Actions

Po and Gunslinger: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
(Undo revision 284 by Administrator (talk))
Tag: Undo
 
Line 4: Line 4:


<div id='character-details'>
<div id='character-details'>
[[File:icon_po.png|250px]]
[[File:icon_gunslinger.png|250px]]
<p class='flavour'>"Would you like a flower? I'm so lonely."<p>
<p class='flavour'>"Alms for the poor, good Sir? Spare a coin, Madam? Thank you. God bless! You're a right kind soul and no mistake! I'll have some swanky nosh tonight, I will!"<p>


<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|200px]]
[[File:logo_trouble_brewing.png|200px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
Line 14: Line 14:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Anica Kelson</td>
</tr>
</tr>
</table>
</table>
Line 27: Line 23:
<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Po can choose to attack nobody at night, but goes on a rampage the following night.
The Beggar can not vote unless someone gives them a token to use, but they learn if the player that does so is good or evil.


__TOC__
__TOC__
Line 33: Line 29:
== Character Text ==
== Character Text ==


"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight."
"You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy."
<br><br>
<br><br>


Line 41: Line 37:


<div class='example'>
<div class='example'>
On the second night, the Po attacks one player. On the third night, the Po chooses to attack nobody. On the fourth night, the Po attacks three players.
The {{Traveler|Beggar}} cannot vote. On the fourth day, the {{Good|Monk}} gives her vote token to the {{Traveler|Beggar}}. The {{Traveler|Beggar}} may now vote (once), and learns that the player is good. The {{Traveler|Beggar}} is evil and tells the group that the {{Good|Monk}} player is evil.
</div>
</div>


<div class='example'>
<div class='example'>
The Po chooses to attack nobody, but is drunk. The next night, the Po is poisoned. They choose three players, but none of them die. The following night, the Po is sober and healthy and attacks a player, who dies.
The good {{Traveler|Beggar}} has three vote tokens. The {{Good|Recluse}} gives the {{Traveler|Beggar}} their vote token, and the {{Traveler|Beggar}} learns that they are evil. That day, the {{Traveler|Beggar}} dies, and loses all their vote tokens except for one.
</div>
</div>


<div class='example'>
The Po attacks the {{Good|Moonchild}}, then the {{Good|Goon}}, then the {{Good|Grandmother}}. Only the {{Good|Moonchild}} dies, because the Po became drunk when they attacked the {{Good|Goon}}.
</div>
</div>


</div>
== Tips & Tricks (if you are good) ==
 
* You definitely want to learn the alignment of at least one player, but don't get too greedy. Learning 1 or 2 player's alignment could mean that 1 or 2 good players can no longer vote - this is probably acceptable. But learning 5 players' alignment could mean that 5 good players can no longer vote - and that gives evil the majority vote at the next execution, granting evil the win. Gain a vote token or two... or three... but know when to stop.
 
* Tell the truth about good players who give you their vote token. You trust them. They will probably trust you. Have a private conversation about your combined strategy for the future, and tell the group that they are good. You can trust whatever information this good player has due to their character ability, so use that to your advantage and let them help you decide who to vote for.
 
* Lie about a good player who gave you their vote token. If you tell the group that a good player is in fact evil, the Demon or its Minions may seek you out and tell you who they are, believing that you are evil too. This could be amazing information. Either way, you'll want to tell the group that you were lying before the game ends, and reveal your strategy to them, otherwise they may believe that you are evil, or that the good player who selflessly gave you their token is evil.


== Tips & Tricks ==
* If an evil player is foolish enough or brave enough to give you their vote token, tell the truth about their alignment. Tell the group that the player is evil, and be prepared for that player to accuse you of being evil. Since it is rare for evil players to give their vote to a good beggar (but some will do so because it is so unexpected), you may find it difficult to convince the group that they are evil. It will be easier to convince the group if you can get a good player's vote token as well, as that good player will probably help you.


* The Po is the deadliest demon in [[Bad Moon Rising]] for its patience and ferocity. No other demon can hope to unleash as much devastation in a single night as you are capable of. Unlike the brutal {{Evil|Shabaloth}}, none of your victims are coming back from the dead unexpectedly. Unlike the {{Evil|Zombuul}} and the {{Evil|Pukka}}, you only wait if ''you'' choose it. The good team should tremble in fear at the mere thought that you are in play, knowing that at any time, you will unleash hell and leave the town torn asunder.
* If an evil player has given you their vote token, you may want to lie about their alignment. Tell the group they they are good - this may convince the evil players that you are evil, and will encourage more evil players to give you their vote token. On the final day, you can reveal the truth.


