Citizens - your vote counts! This is democracy inaction! Oh ho, did I say 'inaction'? A mere slip of the tongue, I assure you. Now, if you'll cast your votes in these booths... do mind the gap.
ABILITY:
Nominations are not public, and are instead given privately to the Storyteller during the day. Each night*, learn who nominated, and who they nominated. You may choose to make yourself drunk until dusk.
STORYTELLER NOTES:
Announce that the Crook is in play at the start of each day, if sober. For the rest of the day, people can approach you privately to note their nomination, and nominations run in the order they were given to you, skipping any invalid nominations (ie. a nomination on a previously nominated player).
The Crook receives all information on who nominated who, even nominations that didn't occur due to being rendered invalid.
All effects of nominations, such as the Virgin's ability, the Witch's ability, etc, should be carried out at the end of the day, after all nominations are exhausted.
For brevity, consider running only defense and pertinent information.
The Crook keeps nominations secret, and learns about who nominated.
Playing as the Crook
The Crook is to nominations what the Organ Grinder is to votes - it obscures and conceals what is otherwise readily visible, learning all of the hot gossip at night. The Crook, therefore, is a useful tool in an evil toolkit to ensure evil players can push on good players with impunity, and can learn where town's suspicions might lie. You can use this information to find serial nominators for a Witch to kill later, get a sense of what sorts of conclusions have been drawn from private conversations, and see who's on the right track first, as they may be privy to information others simply don't have.
Generally, though, as long as you choose to be sober, you're doing your job - but if you're looking to frame a specific player as the Crook, drunkening yourself at night might be just the thing to sway a game.
Example
Mathilde is the Crook. She chooses to stay sober on Night 1, and the day is carried out per the Crook's ability. At night, she learns that four players nominated the claimed Klutz, and only one player - the Fortune Teller - nominated the Demon.
Fighting the Crook
Have you ever approached the Storyteller faking an Artist question? Of course you have. Now you have a new reason to harass the Storyteller - nominations! Perhaps you'd like to submit your nomination first in the day to ensure it's heard in full, or perhaps you'll want to go last to make sure town gives it the closest attention. Consider where the information lies and who is liable to nominate, as the order plays out in order of requests per day. You may even want to consider going to the Storyteller only to not nominate at all, just to see if the evil team is watching you, or giving them the impression you're sitting on damning information that you don't really have. Remember that the Crook, unless sat next to the Demon, can't relay who nominated who, so information is almost always going to be slightly delayed. Use it to your advantage.
Example
James is the Washerwoman confirming the Dreamer, who has seen the Demon as either the Pixie or the Po. James, learning this information, immediately approaches the Storyteller and opts to nominate them. Upon learning this the following night, the Crook passes this info on to the Po, who kills James, thinking them to be a powerful information role. Thanks for your sacrifice, James.
Jinxes
Town Crier: The Town Crier learns one player who nominated along with their usual information.
Witch: Players who would die by the Witch's ability die along with the day's executee.
Golem: Players who would die by the Golem's ability die along with the day's executee.
Virgin: Players who would die by the Virgin's ability die instead of the day's executee.
Gerrymanderer: If the Gerrymanderer is in play, only one evil nomination counts towards its ability.
JSON
{
"id": "crook",
"name": "Crook",
"image":
[
"http://menagerie.splittingpixels.com.au/images/croe.png",
"http://menagerie.splittingpixels.com.au/images/crog.png"
],
"flavor": "Citizens - your vote counts! This is democracy inaction! Oh ho, did I say 'inaction'? A mere slip of the tongue, I assure you. Now, if you'll cast your votes in these booths... do mind the gap.",
"ability": "Nominations are not public, and are instead given privately to the Storyteller during the day. Each night*, learn who nominated, and who they nominated. You may choose to make yourself drunk until dusk.",
"firstNight": 30,
"firstNightReminder": "The Crook may choose to make themselves drunk until the following night. Announce the Crook is in play at Dawn if the Crook is sober.",
"otherNight": 30,
"otherNightReminder": "Show the Crook the player(s) who nominated, and who they nominated. The Crook may choose to make themselves drunk until the following night. Announce the Crook is in play at Dawn if the Crook is sober.",
"reminders":
[
"Drunk"
],
"jinxes":
[
{
"id": "towncrier",
"reason": "The Town Crier learns one player who nominated along with their usual information."
},
{
"id": "witch",
"reason": "Players who would die by the Witch's ability die along with the day's executee."
},
{
"id": "golem",
"reason": "Players who would die by the Golem's ability die along with the day's executee."
},
{
"id": "virgin",
"reason": "Players who would die by the Virgin's ability die instead of the day's executee."
},
{
"id": "gerrymanderer",
"reason": "If the Gerrymanderer is in play, only one evil nomination counts towards its ability."
}
],
"setup": false,
"team": "minion"
},