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Mathematician and Pacifist: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_mathematician.png|250px]]
[[File:icon_pacifist.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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<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."</p>
<p class='flavour'>"Distrust all in whom the impulse to punish is powerful."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px|link=Sects & Violets]]
[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]


<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: 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>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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<div id='jinxes'>
<div id='jinxes'>


<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;">Related Jinxes</span>
<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;">
 
Related Jinxes <span style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
</span>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
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{{Jinx|Riot|riot|Evil|Players that die by nomination register as being executed to the Pacifist.}}
<td>
[[File:icon_chambermaid.png|300px|link=Chambermaid]]
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<td>
<p style="font-family: Trade Gothic LT Std; font-size: 16px; margin: 0;">{{Good|Gambler}}</p>
<p style="font-style: italic;">The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.</p>
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<td>
[[File:icon_lunatic.png|300px|link=Lunatic]]
</td>
<td>
<p style="font-family: Trade Gothic LT Std; font-size: 16px; margin: 0;">{{Good|Lunatic}}</p>
<p style="font-style: italic;">The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.</p>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."
"Executed good players might not die."


The Mathematician knows how many things have gone wrong since dawn today.
The Pacifist prevents good players from dying by execution.
* When an ability does not work in the intended way due to another character’s interference, the Mathematician will learn that it happened. They’ll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn’t, due to another character.
* When a good player is executed, the Storyteller chooses whether they die or live.
* The Mathematician does not learn which players this happened to, only how many times it happened.
* As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
* The Mathematician does not detect their own ability failing.  
* If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
* The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players’ abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp’s attack, would each be detected. The poisoned Empath getting true information would not.
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== How to Run ==
== How to Run ==


Each time a character’s ability works abnormally due to another character’s ability, mark them with an '''ABNORMAL''' reminder.  
If a good character is executed, declare either that they die or they remain alive. (''Do not say why.'') Then, begin the night phase. (''Whether the player lived or died, this was the one execution for the day.'')


Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with '''ABNORMAL''' reminders. Put the Mathematician to sleep. Remove all '''ABNORMAL''' reminders.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.
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<div class='example'>
<div class='example'>
The poisoned {{Good|Oracle}} learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.  
The {{Good|Innkeeper}} is executed, but remains alive because of the Pacifist.
</div>
</div>


<div class='example'>
<div class='example'>
The poisoned {{Good|Snake Charmer}} chooses a Townsfolk player, and nothing happens. The drunk {{Good|Juggler}} gets correct information. The {{Good|Savant}} learns two pieces of true information. Later that night, the Mathematician learns a "1" because the {{Good|Snake Charmer}} and {{Good|Juggler}}'s abilities worked as normal, whilst one of the {{Good|Savant}}'s facts was true when it should have been false.
The Pacifist is in play. Good is winning. Even after 7 days, and 5 good players executed, the Pacifist ability has not saved anybody.
</div>
</div>


<div class='example'>
<div class='example'>
A {{Evil|Vortox}} is in play. Five good players got false information. The {{Evil|Witch}} is drunk, and when their cursed player nominated, nothing happened. Even though six abilities worked abnormally, the Mathematician learns a "4" due to the {{Evil|Vortox}}'s ability.
The Pacifist is in play. Evil is winning. The {{Good|Lunatic}} is executed, but remains alive. The next day, the {{Good|Professor}} is executed and dies, because the Pacifist is drunk. The next day, a good {{Traveler|Bishop}} is exiled and dies, because the Pacifist saves people from execution, not exile. The next day, the Pacifist is executed but remains alive because of the Pacifist.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks ==
== Tips & Tricks ==


* Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the {{Good|Clockmaker}}, {{Good|Flowergirl}}, {{Good|Seamstress}} and {{Good|Oracle}} (among others) will need your help making sure their information should be acted upon!
* Don't come out! Your ability keeps good players safe (at the Storyteller's discretion), and the evil team will want to remove you from play as soon as possible. Bluff as something undesirable to kill, like a {{Good|Fool}} or a {{Good|Goon}}, and hold that line until you have very good reason to reveal who you are.


* Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the {{Good|Sweetheart}}, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a {{Evil|Pit-Hag}} just created a {{Evil|No Dashii}}.
* You should always come out eventually, but how you choose to do so is up to you. For example, you may know a player you trust 100% is good, and reveal to them early and secretly. If your ability saves someone later, they will know immediately it was you. If you don't have someone you trust that much, then simply play carefully until you die, or until it's late enough in the game that people need to know who you are anyway.


* Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the {{Evil|No Dashii}} and {{Evil|Vortox}}. However, you will also detect character abilities not working as intended due to the {{Good|Sweetheart}} after death, or the {{Good|Philosopher}} duplicating an in-play character, and a poisoned {{Good|Snake Charmer}} trying to use their ability on the Demon, but nothing happening.
* Your ability is more potent in the late game, so survive as long as you can. The Storyteller is simply more likely to save a good player at a critical juncture as the game comes to a climax than they are to rescue someone from the town's blood thirst on the first day. Simply put, the longer you live, the better chance you will have of saving someone, so take whatever action you feel is necessary to make that happen.... within reason.


* Beware of the {{Evil|Vortox}}! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a {{Evil|Vortox}} is in town.
* Wait for your ability to trigger before making any sort of reveal. Seeing someone be saved from execution unexpectedly will prime the good team to believe you are in play anyway, whereas revealing early and then seeing your ability activate may lean them towards believing some shenanigans are at play.


* Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.
* There are lots of reasons people may not die, so don't immediately assume it was you. Jumping the gun and coming out when in reality, a {{Good|Sailor}}, {{Good|Fool}} or {{Good|Tea Lady}}'s neighbour has just been saved from execution will paint a big target on your back, particularly if it is still early in the game.


* Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.
* The {{Evil|Devil's Advocate}} is your worst enemy - capable of mimicking your ability and protecting their evil cohorts on top of that. Thanks to how similar your abilities are, the Pacifist is a popular bluff for this devious minion - tread carefully if you think one is in play, and in general try to avoid giving the good team a reason to succumb to the paranoia that you're trying to trick them.
 
* If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.
 
* Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a {{Good|Flowergirl}} or a {{Good|Juggler}} you're also just not as much of a threat.
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== Bluffing as the Pacifist ==


== Bluffing as the Mathematician ==
When bluffing as the Pacifist, there are a few things you should keep in mind:
 
When bluffing as the Mathematician, there are a few things you should keep in mind:
 
* Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.
 
* Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.
 
* Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.
 
* Switch your information up when an obvious change would indicate that it should. For example, if a {{Good|Sweetheart}} dies, or if a {{Good|Philosopher}} becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the {{Good|Sweetheart}} and {{Good|Philosopher}} are also telling the truth.
 
* If you know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a {{Evil|Vortox}} is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a {{Evil|Fang Gu}} is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.


* If you know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a {{Evil|Vigormortis}} is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a {{Evil|No Dashii}} is in play instead.
* Either stay silent initially, or use the Pacifist as a backup bluff. Most Pacifists wait for several days before revealing that they are the Pacifist, so it will look perfectly normal. Alternatively, if the character bluff that you are attempting isn't going so well, switch to the Pacifist later in the game, or when put in the hot seat.


* As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming to be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.
* If a player is executed and does not die, immediately claim to be the Pacifist! The good team will probably begin to put together the pieces of the puzzle as to why that player didn't die, but in the meantime, you look extremely trustworthy. Even if the good team figures out the nature of the player's survival (due to such things as the  {{Good|Fool}}, {{Good|Tea Lady}}, {{Evil|Devil's Advocate}}, or {{Good|Sailor}}), you'll still look trustworthy, as that has not invalidated your bluff.


* If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.
* If you survive to the end and nobody has been saved from execution, blame the Storyteller. Sometimes, when the good team is winning by a significant margin, the Storyteller will not activate the Pacifist ability at all to give the evil team a chance. This is a perfectly reasonable, although uncommon, thing to happen, so claiming that the Storyteller has made this decision is reasonable. Of course, if you are actually a Minion, and keen to die on the final day instead of your Demon, do your best to either ignore this argument, or make it very poorly.
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[[Category:Sects & Violets]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 14:56, 7 October 2024

Icon pacifist.png Information

Type Townsfolk
Artist Aidan Roberts

"Distrust all in whom the impulse to punish is powerful."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

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Related Jinxes (Open)

Icon riot.png

Riot

Players that die by nomination register as being executed to the Pacifist.

