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Savant and Vigormortis: Difference between pages

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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-...")
 
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life."<p> <span style="display: block; color: black; font-size: 20px;...")
 
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<div id='character-details'>
<div id='character-details'>
[[File:icon_towncrier.png|250px]]
[[File:icon_vigormortis.png|250px]]
<p class='flavour'>"Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor..."<p>
<p class='flavour'>"All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life."<p>


<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Steven Medway</td>
</tr>
</tr>
</table>
</table>
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<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false.
The Vigormortis kills their own Minions, but those Minions keep their ability.


__TOC__
__TOC__
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== Character Text ==
== Character Text ==


"Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false."
"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]"
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<div class='example'>
<div class='example'>
The Savant learns that "All players wearing glasses are good" and that "One player sitting on the black couch is a Minion."
The Vigormortis kills the {{Evil|Witch}}. The player that the {{Evil|Witch}} cursed tonight remains cursed. The next day, when the cursed player nominates, they die.
</div>
</div>


<div class='example'>
<div class='example'>
The Savant learns that "A {{Good|Snake Charmer}} is in play" and "Everybody got true information last night."
The Vigormortis kills the {{Evil|Evil Twin}}. The {{Evil|Evil Twin}} neighbours a {{Good|Klutz}} and a {{Good|Flowergirl}}. The {{Good|Sage}} is the next neighbour to the {{Good|Klutz}}. The Storyteller chooses that the {{Good|Sage}} is poisoned.
</div>
</div>


<div class='example'>
<div class='example'>
The Savant learns that "The Demon is a woman" and "Benjamin is evil.
The Vigormortis kills the {{Evil|Pit-Hag}}. The {{Evil|Pit-Hag}} changes a {{Good|Savant}} into a {{Evil|Witch}}. The Vigormortis kills the {{Evil|Witch}}, who curses and kills a player. The {{Evil|Pit-Hag}} turns the dead {{Evil|Witch}} into the {{Good|Oracle}}, who now has no ability. The {{Evil|Pit-Hag}} turns the Vigormortis into a {{Evil|Vortox}}. The {{Evil|Pit-Hag}} now has no ability.
</div>
 
<div class='example'>
The Savant learns that "Evin and Amy are the same alignment" and "There is one Outsider in play.
</div>
</div>


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== Tips & Tricks ==
== Tips & Tricks ==


* Each day, you will receive 1 true piece of information, and 1 false piece of information. The easiest way to utilize this is to pick which piece of information you believe to be true, and run with it. For example, if the Storyteller tells you that either a) a {{Good|Mutant}} is in-play, or b) both your neighbours are good, and there is no evidence that a {{Good|Mutant}} is in-play, then just assume that both your neighbours are good. You might be wrong, but you've made a "best guess", which is something.
* Kill your Minions as early as possible. If you kill your Minions at night, they keep their ability. If your Minions die during the day, then they lose their ability. Killing them yourself guarantees that they get to keep their ability for the rest of the game. A {{Evil|Witch}}, {{Evil|Pit-Hag}} or {{Evil|Cerenovus}} that is guaranteed to act each and every night can be an incredible boon for your team, either causing good player after good player to lose their ability by dying ({{Evil|Witch}} and {{Evil|Cerenovus}}) or to lose their ability by becoming a different character ({{Evil|Pit-Hag}}). In [[Sects & Violets]], any way that you can reduce the amount of information that the good team has received by the time that the final day comes around will be helpful.


* In some situations, one half of your information may be proved to be true, in which case, the other piece of information is false. Or, one half of your information is proved to be false, in which case the other half of your information must be true. This gives you multiple facts to work with. For example, if you learnt that either a) the Minion has blonde hair, or b) there are 3 Outsiders in play, and all evidence is pointing to the fact that the Minion is dead (and no dead players have blonde hair), you can safely assume that there are 3 Outsiders in-play.
* Be patient, and listen to what the good players are saying. If they not suspicious of any of your Minions, it is probably best to keep them alive. Each day, your living Minions get to use their vote to help you avoid being executed, and that is very helpful. There is no benefit to killing a Minion until you think that the good team might execute them.  


