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Clockmaker and Lycanthrope: Difference between pages

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[[File:icon_clockmaker.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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in it's divine machinery. I must work."</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;">Appears in</span>
[[File:logo_sects_and_violets.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: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<youtube>wjdXh6CxB6E</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/19188996/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-8-7%2F105050795-44100-2-b3bf966e5aa6.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"You start knowing how many steps from the Demon to its nearest Minion."
"Each night*, choose an alive player. If good, they die, but they are the only player that can die tonight."


The Clockmaker knows the distance from the Demon to it's nearest Minion, either clockwise or anti-clockwise.
The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.
* The Clockmaker only learns this on the first night.
* 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.
* The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.
* 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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== How to Run ==
== How to Run ==


During the first night, wake the Clockmaker. Show fingers (0, 1, 2 etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.
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.
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<div class='example'>
The {{Evil|Fang Gu}} is sitting next to the {{Evil|Pit-Hag}}. During the first night, the Clockmaker learns a "1.
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.
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<div class='example'>
<div class='example'>
Clockwise from the {{Evil|No Dashii}} sits the {{Good|Dreamer}}, the {{Good|Snake Charmer}}, then the {{Evil|Evil Twin}}. Counterclockwise from the {{Evil|No Dashii}} sits the {{Good|Mutant}}, the {{Good|Sweetheart}}, the {{Good|Philosopher}}, the {{Good|Sage}}, then the {{Evil|Witch}}. Because the {{Evil|Witch}} is five steps away from the Demon, and the {{Evil|Evil Twin}} is three steps away from the Demon, the Clockmaker learns a "3” during the first night.
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.
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<div class='example'>
The {{Evil|Fang Gu}} neighbours two Travellers, one good and one evil. Neighboring one of these Travellers is a {{Evil|Cerenovus}}. During the first night, the Clockmaker learns a "2,” because evil Travellers are not Minions.
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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== Tips & Tricks ==
== Tips & Tricks ==


* You don't have to give your information out immediately; wait a couple of days so that you can observe the other players and see if you uncover anything suspicious while the evil team thinks the pressure is off.
* 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 information is most valuable if you can identify a Minion. Figure out which player is a Minion, and you can pin down some very likely Demon suspects. You should try and coordinate with other good players in the game to uncover this information. Many players detect players of an evil alignment (like the {{Good|Oracle}} and the {{Good|Seamstress}}), while others detect the Demons and Minions directly (like the {{Good|Flowergirl}}, {{Good|Town Crier}} or even the {{Good|Snake Charmer}}).
* 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 get a very large number (> 3), then the Minions are probably sitting close together and away from their Demon. Similarly if you get a very small number (< 2), one of the Minions and the Demon are probably very close together. You can use this information to look at who is talking to who - watch for players interacting in a way that matches up with what you know.
* 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 have a suspicion of who you think the Demon is, use your information to count to their possible Minions and observe those players/what information they have and what information exists about them. Minions tends to have a harder time hiding themselves than a Demon (who knows not-in-play characters), so you can take advantage of this weak point to confirm the Demon.
* 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!


* Your information becomes more valuable as the game goes on and players die. Since the evil players are unlikely to die at night, they tend to survive longer and will support each other and their arguments, thus making themselves more obvious than at the start of the game. Look at which players still alive match up to your information; if they're coordinating or backing each other up, they might be secretly evil!
* 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?


* All of the Minions you'll be facing up against tend to act obviously, which means that it is also quite obvious when they die. If you notice that suddenly nobody is dying by {{Evil|Witch}}, being driven mad by {{Evil|Cerenovus}}, or transformed by the {{Evil|Pit-Hag}}, then you may have executed one of the Minions. Figuring out who will lead you right back to the Demon! The {{Evil|Evil Twin}} is a bit of an exception to this since you'll very likely know they're in play from the beginning. This also means you know (up to) four Demon options from the very beginning!
* 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!
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== Bluffing as the Clockmaker ==
== 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.


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


* The standard, easiest way to bluff as the Clockmaker is to tell the group false information on the first day. Since you know how many steps the Demon and Minion are from each other, this incorrect information can lead the good team down the garden path for several days. Remember that a "1" means that the Demon and Minion are sitting next to each other.
* 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.


* Giving correct Clockmaker information can actually quite helpful to the evil team. If they believe that you are good, they will believe your information, and therefore not consider you as a Minion or Demon when figuring out the Clockmaker information, and therefore not arrive at the actual Demon. If instead they believe that you are evil, they will believe that you gave false information, and again avoid the actual Demon.
* 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.


* Surviving the first day is crucial if you are the Demon bluffing as the Clockmaker. As the only character in Sects & Violets that gets information on the first night, and never again, beginner good players will have a tendency to want to execute the Clockmaker on the first day. Waiting until you reveal that you are the Clockmaker until the second day, or beyond, can help you survive the earlier, riskier, stages of the game.
* 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.  


* Choosing small numbers to give as false information is usually best. If the number you give is half the number of players, then that implies that the Demon and Minion are sitting exactly opposite each other, since either clockwise or anti-clockwise, steps from one player end up at the same player. Also, in games with several Minions, large numbers may imply that the Minions are all sitting in a bunch, which the good players may not believe. Smaller numbers can be just as confusing as bigger numbers. Think carefully about what number you choose.
* 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.  


* Since the good team can often get a good idea of who the Minions are by the disappearance of obvious Minion abilities from the game, it can throw a spanner in the works if you kill an obvious-acting Minion at night time. For example, the good team will often realize when they have executed a {{Evil|Pit-Hag}} (since no more players are changing characters at night), and the heat will be on you to either prove or disprove your Clockmaker information, by killing the player that would be the Demon. However, if you killed the {{Evil|Pit-Hag}} at night, then the good players are likely to believe that the player executed during the day was actually the {{Evil|Pit-Hag}}. This may help or hinder your cause, depending on what the good players believe, particularly if they believe a {{Evil|Vortox}} is in play or not.
* 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:Sects & Violets]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 13:53, 24 March 2023

Icon lycanthrope.png Information

Type Townsfolk

"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!