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Experimental and Djinn: Difference between pages

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__NOTOC__
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Experimental characters are characters which do not yet have a home script. At some point in the future, these may be released as part of official expansion scripts. For now, you are encouraged to experiment with them in your own scripts.
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Recommended for players and Storytellers who have experienced many games of Blood on the Clocktower.
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__TOC__
[[File:icon_djinn.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
 
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<tr>
<td>Type</td>
<td>[[Character Types#Fabled|Fabled]]</td>
</tr>
<tr>
<td>Artist</td>
<td>John Grist</td>
</tr>
</table>
 
<p class='flavour'>"نحن لسنا هنا.<br>
انت لست حقيقي.<br>
كل شيء هو وهم.<br>
أسئلتك هي جبل نار في يوم صافٍ."</p>
 
</div>


== Townsfolk ==
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[[File:icon_alchemist.png|250px|thumb|center|link=Alchemist]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Alchemist}}</p>
</div>
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[[File:icon_amnesiac.png|250px|thumb|center|link=Amnesiac]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Amnesiac}}</p>
</div>
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[[File:icon_atheist.png|250px|thumb|center|link=Atheist]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Atheist}}</p>
</div>
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[[File:icon_balloonist.png|250px|thumb|center|link=Balloonist]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Balloonist}}</p>
</div>
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[[File:icon_bountyhunter.png|250px|thumb|center|link=Bounty Hunter]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Bounty Hunter}}</p>
</div>
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[[File:icon_cannibal.png|250px|thumb|center|link=Cannibal]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Cannibal}}</p>
</div>
</div>
</div>


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[[File:icon_choirboy.png|250px|thumb|center|link=Choirboy]]
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<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Choirboy}}</p>
 
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== Summary ==
"Use the Djinn's special rule. All players know what it is."
 
Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.
* When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
* The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
* There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
* If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
* The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
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== How to Run ==
 
At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (''Do this even if there are no jinxed characters in play.'')
 
Follow the Djinn instructions as listed on the Script Tool printout.
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[[File:icon_cultleader.png|250px|thumb|center|link=Cult Leader]]
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<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Cult Leader}}</p>
 
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== Examples ==
 
<div class='example'>
The {{Evil|Pit-Hag}} and the {{Good|Heretic}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.” Later in the game, the {{Evil|Pit-Hag}} tries to create a {{Good|Heretic}}. The Storyteller shakes their head, and the {{Evil|Pit-Hag}} must choose another character to create.
</div>
 
<div class='example'>
The {{Good|Spy}} and the {{Evil|Magician}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the {{Good|Spy}} sees the grimoire, the Demon and the {{Evil|Magician}}'s character tokens are removed." There is no {{Good|Spy}} and no {{Evil|Magician}} in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.
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[[File:icon_engineer.png|250px|thumb|center|link=Engineer]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Engineer}}</p>
</div>
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[[File:icon_farmer.png|250px|thumb|center|link=Farmer]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Farmer}}</p>
</div>
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[[File:icon_fisherman.png|250px|thumb|center|link=Fisherman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Fisherman}}</p>
</div>
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[[File:icon_general.png|250px|thumb|center|link=General]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|General}}</p>
</div>
</div>


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[[File:icon_highpriestess.png|250px|thumb|center|link=High Priestess]]
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<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|High Priestess}}</p>
 
</div>
== Explanation ==
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[[File:icon_huntsman.png|250px|thumb|center|link=Huntsman]]
When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed&mdash;they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work <em>better</em> with the Djinn in play!
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Huntsman}}</p>
 
</div>
The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.
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[[File:icon_king.png|250px|thumb|center|link=King]]
The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|King}}</p>
 