* Playing the Po is all about choosing how you want to kill. You have a few more options available to you than your average demon, and utilizing them well will be key for your victory.
* You can't vote. So, when you do get a vote token, use it very, very wisely. This is especially important because you may have removed a good player's ability to vote when you took their token, which means that good has less voting power overall. Make your vote count by saving it until the final day, or waiting to use it when your vote will decide whether a player is executed or not.
** Kill once per night, ignoring the charge ability entirely in favor of consistency. One advantage of this is it eliminates the 'charge' night of no deaths that is your most obvious tell, and makes you almost indistinguishable from a {{Evil|Zombuul}} or {{Evil|Pukka}}... at least initially. The good team wasting resources trying to detect a dead demon or doubting their own information is great for you! The obvious disadvantage is that you kill much less, which gives the good team a little longer to see through your deception and track you down.
** Don't hold back - charge and kill consistently. By utilizing your charge ability every single night, you basically get to 'kill two, kill one free' - meaning that you get one more kill than normal across the two nights. If the good team is dead, they won't be able to detect a dang thing! The downside to this method is that it will be pretty obvious that you are in play - you get the most kills in a single night of any character, and the good team will pick up on that. This can back you unexpectedly into a corner, as characters like the {{Good|Courtier}} may wine and dine you, making you drunk, or the {{Good|Gossip}} can start getting ''very'' specific in the statements that they make.  
** Finally, mix and match! Both methods above are viable depending on the game, but it pays to be flexible - kill once per night for a while, wait until you have three targets earmarked who you ''know'' will die, and then unleash your charged kill. Or unleash a charged kill early... but bluff as a {{Good|Moonchild}} to mask the extra kill, and then kill normally for the rest of the game. By mixing and matching your charged kill and regular kill, you can adapt to the situation as it unfolds - maybe the good team is wily and has a lot of information, and hiding your demon identity is crucial. Or maybe they're scattered, and you should finish them off before they have a chance to unite. Either way, you are versatile, so you might as well take full advantage of it. The downside to this method is that timing is everything - you have to plan your moves in advance, which means that if you didn't charge a kill on a night you ''really'' need more than one person dead, you could end up in hot water.  


* Co-ordinate with the {{Evil|Assassin}} and the {{Evil|Godfather}} (and even the good players!) to mask the nights you don't kill. If a death occurs on the night where you are preparing for a triple kill, the good players will usually believe the death was due to the Demon attacking, and this false information will lead them astray about which demon is in play, and may even make them believe good players are lying when they are not. For example, if you don't kill one night (because you are preparing for a triple kill the following night), but that night, a player dies due to the {{Good|Gossip}} having made a true public statement during the day, the good team may believe that the {{Good|Gossip}}'s statement was false, since they believe that the death was due to the Demon attacking and not the {{Good|Gossip}}. Tricky.
* Be proactive in getting players to give you their vote token. Ask. Demand. Bargain. Beg. Others will not usually volunteer to give you their token, because they have other things on their mind, but will often consider it if you pester them a little.  
<br>
<br>


== Fighting the Po ==
== Tips & Tricks (if you are evil) ==
 
* Learn the alignment of as many players as possible. Take vote tokens from as many players as possible. Even though by talking to the Demon you can learn the alignments of all players quickly, the more players that give you their vote tokens, the more players will not be able to vote on the final day. You'll be able to vote as much as you want, and that is a powerful enough ability to win the game. Good players often don't realize how powerful their dead vote is - 1 player giving it away to an evil {{Traveler|Beggar}} might not make much difference, but 4 players doing so will make a huge difference.
 
* When good players give your their token, tell the truth about their alignment in order to gain their trust. If you publicly tell the group that a good player is good, that goes some way in confirming their legitimacy (and therefore their information), but you may be able to convince more players to give you their token. You can lie about their alignment at a later date.
 
