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


[[File:icon_undertaker.png|250px]]
[[File:icon_mutant.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>
</table>
</table>


<p class='flavour'>"Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man."<p>
<p class='flavour'>"I am not a freak! I am a human being! Have mercy!"</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|100px]]
[[File:logo_sects_and_violets.png|100px]]


<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 class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, you learn which character died by execution today."
"If you are "mad" about being an Outsider, you might be executed."


The Undertaker learns which character was executed today.
The Mutant is killed if they try to reveal who they are.  
* The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count.
* “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider.
* The Undertaker wakes each night except the first, as there have been no executions yet.
* This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day.
* If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token.
* If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.
* If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.
</div>
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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
If a player dies by execution, put the Undertaker's '''DIED TODAY''' reminder token by the dead player's character token.


Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked '''DIED TODAY''' to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.
At any time (''even at night''), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.


In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).
If you execute them during the day before the normal execution
happens, go to the night phase. (''There is a maximum of one execution per day.'')
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<div class='example'>
<div class='example'>
The {{Good|Mayor}} is executed today. That night, the Undertaker is shown the {{Good|Mayor}} token.
Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Drunk}}, who thinks they are the {{Good|Virgin}}, is executed today. At night, the Undertaker is shown the {{Good|Drunk}} token, because the Undertaker learns a player's true character, as opposed to the one they believe they are.
A {{Evil|Witch}} privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the {{Good|Klutz}}. The Storyteller chooses to execute the Mutant immediately.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Evil|Spy}} is executed. Two Travellers are exiled. That night, the Undertaker is shown the {{Good|Butler}} token, because the {{Evil|Spy}} is registering as the {{Good|Butler}}, and because the exiles are not executions.
The {{Good|Mutant}} tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.
</div>
</div>


<div class='example'>
<div class='example'>
Nobody was executed today. That night, the Undertaker does not wake.
The Mutant says they are the {{Good|Oracle}}, gives some bogus {{Good|Oracle}} information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.
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== Tips & Tricks ==
== Tips & Tricks ==


* The more players that are executed, the more information you get. It's to your benefit to facilitate as many executions as you can. The good team's main method for killing evil players is execution as they are far less likely to die at night, so every execution is a chance to hit the Demon. If you don't, you'll at least arrive on the final day knowing a lot more about your fellow players and their roles.
* Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.


* You do not learn the identity of Travellers; they are exiled, not executed. The only exception to this is the {{Traveler|Scapegoat}}, since they are explicitly executed by their character ability. However, you do not learn their alignment, only their character.
* Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the {{Good|Oracle}}, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.


* Executing someone when you don't know their identity can lend credence to your claim as the Undertaker. Alternatively, executing someone who has come out and is claiming a particular character allows you to confirm their story, as you will learn what character they are. Both are great ways to build trust with your fellow good team members.
* Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the {{Good|Savant}}. {{Good|Artist}} and {{Good|Juggler}} from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.


* Good candidates for early executions are characters like the {{Good|Washerwoman}} and the {{Good|Librarian}}, as confirming their identity allows you to also confirm other good players. Executing the {{Good|Investigator}} pr {{Good|Chef}} doesn't confirm any other players, but still does mean you can trust their powerful information and perhaps quickly execute the troublesome {{Evil|Poisoner}}
* Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a {{Evil|Fang Gu}} around!)


* Executing a character like the {{Good|Fortune Teller}} may mean they don't get any more information, but you can confirm them and everything they've said up until that point. If they die during the night, they can no longer be confirmed.
* Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but ''also'' be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!
 
* Coming out early opens you up to risks of death or poisoning. Waiting to reveal your information until a critical moment can maximise the amount of information you receive. Make sure to come out before the end of the game!
 
* Coming out as soon as possible is a good choice if you've learned something critical, such as the identity of the Demon. If you are shown that the executed player was the {{Evil|Imp}}, it is very likely that a {{Evil|Scarlet Woman}} just took over as the Demon!
 
