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Saint and Mathematician: Difference between pages

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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all."<p> <span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span> [...")
 
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."<p> <span style="display: blo...")
 
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<div id='character-details'>
<div id='character-details'>
[[File:icon_butler.png|250px]]
[[File:icon_mathematician.png|250px]]
<p class='flavour'>"Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all."<p>
<p class='flavour'>"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."<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|200px]]
[[File:logo_sects_and_violets.png|200px]]


<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>
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<div class="small-12 large-9 large-pull-3 columns">


The Butler may only vote when their Master (another player) votes.
The Mathematician knows how many things have gone wrong since dawn today.


__TOC__
__TOC__
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== Character Text ==
== Character Text ==


"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too."
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."
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<div class='example'>
<div class='example'>
The {{Good|Butler}} chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the {{Good|Butler}} may too. If not, then the {{Good|Butler}} may not raise their hand
The poisoned {{Good|Oracle}} learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.  
</div>
</div>


<div class='example'>
<div class='example'>
A nomination is in progress. The {{Good|Butler}} and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The {{Good|Butler}} must lower their hand immediately.
The poisoned {{Good|Snake Charmer}} chooses a Townsfolk player, and nothing happens. The drunk {{Good|Juggler}} gets correct information. The {{Good|Savant}} learns two pieces of true information. Later that night, the Mathematician learns a "1" because the {{Good|Snake Charmer}} and {{Good|Juggler}}'s abilities worked as normal, whilst one of the {{Good|Savant}}'s facts was true when it should have been false.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Good|Butler}} is dead. Because dead players have no ability, the {{Good|Butler}} may vote with their vote token at any time.
A {{Evil|Vortox}} is in play. Five good players got false information. The {{Evil|Witch}} is drunk, and when their cursed player nominated, nothing happened. Even though six abilities malfunctioned, the Mathematician learns a "4" due to the {{Evil|Vortox}}'s ability.
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== Tips & Tricks ==
== Tips & Tricks ==


* The player who you choose as your "Master" is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.
* Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the {{Good|Clockmaker}}, {{Good|Flowergirl}}, {{Good|Seamstress}} and {{Good|Oracle}} (among others) will need your help making sure their information should be acted upon!


* If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.
* Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the {{Good|Sweetheart}}, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a [[Pit-Hag|<span style="color:#bb0a1e;">Pit-Hag</span>]] just created a {{Evil|No Dashii}}.


* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!
* Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the {{Evil|No Dashii}} and {{Evil|Vortox}}. However, you will also detect character abilities not working as intended due to the {{Good|Sweetheart}} after death, or the {{Good|Philosopher}} duplicating an in-play character, and a poisoned {{Good|Snake Charmer}} trying to use their ability on the Demon, but nothing happening.


* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.
* Beware of the {{Evil|Vortox}}! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a {{Evil|Vortox}} is in town.


* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.
* Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.


*If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their {{Good|Butler}} tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.
* Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.


* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?
* If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.


* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.
* Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a {{Good|Flowergirl}} or a {{Good|Juggler}} you're also just not as much of a threat.
<br>
<br>


== Bluffing as the Butler ==
== Bluffing as the Mathematician==


When bluffing as the {{Good|Butler}}, there are a few things you should keep in mind:
When bluffing as the {{Good|Mathematician}}, there are a few things you should keep in mind:


* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.
* Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.


* Nobody suspects the {{Good|Butler}}! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the {{Good|Butler}} is a great bluff for good and evil players alike.
* Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.


* You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.
* Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.


* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!
* Switch your information up when an obvious change would indicate that it should. For example, if a {{Good|Sweetheart}} dies, or if a {{Good|Philosopher}} becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the {{Good|Sweetheart}} and {{Good|Philosopher}} are also telling the truth.


* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.
* If you know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a {{Evil|Vortox}} is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a {{Evil|Fang Gu}} is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.


* If you really need to vote but have aligned yourself with a persnickety Master, you can just "vote" with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!
* If you know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a {{Evil|Vigormortis}} is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a {{Evil|No Dashii}} is in play instead.


* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.
* As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming too be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.


* You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.
* If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.


</div>
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[[Category:Trouble Brewing]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 11:09, 4 March 2023

Icon mathematician.png

"Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk."

Appears in Logo sects and violets.png Information

Type Townsfolk
Artist John Grist

The Mathematician knows how many things have gone wrong since dawn today.

Character Text

"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability."

Examples

The poisoned Oracle learns that two dead players are evil, when three dead players are actually evil. All other character abilities work normally. Later that night, the Mathematician learns a "1.”.

