Actions

Barber and Acrobat: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_barber.png|250px]]
[[File:icon_acrobat.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>


Line 13: Line 13:
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"I will never forget her. Never."</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;">Appears in</span>
[[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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/19924261/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-8-21%2F109882967-44100-2-5ae5446e9feb3.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 39: Line 28:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters."
"Each night*, if either good living neighbour is drunk or poisoned, you die."


The Barber allows the Demon to swap any 2 player's characters.
The Acrobat dies if the people they neighbour are drunk or poisoned.
*  
*  
*  
*  
Line 59: Line 48:


<div class='example'>
<div class='example'>
The Barber dies. The Demon considers swapping the {{Good|Clockmaker}} and the {{Good|Juggler}}, but then does nothing.
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.
</div>
 
<div class='example'>
The Barber dies. The Demon swaps the alive {{Good|Snake Charmer}} with the dead Barber. Now, there is an alive Barber and a dead {{Good|Snake Charmer}}.
</div>
</div>


<div class='example'>
<div class='example'>
The Barber dies. The {{Evil|Vortox}} swaps themself with an alive {{Evil|Witch}}.
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.
</div>
</div>


<div class='example'>
<div class='example'>
The Barber dies. The {{Evil|Vigormortis}} swaps themself with a dead {{Good|Sweetheart}}. The old {{Evil|Vigormortis}} is now the evil {{Good|Sweetheart}}. Because the {{Evil|Pit-Hag}} created a good Demon during the previous night, the game continues.
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.
</div>
</div>


Line 83: Line 68:
== Tips & Tricks ==
== Tips & Tricks ==


* Don't die! Your death will immediately give the evil team a massive advantage - they have a wealth of options available to them with your swapping ability, and will definitely utilize them to undermine the good team as much as possible.
* 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.


* 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).
* 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.  


* If you die, you should come out, but maybe not immediately. It's important for people to know that a Barber swap has taken place, but if you wait a few minutes, most good players will come out and let you know that they've had their characters changed. If you reveal ''after'' someone has come out as changed, you will look a lot more credible.
* 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.  


* Deliberately dying might be viable in certain games - for example, if you have a good idea who all evil players are, OR if you're certain that most evil players are dead. These conditions block the most difficult Barber swap to detect (two evil players swapping characters), meaning the demon is more likely to try and swap good players (confirming you), or no players (thus minimize your effect on the game).
* 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 {{Evil|Cerenovus}} there is no effect. If the 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 Acrobat has the {{Good|Recluse}} as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the {{Good|Recluse}} to register as evil because they're poisoned).


* If you are a good player and your character changes on the night that the Barber died, it is usually best to tell the town as soon as possible, since you confirm the existence of the Barber, and can help you find the person you were swapped with. Unless you were swapped with an evil player, the other player will probably also want to come out, and then you know you can trust that person!
* 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}}.


* Help, I'm the demon and the Barber just died! The Barber's ability is very versatile and powerful, but it can be tricky to use, especially when you kill them unexpectedly! Here's a few options for the caught-off guard demon:
* 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.
** Swap two evil players. In nearly all cases, you're doing this to move the demon to another evil player, thus invalidating information from all sorts of good characters (including the {{Good|Flowergirl}}, {{Good|Savant}}, and even the {{Good|Dreamer}}). A well timed move of the demon can completely throw the good team off your trail.
 
** Swap two good players! Keeping in mind that you can swap alive and dead players this way, you can use this to disable a troublesome {{Good|Philosopher}} or {{Good|Sage}}, among many other difficult characters... simply by swapping them with the newly dead Barber. You can also swap a known {{Good|Mutant}} to put a player in a difficult position where they cannot easily admit the swap has taken place. Finally, you can just swap two random players to create confusion! '''Be aware:''' Good players will obviously know that they've been swapped, and swapped players will know each others' characters and be able to trust each other. Make sure that neutralizing that troublesome townsfolk is worth the new information!
* 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.
** Swap an evil and a good player. This is usually not a good idea, since a good player with an evil ability can cause team evil a lot of damage. A good {{Evil|Witch}}, or a good {{Evil|Cerenovus}}, for example, are dangerous. However, they may be so dangerous to both sides that the good team decides to execute a good player that becomes an evil character and talks about it. However, it works both ways. If the evil team can gain a good player's ability that can be used against them, it can be devastating. For example, an evil player becoming a {{Good|Sweetheart}}, {{Good|Philosopher}} or {{Good|Snake Charmer}} can be awesome.
 
** Sometimes, it is best to do nothing at all when a Barber dies. If you have no good characters that you feel like swapping, and you are happy with which evil players are which evil characters, simply do nothing. Since this choice has no game effect, this keeps your position strong, and either makes the Barber look like they are lying, or makes it look like the Demon and Minion swapped characters. Either way, this is false information to distract and confuse the good team.
* 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}}.
 
* 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.
 
* 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.
</div>
</div>


Line 105: Line 100:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Barber ==
== 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.


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


* Real Barbers often don't reveal they are the Barber. Stay silent about your character, or bluff as a different character, whilst you are still alive.
* 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.


* Alternatively, just come out early and say you are the Barber. Players will still probably want to keep you alive. It's not a big deal either way.
* 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}}.


* If you die, obviously no good player's character's will be swapped, so no good players will be telling the group that their characters swapped. If you die, you will need to convince the group that either the Demon did not swap any characters, or the Demon swapped two evil players.
* 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.  


* Coordinated double punch! If you die in a game with 2 other evil players, have them claim that their characters are swapped. This makes you look super trustworthy as the Barber, and they look even better. For example, you are the {{Evil|Witch}}, claiming to be the Barber, and you die. The following day, the {{Evil|Vigormortis}} and the {{Evil|Pit-Hag}}, who were claiming to be the {{Good|Dreamer}} and the {{Good|Sage}}, tell the group that their characters swapped, that they are now the {{Good|Sage}} and the {{Good|Dreamer}}. Game. Set. Match.
* 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.


</div>
</div>
Line 123: Line 122:
</div>
</div>


[[Category:Sects & Violets]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Outsiders]]

Revision as of 15:28, 22 March 2023

Icon acrobat.png Information

Type Outsider

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

Summary

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

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

How to Run

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.