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Poppy Grower and Storm Catcher: Difference between pages

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<div id='character-details'>
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[[File:icon_poppygrower.png|250px]]
[[File:icon_stormcatcher.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#Fabled|Fabled]]</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark."</p>
<p class='flavour'>"At dawn, the temple’s long shadow creeps to the fountain. At dusk, the obelisk blocks the red glare, cooling warm water under the archway. All lines converge here. A storm is coming, and this, this pebbled and lush and holy place between the apple trees, is the eye."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>oLRnGK78DUI</youtube>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Minions & Demons do not know each other. If you die, they learn who each other are that night."
"Name a good character. If in play, they can only die by execution, but evil players learn which player it is."


The Poppy Grower prevents the evil players from learning who each other are.
Use the Storm Catcher to focus the game on a particular good character.
* The Demon still learns three not-in-play characters that are safe to bluff as.
* If you want to construct a script based around the actions or information of one particular good character, if you want to have this character in every game (''or at least have an evil player bluffing as this character''), you can use the Storm Catcher. Your chosen character will play a big part in the game, will be the focus of a lot of group discussion, and will probably live until the final day.
* If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again.
* The Storyteller declares that one character can’t die, unless by execution. This character may be in play, or not in play. If it is in play, this good player lives as long as the good players want them to, since evil players cannot kill them. If it is not in play, all evil players learn this, so any evil player can easily bluff as this character. (''They don’t have to, but they can.'')
* If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night.
* An evil Traveller still learns which player is the Demon when that Traveller enters play.
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== How to Run ==
== How to Run ==


During the first night, wake the Demon. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.
At the start of the game, declare that the Storm Catcher is in play. Add the Storm Catcher token to the Grimoire. Declare which good character is favoured by the Storm Catcher. If the favoured character is in play, mark them with the Storm Catcher’s '''SAFE''' reminder.
 
During the first night, wake each evil player in turn. If a good character is marked with the Storm Catcher’s '''SAFE''' reminder, show the evil player the '''THIS PLAYER IS''' info token, the good character token, point to the good player, then put the evil player to sleep. If no one is marked with the Storm Catcher’s '''SAFE''' reminder, show the evil player the '''THESE CHARACTERS ARE NOT IN PLAY''' info token and the good character token, then put the evil player to sleep.


If the Poppy Grower dies, mark them with the '''EVIL WAKES''' reminder. That night, wake the Minions and let them make eye contact. Show the '''THIS IS THE DEMON''' info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the '''THESE ARE YOUR MINIONS''' info token, then point to the Minions. Put the Demon to sleep.
If the character marked with the Storm Catcher’s '''SAFE''' reminder is executed, they die. If they would die by other means, they remain alive.
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<div class='example'>
<div class='example'>
The {{Evil|Imp}}, the {{Evil|Poisoner}} and the {{Evil|Witch}} are in play. On the first night, the {{Evil|Imp}} wakes to learn 3 not-in-play characters, but does not learn which players are the Minions. The {{Evil|Poisoner}} and the {{Evil|Witch}} do not wake to learn who each other are, and do not learn who the Demon is.
The Storyteller has built a script based on the {{Good|General}}, so says that “the Storm Catcher favours the {{Good|General}}”. The {{Good|General}} is in play. At night, the {{Evil|Imp}} and the {{Evil|Godfather}} both attack the {{Good|General}}, who does not die. After 5 days of information and discussion, the town decides to execute the {{Good|General}}. They die.
</div>
</div>


<div class='example'>
<div class='example'>
The Poppy Grower is executed, and dies. That night, the {{Evil|Shabaloth}} learns which players are the Minions. The {{Evil|Godfather}} and the {{Evil|Baron}} wake, make eye contact, and learn which player is the {{Evil|Shabaloth}}.
The Storyteller wants a game based around the {{Good|Empath}}’s information, so declares that “The Storm Catcher favours the {{Good|Empath}}”. There is no {{Good|Empath}} in play. Because the evil players learn this, the {{Evil|Poisoner}} chooses to bluff as the {{Good|Empath}}.
</div>
 
