
Cherubim
Each night*, a player dies. If the Seraph dies, you choose who dies. Minions do not learn you or if they are good. [+ the Seraph]
“...and let not their sins go unpunished. Lay low those who have dealt with demons and cleanse that stain off the land...”
The Cherubim keeps Minions from learning they are good and stays hidden.
Examples
On the first night, the Minions wake up and learn the Seraph player, but don’t learn the Cherubim player.
On night two and three, the storyteller picks a player to die due to the Cherubim’s ability. On night four, after the Seraph died due to the Slayer’s ability, the Cherubim wakes up and picks a player to die.
The Cherubim is executed and dies. Minions do not learn that they are good, as their allignment has not changed.
Only five players, including the Cherubim and Seraph, live. The Storyteller chooses to use the Cherubim’s ability to kill the Seraph to avoid making winning impossible for good on the final day.
How to Run
While setting up the game, before putting character tokens in the bag, if the Seraph is not already in play, remove a Townsfolk character token and add the Seraph character token.
During the Minion info phase, do not show the Minions the Cherubim player.
Each night except the first, and if the Seraph has not died, a player dies – mark them with a DEAD reminder and a shroud.
Each night except the first, and if the Seraph has died, wake the Cherubim. They point at any player. That player dies – mark them with a DEAD reminder and a shroud. Put the Cherubim to sleep.
If a Minion asks about their alignment or would otherwise learn their alignment, they learn that they are evil, even if they are not.
The Cherubim comes before the Seraph each day, allowing the Seraph to choose whether to sink the kill.
If Cherubim is on the script, avoid confirming Minions alignment to them, letting them know that as Minions their alignment would be evil and they would learn if it changed unless they wouldn't due to an ability.
Demon