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Gnome

All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

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How to run it (Storyteller)

At game start, privately tell every player the name of one player who shares the Gnome's alignment. If the Gnome is good, point to a good player; if evil, point to an evil player — this is public information structurally but delivered privately. Whenever that nominated player is put up for nomination, the Gnome may immediately declare they are killing the nominator; the death happens that instant and the nomination still proceeds. Use this Traveller when you want to create a hard deterrent around a specific player and add social pressure to nomination decisions.

How to play as a good Gnome

  • Use your death threat to protect a powerful good role — if town knows you will kill anyone who nominates the Slayer or the Empath, they may think twice and buy that player an extra day.
  • Announce your protection target openly and early so town can factor the kill threat into their strategy; transparency builds trust and signals you are not hiding an evil agenda.
  • If the player you are protecting is confirmed through corroborating information, doubling down on the threat forces evil to either nominate through the death or spend their own resources getting you exiled first.
  • Pay attention to who pushes hardest for your exile — they are most likely to be the evil player who wants to nominate your ward without dying for it.
  • Consider switching your vocal protection to a different good player if the original target is strongly suspected by town, so your threat still has deterrent value rather than becoming a liability.

How to play as an evil Gnome

  • The player you are told about is a teammate — use that private confirmation to coordinate silently without ever needing to make eye contact or whisper suspiciously.
  • Threaten to kill anyone who nominates your evil partner, making it appear you are a loyal good Gnome bodyguard; this burns a nomination slot and may cost good a player if they call your bluff.
  • If your partner is under real pressure, sacrificing yourself by following through on the kill is worthwhile — it removes an active good voice and the nomination still proceeds, potentially eliminating your partner anyway, but you signal fierce loyalty that can seed doubt about the nominator.
  • Encourage your partner to behave like a powerful or confirmed good role so town is reluctant to nominate them regardless of your threat, compounding the protection.
  • If you sense exile coming, have your partner soft-clear you publicly before it is called — town is less likely to exile a Gnome whose kill threat is actively deterring nominations of a player they trust.

Key interactions

Exile mechanic

The Gnome's only vulnerability is exile, which bypasses the kill deterrent entirely. Evil players who want to nominate the Gnome's ward without dying will campaign hard for exile, so unusual exile pressure on you is itself a meaningful tell about who is evil.

Poisoner

If the Gnome is poisoned, it is unclear whether the kill ability still functions — the Storyteller should rule the ability broken, meaning the protection or deterrent is illusory without the Gnome or town knowing. An evil Poisoner targeting the Gnome removes the shield around the ward silently.