It's thankless work, but I'd be concerned if it wasn't.
ABILITY:
Once per game*, at night, choose an alive player. The Undertaker, if chosen, learns a character killed at night. Each night*, learn if dead neighbours are targeted by an ability. [+the Undertaker]
STORYTELLER NOTES:
The Mortician enhances, and in a sense, protects the Undertaker, so ensure that the bag built takes this into consideration. Consider pairing the Mortician with Demons such as the Ojo, or Minions such as the Spy to ensure that the Undertaker can be sufficiently bluffed.
The Mortician adds and aids the Undertaker - and keeps an eye on deceased neighbours.
Playing as the Mortician
As is the case with the Huntsman or Choirboy, your existence implies the existence of the Undertaker - so go and find them! Creating a chain of confirmation with such a powerful role is incredibly useful, and finding the Undertaker means that you're able to activate your ability for as long as they live. While you need to trust who you select at night, if confirmed, you can likely trust your pick until the very end.
Example
Gideon is the Mortician. On Night 2, he learns that one of his dead neighbours was targeted by an ability - the dead Oracle reveals on a later day that they were Cerenovus mad. Gideon also chooses Reginald as part of his ability: Reginald learns that the Demon killed the High Priestess that night.
Bluffing as the Mortician
Like many "pair" roles, you're often able to take two bluffs for the price of one. If you receive Undertaker as a bluff, you know that the Mortician is also up for grabs. Keep in mind that bluffing Mortician with an Undertaker in play is tricky, since there is a mechanical basis to your ability, but given how often strong roles try to hide behind the Undertaker's role, you might want to consider "choosing" them in the night to waste your ability.
Example
Angela is the Poisoner bluffing as the Mortician. They claim to have selected the Ravenkeeper as their Undertaker pick, who learns nothing. Angela also notes that on the same night, the now-dead Cerenovus may have been selected at night, implying they are currently mad.
Jinxes
Philosopher: If the Philosopher has the Undertaker's ability, they receive info from the Mortician. If alive, the Undertaker receives false info.
JSON
{
"id": "mortician",
"name": "Mortician",
"image":
[
"http://menagerie.splittingpixels.com.au/images/morg.png",
"http://menagerie.splittingpixels.com.au/images/more.png"
],
"flavor": "It's thankless work, but I'd be concerned if it wasn't.",
"ability": "Once per game*, at night, a living Undertaker learns a character killed at night. Each night, learn if dead neighbours are targeted by an ability. [+the Undertaker]",
"otherNight": 60,
"otherNightReminder": "Wake the Mortician: they may choose to use their ability. If they agree, wake the Undertaker and show them a character that has died tonight. Nod or shake your head at the Mortician depending on whether a dead neighbour was targeted by an ability.",
"setup": true,
"team": "townsfolk",
"reminders":
[
"Learned",
"No Ability",
"Targeted",
"Targeted"
],
"jinxes":
[
{
"id": "philosopher",
"reason": "If the Philosopher has the Undertaker's ability, they receive info from the Mortician. If alive, the Undertaker receives false info."
}
]
},