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Poppy Grower and Preacher: Difference between pages

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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"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> <span style="display: block; color: black; font-size: 20px; text-align: center...")
 
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"It is better to be rich and healthy than poor and sick."</p> <span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span> <table style="width: 90%; margin: 0 auto;"> <tr> <td>Type</td> <td>Character Types#Townsfolk|Tow...")
 
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[[File:icon_poppygrower.png|250px]]
[[File:icon_preacher.png|250px]]
<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'>"It is better to be rich and healthy than poor and sick."</p>


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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The Poppy Grower prevents the evil players from learning who each other are.
The Preacher removes the Minion abilities of selected players.


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


"Minions & Demons do not know each other. If you die, they learn who each other are that night."
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."
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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.
Alex is the Preacher. On the first night, the Preacher chooses the {{Evil|Fearmonger}}. The {{Evil|Fearmonger}} loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the {{Good|Slayer}}. Nothing happens because the {{Good|Slayer}} is not a Minion. On the third night, the Preacher chooses the {{Evil|Po}}. Nothing happens because the {{Evil|Po}} is not a Minion. On the fourth night, the Preacher chooses the {{Evil|Poisoner}}. The {{Evil|Poisoner}} loses their ability and learns that they have been chosen by the Preacher.  
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<div class='example'>
<div class='example'>
The {{Good|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 Preacher has previously chosen the {{Evil|Spy}}, the {{Good|Saint}}, the {{Good|Drunk}}, and the {{Evil|Goblin}}. The {{Evil|Spy}} and the {{Evil|Goblin}} have no ability, so the {{Evil|Spy}} doesn't see the Grimoire each night, and the {{Evil|Goblin}} cannot win by being executed. The Preacher becomes drunk. The {{Evil|Spy}} and the {{Evil|Goblin}} regain their abilities. The {{Evil|Spy}} sees the Grimoire that night, and the {{Evil|Goblin}} will win if executed. The Preacher becomes sober, so once again the {{Evil|Spy}} and {{Evil|Goblin}} have no abilities. The {{Evil|Spy}} dies. The Preacher dies. The {{Evil|Goblin}} gets their ability back, but the {{Evil|Spy}} does not, because the {{Evil|Spy}} is dead.
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<div class='example'>
The {{Good|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 {{Good|Poppy Grower}}. The Demons and Minions do not wake to learn who each other are again because the {{Good|Poppy Grower}} is the Drunk.
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== Tips & Tricks ==
== Tips & Tricks ==


* Keep it secret keep it safe. The {{Good|Poppy Grower}}'s biggest strength is the paranoia they create by denying the evil team their greatest strength.
* The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.


* Come out ridiculously loudly, because someone boldly claiming to be a {{Good|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 {{Good|Poppy Grower}} by killing you.
* Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their {{Evil|Boomdandy}} or outsmarting their {{Evil|Mezepheles}}. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the {{Good|Butler}} or the {{Good|Barber}}!


* As the {{Good|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.
* If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!


* 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.  
* On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.


* 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.
* If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an {{Evil|Assassin}} after they've already killed doesn't really achieve too much for your team, but a {{Evil|Widow}} losing their ability has still seen the Grimoire, but will lose their ability to poison. A {{Evil|Pit-Hag}} would be a even more urgent priority again!


* 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.
* Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!


* As {{Good|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 {{Good|Poppy Grower}} is in play as code that you're an "evil player". They might bite and confide in you.
* The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the {{Evil|Vigormortis}} and an evil aligned {{Traveler|Bone Collector}}. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!
 
<br>
* 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.
== Bluffing as the Preacher ==
<br>


== Bluffing as the Poppy Grower ==
When bluffing as the {{Good|Preacher}}, there are a few things you should keep in mind:


When bluffing as the {{Good|Poppy Grower}}, there are a few things you should keep in mind:
* Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.


* As an evil player, you will know for certain whether there is a {{Good|Poppy Grower}} in the game or not. If you learn who your fellow evil players are, there is no {{Good|Poppy Grower}}. So, the {{Good|Poppy Grower}} can be a safe bluff not only for a Demon who was not shown the {{Good|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 {{Good|Poppy Grower}} secretly to others, and you have accidentally ended up with several fake {{Good|Poppy Grower}}s.
* To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the {{Evil|Witch}} or {{Evil|Cerenovus}}), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of {{Evil|Witch}} deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!


* 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.
* Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)


* You can tell one or two people that you’re the {{Good|Poppy Grower}} and make the good team erroneously believe that they are winning the game.
* If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.


* Tell no-one that you are the {{Good|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.  
* You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a {{Good|Butler}} bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.


* If the {{Good|Poppy Grower}} is in play, bluffing as the {{Good|Poppy Grower}} anyway is likely to lure them out. The real {{Good|Poppy Grower}} will know you are lying, but at least the Demon knows which player is the {{Good|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 {{Good|Poppy Grower}} dies.
* If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!


* {{Good|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.  
* Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the {{Evil|Fang Gu}} for example. A Preacher dying at night has a lot more credibility than one who is executed.


* {{Good|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 {{Good|Poppy Grower}} bluff, as a way to explain the feeling to the good team. Coming out as the {{Good|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.
* Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An {{Evil|Assassin}} kill or a {{Evil|Devil's Advocate}} execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!


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Revision as of 16:24, 5 March 2023

Icon preacher.png

"It is better to be rich and healthy than poor and sick."

Information

Type Townsfolk

The Preacher removes the Minion abilities of selected players.

Character Text

"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."

Examples

Alex is the Preacher. On the first night, the Preacher chooses the Fearmonger. The Fearmonger loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the Slayer. Nothing happens because the Slayer is not a Minion. On the third night, the Preacher chooses the Po. Nothing happens because the Po is not a Minion. On the fourth night, the Preacher chooses the Poisoner. The Poisoner loses their ability and learns that they have been chosen by the Preacher.

The Preacher has previously chosen the Spy, the Saint, the Drunk, and the Goblin. The Spy and the Goblin have no ability, so the Spy doesn't see the Grimoire each night, and the Goblin cannot win by being executed. The Preacher becomes drunk. The Spy and the Goblin regain their abilities. The Spy sees the Grimoire that night, and the Goblin will win if executed. The Preacher becomes sober, so once again the Spy and Goblin have no abilities. The Spy dies. The Preacher dies. The Goblin gets their ability back, but the Spy does not, because the Spy is dead.

Tips & Tricks

  • The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
  • Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their Boomdandy or outsmarting their Mezepheles. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the Butler or the Barber!
  • If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!
  • On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
  • If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an Assassin after they've already killed doesn't really achieve too much for your team, but a Widow losing their ability has still seen the Grimoire, but will lose their ability to poison. A Pit-Hag would be a even more urgent priority again!
  • Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
  • The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the Vigormortis and an evil aligned Bone Collector. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!


Bluffing as the Preacher

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

  • Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.
  • To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the Witch or Cerenovus), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of Witch deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
  • Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
  • If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
  • You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a Butler bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.
  • If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!
  • Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the Fang Gu for example. A Preacher dying at night has a lot more credibility than one who is executed.
  • Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An Assassin kill or a Devil's Advocate execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!