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Empath and Gunslinger: Difference between pages

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[[File:icon_empath.png|250px]]
[[File:icon_gunslinger.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>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
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<p class='flavour'>"My skin prickles. Something is not right here. I can feel it."<p>
<p class='flavour'>"It's time someone took matters into their own hands. That someone... is me."</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>
[[File:logo_trouble_brewing.png|100px]]
[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]


<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 ==
"Each night, you learn how many of your 2 alive neighbors are evil."
"Each day, after the 1st vote has been tallied, you may choose a player that voted: they die."


The Empath keeps learning if their living neighbours are good or evil.
The Gunslinger kills players who vote.
* The Empath only learns how many of their neighbours are evil, not which one is evil.
* Each day, after the first vote for execution has been tallied, the Gunslinger may publicly choose a player that just voted to die immediately. The Gunslinger does not have to kill a player—it is entirely up to them. Whether they use their ability or not, the Gunslinger cannot kill any further players that day.
* 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.
* It is the Gunslinger’s responsibility to speak up and let the Storyteller know that they wish to use their ability.
* 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.
* Since exiles are not affected by character abilities in any way, the Gunslinger cannot use their ability to kill a player that supports an exile.
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== How to Run ==
the Gunslinger can declare that they wish to use their ability. If so, the Gunslinger points at any player who voted for this execution. The chosen player '''dies'''.


== How to Run ==
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
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.
If the Gunslinger is a new player, you may wish to remind them that they can use their ability.
<hr />
When the Gunslinger wants to use their ability, you may need to ask all players who voted to raise their hand again, so the Gunslinger doesn’t accidentally choose a player that didn’t vote.
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<div class='example'>
<div class='example'>
The Empath neighbours two good players—a {{Good|Soldier}} and a {{Good|Monk}} . The Empath learns a '0'.
The {{Evil|Imp}} has been nominated. There are 10 players alive, and five votes for the {{Evil|Imp}}, so the {{Evil|Imp}} is about to die. The Gunslinger chooses a voting player to die. They die, and the nomination continues, with the {{Evil|Imp}} still about to die.
<br><br>
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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'.
 
<br><br>
<div class='example'>
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'.
The players exile the {{Traveler|Thief}}. Then, the {{Good|Butler}} is nominated for execution and gets one vote. This is the first nomination for execution, since the {{Traveler|Thief}}’s exile does not count. The Gunslinger  chooses to kill the single voting player. Later that day, the {{Good|Saint}} is nominated and six players vote. The Gunslinger  cannot use their ability now because this is not the first vote for execution today.
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== Tips & Tricks (if you are good) ==


== Tips & Tricks ==
* Hot diggity, you're the Gunslinger ! Enjoy it while you can!


* 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.
* Deaths caused by your ability are not executions, and as such, they don't cause the day to end, and nor does the character you shot get seen by the {{Good|Undertaker}}.


* The information you receive should inform how you handle your neighbours.
* You get the opportunity to kill a player each day. Make the most of it, and remember to let the Storyteller know that you wish to use your ability. Doing so every day practically doubles the good team's chance of killing the Demon. Normally, each day / night, 2 players die - one due to the Demon attack, and one due to the daily execution. If you use your ability each day, two thirds of all deaths are chosen by the good team. These are great odds.
** 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.
* Pay attention to the vibe of the group. Sometimes, the good players will not want you to kill a player each day. If you go against their desires, they may Exile you as soon as they can. Pay attention and get your fingers off the trigger if you want to stay alive.


* 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.
* Pay attention to who isn't voting on the first nomination each day. Minions may be a bit laissez faire, but Demon players quickly learn how dangerous it can be to vote when you are in play. Demons will usually not vote if they think there is even a small chance that you will shoot them. Use this information to your advantage! By executing those players that seem fearful of voting, you may luck upon the Demon. Or, you may startle the Demon into voting, which gives you a chance of killing them single-handedly.


* 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.
* It's ok if a few innocent bystanders die. Don't be afraid to take out a supposed {{Good|Undertaker}} or a suspicious looking {{Good|Recluse}}. As long as you kill a Minion or two as well , it was probably worth it.


* 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.
* You are the perfect way to deal with the {{Good|Saint}}. They can't be executed? You don't execute!


* 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!
*If you live until just 3 players are left alive, be very wary of who you kill. The Demon may try to psyche you out and get you to kill Minion (or a good player), which will reduce the player count to just 2 players... and evil wins. Beware.


* 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.  
* Ignore all of the above advice, and never use your ability. Sit. Wait. Watch. Be passive and silent and unassuming. Watch people's body language and listen to what arguments they are making. When you think that you know who the Demon is, say nothing, and wait until that player votes on the first nomination of the day - then BOOM. Either you've won the game and have one very surprised dead Demon, or you blew it and killed a nobody.  


