Actions

Balloonist and Deviant: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_balloonist.png|250px]]
[[File:icon_deviant.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>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the  glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!"</p>
<p class='flavour'>"Twas the lady's quip, forsooth."</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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/41202996/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-9-3%2F222062055-44100-2-a9754ed107f35.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 28: Line 35:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]"
"If you were funny today, you cannot be exiled."


The Balloonist knows a Townsfolk, an Outsider, a Minion, and a Demon, but gets them confused.
The Deviant can avoid being Exiled - as long as the Deviant player has been amusing today.
* The Deviant can amuse the group in any way they choose. Generally, verbal means such as jokes, funny stories, or witty remarks will suffice.
* The Storyteller is the judge of whether the Deviant was funny or not.
</div>
</div>


Line 36: Line 45:


== How to Run ==
== How to Run ==
When putting character tokens into the bag, remove a Townsfolk and add an Outsider instead. Each night including the first, wake the Balloonist and point to a single player (alive or dead) and place the corresponding “Seen Townsfolk/Outsider/Minion/Demon” reminder token next to them, ensuring not to repeat the same type as has been used before (i.e. don’t move reminder tokens once placed). Do not show them a character token or indicate which specific type this player is, just show them a player.


On each subsequent night, therefore, you will have fewer character types to show as you only have your remaining reminder tokens to place. It is legitimate to show the same player to the Balloonist more than once, if they either have different character types when shown or register as having a different character type. While Travellers are technically another character type, it isn't the intent of the character to show Travellers just to inflate how many nights it takes the Balloonist to get their full info, so don't do so.
If the Deviant would be exiled, you may declare that the Deviant
remains alive.


If there are no characters of a given type in play and you have shown the Balloonist all other types, stop waking the Balloonist. Note that even if a character of this missing type comes into play on a night after you’ve stopped waking the Balloonist, do not wake the Balloonist again on a later night to show them this player – the Balloonist ability was complete when you stopped waking them.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
It is best to be forgiving and treat even a slightly funny Deviant as funny. It can be tough to be funny when one is expected to be, after all.
<hr />
If the player would prefer, you may determine different criteria for whether the Deviant is exiled. If being “funny” is difficult, you may reward the Deviant who “creates a positive mood” or “is helpful to others” instead. The Deviant is not a serious character, and it is meant to encourage laughter, lightheartedness, and fun, so adjust the Deviant rules to your players’ needs and talents.
</div>
</div>
</div>


Line 52: Line 65:


<div class='example'>
<div class='example'>
On the first night, the Balloonist learns Lewis (i.e. the Storyteller points to Lewis). On the second night, the Balloonist learns Doug. On the third night, the Balloonist learns Lachlan. On the fourth night, the Balloonist learns Marianna.  
The evil Deviant cracks a few jokes, and gets a few laughs, but the players nevertheless decide to exile them. Even though there are enough votes, the Storyteller decides to keep the Deviant alive.  
</div>
</div>


<div class='example'>
<div class='example'>
Ben is the Balloonist. On the first night, Ben learns Sarah. On the second night, Ben learns Abdallah. On the third night, Ben dies, so does not learn any more players. Sarah is claiming to be the {{Good|Monk}} and Abdallah is claiming to be the {{Evil|Goblin}}. Ben assumes that he has learnt one Townsfolk player and one Minion player, but he is incorrect - Sarah is the {{Good|Lunatic}} and Abdallah is the {{Evil|Leviathan}}. Ben has actually learnt an Outsider player and a Demon player.  
On the third day, the Deviant was slightly funny, and cannot be exiled. On the fourth day, the Deviant was not very funny, and is successfully exiled.
</div>
</div>


Line 66: Line 79:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks ==
== Tips & Tricks (if you are good) ==
 
* Keep your identity a secret for as long as possible. If the Balloonist can survive for four nights, including the first, they learn 4 people, 1 of which is the Demon. Even in a 7-player game that cuts out half of the options. In a 15-player game, that narrows the window down to less than a third of the game.
 
* Come out early if you don’t think you’ll survive the whole game. You added an Outsider to the game, but that isn’t wholly a bad thing. Being able to trust the extra Outsider claim once you find them is very valuable for your team's deductions. You can probably help confirm the increased Outsider count, and this means there is now a small cluster of probably trusted good players. In an 8-player game, there should only be 1 Outsider, but 2 players come out as Outsiders. You can then come out as the Balloonist, and your claim now seems credible, and well as making the Outsiders seem credible. That’s three players who are likely to be good.
 
* In a small game, it’s highly likely that there won’t even be 4 nights. In this case, your info probably won’t help you learn who the Demon is, but it will likely help you determine maybe two players who are different character types. You learn 2 different players before dying, but you learn that one of them is the {{Good|Golem}} therefore, the other one has to be not an Outsider, and 2 out of 3 of those options are evil.
 
