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Sweetheart and Mutant: Difference between pages

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<div id='character-details'>
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[[File:icon_sweetheart.png|250px]]
[[File:icon_mutant.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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<p class='flavour'>"I will never forget her. Never."</p>
<p class='flavour'>"I am not a freak! I am a human being! Have mercy!"</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"When you die, 1 player is drunk from now on."
"If you are "mad" about being an Outsider, you might be executed."


The Sweetheart, when they die, causes someone to be drunk for the rest of the game.
The Mutant is killed if they try to reveal who they are.
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<div class='example'>
<div class='example'>
The Sweetheart dies. The {{Good|Mathematician}} is now drunk, and may get false information at night.
Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.
</div>
</div>


<div class='example'>
<div class='example'>
The Sweetheart dies. The {{Good|Mutant}} is now drunk. The {{Good|Mutant}} may safely come out as the {{Good|Mutant}}, but they do not know this.
A {{Evil|Witch}} privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the {{Good|Klutz}}. The Storyteller chooses to execute the Mutant immediately.
</div>
</div>


<div class='example'>
<div class='example'>
The Sweetheart dies. The Demon is now drunk, so their attack at night won’t kill anyone.
The {{Outsider|Mutant}} tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.
</div>
 
<div class='example'>
The Mutant says they are the {{Good|Oracle}}, gives some bogus {{Good|Oracle}} information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.
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== Tips & Tricks ==
== Tips & Tricks ==


* Don't die! Your death will immediately cause a fellow villager to become drunk, rendering their ability and any information they gain from that point on will be unreliable. While it is possible for an evil player to become drunk via this method, you are an Outsider and your ability hinders the Good Team - you should always assume that a fellow good player has been afflicted.
* Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.
 
* Bluff as an undesirable target for the Demon. To increase your chances of survival, claim to be a character that the Demon wouldn't want to touch - this can be a character like the {{Good|Sage}} who the Demon wants to avoid at all costs, or characters like the {{Good|Artist}} and {{Good|Juggler}} who have used their abilities already. If the Demon thinks you are low priority, they'll focus on other targets, allowing you to avoid death. (Note that it may be to your benefit to reveal your true identity to one or two people secretly so they know whatever 'information' you're offering is not true.


* If you do die, reveal immediately. Knowing that you are the Sweetheart is very important for the good team since your ability only activates on death. It is also worth revealing if you are going to be executed - even if you are out in the open, the Demon will have to decide that night between killing you or a more dangerous target like a prominent {{Good|Philosopher}}.
* Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the {{Good|Oracle}}, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.


* Try and figure out who has become drunk after you die. Even in death, you can be useful - figuring out who has unreliable information as a result of you also means that you can determine who does ''not'' have unreliable information.
* Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the {{Good|Savant}}. {{Good|Artist}} and {{Good|Juggler}} from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.


* Beware the {{Evil|Witch}} and the {{Evil|Cerenovus}}! The Demon isn't the only way that you can die - a haphazard nomination or careless madness can see you die just as easily as if the Demon kills you. If you know either of these Minions are in play, avoid attracting their ire, or else tread carefully.
* Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a {{Evil|Fang Gu}} around!)


* Die late in the game if you must. Depending on the state of the game (e.g. Who is alive), the drunkenness you inflict on the game may have minimal or no impact. For example if the only character claims alive are a poisoned {{Good|Snake Charmer}}, {{Good|Juggler}}, and {{Good|Klutz}} and yourself, then your death is safer than earlier in the game, where you might have messed up the ability of an {{Good|Oracle}} or {{Good|Town Crier}}.
* Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but ''also'' be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!
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== Bluffing as the Sweetheart ==
== Bluffing as the Mutant ==


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


* Most genuine Sweetheart players will not immediately tell the group that they are the Sweetheart. They will most likely bluff as a different character completely, or stay silent about their character for a while. Bluff as a different character initially, or stay silent for a while, to look bona fide.
* The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your {{Good|Oracle}} information doesn't add up, since you're lying to cover for yourself!


* The Sweetheart is a great backup bluff. If you bluff as the {{Good|Flowergirl}}, but somebody else claims to be the {{Good|Flowergirl}}, claiming to actually be the Sweetheart may be believed. If you claim to be 3 different characters, and none of them are working, throwing your hands in the air in exasperation and revealing yourself as the Sweetheart might fly.
* If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.


* If you reveal as Sweetheart and don't die for several days ... beware. A Sweetheart that reveals to the group will usually be attacked by the Demon fairly quickly. If you stay alive for too long after revealing, the group may wonder why.
* "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!


* Die. Preferably at night. If you are a Minion, or a Demon that can die at night, such as the {{Evil|Fang Gu}}, then dying is extremely helpful. The good team will believe that a player is now drunk, when this is not the case. Information will be doubted. Good players will look evil. Chaos reigns. Sit back and enjoy the show.
* The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!


* If you die, reveal that you are the Sweetheart publicly, and as soon as possible. This is the time most real Sweethearts will reveal themselves. After you are dead, spearhead a campaign to find out "which player is drunk" - if players are spending all their time looking for a drunk that doesn't exist, they are not hunting the Demon as well. Remind the group that one of them is drunk at every opportunity!
* One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that {{Good|Sweetheart}} is lying, because I'm the real Outsider!" introduces the danger of a {{Evil|Fang Gu}} being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!


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Revision as of 14:55, 22 March 2023

Icon mutant.png Information

Type Outsider
Artist Aiden Roberts

"I am not a freak! I am a human being! Have mercy!"

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

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Summary

"If you are "mad" about being an Outsider, you might be executed."

The Mutant is killed if they try to reveal who they are.

How to Run

Examples

Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.

A Witch privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the Klutz. The Storyteller chooses to execute the Mutant immediately.

The Template:Outsider tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.

The Mutant says they are the Oracle, gives some bogus Oracle information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.

Tips & Tricks

  • Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.
  • Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the Oracle, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.
  • Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the Savant. Artist and Juggler from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.
  • Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a Fang Gu around!)
  • Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but also be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!

Bluffing as the Mutant

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

  • The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your Oracle information doesn't add up, since you're lying to cover for yourself!
  • If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.
  • "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!
  • The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!
  • One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that Sweetheart is lying, because I'm the real Outsider!" introduces the danger of a Fang Gu being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!