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Preacher and Puzzlemaster: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_preacher.png|250px]]
[[File:icon_puzzlemaster.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>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Caitlin Murphy</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>04/07/2020</td>
<td>23/09/2021</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"It is better to be rich and healthy than poor and sick."</p>
<p class='flavour'>"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse '''just''' and '''should''' with '''is''' and '''isn’t'''."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>YwOK_zZ4Eo0</youtube>


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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."
"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."


The Preacher removes the Minion abilities of selected players.
The Puzzlemaster tries to figure out who is drunk.
* A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk.
* Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead.
* The Puzzlemaster isn’t told if they guessed correctly or not.
* Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count.
* If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== 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.


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.
While preparing the first night, mark any player with the
Puzzlemaster’s '''DRUNK''' reminder. This player is '''drunk'''.


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.
At any time during the game, the Puzzlemaster may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Puzzlemaster’s '''DRUNK''' reminder, privately tell the Puzzlemaster which player is the Demon. If their guessed player is not marked by the Puzzlemaster’s '''DRUNK''' reminder, privately tell the Puzzlemaster the name of a non-Demon player. (''Do not say if they guessed correctly or not.'') Either way, mark the Puzzlemaster with the '''GUESS USED''' reminder.


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.
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
 
While you can make a Minion or the Demon drunk with the Puzzlemaster ability, only do this if you have an excellent reason in mind. It is almost always best to select a Townsfolk player.
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.
</div>
 
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'>
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.  
Alex is the Demon. Sarah is the {{Good|Empath}} who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.
</div>
</div>


<div class='example'>
<div class='example'>
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.
Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the {{Good|Sailor}}. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.
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== Tips & Tricks ==
== 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.
* You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.
 
* You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.  
 
* Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.
 
* Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the {{Good|Slayer}}, the good team may not need to know who you are until it is time for your ability to be used.
 
* Seek advice from the group on who you should choose. They may know something that you don't.  


* 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}}!
* Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.  


* 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 a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the {{Good|Virgin}}, but does not die when nominated, of if a player claims to be the {{Good|Golem}}, but nobody dies when the {{Good|Golem}} nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.  


* 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.
* Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.  


* 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!
* When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.  


* 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!
* If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.


* 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!
* You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the {{Good|Librarian}}. Treat yourself like the {{Good|Librarian}}, and contribute to the good team's pool of information.
 
* Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Preacher ==
== Bluffing as the Puzzlemaster ==
 
When bluffing as the Puzzlemaster, there are a few things you should keep in mind:


When bluffing as the Preacher, there are a few things you should keep in mind:
* The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the {{Good|Librarian}} for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you ''could'' be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!


* 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.
* The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.


* 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!
* The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.


* 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 you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying {{Good|Mayor}} or {{Good|Sailor}}!


* 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.
* Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)


* 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.
* A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)


* 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 Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!


* 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.
* If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.


* 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 suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is. 


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Latest revision as of 11:54, 26 March 2024

Icon puzzlemaster.png Information

Type Outsider
Artist Caitlin Murphy
Revealed 23/09/2021

"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t."

Character Showcase

Summary

"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."

The Puzzlemaster tries to figure out who is drunk.

  • A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk.
  • Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead.
  • The Puzzlemaster isn’t told if they guessed correctly or not.
  • Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count.
  • If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.

How to Run

While preparing the first night, mark any player with the Puzzlemaster’s DRUNK reminder. This player is drunk.

At any time during the game, the Puzzlemaster may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster which player is the Demon. If their guessed player is not marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster the name of a non-Demon player. (Do not say if they guessed correctly or not.) Either way, mark the Puzzlemaster with the GUESS USED reminder.

While you can make a Minion or the Demon drunk with the Puzzlemaster ability, only do this if you have an excellent reason in mind. It is almost always best to select a Townsfolk player.

Examples

Alex is the Demon. Sarah is the Empath who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.

Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the Sailor. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.

Tips & Tricks

  • You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.
  • You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.
  • Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.
  • Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the Slayer, the good team may not need to know who you are until it is time for your ability to be used.
  • Seek advice from the group on who you should choose. They may know something that you don't.
  • Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.
  • If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the Virgin, but does not die when nominated, of if a player claims to be the Golem, but nobody dies when the Golem nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.
  • Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.
  • When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.
  • If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.
  • You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the Librarian. Treat yourself like the Librarian, and contribute to the good team's pool of information.
  • Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.

Bluffing as the Puzzlemaster

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

  • The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the Librarian for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you could be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
  • The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.
  • The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.
  • If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying Mayor or Sailor!
  • Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)
  • A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)
  • The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!
  • If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.
  • If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.