* You can sometimes deliberately prove that one half of your information is true or false. Again, this gives you more facts as a result. For example, if you learn that either a) the Demon is wearing a collared shirt, or b) all players on the black couch are good. If you deliberately execute all players wearing collared shirts, and the game continues with the Demon still killing at night, then you know that the Demon was not wearing a collared shirt, and therefore that all players on the black couch are good.
* At night, kill players that the good team was planning on executing as soon as possible. If you kill suspicious good players, there is a good chance that the rest of the group will believe that a Vigormortis is in play and that the player that died at night was a Minion. And, if they believe that the good player is a Minion, they will not listen to anything that player says, even believing the opposite of any information they shared before they died, and are unlikely to form a bond of trust with that player. If a {{Good|Clockmaker}} or a {{Good|Town Crier}} is in play, their information is disrupted because they will base their logic on the false assumption of which player is the Minion. This strategy works particularly well if the good team already has reason to believe that a Vigormortis is the in-play Demon, due to information received via the {{Good|Dreamer}}, {{Good|Savant}}, or {{Good|Artist}}.


* False information is just as useful as true information, if you know it to be false. When mentally reversing a fact from false to true, be careful that you do not make a logical error. For example, if you learn that "the {{Evil|Witch}} chose a good player last night", and you come to believe that information is false, reversing this information to mean "the {{Evil|Witch}} chose an evil player last night" is not necessarily correct. There may be no {{Evil|Witch}} in play. Or the {{Evil|Witch}} might be dead. The reversal of "the Witch chose a good player last night" is "all good players are free from the Witch's curse and may safely nominate".
* Killing the {{Evil|Witch}}, {{Evil|Pit-Hag}} or {{Evil|Cerenovus}} allows them to use their ability independently after they are dead. Killing the {{Evil|Evil Twin}} means that the good team will lose if the good twin is executed. However, since most players will not execute a single, living twin, they may need your help to convince them to do so. Killing an {{Evil|Evil Twin}} at night removes the possibility that the good team will learn which twin is evil and which twin is good by executing the evil twin - and the less the good team knows, the better.


* Each day, you will get 2 pieces of information. Whilst it may sometimes seem impossible to determine which of these pieces are true, as the game progresses, you can compare later information to earlier information, and this may lead to definite conclusions. For example, if on the 1st day, you learn that a) A {{Good|Snake Charmer}} is in play, or b) all players wearing hats are good, then on the third day, you learn that either a) a new player became the Demon last night, b) the Minion is dead, this information overlaps. If you assume that the Demon has been swapped by the {{Good|Snake Charmer}}, you can deduce that at least 1 player wearing a hat was evil on day 1, and the Minion is still alive.
*Kill the {{Evil|Evil Twin}} if you suspect that the good team is going to execute them. It is much better to have them die at night, and leave the good team wondering whether you actually killed the good twin instead. The added bonus of a Townsfolk being poisoned is also very helpful.


* Tell the group your information each day so they can help you remember it all. It can be difficult to remember everything the Storyteller told you once the days start getting numerous. You need to be a Savant, after all! Telling the group can help make sure nothing is forgotten. Alternatively, if you have an excellent memory (or you can secretly write down the information without the storyteller catching you, or the Storyteller actually lets you write down information), staying quiet for a few days and revealing everything at once can be devastating.
*If you don't know which Minion to kill, choose the one next to a particularly troublesome Townsfolk, so that the Storyteller can poison them. It is often better to have a dangerous Townsfolk alive and getting false information that dead and looking trustworthy.  


* To maximize the information that you receive, do whatever you can to survive as many days as possible. Bluff as a character that the Demon does not want to attack, such as the {{Good|Sage}}, or a {{Good|Clockmaker}} or {{Good|Seamstress}} that has already used their ability, or simply stay quiet. The longer you survive, the more information you have to work with. Don't leave it too long though... with players dying left, right and center, due to the {{Evil|Witch}}, {{Evil|Cerenovus}} and {{Good|Mutant}}, you may need to reveal your information earlier rather that later, to help the good team kill an evil player or two. This is particularly helpful if an {{Evil|Evil Twin}} or a {{Evil|Vortox}} is in-play, as you'll need to correct the good team's information with what you know.
*Since there is one fewer Outsider in play than normal, and you know this, it can be very easy and very effective to bluff as an Outsider. Even better - tell your Minions to bluff as an Outsider. A Minion that dies at night is usually perceived as very trustworthy, so if they claim to be the {{Good|Klutz}} or the {{Good|Sweetheart}}, then the good team can think there is a lot of misinformation when there isn't. Bluffing as the {{Good|Sage}} is also an excellent choice for Minions that die at night.
 
* Pay attention to the wording that the Storyteller uses - small changes can have drastically different consequences. Since the Savant can be a difficult character for Storytellers to have in a game, as they need to create information that is helpful to you, but not game-endingly unfair for the evil team, many Storytellers choose their words very carefully. Remember exactly what was said, to avoid confusion. For example, if the Storyteller says "All minions are on the blue couch", and you tell the group that "all players on the blue couch are minions", you have made a logical error. Or, if the Storyteller says "The Demon is wearing glasses", and you tell the group "The Demon is someone who wears glasses.", be aware that these statements are slightly different - if the Demon takes their glasses off without you noticing, and you keep telling the group that the Demon is wearing glasses, you will be in error.
 
