Psychopath
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Surprise!
Jinxes
If the Psychopath is babysitting Lil' Monsta, they die when executed.
How to run it (Storyteller)
How to play
- Use the daily kill to eliminate your most dangerous investigative threats — Oracle, Investigator leads, or a Slayer sitting on a shot — before they can nominate or gather information that day.
- The kill happens publicly, so frame it as a claimed Town ability whenever possible: claim Gossip, Gambler, or a homebrew-adjacent role that could justify 'I need to remove this person for mechanical reasons' to sow confusion.
- Coordinate with your Demon so the Psychopath kill and the night kill target different players, burning the Town's nomination-based response and their ability to protect anyone in a single cycle.
- Roshambo is 50/50, but surviving execution is a massive equity swing — consider engineering your own execution on a day when good roles are still alive and can be killed the following day if you survive, turning a loss into a near-win.
- The most common mistake is killing too aggressively too early: one flashy kill before nominations on day one paints an enormous target and removes the element of doubt that keeps you alive long enough to do real damage.
- If you suspect you are about to be executed, do NOT use your kill that day — surviving execution via roshambo while appearing 'spent' reads as innocent and wastes the Town's execution credit.
How to fight the Psychopath
- The Psychopath's kill is public and pre-nomination, so any player who dies before the town nominates was almost certainly killed by the Psychopath — track these kills across days to confirm minion presence and narrow the pool.
- Once you identify the Psychopath, do not waste an execution on them unless you are confident you can afford the 50/50: a lost roshambo burns your day's execution and leaves a confirmed minion alive with another kill tomorrow.
- Bait roshambo on a day when the loss is acceptable — late game when good townsfolk are few — rather than mid-game when surviving execution sets the evil team up to win with tempo.
- The existence of a Psychopath means one minion slot is filled by a non-informational minion: if you are reading the evil team composition, de-weight the likelihood of a Baron (smaller town) or Poisoner and weight toward a Demon that wants bodies on the ground fast.
- Prioritise protecting your most powerful information roles in the pre-nomination window by having them nominate immediately when the floor opens — this does not stop the kill but signals to the group who the Psychopath would target next and gives those players social cover to act before dying.
Key interactions
When the Psychopath is holding the Lil' Monsta token, execution kills them outright with no roshambo — the survival mechanic is completely bypassed. As Psychopath, avoid babysitting if execution is likely; as Good, this is the one window to guarantee the Psychopath's death on execution.
If the Psychopath is executed as a consequence of breaking a madness requirement, they still play roshambo — it does not automatically kill them. Storytellers should not use madness execution as a 'guaranteed' Psychopath removal; the survival chance remains.
A Psychopath who nominates themselves and is then executed plays roshambo normally — there is no penalty for self-nomination beyond the execution risk. This can be a deliberate bluff to appear desperate or innocent while retaining a coin-flip survival chance.