<div class='example'>
The Poppy Grower is the Drunk. On the 1st night, the evil players learn who each other are, as normal. On the fourth night, the Demon kills the Poppy Grower. The Demons and Minions do not wake to learn who each other are again because the Poppy Grower is the Drunk.
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== Tips & Tricks ==
* Keep it secret keep it safe. The Poppy Grower's biggest strength is the paranoia they create by denying the evil team their greatest strength.
* Come out ridiculously loudly, because someone boldly claiming to be a Poppy Grower so fiercely is just weird, that it is going to make the evil team second guess who you are. They might leave you alive because it seems like you're a character trying to get killed like the {{Good|Farmer}}. Additionally, the Demon may not wish to ‘confirm’ that you’re the Poppy Grower by killing you.
* As the Poppy Grower, you are essentially single-handedly responsible for the evil team's lack of ability to coordinate. Take special notice of any two players who are claiming to be the same character. One of them is possibly a Minion, because they haven’t obtained their bluffs from the Demon.
* On the first day, pay attention to who mingles and who keeps quietly to themselves. Minions, being cut off from the rest of their team, will be extra cautious because they will have no information to start with. Specifically, watch for players' body language as they're likely to unconsciously communicate their anxiety and isolation. Be suspicious of those players who are last to reveal their character, as they might be Minions.
* You are likely to be seen by the evil team as an important target for death in the night. Be very careful about who you share your role with.
* Each day, share your role with one new player. If you die at night early in the game, it's a good chance that one of the people you confided with is actually the Demon specifically, and not a Minion, because a Minion would have no easy way of communicating who you are to the Demon. Of course, nothing stops the Minion from revealing you publicly, but at least you're taking a definite Minion down with you.
* As Poppy Grower, you can pretend to be an evil player to deceive evil players into thinking you are too. Go around secretly to various players and let them know you know a Poppy Grower is in play as code that you're an "evil player". They might bite and confide in you.
* If you die, watch for sudden changes of behaviour. The evil team has suddenly gained a lot of information and can coordinate better. This can include:
** Players who previously weren't voting, start voting
** Players who were voting strongly for one player suddenly change their target
** Players who come out shortly after you die (who have likely just received a bluff from the Demon).
* If you don't come out after you die, the evil team knows exactly who you are but the good team does not. This means that the players who are paying you a little bit too much attention might actually be the evil team trying to hide their actions from you.
* If you can manage to arrange being drunk or poisoned when you die, the evil team do not learn who each other are. While this can be incredibly tricky to pull off as there are not many good characters that can make you intentionally drunk, it has a massive payoff.
* Come out on the final day, if you’re still alive.
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== Bluffing as the Poppy Grower ==
When bluffing as the Poppy Grower, there are a few things you should keep in mind:
* As an evil player, you will know for certain whether there is a Poppy Grower in the game or not. If you learn who your fellow evil players are, there is no Poppy Grower. So, the Poppy Grower can be a safe bluff not only for a Demon who was not shown the Poppy Grower as "not-in-play, but also for the Minions. The Bluff is so safe, that (similar to bluffing as the {{Good|Atheist}}), you may find that other evil players have also claimed to be the Poppy Grower secretly to others, and you have accidentally ended up with several fake Poppy Growers.


* When nominated, claiming to be the only thing stopping the evil team from being introduced to one another can be quite a compelling argument for being spared. However... you will need to come up with an explanation as to why you lived through the night.
== Explanation ==


* You can tell one or two people that you’re the Poppy Grower and make the good team erroneously believe that they are winning the game.
The Storm Catcher is a Fabled that works especially well with custom scripts, allowing you to play a game "based" around a particular character without that character's presence becoming easy to metagame. This good character is protected from death at night by the Storyteller's favour, giving them some survivability. To counter this powerful boon, the evil team will always be aware of who the player is so that they can work to undermine and execute them as soon as possible.


* Tell no-one that you are the Poppy Grower, get yourself killed by some means, wait until the end of the day, and then announce that particular people who had private conversations today are likely to be evil, since the evil team just found out who each other were.  
Naming a character with Storm Catcher does not mean you have to put that character in - this will open it up as a free bluff for the evil team instead, since they will know nobody in play has that power.


* If the Poppy Grower is in play, bluffing as the Poppy Grower anyway is likely to lure them out. The real Poppy Grower will know you are lying, but at least the Demon knows which player is the Poppy Grower now. The good team may even be hesitant to execute either of you, for fear that the evil team will learn who each other are once the real Poppy Grower dies.
Use the Storm Catcher to make a character feel special - if you've built your entire game around interesting interactions with the {{Good|Slayer}} for example, it can be a bummer to lose your {{Good|Slayer}} day 2 to a lucky Demon hit. By giving a character your protection, you not only open up the number of strategies available to that player (good OR evil), but also ensure that the group will give that character special consideration in their deliberations.


