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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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[[File:icon_professor.png|250px]]
<td>Type</td>
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<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
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<td>Aiden Roberts</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<td>Artist</td>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td>Aidan Roberts</td>
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Cult of the Clocktower</span><div class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/9971569/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-27%2F45319781-44100-2-b5f2a643b4fd4.mp3">You need to enable JavaScript to play this audio</div>
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<p class='flavour'>"The process is simple. Attach the hydraulic confabulator to the modified chi matrix amplifier, add 20 CCs of pseudodorafine, keep his Z levels above 20%, and your husband will be fine. Now, all we need is a lightning strike."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.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/52108577/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-4-17%2F266015540-44100-2-b1eff3701ba47.m4a">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."
"Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Professor can bring someone back from the dead.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* Once per game, the Professor can choose a dead player. If that player is a Townsfolk, they are resurrected, becoming alive again.
* They learn this only once and then learn nothing more.
* If the Professor chooses an Outsider, Minion, or Demon, then nothing happens, and the Professor’s ability is gone.
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* The resurrected player regains their ability, even a “once per game” ability they used already.
* Resurrected Townsfolk may or may not get to act on the night of their resurrection, depending on whether they would act before or after the Professor. If they had a “first night only” or “you start knowing” ability, they immediately wake to use it again, as soon as the Professor goes to sleep.
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== How to Run ==
== How to Run ==


While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
Each night except the first, wake the Professor. The Professor either shakes their head no or points to a dead player. Put the Professor to sleep.


During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
If the Professor chose a dead Townsfolk, the chosen player becomes '''alive''' again—mark them with the Professor’s '''ALIVE''' reminder and remove their shroud. (''They wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability.'') At dawn, after declaring which players died, declare which player is alive again. (''Do not say why.'') '''The Professor loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
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== Examples ==


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Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
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== Examples ==
Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
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The Professor chooses a dead player who is claiming to be the {{Good|Tea Lady}}. The player is actually the {{Good|Lunatic}}. Nobody is resurrected.
 
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== Tips & Tricks ==


* The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.  
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The Professor resurrects the {{Good|Grandmother}}, who learns a good player’s character. At dawn, all players learn the {{Good|Grandmother}} player is alive, but not that the player is the {{Good|Grandmother}}.
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* When the Washerwoman  is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
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The drunk Professor chooses to resurrect the {{Good|Minstrel}}. Unbeknownst to the Professor, the {{Good|Minstrel}} was regurgitated by the {{Evil|Shabaloth}} and is now alive. The Storyteller shakes their head no, because the Professor must choose a dead player. The Professor chooses the dead {{Good|Fool}} instead. Nothing happens because the Professor is drunk, and the Professor cannot use their ability again.  
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* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
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* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
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* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.
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* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
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== Tips & Tricks ==


* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.
* Use your ability as early as you possibly can! Evil players will ''really'' not want to keep you around, so getting your ability to trigger as soon as possible will give you an edge. Additionally, it is more likely that players who die early in the game will be good Townsfolk, since they are in the majority and evil will be protecting each other.
* Use your ability as late in the game as you dare! While risky, you can't underestimate how disruptive the resurrection of a confirmed Townsfolk at the end of the game can be for the evil team. The good team will be able to rally around both you and your revived Townsfolk, and the evil team will have a lot less options for disguising themselves as the game has worn on.


* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.
* Remember that if your ability fails, the dead player is either evil ''or'' an Outsider. Don't jump to conclusions ''right'' away - you could've targeted a confused {{Evil|Zombuul}} or {{Good|Lunatic}}!


* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.
* Resurrect players who died at night, rather than players who were executed. It's not as sure a thing as in other editions, but players who die at night were ''probably'' targeted by the demon, and are therefore most likely good.


* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
* Resurrect executed players if you believe the town has made a mistake! If your ability works, you have absolved an innocent townsfolk. If it doesn't, well, you can be very sure that they were right to execute them the first time. (Bonus strategy: Reveal yourself to a player you believe to be good, and ask them to be deliberately executed so you can bring them back, proving both of you. Especially effective early in the game!)


* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
* Successfully resurrect a townsfolk, and you are going to be one of the more trustworthy good players in the game. While you won't be totally free of suspicion (the {{Evil|Shabaloth}} is always a concern), you and your revived Townsfolk will know you can trust each other 100%, and most other players will want to join your circle! Use this to your advantage to rally the good team in the face of evil.


* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
* When picking who to resurrect, consider telling the player ahead of time what you intend to do. Not only does this lend credibility to the fact that you aren't the {{Evil|Shabaloth}} (since the Storyteller chooses who is regurgitated), but it also means the player can warn you off if they are an outsider who is bluffing as a townsfolk for whatever reason. Additionally, if the player agrees to go along with this plan and doesn't come back, you can be much more confident that they are evil, since they had the chance to stop you and didn't!
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* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
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* You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
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* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
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== Bluffing as the Professor ==


* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
When bluffing as the Professor, there are a few things you should keep in mind:
<br>


== Bluffing as the Washerwoman==
* You can't resurrect anyone. Be prepared to explain why your ability failed. The Professor is often a more difficult bluff than other good characters in [[Bad Moon Rising]], so you will need to think ahead.


When bluffing as the Washerwoman , there are a few things you should keep in mind:
* Claim to have used your Professor ability on a player that the group considers to be suspicious. You can claim to have wanted to "test" to see if they were actually a Townsfolk or not. Choosing a suspicious player will more likely make you look like the good player, so is more useful if you are a Demon as opposed to a Minion.


* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.
* Claim to have used your ability on a trusted good player. When nothing happens, the group will assume (unless you can convince them that you were drunk or poisoned for some reason) that one of you is evil. And the odds are, that if they are trusted, you are not. This strategy is more useful if you are a Minion, as being executed can often be a good thing.


* Claim to be the Washerwoman  and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.
* If the Demon is the {{Evil|Shabaloth}}, and a player is regurgitated at night, this can look identical to a Professor resurrecting someone. If you think this might happen, or if you have quick wits and can claim in the morning that last night's surprise living player was due to your efforts, you can convince the group that you have used your ability effectively. This is doubly damaging if the regurgitated player was actually a fellow Minion.


* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
* If you are good player, bluffing as a Professor that has used their ability (and nothing happened) can be a great way to stay alive long enough to use your actual ability. Demons are usually not interested in attacking Professors that have lost their ability, since they are no longer a threat. For example, if you are the {{Good|Courtier}}, but want to ensure that you survive long enough to use your drunking ability, claiming to be a Professor that no longer has an ability will usually let you live long enough to do so.
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* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
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* The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that Washerwoman  was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.
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* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
[[Category:Bad Moon Rising]]
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[[Category:Townsfolk]]

Revision as of 15:34, 2 April 2023

Icon professor.png Information

Type Townsfolk
Artist Aidan Roberts

"The process is simple. Attach the hydraulic confabulator to the modified chi matrix amplifier, add 20 CCs of pseudodorafine, keep his Z levels above 20%, and your husband will be fine. Now, all we need is a lightning strike."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected."

The Professor can bring someone back from the dead.

  • Once per game, the Professor can choose a dead player. If that player is a Townsfolk, they are resurrected, becoming alive again.
  • If the Professor chooses an Outsider, Minion, or Demon, then nothing happens, and the Professor’s ability is gone.
  • The resurrected player regains their ability, even a “once per game” ability they used already.
  • Resurrected Townsfolk may or may not get to act on the night of their resurrection, depending on whether they would act before or after the Professor. If they had a “first night only” or “you start knowing” ability, they immediately wake to use it again, as soon as the Professor goes to sleep.

How to Run

Each night except the first, wake the Professor. The Professor either shakes their head no or points to a dead player. Put the Professor to sleep.

If the Professor chose a dead Townsfolk, the chosen player becomes alive again—mark them with the Professor’s ALIVE reminder and remove their shroud. (They wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability.) At dawn, after declaring which players died, declare which player is alive again. (Do not say why.) The Professor loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.

