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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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<td>Type</td>
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<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
<td>Type</td>
<td>Aiden Roberts</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<td>Artist</td>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td>Aidan Roberts</td>
[[File:logo_trouble_brewing.png|100px]]
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<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
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<span style="display: block; color: black; font-size: 12px; text-align: center;">by Andrew Nathenson</span>
 
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/9971569/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-27%2F45319781-44100-2-b5f2a643b4fd4.mp3">You need to enable JavaScript to play this audio</div>
<p class='flavour'>"Distrust all in whom the impulse to punish is powerful."</p>
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<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.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/50781070/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-3-19%2F260469959-44100-2-8570b3cde84d.m4a">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."
"Executed good players might not die."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Pacifist prevents good players from dying by execution.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* When a good player is executed, the Storyteller chooses whether they die or live.
* They learn this only once and then learn nothing more.
* As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
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* If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
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== How to Run ==
== How to Run ==


While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
If a good character is executed, declare either that they die or they remain alive. (''Do not say why.'') Then, begin the night phase. (''Whether the player lived or died, this was the one execution for the day.'')


During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
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Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.
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== Examples ==


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Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
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== Examples ==
Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
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The {{Good|Innkeeper}} is executed, but remains alive because of the Pacifist.
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== Tips & Tricks ==
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The Pacifist is in play. Good is winning. Even after 7 days, and 5 good players executed, the Pacifist ability has not saved anybody. 
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* The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.  
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The Pacifist is in play. Evil is winning. The {{Good|Lunatic}} is executed, but remains alive. The next day, the {{Good|Professor}} is executed and dies, because the Pacifist is drunk. The next day, a good {{Traveler|Bishop}} is exiled and dies, because the Pacifist saves people from execution, not exile. The next day, the Pacifist is executed but remains alive because of the Pacifist.
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* When the Washerwoman  is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
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* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
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* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
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* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.
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== Tips & Tricks ==


* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
* Don't come out! Your ability keeps good players safe (at the Storyteller's discretion), and the evil team will want to remove you from play as soon as possible. Bluff as something undesirable to kill, like a {{Good|Fool}} or a {{Good|Goon}}, and hold that line until you have very good reason to reveal who you are.


* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.
* You should always come out eventually, but how you choose to do so is up to you. For example, you may know a player you trust 100% is good, and reveal to them early and secretly. If your ability saves someone later, they will know immediately it was you. If you don't have someone you trust that much, then simply play carefully until you die, or until it's late enough in the game that people need to know who you are anyway.


* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.
* Your ability is more potent in the late game, so survive as long as you can. The Storyteller is simply more likely to save a good player at a critical juncture as the game comes to a climax than they are to rescue someone from the town's blood thirst on the first day. Simply put, the longer you live, the better chance you will have of saving someone, so take whatever action you feel is necessary to make that happen.... within reason.


* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.
* Wait for your ability to trigger before making any sort of reveal. Seeing someone be saved from execution unexpectedly will prime the good team to believe you are in play anyway, whereas revealing early and then seeing your ability activate may lean them towards believing some shenanigans are at play.


* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
* There are lots of reasons people may not die, so don't immediately assume it was you. Jumping the gun and coming out when in reality, a {{Good|Sailor}}, {{Good|Fool}} or {{Good|Tea Lady}}'s neighbour has just been saved from execution will paint a big target on your back, particularly if it is still early in the game.


* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
* The {{Evil|Devil's Advocate}} is your worst enemy - capable of mimicking your ability and protecting their evil cohorts on top of that. Thanks to how similar your abilities are, the Pacifist is a popular bluff for this devious minion - tread carefully if you think one is in play, and in general try to avoid giving the good team a reason to succumb to the paranoia that you're trying to trick them.
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* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
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* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
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* You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
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== Bluffing as the Pacifist ==


* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
When bluffing as the Pacifist, there are a few things you should keep in mind:


* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
* Either stay silent initially, or use the Pacifist as a backup bluff. Most Pacifists wait for several days before revealing that they are the Pacifist, so it will look perfectly normal. Alternatively, if the character bluff that you are attempting isn't going so well, switch to the Pacifist later in the game, or when put in the hot seat.
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== Bluffing as the Washerwoman==
* If a player is executed and does not die, immediately claim to be the Pacifist! The good team will probably begin to put together the pieces of the puzzle as to why that player didn't die, but in the meantime, you look extremely trustworthy. Even if the good team figures out the nature of the player's survival (due to such things as the  {{Good|Fool}}, {{Good|Tea Lady}}, {{Evil|Devil's Advocate}}, or {{Good|Sailor}}), you'll still look trustworthy, as that has not invalidated your bluff.


