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Mutineer (Outsider) By OrangeSocks (orange.socks)
Ever heard o` the soul twice damned by the treachery o` their own kind? Mark me words well, for the first to seek out power shall cross into darkness, sellin` their soul and turnin` the tide of this bloody game. Beware, for the sea be rough and trust be a rare treasure. Ye think ye know loyalty?
Overview
The Mutineers coordinate to learn non-Demon players, but one might betray the other.

* During setup, the extra Mutineer replaces a Townsfolk.

* Each night except for the first, they choose a player. If they are not the Demon, nor the player the other Mutineer chose, nothing happens. If they are the Demon, the Mutineer becomes evil. If both Mutineers chose the same player, evil wins immediately.

* A Mutineer turning evil due to their ability can only happen once per game. Any other (instance of the) Mutineer that chooses the Demon does not become evil.

* Mutineers act one at a time, not both together.

* If a Mutineer is created mid-game, only one is created.

* If the first Mutineer to choose the Demon is drunk or poisoned, they do not turn evil, nor does any (instance of the) Mutineer that chooses the Demon in the future.

* If one Mutineer is drunk or poisoned but the other is not, them choosing the same player still results in an evil win. If both are drunk or poisoned, choosing the same player has no effect.
Examples
Marianna and Ben are the Mutineers but Ben is poisoned. At night, they both point at the same player. Evil wins.

Amy and Lewis are the Mutineers. At night, Amy chooses the Balloonist while Lewis chooses the Leviathan. Lewis becomes evil. The next night, Amy chooses the Leviathan while Lewis chooses the Spy. Nothing happens. The night after, both Mutineers choose the same player. Lewis wins together with the evil team.

One of the Mutineers is turned evil by the Mezepheles. That night, the evil Mutineer points at the Demon. The next night, the good Mutineer points at the Demon. Neither choice had any effect.

Doug and Edd are the Mutineers. At night, Doug points at the Recluse and turns evil. The next night, a Barber-swap happens resulting in another player, Evin, being the good Mutineer. Evin then points at the Demon, but does not turn evil.
How To Run
While setting up the game, before putting the character tokens in the bag, replace a Townsfolk token with the extra Mutineer token.

During each night except the first, wake one of the Mutineers. They point at an alive player.
If that player is not the Demon or if the “Mutiny!” reminder is in the center of the Grimoire, nothing happens; put the Mutineer to sleep.
If that player is the Demon and the “Mutiny!” reminder is not in the center of the Grimoire, rotate their character token and put the “Mutiny!” reminder in the center of the Grimoire. (Unlike “Once per game” abilities, this reminder stays there for the rest of the game. Don’t remove it, even if a Mutineer dies or changes character.)

Wake the other Mutineer and repeat this process. If the second Mutineer chooses the same player as the first one did, the game ends and the evil team wins.

Once each Mutineer has made their choice, if you rotated one of their tokens, wake that Mutineer again to show the `You Are` info token, then a thumbs-down (indicating they are now evil) and put them to sleep.

Note: it is recommended to perform the alignment change after both choices to deal with the edge case of both Mutineers choosing the Demon in the same night. In that case, both Mutineers remain good and hence lose immediately, which is - in the author`s opinion - a better outcome than one of them arbitrarily winning with evil.
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