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Sailor and Revolutionary: Difference between pages

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[[File:icon_sailor.png|250px]]
[[File:icon_revolutionary.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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<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
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</tr>
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</table>


<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>
<p class='flavour'>"United we feigned.<br>
Divided, we stalled."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.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/60215032/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-10-7%2F295457345-44100-2-03f298a376091.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Each night, choose an alive player: either you or they are drunk until dusk. You can't die."
"2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely."


The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die.
The Revolutionary helps disadvantaged players participate.
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<div class='example'>
<div class='example'>
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.
Mathew is deaf. He teams up with Davo, via the Revolutionary. Mathew draws the {{Evil|Poisoner}}, and Davo draws the {{Evil|Imp}}. They can scheme in private, using sign language, so that Mathew can still participate.
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<div class='example'>
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 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.
Hannah is 12 years old. She is keen to play, but does not understand many of the intricacies of how the characters work. She gets the {{Good|Ravenkeeper}} and teams up with her father, who is the {{Good|Fortune Teller}}.  
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== Tips & Tricks ==
== Explanation ==
 
* 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 {{Good|Grandmother}} or {{Good|Fool}} is probably going to be less harmful than a drunk {{Good|Exorcist}} or {{Good|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 {{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.
 
* 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 {{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.
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<div class='row'>
 
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== 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 {{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.
If a player is unable to understand the rules of the game, is deaf, unable to communicate, or otherwise impaired in some way, they may still participate by teaming up with a player that they trust. These two players are the same alignment, and sit next to each other, so can whisper to each other throughout the game. The experienced player can help the disadvantaged player in whatever way is needed, talking on their behalf, or suggesting what to do.  


* 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.
The Revolutionary is also useful for couples or good friends who wish to play, but are uncomfortable with lying or mistrusting each other, even in a game setting.


* 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!
One of the Revolutionary players registers as a different character and/or alignment, once per game.
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[[Category:Bad Moon Rising]]
[[Category:Fabled]]
[[Category:Townsfolk]]

Revision as of 23:38, 22 March 2023

Icon revolutionary.png Information

Type Traveller

"United we feigned.
Divided, we stalled."

Summary

"2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely."

The Revolutionary helps disadvantaged players participate.

How to Run

Examples

Mathew is deaf. He teams up with Davo, via the Revolutionary. Mathew draws the Poisoner, and Davo draws the Imp. They can scheme in private, using sign language, so that Mathew can still participate.

Hannah is 12 years old. She is keen to play, but does not understand many of the intricacies of how the characters work. She gets the Ravenkeeper and teams up with her father, who is the Fortune Teller.

Explanation

If a player is unable to understand the rules of the game, is deaf, unable to communicate, or otherwise impaired in some way, they may still participate by teaming up with a player that they trust. These two players are the same alignment, and sit next to each other, so can whisper to each other throughout the game. The experienced player can help the disadvantaged player in whatever way is needed, talking on their behalf, or suggesting what to do.

The Revolutionary is also useful for couples or good friends who wish to play, but are uncomfortable with lying or mistrusting each other, even in a game setting.

One of the Revolutionary players registers as a different character and/or alignment, once per game.