When bluffing as the Washerwoman , there are a few things you should keep in mind:
* If you survive to the end and nobody has been saved from execution, blame the Storyteller. Sometimes, when the good team is winning by a significant margin, the Storyteller will not activate the Pacifist ability at all to give the evil team a chance. This is a perfectly reasonable, although uncommon, thing to happen, so claiming that the Storyteller has made this decision is reasonable. Of course, if you are actually a Minion, and keen to die on the final day instead of your Demon, do your best to either ignore this argument, or make it very poorly.
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* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.
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* Claim to be the Washerwoman  and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.
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* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
 
* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
 
* The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that Washerwoman  was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.


* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
[[Category:Bad Moon Rising]]
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[[Category:Townsfolk]]

Revision as of 15:34, 2 April 2023

Icon pacifist.png Information

Type Townsfolk
Artist Aidan Roberts

"Distrust all in whom the impulse to punish is powerful."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Executed good players might not die."

The Pacifist prevents good players from dying by execution.

  • When a good player is executed, the Storyteller chooses whether they die or live.
  • As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
  • If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.

How to Run

If a good character is executed, declare either that they die or they remain alive. (Do not say why.) Then, begin the night phase. (Whether the player lived or died, this was the one execution for the day.)

Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.

Examples

The Innkeeper is executed, but remains alive because of the Pacifist.

The Pacifist is in play. Good is winning. Even after 7 days, and 5 good players executed, the Pacifist ability has not saved anybody.

The Pacifist is in play. Evil is winning. The Lunatic is executed, but remains alive. The next day, the Professor is executed and dies, because the Pacifist is drunk. The next day, a good Bishop is exiled and dies, because the Pacifist saves people from execution, not exile. The next day, the Pacifist is executed but remains alive because of the Pacifist.

Tips & Tricks

  • Don't come out! Your ability keeps good players safe (at the Storyteller's discretion), and the evil team will want to remove you from play as soon as possible. Bluff as something undesirable to kill, like a Fool or a Goon, and hold that line until you have very good reason to reveal who you are.
  • You should always come out eventually, but how you choose to do so is up to you. For example, you may know a player you trust 100% is good, and reveal to them early and secretly. If your ability saves someone later, they will know immediately it was you. If you don't have someone you trust that much, then simply play carefully until you die, or until it's late enough in the game that people need to know who you are anyway.
  • Your ability is more potent in the late game, so survive as long as you can. The Storyteller is simply more likely to save a good player at a critical juncture as the game comes to a climax than they are to rescue someone from the town's blood thirst on the first day. Simply put, the longer you live, the better chance you will have of saving someone, so take whatever action you feel is necessary to make that happen.... within reason.
  • Wait for your ability to trigger before making any sort of reveal. Seeing someone be saved from execution unexpectedly will prime the good team to believe you are in play anyway, whereas revealing early and then seeing your ability activate may lean them towards believing some shenanigans are at play.
  • There are lots of reasons people may not die, so don't immediately assume it was you. Jumping the gun and coming out when in reality, a Sailor, Fool or Tea Lady's neighbour has just been saved from execution will paint a big target on your back, particularly if it is still early in the game.
  • The Devil's Advocate is your worst enemy - capable of mimicking your ability and protecting their evil cohorts on top of that. Thanks to how similar your abilities are, the Pacifist is a popular bluff for this devious minion - tread carefully if you think one is in play, and in general try to avoid giving the good team a reason to succumb to the paranoia that you're trying to trick them.

Bluffing as the Pacifist

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

  • Either stay silent initially, or use the Pacifist as a backup bluff. Most Pacifists wait for several days before revealing that they are the Pacifist, so it will look perfectly normal. Alternatively, if the character bluff that you are attempting isn't going so well, switch to the Pacifist later in the game, or when put in the hot seat.
  • If a player is executed and does not die, immediately claim to be the Pacifist! The good team will probably begin to put together the pieces of the puzzle as to why that player didn't die, but in the meantime, you look extremely trustworthy. Even if the good team figures out the nature of the player's survival (due to such things as the Fool, Tea Lady, Devil's Advocate, or Sailor), you'll still look trustworthy, as that has not invalidated your bluff.
  • If you survive to the end and nobody has been saved from execution, blame the Storyteller. Sometimes, when the good team is winning by a significant margin, the Storyteller will not activate the Pacifist ability at all to give the evil team a chance. This is a perfectly reasonable, although uncommon, thing to happen, so claiming that the Storyteller has made this decision is reasonable. Of course, if you are actually a Minion, and keen to die on the final day instead of your Demon, do your best to either ignore this argument, or make it very poorly.