Actions

Butcher and Mutant: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_butcher.png|250px]]
[[File:icon_mutant.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#Traveller|Traveller]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"It tastes like chicken. More please."</p>
<p class='flavour'>"I am not a freak! I am a human being! Have mercy!"</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>
Line 23: Line 27:
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/40581673/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-8-21%2F219606913-44100-2-e6c4fe58e8ff.m4a">You need to enable JavaScript to play this audio</div>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/29622196/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-2-22%2F167628531-44100-2-de701e3bd6d46.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 35: Line 39:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each day, after the 1st execution, you may nominate again."
"If you are "mad" about being an Outsider, you might be executed."


The Butcher allows a second execution to occur per day.
The Mutant is killed if they try to reveal who they are.  
* After the first executed player has died, the Butcher may nominate a second player for execution. The Butcher may nominate a player that has already been nominated today, and the Butcher may make a nomination even if the Butcher already made a nomination earlier today.
* “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider.
* If a player is executed, even if they do not die, then the Butcher may use their ability. The players may choose to vote or not to vote, so there is no guarantee that this extra nomination will cause an execution—it still needs to get enough votes—but this second nomination does not need to exceed the vote tally of the previous nominations.
* This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day.
* If no execution occurs today, then the Butcher may not use their ability at all today.
* If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.
</div>
</div>


Line 46: Line 50:
== How to Run ==
== How to Run ==


Each day, immediately after a player is executed, the Butcher may nominate a player for execution. (''Remind them if needed.'') To succeed, this nomination must tally votes of at least half the alive players, as normal, but does not have to exceed the votes of the execution that prompted the Butcher ability. If this second execution succeeds, it does not allow the Butcher to nominate a third player.
At any time (''even at night''), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
 
If you execute them during the day before the normal execution
happens, go to the night phase. (''There is a maximum of one execution per day.'')
</div>
</div>


Line 58: Line 65:


<div class='example'>
<div class='example'>
The {{Evil|Witch}} is executed and dies. The Butcher then nominates the {{Good|Sage}}, who gets enough votes to be executed. The {{Good|Sage}} dies too.
Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.
</div>
 
<div class='example'>
A {{Evil|Witch}} privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the {{Good|Klutz}}. The Storyteller chooses to execute the Mutant immediately.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Traveler|Bone Collector}} is exiled, and then the {{Traveler|Harlot}} is exiled. There are no executions today. The Butcher does not get to nominate again, because exiles are not executions.
The {{Good|Mutant}} tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.
</div>
</div>


<div class='example'>
<div class='example'>
The Butcher nominates the {{Good|Town Crier}}, but the {{Good|Town Crier}} is not executed. The {{Good|Mathematician}} gets more votes and is executed today. The game continues, and the Butcher nominates the {{Good|Town Crier}} again. This time, enough hands are raised, and the {{Good|Town Crier}} is executed.
The Mutant says they are the {{Good|Oracle}}, gives some bogus {{Good|Oracle}} information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.
</div>
</div>


Line 76: Line 87:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are good) ==
== Tips & Tricks ==


* Only nominate players that you think you can execute. Executing 2 players per day is extremely helpful to the good team. Instead of 1 player dying during the day by the choice of the group and 1 player dying at night (by the choice of the Demon), there will be 2 players dying per day by the choice of the group for every player that dies at night by choice of the Demon. The increase in probability alone is enough to give the good team a significant advantage. If you nominate players that end up executed, you maintain this advantage. If you nominate players that you end up slipping the noose (even if you think they are evil), then you lose this advantage - your ability might as well be non-existent.  
* Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.


* During the normal voting process, pay attention to which players get a lot of votes, but are not executed, and which players don't get many votes, but are not executed. Players that get an overwhelming number of votes are unlikely to be the Demon, since Minions rarely vote for the Demon is such dangerous circumstances. Players that don't get many votes are more likely to be the Demon, since the Minions are not voting for them. When it comes time for you to use your ability, choose wisely.  
* Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the {{Good|Oracle}}, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.


* If the group keeps failing to vote for the players that you nominate, or if the group is talking about exiling you, then you can make a deal with them - you will nominate who they want you to nominate. Staying alive is better than being dead, even if it means that you go with the groups guesses instead of your own. You can always change your mind at the last minute and actually nominate a different player than the group wants you to... but they may exile you if you miss the Demon.
* Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the {{Good|Savant}}. {{Good|Artist}} and {{Good|Juggler}} from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.


