
Locksmith
Each night*, choose a living player. If they do not have their ability, they regain their ability and learn they were chosen.
“Here you are, all opened up again, now will that be cash or check?”
The Locksmith allows some characters to use their abilities more than once.
Examples
On the first night, the Locksmith wakes and chooses the Philosopher player who has used their ability. The Philosopher learns that they have been chosen, loses the ability that they chose, and may choose again the next night.
On the second night, the Locksmith wakes and chooses the Chef. That night the Chef wakes and their ability activates.
On the third night, the Locksmith wakes and chooses the Assassin who has used their ability and was chosen by the Preacher. Both the Assassin’s NO ABILITY reminder and the Preacher’s NO ABILITY reminder are removed.
On the fourth night, the Locksmith wakes and chooses the Ogre. The Ogre wakes, chooses a player, and the Ogre’s alignment changes to their newly chosen player’s alignment.
On the first night, the Locksmith wakes and chooses the Huntsman player who hasn’t used their ability yet, nothing happens.
On the second night, the Locksmith wakes and chooses the Puzzlemaster, who has made their guess. Their GUESS USED token is removed, they learned they were picked, and the next day, they may guess again.
On the third night, the Locksmith wakes and chooses the Mezepheles who has used their ability. The Mezepheles learns they were chosen, regains their ability, and learns a new secret word.
On the fourth night, the Locksmith wakes and chooses the Ogre. The Ogre wakes, chooses a player, and the Ogre’s alignment changes to their newly chosen player’s alignment.
How to Run
Each night, except the first, wake the Locksmith. They will point at a player.
If that player has a NO ABILITY token (or similar token) on them or wakes only on the first night, put the Locksmith to sleep. That player regains their ability - if applicable, remove the NO ABILITY token from them and place their night token back on the night sheet, otherwise put the Locksmith’s ONCE AGAIN token on that player. Wake that player, show them the THIS CHARACTER SELECTED YOU info card and show them the Locksmith character token. Put that player to sleep. Add their token back to the night sheet.
If that player doesn’t have a NO ABILITY token on them and wouldn’t gain the ONCE AGAIN reminder token, put the Locksmith to sleep.
When a character with the ONCE AGAIN reminder token wakes and performs their ability, replace any effects and tokens from their first decision with their more recent decision and remove the ONCE AGAIN token.
Because of how many different tokens and abilities there are in the game, this role requires a bit of Storyteller discretion on what abilities can be lockpicked and which ones cannot. Try to be clear and consistent with your rulings so that players understand and can build their worlds around what is and isn’t possible. When in doubt, a stricter interpretation of the rule is easier to follow.
Townsfolk