... .-.. .- -.-- . .-. .-.-.- / ... --- .-.. -.. .. . .-. .-.-.- / -- .- -.-- --- .-. .-.-.- (Creator credit: Matt)
ABILITY:
On Night 1, if you use your ability, the Demon learns one in-play role as part of their bluffs, and 1 Townsfolk is drunk until dusk. The Demon learns you are in play.
STORYTELLER NOTES:
Select an in-play role as you would an out-of-play role as the Demon’s corrupted bluff; however take some care when selecting the player to drunk as a result of the Wire Tapper’s power; choosing the ‘wrong’ person may have unintended consequences for the game, and more importantly, render some roles like ‘you start knowing’ roles redundant without any interference from another player such as the Poisoner. Consider drunkening ongoing information roles, something that might cause some drama early on, or - if the game state heavily favours evil - someone who isn’t impacted by it at all.
The Wire Tapper corrupts lines of communication, mixing up their Demon bluffs - or not.
Playing as the Wire Tapper
This is a Townsfolk with a binary choice on the first night, but it is an incredibly powerful one! Whether you use your ability or not, the Demon learns that you exist, and so you may choose to use it to toss an in-play role into their bluffs, or decline to ensure town stays as sober as possible. But no matter what you choose to do, the Demon cannot be 100% certain that their bluffs will hold! Use this to your advantage and either claim to be the Wire Tapper early, or perhaps hold on to it and sniff out any double claims; they may just be evil in (a poor) disguise.
Example
Lavender is the Wire Tapper who chooses to use their ability. The Demon receives three roles - the Mechanical Man, the Evangelist, and the Slayer - one of which is an in-play role.
Bluffing as the Wire Tapper
Given the Wire Tapper’s ability, this is an easy role to bluff, but sadly your utility only goes as far as the first day. If you are a powerful Minion with a ‘spent’ teammate such as the Baron, you may consider asking them to fall into a double claim to legitimise yourself, and gain trust with town which can keep you alive and operational. Just know that a Wire Tapper who is reluctant to be fed to the Vortox, for instance, may not be terribly trustworthy.
Example
Jessie is the Boffin bluffing as the Wire Tapper. They have given their Demon the Librarian's ability, and are fed to the Vortox that afternoon. Such is life. However, the two players claiming Fortune Teller - one the real Fortune Teller, the other the Pixie, are pushed on by town for a double claim, potentially due to the Wire Tapper's ability.
Jinxes
Snitch: If the Snitch is in play, one Minion bluff is also affected by the Wire Tapper: no additional Townsfolk are made drunk.
JSON
{
"id": "wiretapper",
"name": "Wire Tapper",
"image":
[
"http://menagerie.splittingpixels.com.au/images/wirg.png",
"http://menagerie.splittingpixels.com.au/images/wire.png"
],
"flavor": "... .-.. .- -.-- . .-. .-.-.- / ... --- .-.. -.. .. . .-. .-.-.- / -- .- -.-- --- .-. .-.-.- (Creator credit: Matt)",
"ability": "On Night 1, if you use your ability, the Demon learns one in-play role as part of their bluffs, and 1 Townsfolk is drunk until dusk. The Demon learns you are in play.",
"firstNight": 15,
"firstNightReminder": "The Wire Tapper may use their ability. If they say yes, replace a Demon bluff with an in-play role (not the Wire Tapper). Mark one Townsfolk as Wires Crossed.",
"setup": false,
"team": "townsfolk",
"reminders":
[
"Bluff",
"Wires Crossed"
],
"jinxes":
[
{
"id": "snitch",
"reason": "If the Snitch is in play, one Minion bluff is also affected by the Wire Tapper: no additional Townsfolk are made drunk."
}
]
},