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[[File:icon_fisherman.png|250px]]
[[File:icon_scapegoat.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
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<p class='flavour'>"This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were."</p>
<p class='flavour'>"Good evening! Thank you for inviting me to the ball. I'm not from around here, but you sure seem like a friendly bunch, by golly. I'm sure we'll get along just dandy. What's all that rope for?"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/17822079/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-7-10%2Fcc1d04a9-265d-3055-64a5-de99c5104c77.mp3">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"The Fisherman knows something that nobody else can know - what should be done."
"If a player of your alignment is executed, you might be executed instead."


Once per game, during the day, visit the Storyteller for some advice to help your team win.
The Scapegoat is executed instead of an ally.
*  
* If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer.
*  
* The Scapegoat being killed still counts as an execution, so no more nominations occur today.
* As always, players do not learn the alignment of the Scapegoat when they die.
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== How to Run ==
== How to Run ==
If a player of the same alignment as the Scapegoat would be executed, you may choose that the Scapegoat is executed instead. The Scapegoat '''dies'''.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
It is best to use the Scapegoat’s ability before the final day, because a Scapegoat that remains alive on the final day will almost certainly be exiled. You should always use an evil Scapegoat’s ability to prevent evil from losing the game.
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<div class='example'>
<div class='example'>
The Fisherman goes up to the Storyteller, and they are told "not to trust Ben", this is not because Ben is evil, but because his drunk information is leading the good team astray.
The {{Good|Fortune Teller}} is about to be executed, but the Storyteller chooses to execute the good Scapegoat instead. The {{Good|Fortune Teller}} lives and the Scapegoat dies. That night, the {{Good|Undertaker}} learns that a Scapegoat was executed today.
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<div class='example'>
On the third day, the Fisherman learns “Keep the players claiming to be Outsiders alive”. These players are secretly the {{Good|Klutz}} and the {{Evil|Fearmonger}}. The Storyteller believes that keeping these players alive is more likely to end up with good executing the Demon.
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<div class='example'>
<div class='example'>
It is the third day, and the Fisherman visits the Storyteller to ask for advice. They are told to “Execute Jeremy” because Jeremy is the {{Good|Drunk}}, and the {{Good|Undertaker}} would discover this if they were executed.
The {{Evil|Poisoner}} is about to be executed, but the Storyteller chooses to execute the evil Scapegoat instead. The Storyteller could have let the {{Evil|Poisoner}} die as normal, but chose not to.
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<div class='example'>
<div class='example'>
It is the last day, and the Fisherman visits the Storyteller to ask for advice. They are told “Don’t ask Kevin too many questions” because Kevin is the {{Good|Mutant}}, and his power activating would lose the game for good.
The {{Evil|Spy}} is about to be executed. The good Scapegoat dies instead.  
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== Tips & Tricks ==
== Tips & Tricks (if you are good) ==
 
* Ask yourself why you got the advice you got. Even if it’s something you didn’t expect, or that sends you down a totally different path than the one you were following, remember that the Storyteller knows all. They are in the best position to give you advice that will help you win.
 
* Follow the advice. The Fisherman does not provide information, it provides advice to help you win. If the advice is "execute your clockwise neighbour", just do it. Follow your advice! Unless you think your information is suspect, your advice isn’t very useful if you don’t act on it, especially because it is given in the temporal context you ask for it. Executing Erik might not be a good idea in 2 days, so canvas for his execution as soon as possible.
 
* After following your advice, try to evaluate where you are now in the game, and try to reverse-engineer why that advice may have been given. Who was featured as important in your advice? Why? What advantages might have come from following your advice? What does that say about the puzzle of the game?
 
* Use your ability immediately. Don’t risk dying to the Demon or getting executed before you can receive your advice. Ask for advice as soon as you can on the first day! After all, you risk losing your advice every day that you do not use it. Using it right away negates this risk. There is still plenty of good advice the storyteller can give you on day 1, depending on the setup.


