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Scapegoat and Barista: Difference between pages

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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"There really is no cause to worry because when you think about it we are all capable and qualified and smart enough to grab the bull by the horns and sit down and figure this out like the reasonable adults we are by the way would you like another cup it really is the most amaz...")
 
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[[File:icon_scapegoat.png|250px]]
[[File:icon_barista.png|250px]]
<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>
<p class='flavour'>"There really is no cause to worry because when you think about it we are all  capable and qualified and smart enough to grab the bull by the horns and sit down and figure this out like the  reasonable adults we are by the way would you like another cup it really is the most amazing beverage they say it is from the east but anyway where were we ah yes going for a jog and really nutting out this demon business which we can do with just a little teensy mental boost and some logical thinking for example Senior Hu here is a regular customer and therefore quite trustworthy and would anyone like another cup?"<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_trouble_brewing.png|200px]]
[[File:logo_sects_and_violets.png|200px]]


<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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The Scapegoat is executed instead of an ally.
The Barista either makes people sober & healthy, or allows them to act twice as much as normal.


__TOC__
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== Character Text ==
== Character Text ==


"If a player of your alignment is executed, you might be executed instead."
"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."
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<div class='example'>
<div class='example'>
The {{Good|Fortune Teller}} is about to be executed, but the Storyteller chooses to execute the good {{Traveler|Scapegoat}} instead. The {{Good|Fortune Teller}} lives and the {{Traveler|Scapegoat}} dies. That night, the {{Good|Undertaker}} learns that a {{Traveler|Scapegoat}} was executed today.
The {{Traveler|Barista}} makes the {{Good|Sage}} sober and healthy.  
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<div class='example'>
<div class='example'>
The {{Evil|Poisoner}} is about to be executed, but the Storyteller chooses to execute the evil {{Traveler|Scapegoat}} instead. The Storyteller could have let the {{Evil|Poisoner}} die as normal, but chose not to.
The {{Good|Klutz}} acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the {{Traveler|Barista}} makes the {{Evil|Witch}} act twice. Two players are cursed.
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<div class='example'>
The {{Evil|Spy}} is about to be executed. The good {{Traveler|Scapegoat}} dies instead.  
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== Tips & Tricks (if you are good) ==
== 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.
* The {{Traveler|Barista}}'s ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.


* 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.
* The Storyteller will help the the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.


* 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!
* Having a good player act twice can be very helpful, if that player is a character such as the {{Good|Artist}}, {{Good|Seamstress}}, or {{Good|Clockmaker}}. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a {{Evil|No Dashii}} is getting true information. It even means that in a game with {{Evil|Vortox}}, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.  
 
* 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.
 
* 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!
 
* 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!
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== Tips & Tricks (if you are evil) ==
== 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.
* The {{Traveler|Barista}}'s ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good {{Traveler|Barista}}, but you can do it!
 
* 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.
* The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.


* 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.  
* If evil players are selected to benefit from your {{Traveler|Barista}} power, they will usually act twice. The good team may not realize this though, since the {{Evil|Witch}}, {{Evil|Cerenovus}} and {{Evil|Pit-Hag}} effects may not be obvious. Be on the lookout for multiple {{Evil|Witch}} targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the {{Evil|Cerenovus}} - a little pressure may make them crack, and be executed as a result.  


* 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.
* If evil players are selected to benefit from your {{Traveler|Barista}} power, encourage them to claim to have learnt they are sober, healthy & getting true info. In [[Sects & Violets]], all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.


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[[Category:Trouble Brewing]]
[[Category:Sects & Violets]]
[[Category:Travellers]]
[[Category:Travellers]]

Revision as of 23:33, 4 March 2023

Icon barista.png

"There really is no cause to worry because when you think about it we are all capable and qualified and smart enough to grab the bull by the horns and sit down and figure this out like the reasonable adults we are by the way would you like another cup it really is the most amazing beverage they say it is from the east but anyway where were we ah yes going for a jog and really nutting out this demon business which we can do with just a little teensy mental boost and some logical thinking for example Senior Hu here is a regular customer and therefore quite trustworthy and would anyone like another cup?"

Appears in Logo sects and violets.png Information

Type Traveller

The Barista either makes people sober & healthy, or allows them to act twice as much as normal.

Character Text

"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."

Examples

The Barista makes the Sage sober and healthy.

The Klutz acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the Barista makes the Witch act twice. Two players are cursed.

Tips & Tricks (if you are good)

  • The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.
  • The Storyteller will help the the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.
  • Having a good player act twice can be very helpful, if that player is a character such as the Artist, Seamstress, or Clockmaker. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a No Dashii is getting true information. It even means that in a game with Vortox, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.


Tips & Tricks (if you are evil)

  • The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good Barista, but you can do it!
  • The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.
  • If evil players are selected to benefit from your Barista power, they will usually act twice. The good team may not realize this though, since the Witch, Cerenovus and Pit-Hag effects may not be obvious. Be on the lookout for multiple Witch targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the Cerenovus - a little pressure may make them crack, and be executed as a result.
  • If evil players are selected to benefit from your Barista power, encourage them to claim to have learnt they are sober, healthy & getting true info. In Sects & Violets, all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.