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Acrobat and Lycanthrope: Difference between pages

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<div id='character-details'>
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[[File:icon_acrobat.png|250px]]
[[File:icon_lycanthrope.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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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Chloe McDougall</td>
<td>John Grist</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>24/05/2020</td>
<td>07/01/2021</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Welcome, one and all, to the greatest show on earth."</p>
<p class='flavour'>"Beneath the thin veneer of civilisation lies a howling madness."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>wjdXh6CxB6E</youtube>


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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night*, if either good living neighbour is drunk or poisoned, you die."
"Each night*, choose an alive player: if good, they die, but they are the only player that can die tonight."


The Acrobat dies if the people they neighbour are drunk or poisoned.
The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.
* The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player.
* If the player that the Lycanthrope chooses is good, that player dies, and no other players can die tonight.
* If the player the Lycanthrope attacks is evil, that player does not die, and other players may die tonight due to other characters’ abilities, such as the Demon’s.
* If the Lycanthrope attacks a good player but that good player doesn’t die, players can still die tonight due to other characters’ abilities.
* Evil characters’ abilities that don’t kill still function normally.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==


Each night except the first, check whether the good living neighbours of the Acrobat are drunk or poisoned, if either of them are - mark the Acrobat with the '''DEAD''' reminder.
Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep.  


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
If the chosen player is good, that player '''dies'''—mark them with the Lycanthrope’s '''DEAD''' reminder. Any other player that would die tonight remains alive.
For the purpose of the Acrobat's ability, the {{Good|Drunk}} registers as drunk.
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<div class='example'>
<div class='example'>
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.
The Lycanthrope attacks the {{Good|Soldier}}. The {{Good|Soldier}} dies. Later that night, the {{Evil|Imp}} attacks the {{Good|Amnesiac}}. The {{Good|Amnesiac}} does not die.
</div>
</div>


<div class='example'>
<div class='example'>
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}}, with the {{Evil|Boomdandy}}'s next neighbour being the {{Good|Tea Lady}}. 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.
The Lycanthrope attacks the {{Good|Farmer}}. The {{Good|Farmer}} dies, and another good player becomes a {{Good|Farmer}}. A player is poisoned by the {{Evil|Pukka}}, but the previously poisoned player does not die before becoming healthy, because only the {{Good|Farmer}} may die tonight.
</div>
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<div class='example'>
<div class='example'>
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.
The Lycanthrope attacks the {{Evil|Godfather}}. The {{Evil|Godfather}} does not die. The Demon attacks the Lycanthrope, and the Lycanthrope dies. The {{Evil|Godfather}} attacks the {{Good|Washerwoman}}, and the {{Good|Washerwoman}} dies.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks ==
== 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.
* Try to identify good players whose death will not cause a catastrophic loss of utility to the good team. By killing them and identifying them as good, you can begin to build a circle of trust among your allies.
 
* 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 {{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 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}}.


* 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.
* Beware of characters who can register as different alignments, such as the {{Evil|Spy}} and the {{Good|Recluse}}. They may die in the night or live through the night despite you choosing them, confusing your 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.
* In order to regain control of night-time deaths, the evil team will need to neutralize you. Consider being somewhat reserved in your daytime conversations.


* 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.  
* To build trust with other good players and to share as much information with the good team as possible, publicly claim to be the Lycanthrope on the first day. Since you choose who dies at night, the only way that you can die is if the good team executes you. You don't need to fear the Demon killing you, so being forthright and public with your information is usually very helpful for the good team. However, if there are evil characters on the script who can kill you by other means such as the {{Evil|Assassin}} or the {{Evil|Psychopath}}, or if you are uncertain which players are good and evil and have only chosen evil players at night so far, you may want to delay publicly declaring that you are the Lycanthrope for a day or two. The evil team will want to remove a Lycanthrope as early as possible, but they usually won't be able to, so feel free to be as public as you want. Beware of Poisoners, though, as they can neutralise you without killing you if you come out and you won't be able to tell if you picked an evil player or were poisoned!


* 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.
* Don't be afraid to attack good players at night. If you attack an evil player, this allows the Demon to attack a good player anyway. Since a good player is almost certainly going to be the player that dies at night, who would you rather have choose which good player dies? You? Or the Demon?


* 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}}.
* If you are fairly certain that a particular player is evil, and you don't mind dying to learn whether or not you are correct, attack them at night. If they are evil, they will not die to your choice and either the Demon will kill them by chance and have killed an evil player for you or they will not die and the Demon will kill another player - which is great because you've just learnt that a particular player is evil and the player that died instead is almost certainly good.