The poisoned Snake Charmer chooses a Townsfolk player, and nothing happens. The drunk Juggler gets correct information. The Savant learns two pieces of true information. Later that night, the Mathematician learns a "1" because the Snake Charmer and Juggler's abilities worked as normal, whilst one of the Savant's facts was true when it should have been false.

A Vortox is in play. Five good players got false information. The Witch is drunk, and when their cursed player nominated, nothing happened. Even though six abilities malfunctioned, the Mathematician learns a "4" due to the Vortox's ability.

Tips & Tricks

  • Your information is valuable, but only if you know what the rest of the town is doing. Get chatty with your fellow players and find out what their information is - figuring out who has an ability that isn't working correctly will help out the good team a lot. Characters like the Clockmaker, Flowergirl, Seamstress and Oracle (among others) will need your help making sure their information should be acted upon!
  • Pay attention to game changes that would affect your data, and be wary if your data suddenly changes. If a recent executee is claiming to be the Sweetheart, your number might increment that evening. Alternatively, if you're suddenly getting a '2' when you were previously getting a '0', you can be suspicious that a Pit-Hag just created a No Dashii.
  • Make sure to check with your Storyteller on what sort of ability malfunctions that you're picking up on. In Sects & Violets, you typically detect when good characters have their ability altered due to evil characters, like the No Dashii and Vortox. However, you will also detect character abilities not working as intended due to the Sweetheart after death, or the Philosopher duplicating an in-play character, and a poisoned Snake Charmer trying to use their ability on the Demon, but nothing happening.
  • Beware of the Vortox! Just like everyone else, all of your information will be false. If you are getting a low number, but it seems like a lot of Townsfolk are getting misinformation, you can suspect that this is in play. In particular, getting a '0' when others appear to be getting bad information is a great tell that you are poisoned OR a Vortox is in town.
  • Getting a read of '0' is fantastic, as it means that nobody got bad information or had their ability not work correctly. Everyone should be able to trust their info for that day and night.
  • Getting a read of '1' is also fantastic - this means only one ability didn't work as intended, and if you can figure out who that is, everyone else can trust their information is reliable for that day and night.
  • If you're getting a read of '2' or more, your town might be in trouble. This is a very good sign that multiple sources of poisoning or ability malfunctions are afoot in the town... or that maybe you're the one who is poisoned.
  • Unlike other townsfolk, the Mathematician doesn't need to be shy in coming out. Not only is your information most useful when shared, but even one night of it is incredibly powerful when it comes to helping the town. Compared to a Flowergirl or a Juggler you're also just not as much of a threat.


Bluffing as the Mathematician

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

  • Keep your numbers small. Telling the group a 4, 3, or even a 2 can look suspicious. Most of the time, real, legitimate Mathematician (those with a degree!), usually get a 0 or a 1 each night.
  • Be thoughtful when it comes time to give your information for the first night of the game. Less characters act on the first night, so giving a 0 is safest. Sometimes, a 1 is doable.
  • Be consistent with your information. If you have given 2 for each night so far, keep telling the group a 2. If you have told the group that 0 player's abilities have gone wrong, then switching suddenly to a 1 will bring a lot of attention on you. Be prepared. Reducing the number that you give over time is much more believable than increasing it - as players die, the number of malfunctioning abilities would gradually be getting less and less.
  • Switch your information up when an obvious change would indicate that it should. For example, if a Sweetheart dies, or if a Philosopher becomes an in-play character, changing your information up would indicate that you are indeed the Mathematician, and that the Sweetheart and Philosopher are also telling the truth.
  • If you know the type of Demon that is in play, give information that is consistent with the Demon. This makes you look good. For example, if you know a Vortox is in play (and you believe the good team has, or will, figure it out), then giving obviously inaccurate information seems reasonable. Or, if you know a Fang Gu is in play, (and you believe the good team has, or will, figure it out), then give information that implies that good abilities are working normally.
  • If you know the type of Demon that is in play, but you do not believe that the good team will figure it out, then give information that conflicts with this Demon type. If you can make the good team believe that a different Demon is in-play, then they will be very confused. For example, if a Vigormortis is in play, you can keep giving a 1 or a 2 as your information, giving the impression that a No Dashii is in play instead.
  • As a fake Mathematician, you are particularly suited to supporting the bluffs of other evil players. If they are claiming too be a good character that is suspicious that their ability malfunctioned yesterday, then give a 1 (or more) to make their bluff look more legitimate.
  • If you are a Minion, and trying to get yourself executed late in the game, you can do so easily as the Mathematician. Tell the group you received either a 0 or a 1 at a time where it would be obviously illogical to do so, and the good team will be hunting for you - but not the Demon - once they figure it out.