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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)

Each night, privately tell one player whether their ability will work twice or they are sober and healthy until dusk, then administer accordingly. The twice-trigger means the chosen player wakes at their normal time, sleeps, then wakes again in the same night; once-per-game abilities reset and can fire twice. When making a player sober and healthy, strip all existing drunk and poison tokens for the night but reapply any ongoing sources at dawn. Use the ability fairly — targeting a confirmed good information role with sobriety is always justified; saving the twice-trigger for a pivotal demon-hunting night creates high storytelling value without feeling arbitrary.

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

Vortox

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.

Savant

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.

Courtier

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.