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Barista and Deviant: Difference between pages

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


[[File:icon_barista.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>


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<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>John Grist</td>
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</tr>
</table>
</table>


<p class='flavour'>“A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?”</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>
<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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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."
"If you were funny today, you cannot be exiled."


The Barista either makes people sober & healthy, or allows them to act twice as much as normal.
The Deviant can avoid being Exiled - as long as the Deviant player has been amusing today.
* The Storyteller chooses which player the Barista affects each night, and which one of the two Barista abilities is in effect. The Barista does not know who or what the Storyteller chooses, but the affected player does.
* The Deviant can amuse the group in any way they choose. Generally, verbal means such as jokes, funny stories, or witty remarks will suffice.
* If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk.
* The Storyteller is the judge of whether the Deviant was funny or not.
* If the Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if a Vortox is in play.
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<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==


Each night, remove previous reminders then put the Barista’s '''SOBER AND HEALTHY''' reminder or their '''ACTS TWICE''' reminder by any character token. Wake that character’s player and show them the '''THIS CHARACTER SELECTED YOU''' info token, the Barista token, then one finger (''to show they are sober and healthy'') or two fingers (''to show they act twice''). Put that player to sleep.
If the Deviant would be exiled, you may declare that the Deviant
 
remains alive.
A player marked '''SOBER AND HEALTHY''' is sober and healthy (even if they’re also marked '''DRUNK''' or '''POISONED''') and always gets true information (''even if an ability would make them drunk or poisoned'').
 
A player marked '''ACTS TWICE''' acts twice at the appropriate time. (''If the ability is optional, they may use it twice. If it is mandatory, they must use it twice.'') Use the Barista’s '''?''' reminders if needed, to substitute for the character’s own reminders.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Some characters are better off knowing they are sober and healthy, as they gain no benefit from acting twice, such as the Flowergirl, Town Crier, or Oracle.
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 />
<hr />
The Barista ensures players get true information even if an ability causes false information, such as a Fortune Teller, Spy, or Recluse.
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.
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<div class='example'>
<div class='example'>
The Barista makes the {{Good|Sage}} sober and healthy.  
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.  
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</div>


<div class='example'>
<div class='example'>
The {{Good|Klutz}} acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the Barista makes the {{Evil|Witch}} act twice. Two players are cursed.
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.
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== Tips & Tricks (if you are good) ==
== Tips & Tricks (if you are good) ==


* The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.
* 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 :)


* The Storyteller will help the the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.
* 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.  


* Having a good player act twice can be very helpful, if that player is a character such as the {{Good|Artist}}, {{Good|Seamstress}}, or {{Good|Clockmaker}}. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a {{Evil|No Dashii}} is getting true information. It even means that in a game with {{Evil|Vortox}}, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.
* 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].
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== Tips & Tricks (if you are evil) ==
== Tips & Tricks (if you are evil) ==


* The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good Barista, but you can do it!
* 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 :)
 
* The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.


* If evil players are selected to benefit from your Barista power, they will usually act twice. The good team may not realize this though, since the {{Evil|Witch}}, {{Evil|Cerenovus}} and {{Evil|Pit-Hag}} effects may not be obvious. Be on the lookout for multiple {{Evil|Witch}} targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the {{Evil|Cerenovus}} - a little pressure may make them crack, and be executed as a result.  
* 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 evil players are selected to benefit from your Barista power, encourage them to claim to have learnt they are sober, healthy & getting true info. In [[Sects & Violets]], all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.
* 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].


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Revision as of 15:57, 6 May 2023

Icon deviant.png Information

Type Traveller
Artist John Grist

"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.