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Pacifist
A passive Townsfolk who gives the Storyteller the option to save executed good players from death. This introduces uncertainty regarding whether a survival was a divine intervention or a Minion's protection.
Ability
Executed good players might not die.
Strategy Guide
Playing As
- Survive as long as possible, as Storytellers are often more inclined to use your ability in the late game to assist the good team.
- Avoid revealing your character early to prevent becoming a target for the Demon; bluff as a low-priority target like the Fool or Goon.
- If a player survives execution, reveal immediately to claim credit and confirm that player as good (ruling out the Devil's Advocate).
- You can advocate for executions on players you suspect might be good but are acting suspicious, relying on your ability to potentially save them.
Playing Against
- Be skeptical of execution survivals; on this script, the Devil's Advocate can mimic the Pacifist's ability to save evil players.
- If a player survives execution, do not automatically assume they are good; they could be a Minion or a Demon protected by a Devil's Advocate.
- The Pacifist is a common bluff for evil players to explain away a failed execution on a teammate.
Interactions
The existence of this Minion on the script makes Pacifist saves ambiguous, as evil players can also survive executions.
Tea Lady / Sailor / FoolThese characters naturally survive executions; the Pacifist adds ambiguity to the cause of their survival and provides a backup safety net.
JudgeThe Judge can force a second execution; the Pacifist allows the town to survive these aggressive plays by potentially negating the death.
Shabaloth / PoAgainst Demons that can kill multiple players at night, the Pacifist helps preserve the good team's voting majority by preventing day deaths.