* If there is an {{Evil|Evil Twin}} in the game, be much more frugal with your nominations. If the Demon and the {{Evil|Evil Twin}} are both still alive when just 3 players are alive, it is possible that evil has already won. You don't want to accidentally bring the game to an early end, and an early loss, due to too many frivolous executions. This is particularly true if a {{Evil|Witch}} or {{Evil|Cerenovus}} is in-play and still alive.
* Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a {{Evil|Fang Gu}} around!)


* If the {{Evil|Witch}} curses you, this is great news! An Evil {{Evil|Witch}} will definitely want to keep an evil Butcher alive, so that fact that the {{Evil|Witch}} cursed you instead of a much more valuable target, basically confirms to the group that you are good. And, if you are good, the group knows that your choices for the extra nomination each day were made with the intention of killing the Demon. The group also knows that any other Travellers in play are much more likely to be evil, and should probably be Exiled.
* Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but ''also'' be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!
</div>
</div>


Line 94: Line 105:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are evil) ==
== Bluffing as the Mutant ==


* Nominate. Nominate. Nominate. Vote. Vote. Vote. If you can secure an extra successful execution each day, then an evil victory is basically certain. Evil Butchers are incredibly dangerous. If the group kills a good player each day, and you nominate and execute a good player, and the Demon kills at night, that means 3 good players are dying each 24 hours. The good team can not sustain that level of loss for long. Even if the group kills a Minion each day, you nominate and execute a good player, and the Demon kills at night, that means that 2 good players and 1 Evil player is dying every 24 hours - even this rate of loss is crippling to the good team.
When bluffing as the Mutant, there are a few things you should keep in mind:


* You know who the Demon is. Never nominate them using your ability. If even half the group votes, no other nominees can be nominated to exceed that tally, so there is no way to fix a foolish mistake.
* The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your {{Good|Oracle}} information doesn't add up, since you're lying to cover for yourself!


* If you really, really think that the good team trusts the Demon player, nominate them using your ability. You need to be certain that even half the group won't vote for the Demon, and be prepared for the good team to think that you are evil - after all... why would a good Butcher nominate such a trusted player? However, looking like an evil player that just nominated a trusted good player can work wonders in cementing the Demon's reputation as good for the rest of the game. If you do this, do whatever you can to look as evil as possible. The more evil you look, the more good the Demon looks.  
* If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.


* Nominate Minions using your ability. Or don't. Whatever you think is best.
* "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!


* If an {{Evil|Evil Twin}}, a {{Evil|Witch}}, or a {{Evil|Cerenovus}} are in play, co-ordinate with them to see if you can quickly get the number of living players to just 3 - the {{Evil|Evil Twin}}, the good twin, and the Demon. At this point, evil has usually already won.
* The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!


* If the Demon is a {{Evil|Fang Gu}}, watch out! The Demon may change players without you realizing it, and you may accidentally nominate and execute the Demon. Talk with the other evil players to find out which Demon is in play, and stay up to date on all evil gossip. Similarly, if a {{Good|Snake Charmer}} becomes the Demon, you won't want to accidentally nominate your Demon, particularly late in the game.
* One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that {{Good|Sweetheart}} is lying, because I'm the real Outsider!" introduces the danger of a {{Evil|Fang Gu}} being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!


</div>
</div>
Line 114: Line 125:
</div>
</div>


[[Category:Travellers]]
[[Category:Sects & Violets]]
[[Category:Outsiders]]

Revision as of 16:27, 7 May 2023

Icon mutant.png Information

Type Outsider
Artist Aidan Roberts

"I am not a freak! I am a human being! Have mercy!"

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 are "mad" about being an Outsider, you might be executed."

The Mutant is killed if they try to reveal who they are.

  • “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider.
  • This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day.
  • If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.

How to Run

At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.

If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)

Examples

Ten seconds into the first day, the Mutant says to the group that they’re the Mutant. The Storyteller declares that the Mutant is executed immediately. There is no nomination for an execution today, since there can be a maximum of one execution per day.

A Witch privately talks to the Storyteller and says that Evin, who is playing the Mutant, told them they are the Klutz. The Storyteller chooses to execute the Mutant immediately.

The Mutant tells the group that they are a Townsfolk, but does not say which one. When questioned if they are the Mutant, they stay silent. After a minute or so of silence, the Storyteller executes the Mutant.

