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[[File:icon_moonchild.png|250px]]
[[File:icon_klutz.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'>"Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it."</p>
<p class='flavour'>"Oops."</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>
[[File:logo_bad_moon_rising.png|100px]]
[[File:logo_sects_and_violets.png|100px]]


<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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== Summary ==
== Summary ==
"When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die."
"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses."


The Moonchild curses someone upon death, killing them too.
The Klutz might accidentally lose the game for their team, unless they are clever.
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<div class='example'>
<div class='example'>
The {{Evil|Pukka}} kills the Moonchild. The next morning, the Moonchild chooses a player, who is the {{Good|Exorcist}}. That night, the {{Good|Exorcist}} dies.
The Klutz dies by execution. After much yelling and confusion, the Klutz chooses a player—who is secretly the {{Good|Seamstress}}. Night falls, and the game continues.
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<div class='example'>
<div class='example'>
The {{Good|Pacifist}} is in play. The Moonchild is executed but remains alive. The Moonchild does not choose a player, because the Moonchild did not die.
The Demon kills Dave, the Klutz. In the morning, when the Storyteller informs the group that Dave is dead, Dave says "Ok everybody, I was the Klutz" and after discussion for a few minutes, Dave publicly chooses the player that is the Demon. The game ends immediately and evil rejoices.
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<div class='example'>
The {{Evil|Shabaloth}} eats the Moonchild. The Moonchild chooses the {{Evil|Assassin}}, who remains alive. The {{Evil|Shabaloth}} regurgitates the Moonchild. A few nights later, the {{Evil|Shabaloth}} eats the Moonchild again. This time, the Moonchild chooses the {{Good|Gossip}}, who dies.
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== Tips & Tricks ==
== Tips & Tricks ==


* Try to avoid dying if you can! Even though you're an Outsider, you are still a good player, and in Bad Moon Rising you don't always have a lot of good players to spare. This is especially true for you, since the extra player who dies thanks to your ability ''must'' be good, meaning you can't even hope to take someone evil out with you. Bluffing as something difficult to kill (like the {{Good|Fool}} or {{Good|Goon}}) to avoid the demon's attention is a good option, especially if you quietly reveal to good players your ''real'' ability so they don't turn around and execute you. Alternatively, you can just not admit anything to anyone until you absolutely must, keeping yourself safe that way!
* Like nearly all Outsiders in Sects & Violets, you should avoid dying if at all possible. Your ability is particularly nasty as it can end the game if you choose poorly, but it only becoming an issue if you actually die!


* DO die. This isn't always the best move (and should really only be attempted early in the game), but your ability is a pretty strong confirmation that a player is good. If they die, you can be confident they are telling the truth, which in turn means that you can trust their information. It's best to coordinate who you're going to choose before your death - some good players will be more comfortable with an early death compared to others. Asking for the town to execute you for the sake of gaining information is also a good way to build trust if you are dealing with suspicion - most evil players will not volunteer to die. A {{Evil|Zombuul}} or {{Evil|Devil's Advocate}} may throw a spanner in your works though!
* If the good team is floundering, you ''can'' die deliberately and confirm someone as good by choosing them. Your ability yields incredibly powerful information for incredibly high risk. Knowing for sure that someone is good allows you to trust them completely, a very rare thing in this edition! Similar to the {{Good|Snake Charmer}}, your information can also not be interfered with by the {{Evil|Vortox}}, meaning that you suspect that demon is in play, you don't have to worry about your information being false. ('''Note:''' While this all sounds incredibly useful and even tempting, remember that choosing carelessly will lose you the game!)


