Outsiders
Curate
Novel counterpart: Don Abbondio
Ability
On your first night, choose another player. You are mad that you and they are both Townsfolk. The first time you are executed or you break Madness, a good player might die that night.
Il coraggio, uno non se lo può dare.
The Curate has spent his life avoiding dangers meant for braver men. They draw another into a carefully maintained story and cling to it for safety; the first time that fragile pretence gives way… someone else might pay the price.
How to Run
On the Curate's first night, wake them. They choose another player. Mark that player as MAD TARGET.
While the Curate has this ability, they are mad that both they and the chosen player are Townsfolk.
The first time the Curate breaks this Madness or is executed, mark them TROUBLE TONIGHT.
That night, a good player might die.
If the Curate is alive, this effect resolves only while they still have their ability. If the Curate is dead, it resolves only if they were executed that day. An execution later that same day does not create a second trigger, but allows an existing TROUBLE TONIGHT to survive the Curate's death.
After resolving the effect, replace TROUBLE TONIGHT with NO ABILITY. This happens even if the Storyteller chooses not to kill anyone. The Madness no longer applies.
Examples
The Curate chooses Alice, then publicly claims to be the Curate and suggests Alice is a Minion. The Storyteller judges that Madness is broken and marks TROUBLE TONIGHT. If the Curate still has their ability that night, a good player might die.
The Curate breaks Madness and is marked TROUBLE TONIGHT, but the Plague kills them before night resolution. The effect is lost because the Curate is dead and was not executed.
The town executes the Curate before Madness is broken. Mark TROUBLE TONIGHT. Although the Curate is dead, a good player might still die that night because the execution triggered the ability.
The Curate breaks Madness and receives TROUBLE TONIGHT, then is executed later that day. The execution does not trigger the ability a second time, but the existing TROUBLE TONIGHT remains valid despite the Curate's death. At most one good player might die that night.
The Curate is executed and the Storyteller kills the good Doctor that night. The Corpse Bearer later learns Curate among the characters whose abilities caused a death.
The Plague kills a Curate who never broke Madness. Nothing happens: ordinary death does not trigger the ability.
Rules & Clarifications
- The Curate chooses another player and learns nothing about them.
- The chosen player need not actually be a Townsfolk.
- Madness is judged by the Storyteller as normal.
- TROUBLE TONIGHT marks that the Curate's one-time consequence has triggered.
- Broken Madness and execution share a single trigger. Once TROUBLE TONIGHT has been placed, neither event can create another trigger.
- If the Curate is alive when TROUBLE TONIGHT resolves, they must still have a functioning ability.
- If the Curate is dead when TROUBLE TONIGHT resolves, the effect remains valid only if the Curate was executed that day.
- If TROUBLE TONIGHT was placed after broken Madness and the Curate later dies by execution, the pending effect remains valid. If they die by any other means, it is lost.
- Whether or not anyone dies, replace TROUBLE TONIGHT with NO ABILITY after resolution.
- NO ABILITY means the Curate's ability is spent and the Madness no longer applies.
- If a death occurs, the victim must be good and dies at the Curate's early night position.
- A death caused by the Curate counts for the Corpse Bearer.
- Ordinary death does not trigger the Curate.
Reminder tokens
- Mad Target
- Trouble Tonight
- No Ability
Good & evil token artwork

