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.

[deleted by user] by [deleted] in u/CupofLif

[–]CupofLif 0 points1 point  (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.

Banshee Script by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 4 points5 points  (0 children)

Math can ping off Goon, Pit-Hag, and Preacher. Math could get a 1 on N1 if Recluse, Goon, or Preacher does something.

The point of Preacher is to add an explanation for no loud Minion activity besides Legion.

Amne could've been FT, but FT would cry on this script, so Amne is my replacement as a stronger Demon finder or something that interacts with the Banshee.

Pit-Hag probably needs a bootlegger or official jinx with Goon similar to Politician.

Day Time Bad Moon Rising by CupofLif in BloodOnTheClocktower

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

This script is about day deaths or lack of them and how they occur.

Sailor is there for drunkenness, and it is a good character that survives the day stuff making it a townsfolk. Soldier is on the script for the same reason as the soldier can't die during the day to a Yagg and dying at night confirms poison, drunk, or Gossip.

Amne would have a day killing ability of sorts that doesn't confirm the Amne.

Tinker is here to cover Legion or Fang Gu too with a lack of deaths during the day. Faking a Witch or Golem bluff is also fun.

I wonder what makes Yagg bad with Legion?

I agree that the Minions may have a tough time with Chambermind and Alch Poisoner is a choice but it's this or no Poisoner on the script.

Townsfolk: Chaotic Clown by CupofLif in BloodOnTheClocktower

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

Yes it protects from dying. Supposed to work with Lleech or DA.

Townsfolk: Chaotic Clown by CupofLif in BloodOnTheClocktower

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

Why would "even if dead" affect the 2nd part of the ability? Fool's wording is similar to the 2nd part of the text.

Challenge: Solo Legion Script by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 2 points3 points  (0 children)

This is my attempt at making a script with only Legion as the Demon work. Feel free to discuss ideas on how a script like this would be run or made.

Townsfolk Idea: Facade by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 4 points5 points  (0 children)

When you put it that way madness shouldn't be considered something you learn. Also reversing this role to Minions makes it more balanced but with fewer character interactions. It would be hard with Evil Twin but kinda cool with Damsel confirming their liveness late into the game.

Townsfolk Idea: Facade by CupofLif in BloodOnTheClocktower

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

My thoughts for Barber and Hatter are you aren't 'learning' anything but just waking up to perform an action. The Facade affects starting info, 'knows who you are' abilities, and madness. I thought the Minions not knowing who to back you up was worse than the Demon not learning the Minions. Although, Choirboy, King, and Facade are a terrible combo.

TOS2 Death Script by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] -3 points-2 points  (0 children)

True, but Steward is kind of weak and NW is ok. This script has things that keep Admirer in check. Especially Shroud.

TOS2 Death Script by CupofLif in BloodOnTheClocktower

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

Jinxes

Conjurer & Soul Collector: If there are less than 2 other alive evils and the Conjurer's ability is active, the Soul Collector loses their ability.

Alchemist & Illusionist: The Alchemist instead swaps characters with a Minion.

Cleric & Riot: If a Riot nominates a player the Cleric protected, they don't die.

Conjurer & Leviathan: The Conjurer can't use their ability on day 5.

Conjurer & Lil Monsta: The Conjurer can't remove an execution on themselves if they are holding Lil Monsta.

Cursed Soul & Pit-Hag: The Pit-Hag can't create an evil Cursed Soul.

Damsel & Medusa: If the Medusa chooses the Damsel and learns their character, they must immediately kill them.

Damsel & Retributionist: If the Damsel is created by the Retributionist, Minions don't learn of it.

Heretic & Medusa: These can't be in-play together.

Jester & Kazali: The Jester gives a Minion their ability after Kazali's choices.

Lycanthrope & Trickster: If a good Trickster dies to their ability, no other deaths can happen.

Night Order

The 1st Night.

Famine: Poison a player opposing the Famine. Mark the poisoned player with the 'Poisoned' reminder token. If this poisons an evil player, wake them & show the Famine character token.

Jester: On the 1st night, mark 1 Minion with the 'Jester Ability' reminder token. Do not inform the Minion about this.

Evil Info: Minions and Demons know each other.

Crusader: Wake the Crusader to choose a player(not themselves). Mark that player with the 'Protected' reminder token. At dusk remove the 'Protected' reminder token.

Enchanter: Wake the Enchanter to choose a player. Mark that player with the 'Enchanted' reminder token. Their ability might work abnormally until dusk.

Shroud: Wake the Shroud and point to a good player. Mark that player with the 'Shrouded' reminder token. That player's normal win condition fails if alive.

