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[[File:icon_empath.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


[[File:icon_hatter.png|250px]]  
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<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aidan Roberts</td>
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>  
<p class='flavour'>"My skin prickles. Something is not right here. I can feel it."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


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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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/8680391/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-10-27%2F35819467-44100-2-9c0fdbf4a9dc6.mp3">You need to enable JavaScript to play this audio</div>


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<td>Type</td>  
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<td>[[Character Types #Outsider|Outsider]]</td>  
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== Summary ==
"Each night, you learn how many of your 2 alive neighbors are evil."


<td>Artist</td>  
The Empath keeps learning if their living neighbours are good or evil.
* The Empath only learns how many of their neighbours are evil, not which one is evil.
* The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
* The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.
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<td> Aidan Roberts, Chloe McDougall, Steven Medway</td>
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== How to Run ==
Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
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<p class='flavour'>”One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.”</p>
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== Examples ==


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The Empath neighbours two good players—a {{Good|Soldier}} and a {{Good|Monk}} . The Empath learns a '0'.


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The next day, the {{Good|Soldier}} is executed. That night, the {{Good|Monk}} is killed by the {{Evil|Imp}}. The Empath now detects the players sitting next to the {{Good|Soldier}} and the {{Good|Monk}}, which are a {{Good|Librarian}} and an evil {{Traveler|Gunslinger}}. The Empath now learns a '1'.


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There are only three players left alive: the Empath, the {{Evil|Imp}}, and the {{Evil|Baron}}. No matter who is seated where, the Empath learns a '2'.
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== Summary ==
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"If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.”
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The Hatter allows the evil players to change characters. 
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*  Each player with a Minion or Demon character may choose to become any character of the same type as their current character. 
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*  They may choose not to change characters. 
== Tips & Tricks ==


* If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used.
* You get information based on the state of the game when you wake up (after the Demon has killed that night). This means that if one of your neighbours died in the night, you immediately start to learn about the next living player.


* Once a player has changed character, their previous character ability has no further effect on the game.
* The information you receive should inform how you handle your neighbours.
** If you get a "0", you are (probably) sitting between two good players who you can coordinate with and might want to try to keep alive.
** If you get a count of "1", then one of your neighbours is trustworthy, and one is not. You should try to determine which one of your neighbours you trust, and eliminate the other one.
**If you get a count of "2", then you are sitting between two evil players, and should probably look to change that as soon as possible.


* If a player dies then becomes the Hatter, the evil players do not change characters tonight.
* If you trust your neighbours, keeping them alive drastically narrows the list of demon suspects.


* Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.  
* If your neighbours die, you will receive new information on the next nearest living player to you. Getting your neighbours killed means you know more. Coordinating with an {{Good|Undertaker}} to confirm the identities of your neighbours and getting new information down the line is a powerful combo. Even if your neighbours are both good, it can be worth executing a {{Good|Slayer}} who has used their ability so that you know if you can trust the information from the {{Good|Fortune Teller}} the other side of them.


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* Coming out with your information early (especially if you know you're sitting near evil players) can help you coordinate with the rest of the good team to further check out your suspects.


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* Waiting to reveal your information means that you can protect your good neighbours or keep an eye on your evil ones, as well as gather a wider portfolio of information.


== How to Run ==
* If you get a count of "1" or "2", consider telling your neighbours you got a count of "0" instead. This will make you appear to be the {{Good|Drunk}} or poisoned, and the evil team may be more inclined to keep you alive since you do not appear to be a threat. You could also try claiming to be the {{Good|Soldier}} or another character the Demon doesn't want to attack. Remember to come out with your real information before the end of the game!


If the Hatter dies, mark them with the “Tea Party Tonight” reminder.  
* Travellers who neighbour you count for your information. If you're suddenly getting a "1" when previously you were getting "0", look to the newly arrived Traveller with some suspicion.  


During that night, wake the Minions and Demon. Show them the “This Character Selected You” info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character.  If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the “Tea Party Tonight” reminder. Change each player to the character they chose.  
* Beware the {{Evil|Spy}}! They may register as good for you, and give you an incorrect count. Additionally, the {{Good|Recluse}} may register as evil, making you believe you are sitting next to an evil player when that is not actually the case.  
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Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.
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== Bluffing as the Empath==


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


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* Every night, including the first night, you would have been woken and shown either a "0", "1", or "2"


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* Claiming you got a "0" will compel your good neighbours to trust you, allowing you to build up trust and redirect them away from your fellow evil team. This claim can also protect a fellow evil player, and give you a good reason to speak in secret.


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* Falsly claiming that you got a "1" will allow you pit your good neighbours against each other, and undermine both of them in the eyes of the group. You can still use this to build up trust with a neighbour (by telling them you believe ''they're'' the good one), but also allows you to gun for the execution of your neighbour.


== Examples ==
* Claiming that you got a "1" when you neighbour an evil player, is dangerous, but can pay off. If you are a {{Evil|Scarlet Woman}} and claim you got a "1" when sat next to the {{Evil|Imp}} or vice versa can make it look to the rest of the group like if one of you is evil, the other is good - but be careful, because they might just decide to execute both of you.


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* Claiming to get a "2" is a more difficult but also more devastating bluff. Both of your neighbours will know you are lying and are evil, but if the group believes you, then you're undermining two good players and hopefully wasting the good team's time on executions.


The Hatter dies. The {{Evil|Ojo}} chooses to become the {{Evil|No Dashii}} and the {{Evil|Devil's Advocate}} chooses to become the {{Evil|Scarlet Woman}}. </div>
* When your neighbours die, you can try changing up your count - this can be used to further damn the recently dead, or to imply the surviving neighbour was evil all along. If you are trying a risky bluff, be conscious of this - claiming to still get a "2" after one of your evil neighbours has been killed might cast doubt on you.


