Actions

High Priestess and Harpy: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_highpriestess.png|250px]]
[[File:harpy.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 #Minion|Minion]]</td>
</tr>
</tr>
<tr>
<tr>
Line 20: Line 20:
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>22/06/2023</td>
<td>20/07/2023</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'>”So fair a day I never did see, nor so fowl a presence hanging over me.”</p>


<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;">Character Showcase</span>
<youtube>xBnX6z1Q6nA</youtube>
<youtube>6A8RZkjzIjU</youtube>


</div>
</div>
Line 39: 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."
"Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or both might die."


The High Priestess acts on intuition.
The Harpy creates discord and distrust between good players.
The High Priestess can be shown the same player multiple times in a row, or a different player every night.
At night, the Harpy player chooses one player at a time, not two at once.
The shown player can be alive or dead.
A player chosen by the Harpy is affected by the ability until the next Harpy choice.
* The shown player can be good or evil.
* If the Storyteller decides to kill players with the Harpy ability, they must kill both. The Storyteller can not decide to kill only one.  
* 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.
* The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again.
* The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.
</div>
</div>


Line 51: Line 52:


== 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 Harpy. The Harpy points to one player, then another player. Mark the first player with the “Mad” reminder and the second player with the “2nd” reminder. Put the Harpy to sleep. Wake the player marked “Mad”. Show the “This Character Selected You” info token then the Harpy token, then point to the player marked “2nd”. Put the player marked “Mad” to sleep.
</div>
 
Tomorrow, if the player marked “mad” is not mad that the player marked “2nd” is evil, you may kill both players. </div>


</div>
</div>
Line 63: 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 Harpy chooses the {{Good|Monk}} and the {{Good|Engineer}}. The {{Good|Monk}} claims to be the {{Good|Investigator}} who saw the {{Good|Engineer}} and campaigns for them to be executed. When challenged, they are emphatic in their claims that the {{Good|Engineer}} is most likely evil due to their information, and so avoid death.
</div>
<div class='example'>
The Harpy chooses the {{Good|Oracle}} and the dead {{Good|Alchemist}}. The {{Good|Oracle}} claims that they trust the Alchemist because their {{Good|Oracle}} information indicates that they were not evil. The Storyteller declares that the {{Good|Oracle}} dies.
</div>
</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>
The {{Good|Farmer}} is chosen by the Harpy. As they don't have any information themselves to claim in order to imply that the other player is evil, they make a concerted effort to find information that might clear each of the other living people, leaving their target as the remaining Demon candidate and therefore evil by implication. </div>
</div>
</div>


Line 74: Line 79:


<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 ==


* 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.
* Choose the same two players every night. The concerted effort of one good player to get another seen as evil can only help your team, misleading the good team into focusing on the wrong people. Or, instead, the consistent attention on their arguments might eventually cause the death of both players through your ability, without anyone knowing you were the one making that choice. Both situations are great for your team!
 
* Choose the same first player every night. That player will have to keep switching who they think is evil and gain less and less credibility in the process, especially when no-one else ever claims to be affected by the Harpy, meaning they will likely be seen as evil themselves.
 
* Choose different players every night. Share the love! Yes, people will know there’s a Harpy in play after the first day, but they can never be certain whether someone arguing for a death is doing so because of your ability or because they genuinely believe it, so your Demon might be able to slip under the radar as someone who could be the target of Harpy madness, when they’re actually being accused by someone with a good reason to want them dead.


* 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.
* Choose a dead player as your first choice. Arguments from dead players about who to execute tend to carry more weight and so you have better odds of getting the second player executed if it’s a dead player calling for their death.


* 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.
* Choose a dead player as your second choice. A player claiming that a player who died previously is evil may not seem to be the most effective, but they might convince people that the Demon is a {{Evil|Vigormortis}} who is killing their Minions at night, or that you successfully executed an evil player yesterday and the {{Good|Undertaker}}’s information is wrong.  