* Visit the Storyteller every day, to receive as much information as you can. The more days that you visit the Storyteller, the more you that you learn, but the more likely the Demon is to kill you at night. The Savant is often too dangerous a player for the Demon to keep alive, so if the Demon player sees you visiting the Storyteller each day, they may attack you at night, even if you have not publicly revealed that you are the Savant.
 
* Wait a few days before visiting the Storyteller. Whilst this will mean that you get less information overall, it may mean that you live longer, and that any information that you do receive is more valuable. Typically, information you get when there are only 3, 4 or 5 players left alive will be more useful, because it refers to fewer players. For example, learning that 1 of 2 players is a Minion is handy when 12 players are alive, but it is VERY handy when just 3 players are alive
<br>
<br>


== Bluffing as the Savant==
== Fighting the Vigormortis  ==
 
When bluffing as the {{Good|Savant}}, there are a few things you should keep in mind:


* Keep your information simple! Not only does this make it easier to keep your story straight in general, but it is much easier to undermine the good team if they can follow your argument. For example, try giving information like a) I have an evil neighbour OR b) There is a {{Good|Clockmaker}} in play. These statements can enable you to back up your demon (bluffing as a {{Good|Clockmaker}}) or cast shade on your neighbours.
* Pay attention to who dies at night. If players seem to be dying in descending order of usefulness to the good team, you probably don't have a Vigormortis in play, and should be looking to see whether the Demon is a {{Evil|Vortox}}, {{Evil|Fang Gu}}, or {{Evil|No Dashii}} instead. However, if players die at night in a seemingly random order, or when you think that the group was probably going to execute those players soon anyway... you probably have a Vigormortis in the midst. Watch who dies at night, and what they are saying. If you can figure out which dead players are Minions, you can reverse their information, because most dead Minions will be lying.


* Give complex and confusing information! While this can be trickier to deal with, you can trip the good team up trying to unravel what your information ''means'', taking their focus away from other evil players. For example, your information could be a) that there are more evil players in even steps away from you, OR b) The evil players have one good player between them. These tricky statements will take some time to decipher.
* It is often easiest to figure out that a Vigormortis is in play on the final day. In [[Sects & Violets]], Minions act in very noticeable ways. The {{Evil|Witch}} kills people when they nominate, and most players changed by the {{Evil|Pit-Hag}} will tell the group. If it gets to the final day and a Minion is still active, then you probably have a Vigormortis in play. If there are only 3 players left alive and you know that 2 Minions acted last night, you are definitely facing a Vigormortis, since there would be no good players left alive if both Minions were still alive.  


* Ask the Storyteller for advice on what sort of information they would give. You'll be going up to them every day anyway - different Storytellers will give different bits of information depending on their personal style and the game setup. You won't get anything specific (you're not ''actually'' the Savant), but they'll definitely give you some ideas. For example, the Storyteller may tell you that they would give you information about in-play characters, or the alignments of players in certain locations.
* Watch out for the {{Traveler|Bone Collector}}. They can make it seem like a Vigormortis is in play when there isn't.


* Don't be too specific - specific statements can be easily disproven. For example, if you confidently say that "Lachlan is the {{Good|Town Crier}}" and he isn't, then your other statement has to be true... which is a problem if that statement implicates any of your evil team.
* If you think that you know which players are dead Minions, use this information as the starting point to build upon. For example, the {{Good|Clockmaker}} can tell you who the Demon might be if you know a dead Minion. The {{Good|Artist}} can tell you where the Demon is in relation to the Minion, or confirm that your suspicions are correct. A {{Good|Town Crier}}'s information can tell you if you are correct or not, and if their information is at odds with yours, then that player may not be the {{Good|Town Crier}} after all.