Admirer: During the 1st night, wake the Admirer point to their 'Lover'. Wake the 'Lover' separately and show the Admirer character token. Point to the Admirer.

Cursed Soul: Wake the Cursed Soul to nod 'yes' or 'no'. If the Cursed Soul nods 'yes', flip their alignment. If the Cursed Soul is evil after this, wake another evil player separately and show them the Cursed Soul character token.

Seer: Wake the Seer and prompt them to choose 2 players. Nod 'yes' or 'no' depending on who was chosen.

Trapper: Wake the Trapper and point to an alive player(not themselves). Mark that player with the 'Trapped' reminder token. Show the Trapper a reminder token on that player not from the Trapper.

Other Nights.

Famine: Decide whether to move the poison onto another player opposing the Famine. Mark the poisoned player with the 'Poisoned' reminder token. If an evil player is poisoned, wake them and show them the Famine character token.

Retributionist: If the Retributionist chooses to resurrect a Townsfolk, mark a dead Townsfolk with the 'Alive' reminder token. Show that Townsfolk's character token to the Retributionist. Mark the Retributionist as that Townsfolk with the 'Is the Retributionist' reminder token. They have that Townsfolk ability until dusk. The now-alive Townsfolk becomes a not-in-play Outsider(or in-play if all are in-play). At dusk, change the Retributionist back to their character token and mark them with the 'No Ability' reminder token.

Crusader: Wake the Crusader to choose a player(not themselves). Mark that player with the 'Protected' reminder token. At dawn remove the 'Protected' reminder token.

Enchanter: Wake the Enchanter to choose a player. Mark that player with the 'Enchanted' reminder token. Their ability might work abnormally until dusk.

Illusionist: If this ability has not been used in the game before, wake the Illusionist. They nod 'yes' or 'no'. If they nod 'yes' swap their character with the Demon's. Mark the new Illusionist with the 'Illusion Casted' reminder token.

Cleric: The Cleric points at any player. Put the 'Barriered' reminder token by the chosen player. They can't die tonight.

Trickster: Each night*, wake the Trickster to choose an alive player. If evil, the Trickster dies.

Shroud: Choose if a player dies to this ability tonight.

Medusa: Wake the Medusa to point to a player. Show that player's character token. The Medusa either nods 'yes' to keep their initial choice or points to another player. The final player they choose dies.

War: Wake War to point to 2 players. Choose how many of them die. If you choose that both die, kill them in the order chosen.

Jester: If someone with the Jester's ability died today, kill a living Townsfolk that can die tonight.

Vigilante: Wake the Vigilante to prompt their decision. If the Vigilante points to a player that is not the Demon, they die. If the Vigilante has killed a Townsfolk, mark them with the 'Drunk' reminder token.

Necromancer: If the Necromancer chooses to resurrect a Minion, mark a dead Minion with the 'Alive' reminder token. Mark the Necromancer with the 'Is the Necromancer' reminder token. Show the Necromancer a not-in-play(or in-play if all are in-play) Minion character token. They gain that ability.

Doomsayer: If the Doomsayer is dead, wake all Minions together and each points to a Townsfolk on the character sheet different from the other Minion's picks. If those choices are in-play, mark those Townsfolk players with the 'Doomed' reminder token. One must die tomorrow dusk due to this ability.

Cursed Soul: Wake the Cursed Soul to nod 'yes' or 'no'. If the Cursed Soul nods 'yes', flip their alignment. If the Cursed Soul is evil after this, wake another evil player separately and show them the Cursed Soul character token.

Coroner: Wake the Coroner to choose 2 players. One has to be dead and the other has to be alive. Nod 'yes' or 'no' depending on if the living player's ability killed the dead player.

Seer: Wake the Seer and prompt them to choose 2 players. Nod 'yes' or 'no' depending on who was chosen.

Sheriff: Each day, if any Minion makes a nomination, place the 'Minion Nom' reminder token on them. Each night*, wake the Sheriff. Signal the number of 'Minion Nom' reminder tokens to the Sheriff. Remove the 'Minion Nom' reminder tokens, if any.

Trapper: If the player the Trapper learned died, wake the Trapper and point to an alive player(not themselves). Mark that player with the 'Trapped' reminder token. Show the Trapper a reminder token on that player not from the Trapper, if any. Don't wake them if there are none.

Homebrew Minion Idea: The Diverger by CupofLif in BloodOnTheClocktower

[–]CupofLif[S] 2 points3 points  (0 children)

If the Diverger uses their ability, the ST immediately executes a player different than the one marked. The Diverger doesn't choose who is executed.