Harrower

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Special Ability: Twilight Trial

Each night, choose 3 players. They may be living players, ghosts, or any combination of both.

One at a time, The Architect silently wakes each chosen player and asks them to decide:

  • Nod = Choose Life

  • Shake Head = Choose Death

Resolution

  • Players who choose Death immediately die or remain dead.

  • Players who choose Life survive.

  • Ghosts who choose Life return to the living.

However:

If all 3 players choose Life, all 3 players immediately die.

Passive Ability: Loaded Odds

Any player revived through Twilight Trial becomes permanently Stupefied.

A Stupefied player can never fully trust whether their ability worked correctly.

Their ability may:

  • function normally,

  • fail completely,

  • target incorrectly,

  • return false information,

  • partially work,

  • or behave unpredictably at The Architect’s discretion.

Unlike manipulation or drunkenness, Stupefaction is not a guaranteed failure. The uncertainty itself is the curse.

The affected player is never told whether their ability succeeded correctly.

Game Impact & Strategic Tips

  • Creates psychological warfare by forcing players to predict each other’s choices.

  • Revived players become unreliable sources of information and strategy.

  • Citizens may struggle to trust revived allies, even when they appear helpful.

  • The threat of mutual destruction pressures players into sacrifice and deception.

  • Particularly powerful against Informants and Protectors, whose uncertainty can fracture the town.

Backstory / Lore

The Harrower was once a traveling gambler who wandered the festival roads of the Amber Plains, dazzling crowds with impossible games, silver tongued bargains, and enchanted dice carved from relic bone.

But beneath the charm lived an obsession: proving that every soul, no matter how noble, would eventually gamble with another person’s life to save their own.

The Shadow Council saw beauty in that philosophy.

Now The Harrower roams Leão as a polished trickster wrapped in embroidered silks and gold chains, smiling warmly as he turns terror into entertainment. His games are never random. Every choice is engineered to expose fear, selfishness, and desperation.

To The Harrower, fate is not sacred.

It is simply another game waiting to be rigged.

Special Ability: Twilight Trial

Each night, choose 3 players. They may be living players, ghosts, or any combination of both.

One at a time, The Architect silently wakes each chosen player and asks them to decide:

  • Nod = Choose Life

  • Shake Head = Choose Death

Resolution

  • Players who choose Death immediately die or remain dead.

  • Players who choose Life survive.

  • Ghosts who choose Life return to the living.

However:

If all 3 players choose Life, all 3 players immediately die.

Passive Ability: Loaded Odds

Any player revived through Twilight Trial becomes permanently Stupefied.

A Stupefied player can never fully trust whether their ability worked correctly.

Their ability may:

  • function normally,

  • fail completely,

  • target incorrectly,

  • return false information,

  • partially work,

  • or behave unpredictably at The Architect’s discretion.

Unlike manipulation or drunkenness, Stupefaction is not a guaranteed failure. The uncertainty itself is the curse.

The affected player is never told whether their ability succeeded correctly.

Game Impact & Strategic Tips

  • Creates psychological warfare by forcing players to predict each other’s choices.

  • Revived players become unreliable sources of information and strategy.

  • Citizens may struggle to trust revived allies, even when they appear helpful.

  • The threat of mutual destruction pressures players into sacrifice and deception.

  • Particularly powerful against Informants and Protectors, whose uncertainty can fracture the town.

Backstory / Lore

The Harrower was once a traveling gambler who wandered the festival roads of the Amber Plains, dazzling crowds with impossible games, silver tongued bargains, and enchanted dice carved from relic bone.

But beneath the charm lived an obsession: proving that every soul, no matter how noble, would eventually gamble with another person’s life to save their own.

The Shadow Council saw beauty in that philosophy.

Now The Harrower roams Leão as a polished trickster wrapped in embroidered silks and gold chains, smiling warmly as he turns terror into entertainment. His games are never random. Every choice is engineered to expose fear, selfishness, and desperation.

To The Harrower, fate is not sacred.

It is simply another game waiting to be rigged.