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Huntsman and Doomsayer: Difference between pages

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<div id='character-details'>
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[[File:icon_huntsman.png|250px]]
[[File:icon_doomsayer.png|250px]]
<p class='flavour'>"My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming."</p>
<p class='flavour'>"And on the Seventh Day, there shall be a great flood and a pestilence upon the People of the Village of the Ravens! The dead shall rise and the living shall repent! O Woe! O Unholy day! Only by great sacrifice shall they prevail! So sayeth the Sages of Nostros and so sayeth I."<p>


<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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Fabled|Fabled]]</td>
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<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The {{Good|Huntsman}} saves the {{Good|Damsel}} before the Minions find her… hopefully.
The Doomsayer speeds up large games that are going too slowly.


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== Character Text ==
== Character Text ==


"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]"
"If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies."
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<div class='example'>
<div class='example'>
The {{Good|Huntsman}} is woken on the 1st night, but does not use their ability. On the second night, the {{Good|Huntsman}} chooses the {{Good|Damsel}} player. The {{Good|Damsel}} becomes the {{Good|Undertaker}} and learns which player died today.
The {{Good|Monk}} uses the {{Fabled|Doomsayer}} ability, and the {{Good|Washerwoman}} dies. Later that day, the {{Evil|Poisoner}} uses the {{Fabled|Doomsayer}} ability, and the {{Evil|Baron}} dies.
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<div class='example'>
<div class='example'>
The {{Good|Huntsman}} chooses Lachlan. Lachlan is the {{Good|General}}, so nothing happens. The {{Good|Huntsman}} is no longer woken at night.  
An evil {{Traveler|Thief}} uses the {{Fabled|Doomsayer}} ability, and the {{Evil|Scarlet Woman}} dies. Later, the {{Evil|Spy}} uses the {{Fabled|Doomsayer}} ability, and the good {{Traveler|Gunslinger}} dies. Later, the Demon uses the {{Fabled|Doomsayer}} ability, and the {{Evil|Spy}} dies.
</div>
</div>


</div>
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== Tips & Tricks ==
== Explanation ==


* Find the {{Good|Damsel}} ASAP. You have one shot and you’re racing against either you or them dying before you can find them! This can be more important in smaller games as the chances of either player dying early is higher, but also your chances of being correct with a blind pick is higher. On the first night of a small game, you're often better off just taking a punt tonight rather than gambling you both survive to tomorrow ''and'' the {{Good|Damsel}} gets an ability they can use that night.
The {{Fabled|Doomsayer}} allows players to sacrifice their allies in order to gain information, which shortens the game. Only living players may use the Doomsayer power, and may do so only once per game. It is their responsibility to remember to not use it again.


* Wait to use your ability until you're really sure. You only have one opportunity to get it right and there is a lot of fun to be had during the hunting. Try to partner up with characters that can learn about characters like {{Good|Dreamer}}. Even the {{Good|Undertaker}} can be great for you as confirming that the {{Good|Damsel}} is dead verifies that fact for you and lets you know you're no longer on your Damsel-hunting sidequest but onto the main Demon-hunting campaign!
If a player says something like "I use the {{Fabled|Doomsayer}} Power", then it is your choice as a Storyteller which player to kill, but you must kill a living ally of the player that used the {{Fabled|Doomsayer}} power. So, if a good player uses the power, then a good player dies. If an evil player uses the power, then an evil player dies.


* The {{Good|Damsel}} is likely to be flighty and paranoid, and may even be trying to get themselves killed. Use your ability on people who seem shifty or quiet as they might be a {{Good|Damsel}}. If a character seems to be keen to volunteer themselves for execution, privately ask them if they'd like you to guess them as the {{Good|Damsel}} that night. Be careful though, this might just be an evil player trying to bait you into wasting your ability.
Obviously, you won't want to kill the Demon this way, unless the game can continue afterwards for some reason, such as a {{Evil|Scarlet Woman}} being in play. Sometimes, it may be best to kill the player who uses the Doomsayer ability. Such cases are rare, but occasionally it may be the best decision to not grant either team a large advantage.


* Privately claim to be the {{Good|Damsel}} to other players. This can be useful to flush out the {{Good|Damsel}} and the various Minions. Characters that can prove who they are, like the {{Good|Virgin}} or {{Good|Golem}}, can be great to give you a trusted person to arrange a private meeting as both you and the {{Good|Damsel}} can freely claim your respective characters to this confirmed player.
Once 3 players are left alive, the {{Fabled|Doomsayer}} ability may no longer be used.
 
* Stay alive at any cost. You can claim you've used your ability already, or that you’ve already found your {{Good|Damsel}}, meaning you’re no longer a threat to evil. Watch what happens if you publicly claim a random person as your {{Good|Damsel}}. However, be careful as the {{Good|Damsel}} might decide they are now a risk with no potential reward if you're claiming to have used your ability and try to get themselves killed.
 
