Sailor
“I’ll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza ‘bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!”
Identity: Sailor
Alignment: Good
Category: Townsfolk
Ability: Each night, choose an alive player: either you or they are drunk until dusk. You can’t die.
Explanation: As the Sailor, you can’t die! Immortality, hurray! Unless..? Every night you will wake up and choose a player to go drinking with. This results in either you getting drunk, and therefore not being immortal anymore, or them getting drunk, messing up their ability (visit the Plague Doctor for more information about being drunk). You will not know who of the two of you is made drunk for that night and the upcoming day. This decision is at the storyteller’s discretion.
Tips for playing as the Sailor: When you pick a townsfolk during the night, they will probably be made drunk. When you choose an outsider, minion, or demon at night, you will probably be made drunk. Meaning, that the price of your immortality often comes at the cost of some valuable information or nifty ability.
Tips for bluffing as the Sailor: When bluffing as the Sailor, unlike a real Sailor, you will probably die if you are executed! Unless you have a wily Devil’s Advocate helping you out, it’s probably best to avoid getting yourself killed just to prove a point.
Try to convince powerful characters that they are drunk because of you. If someone has just revealed they are the Tea Lady who is suspicious of an evil neighbor? Well oh no! You’ve been picking them every night, so it’s probably why their ability didn’t work. Even the possibility that they were drunk will shake up a good player’s convictions.
Use your “caused drunkenness” to cover for other evil players. For example, if a Minion is bluffing as the Chambermaid and pulls out a number that doesn’t gel with what the town knows? Well, they were drunk, of course – no wonder they got it all wrong!