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* An Empath is a powerful character, especially as their neighbours die and they get new information on other players. If you are alive in the late game, it may be seen as suspicious. Being secretive about who you are among the players, or claiming to be the {{Good|Drunk}}/poisoned are both great ways to justify your longevity if the group is getting suspicious.
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The {{Evil|Vigormortis}} has killed their {{Evil|Pit-Hag}}, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the {{Evil|Vigormortis}}.
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[[Category:Trouble Brewing]]
 
[[Category:Townsfolk]]
The {{Evil|Assassin}} kills a player. The Hatter is executed. That night, the {{Evil|Assassin}} becomes the {{Evil|Mastermind}} and the {{Evil|Mastermind}} shakes their head no to stay the {{Evil|Mastermind}}. The Storyteller shakes their head no because the {{Evil|Mastermind}} character has been chosen already, and gestures for the {{Evil|Mastermind}} player to choose again, so they choose {{Evil|Assassin}}. The new {{Evil|Assassin}} then uses their new ability to kill a player.
 
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== Tips & Tricks ==
 
*  Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to.
 
* Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count.
 
* Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining.
 
* The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively.
 
* After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team.
 
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== Bluffing as the Hatter ==
 
* You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die.
 
* If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been.
 
* Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on.
 
* Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise.
 
* If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.
 
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[[Category:Experimental Characters]]  
 
[[Category:Outsiders]]

Revision as of 10:00, 11 December 2023

Icon empath.png Information

Type Townsfolk
Artist Aidan Roberts

"My skin prickles. Something is not right here. I can feel it."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, you learn how many of your 2 alive neighbors are evil."

The Empath keeps learning if their living neighbours are good or evil.

  • The Empath only learns how many of their neighbours are evil, not which one is evil.
  • The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
  • The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.

How to Run

Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.

Examples

The Empath neighbours two good players—a Soldier and a Monk . The Empath learns a '0'.

The next day, the Soldier is executed. That night, the Monk is killed by the Imp. The Empath now detects the players sitting next to the Soldier and the Monk, which are a Librarian and an evil Gunslinger. The Empath now learns a '1'.

There are only three players left alive: the Empath, the Imp, and the Baron. No matter who is seated where, the Empath learns a '2'.

Tips & Tricks

  • You get information based on the state of the game when you wake up (after the Demon has killed that night). This means that if one of your neighbours died in the night, you immediately start to learn about the next living player.
  • The information you receive should inform how you handle your neighbours.
    • If you get a "0", you are (probably) sitting between two good players who you can coordinate with and might want to try to keep alive.
    • If you get a count of "1", then one of your neighbours is trustworthy, and one is not. You should try to determine which one of your neighbours you trust, and eliminate the other one.
    • If you get a count of "2", then you are sitting between two evil players, and should probably look to change that as soon as possible.
  • If you trust your neighbours, keeping them alive drastically narrows the list of demon suspects.
  • If your neighbours die, you will receive new information on the next nearest living player to you. Getting your neighbours killed means you know more. Coordinating with an Undertaker to confirm the identities of your neighbours and getting new information down the line is a powerful combo. Even if your neighbours are both good, it can be worth executing a Slayer who has used their ability so that you know if you can trust the information from the Fortune Teller the other side of them.
  • Coming out with your information early (especially if you know you're sitting near evil players) can help you coordinate with the rest of the good team to further check out your suspects.
  • Waiting to reveal your information means that you can protect your good neighbours or keep an eye on your evil ones, as well as gather a wider portfolio of information.
  • If you get a count of "1" or "2", consider telling your neighbours you got a count of "0" instead. This will make you appear to be the Drunk or poisoned, and the evil team may be more inclined to keep you alive since you do not appear to be a threat. You could also try claiming to be the Soldier or another character the Demon doesn't want to attack. Remember to come out with your real information before the end of the game!
  • Travellers who neighbour you count for your information. If you're suddenly getting a "1" when previously you were getting "0", look to the newly arrived Traveller with some suspicion.
  • Beware the Spy! They may register as good for you, and give you an incorrect count. Additionally, the Recluse may register as evil, making you believe you are sitting next to an evil player when that is not actually the case.

Bluffing as the Empath

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

  • Every night, including the first night, you would have been woken and shown either a "0", "1", or "2"
  • Claiming you got a "0" will compel your good neighbours to trust you, allowing you to build up trust and redirect them away from your fellow evil team. This claim can also protect a fellow evil player, and give you a good reason to speak in secret.
  • Falsly claiming that you got a "1" will allow you pit your good neighbours against each other, and undermine both of them in the eyes of the group. You can still use this to build up trust with a neighbour (by telling them you believe they're the good one), but also allows you to gun for the execution of your neighbour.
  • Claiming that you got a "1" when you neighbour an evil player, is dangerous, but can pay off. If you are a Scarlet Woman and claim you got a "1" when sat next to the Imp or vice versa can make it look to the rest of the group like if one of you is evil, the other is good - but be careful, because they might just decide to execute both of you.
  • Claiming to get a "2" is a more difficult but also more devastating bluff. Both of your neighbours will know you are lying and are evil, but if the group believes you, then you're undermining two good players and hopefully wasting the good team's time on executions.
  • When your neighbours die, you can try changing up your count - this can be used to further damn the recently dead, or to imply the surviving neighbour was evil all along. If you are trying a risky bluff, be conscious of this - claiming to still get a "2" after one of your evil neighbours has been killed might cast doubt on you.
  • An Empath is a powerful character, especially as their neighbours die and they get new information on other players. If you are alive in the late game, it may be seen as suspicious. Being secretive about who you are among the players, or claiming to be the Drunk/poisoned are both great ways to justify your longevity if the group is getting suspicious.