Actions

Lycanthrope and Empath: 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_lycanthrope.png|250px]]
[[File:icon_empath.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 16: Line 16:
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Beneath the thin veneer of civilisation lies a howling madness."</p>
<p class='flavour'>"My skin prickles. Something is not right here. I can feel it."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>wjdXh6CxB6E</youtube>
<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/8680391/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-10-27%2F35819467-44100-2-9c0fdbf4a9dc6.mp3">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 night*, choose an alive player: If good, they die, but they are the only player that can die tonight."
"Each night, you learn how many of your 2 alive neighbors are evil."


The Lycanthrope roams the night, killing the innocent, whilst the Demon cowers indoors.
The Empath keeps learning if their living neighbours are good or evil.
* The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player.
* The Empath only learns how many of their neighbours are evil, not which one is evil.
* If the player that the Lycanthrope chooses is good, that player dies, and no other players can die tonight.
* The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
* If the player the Lycanthrope attacks is evil, that player does not die, and other players may die tonight due to other characters’ abilities, such as the Demon’s.
* The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.
* If the Lycanthrope attacks a good player but that good player doesn’t die, players can still die tonight due to other characters’ abilities.
* Evil characters’ abilities that don’t kill still function normally.
</div>
</div>


Line 48: Line 50:


== How to Run ==
== How to Run ==
 
Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep.
 
If the chosen player is good, that player '''dies'''—mark them with the Lycanthrope’s '''DEAD''' reminder. Any other player that would die tonight remains alive.
</div>
</div>


Line 63: Line 62:


<div class='example'>
<div class='example'>
The Lycanthrope attacks the {{Good|Soldier}}. The {{Good|Soldier}} dies. Later that night, the {{Evil|Imp}} attacks the {{Good|Amnesiac}}. The {{Good|Amnesiac}} does not die.
The Empath neighbours two good players—a {{Good|Soldier}} and a {{Good|Monk}} . The Empath learns a '0'.
</div>
<br><br>
 
The next day, the {{Good|Soldier}} is executed. That night, the {{Good|Monk}} is killed by the {{Evil|Imp}}. The Empath now detects the players sitting next to the {{Good|Soldier}} and the {{Good|Monk}}, which are a {{Good|Librarian}} and an evil {{Traveler|Gunslinger}}. The Empath now learns a '1'.
<div class='example'>
<br><br>
The Lycanthrope attacks the {{Good|Farmer}}. The {{Good|Farmer}} dies, and another good player becomes a {{Good|Farmer}}. A player is poisoned by the {{Evil|Pukka}}, but the previously poisoned player does not die before becoming healthy, because only the {{Good|Farmer}} may die tonight.
There are only three players left alive: the Empath, the {{Evil|Imp}}, and the {{Evil|Baron}}. No matter who is seated where, the Empath learns a '2'.
</div>
 
<div class='example'>
The Lycanthrope attacks the {{Evil|Godfather}}. The {{Evil|Godfather}} does not die. The Demon attacks the Lycanthrope, and the Lycanthrope dies. The {{Evil|Godfather}} attacks the {{Good|Washerwoman}}, and the {{Good|Washerwoman}} dies.
</div>
</div>


Line 81: Line 76:


<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 ==


* Try to identify good players whose death will not cause a catastrophic loss of utility to the good team. By killing them and identifying them as good, you can begin to build a circle of trust among your allies.
* You get information based on the state of the game when you wake up (after the Demon has killed that night). This means that if one of your neighbours died in the night, you immediately start to learn about the next living player.
 
* The information you receive should inform how you handle your neighbours.
** If you get a "0", you are (probably) sitting between two good players who you can coordinate with and might want to try to keep alive.
** If you get a count of "1", then one of your neighbours is trustworthy, and one is not. You should try to determine which one of your neighbours you trust, and eliminate the other one.
**If you get a count of "2", then you are sitting between two evil players, and should probably look to change that as soon as possible.


