Actions

High Priestess and Bone Collector: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_highpriestess.png|250px]]
[[File:icon_bonecollector.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>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types #Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougall</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>“There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.</p>
<p class='flavour'>"I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px]]


<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: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>xBnX6z1Q6nA</youtube>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/41202996/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-9-3%2F222062055-44100-2-a9754ed107f35.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 35: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, learn which player the Storyteller believes you should talk to most.
"Once per game, at night, choose a dead player: they regain their ability until dusk."


The High Priestess acts on intuition.
The Bone Collector temporarily gives dead players their ability back.
* The High Priestess can be shown the same player multiple times in a row, or a different player every night.
* The Bone Collector must choose a dead player. The chosen player remains dead, but they get their ability to use. If their ability was a “you start knowing” or a “once per game” ability—such as the Virgin, Slayer, Clockmaker, Seamstress, or Juggler—they may use it again, even if it was already used, until dusk falls.
The shown player can be alive or dead.
* When the Bone Collector chooses a player, that player does not learn they were selected by the Bone Collector, although they find out soon enough when they are woken to use their ability.
* The shown player can be good or evil.
* If the Bone Collector dies, that player no longer has the ability they regained due to the Bone Collector.
* There are no official criteria that determine which player the Storyteller must show to the High Priestess. It is up to the Storyteller’s judgement as to what they think will most benefit the High Priestess and the good team in general. It could be because the player has important information that has not been revealed yet. Or because the player is evil and has a bluff that doesn’t make sense. Or because the player is trustworthy and needs to be trusted more. Or because the player is good but on the wrong track and needs to be corrected. Or something new.
</div>
</div>


Line 47: Line 50:


== How to Run ==
== How to Run ==
Each night, wake the High Priestess. Point to a player. Put the High Priestess to sleep.
 
Each night, wake the Bone Collector. They either shake their head no or point at any dead player. Put the Bone Collector to sleep.
 
If they pointed at a dead player, '''the chosen player regains their ability'''—mark their character token with the Bone Collector’s '''HAS ABILITY''' reminder. (''They may need to be woken tonight to use their ability.'') '''The Bone Collector loses their ability'''—mark them with their '''NO ABILITY''' reminder. The next dusk, '''the chosen player loses their ability'''—remove the '''HAS ABILITY''' reminder.
</div>
</div>


Line 59: Line 65:


<div class='example'>
<div class='example'>
On the first night, the High Priestess learns Julian. Julian is the {{Good|Chef}} and has useful information to share. On the second night, the High Priestess is shown Marianna. Marianna is the {{Evil|Goblin}} and the Storyteller thinks that the High Priestess would benefit most from talking to Marianna to find this out as early as possible. On the third night, the High Priestess is shown Doug. Doug is the {{Good|Drunk}} whose information is wrong and harming the good team.
The Bone Collector gives the dead {{Good|Flowergirl}} her ability back. That night, the {{Good|Flowergirl}} learns that the Demon did indeed vote today. The following night, the {{Good|Flowergirl}} once again has no ability.
</div>
</div>
 
<div class='example'>
The Bone Collector chooses the dead {{Evil|Witch}}. The {{Evil|Witch}} wakes and curses the {{Good|Clockmaker}}. The {{Good|Clockmaker}} nominates the following day, and dies.
</div>
 
<div class='example'>
<div class='example'>
For three nights in a row, the High Priestess learns Sarah. Sarah is the {{Good|Saint}} and the good team are trying to execute her. On the last night, the High Priestess learns Lewis. Lewis is the {{Evil|Imp}}, and his story is clashing with several good players. </div>
At night, the Bone Collector chooses the dead {{Traveler|Butcher}}. The following day, after an execution has occurred, the Storyteller prompts the {{Traveler|Butcher}} to nominate again.
</div>
 
</div>
</div>


Line 70: Line 83:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks ==
== Tips & Tricks (if you are good) ==
 
* Talk to the person the Storyteller gives you as soon as possible every day – the Storyteller believes they’re the most important person for you to talk to, so you should get hold of them immediately in order to try to gain trust and use their information to dictate how you should approach the rest of your first day.
 