* Lie about good players' alignment, if you think that you can get away with it. It is much more common for good players to give their vote tokens to Beggars, so claiming that an evil player has done so is a difficult bluff. But, it is possible, and if you succeed, you have not only convinced the group of the illegitimacy of their information, you have gained a vote and convinced them of your goodness. The good player will kick and scream and do everything they can to convince the group that you are evil, so be prepared.
 
* Lie about evil players alignment, if evil players give you their tokens. There is usually not much to be gained by telling the group that an evil player is evil, beyond making yourself look good. Sure, you'll get the benefit of looking more trustworthy (and maybe even getting another player to give up their vote token), but you've sacrificed the evil player to do so. The {{Good|Chef}}, {{Good|Empath}}, {{Good|Investigator}} and {{Good|Undertaker}} in particular are very good at using the simple fact that one player is evil to deduce the alignment of several other players.
 
* Tell the truth about evil players to build trust. But do so rarely. Very rarely. Since it is so unlikely that an evil {{Traveler|Beggar}} would actually tell the group the truth about an evil player's alignment, when you actually do it, it may be believed. You'll want to make sure the payoff is worth it though. It can be worth it if the evil player was heavily suspicious anyway, or if the evil player was the third or fourth player to give you their vote token. In such circumstances, building the group's faith that you are good can give you the edge and keep you alive.


* Figure out that the Po is in play as soon as you can. Determine how deaths happen due to a night action - 1 player dying each night as regular as Clockwork implies a Po is in play, as does nobody dying one night then 2 or 3 people dying the next. The {{Evil|Shabaloth}} usually kills more players each and every night, and the {{Evil|Zombuul}} and the {{Evil|Pukka}} often have a night with no death, but without the extra kills the following night. If you figure out a Po is in play, the {{Good|Courtier}} can nullify their power effectively, and other good players that kill players, such as the {{Good|Moonchild}}, {{Good|Grandmother}}, {{Good|Gambler}} and {{Good|Gossip}}, know to be particularly careful.
* Use your vote wisely or throw it away. Either way, it doesn't really matter. What is important is that you '''look''' like you use your vote wisely, and that you save at least one vote token for the final day. The final day is all that really matters, so who you vote for before that point is mostly about making you look trustworthy so that you can survive until the final day.


* Good characters that can prevent death need to co-ordinate well, and use their abilities to the fullest. {{Good|Tea Lady}}s, {{Good|Fool}}s, {{Good|Innkeeper}}s, even {{Good|Goon}}s and {{Good|Sailor}}s, should be doing whatever that can to use their powers to the maximum, saving valuable lives so that the Po triple-kill doesn't destroy the town.
* Be proactive in getting players to give you their vote token. Ask. Demand. Bargain. Beg. Others will not usually volunteer to give you their token, because they have other things on their mind, but will often consider it if you pester them a little.


* Always pay attention to how many players are left alive. Once just 5 players are left alive, the Po can win that night if the good team executes nobody that day. If other characters that cause death due to a night action are in-play, that number is even higher. If you think a Po is in-play, and 4, 5 or even 6 players are alive, think seriously about who you will execute that day... it may be your last!
</div>
</div>
</div>
</div>


[[Category:Bad Moon Rising]]
[[Category:Trouble Brewing]]
[[Category:Demons]]
[[Category:Travellers]]

Revision as of 23:44, 4 March 2023

Icon gunslinger.png

"Alms for the poor, good Sir? Spare a coin, Madam? Thank you. God bless! You're a right kind soul and no mistake! I'll have some swanky nosh tonight, I will!"

Appears in Logo trouble brewing.png Information

Type Townsfolk

The Beggar can not vote unless someone gives them a token to use, but they learn if the player that does so is good or evil.

Character Text

"You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy."

Examples

The Beggar cannot vote. On the fourth day, the Monk gives her vote token to the Beggar. The Beggar may now vote (once), and learns that the player is good. The Beggar is evil and tells the group that the Monk player is evil.

The good Beggar has three vote tokens. The Recluse gives the Beggar their vote token, and the Beggar learns that they are evil. That day, the Beggar dies, and loses all their vote tokens except for one.