</div>
== Djinn Special Rules ==
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[[File:icon_knight.png|250px|thumb|center|link=Knight]]
Special rules for characters from Trouble Brewing, Sects & Violets, and Bad Moon Rising:
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Knight}}</p>
* {{Evil|Fang Gu}} and {{Evil|Scarlet Woman}}: If the {{Evil|Fang Gu}} chooses an outsider and dies, the {{Evil|Scarlet Woman}} does not become the {{Evil|Fang Gu}}.
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* {{Good|Chambermaid}} and {{Good|Mathematician}}: The {{Good|Chambermaid}} learns if the {{Good|Mathematician}} wakes tonight or not, even though the {{Good|Chambermaid}} wakes first.
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* {{Good|Lunatic}} and {{Good|Mathematician}}: The {{Good|Mathematician}} learns if the {{Good|Lunatic}} attacks a different player(s) than the real Demon attacks.
[[File:icon_lycanthrope.png|250px|thumb|center|link=Lycanthrope]]
 
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Lycanthrope}}</p>
Special rules involving Experimental characters:
</div>
* Many pairs of characters follow the "hate" jinx special rule of: "Only one jinxed character can be in play". Currently, these character pairs are:
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** {{Evil|Godfather}} and {{Good|Heretic}}
[[File:icon_magician.png|250px|thumb|center|link=Magician]]
** {{Good|Spy}} and {{Good|Damsel}}
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Magician}}</p>
** {{Good|Spy}} and {{Good|Heretic}}
</div>
** {{Evil|Widow}} and {{Good|Damsel}}
</div>
** {{Evil|Widow}} and {{Good|Heretic}}
** {{Evil|Legion}} and {{Good|Preacher}}
** {{Evil|Lil' Monsta}} and {{Good|Magician}}
** {{Evil|Riot}} and {{Good|Exorcist}}
** {{Evil|Riot}} and {{Good|Flowergirl}}
** {{Evil|Riot}} and {{Good|Minstrel}}
** {{Evil|Al-Hadikhia}} and {{Evil|Mastermind}}, with the additional rule that evil players start knowing which player and character it is.
 
* Some pairs of characters cannot be in play in the start of the game, or have special rules relating to their creation:
** {{Evil|Pit-Hag}} and {{Good|Damsel}}: If a {{Evil|Pit-Hag}} creates a {{Good|Damsel}}, the Storyteller chooses which player it is.
** {{Evil|Pit-Hag}} and {{Good|Heretic}}: A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.
** {{Evil|Pit-Hag}} and {{Good|Politician}}: A {{Evil|Pit-Hag}} cannot create an evil {{Good|Politician}}.
** {{Evil|Pit-Hag}} and {{Evil|Riot}}: If the {{Evil|Pit-Hag}} creates {{Evil|Riot}}, all evil players become {{Evil|Riot}}. If the {{Evil|Pit-Hag}} creates {{Evil|Riot}} after day 3, the game continues for one more day.
** {{Good|Engineer}} and {{Evil|Legion}}: {{Evil|Legion}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Legion}}, most players (including all evil players) become evil {{Evil|Legion}}.
** {{Good|Engineer}} and {{Evil|Riot}}: {{Evil|Riot}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Riot}}, the evil players become {{Evil|Riot}}.


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* Several experimental townsfolk characters ({{Good|Alchemist}}, {{Good|Magician}}, {{Good|Poppy Grower}}) interact poorly with Minion characters ({{Good|Spy}} and {{Evil|Widow}}) that get to see the Grimoire. The jinxes between these characters are:
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** {{Good|Alchemist}}: The {{Good|Alchemist}} cannot have the {{Good|Spy}}/{{Evil|Widow}} ability.
[[File:icon_nightwatchman.png|250px|thumb|center|link=Nightwatchman]]
** {{Good|Magician}}: When the {{Good|Spy}}/{{Evil|Widow}} sees the Grimoire, the Demon and the {{Good|Magician}}'s character tokens are removed.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Nightwatchman}}</p>
** {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, the {{Good|Spy}}/{{Evil|Widow}} does not see the Grimoire until the {{Good|Poppy Grower}} dies.
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[[File:icon_noble.png|250px|thumb|center|link=Noble]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Noble}}</p>
</div>
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[[File:icon_pixie.png|250px|thumb|center|link=Pixie]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Pixie}}</p>
</div>
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[[File:icon_poppygrower.png|250px|thumb|center|link=Poppy Grower]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Poppy Grower}}</p>
</div>
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[[File:icon_preacher.png|250px|thumb|center|link=Preacher]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Preacher}}</p>
</div>
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[[File:icon_steward.png|250px|thumb|center|link=Steward]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Steward}}</p>
</div>
</div>


