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Grandmother and Sailor: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_grandmother.png|250px]]
[[File:icon_sailor.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>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Aiden Roberts</td>
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</tr>
</table>
</table>


<p class='flavour'>"Take a jacket if you go outside, dearie. And your thermos. And your scarf. I have a weak heart, you know. Whatever would I do if you caught cold...or worse?"</p>
<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>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<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;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"You start knowing a good player & their character. If the Demon kills them, you die too."
"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."


The Grandmother knows who their grandchild is, but if they are killed by the Demon, the Grandmother dies too.
The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.
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<div class='example'>
<div class='example'>
During the first night, the Grandmother wakes and learns that Julian, their Grandchild, is the {{Good|Professor}}. Three nights later, Julian is killed by the Demon, so the Grandmother dies too.
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.
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<div class='example'>
<div class='example'>
The Grandmother knows that Lewis, their Grandchild, is the {{Good|Gambler}}. Lewis gambles and dies because of it. The Grandmother remains alive.
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.
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<div class='example'>
<div class='example'>
The Grandmother knows that Sarah, their Grandchild, is the {{Good|Tinker}}. Sarah is killed by the Demon, but the Grandmother is drunk because of the {{Good|Sailor}}, so the Grandmother remains alive.
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.
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== Tips & Tricks ==
== Tips & Tricks ==


* Protect your beloved grandchild! They are almost certainly good, and that is a certainty that is rare and precious in Bad Moon Rising. Also, if they're killed by the Demon, you will die too - extra motivation!
* 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.


* Talk to your grandchild, feed them cookies, and get them to trust you! Unlike similar characters like the {{Good|Washerwoman}}, your information is so absolute since you only learn one player and their identity - there's no benefit to getting them to admit who they are first unless you ''sincerely'' doubt your sobriety. When you get a chance, reveal that you know their character and how, and you will have a lot of trust from the get go.
* 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}}.


* Don't reveal the identity of your grandchild to anyone! If the evil team know how you are connected, they'll absolutely want to kill them and score your death as a free bonus. Keep them secret to keep them safe.
* 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.


* Reveal your identity and your grandchild early to a couple of players. This has a couple of bonuses - if these people are trustworthy, they will know to trust you and your grandchild in turn. However, if you and your grandchild suddenly die, you can look at these players with great suspicion - it's possible that one of them is actually the Demon! (If you suspect you're talking to evil players, you don't have to tell them who your ''real'' grandchild is...)
* 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.


* There are many ways to build trust with the good team using your information!
* 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.
** Encourage protective characters to cover your grandchild. If you know the identity of an {{Good|Innkeeper}}, or your grandchild is close to a {{Good|Tea Lady}}, try getting things set up so that your grandchild can be covered at night, keeping both of you safe.  
** Similarly, you can warn away players like the {{Good|Sailor}} and the {{Good|Exorcist}}, who will be making your grandchild drunk OR just wasting their ability on someone you know for certain is good.  
** Finally, you can encourage the {{Good|Gambler}} and the {{Good|Chambermaid}} to use their abilities on you or your grandchild, expanding the circle of trust when your information lines up!


* If you and your grandchild are the only ones to die at night, you probably died because of your ability. If you suspect this is the case, make sure to let the good team know, as otherwise two deaths at night is an early indicator that the deadly {{Evil|Shabaloth}} or {{Evil|Po}} is lurking, when in fact the {{Evil|Zombuul}} or {{Evil|Pukka}} are still very viable options.
* 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.
 
* Don't talk to your grandchild right away. Whispering together, especially in the early days of the game, will attract both good and evil attention, and a Demon may just pick you two off on suspicion that you're Grandmother and grandchild.
 
* Reveal to the group that you are the Grandmother, but without saying which player your grandchild is. For example, you can simply say "I am the Grandmother, I know there is an {{Good|Exorcist}} in the Town", or something similar. This lets the group know that you are a Townsfolk character, and also lets them know to expect an {{Good|Exorcist}} to reveal themselves at some stage
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== Bluffing as the Grandmother ==
== Bluffing as the Sailor ==
 
When bluffing as the Grandmother, there are a few things you should keep in mind:


* The easiest way to bluff as the Grandmother is to claim that you are the Grandmother, and claim that an evil player is your grandchild. You probably won't want to do this on the first day, since most Grandmothers take a day or two to reveal their information. Waiting a day or two also gives your fake grandchild a chance to tell the group who they are, so you can copy them. Or, you can simply say that you are the Grandmother, declare that an evil player is a particular good character, and hope that they see what you are doing, and claim to be that character too.
When bluffing as the Sailor, there are a few things you should keep in mind:


* Convince a good player that you are their Grandmother. This is easiest to do if the good player has revealed their character to you beforehand, or revealed their character publicly. If you know their character, you can tell the group the same thing. If you don't know their character, you can have a guess... or refuse to say anything at all.
* 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.


* Ask your fellow evil players to secretly find out which good players are which, and to get this information back to you. Once you know the identity of a good player without that good player knowing that you know, it is much easier to convince them that you are their Grandmother.
* 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.


* Bluff as the grandchild! You can claim to be a good character and still claim to be the grandchild. Tell the group that the Grandmother has approached you privately, and you trust them completely. Hopefully, an evil player will later claim to be the Grandmother and corroborate your story.
* 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!
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Revision as of 13:06, 22 March 2023

Icon sailor.png Information

Type Townsfolk
Artist Aiden Roberts

"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!"

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

"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."

The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.

How to Run

Examples

The Sailor chooses the Exorcist, and the Storyteller decides that the Exorcist is drunk. That night, the Sailor is attacked by the Shabaloth. The Sailor remains alive. The next day, the Sailor is executed but remains alive.

During the day, the Gossip made a public statement they thought was false, but was actually true. That night, the Gossip ability kills a player. The Sailor has made themself drunk, and the Storyteller decides that the Sailor dies.

The Sailor chooses the 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.

Tips & Tricks

  • 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.
  • 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 Grandmother or Fool is probably going to be less harmful than a drunk Exorcist or Courtier.
  • 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.
  • Tell players who you have chosen at night so they know they might be drunk. This is crucial. For example, a drunk 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 Chambermaid will need to know that their information might be false.
  • 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.
  • 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 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.

Bluffing as the Sailor

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

  • Unlike a real Sailor, you will probably die if you are executed! Unless you have a wily 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.
  • Try to convince powerful characters that they are drunk because of you. If someone has just revealed they are the 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.
  • Use your "caused drunkenness" to cover for other evil players. For example, if a Minion is bluffing as the 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!