* Half the players you get shown are good, and half are evil. Even if you cannot figure out who the Demon is, your information tells you that two of these players know they’re on the same team and two players don’t know they are. You learn 4 players, and you've been observing 2 of them colluding since the beginning of the game, while 2 of them haven't been interacting at all. It is very likely that you've managed to discover the Demon one of its Minions working together.
 
* In larger games, your information is extremely powerful, and it gets more powerful the more you get. However, even an incomplete set still has value. For example, if you know that three players are different character types, you know that at least one of them is evil, and at least one of them is good. Therefore, you can deduce that any theories that have your whole set as on your team are suspect, because there has to be a Minion or Demon in there somewhere.


* If you’re ever poisoned on any of those four nights, it undermines the whole 4 nights of information. Remember this as you are a high priority target for being poisoned. If there is a {{Evil|Widow}} or a {{Evil|Poisoner}} in play, they’re likely to want to poison you. You get good information on 3 different nights, but on the night you would have learned who the Demon is, you get poisoned, and learn a second Townsfolk instead.
* Oh man. If you are hoping that this wiki entry will teach you how to be funny, you are in trouble. See if you can get a giggle. Do your best, and use your words to lighten the mood - even setting a good vibe might be enough to avoid dying. Above all, relax, be yourself, and be ok with not being funny, should it pan out that way. Sometimes we all fall flat. Good luck :)


* If you can confirm the role of one of the players you are shown, you’ll learn that all other players seen cannot be that role. If one of the players you see can be proven to be a Townsfolk because of the {{Good|Virgin}}, you know all other players you see are not Townsfolk.
* If you are the Deviant, but find it too much of a challenge to be funny on call, talk to the Storyteller. Together, you may determine different criteria for whether the Deviant is exiled. Instead of “being funny”, you could “create a positive mood” or “be helpful to others” instead. The Deviant is not a serious character, and its purpose is to provide an avenue for laughter, lightheartedness, and fun, so talk to the Storyteller about adjusting the Deviant criteria to your needs and talents.  


* If you are in a game that should have no Outsiders by default, try to find an Outsider as this will give you credibility. More importantly, since they will have to be the Outsider you get shown, you will know that all other targets you are shown cannot be Outsiders.
* Some personal favorite comedy routines for people in need of inspiration:  [https://www.youtube.com/results?search_query=steven+wright Steve Wright], [https://www.youtube.com/watch?v=FJdzoY-Wsc8 Larry Miller], and [https://www.youtube.com/watch?v=0E9QYW1w8rg Jonathan Burns].
 
* Be careful of characters with abilities that register as something else. A {{Good|Recluse}} might falsely register as the Minion to you, and the {{Good|Spy}} might falsely register as the Outsider to you.  
 
* If you ever learn yourself from the storyteller, that is fantastic information. It means the rest of your set aren’t Townsfolk, and so if any of them do claim to be Townsfolk, you have good reason to be suspicious. Additionally, most of the remaining players you will learn will be evil, one being the Minion and the other the demon, leaving only the Outsider as on your team. Learning yourself as the Townsfolk is very rare though, and the Storyteller will only do it in a Teensyville game, or when the good team has very little other information, or both.
 
* If the town has no idea who to execute, but still wants someone to die, someone that you have learnt isn’t the worst option - even if you think that they are good. You have a 25% chance of getting the Demon randomly. Those odds of instant victory aren’t anything to sneeze at.
</div>
</div>


Line 96: Line 93:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Balloonist ==
== Tips & Tricks (if you are evil) ==
 
When bluffing as the Balloonist, there are a few things you should keep in mind:
 
* Remember that the Balloonist player isn't shown an an alignment, character, or character type, and doesn't know in what order the players are being shown. The Balloonist player is woken each night, the Storyteller points to a player, then the Balloonist goes back to sleep.
 
* Remember that if you're bluffing as the Balloonist, there should be an additional Outsider in play. You should have a chat with another evil player who comes out as an Outsider to help bolster your claim. You claim you’re the Balloonist, and another player says they’re the {{Good|Butler}} and the group waits for another Outsider claim. The Demon, wanting to play into your bluff comes out as the {{Good|Sweetheart}} pretends to gets angry at you for forcing their hand and revealing themselves.
* The Balloonist’s information is about trying to point out that two or more players cannot be the same type. You can pretend to use this information to make good players seem evil. Two players come out as Townsfolk, but then you reveal that you are the Balloonist, meaning that if you were telling the truth, one of those Townsfolk claims is false (of course, you’re lying, but they don’t know that yet). One player claims to be the {{Good|Mayor}} and another player claims to be a {{Good|Bounty Hunter}}, you can suggest that one of them is lying about their character type by suggesting that your information includes both of them.
 
* Be very careful in what players you choose. Clumsily claiming players as part of your set can accidentally implicate yourself and/or your demon, leaving you in a real pickle if you need to change your story.
 
* The Balloonist is a really good claim to fall back on if you don’t have a claim straight away. The Balloonist has good reason to try and hide even right up till the final night. They are trying to fly under the radar for a total of four nights.