* On death, choose someone you think is good to inflict with your deadly curse. There's a couple of great reasons for this! Firstly, should they die: you know you can trust that they are good, and that any information they have is ''probably'' reliable. Secondly, if your ability activates and this person dies, it is likely that you are telling the truth. While the evil team ''can'' simulate your ability activating via the help of the Demon or {{Evil|Assassin}}, they will often just accept the free extra kill that you provided, leading to an unusual number of deaths. If the good team believes you, they can believe the person you killed, and from there start to piece information together to ferret out the evil team lurking among them!
* Before you die, work with the other players and try to find one alive player you believe is good, so you have a safe choice to pick in the event you accidentally die. (It's up to you if you want to reveal your identity before death to this player - if you do, they may be more inclined to trust you while you're both alive. If you don't, your choice will be more of a surprise, but it will look less like you're colluding with that player. It all depends on how the group is leaning right now.)


* On death, choose someone you suspect is evil. There's a couple of great reasons for this! Firstly, if you believe that the following night is going to see a lot of death (e.g., a {{Evil|Po}} has charged up), then the extra kill from your ability might be the one that pushes the game firmly in evil's favor. Secondly, should that player not die? You can now be reasonably confident that they ''are'' evil. The confirmation is not as drastic as confirming someone as good, but if you believe you are sober, then regard that player with a lot of suspicion moving forward - there's usually more than one clue that someone isn't who they claim to be.
* Don't pick players who are doubling up their character claim with another player - in most cases, a double up means one of the two is evil, which gives you a 50/50 chance to lose! This includes the {{Evil|Evil Twin}} and their good twin, since it is very difficult to tell for sure which one is actually evil. Aim for players with unique character claims instead.


* When choosing the player you intend to pick, be aware that characters that "cannot die" or are protected at night will not die as a result of your ability. This includes characters like the {{Good|Sailor}} and {{Good|Fool}}, and players in the company of a {{Good|Tea Lady}} or an {{Good|Innkeeper}}. Try to have a good idea of who is who before you die, so you can choose around these character. Or, if you want to avoid an extra death, you can deliberately choose one of them, keeping the death toll from rising too dramatically.
* If the group is keen to execute you, you can pre-empt the voting by loudly proclaiming which player you WILL choose as the Klutz after you die. If the group thinks that this player might be evil, they are less likely to kill you, which helps the good team. After this, if the Demon doesn't kill you that night, it probably means that the Demon did not want to kill you because it knows that you would choose a good player anyway.


* If the {{Evil|Godfather}} is in play, they will get the chance to kill the same night that you die and curse someone. If you suspect a {{Evil|Godfather}}, be aware of this extra kill and plan your choice accordingly. Also be aware that they ''could'' choose to trick you into believing you killed a good player, but in fact it was an evil minion thrown under the bus to sow chaos and confusion in the afterlife!
* If you die, and choose a player, and the game does not end, you can be almost certain that that player is good. Since the Klutz is not affected by the {{Evil|Vortox}}, the {{Evil|No Dashii}}, and probably not by the {{Good|Sweetheart}} or {{Good|Philosopher}}, then you can safely assume that you are not drunk or poisoned.
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== Bluffing as the Moonchild ==
== Bluffing as the Klutz ==


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


* Bluff as the Moonchild so that the good players are afraid to execute you. Depending on how many players are left alive, many good players will be reluctant to execute a Moonchild. The threat that another player will die if you die can be enough to dissuade them from voting for you.
* Die! Getting yourself killed and then claiming to be the Klutz can be a game-changer. Some evil characters even naturally result in dead evil players as the game proceeds, which makes the Klutz an even more viable bluff than usual. If you are a {{Evil|Fang Gu}} that just passed on their ability, or a minion who was just killed by their {{Evil|Vigormortis}}, go all in and give the good team a real fright.


* Even better than just saying that you might be killing another player too if you die, is telegraphing specifically who you will pick if you die. For example, if the players are discussing whether or not to execute you, you can claim that if you die, you intend to pick the player claiming to be the {{Good|Innkeeper}}. After all - you will have to pick someone. This may be enough to get the {{Good|Innkeeper}} to avoid voting for you, as well as any other player who wants to keep the {{Good|Innkeeper}} alive.
* When you "choose a player" as the Klutz, you have a few options:
** Choose a player that you know to be good, and that the group thinks is good - this will endear you to the player in question, and make you look more trustworthy to the group, which in turn means people will listen to you, your lies, and your misinformation.
** If your Klutz claim is solid and believed, choose a player you know to be evil - since the group believes you, they will believe that this player is good, and they will be protected from scrutiny for at least a while!
** If your Klutz claim is dubious, choose a player that you know is good but the group is uncertain about. This will lump this player in with you for the rest of the game, and if you come out under fire as actually evil, so will they.
** Finally, if your Klutz claim is dubious and your group is savvy to the idea that you would try and drag a good player down with you, double bluff them by picking an evil player, making them look good at your expense. The more you insist they're evil, the more the group will insist they're good!