== Outsiders ==
* Other jinxes between experimental townsfolk and good characters are:
** {{Good|Lycanthrope}} and {{Good|Gambler}}: If the {{Good|Lycanthrope}} is alive and the {{Good|Gambler}} kills themselves at night, no other players can die tonight.
** {{Good|Cannibal}} and {{Good|Butler}}: If the {{Good|Cannibal}} gains the {{Good|Butler}} ability, the {{Good|Cannibal}} learns this.


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* The {{Good|Plague Doctor}} has eight special rules:
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** {{Good|Plague Doctor}} and {{Evil|Baron}}: If the Storyteller gains the Baron ability, up to two players become out-of-play Outsiders.
[[File:icon_acrobat.png|250px|thumb|center|link=Acrobat]]
** {{Good|Plague Doctor}} and {{Evil|Boomdandy}}: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Acrobat}}</p>
** {{Good|Plague Doctor}} and {{Evil|Evil Twin}}: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
</div>
** {{Good|Plague Doctor}} and {{Evil|Fearmonger}}: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
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** {{Good|Plague Doctor}} and {{Evil|Goblin}}: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
[[File:icon_damsel.png|250px|thumb|center|link=Damsel]]
** {{Good|Plague Doctor}} and {{Evil|Marionette}}: If the Demon has a neighbour who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Damsel}}</p>
** {{Good|Plague Doctor}} and {{Evil|Scarlet Woman}}: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
</div>
** {{Good|Plague Doctor}} and {{Evil|Spy}}: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
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[[File:icon_golem.png|250px|thumb|center|link=Golem]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Golem}}</p>
</div>
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[[File:icon_heretic.png|250px|thumb|center|link=Heretic]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Heretic}}</p>
</div>
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[[File:icon_plaguedoctor.png|250px|thumb|center|link=Plague Doctor]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Plague Doctor}}</p>
</div>
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[[File:icon_politician.png|250px|thumb|center|link=Politician]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Politician}}</p>
</div>
</div>


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* The {{Evil|Marionette}} has six special rules:
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** {{Evil|Marionette}} and {{Good|Balloonist}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Balloonist}}, +1 Outsider was added.
[[File:icon_puzzlemaster.png|250px|thumb|center|link=Puzzlemaster]]
** {{Evil|Marionette}} and {{Good|Huntsman}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Huntsman}}, the {{Good|Damsel}} was added.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Puzzlemaster}}</p>
** {{Evil|Marionette}} and {{Good|Poppy Grower}}: When the {{Good|Poppy Grower}} dies, the Demon learns the {{Evil|Marionette}} but the {{Evil|Marionette}} learns nothing.
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** {{Evil|Marionette}} and {{Good|Damsel}}: The {{Evil|Marionette}} does not learn that a {{Good|Damsel}} is in play.
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** {{Evil|Marionette}} and {{Good|Snitch}}: The {{Evil|Marionette}} does not learn three not-in-play characters. The Demon learns an extra three instead.
[[File:icon_snitch.png|250px|thumb|center|link=Snitch]]
** {{Evil|Marionette}} and {{Evil|Lil' Monsta}}: The {{Evil|Marionette}} neighbours a Minion, not the Demon. The {{Evil|Marionette}} is not woken to choose who takes the {{Evil|Lil' Monsta}} token, and does not learn they are the {{Evil|Marionette}} if they have the {{Evil|Lil' Monsta}} token.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Snitch}}</p>
</div>
</div>


== Minions ==
* The {{Evil|Organ Grinder}} has four special rules:
** {{Evil|Organ Grinder}} and {{Good|Butler}}: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
** {{Evil|Organ Grinder}} and {{Good|Flowergirl}}: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.
** {{Evil|Organ Grinder}} and {{Good|Minstrel}}: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Preacher}}: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.


