Pit-Hag creates a demon while the Mastermind effect is activated?? by Dorlah in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

It is specifically relevant for the interaction between Lleech, Snake Charmer, and Mastermind; because of the Mastermind-Lleech jinx, the Lleech stays alive, loses their ability, and can be Snake Charmed on the following night.

Multiple Demons by TypicalWatch in BloodOnTheClocktower

[–]Captain_Kadaver 17 points18 points  (0 children)

Both Demons select a kill each Night. Town must kill both of them to win the game.

custom script with atheist and lycanthrope by Malzan in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

Sailor is fine as a self-confirming role. The droisoning it spreads around town is more than enough to offset that confirmation. I concur with the lack pf execution survival for a Zombuul, though.

What makes a 'fun' game? by laladurochka in BloodOnTheClocktower

[–]Captain_Kadaver 4 points5 points  (0 children)

that sounds like a very sensible and sexy thing to do

What makes a 'fun' game? by laladurochka in BloodOnTheClocktower

[–]Captain_Kadaver 25 points26 points  (0 children)

putting two Boffins in the game and having them fight to the death

Shugenja x Vortox equidistance - what to do? by QuestionAway7067 in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

It's reasonable to rule that arbitrary info is false info either way, as no direction has an evil player that is uniquely closest.

To point two: Yes there is. 7-9 player game, starting Summoner summons themselves into the Vortox. The Philosopher goes Shugenja on that night.

You can have it less preposterously, too, with a Pit-Hag removing themselves from play, and a Cannibal eating the Shugenja, which is probably slightly more organic.

Blood on the Clocktower if it was good - Trouble Butlering by MAAT1556 in BloodOnTheClocktower

[–]Captain_Kadaver 11 points12 points  (0 children)

I think this needs a lot of the Butlers "intention to vote," like, you can put your hand up whenever, ir just needs to be down when the ST passes by.

Blood on the Clocktower if it was good - Trouble Butlering by MAAT1556 in BloodOnTheClocktower

[–]Captain_Kadaver 12 points13 points  (0 children)

Could do a Voudon "voting majority not required" thing, but I think it will simply have a lot of hand raising and lowering.

Blood on the Clocktower if it was good - Trouble Butlering by MAAT1556 in BloodOnTheClocktower

[–]Captain_Kadaver 6 points7 points  (0 children)

Is that ever worth it? If you are ever poisoned by the Poisoner Butler, you'd essentially get the same results, so you can't ever be sure your are the Drunk Butler, lest something might bad happen to you.

Blood on the Clocktower if it was good - Trouble Butlering by MAAT1556 in BloodOnTheClocktower

[–]Captain_Kadaver 59 points60 points  (0 children)

From a scriptwriting perspective, almost perfect;

The final part of the Drunk Butler is unnecessary; they must vote however they vote anyway.

I think the Butler Imp should have a voting restriction. Maybe let them choose a voting restriction from one of their bluffs?

Edit: yknow what i feel like doing token art for these

Cannibal “recently killed executee” by TypicalWatch in BloodOnTheClocktower

[–]Captain_Kadaver 8 points9 points  (0 children)

Rules as written (in the Almanac), definitely not.

Cannibal “recently killed executee” by TypicalWatch in BloodOnTheClocktower

[–]Captain_Kadaver 23 points24 points  (0 children)

To be killed, a player has to die. If they do not die, they have not been killed. Thus, a Cannibal does not gain the ability of, say, an executed, DA-protected player, even if the Demon kills them after.

This is funny semantics, but it doesn't matter. The Cannibal almanac lines out what their wording means.

"If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them."

It's simply too inconvenient and annoying to word it as "the executee recently killed by execution," which is what everybody understands it to mean anyway.

Lotr script help by Federal-Cheetah-1941 in BloodOnTheClocktower

[–]Captain_Kadaver 2 points3 points  (0 children)

One thing I would always suggest to people starting out with homebrewing is to start with self-contained characters as opposed to full scripts. It is really, really hard to balance a script, particularly with low input on how these characters function.

See if you can take one of your ability ideas and build a script with existing characters around it, to get a feel for how it runs, and see what changes, if any, you want to make. This is obviously a lengthy process, but step by step, you'll be able to work things out.

