Who are we to believe we know better than the cosmos? (Additional credit: Vyvvyx)
ABILITY:
On your first night, learn three statements. Once per game, at night, you learn if any have become true.
STORYTELLER NOTES:
Statements should relate to the game in some fashion, and can either be straightforward or cryptic, depending on how you wish to run the character. If the Astrologer is sober, at least one of the statements should be something that could happen during the game.
Reminder tokens are provided in order to mark notable events if they should be linked to a specific character or player.
The Astrologer receives portents of events to come, and learns when one has come to pass.
Playing as the Astrologer
Firstly, the statements you learn may potentially hint towards things that could happen during the game, so that alone may serve as valuable information to the town.
But, more importantly, if you ever wake to learn a "yes", now you know that something you learned has indeed come to pass! Now it's time to puzzle out what may have happened based on existing information, and using that information to help solve the game state.
Alternatively, you may never learn a yes, meaning that none of the three things you learned have come to pass - and that can potentially be equally useful.
Example
Laura is the Astrologer. They receive the following on Night 1:
"Outsiders kissing"
"Tie a bow around the Demon"
"Surrounded by evil"
On Night 3, Laura learns a yes. One of the above statements has come to pass, and the town intuits that the Fang Gu may have jumped to the Sweetheart.
Bluffing as the Astrologer
Bluffing as the Astrologer requires a bit of work ahead of time, but can wreak havoc if you convince town that your statements are legitimate. Make predictions about events that could - but will never - come to pass in this game. Town will likely work with your statements when given, and then once you drop the "yes" on them, town will likely scramble for days to try to figure out what it could mean. Crucially, noting that you've not yet received confirmation may be a good cause to keep you alive.
Alternatively, you may want to be truthful in your predictions, and dissuade town from those notions once it's revealed that you're evil. If you're in a town that may be quick to discover what you really are, this could be an equally effective strategy!
Example
George is the Imp bluffing as the Astrologer. They give the following statements:
"A Minion dies at night"
"Protection from death"
"Neighbouring the Demon"
George sinks a kill on Night 4, and "learns" a yes the same night, confirming their Minion who is bluffing as the Monk.
Jinxes
N/A.
JSON
{
"id": "astrologer",
"name": "Astrologer",
"image":
[
"http://menagerie.splittingpixels.com.au/images/astg.png",
"http://menagerie.splittingpixels.com.au/images/aste.png"
],
"flavor": "Who are we to believe we know better than the cosmos? (Additional credit: Vyvvyx)",
"ability": "On your first night, learn three statements. Once per game, at night, you learn if any have become true.",
"firstNight": 47,
"firstNightReminder": "Give the Astrologer three statements about the game. Nod or shake your head depending on whether any of the Astrologer's statements have come true.",
"otherNight": 55,
"otherNightReminder": "Nod or shake your head depending on whether any of the Astrologer's statements have come true.",
"team": "townsfolk",
"reminders":
[
"1",
"2",
"3"
]
},