* 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.  
* If there are 3 or more other Travellers in the game, you know that 1 of them is probably evil. It may be worth taking out an evil Traveller before they can do too much harm.
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== Bluffing as the Empath==


When bluffing as the Empath, there are a few things you should keep in mind:
== Tips & Tricks (if you are evil) ==
 
* Just like a good Gunslinger, it is best if you kill each day. After all, you have insider information on who you should be killing and who you shouldn't, so go nuts. The more destruction you cause, the quicker that the game will get to the final day, and the more evil players will be alive compared to good, which gives your team greater voting power. Just like a good gunslinger though, listen to the group's opinion on what your actions should be, and don't go kill crazy unless they want you to.


* Every night, including the first night, you would have been woken and shown either a "0", "1", or "2"
* Obviously, shooting the Demon is a bad idea, unless you know you have a {{Evil|Scarlet Woman}}, or you're not playing Trouble Brewing and there's a {{Evil|Zombuul}} in the game. Luckily, you know who the Demon is, so that won't be a problem. But should you kill Minions? That depends. If Minions are looking suspicious, and you think that they may get executed soon anyway, putting a cap in that Minion's arse may be the best option. Each Minion that you kill reduces the number of living players alive down one number - and that means that an evil victory is one step closer. Killing a Minion that has already used their ability, such as a {{Evil|Baron}} or a {{Evil|Spy}}, is probably more helpful than keeping them alive. Killing a Minion that still has trouble to cause, such as a {{Evil|Poisoner}} or {{Evil|Scarlet Woman}} is probably a mistake.
** Of course, if you want to avoid shooting Minions, you'll have to learn who they are - be sure to coordinate with your Demon!


* 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.
* Encourage the Demon to vote. Since you'll not be killing them, they can vote freely. Tell the group that the players that are not voting are probably the Demon.


* 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.
* You can play it safe, if you want to stay alive longer. Each day, kill the player that looks the most suspicious, regardless of what character they are claiming to be. This will ingratiate you with the good team, because it looks like you are trying to kill evil players. You can even ask the other players who they think you should kill. If the good players see you repeatedly killing the players that they want to kill, you'll live a long time.


* 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.
* You can throw caution to the wind, and kill the most dangerous, powerful good player to remove their ability from the game. If a {{Good|Fortune Teller}} keeps getting fantastic information, and is believed to be trustworthy by the good team, you can quickly and easily neutralize that threat. The downside is that the good team will quickly vote to exile you afterwards. But there are situations where it is worth it. Another example is if a {{Good|Soldier}} is in the game, and the good players overwhelmingly believe them, then you may foresee a troublesome final day where the {{Good|Soldier}} is one of three living players. To avoid this situation, sacrificing yourself to remove the {{Good|Soldier}} would be well worth it.


* 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.
* Use fear as a weapon. Nominate evil players, or bluff nominating evil players, and dare the good team to vote for it. You'll probably get exiled, but you can have some control over the execution for a day or two.


* 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.
* If the good players are foolish enough to keep you alive until just 3 players are left alive (not including Travellers), you've basically won. As soon as the first vote happens, kill a non-Demon player and seize victory.


* 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.
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[[Category:Trouble Brewing]]
[[Category:Travellers]]
[[Category:Townsfolk]]

Latest revision as of 18:08, 25 January 2024

Icon gunslinger.png Information

Type Traveller
Artist Aidan Roberts

"It's time someone took matters into their own hands. That someone... is me."

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 day, after the 1st vote has been tallied, you may choose a player that voted: they die."

The Gunslinger kills players who vote.

  • Each day, after the first vote for execution has been tallied, the Gunslinger may publicly choose a player that just voted to die immediately. The Gunslinger does not have to kill a player—it is entirely up to them. Whether they use their ability or not, the Gunslinger cannot kill any further players that day.
  • It is the Gunslinger’s responsibility to speak up and let the Storyteller know that they wish to use their ability.
  • Since exiles are not affected by character abilities in any way, the Gunslinger cannot use their ability to kill a player that supports an exile.

How to Run

the Gunslinger can declare that they wish to use their ability. If so, the Gunslinger points at any player who voted for this execution. The chosen player dies.

If the Gunslinger is a new player, you may wish to remind them that they can use their ability.


When the Gunslinger wants to use their ability, you may need to ask all players who voted to raise their hand again, so the Gunslinger doesn’t accidentally choose a player that didn’t vote.

Examples

The Imp has been nominated. There are 10 players alive, and five votes for the Imp, so the Imp is about to die. The Gunslinger chooses a voting player to die. They die, and the nomination continues, with the Imp still about to die.

The players exile the Thief. Then, the Butler is nominated for execution and gets one vote. This is the first nomination for execution, since the Thief’s exile does not count. The Gunslinger chooses to kill the single voting player. Later that day, the Saint is nominated and six players vote. The Gunslinger cannot use their ability now because this is not the first vote for execution today.

