Chambermaid
“I aint seen nothin’ untoward, Milady. Begging your pardon, but if I did see somethin’, it certainly weren’t the master o’ the house sneaking into the professor’s laboratory ‘round eleven o’clock and mixing up fancy potions, just like you said, Miss.”
Identity: Chambermaid
Alignment: Good
Category: Townsfolk
Ability: Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Summary: As the Chambermaid, you choose two alive players each night. You learn how many of those two players woke up due to their ability. “Waking up” in this context means that they have had an interaction with the storyteller because of their ability.
To name some examples: a Sailor wakes up to tell the storyteller who they’re going to have a drink with, a Demon wakes up to kill, a Devil’s Advocate wakes up to choose who they will protect. Even a Courtier or Professor who decides not to use their once-per-game ability wakes up to tell the storyteller that they do not wish to use their ability yet. Once they have spent their once-per-game ability, they no longer wake up for the rest of the game.
Tips for playing as the Chambermaid: The ability of the Chambermaid is particularly useful to check if people are lying about their role. If the role they claim to be doesn’t match with your information, the chance is high that they’re lying! But remember, even good players have an incentive to lie about their role sometimes, so be careful with who you accuse.
Tips for bluffing as the Chambermaid: If you don’t know which good players are which characters, you can throw caution to the wind, and give information that doesn’t match their nighttime activities. For example, if you claim to have chosen players who are saying that they are the Exorcist and the Innkeeper, but you say that only one of them woke, the good team will likely distrust the Townsfolk before they distrust you.
Confirm evil players, to help your team look trustworthy. You can either listen to which bluffs your teammates are making, and then give information that matches those bluffs.
If you are a good player, bluffing as the Chambermaid can be a good way to intimidate a player into telling the truth about their character. If you suspect that they are lying (or they haven’t said anything at all), you can claim to know whether they have woken up at night, which might prompt them into changing their character bluff (if evil), or revealing who they really are (if good).