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Sailor and Bad Moon Rising: Difference between pages

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<div id='character-details'>
<div id='edition-details'>
[[File:icon_sailor.png|250px]]
[[File:Logo_bad_moon_rising.png|200px]]
<p class='flavour'>"I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!"<p>
<table id='edition-details-characters'>
 
<tr>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td class='edition-details-characters-title'>Townsfolk</td>
[[File:logo_bad_moon_rising.png|200px]]
<td>
 
[[Grandmother]]<br>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
[[Sailor]]<br>
<table style="width: 90%; margin: 0 auto;">
[[Chambermaid]]<br>
[[Exorcist]]<br>
[[Innkeeper]]<br>
[[Gambler]]<br>
[[Gossip]]<br>
[[Courtier]]<br>
[[Professor]]<br>
[[Minstrel]]<br>
[[Tea Lady]]<br>
[[Pacifist]]<br>
[[Fool]]<br>
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Outsider</td>
<td>
[[Goon]]<br>
[[Lunatic]]<br>
[[Tinker]]<br>
[[Moonchild]]
</td>
</tr>
<tr>
<tr>
<td>Type</td>
<td class='edition-details-characters-title'>Minions</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>
[[Godfather]]<br>
[[Devil's Advocate]]<br>
[[Assassin]]<br>
[[Mastermind]]
</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td class='edition-details-characters-title'>Demons</td>
<td>Aiden Roberts</td>
<td>
[[Zombuul]]<br>
[[Pukka]]<br>
[[Shabaloth]]<br>
[[Po]]
</td>
</tr>
</tr>
</table>
</table>
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The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.
== Synopsis ==
 
''The sun is swallowed by a jagged horizon as another winter's day surrenders to the night. Flecks of orange and red decay into deeper browns, the forest transforming in silent anticipation of the coming snow.''
__TOC__


== Character Text ==
''Ravenous wolves howl from the bowels of a rocky crevasse beyond the town borders, sending birds scattering from their cozy rooks. Travellers hurry into the inn, seeking shelter from the gathering chill. They warm themselves with hot tea, sweet strains of music and hearty ale, unaware that strange and nefarious eyes stalk them from the ruins of this once great city.''


"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."
''Tonight, even the livestock know there is a... '''Bad Moon Rising.'''''
<br><br>


== Examples ==
__TOC__


<div>
== Gameplay ==


<div class='example'>
Bad Moon Rising is a death extravaganza. Demons kill multiple times per night, and Minions get in on the action too. Good players can take great risks to gain reliable information, but may accidentally kill their friends in the process. Luckily, there are many options to keep players alive long past their use-by date. If the good team cannot determine which specific Minions and Demons are in play, however, their doom is all but certain.
The Sailor chooses the {{Good|Exorcist}}, and the Storyteller decides that the {{Good|Exorcist}} is drunk. That night, the Sailor is attacked by the {{Evil|Shabaloth}}. The Sailor remains alive. The next day, the Sailor is executed but remains alive.
</div>


<div class='example'>
Intermediate. Recommended for players who are proactive, dedicated to working as a team, and don’t fear dying.
During the day, the {{Good|Gossip}} made a public statement they thought was false, but was actually true. That night, the {{Good|Gossip}} ability kills a player. The Sailor has made themself drunk, and the Storyteller decides that the Sailor dies.
</div>


<div class='example'>
When playing Bad Moon Rising…
The Sailor chooses the {{Evil|Mastermind}}, but the Storyteller decides that the Sailor is drunk. The next day, the Sailor asks to be executed to “prove they are the Sailor,” but dies because they’re drunk.
</div>


</div>
'''Good players''' will receive little information by being passive. Some Townsfolk abilities require the good team to execute players in order to gain information (such as the {{Good|Tea Lady}} or the {{Good|Pacifist}}), whilst others encourage good players to take risks that may end in death in order to find out who is who (such as the {{Good|Gambler}} or the {{Good|Gossip}}). When good players do something, they learn something.