* Give two false statements or two true statements. The things that you know to be true (e.g. Your evil team) are not things you want the group to know about. Bury the truth by masking it as the false statement to something obviously true, or throw suspicion around by making two false statements that undermine the claims of good players. For example, if the Demon is a {{Evil|No Dashii}}, you could claim that a) The Demon is a {{Evil|No Dashii}} OR b) Kurt is good. If Kurt has been verified by other information (e.g. If he's dead and an {{Good|Oracle}} has read him), then people will naturally tend towards believing the Demon is not a {{Evil|No Dashii}}.
* If a Vigormortis is in play, you can safely assume that when just 3 players are alive, 2 of them are good. This is a fantastic thing to know, because you know that all their information can not be incorrect. There is no {{Evil|Vortox}} or {{Evil|No Dashii}} to muddy the waters, and only one of the three player's information is false. You have two separate assumptions to work from - either that all players are telling the truth (possible), or 2 players are telling the truth and one player is lying (probable). Examine the statements of each of the three players and see where they conflict. You may end up with a situation where "If A is true, then B must be true. If B is true, then C must be true. C is false, therefore A is false." You may not be able to confirm who is the Demon by this method, but starting from the assumption that either 2 or 3 players are telling the truth, you may be able to confirm beyond doubt that a particular player of that trio is good. And confirming that good players are good, is just as helpful as confirming that evil players are evil.


* Use your information to pit good players against each other! Tell everyone sitting together on a couch that one player there is evil. Claim mutually exclusive statements - for example, if you have a {{Good|Dreamer}} and {{Good|Philosopher}} running your game, claim that your information was a) There is a {{Good|Dreamer}} in play OR b) There is a {{Good|Philosopher}} in play. Driving a wedge between good players and casting doubt on their information is a great way to protect the evil team and keep things confused.
*If it seems that one player is getting false information, but the majority of players are not, you probably have either a Vigormortis or a {{Evil|No Dashii}} in play. Either way, start executing the players closest to trustworthy Townsfolk with false information - you'll either be killing a {{Evil|No Dashii}}, or you'll learn that a Vigormortis is in play.  


* Give information that leads to the endpoint you desire. This can be tricky, but rewarding if you pull it off. The idea is to give information that overlaps on a particular point in such a way that something is true (or false) no matter which statement the group accepts as the "true" one. For example: say you are trying to protect your Demon from suspicion, and they are female and sitting next to you. You can claim your information was a)The Demon is male OR b) Both my neighbours are good. No matter which one of these statements ends up being false, it clearly absolves the Demon of any guilt!
*When a Townsfolk suddenly starts getting false information, it is usually due to them being poisoned by a Vigormortis or a {{Good|Sweetheart}}. The {{Evil|Vortox}} and the {{Evil|No Dashii}} tend to give false information from the beginning of the game. If you can identify that a Townsfolk that was getting true information is now getting false information, then you also know that the player that died the night that happened is a Minion. Knowing who a Minion player is can be very useful, particularly when combined with the information that the {{Good|Clockmaker}}, {{Good|Town Crier}}, {{Good|Dreamer}}, {{Good|Seamstress}} or {{Good|Juggler}} gets.


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[[Category:Sects & Violets]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]
[[Category:Demon]]

Revision as of 14:39, 4 March 2023

Icon vigormortis.png

"All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life."

Appears in Logo sects and violets.png Information

Type Demon
Artist Steven Medway

The Vigormortis kills their own Minions, but those Minions keep their ability.

Character Text

"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]"

Examples

The Vigormortis kills the Witch. The player that the Witch cursed tonight remains cursed. The next day, when the cursed player nominates, they die.

The Vigormortis kills the Evil Twin. The Evil Twin neighbours a Klutz and a Flowergirl. The Sage is the next neighbour to the Klutz. The Storyteller chooses that the Sage is poisoned.

The Vigormortis kills the Pit-Hag. The Pit-Hag changes a Savant into a Witch. The Vigormortis kills the Witch, who curses and kills a player. The Pit-Hag turns the dead Witch into the Oracle, who now has no ability. The Pit-Hag turns the Vigormortis into a Vortox. The Pit-Hag now has no ability.