* 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.
* It’s good to choose evil at least once per game. You need to choose evils occasionally or risk convincing town that all selected players are good and after a while they’ll just start executing into people that have never been targeted by the Harpy.


* 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.
* Choosing evil in the late game and especially the final day is usually not worthwhile unless you’re attempting to push the good players away from a specific world. In most cases it’s going to help you and your Demon far more to have a good player pushing on another good player as evil to draw fire from your Demon in the late game.


* 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.  
* Choose your Demon occasionally! The Storyteller is unlikely to kill the Demon using your ability if they can avoid it, so you have good odds of getting through unscathed. However, there’s a risk if the Demon is your second choice that your first player is going to do a good job of convincing people that your Demon is evil and get them executed! Or they might do a bad job and start wondering why they and your Demon aren’t both dead.


* 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.
* Choose yourself if your team just needs to hurry up the deaths. There’s one person you can rely on to not be mad if needed and it’s you! Ignore that madness and claim all sorts of other people are evil and die with your target, hopefully rushing the game into that final day that the town wasn’t expecting.


* 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!
* Claiming to be Harpy picked is a great way to justify any idiosyncratic voting you may have done during the game. Voted on the {{Good|Saint}} when you knew that was the character they were claiming? Oh, you were Harpy picked, that makes sense.


* 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!
* The best way to hide the Harpy’s existence is to choose yourself. While only one player at a time knows the Harpy ability is in effect, you yourself have the best chances to adhere to the madness in such a way as to not be blatant about it and therefore be able to deny that you were affected by the Harpy ability, making anyone claiming to later be affected look incredibly suspicious.


* 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.
* Sometimes it can be worthwhile to claim to have been targeted by your ability even when you haven’t. It puts you in direct conflict with another player but can introduce confusion as to who was really picked and, if you picked the same player again, potentially induce them to get both themselves and their target killed to prove themselves, which only helps your team with the extra deaths.
</div>
</div>


Line 103: Line 113:
<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 ==
== Fighting the Harpy ==


* 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.  
* As a bare minimum, satisfy the madness so that you and the other person targeted survive the day. You can always explain your actions tomorrow by outing that you were targeted by the Harpy, but for now you need to not cause two deaths and thereby accelerate the game in evil’s favour.


* 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.  
* Don’t follow the madness if you don’t mind dying, you don’t think the other target does either and especially if people don’t believe there’s a Harpy in play. There’s no quicker way to prove them wrong than for two people to suddenly die during the day and put the Harpy effect into stark relief.


* 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.
* Don’t follow the madness if you actually think the other player is evil. The high-risk high-reward way to find out is to see if the Storyteller will kill you both. If they do, it’s less likely the other player is evil, although if they were, you just managed to take down an evil player solo! At the very least you’ll know that if they do get killed along with you they almost certainly weren’t the Demon.


* 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.
* You should be very careful about claiming to be affected by the Harpy. If you do, you’re going to very much struggle to make people believe that you actually think your target is evil, as they’ll think you’re actually just following Harpy madness.


* 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.
* If you are repeatedly targeted by the Harpy to be mad about a specific player, that player is almost certainly not the Demon. It’s very rare that an evil team can get away with that sort of sustained pressure of a good player claiming the Demon is evil, so they’re not likely to do it, so you can treat that player as probably not the Demon. It doesn’t guarantee they’re not evil, however, other evil players are certainly expendable!


* 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.
* If you are picked with a dead player, commit to the madness. It doesn’t cost the Storyteller much to justify the Harpy’s selection by killing you if you do things by halves, as they only have to kill you when the other target is already dead, so you may be at more risk with a dead target!


