
Worm
1 good player who has ever been mad you are not the Worm is drunk, even if you are dead. [+0 or +Yourself]
The Worm barges into town.
During setup, the Worm may add itself, even if no other reason for an additional Outsider exists.
The Worm does not need to add itself. For example, a Base 2 Outsider game could have 2 Outsiders including the Worm, or 2 Outsiders plus the Worm for a total of 3 Outsiders.
If any good players imply they do not believe the Worm player is actually the Worm, 1 of those players is drunk, even if the Worm is dead.
If this good player is made drunk by the Storyteller, but is later mad that the Worm player is the Worm, the good player is still drunk.
If this good player becomes evil later on, they become sober and a different good player who was mad the Worm player was not the Worm might become drunk.
Examples
The Fortune Teller claims that the Worm is the Demon. That night, they choose the Demon and another evil player and learn a "no". The next day, the Fortune Teller is mad that the Worm player is the Worm. The Fortune Teller is still drunk. The Summoner makes the Fortune Teller an evil Po. The new Po is now sober.
The Farmer says "Oh suuuure, she's the Worm, just leave her alone because she's definitely the Worm". That night, the Demon kills the Farmer and a new Farmer isn't created, because the Storyteller believes the Farmer was not sincere that the Worm player was the Worm.
The Worm claims to be the Artist. The Gossip asks them what their Artist info is. The Gossip is drunk.
The Village Idiot is drunk because they thought the Worm was evil. The next day, the Alsaahir guesses the Worm as a Minion. Nothing happens because only 1 player can be drunk from the Worm.
The Worm dies at night. A good player says they think the Worm is a Minion killed by the Vigormortis. The good player becomes drunk.
The Cerenovus claims to be the Worm. The Dreamer claims they are an evil Minion. The Dreamer does not become drunk because the Cerenovus is not the Worm.
How to Run
If at any point, you feel a good player has communicated to town they do not believe the Worm player, mark them with the GET WORMED reminder token. Once the token is placed, do not move it to a different player unless that player turns evil.
Outsider
