Perditus
Players decide when the final day ends. All know you are in play. After day 3, evil wins.
The Perditus allows for one last effort.
- All players know the Perditus is in play, even if the Perditus is created mid-game.
- When the third day ends and night begins, if the Perditus is still alive, evil wins.
- On the third day (that is the final day), if the Perditus is in play, the last execution does not happen until the majority of players agree to end the day. There is no last day time limit.
- If another ability ends the day prematurely, such as a different ability that causes an early execution, the day ends as normal.
- If something causes the game to reach the final day before the Perditus win condition, players choose when that day ends.
Immediately after dawn on the first day, declare that the Perditus is in play. Mark the Perditus with the DAY 1 reminder. At the beginning of each following day, mark the Perditus with DAY 2, then DAY 3 reminder. If a day ends and the Perditus is marked with the DAY 3 reminder, declare that evil wins.
If the Perditus has the DAY 3 reminder (or the final day has reached sooner for another reason), declare that "The Perditus has messed with time" or something equally dramatic. You may not execute the last player and end the day until most players have agreed on finishing that day. (unless you can end the day prematurely due to another ability)
- Make sure to understand that time is not a limited resource when good is dealing with a Perditus. Trying to distract good into wasting their time dealing with your information will not prove as successful when they have a considerably long time to dissect what your false information truly means. Make sure your claim is coherent and works at long-term.
- Frame players as evil! The more you can cause good to spend their executions on Demon candidates, the better. Which lives and dies by how many candidates are there in the first place.
- Coordinate with evils (if possible) as to build a world that leads into as many possibilities as you can have. The good team has a lot of time but not many resources, so managing to catch them into a situation where there is not enough executions to truly figure out the Demon is vital.
- As a Minion, with the final day coming, you may want to convince players that you are the Demon, which will lead into a swift execution that wins you the game!
- As the Demon, your bluffs are extremely important, your lack of killing abilities means that good characters will be truthful from the start. This means that double claims can be hardly explained and quickly spiral into considerable information for the good team that a player is evil. Do not fall into that trap!
Fighting the Perditus
- Keep track of the amount of executions and days left! You do not want to be caught off-guard, keep the count in mind and find the best kills possible.
- Some characters benefit from executing players, make sure to talk with your team as to warrant the most information you can get from these types of characters.
- There is no rush! Time slows down indefinitely once the last day arrives, which allows you to discuss with other players possible worlds, call out false information and find the best execution achievable.

"FEEL THE PASSAGE OF TIME AS I CIRCLE THROUGH THE EDGE OF THE UNIVERSE, YOUR... SOUL................ IS................ D.................. A....................... M........................... N.......................................... E......................................................... D."
Per-di-tus
Information
- Type:
- Demon
- Creator:
- Mr Froggit ◈
- Appears in:
- The Mint Collection
- Tags:
- Joke, Loud, Passive, Social, Timer, Win/Loss Condition
[
{
"id": "_meta",
"name": ""
},
{
"id": "perditus",
"name": "Perditus",
"team": "demon",
"ability": "Players decide when the final day ends. All know you are in play. After day 3, evil wins.",
"image": [
"https://botchomebrew.wiki/assets/art/perditus.png",
"https://botchomebrew.wiki/assets/art/perditus-alt.png"
],
"flavor": "FEEL THE PASSAGE OF TIME AS I CIRCLE THROUGH THE EDGE OF THE UNIVERSE, YOUR... SOUL................ IS................ D.................. A....................... M........................... N.......................................... E......................................................... D.",
"firstNight": 79.1,
"firstNightReminder": "Announce to all players that the Perditus is in play, and which day it is.",
"otherNight": 99.1,
"otherNightReminder": "Announce to all players that the Perditus is in play, and which day it is.",
"reminders": [
"Day 1",
"Day 2",
"Day 3"
],
"jinxes": [
{
"id": "banshee",
"reason": "Each night*, the Perditus chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability."
},
{
"id": "exorcist",
"reason": "If the Perditus nominates and executes the Exorcist-chosen player, good wins."
},
{
"id": "farmer",
"reason": "Each night*, the Perditus chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die."
},
{
"id": "grandmother",
"reason": "If the Perditus is in play and the Grandchild dies by execution, evil wins."
},
{
"id": "hatter",
"reason": "The Perditus cannot enter play after day 3."
},
{
"id": "innkeeper",
"reason": "If the Perditus nominates and executes an Innkeeper-protected player, good wins."
},
{
"id": "king",
"reason": "If the Perditus is in play, and at least 1 player is dead, the King learns an alive character each night."
},
{
"id": "mayor",
"reason": "If the Perditus and the Mayor are alive on day 3 & no execution occurs, good wins."
},
{
"id": "melongrower",
"reason": "Each night*, the Perditus chooses an alive player (different to previous nights): a chosen Melon Grower uses their ability but does not die."
},
{
"id": "monk",
"reason": "If the Perditus nominates and executes the Monk-protected player, good wins."
},
{
"id": "pithag",
"reason": "The Perditus cannot enter play after day 3."
},
{
"id": "ravenkeeper",
"reason": "Each night*, the Perditus chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die."
},
{
"id": "sage",
"reason": "Each night*, the Perditus chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die."
},
{
"id": "soldier",
"reason": "If the Perditus nominates and executes the Soldier, good wins."
}
]
}
]

