The Guardian protects the town. When there are 15 or fewer players, the Guardian may choose one player. This player cannot be killed by attacks during the current night. When there are more than 15 players, they may choose up to two.
Details
The Guardian chooses their protected player(s) during the night, and they will be protected from attacks during the current night.
They may not protect a player who was protected by a Guardian in the previous night, but may protect themself and/or alternate between two or more players.
Any attack against a player protected by the Guardian fails, however a protected player may still die through other means.
The Guardian is elected on the first full day with a living Mayor, a living Reporter and no living Guardian.
Protecting players from attacks is an immediate effect.
The Guardian may resign at the end of any phase.
The Guardian gains an additional secret channel, which is reused for any subsequent Guardians.
21:06
@Jean D. Ash was granted #guardian.
21:06
Counter updated!
21:06
Applying succeeded!
21:07
@Participant
Ability Prompt
Who would you like to protect?
Please submit your choice as a reply to this message.
Each night, the Apothecary may poison a player, killing them at the end of the next night. Alternatively, they may cure the player they last poisoned.
Details
The Apothecary starts the game with three flasks of poison and a single antidote.
When the Apothecary poisons a player, that player will be killed at the end of the next night (this is not an attack). Poison is applied at start day, so the Apothecary will only poison a player if the Apothecary survives the night.
Instead of poisoning a player, the Apothecary may also use their antidote to cure the player they have previously poisoned, saving them from death.
Players are not notified of being poisoned or cured.
Both actions are immediate abilities.