* Beware of characters who can register as different alignments, such as the {{Evil|Spy}} and the {{Good|Recluse}}. They may die in the night or live through the night despite you choosing them, confusing your information.
* If you trust your neighbours, keeping them alive drastically narrows the list of demon suspects.


* In order to regain control of night-time deaths, the evil team will need to neutralize you. Consider being somewhat reserved in your daytime conversations.
* If your neighbours die, you will receive new information on the next nearest living player to you. Getting your neighbours killed means you know more. Coordinating with an {{Good|Undertaker}} to confirm the identities of your neighbours and getting new information down the line is a powerful combo. Even if your neighbours are both good, it can be worth executing a {{Good|Slayer}} who has used their ability so that you know if you can trust the information from the {{Good|Fortune Teller}} the other side of them.


* To build trust with other good players and to share as much information with the good team as possible, publicly claim to be the Lycanthrope on the first day. Since you choose who dies at night, the only way that you can die is if the good team executes you. You don't need to fear the Demon killing you, so being forthright and public with your information is usually very helpful for the good team. However, if there are evil characters on the script who can kill you by other means such as the {{Evil|Assassin}} or the {{Evil|Psychopath}}, or if you are uncertain which players are good and evil and have only chosen evil players at night so far, you may want to delay publicly declaring that you are the Lycanthrope for a day or two. The evil team will want to remove a Lycanthrope as early as possible, but they usually won't be able to, so feel free to be as public as you want. Beware of Poisoners, though, as they can neutralise you without killing you if you come out and you won't be able to tell if you picked an evil player or were poisoned!
* Coming out with your information early (especially if you know you're sitting near evil players) can help you coordinate with the rest of the good team to further check out your suspects.


* Don't be afraid to attack good players at night. If you attack an evil player, this allows the Demon to attack a good player anyway. Since a good player is almost certainly going to be the player that dies at night, who would you rather have choose which good player dies? You? Or the Demon?
* Waiting to reveal your information means that you can protect your good neighbours or keep an eye on your evil ones, as well as gather a wider portfolio of information.


* If you are fairly certain that a particular player is evil, and you don't mind dying to learn whether or not you are correct, attack them at night. If they are evil, they will not die to your choice and either the Demon will kill them by chance and have killed an evil player for you or they will not die and the Demon will kill another player - which is great because you've just learnt that a particular player is evil and the player that died instead is almost certainly good.
* If you get a count of "1" or "2", consider telling your neighbours you got a count of "0" instead. This will make you appear to be the {{Good|Drunk}} or poisoned, and the evil team may be more inclined to keep you alive since you do not appear to be a threat. You could also try claiming to be the {{Good|Soldier}} or another character the Demon doesn't want to attack. Remember to come out with your real information before the end of the game!


* On the second day, the Demon (and shortly thereafter, the evil team), will likely know that there is a Lycanthrope in play. Since the Demon will choose a player to kill at night, and a different player will be revealed to have died in the morning, the Demon will quickly assume that there is a Lycanthrope. If you don't want the Demon to know which character you are, avoid staying silent and instead choose a different character to bluff as all the other players are revealing theirs.
* Travellers who neighbour you count for your information. If you're suddenly getting a "1" when previously you were getting "0", look to the newly arrived Traveller with some suspicion.  


* If you publicly claim to be the Lycanthrope, players are likely to suggest during the day which players you should attack at tonight. You can listen to the group's advice, or be more secretive and individualistic. After all, some evil players may be giving you bad advice on who to attack, and changing your mind at the last minute will certainly keep them on their toes!
* Beware the {{Evil|Spy}}! They may register as good for you, and give you an incorrect count. Additionally, the {{Good|Recluse}} may register as evil, making you believe you are sitting next to an evil player when that is not actually the case.
</div>
</div>


Line 105: Line 106:


<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 Lycanthrope ==
== Bluffing as the Empath==


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


* As the evil team, you can simply kill anyone you like and attribute it to whichever of you is bluffing as the Lycanthrope.
* Every night, including the first night, you would have been woken and shown either a "0", "1", or "2"


* As the Demon bluffing Lycanthrope (or as a Minion who is coordinating kills with their Demon), you could consider killing one of your own Minions to legitimize their bluff, given that they would only have died to the Lycanthrope’s ability if they were good.
* Claiming you got a "0" will compel your good neighbours to trust you, allowing you to build up trust and redirect them away from your fellow evil team. This claim can also protect a fellow evil player, and give you a good reason to speak in secret.


