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Empath
A Townsfolk who detects the number of evil players among their living neighbors. By executing neighbors, the Empath can extend their reach and verify the alignment of the wider circle.
Ability
Each night, you learn how many of your 2 alive neighbors are evil.
Night Ritual (Storyteller Instructions)
Each Night
"Show the finger signal (0, 1, 2) for the number of evil alive neighbors."
Strategy Guide
Playing As
- If you get a '0', trust your neighbors and form a voting block with them immediately.
- Advocate for the execution of your neighbors to 'refresh' your ability and learn about players further down the line.
- Coordinate with the Undertaker to confirm the alignment of the neighbors you execute.
- Bluff a different count to hide from the Demon or to test how your neighbors react to being accused.
- Be wary if you survive until the final day; the town may suspect you are the Drunk or a Minion bluffing.
Playing Against
- Kill the Empath early to cut off a consistent stream of verifying information.
- As a Minion, bluff as the Empath to frame good neighbors and force executions.
- Use the Spy to register as good or the Recluse to register as evil to confuse the Empath's count.
- If the Empath is Drunk or Poisoned, keep them alive to spread misinformation to the town.
- The Imp can kill themselves (star-pass) to move the Demonhood away from the Empath's detection range.
Interactions
Can confirm the alignment of the Empath's executed neighbor, validating whether the Empath's previous info was correct.
VirginThe Empath can nominate the Virgin to confirm themselves as a Townsfolk, making their information trusted.
Spy/RecluseThe Spy registers as good (giving false 0s) and the Recluse can register as evil (giving false positives), disrupting the count.
ChefWorks as a 'range extender' by cross-referencing the number of evil pairs with the Empath's specific neighbor data.
Scarlet WomanIf the Demon dies and the Scarlet Woman becomes the Demon, the Empath's reading may suddenly change without a neighbor dying.