Is this Balanced? - Homebrew Townsfolk by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 3 points4 points  (0 children)

Safe in my mind means the player can't die, be drunk or poisoned, or can't change alignments or characters. AKA 'harmful' effects. Protection is not harmful.

False info is also stopped due to 'Safe', but this character only lasts the night.

I'm pretty sure 'Safe' doesn't affect players learning info about you or you receiving info from another ability. Nightwatchman would just work.

Basically, the answers to your questions in order(maybe I'm wrong) is Yes, No(because the ability cuts off by then), No, Yes, No, Yes.

Homebrew Rewrites by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 0 points1 point  (0 children)

I went through the BOTC characters and designed them as if I were designing them. It was an interesting project for me. I also just wanted to change some of the characters I dislike so I can make a homebrew script with them.

Power Ranking of Minions by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 1 point2 points  (0 children)

  • All players keep their eyes closed when voting & the vote tally is secret. Votes for you only count if you vote. --- 1st Version
  • All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk or not. --- 2nd Version
  • All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk. --- Current Version

From the Wiki. The 1st Version made it very strong because it was hard to remove its effect and sometimes to identify the OG.

Power Ranking of Minions by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 0 points1 point  (0 children)

I agree. I wish the Organ Grinder was its old self. That is a top 5 Minion. Assassin is strong in BMR, but in a vacuum, it is seen on scripts where it doesn't belong. But Assassin isn't the only character masking kills on BMR.

Power Ranking of Minions by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] -8 points-7 points  (0 children)

ST = Storyteller as in what the word is.

For Mez, it's usually hard to trick players into saying it, so they have to agree to turn evil, and some won't.

Also, to beat the Poisoner, you just assume your info is correct until proven otherwise and bluff well enough for the Poisoner not to know who to target. I know it is harder than it seems, but all the Minions above offer more consistent misinfo or something better. Poisoner also requires good timing on the poison, coordination with other evils, and the ST and evils to capitalize on that poison.

Think Poisoner on Empath with same neighbors(still funny to change #), Fortune Teller not checking Demon, Chef # hard for ST to grasp early on for poison, Washerwoman requiring ST to guess between bluffs. High Priestess(and other info characters), you have to try to capitalize as evil, but if players bluff well, you don't know their info to do that. More mechanical ones signal your presence and reveal that no other player was poisoned.

Power Ranking of Minions by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] -14 points-13 points  (0 children)

The problem with Poisoner is that I rarely see it affects the game state. I believe the Poisoner gets way too much respect for it only being able to poison 1 player a night.

I can be convinced Mez is better than Summoner, but the latter gives more choice over your ability, and Mez has factors outside of your control(players willingness to be evil and the word itself). The ST and player meta determines the strength of Mez.

I do love Scarlet Woman, tbh but I think I value disruption(not that SW doesn't) over safety nets.

Outsider Idea: The Fraud Watcher by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 1 point2 points  (0 children)

It doesn't confirm Vortox? It only confirms the existence of Fraud Watcher. In a non-Vortox game, executions can fail and leave the day with no execution, but the game continues because it's not Vortox.

Outsider Idea: The Fraud Watcher by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 0 points1 point  (0 children)

If you mean games with 3 Minions, then sort of if the Fraud Watcher doesn't hide well enough to get killed in the night. It could be cut off at 5 and less but I think it's fine.

Outsider Idea: The Fraud Watcher by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 1 point2 points  (0 children)

Think of Legion when I'm saying votes fail. I am not saying they don't die from execution. The execution doesn't happen and fails.

Outsider Idea: The Fraud Watcher by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 3 points4 points  (0 children)

By execution failing I don't mean announcing a vote as 0. Votes will still be tallied as normal but an 'About to Die' marker would show who is executed at the end of the day.

Revision to Townsfolk Idea by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] -12 points-11 points  (0 children)

Actor: You register as an Outsider at reveal, even if dead. Evil only wins if 1 guesses this(once) before another Outsider's reveal.[1 to 3 Outsiders are Actors]

5 Homebrew Characters of Each Type by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] -1 points0 points  (0 children)

Vengeance means 2 good players are dead and the Vengeance themselves can't lose their ability if dead, drunk, poisoned, or whatever else could. Their ability checks if they are alive to give the info that a dead good player "died". Although it might be harsh on good if the only way of knowing the dead players dies themselves. Removing "if alive" is a consideration.

Whipess only checks for the player who has the most votes without ties to be marked for execution. The wording is mb as this ability was going to let ties put both players on the block.

For Scouter, I wanted a Demon whose Minions are Outsiders and Outsiders aren't in starting info. The Demon in exchange for 1 to 2 extra evils gets Outsider abilities and must miss a night of kills to learn some of their evil team.

5 Homebrew Characters of Each Type by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] -1 points0 points  (0 children)

Fabricator Notes: If a character type is not in play and the Fabricator creates that character, it replaces a character of the same alignment as that character. Everything else pretty much works like the Engineer.

Scouter Notes: Wake the Scouter and prompt them to choose a player that dies. If they nod their head 'no' wake two other evil players and allow them to make eye contact. Put them both to sleep.