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Amnesiac and Sage: Difference between pages

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[[File:icon_amnesiac.png|250px]]
[[File:icon_sage.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#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aidan Roberts</td>
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<p class='flavour'>"Wait. What. Who? Oh, ok. Wait. What?"</p>
<p class='flavour'>"These mountainous tomes guard the secret, I am sure of it! Twixt word and word, it lies in wait. More candles, boy! More ink! These notes may look arcane, but the infernal puzzle is revealing itself."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px]]
 
<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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/33723053/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-4-18%2F187488115-44100-2-f38d7c8e51b88.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are."
"If the Demon kills you, you learn that it is 1 of 2 players."


The Amnesiac doesn’t know their own ability.
The Sage knows nothing while alive, but learns the most important information of all at the moment of their death - who killed them
* The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original.
* The Sage only gets this information when killed by a Demon attack. Being executed does not count.
* The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player.
* Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on.
* Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”
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== How to Run ==
== How to Run ==


While setting up the game, decide what ability the Amnesiac player has. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Amnesiac’s '''?''' reminders if you need to.
If the Sage was killed by the Demon, wake the Sage. Point at two players, one who is the Demon that killed the Sage. Put the Sage to sleep.
 
Each day, the Amnesiac makes a guess about their ability in private. Answer “Cold”, “Warm”, “Hot, or “Bingo”.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Make the Amnesiac’s ability guessable, so that the Amnesiac can figure out what their ability is over time. Learning a piece of information each night, or a power that affects the game in a way that the Amnesiac notices, are both good ideas.
If the Sage dies early, you will probably want to show the Sage two alive players, which lets the evil team still have a slim chance of winning. If the Sage dies on the final night, feel free to show one alive and one dead player.
<hr/>
If the Amnesiac guesses their ability, but the wording is different, still tell them they guessed correctly.
<hr/>
You can make the Amnesiac’s ability slightly better than a normal Townsfolk’s ability. Not knowing what it is, the player will need to work harder to receive its full benefit.
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<div class='example'>
Each night, the Amnesiac wakes and is prompted to point at two players. The Storyteller shakes their head on the first night, and nods on the second. The Amnesiac guesses “Am I learning if both players are Minions?” The Storyteller says “Hot” because their ability is that they detect if either of the two players are a Minion.
During the second night, the Demon kills the Sage. The Storyteller points at two players, one of whom is the Demon.
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<div class='example'>
<div class='example'>
Each night, the Amnesiac learns a number. The Amnesiac is learning how many of their living neighbours are Townsfolk.
During the final night, the Demon kills the Sage, who is drunk because of the {{Good|Sweetheart}}. The Storyteller points at a dead player and one of the remaining three alive players. This information is incorrect.
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<div class='example'>
<div class='example'>
Each night, the Amnesiac is shown a character token. The Amnesiac is learning characters that aren’t in this game.
The {{Evil|Pit-Hag}} creates a Demon. Because the {{Evil|Pit-Hag}} ability says that "all deaths tonight are arbitrary,the Storyteller decides that the old Demon dies, and the Sage dies. Because the Sage died due to the {{Evil|Pit-Hag}}, not the Demon, the Sage does not wake to learn anything tonight
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== Tips & Tricks ==
== Tips & Tricks ==


* Most, though not all, Amnesiac abilities are information abilities of some kind or another, and they are usually more powerful than your average Townsfolk ability (due to the risk that you might not guess it). This makes your ability especially useful, should you figure it out.
* Get killed by the Demon. Do it. By any means, and as quickly as possible. If the Demon kills you, you get fantastic information, so do whatever you can to make it happen. Pretend to be a character the Demon would want to kill, such as a {{Good|Flowergirl}} or a {{Good|Savant}}, or stay silent. Unlike the {{Good|Ravenkeeper}}, who benefits more so when the Demon attacks them later in the game, you benefit most when the Demon attacks you earlier in the game. If the Demon attacks you on the first or second night (or in the first half of the game), then you will have enough days left to execute both suspects you learn might be the Demon.
 
* You’re free to be as broad or as specific as you like when asking clarifying questions of the Storyteller. It’s probably best to start with bigger questions like “Does my ability have to do with Outsiders?” and later move on to more specific questions like “am I learning if the player I choose has a character name that starts with L?”.
 
* Many Amnesiac abilities will have you choosing players at night. Try to vary who you choose to get a variety of data to deduce from.