* Poppy Grower is a great bluff to make after you die. It subtly projects a message that the evil team are about to become much more coordinated than before, and if you’ve already been operating together pretty well, it will make you seem that much more imposing. The good team losing faith in their victory may be the boost you need.  
Note that Storm Catcher only works for good characters - unfortunately, evil characters will have to carry themselves on charm alone.  


* Poppy Grower games often have a strange vibe to them. Similar to a {{Evil|Legion}} game, the good team can feel that something is subtly wrong. It's hard to pin down but this is mostly due to the evil team struggling to figure out what their plan is a team. Nevertheless, some games just have a weird feeling to them, as if everyone is being too quiet, or nothing really seems to add up. If your game has this feeling, consider switching from your initial bluff to a Poppy Grower bluff, as a way to explain the feeling to the good team. Coming out as the Poppy Grower after a few days of the good team saying "what is going on? This feels different." may elicit feelings of clarity, and relief. Normally, it is wise to choose a character to bluff as and have that bluff influence the game. Sometimes, it can be wise to let the game dictate which bluff is the most appropriate.
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Fabled]]

Revision as of 20:28, 9 April 2023

Icon stormcatcher.png Information

Type Fabled

"At dawn, the temple’s long shadow creeps to the fountain. At dusk, the obelisk blocks the red glare, cooling warm water under the archway. All lines converge here. A storm is coming, and this, this pebbled and lush and holy place between the apple trees, is the eye."

Summary

"Name a good character. If in play, they can only die by execution, but evil players learn which player it is."

Use the Storm Catcher to focus the game on a particular good character.

  • If you want to construct a script based around the actions or information of one particular good character, if you want to have this character in every game (or at least have an evil player bluffing as this character), you can use the Storm Catcher. Your chosen character will play a big part in the game, will be the focus of a lot of group discussion, and will probably live until the final day.
  • The Storyteller declares that one character can’t die, unless by execution. This character may be in play, or not in play. If it is in play, this good player lives as long as the good players want them to, since evil players cannot kill them. If it is not in play, all evil players learn this, so any evil player can easily bluff as this character. (They don’t have to, but they can.)

How to Run

At the start of the game, declare that the Storm Catcher is in play. Add the Storm Catcher token to the Grimoire. Declare which good character is favoured by the Storm Catcher. If the favoured character is in play, mark them with the Storm Catcher’s SAFE reminder.

During the first night, wake each evil player in turn. If a good character is marked with the Storm Catcher’s SAFE reminder, show the evil player the THIS PLAYER IS info token, the good character token, point to the good player, then put the evil player to sleep. If no one is marked with the Storm Catcher’s SAFE reminder, show the evil player the THESE CHARACTERS ARE NOT IN PLAY info token and the good character token, then put the evil player to sleep.

If the character marked with the Storm Catcher’s SAFE reminder is executed, they die. If they would die by other means, they remain alive.

Examples

The Storyteller has built a script based on the General, so says that “the Storm Catcher favours the General”. The General is in play. At night, the Imp and the Godfather both attack the General, who does not die. After 5 days of information and discussion, the town decides to execute the General. They die.

The Storyteller wants a game based around the Empath’s information, so declares that “The Storm Catcher favours the Empath”. There is no Empath in play. Because the evil players learn this, the Poisoner chooses to bluff as the Empath.

Explanation

The Storm Catcher is a Fabled that works especially well with custom scripts, allowing you to play a game "based" around a particular character without that character's presence becoming easy to metagame. This good character is protected from death at night by the Storyteller's favour, giving them some survivability. To counter this powerful boon, the evil team will always be aware of who the player is so that they can work to undermine and execute them as soon as possible.

Naming a character with Storm Catcher does not mean you have to put that character in - this will open it up as a free bluff for the evil team instead, since they will know nobody in play has that power.

Use the Storm Catcher to make a character feel special - if you've built your entire game around interesting interactions with the Slayer for example, it can be a bummer to lose your Slayer day 2 to a lucky Demon hit. By giving a character your protection, you not only open up the number of strategies available to that player (good OR evil), but also ensure that the group will give that character special consideration in their deliberations.

Note that Storm Catcher only works for good characters - unfortunately, evil characters will have to carry themselves on charm alone.