* 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.
* On the second day, the Demon (and shortly thereafter, the evil team), will likely know that there is a Lycanthrope in play. Since the Demon will choose a player to kill at night, and a different player will be revealed to have died in the morning, the Demon will quickly assume that there is a Lycanthrope. If you don't want the Demon to know which character you are, avoid staying silent and instead choose a different character to bluff as all the other players are revealing theirs.


* 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.
* If you publicly claim to be the Lycanthrope, players are likely to suggest during the day which players you should attack at tonight. You can listen to the group's advice, or be more secretive and individualistic. After all, some evil players may be giving you bad advice on who to attack, and changing your mind at the last minute will certainly keep them on their toes!
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== Bluffing as the Acrobat ==
== Bluffing as the Lycanthrope ==


When bluffing as the Acrobat, there are a few things you should keep in mind:
When bluffing as the Lycanthrope, 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.  
* As the evil team, you can simply kill anyone you like and attribute it to whichever of you is bluffing as the Lycanthrope.


* 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.  
* As the Demon bluffing Lycanthrope (or as a Minion who is coordinating kills with their Demon), you could consider killing one of your own Minions to legitimize their bluff, given that they would only have died to the Lycanthrope’s ability if they were good.


* 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, kill a good player and claim that you had chosen a different good player, making the player you're claiming to have chosen look extremely evil.


* 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 there is an evil character on the script which causes poisoning or drunkenness, you could complain that none of your attempted kills are working and frame one of the good players you've spoken to as a potential Minion or Demon that is keeping you poisoned to block your ability.


* 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.  
* Some Lycanthrope players tell all players that they are the Lycanthrope on day one and request the group's advice on who they should attack each night. Doing this as a Minion pretending to be the Lycanthrope is risky, as the good players may advise you to attack the Demon player. Doing this as a Demon pretending to be the Lycanthrope is much safer, as the good team is hardly going to advise you to attack yourself. Either way, coming out at the Lycanthrope early in the game and regularly sharing information each day is a very involved bluff. Like bluffing as the {{Good|Fortune Teller}} or the {{Good|Savant}}, be prepared for things to get complicated.  


* 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.
* If you tell the group all your Lycanthrope information all at once later in the game, but a night passes without you dying, they may request to execute you, since the Demon is likely to have chosen to kill a trusted Lycanthrope at the first opportunity they got. Have a ready-made excuse for why you didn't die on the night(s) that you supposedly attacked an evil player. You don't need an excuse for every night, just the ones where you claim to have attacked a player who didn't die.  


* Saying that players are good is safer than saying players are evil. If you say that a good player is good, they won't protest. If you say an evil player is good, they won't protest. If you say a good player is evil, they will protest and they will know that you are lying, or drunk or poisoned. If you say an evil player is evil, either they protest (which makes you look evil) or they play along and make themselves look evil - which gives the good team information about who one evil player is. Telling the group that a particular player is good is safer and will cause less problems, but sooner or later you will need to tell the group that a particular player is evil, otherwise you will be claiming that all players that you have killed at night are good, which is unlikely. Choose which player you are going to claim is evil with care, and come up with a reasonable sounding argument as to why. Unless you are a Minion and are looking to get executed, of course!
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Townsfolk]]

Latest revision as of 11:51, 26 March 2024

Icon lycanthrope.png Information

Type Townsfolk
Artist John Grist
Revealed 07/01/2021

"Beneath the thin veneer of civilisation lies a howling madness."

Character Showcase

Summary

"Each night*, choose an alive player: if good, they die, but they are the only player that can die tonight."

The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.

  • The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player.
  • If the player that the Lycanthrope chooses is good, that player dies, and no other players can die tonight.
  • If the player the Lycanthrope attacks is evil, that player does not die, and other players may die tonight due to other characters’ abilities, such as the Demon’s.
  • If the Lycanthrope attacks a good player but that good player doesn’t die, players can still die tonight due to other characters’ abilities.
  • Evil characters’ abilities that don’t kill still function normally.

How to Run

Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep.

If the chosen player is good, that player dies—mark them with the Lycanthrope’s DEAD reminder. Any other player that would die tonight remains alive.

Examples

The Lycanthrope attacks the Soldier. The Soldier dies. Later that night, the Imp attacks the Amnesiac. The Amnesiac does not die.

The Lycanthrope attacks the Farmer. The Farmer dies, and another good player becomes a Farmer. A player is poisoned by the Pukka, but the previously poisoned player does not die before becoming healthy, because only the Farmer may die tonight.

The Lycanthrope attacks the Godfather. The Godfather does not die. The Demon attacks the Lycanthrope, and the Lycanthrope dies. The Godfather attacks the Washerwoman, and the Washerwoman dies.