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* The {{Evil|Vizier}} has six special rules:
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** {{Evil|Vizier}} and {{Good|Alchemist}}: If the {{Good|Alchemist}} has the {{Evil|Vizier}} ability, they may only choose to execute immediately if three or more players voted.
[[File:icon_boomdandy.png|250px|thumb|center|link=Boomdandy]]
** {{Evil|Vizier}} and {{Good|Courtier}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Boomdandy}}</p>
** {{Evil|Vizier}} and {{Good|Investigator}}: If the {{Good|Investigator}} learns that the {{Evil|Vizier}} is in play, the existence of the {{Evil|Vizier}} is not announced by the Storyteller.
</div>
** {{Evil|Vizier}} and {{Good|Magician}}: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.
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** {{Evil|Vizier}} and {{Good|Preacher}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
[[File:icon_fearmonger.png|250px|thumb|center|link=Fearmonger]]
** {{Evil|Vizier}} and {{Evil|Fearmonger}}: The {{Evil|Vizier}} wakes with the {{Evil|Fearmonger}}, learns who they choose and cannot choose to execute that player.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Fearmonger}}</p>
</div>
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[[File:icon_goblin.png|250px|thumb|center|link=Goblin]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Goblin}}</p>
</div>
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[[File:harpy.png|250px|thumb|center|link=Harpy]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Harpy}}</p>
</div>
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[[File:icon_marionette.png|250px|thumb|center|link=Marionette]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Marionette}}</p>
</div>
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[[File:icon_mezepheles.png|250px|thumb|center|link=Mezepheles]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Mezepheles}}</p>
</div>
</div>


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* Additional special rules for minions and Minion characters:
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** {{Evil|Baron}} and {{Good|Heretic}}: The {{Evil|Baron}} might only add one outsider, not two.
[[File:icon_organgrinder.png|250px|thumb|center|link=Organ Grinder]]
** {{Evil|Cerenovus}} and {{Evil|Goblin}}: The {{Evil|Cerenovus}} may choose to make a player mad that they are the {{Evil|Goblin}}.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Organ Grinder}}</p>
** {{Evil|Scarlet Woman}} and {{Evil|Al-Hadikhia}}: If there are two living {{Evil|Al-Hadikhia}}s, the Scarlet Woman {{Evil|Al-Hadikhia}} becomes the {{Evil|Scarlet Woman}} again.
</div>
** {{Evil|Scarlet Woman}} and {{Evil|Lil' Monsta}}: If there are five or more players alive and the player holding the {{Evil|Lil' Monsta}} token dies, the {{Evil|Scarlet Woman}} is given the {{Evil|Lil' Monsta}} token tonight.
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** {{Evil|Mastermind}} and {{Evil|Lleech}}: If the {{Evil|Mastermind}} is alive and the {{Evil|Lleech}}'s host dies by execution, the {{Evil|Lleech}} lives but loses their ability.
[[File:icon_psychopath.png|250px|thumb|center|link=Psychopath]]
** {{Evil|Lil' Monsta}} and {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the {{Evil|Lil' Monsta}} token.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Psychopath}}</p>
** {{Evil|Lil' Monsta}} and {{Evil|Organ Grinder}}: Votes for the {{Evil|Organ Grinder}} count if the {{Evil|Organ Grinder}} is babysitting {{Evil|Lil' Monsta}}.
</div>
** {{Evil|Lil' Monsta}} and {{Evil|Vizier}}: The {{Evil|Vizier}} can die by execution if they are babysitting {{Evil|Lil' Monsta}}.
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[[File:icon_vizier.png|250px|thumb|center|link=Vizier]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Vizier}}</p>
</div>
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[[File:icon_widow.png|250px|thumb|center|link=Widow]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Widow}}</p>
</div>
</div>


