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Pacifist and Plague Doctor: Difference between pages

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


[[File:icon_pacifist.png|250px]]
[[File:icon_plaguedoctor.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>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types #Outsider|Outsider]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Aidan Roberts</td>
</tr>
<tr>
<td>Revealed</td>
<td>24/08/2023</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Distrust all in whom the impulse to punish is powerful."</p>
<p class='flavour'>“Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.”</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[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;">Character Showcase</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<youtube>_ZcP5gr9ZWM</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/50781070/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-3-19%2F260469959-44100-2-8570b3cde84d.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
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Related Jinxes <span style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
Related Jinxes <span style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
</span>
</span>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Riot|riot|Evil|Players that die by nomination register as being executed to the Pacifist.}}
{{Jinx|Baron|baron|Evil|If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.}}
{{Jinx|Boomdandy|boomdandy|Evil|If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.}}
{{Jinx|Evil Twin|eviltwin|Evil|The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.}}
{{Jinx|Fearmonger|fearmonger|Evil|If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.}}
{{Jinx|Goblin|goblin|Evil|If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.}}
{{Jinx|Marionette|marionette|Evil|If the Demon has a neighbor 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.}}
{{Jinx|Scarlet Woman|scarletwoman|Evil|If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.}}
{{Jinx|Spy|spy|Evil|If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.}}
</table>
</table>


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== Summary ==
== Summary ==
"Executed good players might not die."
"If you die, the Storyteller gains a Minion ability."


The Pacifist prevents good players from dying by execution.
The Plague Doctor brings an extra Minion ability into play.
* When a good player is executed, the Storyteller chooses whether they die or live.
The Storyteller chooses which Minion ability is gained.
* 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.
* This ability is in effect for the rest of the game.
* If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
* Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate.
* If all Minions are in play, the Storyteller can gain an in-play Minion ability.
* If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
When the Plague Doctor dies, place a Minion character token in the center of the left side of Grimoire. Mark this with the Plague Doctor’s '''STORYTELLER ABILITY''' reminder. If applicable, add a night token to the night sheet.


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.'')
When this Minion would normally act, the relevant choices are made by the Storyteller. </div>
 
<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 {{Good|Innkeeper}} is executed, but remains alive because of the Pacifist.
The Plague Doctor dies. The Storyteller gains the {{Evil|Poisoner}} ability and chooses a player to poison each night for the rest of the game. </div>
</div>
 
<div class='example'>
<div class='example'>
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 Plague Doctor is executed and the Storyteller gains the {{Evil|Cerenovus}} ability. That night, the {{Evil|Pit-Hag}} turns the {{Evil|Witch}} into the {{Evil|Cerenovus}}. There are now two {{Evil|Cerenovus}} abilities in play – the Storyteller’s and the new {{Evil|Cerenovus}}’. </div>
</div>
 
<div class='example'>
<div class='example'>
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.
The Plague Doctor has died and the Storyteller has had the {{Evil|Organ Grinder}} ability for two days. The Plague Doctor is made drunk by the {{Good|Minstrel}}. The Storyteller still has the {{Evil|Organ Grinder}} ability as they gained it when the Plague Doctor died and the Plague Doctor now being drunk does not affect that. </div>
</div>
 
</div>
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== Tips & Tricks ==
== 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 {{Good|Fool}} or a {{Good|Goon}}, and hold that line until you have very good reason to reveal who you are.
* Don’t let yourself get executed! You don’t want to give the evil team an extra ability, so the longer you last, the less that ability is going to affect the game.  
 
* 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.
* When you do die, look for the Minion ability that came into play as a result. This will prove you’re good if you can either point out a publicly visible ability or show evidence of a more subtle one to the other good players, which reinforces your alignment and proves your identity as an Outsider.


* 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.
* Meta your storyteller – if there’s an ability you think your Storyteller will want you can use that to deduce which Minions are likely to have been in play from the start in order to leave space for your Storyteller to gain the Minion ability they’re likely to be most interested in gaining.


* 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.
* You can generally assume that a Minion ability wielded by the Storyteller is going to be used more effectively that it might be by a Minion, since the Storyteller has perfect knowledge of the game, so be wary of how the game balance might swing when you die.
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== Bluffing as the Pacifist ==


When bluffing as the Pacifist, there are a few things you should keep in mind:
== Bluffing as the Plague Doctor ==
 
* Plague Doctors are almost never happy to die – they know they have a major negative impact on the good team’s chances. Use this as an argument to survive for as long as possible. It’s one of the few characters, much like the {{Good|Saint}}, who will almost always fight hard to survive and therefore you can use this to keep your Minion ability active for as long as possible or to survive to the endgame as the Demon.
 
* Consider hiding a Minion ability if possible, so that when you die it looks like a Minion ability has been added. This can be tricky, depending what Minion abilities you have to work with, but with the right abilities to “confirm you” as the Plague Doctor this can really help you get trusted and drive the good team narrative as a result. The balance, of course, is that this means using a Minion ability far less effectively for the period of the game up until you die, so you may want to consider the next option instead.
 
* Have living evil players claim to have been affected by a “Storyteller-used Minion ability” once you die to back up your bluff. This means you don’t have to hide a Minion ability until you die, you can just have evil players pretend to be affected by an additional ability. This, of course, has the downside of linking you directly to your fellow evil players, so the pressure is very much on at that point to be convincingly good yourself!
 
