They start to bob and weave as if they're excited you've come to join 'em, and it's not until you've walked a ways that you notice they don't seem to be growing much closer.
ABILITY:
You might register as adjacent to different players for good abilities. Once per game, at night, you may become drunk: a good player learns this.
STORYTELLER NOTES:
This is a fairly mechanically heavy Minion in that it alters the physical layout of the Grimoire. If in person, consider placing a token between the two players to signify the Wispr is there. Otherwise, double check information you're sending to ensure it's accurate.
If the Wispr is targeted directly, remember where they are sitting so that it registers as appropriate.
Given that this power is at the Storyteller's discretion, if town's information is too ruined with the Wispr in play, consider misregistering it only some of the time to give good a chance to puzzle it out.
The Wispr projects itself to another point on the Grimoire to corrupt information.
Playing as the Wispr
The one big decision to make when playing as the Wispr is when to make yourself drunk. You can ruin the Tea Lady's day, and cause the Empath to question reality, but at some point, you may accidentally be pushing on your own evil team. At that point, it's time to pull the ripcord and get out of there: but know that a good player will learn that this happens. At that point, town will be on high alert for strange information, so the choice is tougher than you might think. Perhaps you slip out earlier than expected to cause chaos, or go a little later to implicate other players.
If a Wispr is not in play, perhaps it's time to put out a fake Wispr call! Doing so will cause town to question their information to date, even though you know it to be true.
Example
Lars is the Wispr neighbouring the Klutz and the Oracle, projecting themselves inbetween the Recluse and the Gossip. The Chef learns a 1.
Fighting the Wispr
If you think a Wispr is in play, question everything. Otherwise reliable information like the Chef or Clockmaker can be wildly inaccurate due to the Wispr's existence, but discerning where the Wispr might be registering from, rather than where they really are, is equally powerful information! If the Clockmaker did, indeed, get a 2, but players in those positions are confirmed by other means, perhaps something is awry about town's information?
Additionally, the Wispr's call is a signal to town to re-evaluate: use that opportunity to puzzle out what your new information looks like, in order to determine where the Wispr lies, but who - and what - they were covering.
Example
Lochie is the Barber who learns that a Wispr has made themselves drunk. They announce it in the morning. The Empath, receiving a 1 overnight despite their neighbours not changing, determines that the Wispr is likely one of their living neighbours.
Jinxes
Preacher: If the Wispr is targeted by the Preacher's ability, a good player (not the Preacher) sees the Wispr's token.
Plague Doctor: If the Storyteller gains the Wispr's ability, that ability is given to a living Minion instead.
Alchemist: If the Alchemist gains the Wispr's ability, they learn the name of one of their new neighbours.
JSON
{
"id": "wispr",
"name": "Wispr",
"image":
[
"http://menagerie.splittingpixels.com.au/images/wise.png",
"http://menagerie.splittingpixels.com.au/images/wisg.png"
],
"flavor": "They start to bob and weave as if they're excited you've come to join 'em, and it's not until you've walked a ways that you notice they don't seem to be growing much closer.",
"ability": "You register as adjacent to different players for good abilities. Once per game, at night, you may become drunk: a good player learns this.",
"firstNight": 16,
"firstNightReminder": "Place the 'Neighbour' tokens on two adjacent players (not including the Wispr). The Wispr may choose to make themselves drunk. If they do, remove the 'Neighbour' tokens; choose a good player and show them the Wispr token.",
"otherNight": 16,
"otherNightReminder": "The Wispr may choose to make themselves drunk. If they do, remove the 'Neighbour' tokens; choose a good player and show them the Wispr token.",
"team": "minion",
"reminders":
[
"Drunk",
"Knows",
"Neighbour",
"Neighbour"
],
"jinxes":
[
{
"id": "preacher",
"reason": "If the Wispr is targeted by the Preacher's ability, a good player (not the Preacher) sees the Wispr's token."
},
{
"id": "plaguedoctor",
"reason": "If the Storyteller gains the Wispr's ability, that ability is given to a living Minion instead."
},
{
"id": "alchemist",
"reason": "If the Alchemist gains the Wispr's ability, they learn the name of one of their new neighbours."
}
]
},