* When guessing the nature of your ability, keep in mind the various mechanical hooks of the game your ability might relate to, such as…
* Reveal your information immediately if the Demon does kill you. The sooner the good team knows that you are the Sage, and that you know 1 of two players is the Demon, then the sooner you can figure out who the Demon is. If you wait until the final day to reveal your information (in the way that a {{Good|Fortune Teller}} might wait until the final day to reveal that 1 or 2 still-living players are not the Demon), then you may still only know that the Demon is 1 of 2 players. Also, in this case, you will have to convince the good team that you are the Sage, and you may not have enough time left to do so.
** Characters: Who is a particular character? Who is a particular type such as Minion or Outsider? Does the character name start or end with a particular letter? Is the character in a certain position on the script page?
** Powers: Are you making players drunk? Can you publicly choose players and do something to them? Did you give information to another player at night? Do you change or swap characters or alignments? Are you preventing or causing deaths?
** Physical arrangement: Who’s sitting next to whom? Who’s sitting across from whom? Who nominated today? Who voted today?
** Social behavior: Who is winning? Who is lying? Who is correct?


* Feel free to ask for the town’s help in trying to figure out your ability. If you can’t figure out what 1,3,1,2,1 means, perhaps your allies can.
* You can simply come out publicly as the Sage, in order to survive until the final day. If you believe that the group trusts you, telling the group that you are the Sage can be a great way to get the Demon to leave you alone, so that other players are killed at night, and other players are executed during the day. Having other players believe that you are good is crucial for this strategy to work. Surviving until the final day means that evil can not automatically win by having all 3 players alive be evil, and it also means that the good team is choosing between 2 players to execute, not 3.


* Remember that your Storyteller tried to make your ability reasonable to guess. If theories seem so outlandish that you don’t believe the Storyteller would make it your ability, it may be worth discounting them on those merits.
* If you die at night but didn't get any information, this is also great news! While you didn't get to find out who the Demon is, you know that the only way you can die at night but not be killed by the Demon is if you were killed by the {{Evil|Pit-Hag}}'s arbitrary deaths, so you can confirm that to town.
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== Bluffing as the Amnesiac ==
== Bluffing as the Sage ==
 
When bluffing as the Amnesiac, there are a few things you should keep in mind:
 
* You don’t actually need to have an ability in mind when you start bluffing Amnesiac, but you’ll probably want to have a strong idea by the end of the game.
 
* When bluffing your ability, you’ll probably need to fake getting information from the Storyteller at night. Such information can include:
** Numbers
** Pointing at players
** Yeses and Nos
** Character tokens
** Thumbs up (good) and thumbs down (evil)
 
* Don’t forget to visit the Storyteller each day, as that’s what an Amnesiac would do. Remember that the clues the Storyteller gives for Amnesiac guesses are as follows.
** Cold, your question has no relation to your ability.
** Warm, your question has some relation to your ability.
** Hot, you’re close to guessing your ability.
** Bingo, you’ve guessed your ability.


* Pretend to guess your ability. Inventing and then solving a fake ability gives literally limitless room for deception. You can steer your ability over the course of the game to arrive at any conclusion of your choosing, such as casting doubt on good players, supporting evil players, or making good players doubt their information.
When bluffing as the Sage, there are a few things you should keep in mind:


* “Getting it” early versus late each has its own merits. Because you’re lying about your ability, you may be able to easily spread lies as soon as you have your ability “figured out”. However, if you guess your ability so fast that it seems unrealistic, you may cast undue suspicion on yourself.
* The power of the Sage only becomes relevant on death, and is incredibly powerful. If you intend to follow a Sage bluff through to completion, you should be prepared to die. It's worth it - if the good team believes you, they'll spend two days executing the people you accuse, instead of your demon! This can be especially effective if you are a {{Evil|Fang Gu}} (who may die unexpectedly by hitting an Outsider) or if a {{Evil|Pit-Hag}} is getting up to no good, causing random evil deaths.


* Pretend to never guess your ability! If you never “get it”, you won't be obligated to share information with the town, because you don’t have any. Additionally, this may make other players sympathetic to you, seeing as you never figured out your puzzle.
* As an evil player, you probably want to stay alive for as long as possible to wreak maximum havoc. This can make a Sage bluff more tricky, since you'll have no 'information' to back up your claim without a death at night - but you can turn your survival into a weapon just like your death. Talk to a player early on (someone you know is good - especially potent if they're a powerful character claim like the {{Good|Savant}} or {{Good|Flowergirl}}), and admit to being the Sage. Later, when the town is suspect of you, tell them you revealed your identity to exactly one person, and accuse them of either being the demon and avoiding killing you, or feeding the demon information about your role!


