Pacifist
“Distrust all in whom the impulse to punish is powerful.”
Identity: Pacifist
Alignment: Good
Category: Townsfolk
Ability: Executed good players might not die.
Explanation: Whenever a good player is executed (voted out), the Storyteller decides whether they die or live. It is not outright mentioned that a player survives because of this ability (there are several ways a player can survive execution). If a player is executed and remains alive, that still counts as the execution for today.
Tips for playing as the Pacifist: Don’t come out as the Pacifist early in the game! Your ability keeps good players safe (at the Storyteller’s discretion), and the evil team will want to remove you from play as soon as possible. Bluff as something undesirable to kill, like a Fool or a Goon, and hold that line until you have very good reason to reveal who you are. You should always come out eventually, but how you choose to do so is up to you. For example, you may know a player you trust 100% is good, and reveal to them early and secretly. If your ability saves someone later, they will know immediately it was you. If you don’t have someone you trust that much, then simply play carefully until you die, or until it’s late enough in the game that people need to know who you are anyway.
Tips for bluffing as the Pacifist: Either stay silent initially, or use the Pacifist as a backup bluff. Most Pacifists wait for several days before revealing that they are the Pacifist, so it will look perfectly normal. Alternatively, if the character bluff that you are attempting isn’t going so well, switch to the Pacifist later in the game, or when put in the hot seat.