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Preacher and Acrobat: 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'>"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...")
 
(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'>"Welcome, one and all, to the greatest show on earth."</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|Townsfo...")
 
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[[File:icon_preacher.png|250px]]
[[File:icon_acrobat.png|250px]]
<p class='flavour'>"It is better to be rich and healthy than poor and sick."</p>
<p class='flavour'>"Welcome, one and all, to the greatest show on earth."</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 Preacher removes the Minion abilities of selected players.
The Acrobat dies if the people they neighbour are drunk or poisoned.


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


"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."
"Each night*, if either good living neighbour is drunk or poisoned, you die."
<br><br>
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<div class='example'>
<div class='example'>
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.  
The Acrobat neighbours the {{Good|Lycanthrope}} and the {{Good|Amnesiac}}. The {{Good|Lycanthrope}} has been poisoned by the {{Evil|Widow}}. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.  
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<div class='example'>
<div class='example'>
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.
The Acrobat neighbours the {{Good|Moonchild}} and the {{Good|Soldier}}. The {{Good|Soldier}} is executed, and the Acrobat's living neighbours are now the {{Good|Moonchild}} and the {{Evil|Boomdandy}}. The {{Good|Moonchild}} dies at night, and the Acrobat's living neighbours are now the drunk {{Good|Sailor}} and the {{Evil|Boomdandy}}. The Acrobat dies.
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<div class='example'>
The Acrobat neighbours the {{Evil|Imp}} and the {{Good|Dreamer}}. The {{Evil|Imp}} also neighbours the {{Good|Clockmaker}}. The Acrobat does not die, because neither the {{Good|Dreamer}} nor the {{Good|Clockmaker}} are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the {{Evil|Imp}}'s status is not considered.) The {{Good|Snake Charmer}} selects the {{Evil|Imp}}, turning the {{Evil|Imp}}'s player into a good, poisoned {{Good|Snake Charmer}}. The Acrobat dies.  
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== Tips & Tricks ==
== 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.
* The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.


* 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}}!
* Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.


* 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!
* There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.  


* 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.
* Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.  


* 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!
* The {{Good|Acrobat}} only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the {{Good|Acrobat}} has an alive good neighbour being made mad by the {{Evil|Cerenovus}} there is no effect. If the {{Good|Acrobat}} is next to an alive good neighbour that registers falsely the Demon, such as from the {{Good|Fortune Teller}} there is no effect. However, if the {{Good|Acrobat}} has the {{Good|Recluse}} as a neighbour who is poisoned, then this would cause the {{Good|Acrobat}} to die (in this instance, there is no chance for the {{Good|Recluse}} to register as evil because they're poisoned).


* 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!
* If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the {{Evil|Poisoner}}, or you may be able to confirm the identity of a good player, such as the {{Good|Sailor}}.


* 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!
* If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.
<br>
 
* If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a {{Good|Slayer}} from wasting their shot, or a {{Good|Seamstress}} from ruining their hemlines.
 
* If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a {{Evil|Widow}} in play, you know that neither of your neighbours are the target.
 
* Look out for good players who can make other players drunk or poisoned, like the {{Good|Innkeeper}} or {{Good|Sailor}}, because they can help verify who you are by triggering your ability. Get the {{Good|Innkeeper}} to choose both your neighbours as then one of them will be drunk. Likewise, get the {{Good|Sailor}} to pick your neighbours, because then the {{Good|Sailor}} knows if they're sober or not and could prove who they are after you've proved who you are.
 
* If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the {{Evil|Assassin}} or the {{Good|Gossip}}.


== Bluffing as the Preacher ==
* Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring {{Good|Clockmaker}} is actually the {{Good|Balloonist}}. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.


When bluffing as the {{Good|Preacher}}, there are a few things you should keep in mind:
* Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.
<br>


* 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.
== Bluffing as the Acrobat ==


* 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 bluffing as the {{Good|Acrobat}}, there are a few things you should keep in mind:


* 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!)
* Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.


* 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.
* If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.  


* 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.
* Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a {{Evil|Poisoner}} on the script, use the fact that you haven't died all game to suggest that there is none in the game.


* 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!
* If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the {{Good|Innkeeper}}, {{Good|Tea Lady}}, {{Good|Soldier}}, or {{Evil|Mastermind}}.


* 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.
* Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the {{Evil|Widow}} who has poisoned your neighbour.  


* 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!
* When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Outsider]]

Revision as of 16:25, 5 March 2023

Icon acrobat.png

"Welcome, one and all, to the greatest show on earth."

Information

Type Townsfolk

The Acrobat dies if the people they neighbour are drunk or poisoned.

Character Text

"Each night*, if either good living neighbour is drunk or poisoned, you die."

Examples

The Acrobat neighbours the Lycanthrope and the Amnesiac. The Lycanthrope has been poisoned by the Widow. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.

The Acrobat neighbours the Moonchild and the Soldier. The Soldier is executed, and the Acrobat's living neighbours are now the Moonchild and the Boomdandy. The Moonchild dies at night, and the Acrobat's living neighbours are now the drunk Sailor and the Boomdandy. The Acrobat dies.

The Acrobat neighbours the Imp and the Dreamer. The Imp also neighbours the Clockmaker. The Acrobat does not die, because neither the Dreamer nor the Clockmaker are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the Imp's status is not considered.) The Snake Charmer selects the Imp, turning the Imp's player into a good, poisoned Snake Charmer. The Acrobat dies.

Tips & Tricks

  • The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.
  • Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.
  • There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.
  • Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.
  • The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the Cerenovus there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the Fortune Teller there is no effect. However, if the Acrobat has the Recluse as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the Recluse to register as evil because they're poisoned).
  • If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the Poisoner, or you may be able to confirm the identity of a good player, such as the Sailor.
  • If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.
  • If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a Slayer from wasting their shot, or a Seamstress from ruining their hemlines.
  • If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a Widow in play, you know that neither of your neighbours are the target.
  • Look out for good players who can make other players drunk or poisoned, like the Innkeeper or Sailor, because they can help verify who you are by triggering your ability. Get the Innkeeper to choose both your neighbours as then one of them will be drunk. Likewise, get the Sailor to pick your neighbours, because then the Sailor knows if they're sober or not and could prove who they are after you've proved who you are.
  • If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the Assassin or the Gossip.
  • Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring Clockmaker is actually the Balloonist. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
  • Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.


Bluffing as the Acrobat

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

  • Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.
  • If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.
  • Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a Poisoner on the script, use the fact that you haven't died all game to suggest that there is none in the game.
  • If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the Innkeeper, Tea Lady, Soldier, or Mastermind.
  • Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the Widow who has poisoned your neighbour.
  • When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.