* The Moonchild is an interesting bluff to reveal once you are dead. If you have stayed silent about your character up until this point, or if you feel like changing your bluff upon death, the Moonchild is a great choice. You die. You claim to be the Moonchild. You pretend to curse a player. Whether or not that player dies, good will tend to focus on your Moonchild ability to the exclusion of other, more important, information.
* The Klutz is a good back-up bluff. Either stay quiet about your role or bluff as a different character, and then admit you are the Klutz ''later''. Since this is what a real Klutz would do, you will be more believable than if you simply came out as the Klutz without any fanfare.  


* When it comes time to curse a player - pick a good player, and co-ordinate with the other evil players so that this player lives through the night. For example, if you choose the {{Good|Tea Lady}}, and then they live through the night, they will look evil the following day, and probably be the executed player.
* A fun option for players fond of the long game is to tell one or two players in private that you are the Klutz while bluffing as something else publicly. This is a great way to build up trust with good players, as you can argue this secret reveal is because you trust them ''not'' to kill you. Players like to be trusted, and until they have information that cast suspicion on your claim will likely be inclined to return the favor. You can then have all sorts of fun - for example, get these players spreading misinformation on your behalf, confusing the available information while you barely lift a finger!


* When it comes time to curse a player - pick an evil player, and co-ordinate with the other evil players so that this player dies tonight. Either the Demon, an {{Evil|Assassin}} or {{Evil|Godfather}} can kill this player, which will make this evil player look good. You will lose an evil player because of this strategy, but sometimes feeding misinformation to the good team is more important than keeping evil players alive.
* Revealing you're the Klutz while still alive isn't optimal, but there's a couple of scenarios where it can become very necessary. For example, you might simply be trying to avoid execution! Another clever reason is when you are faced with a scenario where the number of publicly revealed Outsiders equals the number of Outsiders that are meant to be in the game - this gives the good team a lot of information about what sort of evil is in play, and makes those Outsiders trustworthy good players. By revealing yourself, you muddy the narrative, making all Outsiders in the game look dubious ''and'' introduce the idea that the demon is the {{Evil|Fang Gu}}. Finally, it's probably for the best to "reveal" near the end of the game, preferably on final day if the good team don't pressure you too much - it doesn't make much sense to hide when you no longer "fear" being killed by the demon!


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[[Category:Bad Moon Rising]]
[[Category:Sects & Violets]]
[[Category:Outsiders]]
[[Category:Outsiders]]

Revision as of 15:23, 22 March 2023

Icon klutz.png Information

Type Outsider
Artist Aiden Roberts

"Oops."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses."

The Klutz might accidentally lose the game for their team, unless they are clever.

How to Run

Examples

The Klutz dies by execution. After much yelling and confusion, the Klutz chooses a player—who is secretly the Seamstress. Night falls, and the game continues.

The Demon kills Dave, the Klutz. In the morning, when the Storyteller informs the group that Dave is dead, Dave says "Ok everybody, I was the Klutz" and after discussion for a few minutes, Dave publicly chooses the player that is the Demon. The game ends immediately and evil rejoices.