* Because the Balloonist eventually learns who the Demon is, if you’re able to survive four nights, you can reveal four players, none of which are the Demon. However, when you do this, you’re about to indirectly accuse two players of being evil. If there is another Minion in play, maybe throw them under the bus to make your information seem more credible, because it doesn’t matter as long as you mislead the group on who the Demon is.
* Oh man. If you are hoping that this wiki entry will teach you how to be funny, you are in trouble. See if you can get a giggle. Do your best, and use your words to lighten the mood - even setting a good vibe might be enough to avoid dying. Above all, relax, be yourself, and be ok with not being funny, should it pan out that way. Sometimes we all fall flat. Good luck :)


* When pointing the finger at four players, make sure that you are pointing at an Outsider in that group. If you forget to do so, you might be left contradicting yourself, saying you added an Outsider but not having a set that excludes an/the Outsider claim.
* If you are the Deviant, but find it too much of a challenge to be funny on call, talk to the Storyteller. Together, you may determine different criteria for whether the Deviant is exiled. Instead of “being funny”, you could “create a positive mood” or “be helpful to others” instead. The Deviant is not a serious character, and its purpose is to provide an avenue for laughter, lightheartedness, and fun, so talk to the Storyteller about adjusting the Deviant criteria to your needs and talents.  


* When pointing the finger at four players, make sure that at least one of them stays alive, if you want to stay alive too. After all four players die, the good team will know that you are lying, because the Demon was supposed to be one of those four dead players.  
* Some personal favorite comedy routines for people in need of inspiration: [https://www.seanbaby.com Sean Baby], [https://www.youtube.com/results?search_query=billy+connolly Billy Connolly], and [https://www.youtube.com/watch?v=uw8dW9Hyno0 Rowan Atkinson].


* If people believe that you are the Balloonist, you can get eight good players killed - a character that you implicate each day, and the character that the Demon kills at night. This is basically a sure victory for the evil team. Getting eight good players a one-way ticket to dead-town is incredibly helpful, and this is much more devastating than other characters can do. The real Balloonist can get 4 players executed, 2 of which you really do want executed. But a fake Balloonist gets 4 players that you really do want executed.
</div>
</div>


Line 123: Line 107:
</div>
</div>


[[Category:Experimental Characters]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Revision as of 23:27, 22 April 2023

Icon deviant.png Information

Type Traveller

"Twas the lady's quip, forsooth."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"If you were funny today, you cannot be exiled."

The Deviant can avoid being Exiled - as long as the Deviant player has been amusing today.

  • The Deviant can amuse the group in any way they choose. Generally, verbal means such as jokes, funny stories, or witty remarks will suffice.
  • The Storyteller is the judge of whether the Deviant was funny or not.

How to Run

If the Deviant would be exiled, you may declare that the Deviant remains alive.

It is best to be forgiving and treat even a slightly funny Deviant as funny. It can be tough to be funny when one is expected to be, after all.


If the player would prefer, you may determine different criteria for whether the Deviant is exiled. If being “funny” is difficult, you may reward the Deviant who “creates a positive mood” or “is helpful to others” instead. The Deviant is not a serious character, and it is meant to encourage laughter, lightheartedness, and fun, so adjust the Deviant rules to your players’ needs and talents.

Examples

The evil Deviant cracks a few jokes, and gets a few laughs, but the players nevertheless decide to exile them. Even though there are enough votes, the Storyteller decides to keep the Deviant alive.

On the third day, the Deviant was slightly funny, and cannot be exiled. On the fourth day, the Deviant was not very funny, and is successfully exiled.

Tips & Tricks (if you are good)

  • Oh man. If you are hoping that this wiki entry will teach you how to be funny, you are in trouble. See if you can get a giggle. Do your best, and use your words to lighten the mood - even setting a good vibe might be enough to avoid dying. Above all, relax, be yourself, and be ok with not being funny, should it pan out that way. Sometimes we all fall flat. Good luck :)
  • If you are the Deviant, but find it too much of a challenge to be funny on call, talk to the Storyteller. Together, you may determine different criteria for whether the Deviant is exiled. Instead of “being funny”, you could “create a positive mood” or “be helpful to others” instead. The Deviant is not a serious character, and its purpose is to provide an avenue for laughter, lightheartedness, and fun, so talk to the Storyteller about adjusting the Deviant criteria to your needs and talents.

Tips & Tricks (if you are evil)

  • Oh man. If you are hoping that this wiki entry will teach you how to be funny, you are in trouble. See if you can get a giggle. Do your best, and use your words to lighten the mood - even setting a good vibe might be enough to avoid dying. Above all, relax, be yourself, and be ok with not being funny, should it pan out that way. Sometimes we all fall flat. Good luck :)
  • If you are the Deviant, but find it too much of a challenge to be funny on call, talk to the Storyteller. Together, you may determine different criteria for whether the Deviant is exiled. Instead of “being funny”, you could “create a positive mood” or “be helpful to others” instead. The Deviant is not a serious character, and its purpose is to provide an avenue for laughter, lightheartedness, and fun, so talk to the Storyteller about adjusting the Deviant criteria to your needs and talents.