Don’t you see? Don’t you see it? Look at the connections! Just look! It’s so obvious. If we assume that Mister Morozov is– no, wait… this goes deeper. This goes all the way to the top! I knew it all along!
ABILITY:
You start knowing 1 player. If you are mad that they are evil, when they die, learn their alignment and that of 1 living neighbour. If you claim to be the Conspiracist, lose this ability.
STORYTELLER NOTES:
As the Storyteller, you choose who the Conspiracist is "mad" towards, and your choice matters. You can confirm neighbours of a good player, uncover an evil player, or target them directly to clear others.
The Conspiracist is convinced a certain player is evil, and learns the truth upon their death.
Playing as the Conspiracist
The truth is out there! You are convinced that someone in this game is definitely evil, so stick to your guns and don’t let up. Cast aspersions, nominate, spread (mis)information - whatever you need to do to convince your fellow Townsfolk that the target of your ire deserves to die. Whether they are or not is up to the Storyteller, but that’s not really the point, is it? If you maintain this madness, you’ll learn valuable information that confirms the person you’ve been mad about all game, as well as that of a living neighbour, which can go a long way to solving the game. Of course, how you do all of this is up to you, since you can’t reveal your true identity.
Example
Ann is the Conspiracist who has been informed that their chosen player is Will. Ann pushes on Will each day, and on Day 2, Will is executed. Ann learns that Will is good, and one of Ann's neighbours is evil.
Bluffing as the Cartographer
Given that the Conspiracist can’t claim who they really are, feel free to double claim others and spread misinformation as you like: other players are likely to catch on to what you’re trying to tell them, and just might overlook the details. Additionally, should you get the player you’ve chosen executed, you then have the option to “confirm” them, and a neighbour, as good or evil. It’s possible, of course, that the player you’ve targeted may be confirmed in other ways, so don’t be too hasty to sell your world if it doesn’t align with what people already know, else you might out yourself in the process. Also note that if you have an "expendable" role such as a Baron, spent Assassin, Marionette, or Demon with a Scarlet Woman, you may want to target them directly, if they neighbour an evil player you want to protect.
Example
Matt is the Marionette, who is being accused of being evil by the Conspiracist. Matt is executed, and the Conspiracist learns that they are evil, but also learns that Matt's neighbour is good. This in turn helps to clear Matt's demon.
Jinxes
Harpy: If the Harpy makes the Conspiracist mad at another player, the Conspiracist must be mad at both.
JSON
{
"id": "conspiracist",
"name": "Conspiracist",
"image":
[
"http://menagerie.splittingpixels.com.au/images/conspg.png",
"http://menagerie.splittingpixels.com.au/images/conspe.png"
],
"flavor": "Don’t you see? Don’t you see it? Look at the connections! Just look! It’s so obvious. If we assume that Mister Morozov is– no, wait… this goes deeper. This goes all the way to the top! I knew it all along!",
"ability": "You start knowing 1 player. If you are 'mad' that they are evil, when they die, learn their alignment and that of 1 living neighbour. If you claim to be the Conspiracist, lose this ability.",
"firstNight": 37,
"firstNightReminder": "Give the Conspiracist a player's name; give that player the *Hunch* token. :reminder:",
"otherNight": 55,
"otherNightReminder": "If the marked player has died today or tonight, mark the Conspiracist with the *Knew All Along* token :reminder:: they learn that player's alignment, and that of one living neighbour.",
"setup": true,
"team": "townsfolk",
"reminders":
[
"Hunch",
"Knew All Along",
"Neighbour"
],
"jinxes":
[
{
"id": "harpy",
"reason": "If the Harpy makes the Conspiracist mad at another player, the Conspiracist must be mad at both."
}
]
},