== Tips & Tricks ==
The good team will also need to pay close attention to who died at night, and how. If they ignore this, they risk losing unexpectedly at the end of a day with four, five, or even six players still left alive. However, if they can figure out how each player died at night, they can figure out which evil characters are in play — letting them avoid losing the game to the dreaded {{Evil|Mastermind}} or the intimidating {{Evil|Po}} — and get helpful clues on which good characters accidentally killed which players (such as the {{Good|Moonchild}} or the {{Good|Tinker}}).


* If you chose a Townsfolk at night, you are probably sober. If you chose an Outsider, Minion, or Demon, you are probably drunk. The Sailor's ability to stay alive is extremely powerful, and the Storyteller will usually take every opportunity to make the good team pay for that by making Townsfolk drunk wherever possible, and by making you drunk whenever you choose a non-Townsfolk.
'''Evil players''' may feel invincible at first, but they will need to use their abilities with precision and prudence in order to win. The Demon may need to convince the good team that a different Demon is in play to avoid the crippling effects of some good characters (such as the {{Good|Exorcist}} or the {{Good|Courtier}}), and may need to deliberately not kill to do so. But if the Demon can figure out who to attack and who to avoid attacking (such as the {{Good|Tea Lady}}'s neighbours, or the {{Good|Fool}}), then the good team is in serious trouble.


* Pick players that you'd like to see drunk, such as players that you suspect of being evil, or Townsfolk that are currently less useful than others. A drunk {{Good|Grandmother}} or {{Good|Fool}} is probably going to be less harmful than a drunk {{Good|Exorcist}} or {{Good|Courtier}}.
The Minions will need to time their abilities well. A well-timed {{Evil|Assassin}}'s kill, a patient {{Evil|Devil's Advocate}}, or a {{Evil|Mastermind}} that can read a room can pull victory from the jaws of defeat.


* Maximize your survivability by going out of your way to make other players drunk. If you keep choosing Townsfolk, particularly powerful Townsfolk, you can survive until the final day much more easily than other players.
== Townsfolk ==


* Tell players who you have chosen at night so they know they might be drunk. This is crucial. For example, a drunk {{Good|Innkeeper}} will need to know that it is possible that their ability didn't work the night when there were no deaths, or the drunk {{Good|Chambermaid}} will need to know that their information might be false.
<gallery widths=150px heights=150px mode="nolines">
File:icon_grandmother.png|link=Grandmother|{{Good|Grandmother}}
File:icon_sailor.png|link=Sailor|{{Good|Sailor}}
File:icon_chambermaid.png|link=Chambermaid|{{Good|Chambermaid}}
File:icon_exorcist.png|link=Exorcist|{{Good|Exorcist}}
File:icon_innkeeper.png|link=Innkeeper|{{Good|Innkeeper}}
File:icon_gambler.png|link=Gambler|{{Good|Gambler}}
File:icon_gossip.png|link=Gossip|{{Good|Gossip}}
File:icon_courtier.png|link=Courtier|{{Good|Courtier}}
File:icon_professor.png|link=Professor|{{Good|Professor}}
File:icon_minstrel.png|link=Minstrel|{{Good|Minstrel}}
File:icon_tealady.png|link=Tea Lady|{{Good|Tea Lady}}
File:icon_pacifist.png|link=Pacifist|{{Good|Pacifist}}
File:icon_fool.png|link=Fool|{{Good|Fool}}
</gallery>


* Communicate with other players to find good candidates to make drunk. You won't want to be hitting the bars with any old Tom, Dick, or Harry... you're the distinguished sort. If you can find out which players are which characters, you'll be able to work as a team better. Drunker, but better.
== Outsiders ==


* You can prove that you are the Sailor by deliberately getting executed. If you are sober, you won't die. From this point on, if the group is convinced that you are indeed the Sailor and not simply protected by the {{Evil|Devil's Advocate}}, then you should be able to stay alive until the final day, which gives the good team a drastically increased chance of finding the Demon. After all... they know it's not you.
<gallery widths=150px heights=150px mode="nolines">
<br>
File:icon_goon.png|link=Goon|{{Good|Goon}}
File:icon_lunatic.png|link=Lunatic|{{Good|Lunatic}}
File:icon_tinker.png|link=Tinker|{{Good|Tinker}}
File:icon_moonchild.png|link=Moonchild|{{Good|Moonchild}}
</gallery>


