Hush, now. One spoonful of wild sage; a pinch of rosehip; a dash of calendula; boiled with nettle should do it. But drink quickly - you are fading fast… and this tastes terrible.
ABILITY:
Each night, choose 2 players. You learn how many of them are affected by madness, drunkenness, or poisoning.
STORYTELLER NOTES:
Remember that poisoning and drunkenness demand arbitrary information: if good is winning, consider giving poisoned or drunk players arbitrarily correct information if the Medicine Man is aware that they may be affected.
The Medicine Man can detect many ills, from madness to poisoning.
Playing as the Medicine Man
Your ability to sniff out forms of drunkenness, poisoning or madness is invaluable to your team, so finding individuals who may be impacted means you’ll be able to verify information, explain certain behaviours, or provide an explanation for misfiring abilities. This becomes especially powerful in situations where certain statuses are permanent, like the No Dashii’s poisoning, Sweetheart drunkenness, or Mutant madness. So long as you have reason to believe that your own information is sober, you should be a valuable asset to your team.
Example
Brian is the Medicine Man. He checks two players at night. He learns a 1, suggesting that one player's information might be unreliable.
Bluffing as the Medicine Man
As a Minion or Demon, you’ll have insight as to who is impacted by negative statuses, so you have the option of gaining trust by verifying them. However, you can also spread misinformation to get specific good players to not trust their information - which, as above in situations like No Dashii poisoning or Sweetheart drunkenness could lead the opposing team to lean into worlds that are patently false. And if you get called out on your shoddy information, you can always back into you yourself being poisoned or drunk!
Example
Mary is the No Dashii bluffing as the Medicine Man. She claims to check two players distant from her, and claims to receive a 2, suggesting that poisoned players exist well away from her reach.
Jinxes
Mutant: The Mutant registers as mad to the Medicine Man.
Queen: The Queen registers as mad to the Medicine Man.
Sleeper: The Sleeper, and the Minion they are making Drunk, register as mad to the Medicine Man.
Klaun: Players selected by the Klaun do not register as affected to the Medicine Man.
JSON
{
"id": "medicineman",
"name": "Medicine Man",
"image":
[
"http://menagerie.splittingpixels.com.au/images/medg.png",
"http://menagerie.splittingpixels.com.au/images/mede.png"
],
"flavor": "Hush, now. One spoonful of wild sage; a pinch of rosehip; a dash of calendula; boiled with nettle should do it. But drink quickly - you are fading fast… and this tastes terrible.",
"ability": "Each night, choose 2 players. You learn how many of them are affected by madness, drunkenness, or poisoning.",
"firstNight": 44,
"firstNightReminder": "The Medicine Man selects three players.",
"otherNight": 54,
"otherNightReminder": "The Medicine Man selects three players.",
"setup": false,
"team": "townsfolk",
"reminders":
[
"Affected",
"Affected",
"Chosen",
"Chosen"
],
"jinxes":
[
{
"id": "Mutant",
"reason": "The Mutant registers as mad to the Medicine Man."
},
{
"id": "Queen",
"reason": "The Queen registers as mad to the Medicine Man."
},
{
"id": "Sleeper",
"reason": "The Sleeper, and the Minion they are making drunk, register as mad to the Medicine Man."
},
{
"id": "Klaun",
"reason": "Players selected by the Klaun do not register as affected to the Medicine Man."
},
{
"id": "Mime",
"reason": "The Mime registers as mad to the Medicine Man."
}
]
},