Tips & Tricks (if you are good)

  • You definitely want to learn the alignment of at least one player, but don't get too greedy. Learning 1 or 2 player's alignment could mean that 1 or 2 good players can no longer vote - this is probably acceptable. But learning 5 players' alignment could mean that 5 good players can no longer vote - and that gives evil the majority vote at the next execution, granting evil the win. Gain a vote token or two... or three... but know when to stop.
  • Tell the truth about good players who give you their vote token. You trust them. They will probably trust you. Have a private conversation about your combined strategy for the future, and tell the group that they are good. You can trust whatever information this good player has due to their character ability, so use that to your advantage and let them help you decide who to vote for.
  • Lie about a good player who gave you their vote token. If you tell the group that a good player is in fact evil, the Demon or its Minions may seek you out and tell you who they are, believing that you are evil too. This could be amazing information. Either way, you'll want to tell the group that you were lying before the game ends, and reveal your strategy to them, otherwise they may believe that you are evil, or that the good player who selflessly gave you their token is evil.
  • If an evil player is foolish enough or brave enough to give you their vote token, tell the truth about their alignment. Tell the group that the player is evil, and be prepared for that player to accuse you of being evil. Since it is rare for evil players to give their vote to a good beggar (but some will do so because it is so unexpected), you may find it difficult to convince the group that they are evil. It will be easier to convince the group if you can get a good player's vote token as well, as that good player will probably help you.
  • If an evil player has given you their vote token, you may want to lie about their alignment. Tell the group they they are good - this may convince the evil players that you are evil, and will encourage more evil players to give you their vote token. On the final day, you can reveal the truth.
  • You can't vote. So, when you do get a vote token, use it very, very wisely. This is especially important because you may have removed a good player's ability to vote when you took their token, which means that good has less voting power overall. Make your vote count by saving it until the final day, or waiting to use it when your vote will decide whether a player is executed or not.
  • Be proactive in getting players to give you their vote token. Ask. Demand. Bargain. Beg. Others will not usually volunteer to give you their token, because they have other things on their mind, but will often consider it if you pester them a little.


Tips & Tricks (if you are evil)

  • Learn the alignment of as many players as possible. Take vote tokens from as many players as possible. Even though by talking to the Demon you can learn the alignments of all players quickly, the more players that give you their vote tokens, the more players will not be able to vote on the final day. You'll be able to vote as much as you want, and that is a powerful enough ability to win the game. Good players often don't realize how powerful their dead vote is - 1 player giving it away to an evil Beggar might not make much difference, but 4 players doing so will make a huge difference.
  • When good players give your their token, tell the truth about their alignment in order to gain their trust. If you publicly tell the group that a good player is good, that goes some way in confirming their legitimacy (and therefore their information), but you may be able to convince more players to give you their token. You can lie about their alignment at a later date.
  • Lie about good players' alignment, if you think that you can get away with it. It is much more common for good players to give their vote tokens to Beggars, so claiming that an evil player has done so is a difficult bluff. But, it is possible, and if you succeed, you have not only convinced the group of the illegitimacy of their information, you have gained a vote and convinced them of your goodness. The good player will kick and scream and do everything they can to convince the group that you are evil, so be prepared.
  • Lie about evil players alignment, if evil players give you their tokens. There is usually not much to be gained by telling the group that an evil player is evil, beyond making yourself look good. Sure, you'll get the benefit of looking more trustworthy (and maybe even getting another player to give up their vote token), but you've sacrificed the evil player to do so. The Chef, Empath, Investigator and Undertaker in particular are very good at using the simple fact that one player is evil to deduce the alignment of several other players.
  • Tell the truth about evil players to build trust. But do so rarely. Very rarely. Since it is so unlikely that an evil Beggar would actually tell the group the truth about an evil player's alignment, when you actually do it, it may be believed. You'll want to make sure the payoff is worth it though. It can be worth it if the evil player was heavily suspicious anyway, or if the evil player was the third or fourth player to give you their vote token. In such circumstances, building the group's faith that you are good can give you the edge and keep you alive.
  • Use your vote wisely or throw it away. Either way, it doesn't really matter. What is important is that you look like you use your vote wisely, and that you save at least one vote token for the final day. The final day is all that really matters, so who you vote for before that point is mostly about making you look trustworthy so that you can survive until the final day.
  • Be proactive in getting players to give you their vote token. Ask. Demand. Bargain. Beg. Others will not usually volunteer to give you their token, because they have other things on their mind, but will often consider it if you pester them a little.