* 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.
* If someone is repeatedly claiming a particular player is evil and you believe they may be Harpy mad, you don’t need to publicly support their claim if you disbelieve it just for the sake of the Storyteller believing madness, you can just move forward with proposing other worlds without commenting on the validity of that player’s claims. Claiming that a different person is evil is not contradictory to their claims, so you shouldn’t feel that it’s shutting you off from being able to make a different nomination or accusation.


* 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!
* If a newer player is accusing another of being evil and you think a Harpy is in play, you might want to be gentler in wanting justification of their accusation than you would normally, to avoid the risk of them and another player both dying.


* 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.
* If you think there is a Harpy in play, either focus the group’s attention on trying to find good players and killing everyone else or focus the attention solely on killing the Demon and ignoring other evil players.


* 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 131: Line 140:


[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Minions]]

Latest revision as of 11:59, 26 March 2024

Harpy.png Information

Type Minion
Artist Chloe McDougall
Revealed 20/07/2023

”So fair a day I never did see, nor so fowl a presence hanging over me.”

Character Showcase

Summary

"Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or both might die."

The Harpy creates discord and distrust between good players.

  • At night, the Harpy player chooses one player at a time, not two at once.
  • A player chosen by the Harpy is affected by the ability until the next Harpy choice.
  • If the Storyteller decides to kill players with the Harpy ability, they must kill both. The Storyteller can not decide to kill only one.
  • The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again.
  • The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.

How to Run

Each night, wake the Harpy. The Harpy points to one player, then another player. Mark the first player with the “Mad” reminder and the second player with the “2nd” reminder. Put the Harpy to sleep. Wake the player marked “Mad”. Show the “This Character Selected You” info token then the Harpy token, then point to the player marked “2nd”. Put the player marked “Mad” to sleep.

Tomorrow, if the player marked “mad” is not mad that the player marked “2nd” is evil, you may kill both players.

Examples

The Harpy chooses the Monk and the Engineer. The Monk claims to be the Investigator who saw the Engineer and campaigns for them to be executed. When challenged, they are emphatic in their claims that the Engineer is most likely evil due to their information, and so avoid death.

The Harpy chooses the Oracle and the dead Alchemist. The Oracle claims that they trust the Alchemist because their Oracle information indicates that they were not evil. The Storyteller declares that the Oracle dies.

The Farmer is chosen by the Harpy. As they don't have any information themselves to claim in order to imply that the other player is evil, they make a concerted effort to find information that might clear each of the other living people, leaving their target as the remaining Demon candidate and therefore evil by implication.