The Mutant says they are the Oracle, gives some bogus Oracle information, then says "By the way, I am definitely not the Mutant" while giving a subtle wink. The Storyteller chooses to execute the Mutant immediately.

Tips & Tricks

  • Never admit to being the Mutant. Never even admit to being an Outsider. "Admitting", of course, is a tricky thing to define. In Blood On The Clocktower, the term "mad" is used instead. What this means, is that if you try to convince anybody that you are the Mutant, the Storyteller can (and should) execute you immediately. Or, if you try to convince the group that you are an Outsider, the Storyteller can (and should) execute you immediately. This is the judgement call of the Storyteller, and the Storyteller will make their decision based on what they think you are trying to do, not just the words you use. For example, if you tell the group that "you might be the Mutant, but might not be", then the Storyteller may judge that you are trying to convince the group that you are the Mutant, and execute you. Or, if the whole group is asking what your character is, and you stay silent, refusing to say who you are, then the Storyteller may judge that your silence is a way that you are trying to convince the group that you are the Mutant, and execute you.
  • Be proactive. Don't stay silent. As discussed above, Mutant players that stay silent the whole game tend to get executed by the Storyteller. If you talk, pick a Townsfolk to claim to be, and do your best to convince the group that you are a character other than the Mutant, then you almost certainly won't get executed. For example, if you spend the game convincing people that you are the Oracle, and give the best, most sensible sounding information that you can, you won't be executed. And, if the Demon kills you because they think you are a threat, then that's fine too! After all, if you die at night, it means that another good player (which, statistically speaking, would have been a Townsfolk character) doesn't die instead.
  • Deliberately coming out as the Mutant has some benefits and some drawbacks. On the one hand, if your execution goes off, you will be confirmed as a good player, and everyone will believe you. On the other hand, that's an execution that the good team don't get to dictate themselves, and if you go off too early in the day, you can block characters like the Savant. Artist and Juggler from using their abilities. Finally, the storyteller may simply choose not to execute you, which will leave you in an ambiguous state of unconfirmed despite not satisfying the madness of your ability... which will make you look especially evil.
  • Come out secretly to one or two players you trust. You're going to be bluffing as a townsfolk, which can look suspicious and cause problems for you down the line (especially if your information isn't adding up with what the other players are getting). Admitting the truth early on means that the people you trust will know to discount your information and protect you from accusations. (Additionally, knowing about your presence can be particularly important for determining if there is a Fang Gu around!)
  • Beware the Storyteller! They will be on the watch for you fulfilling your madness, and it won't take too much for them to execute you, thus denying the good team a chance at killing the Demon! Avoid mentioning your true identity within earshot of the Storyteller, but also be wary about revealing to suspected evil players - they can tell the Storyteller what you've said, and get you killed that way!

Bluffing as the Mutant

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

  • The Mutant is an excellent fallback bluff if your more difficult/risky claim is falling apart under you. As a Mutant, it would make sense that your Oracle information doesn't add up, since you're lying to cover for yourself!
  • If you reveal your "identity", the Storyteller can't execute you, since you aren't actually the Mutant. Blame this on the Mutant's "might" condition - the storyteller only executes you at their discretion, and might spare a Mutant to make them look more suspicious/avoid confirming information for the town. Claim this is what is happening when you are not executed.
  • "Reveal" secretly to a couple of players to gain their trust. This is a good move as a regular Mutant, and if they believe you, they'll cover for you when other players become suspicious of your haphazard or confusing information claims. Because your death is an execution that takes control away from the good team, players will be compelled to protect you and your identity. This will also serve to keep them preoccupied in the meantime, which is a nice bonus for you!
  • The Mutant doesn't have a lot of information, and is a hard bluff to pull off logically. Try to play the 'emotional' side of the character instead. Appealing to people to help safeguard your true identity, acting nervous around the Storyteller and players suspected of evil, and trying your best to be helpful are all hallmarks of a real Mutant player!
  • One huge advantage of bluffing Mutant is the ability to confuse the Outsider count. Urgently whispering to good players that "that Sweetheart is lying, because I'm the real Outsider!" introduces the danger of a Fang Gu being the demon in play. At the very least, it casts doubt on existing Outsiders when they come out, since you've added yourself to their number. The secretive nature of the Mutant makes this an especially potent tactic since you can (and should) convince other players to argue about your existence for you, meaning the poor real Outsiders will have a harder time confronting you directly and tracing your terrible lies back to your evil team!