Forger

Mechanics

 * Your forgery and Last Will are two separate notes.
 * Choose a target at night to edit your forgery. You can deselect your target to keep it for another night, or change targets.
 * If a cleans your target, your forgery will not appear.
 * If two Forgers select the same target, then the who selected first will have their forged Last Will shown.
 * Your forgery will not reset, even if you forge successfully.
 * Your forgery will succeed as long as your target dies in any way.
 * If your target does not die or a forces you to select a target which didn't die, you will lose a forgery.
 * If you forge successfully on someone, but did not write anything including no spaces, their Last Will is removed.
 * A or a  can witness your visits.

Whose Last Will to forge

 * Anyone who may have important information against the in their will is a good target: Similar to the, this information will never reach the public, unless there is a . Even then, some  won't realize or recognize this information.
 * However, unlike a Janitor, if you forge someone's Last Will, you do not get their real will, and the also loses that information, which might have been useful to find a  role. Remember this if you have both a  and a  and have a target with dangerous info.
 * Try to pick players whose role you know. Your forgery will be more believable if you put your target's role on the top of the will (along with their name). This makes you very effective alongside a.
 * If someone called out one of your companions, you can forge their will and make the  believe it was a bluff.
 * If you don't know any priority targets, consider how many forgeries you have left and how many more you might need:
 * Early in the game, few people will have acquired dangerous information, so your forgery may be pointless.
 * Keep at least 1 or 2 forgeries in case someone appears to have dangerous information, how little it may be.
 * Don't hoard your forgeries for too long; when you get killed, your remaining forgeries are wasted.

What to Write

 * Try to prepare your forgery at least a night in advance. It may be helpful to copy and paste a generic will that you wrote ahead of time on your own will, then add some key details. You can only edit it during the night, which gives you little time to make it as believable as possible.
 * If you know your target's role, customize your forgery's visit list accordingly (e.g. an 's will should contain hints at other people's roles).
 * You can prepare your forgeries on the day time BUT beware of a role or a confirmed . They may suspect you for being too quiet at day time.
 * Also, copy and paste your fake will after you have finished your forgery. This is the most common mistake as.
 * If you don't know your target's role, you can try one of the following:
 * Write fake nightly visits. The majority of roles have a night ability, so the false information can confuse the.
 * Explicitly frame someone as being evil (any role that the must kill). Even without evidence, you may get this person lynched or shot.
 * If your target whispered with someone, fake the contents of those whispers in your forgery. You can manipulate suspicion on their whisper companion this way.
 * If you aren't sure you can make the forgery believable or don't have enough time, leave the forgery blank or almost blank. Many players don't keep a proper Last Will, the will believe that was the case. (This will probably not work with very active players.)
 * Blanking out their will can be a good idea if they have not revealed their will in the chat, as you will erase all information in the will. This is extremely useful if the will belongs to the or the, and if they have a lot of dangerous info, the  will lose a lot of information.
 * If you have a that tells you the role of the soon-to-be deceased, the forgery becomes much more convincing, but usually will only work with non-investigative roles, or people will wonder why a, , or  has no information 5 nights in the game.
 * Another option is to just leave the will blank. This makes the game remove the will, so a can become a half.

What to claim
Dealing with an or : If you are ever accused of being a member of the, it will most likely come from one of these roles. While you don't have much to defend yourself, there are a few options you have to deflect suspicion off of yourself.
 * Claim a role that fits with your investigations result: You can claim to be a and provide a fake Last Will to prove your innocence. If it fits in the role list, your chances of surviving on trial will be higher. You can also claim to be an  if claiming to be a  is not a good option or is unavailable. You can say that you plan to join the  as this will buy you at least 1 day if the actual  is not dead or doesn't counter claim you. This tactic works only with.
 * Claim you were transported. This is another obvious way out, but it can work if there aren't a lot of dead roles. If there is a confirmed, and you get called out for it, you will have no chance of surviving past that point.
 * Claim your accuser is lying. This will only work early in the game, and if you only have one accuser. Using this tactic with something else, however, is more effective. Claiming your accuser is an, or better yet, a member of the , and delaying as to not be lynched can work massively in your favor. If you are investigated or interrogated, you can even claim to be framed or one of the roles above to cast even more doubt on you.
 * Attract the 's attention. This is the most dangerous move you can do in the day time. If an unconfirmed starts accusing you, you can rally the  into thinking the  is an . However, you do NOT want to get the  killed, or the  will immediately know you are a  member. You want to try to get "known" suspicion on the, enough so the  leaves the  alone, until you kill enough people that the  can be lynched to gain majority. This tactic works if it's early in the game, or there is a known  role.