Tips & Tricks

  • Try to identify good players whose death will not cause a catastrophic loss of utility to the good team. By killing them and identifying them as good, you can begin to build a circle of trust among your allies.
  • Beware of characters who can register as different alignments, such as the Spy and the Recluse. They may die in the night or live through the night despite you choosing them, confusing your information.
  • In order to regain control of night-time deaths, the evil team will need to neutralize you. Consider being somewhat reserved in your daytime conversations.
  • To build trust with other good players and to share as much information with the good team as possible, publicly claim to be the Lycanthrope on the first day. Since you choose who dies at night, the only way that you can die is if the good team executes you. You don't need to fear the Demon killing you, so being forthright and public with your information is usually very helpful for the good team. However, if there are evil characters on the script who can kill you by other means such as the Assassin or the Psychopath, or if you are uncertain which players are good and evil and have only chosen evil players at night so far, you may want to delay publicly declaring that you are the Lycanthrope for a day or two. The evil team will want to remove a Lycanthrope as early as possible, but they usually won't be able to, so feel free to be as public as you want. Beware of Poisoners, though, as they can neutralise you without killing you if you come out and you won't be able to tell if you picked an evil player or were poisoned!
  • Don't be afraid to attack good players at night. If you attack an evil player, this allows the Demon to attack a good player anyway. Since a good player is almost certainly going to be the player that dies at night, who would you rather have choose which good player dies? You? Or the Demon?
  • If you are fairly certain that a particular player is evil, and you don't mind dying to learn whether or not you are correct, attack them at night. If they are evil, they will not die to your choice and either the Demon will kill them by chance and have killed an evil player for you or they will not die and the Demon will kill another player - which is great because you've just learnt that a particular player is evil and the player that died instead is almost certainly good.
  • On the second day, the Demon (and shortly thereafter, the evil team), will likely know that there is a Lycanthrope in play. Since the Demon will choose a player to kill at night, and a different player will be revealed to have died in the morning, the Demon will quickly assume that there is a Lycanthrope. If you don't want the Demon to know which character you are, avoid staying silent and instead choose a different character to bluff as all the other players are revealing theirs.
  • If you publicly claim to be the Lycanthrope, players are likely to suggest during the day which players you should attack at tonight. You can listen to the group's advice, or be more secretive and individualistic. After all, some evil players may be giving you bad advice on who to attack, and changing your mind at the last minute will certainly keep them on their toes!

Bluffing as the Lycanthrope

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

  • As the evil team, you can simply kill anyone you like and attribute it to whichever of you is bluffing as the Lycanthrope.
  • As the Demon bluffing Lycanthrope (or as a Minion who is coordinating kills with their Demon), you could consider killing one of your own Minions to legitimize their bluff, given that they would only have died to the Lycanthrope’s ability if they were good.
  • Alternatively, kill a good player and claim that you had chosen a different good player, making the player you're claiming to have chosen look extremely evil.
  • If there is an evil character on the script which causes poisoning or drunkenness, you could complain that none of your attempted kills are working and frame one of the good players you've spoken to as a potential Minion or Demon that is keeping you poisoned to block your ability.
  • Some Lycanthrope players tell all players that they are the Lycanthrope on day one and request the group's advice on who they should attack each night. Doing this as a Minion pretending to be the Lycanthrope is risky, as the good players may advise you to attack the Demon player. Doing this as a Demon pretending to be the Lycanthrope is much safer, as the good team is hardly going to advise you to attack yourself. Either way, coming out at the Lycanthrope early in the game and regularly sharing information each day is a very involved bluff. Like bluffing as the Fortune Teller or the Savant, be prepared for things to get complicated.
  • If you tell the group all your Lycanthrope information all at once later in the game, but a night passes without you dying, they may request to execute you, since the Demon is likely to have chosen to kill a trusted Lycanthrope at the first opportunity they got. Have a ready-made excuse for why you didn't die on the night(s) that you supposedly attacked an evil player. You don't need an excuse for every night, just the ones where you claim to have attacked a player who didn't die.
  • Saying that players are good is safer than saying players are evil. If you say that a good player is good, they won't protest. If you say an evil player is good, they won't protest. If you say a good player is evil, they will protest and they will know that you are lying, or drunk or poisoned. If you say an evil player is evil, either they protest (which makes you look evil) or they play along and make themselves look evil - which gives the good team information about who one evil player is. Telling the group that a particular player is good is safer and will cause less problems, but sooner or later you will need to tell the group that a particular player is evil, otherwise you will be claiming that all players that you have killed at night are good, which is unlikely. Choose which player you are going to claim is evil with care, and come up with a reasonable sounding argument as to why. Unless you are a Minion and are looking to get executed, of course!