Tips & Tricks

  • Like nearly all Outsiders in Sects & Violets, you should avoid dying if at all possible. Your ability is particularly nasty as it can end the game if you choose poorly, but it only becoming an issue if you actually die!
  • If the good team is floundering, you can die deliberately and confirm someone as good by choosing them. Your ability yields incredibly powerful information for incredibly high risk. Knowing for sure that someone is good allows you to trust them completely, a very rare thing in this edition! Similar to the Snake Charmer, your information can also not be interfered with by the Vortox, meaning that you suspect that demon is in play, you don't have to worry about your information being false. (Note: While this all sounds incredibly useful and even tempting, remember that choosing carelessly will lose you the game!)
  • Before you die, work with the other players and try to find one alive player you believe is good, so you have a safe choice to pick in the event you accidentally die. (It's up to you if you want to reveal your identity before death to this player - if you do, they may be more inclined to trust you while you're both alive. If you don't, your choice will be more of a surprise, but it will look less like you're colluding with that player. It all depends on how the group is leaning right now.)
  • Don't pick players who are doubling up their character claim with another player - in most cases, a double up means one of the two is evil, which gives you a 50/50 chance to lose! This includes the Evil Twin and their good twin, since it is very difficult to tell for sure which one is actually evil. Aim for players with unique character claims instead.
  • If the group is keen to execute you, you can pre-empt the voting by loudly proclaiming which player you WILL choose as the Klutz after you die. If the group thinks that this player might be evil, they are less likely to kill you, which helps the good team. After this, if the Demon doesn't kill you that night, it probably means that the Demon did not want to kill you because it knows that you would choose a good player anyway.
  • If you die, and choose a player, and the game does not end, you can be almost certain that that player is good. Since the Klutz is not affected by the Vortox, the No Dashii, and probably not by the Sweetheart or Philosopher, then you can safely assume that you are not drunk or poisoned.

Bluffing as the Klutz

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

  • Die! Getting yourself killed and then claiming to be the Klutz can be a game-changer. Some evil characters even naturally result in dead evil players as the game proceeds, which makes the Klutz an even more viable bluff than usual. If you are a Fang Gu that just passed on their ability, or a minion who was just killed by their Vigormortis, go all in and give the good team a real fright.
  • When you "choose a player" as the Klutz, you have a few options:
    • Choose a player that you know to be good, and that the group thinks is good - this will endear you to the player in question, and make you look more trustworthy to the group, which in turn means people will listen to you, your lies, and your misinformation.
    • If your Klutz claim is solid and believed, choose a player you know to be evil - since the group believes you, they will believe that this player is good, and they will be protected from scrutiny for at least a while!
    • If your Klutz claim is dubious, choose a player that you know is good but the group is uncertain about. This will lump this player in with you for the rest of the game, and if you come out under fire as actually evil, so will they.
    • Finally, if your Klutz claim is dubious and your group is savvy to the idea that you would try and drag a good player down with you, double bluff them by picking an evil player, making them look good at your expense. The more you insist they're evil, the more the group will insist they're good!
  • The Klutz is a good back-up bluff. Either stay quiet about your role or bluff as a different character, and then admit you are the Klutz later. Since this is what a real Klutz would do, you will be more believable than if you simply came out as the Klutz without any fanfare.
  • A fun option for players fond of the long game is to tell one or two players in private that you are the Klutz while bluffing as something else publicly. This is a great way to build up trust with good players, as you can argue this secret reveal is because you trust them not to kill you. Players like to be trusted, and until they have information that cast suspicion on your claim will likely be inclined to return the favor. You can then have all sorts of fun - for example, get these players spreading misinformation on your behalf, confusing the available information while you barely lift a finger!
  • Revealing you're the Klutz while still alive isn't optimal, but there's a couple of scenarios where it can become very necessary. For example, you might simply be trying to avoid execution! Another clever reason is when you are faced with a scenario where the number of publicly revealed Outsiders equals the number of Outsiders that are meant to be in the game - this gives the good team a lot of information about what sort of evil is in play, and makes those Outsiders trustworthy good players. By revealing yourself, you muddy the narrative, making all Outsiders in the game look dubious and introduce the idea that the demon is the Fang Gu. Finally, it's probably for the best to "reveal" near the end of the game, preferably on final day if the good team don't pressure you too much - it doesn't make much sense to hide when you no longer "fear" being killed by the demon!