* Alternatively, kill a good player and claim that you had chosen a different good player, making the player you're claiming to have chosen look extremely evil.
* Falsly claiming that you got a "1" will allow you pit your good neighbours against each other, and undermine both of them in the eyes of the group. You can still use this to build up trust with a neighbour (by telling them you believe ''they're'' the good one), but also allows you to gun for the execution of your neighbour.


* If there is an evil character on the script which causes poisoning or drunkenness, you could complain that none of your attempted kills are working and frame one of the good players you've spoken to as a potential Minion or Demon that is keeping you poisoned to block your ability.
* Claiming that you got a "1" when you neighbour an evil player, is dangerous, but can pay off. If you are a {{Evil|Scarlet Woman}} and claim you got a "1" when sat next to the {{Evil|Imp}} or vice versa can make it look to the rest of the group like if one of you is evil, the other is good - but be careful, because they might just decide to execute both of you.


* Some Lycanthrope players tell all players that they are the Lycanthrope on day one and request the group's advice on who they should attack each night. Doing this as a Minion pretending to be the Lycanthrope is risky, as the good players may advise you to attack the Demon player. Doing this as a Demon pretending to be the Lycanthrope is much safer, as the good team is hardly going to advise you to attack yourself. Either way, coming out at the Lycanthrope early in the game and regularly sharing information each day is a very involved bluff. Like bluffing as the {{Good|Fortune Teller}} or the {{Good|Savant}}, be prepared for things to get complicated.  
* Claiming to get a "2" is a more difficult but also more devastating bluff. Both of your neighbours will know you are lying and are evil, but if the group believes you, then you're undermining two good players and hopefully wasting the good team's time on executions.


* If you tell the group all your Lycanthrope information all at once later in the game, but a night passes without you dying, they may request to execute you, since the Demon is likely to have chosen to kill a trusted Lycanthrope at the first opportunity they got. Have a ready-made excuse for why you didn't die on the night(s) that you supposedly attacked an evil player. You don't need an excuse for every night, just the ones where you claim to have attacked a player who didn't die.  
* When your neighbours die, you can try changing up your count - this can be used to further damn the recently dead, or to imply the surviving neighbour was evil all along. If you are trying a risky bluff, be conscious of this - claiming to still get a "2" after one of your evil neighbours has been killed might cast doubt on you.


* Saying that players are good is safer than saying players are evil. If you say that a good player is good, they won't protest. If you say an evil player is good, they won't protest. If you say a good player is evil, they will protest and they will know that you are lying, or drunk or poisoned. If you say an evil player is evil, either they protest (which makes you look evil) or they play along and make themselves look evil - which gives the good team information about who one evil player is. Telling the group that a particular player is good is safer and will cause less problems, but sooner or later you will need to tell the group that a particular player is evil, otherwise you will be claiming that all players that you have killed at night are good, which is unlikely. Choose which player you are going to claim is evil with care, and come up with a reasonable sounding argument as to why. Unless you are a Minion and are looking to get executed, of course!
* An Empath is a powerful character, especially as their neighbours die and they get new information on other players. If you are alive in the late game, it may be seen as suspicious. Being secretive about who you are among the players, or claiming to be the {{Good|Drunk}}/poisoned are both great ways to justify your longevity if the group is getting suspicious.
</div>
</div>


Line 128: Line 129:
</div>
</div>


[[Category:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 10:00, 11 December 2023

Icon empath.png Information

Type Townsfolk
Artist Aidan Roberts

"My skin prickles. Something is not right here. I can feel it."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, you learn how many of your 2 alive neighbors are evil."

The Empath keeps learning if their living neighbours are good or evil.

