Thank you for being the shepherd that ushers me unto salvation.
ABILITY:
On your first night, you learn if either of the Evangelist's living neighbours are evil.
STORYTELLER NOTES:
When building scripts, remember to include the Evangelist as an extra character (ie. 14 total Townsfolk as opposed to the normal 13).
The Disciple is created by the Evangelist, and helps them know their neighbours.
Playing as the Disciple
Congratulations on being selected by the Evangelist! In your new role, you learn whether the Evangelist neighbours a living evil player. While that's all you learn, it is nonetheless powerful, and might give you a little extra information in addition to what you may have already gleaned. Additionally, if the Evangelist spoke with you during the day noting that they might be choosing you at night, you can be inclined to trust their claim, since you have some level of mechanical confirmation to speak to. Go, child, and spread the good word.
Example
Sage is the Evangelist who selects Dan at night. Dan is a spent Chef, and so they accept Sage's offer, turning into the Disciple. Dan learns that there are no evil players beside him.
Bluffing as the Disciple
Congratulations on being selected by the Evangelist! What a shame they've picked an evil player who has no intention of turning, though.
Unless...
As the Disciple, whether good or evil, remember that you do register as a Townsfolk, so if you're a spent Minion, such as the Baron or Widow with a dead poisoned player, you may want to accept the Evangelist's kind offer to mess with other information. A Ravenkeeper with suspicion towards you will see you as the Disciple; a Balloonist will receive you in their pings as a Townsfolk; and so much more.
Whether you accept the Evangelist's offer or not, give them information that best frames the world you're trying to build: clear their neighbours if evil, or frame them if good. It's totally up to you!
Example
Ben, the Baron, has been selected by the Evangelist at night. They accept. The next day, they nominate the Evangelist's good neighbour, but do not trigger the Town Crier's ability.
Jinxes
Drunk: If the Drunk becomes the Disciple, they remain drunk.
Stowaway: If the Stowaway becomes the Disciple, they are drunk.
Scarlet Woman: If a living Demon becomes the Disciple and there are 5 or more players alive, this triggers the Scarlet Woman's ability. (Travellers don't count.).
JSON
{
"id": "disciple",
"name": "Disciple",
"image":
[
"http://menagerie.splittingpixels.com.au/images/disg.png",
"http://menagerie.splittingpixels.com.au/images/dise.png"
],
"flavor": "Thank you for being the shepherd that ushers me unto salvation.",
"ability": "On your first night, you learn if either of the Evangelist's living neighbours are evil.",
"otherNight": 55.5,
"otherNightReminder": "Wake the Disciple: nod or shake your head.",
"team": "townsfolk",
"special":
[
{
"name": "bag-disabled",
"type": "selection"
}
],
"jinxes":
[
{
"id": "drunk",
"reason": "If the Drunk becomes the Disciple, they remain drunk."
},
{
"id": "stowaway",
"reason": "If the Stowaway becomes the Disciple, they are drunk."
},
{
"id": "scarletwoman",
"reason": "If a living Demon becomes the Disciple and there are 5 or more players alive, this triggers the Scarlet Woman's ability. (Travellers don't count.)."
}
]
},