The Traveller is a neutral character that spawns with an allegiance to either good OR evil. They must win with their assigned faction. They appear as not suspicious to all investigations, and appear as S/I to princess. They matchmake compatible with everyone.
Passive: Slippery character - The Traveller cannot be executed on the stand unless they are the sole remaining member of the faction they are assigned. They may be put up for execution, but they will not be executed at the end, no matter the votes. Trials will be over for the day if there’s a failed execution.
Passive - Mind your manners - If killed at night, the offending faction will not be able to use their abilities the following day IF the Traveller was aligned with their faction.
Day Ability - Tall Tales - Select a player. That player’s accusations and votes will not count for the day. Cannot pick the same player twice in a game.
Night Ability - Palaver - You invite a player to sit at your table for the night. They will be unaffected by all abilities except for those that bypass (essentially the same as being imprisoned by the Prince). The invited player will still be able to perform their own night action. Cannot target the same player more than once in a Match.
The Traveller adds a true wildcard. Courts can verify if the character really is a Traveller by attempting to execute them on the stand. They can be killed at night, but factions must actually deduce the nature of the Traveller before doing so. This adds a unique character who can be confirmed through mechanical means, but whose allegiance is variable and requires deduction to determine.
The first time a member of a faction attempts to attack the Traveller, they will be informed that something made them rethink it, much like a Sorc receives. This prevents losing abilities due to N1 kills and gives an indicator that a Traveller is in play. If a neutral with a killing power attacks the Traveller, all neutrals with attacks will be notified that an attack was aborted.