* Hold off on using your ability for as long as possible. This is risky, but the longer you wait the more the storyteller will be able to give you the exact type of advice you need to win. Plus, the storyteller may be more inclined to reward your risky behaviour with some juicy advice if you brave death for many days.
* Stay alive, however you can. Lay low and don't tempt the Demon into attacking you. Avoid getting exiled until after your ability triggers. If you can live long enough for you to die in place of an executed player, that helps enormously. The Storyteller will often wait for the second half of the game for your ability to make your ability trigger, so be patient, and play it safe.


* Pay attention to character abilities that might affect the chances of you dying, and factor that into when you use your ability. If there is a {{Evil|Leviathan}} on the script, the Demon can’t kill you. If you believe a player is the {{Good|Monk}}, you can ask them to protect you. In both cases, you have a higher chance of surviving later into the game, and could hold off on getting your advice until later on that basis.
* When the Storyteller declares that the players kill you instead of the normal executee, this is great! Talk to the player you saved in private. You know that they are good, and they know that you are good. Work together, vote together, and win together. Encourage them to tell you any information that they have due to their character ability, and any information that they have due to other private conversations they have had. Do whatever you can to keep this player alive, and save your vote for when they vote too.


* Pay attention to the specific words that the Storyteller uses. If something seems a bit ambiguous, they may be hinting at something without outright saying it. If the Storyteller tells you not to trust a player, that player might actually be a good {{Good|Empath}}, but one who has been poisoned by a {{Evil|Widow}}, and is providing false information that is leading the good team to their doom. Be especially careful when interpreting the advice given to you by your storyteller. “Kevin is sharing true information” does not necessarily mean Kevin is good, and “Execute Erik” does not necessarily mean Erik is evil. The advice may be specifically niche to whatever game you’re in, and storytellers do love being coy.
* Vote liberally, and try to convince others to do the same. If execute an evil player, that's great! The Demon will often bluff as a powerful information-gathering character that the good team doesn't want to execute, so taking a chance on executing the {{Good|Fortune Teller}} might help your teammate enormoursly. If you execute a good player, you might be executed instead, which is what you want - you can keep that very real {{Good|Fortune Teller}} alive!


* Watch out for win/lose conditions and character abilities on a script. The advice you receive might relate to one. A Fisherman's advice might, for example, be an attempt by the Storyteller to prevent you from executing a {{Evil|Goblin}}.
* After you have talked to the player who's life you saved, do whatever you can to convince the rest of the group that they are good. You have two publicly known facts to help you do this:
** Most Travellers are good. The odds are that you are good, are good, therefore the odds are that the player you saved is good, are good.
** Both you and the player you saved are the same alignment. If there is a {{Good|Chef}} or {{Good|Empath}} in play, their information would need to be congruent with you both being the same alignment. If an {{Good|Investigator}} or {{Good|Fortune Teller}} is in-play, their information may be incongruent with you both being evil. It is rare that a piece of information such as "two players are the same alignment" becomes publicly known, so use it to the full.


* Visit the Storyteller, then come back and pretend you’ve used your Fisherman ability when you haven’t. Make the evil team think your power is no longer a threat. If the Demon believes you’ve already used your ability, they might not think it’s worth it to kill you, allowing you to survive and use it later in the game.
* Beware of the {{Evil|Spy}}! If they get the votes, you, the poor, innocent, good {{Traveller|Scapegoat}} might be executed instead! You at least learn that they weren't the Demon when you were executed, so it's not all bad news!


* Think about who you want to trust with your advice. You might simply want to reveal it immediately and put the clue on the table for everyone to digest. Alternatively, you might want to share the hint with a trusted group of players who can use it to coordinate in secret.
* Feeling devious? Go up to a player you don't trust and tell them you're evil. Convince them to get themselves executed so you can 'prove' you're on the same team - only to watch them get executed for their crime of believing you. One Minon (or even Demon!) down.