Tips & Tricks

  • Kill your Minions as early as possible. If you kill your Minions at night, they keep their ability. If your Minions die during the day, then they lose their ability. Killing them yourself guarantees that they get to keep their ability for the rest of the game. A Witch, Pit-Hag or Cerenovus that is guaranteed to act each and every night can be an incredible boon for your team, either causing good player after good player to lose their ability by dying (Witch and Cerenovus) or to lose their ability by becoming a different character (Pit-Hag). In Sects & Violets, any way that you can reduce the amount of information that the good team has received by the time that the final day comes around will be helpful.
  • Be patient, and listen to what the good players are saying. If they not suspicious of any of your Minions, it is probably best to keep them alive. Each day, your living Minions get to use their vote to help you avoid being executed, and that is very helpful. There is no benefit to killing a Minion until you think that the good team might execute them.
  • At night, kill players that the good team was planning on executing as soon as possible. If you kill suspicious good players, there is a good chance that the rest of the group will believe that a Vigormortis is in play and that the player that died at night was a Minion. And, if they believe that the good player is a Minion, they will not listen to anything that player says, even believing the opposite of any information they shared before they died, and are unlikely to form a bond of trust with that player. If a Clockmaker or a Town Crier is in play, their information is disrupted because they will base their logic on the false assumption of which player is the Minion. This strategy works particularly well if the good team already has reason to believe that a Vigormortis is the in-play Demon, due to information received via the Dreamer, Savant, or Artist.
  • Killing the Witch, Pit-Hag or Cerenovus allows them to use their ability independently after they are dead. Killing the Evil Twin means that the good team will lose if the good twin is executed. However, since most players will not execute a single, living twin, they may need your help to convince them to do so. Killing an Evil Twin at night removes the possibility that the good team will learn which twin is evil and which twin is good by executing the evil twin - and the less the good team knows, the better.
  • Kill the Evil Twin if you suspect that the good team is going to execute them. It is much better to have them die at night, and leave the good team wondering whether you actually killed the good twin instead. The added bonus of a Townsfolk being poisoned is also very helpful.
  • If you don't know which Minion to kill, choose the one next to a particularly troublesome Townsfolk, so that the Storyteller can poison them. It is often better to have a dangerous Townsfolk alive and getting false information that dead and looking trustworthy.
  • Since there is one fewer Outsider in play than normal, and you know this, it can be very easy and very effective to bluff as an Outsider. Even better - tell your Minions to bluff as an Outsider. A Minion that dies at night is usually perceived as very trustworthy, so if they claim to be the Klutz or the Sweetheart, then the good team can think there is a lot of misinformation when there isn't. Bluffing as the Sage is also an excellent choice for Minions that die at night.


Fighting the Vigormortis

  • Pay attention to who dies at night. If players seem to be dying in descending order of usefulness to the good team, you probably don't have a Vigormortis in play, and should be looking to see whether the Demon is a Vortox, Fang Gu, or No Dashii instead. However, if players die at night in a seemingly random order, or when you think that the group was probably going to execute those players soon anyway... you probably have a Vigormortis in the midst. Watch who dies at night, and what they are saying. If you can figure out which dead players are Minions, you can reverse their information, because most dead Minions will be lying.
  • It is often easiest to figure out that a Vigormortis is in play on the final day. In Sects & Violets, Minions act in very noticeable ways. The Witch kills people when they nominate, and most players changed by the Pit-Hag will tell the group. If it gets to the final day and a Minion is still active, then you probably have a Vigormortis in play. If there are only 3 players left alive and you know that 2 Minions acted last night, you are definitely facing a Vigormortis, since there would be no good players left alive if both Minions were still alive.
  • Watch out for the Bone Collector. They can make it seem like a Vigormortis is in play when there isn't.
  • If you think that you know which players are dead Minions, use this information as the starting point to build upon. For example, the Clockmaker can tell you who the Demon might be if you know a dead Minion. The Artist can tell you where the Demon is in relation to the Minion, or confirm that your suspicions are correct. A Town Crier's information can tell you if you are correct or not, and if their information is at odds with yours, then that player may not be the Town Crier after all.
  • If a Vigormortis is in play, you can safely assume that when just 3 players are alive, 2 of them are good. This is a fantastic thing to know, because you know that all their information can not be incorrect. There is no Vortox or No Dashii to muddy the waters, and only one of the three player's information is false. You have two separate assumptions to work from - either that all players are telling the truth (possible), or 2 players are telling the truth and one player is lying (probable). Examine the statements of each of the three players and see where they conflict. You may end up with a situation where "If A is true, then B must be true. If B is true, then C must be true. C is false, therefore A is false." You may not be able to confirm who is the Demon by this method, but starting from the assumption that either 2 or 3 players are telling the truth, you may be able to confirm beyond doubt that a particular player of that trio is good. And confirming that good players are good, is just as helpful as confirming that evil players are evil.
  • If it seems that one player is getting false information, but the majority of players are not, you probably have either a Vigormortis or a No Dashii in play. Either way, start executing the players closest to trustworthy Townsfolk with false information - you'll either be killing a No Dashii, or you'll learn that a Vigormortis is in play.
  • When a Townsfolk suddenly starts getting false information, it is usually due to them being poisoned by a Vigormortis or a Sweetheart. The Vortox and the No Dashii tend to give false information from the beginning of the game. If you can identify that a Townsfolk that was getting true information is now getting false information, then you also know that the player that died the night that happened is a Minion. Knowing who a Minion player is can be very useful, particularly when combined with the information that the Clockmaker, Town Crier, Dreamer, Seamstress or Juggler gets.