Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...
How to run it (Storyteller)
How to play
- Treat every day's two statements as a puzzle pair: over multiple visits, cross-reference overlapping claims — a player or fact that appears in two separate true statements across different days is highly reliable signal.
- Timing your visit: go early enough that the information can influence nominations, but consider holding a particularly explosive true claim until you can announce it with corroborating context so town believes you over an evil counter-claim.
- What to share vs hold back: share true statements openly with town, but consider withholding the false statement publicly — telling town which statement you believe is false signals your reasoning and lets smart evil players game your logic.
- Vortox awareness: if your information starts feeling internally consistent in suspicious ways, or you catch yourself unable to falsify either statement across multiple days, flag the possibility of Vortox to town immediately — your corrupted data is itself diagnostic.
- Most common mistake: treating the true/false distinction as certain. You know one is true and one is false, but you do not know which is which. Never publicly commit to a specific statement as definitively true without external corroboration, or you risk town acting on the false one.
How to bluff as the Savant
- Claim Savant early in the game and volunteer vague, plausible-sounding information pairs — keep both statements ambiguous enough that neither can be immediately verified or falsified, buying you time to observe town's reactions.
- Feed a false 'true' statement that nudges suspicion toward a good player you want executed, framed as the piece of information you believe is genuine — this is the core bluff value and should target someone whose death helps evil.
- Fake inconsistency across days deliberately: real Savants struggle to know which statement is true, so mimicking that genuine uncertainty ('I think this one is true but I'm not sure') makes your bluff look authentic rather than fabricated.
- The main tell that exposes a fake: a real Savant accumulates information across multiple days that slowly triangulates toward useful conclusions. If you cannot produce progressively more specific or cross-corroborating claims as the game goes on, experienced players will notice your data never coheres.
Key interactions
When Vortox is alive, both of the Savant's daily statements are false, eliminating the guaranteed true piece entirely. A Savant who notices their information never seems to pan out — or where both statements feel plausible-but-wrong — should treat that pattern as strong evidence Vortox is in play and alert town immediately.
Barista can either double the Savant's reliability (both statements true) or give them two full true-and-false pairs in one visit, effectively doubling their information volume. If a Savant suspects Barista acted on them, a day where both statements feel independently verifiable is a signal they got the 'two truths' version.
A poisoned Savant still receives two statements from the Storyteller, but both can now be false with no guarantee of truth — mechanically identical to a Vortox day, except it is transient. If one day's information feels completely off while other days feel reliable, poisoning is the likely explanation.