Tips & Tricks (if you are good)

  • Hot diggity, you're the Gunslinger ! Enjoy it while you can!
  • Deaths caused by your ability are not executions, and as such, they don't cause the day to end, and nor does the character you shot get seen by the Undertaker.
  • You get the opportunity to kill a player each day. Make the most of it, and remember to let the Storyteller know that you wish to use your ability. Doing so every day practically doubles the good team's chance of killing the Demon. Normally, each day / night, 2 players die - one due to the Demon attack, and one due to the daily execution. If you use your ability each day, two thirds of all deaths are chosen by the good team. These are great odds.
  • Pay attention to the vibe of the group. Sometimes, the good players will not want you to kill a player each day. If you go against their desires, they may Exile you as soon as they can. Pay attention and get your fingers off the trigger if you want to stay alive.
  • Pay attention to who isn't voting on the first nomination each day. Minions may be a bit laissez faire, but Demon players quickly learn how dangerous it can be to vote when you are in play. Demons will usually not vote if they think there is even a small chance that you will shoot them. Use this information to your advantage! By executing those players that seem fearful of voting, you may luck upon the Demon. Or, you may startle the Demon into voting, which gives you a chance of killing them single-handedly.
  • It's ok if a few innocent bystanders die. Don't be afraid to take out a supposed Undertaker or a suspicious looking Recluse. As long as you kill a Minion or two as well , it was probably worth it.
  • You are the perfect way to deal with the Saint. They can't be executed? You don't execute!
  • If you live until just 3 players are left alive, be very wary of who you kill. The Demon may try to psyche you out and get you to kill Minion (or a good player), which will reduce the player count to just 2 players... and evil wins. Beware.
  • Ignore all of the above advice, and never use your ability. Sit. Wait. Watch. Be passive and silent and unassuming. Watch people's body language and listen to what arguments they are making. When you think that you know who the Demon is, say nothing, and wait until that player votes on the first nomination of the day - then BOOM. Either you've won the game and have one very surprised dead Demon, or you blew it and killed a nobody.
  • If there are 3 or more other Travellers in the game, you know that 1 of them is probably evil. It may be worth taking out an evil Traveller before they can do too much harm.

Tips & Tricks (if you are evil)

  • Just like a good Gunslinger, it is best if you kill each day. After all, you have insider information on who you should be killing and who you shouldn't, so go nuts. The more destruction you cause, the quicker that the game will get to the final day, and the more evil players will be alive compared to good, which gives your team greater voting power. Just like a good gunslinger though, listen to the group's opinion on what your actions should be, and don't go kill crazy unless they want you to.
  • Obviously, shooting the Demon is a bad idea, unless you know you have a Scarlet Woman, or you're not playing Trouble Brewing and there's a Zombuul in the game. Luckily, you know who the Demon is, so that won't be a problem. But should you kill Minions? That depends. If Minions are looking suspicious, and you think that they may get executed soon anyway, putting a cap in that Minion's arse may be the best option. Each Minion that you kill reduces the number of living players alive down one number - and that means that an evil victory is one step closer. Killing a Minion that has already used their ability, such as a Baron or a Spy, is probably more helpful than keeping them alive. Killing a Minion that still has trouble to cause, such as a Poisoner or Scarlet Woman is probably a mistake.
    • Of course, if you want to avoid shooting Minions, you'll have to learn who they are - be sure to coordinate with your Demon!
  • Encourage the Demon to vote. Since you'll not be killing them, they can vote freely. Tell the group that the players that are not voting are probably the Demon.
  • You can play it safe, if you want to stay alive longer. Each day, kill the player that looks the most suspicious, regardless of what character they are claiming to be. This will ingratiate you with the good team, because it looks like you are trying to kill evil players. You can even ask the other players who they think you should kill. If the good players see you repeatedly killing the players that they want to kill, you'll live a long time.
  • You can throw caution to the wind, and kill the most dangerous, powerful good player to remove their ability from the game. If a Fortune Teller keeps getting fantastic information, and is believed to be trustworthy by the good team, you can quickly and easily neutralize that threat. The downside is that the good team will quickly vote to exile you afterwards. But there are situations where it is worth it. Another example is if a Soldier is in the game, and the good players overwhelmingly believe them, then you may foresee a troublesome final day where the Soldier is one of three living players. To avoid this situation, sacrificing yourself to remove the Soldier would be well worth it.
  • Use fear as a weapon. Nominate evil players, or bluff nominating evil players, and dare the good team to vote for it. You'll probably get exiled, but you can have some control over the execution for a day or two.
  • If the good players are foolish enough to keep you alive until just 3 players are left alive (not including Travellers), you've basically won. As soon as the first vote happens, kill a non-Demon player and seize victory.