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Guru

Each night, you learn whether the Storyteller made a particularly difficult decision (if any) since dawn.

The Guru learns the Storyteller's thoughts.

  • If the Storyteller had to make a difficult decision, like deciding to execute a player from a madness ability, or a "might" clause in another ability, the Guru learns about this.
  • It is up to the Storyteller to define what they deem "difficult". Be sure to discuss this before of a game, especially if you don't know your players (and they don't know you).
  • The Guru doesn't learn who or what the decision was about.
  • If the Storyteller feels they did not have to make a difficult choice, they may say this to the Guru.

Keep track of when you had to make a tough in-game decision. At the appropriate point in the night, wake the Guru. If you felt you made a difficult decision tonight, nod your head. If not, shake your head no. Do not say who or what the decision was about.

The Storyteller is torn on whether to execute the Mutant on the first day when they openly claim they are the Butler. The Guru learns a 'yes' tonight.
On the third night, the Innkeeper chooses the Assassin and the Cerenovus. The Storyteller has a hard time deciding who to make drunk. The Guru learns a 'yes' that night.
Guru

"Listen to the flow of the creek, the sharp chriping of the birds, the soft flow of wind, and ignore the rumbles of your hungry stomach."

Information

Type:
Townsfolk
Creator:
AP ρ
Appears in:
An Assortment of Pastries
Tags:
Binary Info, Information, Once Per Game, Subjective Info
Icon from:
Clipart Library

Fan-made content for Blood on the Clocktower · Not affiliated with The Pandemonium Institute