* Don’t talk to your given player immediately. Instead, observe who they talk to and see if you can gain any clues as to why you should be talking to them from how they’re behaving and interacting. If they’re especially eager to talk to a couple of specific other people, maybe they’re a {{Good|Washerwoman}} or {{Good|Fortune Teller}}, for example, and knowing this might dictate how you approach them. Or they might seem slightly lost up until they speak to a specific other players and could be a Minion who just received bluffs.
 
* Tell the person you saw that you’re the High Priestess and learnt them, see if they know a good reason why they might have been shown. Your information can be very nebulous but it’s possible that the player you saw has good theories based on whatever they’ve gained from their own character as to what they can offer to you and to the good team more widely.
 
* Don’t tell that person that you’re the High Priestess, the Storyteller may not be intending for you to share all of your information with this player, only for them to potentially have things to say that might help you.
 
* On the first night, the player you learn is most likely either a good player who already has information so that they can share it with you or a Minion who you might be able to get a social read from or trap without a bluff.


* As the game goes on, the Storyteller is most likely to point you towards players that have information they haven’t fully shared yet (even if that information is just their character), dead players that need to know other information you’ve garnered or evil players who can’t further their agenda if they’re in a conversation with you rather than their evil fellows or the players they’re attempting to manipulate.
* As the Bone Collector, you'll want to know exactly which characters are dead. Talk to the dead players. Find out if any of them are actually different characters than they said they were when alive. Once there are a number of dead players, you'll be able to make a good decision on which one of their abilities would be most useful to have back in the game. If you think the Demon has changed players, maybe return the {{Good|Clockmaker}} ability or the {{Good|Flowergirl}} ability? If you need to know which twin is the {{Evil|Evil Twin}}, maybe return the {{Good|Town Crier}} ability, or the {{Good|Seamstress}}  ability? If you need to figure out whether a {{Evil|Vortox}} is in-play, maybe return the {{Good|Dreamer}}  or the {{Good|Juggler}}  ability?


* In the late game the Storyteller is most likely to direct you to good players who are on the right track, to encourage you to convert to their perspective and reinforce their mentality to the group, or the Demon so you can try to pick holes in their arguments and push back on their claims.
* You'll want to give back the ability of Townsfolk only. Returning the ability of an Outsider, Minion or Demon is not going to be very helpful. Occasionally, you may want a dead Traveller to use their ability again.  


* If the good team is winning, the Storyteller will likely be directing you to players to reinforce that winning strategy. If not, they may be pointing you to contradictory information to try to draw your attention to alternate views and encourage you to abandon your previously strongly held views. How do you feel the game is going for the good team? Consider your information in this context at all times!
* Signal to the group that you'd like to use your power on a particular player tonight. [[Sects & Violets]] needs all good players to co-operate well, so letting the group know what your intention is can really help. You can even have a private conversation and ask a player whether they would like to have their ability back tonight - they'll usually have an opinion on the matter. The Demon usually won't kill Travellers when there are Townsfolk and Outsiders to kill, so you'll probably live through the night.


* Did the Storyteller give you the same player twice in a row? Most likely what the ST wanted you to get from that conversation didn’t happen, so try again with an open mind!
* Don't signal at all! Give a player's ability back out of the blue! This has the advantage that the evil team doesn't know what you are doing, so can't plan around it.


* At the end of the day, the High Priestess is a great value-add even if you don’t work out exactly why the Storyteller sent you to any given player. Even if all you do is just go and talk to your given player each day and never work out why, you’re talking to the people the Storyteller recommends and that can only turn out usefully for the good team.
* If you have chosen a player, but things seem a bit wonky the following day - there seems to be a different Minion in play than before, or the wrong number of Minions - then you may have accidentally given a dead Minion their ability back. If you think you have done so, this is still great information, since knowing the alignment of dead players is always helpful. Similarly, if a death occurred last night, but the last few nights have had no deaths, you may have given the dead Demon it's ability back in a game where an {{Evil|Evil Twin}} was keeping the game going.  
</div>
</div>


Line 99: Line 102:
<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">


== Bluffing as the High Priestess ==
== Tips & Tricks (if you are evil) ==
 
* Claim to have been shown good players, then support them and their information from the start. While you’re reinforcing good information and that might harm your team, you’re also engendering a lot of trust in yourself from that player, which might pay dividends down the line.
 
