Ho there - yes, you in the dirty apron! You look like a lucky fella. And you, miss! You with those lovely scissors in hand! Something tells me luck is on your side this fine day. Don't be scared, I don't bite. Now, watch closely as I place the ball under the cup...
ABILITY:
Once per game, at night, receive a good player's info and three players that may have sent it. That info is wrong for both players.
STORYTELLER NOTES:
The Swindler’s power can be moderated on the basis of how well town is doing. If they are doing well, consider picking a character whose information is difficult to immediately parse, and vice versa. It may also be worth including evil players in the three that are ‘seen’ by the Swindler, as they may be inclined to share the information they received. If there are no remaining information roles in play, the Swindler’s power simply fails - but this in itself is also useful information.
Be sparing with first night roles: corrupting their information can be harmful to town, but puzzling out the correct information can ultimately be helpful.
The Swindler steals a copy of another good player's information, but corrupts it in the process.
Playing as the Swindler
Your job as the Swindler is to confirm another player around the Grimoire. The cost, of course, is that you corrupt the information that Townsfolk receives, so there is some wisdom, perhaps, in calling out your role once used to see if you can determine where that information came from. Some information, like the Dreamer’s, is quite obvious, while others are much broader or general, so the difficulty in figuring out the source varies. With that said, the ability to confirm another player outside of the first day is extremely powerful, and the understanding that the information is necessarily wrong (rather than poisoned) means you can potentially puzzle out a correct answer along with your swindled ally. There is even an argument to make your discussion extremely obvious, since if you manage to gather the information of a spent role such as a Seamstress, you can goad the Demon into killing them under the impression that they may be something ongoing.
Example
Scott is the Swindler. He uses his ability at night, receiving a yes. The three players he receives are the Fortune Teller, who received a no; the Flowergirl, who received a yes; and the Town Crier, who also received a yes.
Bluffing as the Swindler
As a confirmation role, this is a really powerful bluff for the evil team. Given that the information received by the Swindler is wrong, you don’t need to lean too heavily on your knowledge of the town to ensure that your role is legitimised. Use your ‘ability’, confirm a team-mate - be they the Demon or a Minion who will likely become the Demon - and don’t put up a fight if you’re nominated. You are, after all, a spent role!
Example
Kevin is the Poisoner bluffing as the Swindler. He poisons the Oracle overnight, and claims to receive what he believes to be an incorrect Oracle number. The three players he claims to receive are the Oracle, the Chambermaid, and the Artist.
Jinxes
Spy: The Spy may register to the Swindler’s ability.
Vortox: If a Vortox is in play, the Swindler produces and receives correct information.
JSON
{
"id": "swindler",
"name": "Swindler",
"image":
[
"http://menagerie.splittingpixels.com.au/images/swing.png",
"http://menagerie.splittingpixels.com.au/images/swine.png"
],
"flavor": "Ho there - yes, you in the dirty apron! You look like a lucky fella. And you, miss! You with those lovely scissors in hand! Something tells me luck is on your side this fine day. Don't be scared, I don't bite. Now, watch closely as I place the ball under the cup...",
"ability": "Once per game, at night*, receive a good player's info and three players that may have sent it. That info is wrong for both players.",
"otherNight": 30,
"otherNightReminder": "From Night 2: Wake the Swindler and ask if they wish to use their ability. If they do, when a player of your choice receives info tonight, it is wrong: send a copy of that info to the Swindler. If no info is left to send, the Swindler learns nothing.",
"team": "townsfolk",
"reminders":
[
"Swindled",
"Wrong",
"Wrong",
"No Ability"
],
"jinxes":
[
{
"id": "spy",
"reason": "The Spy may register to the Swindler’s ability."
},
{
"id": "vortox",
"reason": "If a Vortox is in play, the Swindler produces and receives correct information."
}
]
},