Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?
Storyteller cues
First nightChoose a player. Wake them, show the THIS CHARACTER SELECTED YOU & Barista tokens, then give a finger signal. ◦
Other nightsChoose a player. Wake them, show the THIS CHARACTER SELECTED YOU & Barista tokens, then give a finger signal. ◦
How to run it (Storyteller)
How to play as a good Barista
- Publicly announce your presence and invite good information roles to nominate themselves so you can prioritize sobriety on roles that have reason to suspect they are poisoned or drunk.
- If you suspect a Vortox is in play, prioritize the sober-and-healthy effect on an information role each night — your sober player gets true information regardless of the Vortox, which the town can use to anchor their logic.
- Track which roles have unused once-per-game abilities and time the twice-trigger to maximize the information or disruption yield — for example, doubling a Slayer shot or giving a Sailor two sober nights worth of anchoring in one night.
- Be transparent about who you targeted each night after the fact; this lets the town cross-reference whether a player's claim matches the effect you gave them and catches evil players misrepresenting your ability.
- If a player claims they received bad info despite your sober-and-healthy effect, flag this immediately to the town — it is strong evidence they are lying about their role or about what information they received.
How to play as an evil Barista
- Use the twice-trigger on an evil Minion with a disruptive ability — doubling a Poisoner or Assassin's action in a single night can devastate the town while appearing to be a good-faith power boost.
- Publicly appear cooperative by asking the town who needs sobriety, then covertly use the twice-trigger on evil players while claiming you granted sobriety to a good player who conveniently cannot prove they did not receive it.
- If the Demon is at risk of execution, use the twice-trigger on a Minion who can protect or redirect that threat, framing it to the town as helping confirm a good role.
- Selectively grant sobriety to an evil player pretending to be a poisoned good role, which validates their false claim at no real cost to evil and lends them credibility they did not earn.
- Avoid exile by consistently appearing to target plausible good information roles; only deviate when the game is late and the payoff is decisive.
Key interactions
A player made sober and healthy by the Barista receives true information even when the Vortox is in play, making the Barista a direct counter to the Vortox's global poison. Prioritize the sober effect every night once a Vortox is suspected so the town has at least one anchor of reliable information.
A Savant doubled by the Barista gives two separate pairs of statements, each still containing one true and one false — so the town gets more data to cross-reference but still must deduce truth from each pair. A Barista-sober Savant instead delivers two statements that are both true, which is uniquely powerful and worth prioritizing if Vortox or heavy poisoning is suspected.
If the Courtier is currently making a player drunk, the Barista can sober that player for the night, but the Courtier's drunkenness snaps back at dawn for its remaining duration. This is a one-night reprieve, not a cure — time it for a night when that player's ability is most critical.