* If an executed player is the {{Good|Drunk}}, you will see the {{Good|Drunk}} character token, not the Townsfolk they thought they were.
 
* If you see that a player is a good character, you can trust them, and claim what you are to them. Then, when you eventually reveal yourself as the Undertaker, the executed players will be able to back you up.
 
* If you see an evil character token, it is typically unwise to be truthful with the player who was just executed. You may still want to claim to be the Undertaker and pretend to back up their bluff, so that the {{Evil|Imp}} and {{Evil|Poisoner}} might avoid you in future nights.
 
* A player who dies because of the {{Good|Virgin}} is considered executed and will react to your ability, so you will learn who they are that night.
 
* Beware the {{Evil|Spy}} and the {{Good|Recluse}}! They will likely register to you as good and evil characters respectively, as their abilities continue to function even when they are dead.
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== Bluffing as the Undertaker==
== Bluffing as the Mutant ==


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


* Each night, apart from the first night, the Storyteller would have woken you up and shown you the character token of the player who was executed yesterday.
* The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your {{Good|Oracle}} information doesn't add up, since you're lying to cover for yourself!


* A good Undertaker may very well wait a few days before revealing that they are the Undertaker. Feel free to stay quiet for a while, or even claim to be a different character at first, to seem like an Undertaker bluffing as something else.
* If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.


* You can make yourself look good by confirming that good players are who they say they are. For this strategy to be successful you will need to find out who they are beforehand. If you are the {{Evil|Spy}}, or have access to a {{Evil|Spy}}, then you can be more convincing in this due to your complete knowledge of everybody's characters.
* "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!


* You can make key players look evil by claiming that they are Minions, or even the Demon, if they are executed. This is risky, as the player in question will know that you are probably evil, but potentially game winning, as the rest of the group won't know that you are lying. Since most of the time more good players will be getting executed than evil players, use this technique sparingly. If you find that you aren't believed, you can always claim to be the {{Good|Drunk}} or poisoned.
* The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!


* If another Evil player dies by execution, you can safely claim that they are either a good or evil character. If you claim that they are a good character, both of you confirm each other's stories, so you both look more trustworthy. If you claim that they are an evil character, they should (hopefully) act a little more evil, and publicly subtly imply that they are, in fact, evil, making you appear to be the real Undertaker.
* One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that {{Good|Sweetheart}} is lying, because I'm the real Outsider!" introduces the danger of a {{Evil|Fang Gu}} being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!


* A good way to undermine an executed Townsfolk character is to claim you saw the {{Good|Drunk}} token for them instead. If the group believes you (and especially if the executed player believes you), then the group will assume that any information they received was unreliable. If you don't know which character a player is, claiming that they are the {{Good|Drunk}} is a good way to hide this fact.
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[[Category:Trouble Brewing]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 14:48, 2 April 2023

Icon mutant.png Information

Type Outsider
Artist Aidan Roberts

"I am not a freak! I am a human being! Have mercy!"

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"If you are "mad" about being an Outsider, you might be executed."

The Mutant is killed if they try to reveal who they are.

  • “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider.
  • This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day.
  • If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.

How to Run

At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.

If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)

Examples

Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.

A Witch privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the Klutz. The Storyteller chooses to execute the Mutant immediately.

The Mutant tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.

The Mutant says they are the Oracle, gives some bogus Oracle information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.

Tips & Tricks

  • Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.
  • Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the Oracle, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.
  • Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the Savant. Artist and Juggler from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.
  • Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a Fang Gu around!)
  • Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but also be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!

Bluffing as the Mutant

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

  • The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your Oracle information doesn't add up, since you're lying to cover for yourself!
  • If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.
  • "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!
  • The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!
  • One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that Sweetheart is lying, because I'm the real Outsider!" introduces the danger of a Fang Gu being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!