== Demons ==
* The Demon character {{Evil|Leviathan}} does not kill at night and causes the game to end at the end of day 5. It has seven special rules:
** {{Evil|Leviathan}} and {{Good|Farmer}}: If {{Evil|Leviathan}} is in play and a {{Good|Farmer}} dies by execution, a good player becomes a {{Good|Farmer}} that night.
** {{Evil|Leviathan}} and {{Good|Innkeeper}}: If {{Evil|Leviathan}} nominates and executes a player the {{Good|Innkeeper}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Mayor}}: If {{Evil|Leviathan}} is in play and no execution occurs on day 5, good wins.
** {{Evil|Leviathan}} and {{Good|Monk}}: If {{Evil|Leviathan}} nominates and executes the player the {{Good|Monk}} chose, that player does not die.
** {{Evil|Leviathan}} and {{Good|Ravenkeeper}}: If {{Evil|Leviathan}} is in play and the {{Good|Ravenkeeper}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Sage}}: If {{Evil|Leviathan}} is in play and the {{Good|Sage}} dies by execution, they wake that night to use their ability.
** {{Evil|Leviathan}} and {{Good|Soldier}}: If {{Evil|Leviathan}} nominates and executes the {{Good|Soldier}}, the {{Good|Soldier}} does not die.


<div class='row'>
* The Demon character {{Evil|Lleech}} has two further special rules, in addition to the jinx with the {{Evil|Mastermind}}:
<div class="small-6 medium-6 large-2 columns">
** {{Evil|Lleech}} and {{Good|Slayer}}: If the {{Good|Slayer}} shoots the {{Evil|Lleech}}'s host, the host dies.
[[File:icon_alhadikhia.png|250px|thumb|center|link=Al-Hadikhia]]
** {{Evil|Lleech}} and {{Good|Heretic}}: If the {{Evil|Lleech}} has poisoned the {{Good|Heretic}} then the {{Evil|Lleech}} dies, the {{Good|Heretic}} remains poisoned.
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Al-Hadikhia}}</p>
</div>
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[[File:icon_legion.png|250px|thumb|center|link=Legion]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Legion}}</p>
</div>
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[[File:icon_leviathan.png|250px|thumb|center|link=Leviathan]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Leviathan}}</p>
</div>
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[[File:icon_lilmonsta.png|250px|thumb|center|link=Lil' Monsta]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Lil' Monsta}}</p>
</div>
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[[File:icon_lleech.png|250px|thumb|center|link=Lleech]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Lleech}}</p>
</div>
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[[File:icon_riot.png|250px|thumb|center|link=Riot|]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Riot|}}</p>
</div>
</div>


