something not quite feel right to you? If information doesn't quite stack up in a way that a Poisoner couldn't manufacture, there's a good chance a Counterfeiter is in play. Be on guard, especially through the first two nights, as this is when the Counterfeiter does its damage. If you're able to make it past the early game, you'll know the Counterfeiter can do no more damage, so it's likely that you can trust what's going on a little more once Night 3 arrives. With that said, there can be some lingering effects of the Counterfeiter's ability, meaning you'll still need to be vigliant. If you can determine a Counterfeiter is in play, you'll be able to solve for exactly what they could have changed, and what they actually did change, meaning you're closer to winning the game.
Example
Dara is the Juggler. They juggle the Washerwoman, Noble and Fortune Teller successfully, but their info seems wrong. They can infer that the Counterfeiter is likely in play, and that their information is in some way corrupted.
Jinxes
N/A.