* If you’re not certain that you’re remembered the advice right, you can revisit the Storyteller and ask them to repeat it. However, be aware that the Storyteller likely cannot provide context, or significant clarifications.
* To help convince the group that you are good, make the argument that another Traveller in the game is evil. Whether they are actually good or evil doesn't really matter to you. What does matter is that if the group thinks that one of them is evil, they will believe that you are good, because the chance of there being 2 evil Travellers is small. A group that believes that you are the good Traveller will keep you alive long enough for you to use your ability, and will believe that the player whose life you save is good too. And you never know, maybe the Traveller that you are throwing under the bus actually is evil after all!
 
* Characters that register as different alignments or characters may affect the hint given to the Fisherman. For example, a {{Evil|Recluse}} may register as the Demon, prompting the Storyteller to advise you to execute them. Be aware of this possibility.
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== Bluffing as the Fisherman ==
== Tips & Tricks (if you are evil) ==
 
When bluffing as the Fisherman, there are a few things you should keep in mind:
 
* The Fisherman can be guided to do essentially anything in the game. Use this to your advantage when you are bluffing - giving advice that complements the narrative the evil team is trying to build against the good team.
 
* The fake advice you pretend to receive from the Storyteller, which you will have to come up with yourself, will probably be the centrepiece of your bluff. The Fisherman’s ability is a powerful one - what you come up with could be the deciding factor that wins or loses you the game. Remember to couch your ‘advice’ in the voice of your storyteller. If your storyteller likes to tell Fishermen who to execute, that makes it a much more believable bluff when you claim the Storyteller told you to execute someone.
 
* Keep in mind that the Storyteller is meant to give the Fisherman a hint about what to do, not a piece of information. A Storyteller is very unlikely to give information like ‘one of your two neighbours is Demon’ – that’s not advice. Make sure you frame your fake advice as advice that tells you to do something, like ‘execute your neighbours’.
 
* Insist on your fake advice. It’s not much good to tell the group what to do with your fake ability if you don’t follow through on the social end. Remind players that your advice may have an expiration date, and that it’s important they follow your lead now, not later!
 
* Give fake advice that protects an evil player. Use it to convince the town not to execute your Demon, or another powerful evil role.
 
* Give fake advice that incriminates a good player. Use it to cast suspicions over the information of an {{Good|Undertaker}}, or a {{Good|Fortune Teller}}, or to get a {{Good|Saint}} executed.
 
* If your advice doesn’t lead to good results (which is to be expected, you are making it up), consider the possibility of twisting your advice’s interpretation for more mayhem.


* If you think you’re under suspicion, provide advice that incriminates an evil player. If the town thinks you’re evil, they may be more likely to trust that other player, brushing off your advice as an attempt to go after a good character.
* Stay alive, however you can. So that the Demon doesn't kill you, either talk to the Demon to let them know that you are evil, or otherwise get a message to them.  Avoid getting exiled no matter the cost. The Storyteller will almost always wait until the Demon is executed for your ability to trigger, so you remaining alive until that happens will save the evil team from defeat. Sometimes, the Storyteller will make your ability trigger when a Minion is executed instead. If this happens, that's still great, because at least that Minion gets another night and day in the game.


* If you think you’re under suspicion, provide advice that supports a good player. If the town thinks you’re evil, they may be more likely to mistrust or go after that player.
* You are that rare beast, an evil traveller who can prove themselves evil to their Demon! If they get the votes and you're executed instead, they know that you must be their ally!


* Make your hint interesting, vague and weird. Come up with something that generates a ton of discussion, generating distraction and conflict that distracts the good team from their efforts to find the Demon.
* If the good team begins to think that you are evil, it may be best to die. Either get yourself exiled, or get the Demon to kill you. If you live, and your ability triggers when a Minion dies, the good team will believe that the Minion you saved is in fact evil. This may give them all the information they need to deduce who the Demon is.  