== Bluffing as the Sailor ==
== Minions ==


* Unlike a real Sailor, you will probably die if you are executed! Unless you have a wily {{Evil|Devil's Advocate}} helping you out, it's probably best to avoid getting yourself killed just to prove a point. Some towns will be particularly gung ho about this, so approach with caution and give your group better options to kill that day.
<gallery widths=150px heights=150px mode="nolines">
File:icon_godfather.png|link=Godfather|{{Evil|Godfather}}
File:icon_devilsadvocate.png|link=Devil's Advocate|{{Evil|Devil's Advocate}}
File:icon_assassin.png|link=Assassin|{{Evil|Assassin}}
File:icon_mastermind.png|link=Mastermind|{{Evil|Mastermind}}
</gallery>


* Try to convince powerful characters that they are drunk because of you. If someone has just revealed they are the {{Good|Tea Lady}} who is suspicious of an evil neighbour? Well oh no! You've been picking them every night, so it's probably why their ability didn't work. Even the possibility that they were drunk will shake up a good player's convictions.
== Demons ==


* Use your "caused drunkenness" to cover for other evil players. For example, if a Minion is bluffing as the {{Good|Chambermaid}} and pulls out a number that doesn't gel with what the town knows? Well, they were drunk, of course - no wonder they got it all wrong!
<gallery widths=150px heights=150px mode="nolines">
File:icon_zombuul.png|link=Zombuul|{{Evil|Zombuul}}
File:icon_pukka.png|link=Pukka|{{Evil|Pukka}}
File:icon_shabaloth.png|link=Shabaloth|{{Evil|Shabaloth}}
File:icon_po.png|link=Po|{{Evil|Po}}
</gallery>


</div>
</div>
</div>
</div>
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]

Revision as of 23:31, 4 March 2023

Synopsis

The sun is swallowed by a jagged horizon as another winter's day surrenders to the night. Flecks of orange and red decay into deeper browns, the forest transforming in silent anticipation of the coming snow.

Ravenous wolves howl from the bowels of a rocky crevasse beyond the town borders, sending birds scattering from their cozy rooks. Travellers hurry into the inn, seeking shelter from the gathering chill. They warm themselves with hot tea, sweet strains of music and hearty ale, unaware that strange and nefarious eyes stalk them from the ruins of this once great city.

Tonight, even the livestock know there is a... Bad Moon Rising.

Gameplay

Bad Moon Rising is a death extravaganza. Demons kill multiple times per night, and Minions get in on the action too. Good players can take great risks to gain reliable information, but may accidentally kill their friends in the process. Luckily, there are many options to keep players alive long past their use-by date. If the good team cannot determine which specific Minions and Demons are in play, however, their doom is all but certain.

Intermediate. Recommended for players who are proactive, dedicated to working as a team, and don’t fear dying.

When playing Bad Moon Rising…

Good players will receive little information by being passive. Some Townsfolk abilities require the good team to execute players in order to gain information (such as the Tea Lady or the Pacifist), whilst others encourage good players to take risks that may end in death in order to find out who is who (such as the Gambler or the Gossip). When good players do something, they learn something.

The good team will also need to pay close attention to who died at night, and how. If they ignore this, they risk losing unexpectedly at the end of a day with four, five, or even six players still left alive. However, if they can figure out how each player died at night, they can figure out which evil characters are in play — letting them avoid losing the game to the dreaded Mastermind or the intimidating Po — and get helpful clues on which good characters accidentally killed which players (such as the Moonchild or the Tinker).

Evil players may feel invincible at first, but they will need to use their abilities with precision and prudence in order to win. The Demon may need to convince the good team that a different Demon is in play to avoid the crippling effects of some good characters (such as the Exorcist or the Courtier), and may need to deliberately not kill to do so. But if the Demon can figure out who to attack and who to avoid attacking (such as the Tea Lady's neighbours, or the Fool), then the good team is in serious trouble.

The Minions will need to time their abilities well. A well-timed Assassin's kill, a patient Devil's Advocate, or a Mastermind that can read a room can pull victory from the jaws of defeat.

Townsfolk

Outsiders

Minions

Demons