Summary

"Executed good players might not die."

The Pacifist prevents good players from dying by execution.

  • When a good player is executed, the Storyteller chooses whether they die or live.
  • As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
  • If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.

How to Run

If a good character is executed, declare either that they die or they remain alive. (Do not say why.) Then, begin the night phase. (Whether the player lived or died, this was the one execution for the day.)

Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.

Examples

The Innkeeper is executed, but remains alive because of the Pacifist.

The Pacifist is in play. Good is winning. Even after 7 days, and 5 good players executed, the Pacifist ability has not saved anybody.

The Pacifist is in play. Evil is winning. The Lunatic is executed, but remains alive. The next day, the Professor is executed and dies, because the Pacifist is drunk. The next day, a good Bishop is exiled and dies, because the Pacifist saves people from execution, not exile. The next day, the Pacifist is executed but remains alive because of the Pacifist.

Tips & Tricks

  • Don't come out! Your ability keeps good players safe (at the Storyteller's discretion), and the evil team will want to remove you from play as soon as possible. Bluff as something undesirable to kill, like a Fool or a Goon, and hold that line until you have very good reason to reveal who you are.
  • You should always come out eventually, but how you choose to do so is up to you. For example, you may know a player you trust 100% is good, and reveal to them early and secretly. If your ability saves someone later, they will know immediately it was you. If you don't have someone you trust that much, then simply play carefully until you die, or until it's late enough in the game that people need to know who you are anyway.
  • Your ability is more potent in the late game, so survive as long as you can. The Storyteller is simply more likely to save a good player at a critical juncture as the game comes to a climax than they are to rescue someone from the town's blood thirst on the first day. Simply put, the longer you live, the better chance you will have of saving someone, so take whatever action you feel is necessary to make that happen.... within reason.
  • Wait for your ability to trigger before making any sort of reveal. Seeing someone be saved from execution unexpectedly will prime the good team to believe you are in play anyway, whereas revealing early and then seeing your ability activate may lean them towards believing some shenanigans are at play.
  • There are lots of reasons people may not die, so don't immediately assume it was you. Jumping the gun and coming out when in reality, a Sailor, Fool or Tea Lady's neighbour has just been saved from execution will paint a big target on your back, particularly if it is still early in the game.
  • The Devil's Advocate is your worst enemy - capable of mimicking your ability and protecting their evil cohorts on top of that. Thanks to how similar your abilities are, the Pacifist is a popular bluff for this devious minion - tread carefully if you think one is in play, and in general try to avoid giving the good team a reason to succumb to the paranoia that you're trying to trick them.

Bluffing as the Pacifist

When bluffing as the Pacifist, there are a few things you should keep in mind:

  • Either stay silent initially, or use the Pacifist as a backup bluff. Most Pacifists wait for several days before revealing that they are the Pacifist, so it will look perfectly normal. Alternatively, if the character bluff that you are attempting isn't going so well, switch to the Pacifist later in the game, or when put in the hot seat.
  • If a player is executed and does not die, immediately claim to be the Pacifist! The good team will probably begin to put together the pieces of the puzzle as to why that player didn't die, but in the meantime, you look extremely trustworthy. Even if the good team figures out the nature of the player's survival (due to such things as the Fool, Tea Lady, Devil's Advocate, or Sailor), you'll still look trustworthy, as that has not invalidated your bluff.
  • If you survive to the end and nobody has been saved from execution, blame the Storyteller. Sometimes, when the good team is winning by a significant margin, the Storyteller will not activate the Pacifist ability at all to give the evil team a chance. This is a perfectly reasonable, although uncommon, thing to happen, so claiming that the Storyteller has made this decision is reasonable. Of course, if you are actually a Minion, and keen to die on the final day instead of your Demon, do your best to either ignore this argument, or make it very poorly.