* Don’t make your hint too elaborate. Try and stick to a single idea that can be expressed in one or two sentences, rather than a paragraph that might draw suspicion.
* When the Storyteller declares that the players kill you instead of the normal executee, this is great! Talk to the player you saved in private, just as if you were a good player. You can talk about the weather, football, whatever. As long as the good team believes that you are good, they will believe that the player you saved is good. If this player is the Demon, this strategy could win you the game. If this player is a Minion, they get to keep their ability and their daily voting power.


* Coming out early with a Fisherman bluff can be risky. If the town believes you’ve used your once per game ability, they might decide to execute you on the basis that the potential downsides are minimal. This becomes especially fraught when characters like the Vortox are on the script, and the good team believe they might lose if they don’t execute someone.
* If the game is near to a close, and you died in place of a Minion, it may be best if you look as evil as possible to the group. The following day, if just 3 or 4 players are left alive, the good team will probably execute the player you saved, believing them to be the Demon. If you look evil, the good team thinks that the Minion is evil, and may not click that they are not in fact the Demon. This strategy may still be useful if 5, 6, or even 7 players are still alive. Convincing the group to execute a Minion (again) at least means that they are not executing the Demon, and good loses precious time and votes in the process.  


* Claim Fisherman late in the game. It can be a great back-up bluff to cover your tracks if your initial bluff doesn’t work. You can claim that you were misleading the town to avoid being targeted by the Demon, allowing you to preserve your ability for use later in the game.
* Do whatever you can to convince the rest of the group that the player who's life you saved is good. This may be an uphill struggle, depending on the number of other Travellers in play. Since the group will know for a fact that you are both the same alignment, they may be able to use this information to prove or disprove other player's alignments. Pay attention, and focus on discrediting key players. For example, If the {{Evil|Imp}} just got executed but saved by you, and the {{Good|Empath}} is sitting next to you and knows that one of their neighbours is evil, you will need to completely discredit either the {{Good|Empath}}, or their other living neighbour... otherwise it's curtains for team evil.


* Make sure you visit the Storyteller at least once before you reveal your fake hint. Nothing is worse than revealing your hint, only to be proven a liar when someone reveals you’ve never been to the Storyteller.
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[[Category:Experimental Characters]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Revision as of 13:04, 24 March 2023

Icon scapegoat.png Information

Type Traveller

"Good evening! Thank you for inviting me to the ball. I'm not from around here, but you sure seem like a friendly bunch, by golly. I'm sure we'll get along just dandy. What's all that rope for?"

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"If a player of your alignment is executed, you might be executed instead."

The Scapegoat is executed instead of an ally.

  • If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer.
  • The Scapegoat being killed still counts as an execution, so no more nominations occur today.
  • As always, players do not learn the alignment of the Scapegoat when they die.

How to Run

If a player of the same alignment as the Scapegoat would be executed, you may choose that the Scapegoat is executed instead. The Scapegoat dies.

It is best to use the Scapegoat’s ability before the final day, because a Scapegoat that remains alive on the final day will almost certainly be exiled. You should always use an evil Scapegoat’s ability to prevent evil from losing the game.

Examples

The Fortune Teller is about to be executed, but the Storyteller chooses to execute the good Scapegoat instead. The Fortune Teller lives and the Scapegoat dies. That night, the Undertaker learns that a Scapegoat was executed today.

The Poisoner is about to be executed, but the Storyteller chooses to execute the evil Scapegoat instead. The Storyteller could have let the Poisoner die as normal, but chose not to.

The Spy is about to be executed. The good Scapegoat dies instead.

Tips & Tricks (if you are good)