Tips & Tricks

  • Choose the same two players every night. The concerted effort of one good player to get another seen as evil can only help your team, misleading the good team into focusing on the wrong people. Or, instead, the consistent attention on their arguments might eventually cause the death of both players through your ability, without anyone knowing you were the one making that choice. Both situations are great for your team!
  • Choose the same first player every night. That player will have to keep switching who they think is evil and gain less and less credibility in the process, especially when no-one else ever claims to be affected by the Harpy, meaning they will likely be seen as evil themselves.
  • Choose different players every night. Share the love! Yes, people will know there’s a Harpy in play after the first day, but they can never be certain whether someone arguing for a death is doing so because of your ability or because they genuinely believe it, so your Demon might be able to slip under the radar as someone who could be the target of Harpy madness, when they’re actually being accused by someone with a good reason to want them dead.
  • Choose a dead player as your first choice. Arguments from dead players about who to execute tend to carry more weight and so you have better odds of getting the second player executed if it’s a dead player calling for their death.
  • Choose a dead player as your second choice. A player claiming that a player who died previously is evil may not seem to be the most effective, but they might convince people that the Demon is a Vigormortis who is killing their Minions at night, or that you successfully executed an evil player yesterday and the Undertaker’s information is wrong.
  • It’s good to choose evil at least once per game. You need to choose evils occasionally or risk convincing town that all selected players are good and after a while they’ll just start executing into people that have never been targeted by the Harpy.
  • Choosing evil in the late game and especially the final day is usually not worthwhile unless you’re attempting to push the good players away from a specific world. In most cases it’s going to help you and your Demon far more to have a good player pushing on another good player as evil to draw fire from your Demon in the late game.
  • Choose your Demon occasionally! The Storyteller is unlikely to kill the Demon using your ability if they can avoid it, so you have good odds of getting through unscathed. However, there’s a risk if the Demon is your second choice that your first player is going to do a good job of convincing people that your Demon is evil and get them executed! Or they might do a bad job and start wondering why they and your Demon aren’t both dead.
  • Choose yourself if your team just needs to hurry up the deaths. There’s one person you can rely on to not be mad if needed and it’s you! Ignore that madness and claim all sorts of other people are evil and die with your target, hopefully rushing the game into that final day that the town wasn’t expecting.
  • Claiming to be Harpy picked is a great way to justify any idiosyncratic voting you may have done during the game. Voted on the Saint when you knew that was the character they were claiming? Oh, you were Harpy picked, that makes sense.
  • The best way to hide the Harpy’s existence is to choose yourself. While only one player at a time knows the Harpy ability is in effect, you yourself have the best chances to adhere to the madness in such a way as to not be blatant about it and therefore be able to deny that you were affected by the Harpy ability, making anyone claiming to later be affected look incredibly suspicious.
  • Sometimes it can be worthwhile to claim to have been targeted by your ability even when you haven’t. It puts you in direct conflict with another player but can introduce confusion as to who was really picked and, if you picked the same player again, potentially induce them to get both themselves and their target killed to prove themselves, which only helps your team with the extra deaths.

Fighting the Harpy

  • As a bare minimum, satisfy the madness so that you and the other person targeted survive the day. You can always explain your actions tomorrow by outing that you were targeted by the Harpy, but for now you need to not cause two deaths and thereby accelerate the game in evil’s favour.
  • Don’t follow the madness if you don’t mind dying, you don’t think the other target does either and especially if people don’t believe there’s a Harpy in play. There’s no quicker way to prove them wrong than for two people to suddenly die during the day and put the Harpy effect into stark relief.
  • Don’t follow the madness if you actually think the other player is evil. The high-risk high-reward way to find out is to see if the Storyteller will kill you both. If they do, it’s less likely the other player is evil, although if they were, you just managed to take down an evil player solo! At the very least you’ll know that if they do get killed along with you they almost certainly weren’t the Demon.
  • You should be very careful about claiming to be affected by the Harpy. If you do, you’re going to very much struggle to make people believe that you actually think your target is evil, as they’ll think you’re actually just following Harpy madness.
  • If you are repeatedly targeted by the Harpy to be mad about a specific player, that player is almost certainly not the Demon. It’s very rare that an evil team can get away with that sort of sustained pressure of a good player claiming the Demon is evil, so they’re not likely to do it, so you can treat that player as probably not the Demon. It doesn’t guarantee they’re not evil, however, other evil players are certainly expendable!
  • If you are picked with a dead player, commit to the madness. It doesn’t cost the Storyteller much to justify the Harpy’s selection by killing you if you do things by halves, as they only have to kill you when the other target is already dead, so you may be at more risk with a dead target!
  • If someone is repeatedly claiming a particular player is evil and you believe they may be Harpy mad, you don’t need to publicly support their claim if you disbelieve it just for the sake of the Storyteller believing madness, you can just move forward with proposing other worlds without commenting on the validity of that player’s claims. Claiming that a different person is evil is not contradictory to their claims, so you shouldn’t feel that it’s shutting you off from being able to make a different nomination or accusation.
  • If a newer player is accusing another of being evil and you think a Harpy is in play, you might want to be gentler in wanting justification of their accusation than you would normally, to avoid the risk of them and another player both dying.
  • If you think there is a Harpy in play, either focus the group’s attention on trying to find good players and killing everyone else or focus the attention solely on killing the Demon and ignoring other evil players.