* Conversely, claim to have been shown a good player, but claim that your conversation went very badly and you suspect that you were shown a Minion without a bluff or who has a weak story.
 
* Claim to have seen your fellow evil players. This provides you with an excellent excuse to talk to each other on the first day and share bluffs and any other information and kick off some planning of how you want to approach the game. Just make sure that whatever those players end up claiming in the long run have a good reason to have been shown to you on the first night.
 
* Feel free to choose more or less whoever you want and you can always make up a reason as to why later, but the highest risk choice is your first night’s “information” – the character of the player you were shown on the first night is probably the Storyteller’s strongest opinion in the absence of any influence from how the game has unfolded or how people are thinking, so you’ll need to have strong justification.


* Always have a backup plan in case you need to turn against a player you were shown – if their information is too powerful or they’re gathering too much of a trust circle, maybe you need to cast some suspicion that you were actually shown them to try and catch them out in a bluff, or that they’re actually the {{Good|Drunk}} and you were shown them to encourage you to work that out.
* Talk to the dead players. Pretend that you are trying to figure out which of them is the best for you to use your ability on. This gives you ample excuse to have private conversations with dead evil players.


* A great way to bluff High Priestess is to listen – you want players to suggest a reason you might have been shown them and if it’s incorrect, encourage the line of thought so it can mislead their strategy.
* Target Minions whenever you can. Talk to the Demon to learn who the Minions are, and give them their ability back as soon as you can. You may want to tell the Minion in question that you are going to do so, so that they can claim to have gotten the ability of their bluffed character instead. Usually though, a Minion that gets their ability back for a night will stay quiet about it, and you will too.


* Wait until people have claimed characters before approaching them so you can approach sensible choices. You don’t want to be caught out mid-game when someone looks back at your early information and questions why you were shown a {{Good|Ravenkeeper}} and {{Good|Butler}} on the first two nights when there’s no good reason for the Storyteller to encourage you to speak to them.
* Give Townsfolk their ability back, if you are aiming to appear like a good player. The Townsfolk in question will trust you, and if the group trusts them, they'll trust you too, and keep you alive until the final day. You will have gained an important extra vote on the final day, but at the cost of giving the good team an extra piece of information. Do your best to pick a Townsfolk player whose information isn't going to be very helpful.


* Much more so than other characters, you can very much get away with feigning ignorance as the High Priestess, spending a good portion of the game “not knowing what’s going on” not only looks very good as good players are generally confused, but also encourages good players to try to help you out to work out the relevance of your information, which requires them buying into your viewpoint!
* Pretend to use your ability, but don't. Get a dead Minion to tell the group that they got their Townsfolk ability back last night. Or simply signal to the entire group who you intend to use your ability on tonight, choose the Minion player, and hope they understand that you are faking it. Later in the game, give the Minion their ability back for real.


* This is a great bluff for evil players to lead with and then back into another character, but it’s also a great bluff for good players, it’s a very strong way to be able to get into a conversation with a specific person you need to talk to without making it obvious why you need to do so.
* Tell the group that you gave a particular player their ability back last night, but keep your ability for another time. The player in question (if they are good) will deny that they got their ability back. The group will know that one of you is evil, and will probably exile you to be sure, but you at least throw confusion in as to who might be evil!


* Claiming to have seen someone even though the group consensus is that the player is most likely evil, especially after they’re executed and have died, is a great way to derail that consensus away from a correct view.
</div>
</div>


Line 126: Line 120:
</div>
</div>


[[Category:Experimental Characters]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Revision as of 09:13, 13 October 2023

Icon bonecollector.png Information

Type Traveller
Artist Aidan Roberts

"I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers."

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

"Once per game, at night, choose a dead player: they regain their ability until dusk."

The Bone Collector temporarily gives dead players their ability back.

  • The Bone Collector must choose a dead player. The chosen player remains dead, but they get their ability to use. If their ability was a “you start knowing” or a “once per game” ability—such as the Virgin, Slayer, Clockmaker, Seamstress, or Juggler—they may use it again, even if it was already used, until dusk falls.
  • When the Bone Collector chooses a player, that player does not learn they were selected by the Bone Collector, although they find out soon enough when they are woken to use their ability.
  • If the Bone Collector dies, that player no longer has the ability they regained due to the Bone Collector.