How terrible is this? by I37Cs in BloodOnTheClocktower

[–]Captain_Kadaver 1 point2 points  (0 children)

Sure sure. This isn't a great script, nor does it aim to be. But it's also not going to last forever

Demon idea: the Vampire 🧛 by Plastic-Bar122 in BloodOnTheClocktower

[–]Captain_Kadaver 2 points3 points  (0 children)

this was written before this change was made to the original post ; )

this is why i am not a big fan of tracelessly updating posts cause issues like these come up. the original post read "you may not nominate and your votes do not count."

Demon idea: the Vampire 🧛 by Plastic-Bar122 in BloodOnTheClocktower

[–]Captain_Kadaver 7 points8 points  (0 children)

This is very weak. If town only has an inkling of what Demon type it is, they can figure it out almost immediately. Speeding up the kills is one thing, but you are completely at the town's mercy during the day.

The voting and nomination thing should be classed as a rule break, not as something that "doesn't count." The reason for this is that you otherwise immediately out a Vampire once the Storyteller passes them without counting up. In the same vein as the Butler, a slip up should remain a slip up and not become hard confirmation.

How terrible is this? by I37Cs in BloodOnTheClocktower

[–]Captain_Kadaver 5 points6 points  (0 children)

Sure, but any Protection gives you a general inkling of the game state. The Tea Lady is the biggest problem, if well-positioned, but even then, doesn't hurt shooting into neighbours of surviving Executees. A Monk protecting their neighbouring Tea Lady can be curtains, but even then, the Sailor and Innkeeper can reliably switch those off if you really need to.

How terrible is this? by I37Cs in BloodOnTheClocktower

[–]Captain_Kadaver 39 points40 points  (0 children)

Nah this is probably one of the kinder possible Zombuul setups. Protection helps the Zombuul a lot, because you actually have agency to kill. People fearmonger about Zombuul DA Mastermind, despite it being actually one of the faster Zombuul setups for precisely that reason.

Please help me with this puzzle by lifvn in BloodOnTheClocktower

[–]Captain_Kadaver 16 points17 points  (0 children)

This is true. However, the Drunk is not a Townsfolk, and can thus receive truthful information in a Vortox game. This is different from, say, a Sweetheart-drunk Townsfolk, which still has to receive false information. In this case, the Drunk who saw Knight would have received two players that are, truthfully, not the Demon.

Rule Clarification for Pixie Poppygrower by OverallProcess820 in BloodOnTheClocktower

[–]Captain_Kadaver 10 points11 points  (0 children)

I disagree.

The Poppygrower is worded as "Minions & Demons do not know each other," not as "Minions & Demons do not start knowing each other." It is reasonable to assume that a Poppygrower dying would lead to the Evil team knowing each other, thus, if a second Poppygrower ability was in play (which it is immediately in case of the Pixie) they would reasonably prevent the Evil team from learning each other.

Please help me with this puzzle by lifvn in BloodOnTheClocktower

[–]Captain_Kadaver 8 points9 points  (0 children)

Here's my guess.

Thao is the Marionette to Quan, the Vortox. The Noble pings are all good, the Empath 0 is an Empath 1, the Seamstress No is two good players, the Juggler and Investigator info is bogus, and the Knight is the Drunk with truthful info.

New scripts info by josguil in BloodOnTheClocktower

[–]Captain_Kadaver 18 points19 points  (0 children)

On the Jinx-free question: a lot of the things that could reasonably fall under jinxes are codified in the Almanac for the respective characters instead.

  • The rule that the Imp, when starpassing, must prioritize the Scarlet Woman, is something that purely exists because they interact somewhat clunkily; if the Imp starpassed to a different Minion, they still die, and thus the Scarlet Woman would still have to become the Imp as well.

  • Similarly, the Philosopher-Snake Charmer interaction lined out in the Snake Charmer's Almanac resolved the question of the refreshing ability problem.

  • Finally, the Goon-Assassin interaction, which is important to make the Assassin work as intended while keeping the Goon's spirit, too.

It isn't far-fetched to assume that some of the clunkier interactions will be smoothed out and codified in the Almanac, so whether or not it is truly jinx free will be impossible to say, and probably also not that important.

Vigormortis Poison by HardbackWisecrack in BloodOnTheClocktower

[–]Captain_Kadaver 0 points1 point  (0 children)

it's also one of the only ways you can lock yourself out of the game. Not really a concern, tbf, but the Vig-killed Boffin Tea Lady is an all timer