With fire and strength, I shape the world.
ABILITY:
On Night 1, create an ability for yourself, agreed to by the Storyteller. The Demon learns a clue as to its nature.
STORYTELLER NOTES:
As with the Wizard, the Smith's ability should be within the bounds of what would be considered fun and solvable. Use your discussion with the Smith to mediate this. Remember to wake the Smith and a point in the night appropriate to their ability, if at all.
Aim to steer away from abilities that are mechanically confirming in most cases, since they are often impossible to bluff by the evil team, but also confirm the Smith is what they claim.
While moderating an ability on the spot is difficult, consider aiming for something less powerful than what an Amnesiac might receive, given the distinct downside of the Amnesiac not knowing the ability they have.
The Smith creates their own tools.
Playing as the Smith
Unlike the Amnesiac, who has to figure out what their Storyteller-given ability is, you know right from the jump, because you create it yourself! Get creative, make up abilities that have never been seen before, or pick an off-script role to mimic. Remember that the Demon gains a clue as to what your ability might be, so information that you gain, or effects your ability might trigger can be easily discerned by the evil team, or worse, copied, so be judicious.
Example
Eric is the Smith. On Night 1, he proposes to gain the ability to learn characters killed by the Demon each night. The Storyteller agrees to this ability, and wakes the Demon to let them know that the Smith's ability learns about Demon kills.
Bluffing as the Smith
Evil roles have a lot of overlap with what a Smith might learn, so craft an ability that sounds plausible in order to prove yourself to be real. If you have a Devil's Advocate, consider an ability that can protect. If you have a Poisoner, perhaps your ability learns powerful information at the expense of "drunking" players each night. Or if you have a Godfather, perhaps you can claim to have a power that can kill at night if an evil player dies during the day! You have far more mechanically confirmable abilities at your disposal than most good players, so bluffing as the Smith gives you free reign to reverse engineer tools at your disposal to fit the role.
Example
TJ is the Fang Gu with the Boffin Gossip ability. They gossip a true statement during the day, but claim they are in fact the Smith, who gains the ability to kill during the night if a player who is drunk or poisoned is executed during the day. Fun!
Jinxes
N/A.
JSON
{
"id": "smith",
"name": "Smith",
"image":
[
"http://menagerie.splittingpixels.com.au/images/smig.png",
"http://menagerie.splittingpixels.com.au/images/smie.png"
],
"flavor": "With fire and strength, I shape the world.",
"ability": "On Night 1, create an ability for yourself, agreed to by the Storyteller. The Demon learns a clue as to its nature.",
"firstNight": 45,
"firstNightReminder": "The Smith proposes an ability. It can be agreed to or negotiated. Wake the Demon and provide a hint as to the nature of the agreed ability.",
"otherNight": 16,
"otherNightReminder": "If applicable, wake the Smith at a point in the night appropriate to their ability.",
"team": "townsfolk",
"reminders":
[
"1",
"2",
"3",
"4",
"5"
]
},