
Contrarian
Each night*, if you were mad that a player is evil (& not as the Contrarian) but they are good, you might learn this.
If the Contrarian made an effort to convince town that a specific player was evil the previous day, they might wake that night to learn that the player was actually good. If the player they were mad about was really evil, or if they really weren't mad enough in the Story Teller's opinion, they do not wake at all.
- The ST would wake them up and give them a "yes" or "good" to indicate that they were mad about a good player. They never wake to learn that someone is evil.
Because this madness based character is an ongoing info character, it allows the ST to scale how much useful information they receive based on how convincing they are in their madness. If a player isn't being very convincing, and/or it is pretty obvious that they are just the Contrarian, the ST can choose not to wake them up. The main intent behind this character is that it is supposed to get useful information at the cost of putting suspicion on someone and risking getting a good player executed.
Examples
Alice is the Contrarian, she tells people in private chats that she has heard of info saying that Bob is evil, during nominations Bob is almost executed because of what Alice was telling people. During the night, the Storyteller thinks that learning that Bob is good might be overly favorably to the good team, but because Alice did such a good job at her ability, she wakes and learns a "yes" anyway.
Jim is the Contrarian, he spends a day telling Town that Barbra is evil. However, on a past day Jim mentioned Contrarian in his 3s and town is pretty certain that Jim doesn't actually believe Barbra is evil. That night, Barbra dies in the night, and the Storyteller thinks town is struggling anyway, so Jim wakes to learn "yes".
The Contrarian never wakes to learn a player is evil.
Townsfolk