How to Run

Each night, wake the Bone Collector. They either shake their head no or point at any dead player. Put the Bone Collector to sleep.

If they pointed at a dead player, the chosen player regains their ability—mark their character token with the Bone Collector’s HAS ABILITY reminder. (They may need to be woken tonight to use their ability.) The Bone Collector loses their ability—mark them with their NO ABILITY reminder. The next dusk, the chosen player loses their ability—remove the HAS ABILITY reminder.

Examples

The Bone Collector gives the dead Flowergirl her ability back. That night, the Flowergirl learns that the Demon did indeed vote today. The following night, the Flowergirl once again has no ability.

The Bone Collector chooses the dead Witch. The Witch wakes and curses the Clockmaker. The Clockmaker nominates the following day, and dies.

At night, the Bone Collector chooses the dead Butcher. The following day, after an execution has occurred, the Storyteller prompts the Butcher to nominate again.

Tips & Tricks (if you are good)

  • As the Bone Collector, you'll want to know exactly which characters are dead. Talk to the dead players. Find out if any of them are actually different characters than they said they were when alive. Once there are a number of dead players, you'll be able to make a good decision on which one of their abilities would be most useful to have back in the game. If you think the Demon has changed players, maybe return the Clockmaker ability or the Flowergirl ability? If you need to know which twin is the Evil Twin, maybe return the Town Crier ability, or the Seamstress ability? If you need to figure out whether a Vortox is in-play, maybe return the Dreamer or the Juggler ability?
  • You'll want to give back the ability of Townsfolk only. Returning the ability of an Outsider, Minion or Demon is not going to be very helpful. Occasionally, you may want a dead Traveller to use their ability again.
  • Signal to the group that you'd like to use your power on a particular player tonight. Sects & Violets needs all good players to co-operate well, so letting the group know what your intention is can really help. You can even have a private conversation and ask a player whether they would like to have their ability back tonight - they'll usually have an opinion on the matter. The Demon usually won't kill Travellers when there are Townsfolk and Outsiders to kill, so you'll probably live through the night.
  • Don't signal at all! Give a player's ability back out of the blue! This has the advantage that the evil team doesn't know what you are doing, so can't plan around it.
  • If you have chosen a player, but things seem a bit wonky the following day - there seems to be a different Minion in play than before, or the wrong number of Minions - then you may have accidentally given a dead Minion their ability back. If you think you have done so, this is still great information, since knowing the alignment of dead players is always helpful. Similarly, if a death occurred last night, but the last few nights have had no deaths, you may have given the dead Demon it's ability back in a game where an Evil Twin was keeping the game going.

Tips & Tricks (if you are evil)

  • Talk to the dead players. Pretend that you are trying to figure out which of them is the best for you to use your ability on. This gives you ample excuse to have private conversations with dead evil players.
  • Target Minions whenever you can. Talk to the Demon to learn who the Minions are, and give them their ability back as soon as you can. You may want to tell the Minion in question that you are going to do so, so that they can claim to have gotten the ability of their bluffed character instead. Usually though, a Minion that gets their ability back for a night will stay quiet about it, and you will too.
  • Give Townsfolk their ability back, if you are aiming to appear like a good player. The Townsfolk in question will trust you, and if the group trusts them, they'll trust you too, and keep you alive until the final day. You will have gained an important extra vote on the final day, but at the cost of giving the good team an extra piece of information. Do your best to pick a Townsfolk player whose information isn't going to be very helpful.
  • Pretend to use your ability, but don't. Get a dead Minion to tell the group that they got their Townsfolk ability back last night. Or simply signal to the entire group who you intend to use your ability on tonight, choose the Minion player, and hope they understand that you are faking it. Later in the game, give the Minion their ability back for real.
  • Tell the group that you gave a particular player their ability back last night, but keep your ability for another time. The player in question (if they are good) will deny that they got their ability back. The group will know that one of you is evil, and will probably exile you to be sure, but you at least throw confusion in as to who might be evil!