== Fabled ==
* The Demon character {{Evil|Riot}} has the most jinxes of all!
** {{Evil|Riot}} and {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}: {{Evil|Riot}} registers as a Minion to the {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}
** {{Evil|Riot}} and {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}: Players that die by nomination register as executed to the {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}.
** If a {{Evil|Riot}} player nominates and kills...
*** {{Good|Farmer}}: ...a {{Good|Farmer}}, the {{Good|Farmer}} uses their ability tonight.
*** {{Good|Grandmother}}: ...the grandchild, the {{Good|Grandmother}} dies too.
*** {{Good|King}}: ...the {{Good|King}} and the {{Good|Choirboy}} is alive, the {{Good|Choirboy}} uses their ability tonight.
*** {{Good|Ravenkeeper}}: ...the {{Good|Ravenkeeper}}, the {{Good|Ravenkeeper}} uses their ability tonight.
*** {{Good|Sage}}: ...the {{Good|Sage}}, the {{Good|Sage}} uses their ability tonight.
** If a {{Evil|Riot}} player nominates...
*** {{Good|Innkeeper}}: ...an {{Good|Innkeeper}}-protected player, the protected player does not die.
*** {{Good|Monk}}: ...a {{Good|Monk}}-protected player, the protected player does not die.
***{{Good|Soldier}}: ...the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** There are a further 5 special rules for {{Evil|Riot}} games:
***{{Evil|Riot}} and {{Good|Mayor}}: If the third day begins with just three players alive, the players may choose (as a group) not to nominate at all. If so (and a {{Good|Mayor}} is alive) the {{Good|Mayor}}'s team wins.
***{{Evil|Riot}} and {{Good|Butler}}: The {{Good|Butler}} cannot nominate their master.
***{{Evil|Riot}} and {{Good|Golem}}: If the {{Good|Golem}} nominates {{Evil|Riot}}, the {{Evil|Riot}} player does not die.
***{{Evil|Riot}} and {{Good|Saint}}: If a good player nominates and kills the {{Good|Saint}}, the {{Good|Saint}}'s team loses
***{{Evil|Riot}} and {{Good|Snitch}}: If the {{Good|Snitch}} is in play, each {{Evil|Riot}} player gets an extra three bluffs
This section will get updated as more characters are made available.


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The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.
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[[File:icon_stormcatcher.png|250px|thumb|center|link=Storm Catcher]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Fabled|Storm Catcher}}</p>
</div>
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[[File:icon_ferryman.png|250px|thumb|center|link=Ferryman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Fabled|Ferryman}}</p>
</div>
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[[File:icon_bootlegger.png|250px|thumb|center|link=Bootlegger]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Fabled|Bootlegger}}</p>
</div>
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[[File:icon_gardener.png|250px|thumb|center|link=Gardener]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Fabled|Gardener}}</p>
</div>
</div>


== Travellers ==
</div>


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<div class="small-6 medium-6 large-2 end columns">
[[File:icon_gangster.png|250px|thumb|center|link=Gangster]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Traveler|Gangster}}</p>
</div>
</div>
</div>
</div>


</div>
[[Category:Fabled]]
</div>

Revision as of 12:58, 29 August 2023

Icon djinn.png Information

Type Fabled
Artist John Grist

"نحن لسنا هنا.
انت لست حقيقي.
كل شيء هو وهم.
أسئلتك هي جبل نار في يوم صافٍ."

Summary

"Use the Djinn's special rule. All players know what it is."

Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.

  • When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
  • The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
  • There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
  • If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
  • The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.

How to Run

At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)

Follow the Djinn instructions as listed on the Script Tool printout.

Examples

The Pit-Hag and the Heretic are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A Pit-Hag cannot create a Heretic.” Later in the game, the Pit-Hag tries to create a Heretic. The Storyteller shakes their head, and the Pit-Hag must choose another character to create.

The Spy and the Magician are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the Spy sees the grimoire, the Demon and the Magician's character tokens are removed." There is no Spy and no Magician in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.

Explanation

When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!

The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.

The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.

Djinn Special Rules

Special rules for characters from Trouble Brewing, Sects & Violets, and Bad Moon Rising:

Special rules involving Experimental characters:

  • The Plague Doctor has eight special rules:
    • Plague Doctor and Baron: If the Storyteller gains the Baron ability, up to two players become out-of-play Outsiders.
    • Plague Doctor and Boomdandy: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
    • Plague Doctor and Evil Twin: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
    • Plague Doctor and Fearmonger: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
    • Plague Doctor and Goblin: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
    • Plague Doctor and Marionette: If the Demon has a neighbour who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
    • Plague Doctor and Scarlet Woman: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
    • Plague Doctor and Spy: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
  • The Organ Grinder has four special rules:
    • Organ Grinder and Butler: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
    • Organ Grinder and Flowergirl: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.
    • Organ Grinder and Minstrel: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.
    • Organ Grinder and Preacher: Only 1 jinxed character can be in play. Evil players start knowing which player and character it is.

This section will get updated as more characters are made available.

The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.