Acrobat: Difference between revisions
From Blood on the Clocktower Wiki
No edit summary |
|||
Line 24: | Line 24: | ||
</table> | </table> | ||
<p class='flavour'>" | <p class='flavour'>"Ladies and gentlemen, hold fast to your hats, for I shall defy the very laws of gravity and dance upon the air, a marvel of agility and daring, all for your delight and wonder!"</p> | ||
</div> | </div> | ||
Line 38: | Line 38: | ||
"Each night*, choose a player: if they are or become drunk or poisoned tonight, you die." | "Each night*, choose a player: if they are or become drunk or poisoned tonight, you die." | ||
The Acrobat dies if the | The Acrobat dies when they find a drunk or poisoned player. | ||
* Each night except the first, the Acrobat chooses a player. If the chosen player is sober and healthy, nothing happens. If the player is drunk or poisoned, the Acrobat dies. | |||
* If the Acrobat is drunk or poisoned, they cannot die to their own ability. | |||
* The Acrobat may choose any player, dead or alive, even themself. | |||
* If the chosen player is sober and healthy at the time the Acrobat picks, but becomes drunk or poisoned later in the night, the Acrobat dies. | |||
* The Acrobat does not learn if the player they selected was drunk, or poisoned, or both. | |||
</div> | </div> | ||
Line 45: | Line 50: | ||
== How to Run == | == How to Run == | ||
Each night | Each night, wake the Acrobat. They point to a player. Put the Acrobat to sleep. | ||
If the | If the player the Acrobat pointed to is drunk or poisoned, or becomes drunk or poisoned at any time tonight, the Acrobat '''dies'''. | ||
</div> | |||
<div class='row'> | |||
<div class="small-12 large-12 columns" style="padding-right: 0;"> | |||
== Examples == | |||
<div class='example'> | |||
The {{Good|Sailor}} chooses the {{Evil|Assassin}}, and the Storyteller makes the {{Good|Sailor}} drunk. The Acrobat chooses the {{Good|Sailor}}, and dies because the {{Good|Sailor}} is drunk. | |||
</div> | |||
<div class='example'> | |||
The Acrobat chooses the {{Good|Tinker}}, who is sober and healthy. Nothing happens. | |||
</div> | |||
<div class='example'> | |||
The Acrobat chooses the {{Good|Preacher}}. Later that night, the {{Evil|Pukka}} poisons the {{Good|Preacher}}. The Acrobat dies, because the {{Good|Preacher}} is no longer healthy. | |||
</div> | |||
</div> | </div> | ||
</div> | |||
</div> | </div> | ||
Revision as of 16:24, 10 June 2025
Type | Townsfolk |
Artist | Chloe McDougall |
Revealed | 24/05/2020 |
"Ladies and gentlemen, hold fast to your hats, for I shall defy the very laws of gravity and dance upon the air, a marvel of agility and daring, all for your delight and wonder!"
Summary
"Each night*, choose a player: if they are or become drunk or poisoned tonight, you die."
The Acrobat dies when they find a drunk or poisoned player.
- Each night except the first, the Acrobat chooses a player. If the chosen player is sober and healthy, nothing happens. If the player is drunk or poisoned, the Acrobat dies.
- If the Acrobat is drunk or poisoned, they cannot die to their own ability.
- The Acrobat may choose any player, dead or alive, even themself.
- If the chosen player is sober and healthy at the time the Acrobat picks, but becomes drunk or poisoned later in the night, the Acrobat dies.
- The Acrobat does not learn if the player they selected was drunk, or poisoned, or both.
How to Run
Each night, wake the Acrobat. They point to a player. Put the Acrobat to sleep.
If the player the Acrobat pointed to is drunk or poisoned, or becomes drunk or poisoned at any time tonight, the Acrobat dies.