* When you are “stuck” on your ability. Invite the town to try and figure it out with you. This can be very helpful in distracting the town’s deduction efforts away from finding your Demon and towards solving your unsolvable riddle.  
* If you're bluffing as an information role and people are starting to notice that your information is not adding up, consider dropping that bluff and coming out as the Sage instead. Your confusing information will be revealed as not true, but the good team will hopefully think you were only lying for a good cause (to get the demon's attention), and leave you alone.
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[[Category:Experimental Characters]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 22:59, 11 April 2023

Icon sage.png Information

Type Townsfolk
Artist Aidan Roberts

"These mountainous tomes guard the secret, I am sure of it! Twixt word and word, it lies in wait. More candles, boy! More ink! These notes may look arcane, but the infernal puzzle is revealing itself."

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 the Demon kills you, you learn that it is 1 of 2 players."

The Sage knows nothing while alive, but learns the most important information of all at the moment of their death - who killed them

  • The Sage only gets this information when killed by a Demon attack. Being executed does not count.

How to Run

If the Sage was killed by the Demon, wake the Sage. Point at two players, one who is the Demon that killed the Sage. Put the Sage to sleep.

If the Sage dies early, you will probably want to show the Sage two alive players, which lets the evil team still have a slim chance of winning. If the Sage dies on the final night, feel free to show one alive and one dead player.

Examples

During the second night, the Demon kills the Sage. The Storyteller points at two players, one of whom is the Demon.

During the final night, the Demon kills the Sage, who is drunk because of the Sweetheart. The Storyteller points at a dead player and one of the remaining three alive players. This information is incorrect.

The Pit-Hag creates a Demon. Because the Pit-Hag ability says that "all deaths tonight are arbitrary,” the Storyteller decides that the old Demon dies, and the Sage dies. Because the Sage died due to the Pit-Hag, not the Demon, the Sage does not wake to learn anything tonight

Tips & Tricks

  • Get killed by the Demon. Do it. By any means, and as quickly as possible. If the Demon kills you, you get fantastic information, so do whatever you can to make it happen. Pretend to be a character the Demon would want to kill, such as a Flowergirl or a Savant, or stay silent. Unlike the Ravenkeeper, who benefits more so when the Demon attacks them later in the game, you benefit most when the Demon attacks you earlier in the game. If the Demon attacks you on the first or second night (or in the first half of the game), then you will have enough days left to execute both suspects you learn might be the Demon.
  • Reveal your information immediately if the Demon does kill you. The sooner the good team knows that you are the Sage, and that you know 1 of two players is the Demon, then the sooner you can figure out who the Demon is. If you wait until the final day to reveal your information (in the way that a Fortune Teller might wait until the final day to reveal that 1 or 2 still-living players are not the Demon), then you may still only know that the Demon is 1 of 2 players. Also, in this case, you will have to convince the good team that you are the Sage, and you may not have enough time left to do so.
  • You can simply come out publicly as the Sage, in order to survive until the final day. If you believe that the group trusts you, telling the group that you are the Sage can be a great way to get the Demon to leave you alone, so that other players are killed at night, and other players are executed during the day. Having other players believe that you are good is crucial for this strategy to work. Surviving until the final day means that evil can not automatically win by having all 3 players alive be evil, and it also means that the good team is choosing between 2 players to execute, not 3.
  • If you die at night but didn't get any information, this is also great news! While you didn't get to find out who the Demon is, you know that the only way you can die at night but not be killed by the Demon is if you were killed by the Pit-Hag's arbitrary deaths, so you can confirm that to town.

Bluffing as the Sage

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

  • The power of the Sage only becomes relevant on death, and is incredibly powerful. If you intend to follow a Sage bluff through to completion, you should be prepared to die. It's worth it - if the good team believes you, they'll spend two days executing the people you accuse, instead of your demon! This can be especially effective if you are a Fang Gu (who may die unexpectedly by hitting an Outsider) or if a Pit-Hag is getting up to no good, causing random evil deaths.
  • As an evil player, you probably want to stay alive for as long as possible to wreak maximum havoc. This can make a Sage bluff more tricky, since you'll have no 'information' to back up your claim without a death at night - but you can turn your survival into a weapon just like your death. Talk to a player early on (someone you know is good - especially potent if they're a powerful character claim like the Savant or Flowergirl), and admit to being the Sage. Later, when the town is suspect of you, tell them you revealed your identity to exactly one person, and accuse them of either being the demon and avoiding killing you, or feeding the demon information about your role!
  • If you're bluffing as an information role and people are starting to notice that your information is not adding up, consider dropping that bluff and coming out as the Sage instead. Your confusing information will be revealed as not true, but the good team will hopefully think you were only lying for a good cause (to get the demon's attention), and leave you alone.