Examples

The Professor chooses a dead player who is claiming to be the Tea Lady. The player is actually the Lunatic. Nobody is resurrected.

The Professor resurrects the Grandmother, who learns a good player’s character. At dawn, all players learn the Grandmother player is alive, but not that the player is the Grandmother.

The drunk Professor chooses to resurrect the Minstrel. Unbeknownst to the Professor, the Minstrel was regurgitated by the Shabaloth and is now alive. The Storyteller shakes their head no, because the Professor must choose a dead player. The Professor chooses the dead Fool instead. Nothing happens because the Professor is drunk, and the Professor cannot use their ability again.

Tips & Tricks

  • Use your ability as early as you possibly can! Evil players will really not want to keep you around, so getting your ability to trigger as soon as possible will give you an edge. Additionally, it is more likely that players who die early in the game will be good Townsfolk, since they are in the majority and evil will be protecting each other.
  • Use your ability as late in the game as you dare! While risky, you can't underestimate how disruptive the resurrection of a confirmed Townsfolk at the end of the game can be for the evil team. The good team will be able to rally around both you and your revived Townsfolk, and the evil team will have a lot less options for disguising themselves as the game has worn on.
  • Remember that if your ability fails, the dead player is either evil or an Outsider. Don't jump to conclusions right away - you could've targeted a confused Zombuul or Lunatic!
  • Resurrect players who died at night, rather than players who were executed. It's not as sure a thing as in other editions, but players who die at night were probably targeted by the demon, and are therefore most likely good.
  • Resurrect executed players if you believe the town has made a mistake! If your ability works, you have absolved an innocent townsfolk. If it doesn't, well, you can be very sure that they were right to execute them the first time. (Bonus strategy: Reveal yourself to a player you believe to be good, and ask them to be deliberately executed so you can bring them back, proving both of you. Especially effective early in the game!)
  • Successfully resurrect a townsfolk, and you are going to be one of the more trustworthy good players in the game. While you won't be totally free of suspicion (the Shabaloth is always a concern), you and your revived Townsfolk will know you can trust each other 100%, and most other players will want to join your circle! Use this to your advantage to rally the good team in the face of evil.
  • When picking who to resurrect, consider telling the player ahead of time what you intend to do. Not only does this lend credibility to the fact that you aren't the Shabaloth (since the Storyteller chooses who is regurgitated), but it also means the player can warn you off if they are an outsider who is bluffing as a townsfolk for whatever reason. Additionally, if the player agrees to go along with this plan and doesn't come back, you can be much more confident that they are evil, since they had the chance to stop you and didn't!

Bluffing as the Professor

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

  • You can't resurrect anyone. Be prepared to explain why your ability failed. The Professor is often a more difficult bluff than other good characters in Bad Moon Rising, so you will need to think ahead.
  • Claim to have used your Professor ability on a player that the group considers to be suspicious. You can claim to have wanted to "test" to see if they were actually a Townsfolk or not. Choosing a suspicious player will more likely make you look like the good player, so is more useful if you are a Demon as opposed to a Minion.
  • Claim to have used your ability on a trusted good player. When nothing happens, the group will assume (unless you can convince them that you were drunk or poisoned for some reason) that one of you is evil. And the odds are, that if they are trusted, you are not. This strategy is more useful if you are a Minion, as being executed can often be a good thing.
  • If the Demon is the Shabaloth, and a player is regurgitated at night, this can look identical to a Professor resurrecting someone. If you think this might happen, or if you have quick wits and can claim in the morning that last night's surprise living player was due to your efforts, you can convince the group that you have used your ability effectively. This is doubly damaging if the regurgitated player was actually a fellow Minion.
  • If you are good player, bluffing as a Professor that has used their ability (and nothing happened) can be a great way to stay alive long enough to use your actual ability. Demons are usually not interested in attacking Professors that have lost their ability, since they are no longer a threat. For example, if you are the Courtier, but want to ensure that you survive long enough to use your drunking ability, claiming to be a Professor that no longer has an ability will usually let you live long enough to do so.