* Try to flush out the Minions or lure them into a trap to make a public guess. Go around to various shady people claiming to be the {{Good|Damsel}} or ask a trusted good player to accidentally let slip there's a Damsel in play to someone you're not sure of just after they've spoken to you. If the Minions are baited into spending their guess on you (or anyone who isn't the {{Good|Damsel}} for that matter!), they can't hurt your real {{Good|Damsel}} anymore.
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== Bluffing as the Huntsman ==
 
When bluffing as the {{Good|Huntsman}}, there are a few things you should keep in mind:
 
* If you were the {{Good|Huntsman}}, a {{Good|Damsel}} would also be in play. At some stage, another evil player is going to need to claim to be the {{Good|Damsel}}, otherwise you are going to look pretty dodgy. Another evil player can come out as the {{Good|Damsel}} after they die. If you claim to be the {{Good|Huntsman}}, and another evil player is claiming to be the {{Good|Damsel}}, that's much more trustworthy than having a lonely {{Good|Huntsman}} looking suspicious.
 
* Pretending to be the {{Good|Huntsman}} might flush out a real {{Good|Damsel}}. If you are convincing enough in your "search for the {{Good|Damsel}}" and manage to trick the real {{Good|Damsel}} into revealing who they are, a Minion can guess who the {{Good|Damsel}} is and win the game.
 
* The {{Good|Huntsman}} can be a useful fallback bluff if your initial bluff falls apart, because the {{Good|Huntsman}} is a good character that has reasons not to come out early. If you’re claiming to be the {{Good|Washerwoman}} or the {{Good|Virgin}} and your bluff falls apart, you can then come out as the {{Good|Huntsman}} saying you were trying to hide your real character. 
 
* If you’re a Minion, you know if the {{Good|Damsel}} is in play or not, and if not, you therefore know the {{Good|Huntsman}} is also not in play. It’s then relatively safe for two evil players to tag-team as a {{Good|Huntsman}}/{{Good|Damsel}} duo. The only risk is if you tag-team like this, then it’s expected that {{Good|Damsel}} has become an out-of-play Townsfolk. Chat to the Demon to find out one of their bluffs for the {{Good|Damsel}} to become. Alternatively, you can be the {{Good|Huntsman}} and claim that a dead Minion is the {{Good|Damsel}} to make them seem more trustworthy.
 
* Claim to be the {{Good|Huntsman}} even if this creates a double up. If there is no other {{Good|Huntsman}} the {{Good|Damsel}} is more likely to trust you. If there is another {{Good|Huntsman}} you’re going to create a dilemma and give the {{Good|Damsel}} terrible anxiety so they won't want to claim to either of you and potentially just get themselves executed rather than risking one of you being able to pick them successfully, thereby spending another execution that isn't on your Demon and also neutralising the useful potential of the actual {{Good|Huntsman}} ability.


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[[Category:Experimental Characters]]
[[Category:Fabled]]
[[Category:Townsfolk]]

Revision as of 02:09, 8 March 2023

Icon doomsayer.png

"And on the Seventh Day, there shall be a great flood and a pestilence upon the People of the Village of the Ravens! The dead shall rise and the living shall repent! O Woe! O Unholy day! Only by great sacrifice shall they prevail! So sayeth the Sages of Nostros and so sayeth I."

Information

Type Fabled

The Doomsayer speeds up large games that are going too slowly.

Character Text

"If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies."

Examples

The Monk uses the Doomsayer ability, and the Washerwoman dies. Later that day, the Poisoner uses the Doomsayer ability, and the Baron dies.

An evil Thief uses the Doomsayer ability, and the Scarlet Woman dies. Later, the Spy uses the Doomsayer ability, and the good Gunslinger dies. Later, the Demon uses the Doomsayer ability, and the Spy dies.

Explanation

The Doomsayer allows players to sacrifice their allies in order to gain information, which shortens the game. Only living players may use the Doomsayer power, and may do so only once per game. It is their responsibility to remember to not use it again.

If a player says something like "I use the Doomsayer Power", then it is your choice as a Storyteller which player to kill, but you must kill a living ally of the player that used the Doomsayer power. So, if a good player uses the power, then a good player dies. If an evil player uses the power, then an evil player dies.

Obviously, you won't want to kill the Demon this way, unless the game can continue afterwards for some reason, such as a Scarlet Woman being in play. Sometimes, it may be best to kill the player who uses the Doomsayer ability. Such cases are rare, but occasionally it may be the best decision to not grant either team a large advantage.

Once 3 players are left alive, the Doomsayer ability may no longer be used.