Summary:
“Each night, choose a player: you learn how helpful they are being to their team.”
The Hierophant learns who’s playing their part.
- The Storyteller is the judge on how helpful the chosen player is. Many factors may be included, such as how have they used their ability, how well are they interpreting information, if they are bluffing, how well are they, etc etc. All of these, and more, will inform the Storyteller’s judgment.
- The Storyteller decides how helpful the chosen player is at the point that the Hierophant wakes. Previous events in the night may affect their decision.
- The Hierophant does not learn what team the player they choose is on.
How to Run:
Each night, wake the Hierophant. They point at a player. Depending on how helpful that player is being to their team, give a thumb signal. Straight down is being unhelpful, straight up is being helpful, and to the side is somewhere in the middle. Put the Hierophant to sleep.
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<img src="/icons/more_gray.svg" alt="/icons/more_gray.svg" width="40px" />

Information
Type |
Townsfolk |
Artist |
TheDarkestArtist |
“Come with me, and I shall show you the way.”
Showcased in

Chaos Theory
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Examples:
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📖 The Hierophant chooses the Fortune Teller who has exclusively been getting ‘noes’. They learn that they are being helpful to the good team.
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📖 The Hierophant chooses the Crawler who has been contradicting the Demon’s info in order to get their 2nd target executed, shifting suspicion onto the Demon. But as most players are considering executing the Crawler’s target, the Hierophant learns that the Crawler are being neither helpful nor unhelpful to the evil team.
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Meta:
Tips & Tricks:
- Be sure you know what happens if you pick evil players. Since there are only a handful of evil players, you’re much more likely to get a helpful on one. If you don't trust a player, but learned they were helpful, they might be playing for evil.
- Support players you learned were helpful. If they are good, adding your brain to theirs will be beneficial to town.
- Talk with players you learned were especially unhelpful. Figure out their theories. Chances are, there is something incorrect about them. Or they simply haven't shared enough with town. Either way, you can give a helping hand.
- Don’t reveal everything to the players you chose right away. See how they act without knowing that you picked them.
- Avoid picking silent players. Players who aren't actively solving may be considered less helpful simply because they aren't speaking publicly. Try choosing the most vocal players once or twice.
- Pick the same player twice, especially if you’ve talked with them between choices. This will let you figure out if your advice was helpful.
Bluffing as the Hierophant:
When bluffing as the Hierophant, there are a few things to keep in mind:
- Consider giving ‘helpful’ on players who are actively solving. It may be easier to sell a powerful Townsfolk as evil bluffing well, rather than simply useless.
- Take account of what causes drunkenness or poisoning. Claiming you learned a player was less helpful could be a good excuse to call them drunk.