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[[File:icon_sage.png|250px]]
[[File:icon_preacher.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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<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>John Grist</td>
</tr>
<tr>
<td>Revealed</td>
<td>04/07/2020</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"It is better to be rich and healthy than poor and sick."</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 ==
"If the Demon kills you, you learn that it is 1 of 2 players."
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no 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 Preacher removes the Minion abilities of selected players.
* The Sage only gets this information when killed by a Demon attack. Being executed does not count.
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== How to Run ==
== How to Run ==
Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.


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.
From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.
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.
 
</div>
If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.
 
If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.
 
In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.
 
If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.
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<div class='example'>
<div class='example'>
During the second night, the Demon kills the Sage. The Storyteller points at two players, one of whom is the Demon.
Alex is the Preacher. On the first night, the Preacher chooses the {{Evil|Fearmonger}}. The {{Evil|Fearmonger}} loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the {{Good|Slayer}}. Nothing happens because the {{Good|Slayer}} is not a Minion. On the third night, the Preacher chooses the {{Evil|Po}}. Nothing happens because the {{Evil|Po}} is not a Minion. On the fourth night, the Preacher chooses the {{Evil|Poisoner}}. The {{Evil|Poisoner}} loses their ability and learns that they have been chosen by the Preacher.  
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<div class='example'>
<div class='example'>
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.
The Preacher has previously chosen the {{Evil|Spy}}, the {{Good|Saint}}, the {{Good|Drunk}}, and the {{Evil|Goblin}}. The {{Evil|Spy}} and the {{Evil|Goblin}} have no ability, so the {{Evil|Spy}} doesn't see the Grimoire each night, and the {{Evil|Goblin}} cannot win by being executed. The Preacher becomes drunk. The {{Evil|Spy}} and the {{Evil|Goblin}} regain their abilities. The {{Evil|Spy}} sees the Grimoire that night, and the {{Evil|Goblin}} will win if executed. The Preacher becomes sober, so once again the {{Evil|Spy}} and {{Evil|Goblin}} have no abilities. The {{Evil|Spy}} dies. The Preacher dies. The {{Evil|Goblin}} gets their ability back, but the {{Evil|Spy}} does not, because the {{Evil|Spy}} is dead.
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<div class='example'>
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 ==


* 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.
* The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.


* 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.
* Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their {{Evil|Boomdandy}} or outsmarting their {{Evil|Mezepheles}}. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the {{Good|Butler}} or the {{Good|Barber}}!


* 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 a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!


* 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.
* On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
 
* If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an {{Evil|Assassin}} after they've already killed doesn't really achieve too much for your team, but a {{Evil|Widow}} losing their ability has still seen the Grimoire, but will lose their ability to poison. A {{Evil|Pit-Hag}} would be a even more urgent priority again!
 
* Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
 
* The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the {{Evil|Vigormortis}} and an evil aligned {{Traveler|Bone Collector}}. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!
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== Bluffing as the Sage ==
== Bluffing as the Preacher ==
 
When bluffing as the Preacher, there are a few things you should keep in mind:
 
* Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.
 
* To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the {{Evil|Witch}} or {{Evil|Cerenovus}}), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of {{Evil|Witch}} deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
 
* Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
 
* If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
 
* You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a {{Good|Butler}} bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.


When bluffing as the Sage, there are a few things you should keep in mind:
* If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!


* 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.
* Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the {{Evil|Fang Gu}} for example. A Preacher dying at night has a lot more credibility than one who is executed.


* 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!
* Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An {{Evil|Assassin}} kill or a {{Evil|Devil's Advocate}} execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!


* 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:Sects & Violets]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Latest revision as of 11:54, 26 March 2024

Icon preacher.png Information

Type Townsfolk
Artist John Grist
Revealed 04/07/2020

"It is better to be rich and healthy than poor and sick."

Summary

"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."

The Preacher removes the Minion abilities of selected players.

How to Run

Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.

From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.

If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.

If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.

If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.

In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.

If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.

Examples

Alex is the Preacher. On the first night, the Preacher chooses the Fearmonger. The Fearmonger loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the Slayer. Nothing happens because the Slayer is not a Minion. On the third night, the Preacher chooses the Po. Nothing happens because the Po is not a Minion. On the fourth night, the Preacher chooses the Poisoner. The Poisoner loses their ability and learns that they have been chosen by the Preacher.

The Preacher has previously chosen the Spy, the Saint, the Drunk, and the Goblin. The Spy and the Goblin have no ability, so the Spy doesn't see the Grimoire each night, and the Goblin cannot win by being executed. The Preacher becomes drunk. The Spy and the Goblin regain their abilities. The Spy sees the Grimoire that night, and the Goblin will win if executed. The Preacher becomes sober, so once again the Spy and Goblin have no abilities. The Spy dies. The Preacher dies. The Goblin gets their ability back, but the Spy does not, because the Spy is dead.

Tips & Tricks

  • The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
  • Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their Boomdandy or outsmarting their Mezepheles. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the Butler or the Barber!
  • If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!
  • On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
  • If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an Assassin after they've already killed doesn't really achieve too much for your team, but a Widow losing their ability has still seen the Grimoire, but will lose their ability to poison. A Pit-Hag would be a even more urgent priority again!
  • Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
  • The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the Vigormortis and an evil aligned Bone Collector. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!

Bluffing as the Preacher

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

  • Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.
  • To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the Witch or Cerenovus), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of Witch deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
  • Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
  • If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
  • You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a Butler bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.
  • If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!
  • Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the Fang Gu for example. A Preacher dying at night has a lot more credibility than one who is executed.
  • Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An Assassin kill or a Devil's Advocate execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!