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[[File:icon_klutz.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'>"Oops."</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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== Summary ==
== Summary ==
"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses."
"If you are "mad" about being an Outsider, you might be executed."


The Klutz might accidentally lose the game for their team, unless they are clever.
The Mutant is killed if they try to reveal who they are.
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<div class='example'>
<div class='example'>
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.
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.
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<div class='example'>
<div class='example'>
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.
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.
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<div class='example'>
The {{Good|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.
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<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 ==


* 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!
* 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.
 
* 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!)


* 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.)
* 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.


* 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.
* 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.


* 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.
* 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!)


* 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.
* 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 Klutz ==
== Bluffing as the Mutant ==


When bluffing as the Klutz, 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:


* 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.
* 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!


* When you "choose a player" as the Klutz, you have a few options:
* 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.
** 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.
* "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!


* 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!
* 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!


* 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!
* 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 15:24, 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

You need to enable JavaScript to play this audio

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 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.

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!