* Emphasise your deductions around working out which Minion abilities are in play so “you know what you might add when you die”. This is usually the focus of a Plague Doctor anyway, but gives you a gilt-edged opportunity to mislead and misdirect from the get-go as to what seems to currently be in play.


* 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.
* You are, of course, not the Plague Doctor, so there will be no Minion ability added to the game when you die. Be prepared to change your claim at that point to cater to this or have a plausible story as to why your ability might not have worked. Maybe the Storyteller gained a passive ability? Maybe you were wrong about which Minion abilities were already in play, so the Storyteller actually gained something no-one was expecting. Maybe there’s a {{Evil|Pit-Hag}} that changed the current Minions just before you died so the Storyteller gained a Minion ability that used to be in play at the start of the game.


* 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 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:Bad Moon Rising]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 03:07, 19 October 2024

Icon plaguedoctor.png Information

Type Outsider
Artist Aidan Roberts
Revealed 24/08/2023

“Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.”

Character Showcase

Related Jinxes (Open)

Icon baron.png

Baron

If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.

Icon boomdandy.png

Boomdandy

If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.

Icon eviltwin.png

Evil Twin

The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.

Icon fearmonger.png

Fearmonger

If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.

Icon goblin.png

Goblin

If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.

Icon marionette.png

Marionette

If the Demon has a neighbor 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.

Icon scarletwoman.png

Scarlet Woman

If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.

Icon spy.png

Spy

If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.

Summary

"If you die, the Storyteller gains a Minion ability."

The Plague Doctor brings an extra Minion ability into play. The Storyteller chooses which Minion ability is gained.

  • This ability is in effect for the rest of the game.
  • Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate.
  • If all Minions are in play, the Storyteller can gain an in-play Minion ability.
  • If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.

How to Run

When the Plague Doctor dies, place a Minion character token in the center of the left side of Grimoire. Mark this with the Plague Doctor’s STORYTELLER ABILITY reminder. If applicable, add a night token to the night sheet.

When this Minion would normally act, the relevant choices are made by the Storyteller.

Examples

The Plague Doctor dies. The Storyteller gains the Poisoner ability and chooses a player to poison each night for the rest of the game.
The Plague Doctor is executed and the Storyteller gains the Cerenovus ability. That night, the Pit-Hag turns the Witch into the Cerenovus. There are now two Cerenovus abilities in play – the Storyteller’s and the new Cerenovus’.
The Plague Doctor has died and the Storyteller has had the Organ Grinder ability for two days. The Plague Doctor is made drunk by the Minstrel. The Storyteller still has the Organ Grinder ability as they gained it when the Plague Doctor died and the Plague Doctor now being drunk does not affect that.

Tips & Tricks

  • Don’t let yourself get executed! You don’t want to give the evil team an extra ability, so the longer you last, the less that ability is going to affect the game.
  • When you do die, look for the Minion ability that came into play as a result. This will prove you’re good if you can either point out a publicly visible ability or show evidence of a more subtle one to the other good players, which reinforces your alignment and proves your identity as an Outsider.
  • Meta your storyteller – if there’s an ability you think your Storyteller will want you can use that to deduce which Minions are likely to have been in play from the start in order to leave space for your Storyteller to gain the Minion ability they’re likely to be most interested in gaining.
  • You can generally assume that a Minion ability wielded by the Storyteller is going to be used more effectively that it might be by a Minion, since the Storyteller has perfect knowledge of the game, so be wary of how the game balance might swing when you die.

Bluffing as the Plague Doctor

  • Plague Doctors are almost never happy to die – they know they have a major negative impact on the good team’s chances. Use this as an argument to survive for as long as possible. It’s one of the few characters, much like the Saint, who will almost always fight hard to survive and therefore you can use this to keep your Minion ability active for as long as possible or to survive to the endgame as the Demon.
  • Consider hiding a Minion ability if possible, so that when you die it looks like a Minion ability has been added. This can be tricky, depending what Minion abilities you have to work with, but with the right abilities to “confirm you” as the Plague Doctor this can really help you get trusted and drive the good team narrative as a result. The balance, of course, is that this means using a Minion ability far less effectively for the period of the game up until you die, so you may want to consider the next option instead.
  • Have living evil players claim to have been affected by a “Storyteller-used Minion ability” once you die to back up your bluff. This means you don’t have to hide a Minion ability until you die, you can just have evil players pretend to be affected by an additional ability. This, of course, has the downside of linking you directly to your fellow evil players, so the pressure is very much on at that point to be convincingly good yourself!
  • Emphasise your deductions around working out which Minion abilities are in play so “you know what you might add when you die”. This is usually the focus of a Plague Doctor anyway, but gives you a gilt-edged opportunity to mislead and misdirect from the get-go as to what seems to currently be in play.
  • You are, of course, not the Plague Doctor, so there will be no Minion ability added to the game when you die. Be prepared to change your claim at that point to cater to this or have a plausible story as to why your ability might not have worked. Maybe the Storyteller gained a passive ability? Maybe you were wrong about which Minion abilities were already in play, so the Storyteller actually gained something no-one was expecting. Maybe there’s a Pit-Hag that changed the current Minions just before you died so the Storyteller gained a Minion ability that used to be in play at the start of the game.