  • The Empath only learns how many of their neighbours are evil, not which one is evil.
  • The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
  • The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.

How to Run

Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.

Examples

The Empath neighbours two good players—a Soldier and a Monk . The Empath learns a '0'.

The next day, the Soldier is executed. That night, the Monk is killed by the Imp. The Empath now detects the players sitting next to the Soldier and the Monk, which are a Librarian and an evil Gunslinger. The Empath now learns a '1'.

There are only three players left alive: the Empath, the Imp, and the Baron. No matter who is seated where, the Empath learns a '2'.

Tips & Tricks

  • You get information based on the state of the game when you wake up (after the Demon has killed that night). This means that if one of your neighbours died in the night, you immediately start to learn about the next living player.
  • The information you receive should inform how you handle your neighbours.
    • If you get a "0", you are (probably) sitting between two good players who you can coordinate with and might want to try to keep alive.
    • If you get a count of "1", then one of your neighbours is trustworthy, and one is not. You should try to determine which one of your neighbours you trust, and eliminate the other one.
    • If you get a count of "2", then you are sitting between two evil players, and should probably look to change that as soon as possible.
  • If you trust your neighbours, keeping them alive drastically narrows the list of demon suspects.
  • If your neighbours die, you will receive new information on the next nearest living player to you. Getting your neighbours killed means you know more. Coordinating with an Undertaker to confirm the identities of your neighbours and getting new information down the line is a powerful combo. Even if your neighbours are both good, it can be worth executing a Slayer who has used their ability so that you know if you can trust the information from the Fortune Teller the other side of them.
  • Coming out with your information early (especially if you know you're sitting near evil players) can help you coordinate with the rest of the good team to further check out your suspects.
  • Waiting to reveal your information means that you can protect your good neighbours or keep an eye on your evil ones, as well as gather a wider portfolio of information.
  • If you get a count of "1" or "2", consider telling your neighbours you got a count of "0" instead. This will make you appear to be the Drunk or poisoned, and the evil team may be more inclined to keep you alive since you do not appear to be a threat. You could also try claiming to be the Soldier or another character the Demon doesn't want to attack. Remember to come out with your real information before the end of the game!
  • Travellers who neighbour you count for your information. If you're suddenly getting a "1" when previously you were getting "0", look to the newly arrived Traveller with some suspicion.
  • Beware the Spy! They may register as good for you, and give you an incorrect count. Additionally, the Recluse may register as evil, making you believe you are sitting next to an evil player when that is not actually the case.

Bluffing as the Empath

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

  • Every night, including the first night, you would have been woken and shown either a "0", "1", or "2"
  • Claiming you got a "0" will compel your good neighbours to trust you, allowing you to build up trust and redirect them away from your fellow evil team. This claim can also protect a fellow evil player, and give you a good reason to speak in secret.
  • Falsly claiming that you got a "1" will allow you pit your good neighbours against each other, and undermine both of them in the eyes of the group. You can still use this to build up trust with a neighbour (by telling them you believe they're the good one), but also allows you to gun for the execution of your neighbour.
  • Claiming that you got a "1" when you neighbour an evil player, is dangerous, but can pay off. If you are a Scarlet Woman and claim you got a "1" when sat next to the Imp or vice versa can make it look to the rest of the group like if one of you is evil, the other is good - but be careful, because they might just decide to execute both of you.
  • Claiming to get a "2" is a more difficult but also more devastating bluff. Both of your neighbours will know you are lying and are evil, but if the group believes you, then you're undermining two good players and hopefully wasting the good team's time on executions.
  • When your neighbours die, you can try changing up your count - this can be used to further damn the recently dead, or to imply the surviving neighbour was evil all along. If you are trying a risky bluff, be conscious of this - claiming to still get a "2" after one of your evil neighbours has been killed might cast doubt on you.
  • An Empath is a powerful character, especially as their neighbours die and they get new information on other players. If you are alive in the late game, it may be seen as suspicious. Being secretive about who you are among the players, or claiming to be the Drunk/poisoned are both great ways to justify your longevity if the group is getting suspicious.