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Revolutionary

2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely.

United we feigned. Divided, we stalled.

How to run it (Storyteller)

Add the Revolutionary when you want to create a reliable anchor of alignment information for the village — two neighboring seats are publicly known to share alignment, which compresses the solution space significantly. Choose which two players are the Revolutionary pair before the game, then decide which one will use the false-registration during setup or reserve that decision for a pivotal moment. Run it cleanly by announcing the two neighbors and their shared alignment publicly at the start of Day 1; the false-registration is a one-time storyteller-controlled event, not player-activated.

Playing with the Revolutionary — as good

  • Treat the confirmed pair as a soft anchor: if both are good, you can build deduction chains outward from them with higher confidence than from any other pair.
  • Do not assume the false-registration has already fired — until you see hard contradictory evidence, pressure-test whether a surprising result from one of the pair might be the one lie the Revolutionary permits.
  • If one of the pair is getting strong evil reads from multiple independent sources, seriously consider that the false-registration has been used on them rather than dismissing those reads as noise.
  • Use the pair's shared alignment to back-solve: if one is confirmed evil, the other is too — escalate execution pressure on both rather than debating them separately.
  • Protect at least one of the confirmed pair from nomination on early days; losing both before mid-game strips you of the anchor entirely.

Playing with the Revolutionary — as evil

  • If a demon or minion is one of the Revolutionary pair, the false-registration is your single most powerful deflection tool — save it for the moment the village is about to execute that player.
  • If neither evil player is in the pair, work to cast doubt on whether the false-registration has fired: claim it already happened to make the pair seem less trustworthy than the town believes.
  • Target the pair early for social pressure and misdirection — if you can get the village to distrust or execute one of them, the confirmed-alignment anchor collapses and the Revolutionary's benefit evaporates.
  • Bluff around the pair's confirmed alignment: if both are known good, nominating one loudly can manufacture confusion about whether the storyteller's announcement was accurate or the registration has already flipped.
  • Avoid clustering your evil players adjacent to the pair, since the village will use the pair as a deduction anchor and reason outward — stay further in the seating order to avoid guilt-by-proximity logic.

Key interactions

Poisoner

If the Storyteller rules that poisoning affects Fabled mechanics, a poisoned player in the Revolutionary pair could cause their alignment signal to behave unreliably — clarify with your Storyteller before the game whether the Revolutionary's announced alignment is immune to poison, since this directly determines how much the pair can be trusted as an anchor.

Recluse

If a Recluse sits in the Revolutionary pair, the Storyteller may have intentionally placed them there knowing their evil misregistration interacts with the false-registration; the village should not assume both effects cannot overlap, and should treat a Recluse in the pair as a meaningful source of uncertainty rather than a clean confirmation.