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Storm Catcher

Name a good character. If in play, they can only die by execution, but evil players learn which player it is.

At dawn, the temple’s long shadow creeps to the fountain. At dusk, the obelisk blocks the red glare, cooling warm water under the archway. All lines converge here. A storm is coming, and this, this pebbled and lush and holy place between the apple trees, is the eye.

Storyteller cues

First nightAnnounce which character is stormcaught. If that character is in play, mark that player as STORMCAUGHT. Wake each evil player and show them the character token, then the marked player. If not in play, wake each evil player, show them the THESE CHARACTERS ARE NOT IN PLAY token & the relevant character token.

How to run it (Storyteller)

Add Storm Catcher when you want to create a high-information, high-stakes protection dynamic. The Storm Catcher names a good character on the first night; from that point, the Storyteller must ensure that character cannot die except by execution, and must privately inform all evil players which player holds that character. Run it cleanly by confirming the named character is in play before applying the protection — if it is not in play, no protection activates and no information is passed.

Playing with the Storm Catcher — as good

  • If you are the Storm Catcher, naming a character that is already confirmed or highly trusted by the group lets good extract maximum value from the protection — but consider that evil now knows exactly who that player is.
  • The protected player should play boldly: push for information sharing, lead nominations, and act as a public anchor for the good team, since they cannot be night-killed.
  • Good should not reveal who the Storm Catcher is unnecessarily — evil already knows the protected player, and knowing the Storm Catcher's identity on top of that gives evil too clean a picture of the good team's structure.
  • If the named character is protected, good can use that player as a reliable execution blocker or vote anchor late in the game when execution order matters most.
  • Be aware that the protection is a double-edged announcement: evil will cluster their kills and bluffs around the unprotected players, so good must not leave the rest of the team exposed by over-investing in the protected player.

Playing with the Storm Catcher — as evil

  • You know exactly which player has the protected character, so deprioritize killing them at night and redirect your kill to softer targets — particularly roles that generate information each night.
  • Use the revealed identity of the protected player to craft convincing bluffs: claim to be that protected character yourself to sow confusion, since good knows someone is protected but may not be certain who.
  • Push hard to execute the protected player during the day, since execution bypasses the protection entirely — frame them early and build a case before good can rally around them.
  • If you can identify the Storm Catcher, executing them removes the protection for future nights; treat the Storm Catcher as a high-priority execution target once unmasked.
  • The protection only applies if the named character is actually in play — if you suspect the Storm Catcher named a character not in the script or not in this game, the protection may be void, so probe for that information through bluffing and process of elimination.

Key interactions

Poisoner

If the Storm Catcher is poisoned on the first night when they use their ability, the named character receives no protection and evil receives no information, but the Storm Catcher may not realize this. A poisoned Storm Catcher gives good a false sense of security around a player who is actually fully killable.

Drunk

A Drunk Storm Catcher believes they have protected someone and may anchor good strategy around that player, but the ability never functioned — the named player can die normally at night, and evil gets no information, creating a dangerous blind spot for the good team.