  • Stay alive, however you can. Lay low and don't tempt the Demon into attacking you. Avoid getting exiled until after your ability triggers. If you can live long enough for you to die in place of an executed player, that helps enormously. The Storyteller will often wait for the second half of the game for your ability to make your ability trigger, so be patient, and play it safe.
  • When the Storyteller declares that the players kill you instead of the normal executee, this is great! Talk to the player you saved in private. You know that they are good, and they know that you are good. Work together, vote together, and win together. Encourage them to tell you any information that they have due to their character ability, and any information that they have due to other private conversations they have had. Do whatever you can to keep this player alive, and save your vote for when they vote too.
  • Vote liberally, and try to convince others to do the same. If execute an evil player, that's great! The Demon will often bluff as a powerful information-gathering character that the good team doesn't want to execute, so taking a chance on executing the Fortune Teller might help your teammate enormoursly. If you execute a good player, you might be executed instead, which is what you want - you can keep that very real Fortune Teller alive!
  • After you have talked to the player who's life you saved, do whatever you can to convince the rest of the group that they are good. You have two publicly known facts to help you do this:
    • Most Travellers are good. The odds are that you are good, are good, therefore the odds are that the player you saved is good, are good.
    • Both you and the player you saved are the same alignment. If there is a Chef or Empath in play, their information would need to be congruent with you both being the same alignment. If an Investigator or Fortune Teller is in-play, their information may be incongruent with you both being evil. It is rare that a piece of information such as "two players are the same alignment" becomes publicly known, so use it to the full.
  • Beware of the Spy! If they get the votes, you, the poor, innocent, good Template:Traveller might be executed instead! You at least learn that they weren't the Demon when you were executed, so it's not all bad news!
  • Feeling devious? Go up to a player you don't trust and tell them you're evil. Convince them to get themselves executed so you can 'prove' you're on the same team - only to watch them get executed for their crime of believing you. One Minon (or even Demon!) down.
  • To help convince the group that you are good, make the argument that another Traveller in the game is evil. Whether they are actually good or evil doesn't really matter to you. What does matter is that if the group thinks that one of them is evil, they will believe that you are good, because the chance of there being 2 evil Travellers is small. A group that believes that you are the good Traveller will keep you alive long enough for you to use your ability, and will believe that the player whose life you save is good too. And you never know, maybe the Traveller that you are throwing under the bus actually is evil after all!

Tips & Tricks (if you are evil)

  • Stay alive, however you can. So that the Demon doesn't kill you, either talk to the Demon to let them know that you are evil, or otherwise get a message to them. Avoid getting exiled no matter the cost. The Storyteller will almost always wait until the Demon is executed for your ability to trigger, so you remaining alive until that happens will save the evil team from defeat. Sometimes, the Storyteller will make your ability trigger when a Minion is executed instead. If this happens, that's still great, because at least that Minion gets another night and day in the game.
  • You are that rare beast, an evil traveller who can prove themselves evil to their Demon! If they get the votes and you're executed instead, they know that you must be their ally!
  • If the good team begins to think that you are evil, it may be best to die. Either get yourself exiled, or get the Demon to kill you. If you live, and your ability triggers when a Minion dies, the good team will believe that the Minion you saved is in fact evil. This may give them all the information they need to deduce who the Demon is.
  • When the Storyteller declares that the players kill you instead of the normal executee, this is great! Talk to the player you saved in private, just as if you were a good player. You can talk about the weather, football, whatever. As long as the good team believes that you are good, they will believe that the player you saved is good. If this player is the Demon, this strategy could win you the game. If this player is a Minion, they get to keep their ability and their daily voting power.
  • If the game is near to a close, and you died in place of a Minion, it may be best if you look as evil as possible to the group. The following day, if just 3 or 4 players are left alive, the good team will probably execute the player you saved, believing them to be the Demon. If you look evil, the good team thinks that the Minion is evil, and may not click that they are not in fact the Demon. This strategy may still be useful if 5, 6, or even 7 players are still alive. Convincing the group to execute a Minion (again) at least means that they are not executing the Demon, and good loses precious time and votes in the process.
  • Do whatever you can to convince the rest of the group that the player who's life you saved is good. This may be an uphill struggle, depending on the number of other Travellers in play. Since the group will know for a fact that you are both the same alignment, they may be able to use this information to prove or disprove other player's alignments. Pay attention, and focus on discrediting key players. For example, If the Imp just got executed but saved by you, and the Empath is sitting next to you and knows that one of their neighbours is evil, you will need to completely discredit either the Empath, or their other living neighbour... otherwise it's curtains for team evil.