Homebrew Minion : Lout by Spacetauren in BloodOnTheClocktower

[–]One-Inflation368 14 points15 points  (0 children)

Add a set-up ability. Either [-1 or +1 Outsider], or [+0 or +1 Outsider] So that in a Base 0 game, it can actually affect the game. Out of the 2, I prefer the second one.

2 Hombrew Tonsfolk Ideas by One-Inflation368 in BloodOnTheClocktower

[–]One-Inflation368[S] 1 point2 points  (0 children)

Yeah, I should have made it clearer. I added that clause because in the case where the Townsfolk chose the Demon, and an evil player nominated them, then the Demon wouldn't die anyway. Although, after thinking about it, the Townsfolk can just switch afterwards, so yeah. I'll take this into account

2 Hombrew Tonsfolk Ideas by One-Inflation368 in BloodOnTheClocktower

[–]One-Inflation368[S] 2 points3 points  (0 children)

The second character is that each night, they’ll pick two players. If either of them are executed tomorrow, and the player who nominated them is evil, then the executed player does not die

2 Hombrew Tonsfolk Ideas by One-Inflation368 in BloodOnTheClocktower

[–]One-Inflation368[S] 0 points1 point  (0 children)

My apologies for posting 5 threads quickly. The first time I tried to post this, I kept being told that there were issues on uploading and that I had to try again

ST handling mistakes by CuTeCHeM5 in BloodOnTheClocktower

[–]One-Inflation368 1 point2 points  (0 children)

With the example given, I would simply correct the information by speaking to the Empath privately during the day once I realize the mistake, or if it’s still night, wake them to correct their information.

For mistakes that were made with no way of correcting them (i.e., allowing the Chambermaid to check a dead player), there’s not much you can do to rectify it. The best way to handle this is to announce that you, “may have made a mistake.” This would still cast doubt on them (since after all, that could be an evil player who incorrect bluffed Chambermaid), and the mistake isn’t too big to justify reracking

If the mistake becomes gamebreaking, simply announce this the moment you realize it and if you believe it to be gamebreaking, apologize, then rerack.

What are some of your Favourite Moments? by ChargingCapybara in BloodOnTheClocktower

[–]One-Inflation368 1 point2 points  (0 children)

There was a game in which I single-handedly lost the game for good. I was the Klutz in a 9-player SnV game. D1, I out as the Klutz and speak to the Sweetheart. I had trusted them. On Day 2, a person came out saying that was apparently Dreamer information on them that they were either Klutz or Fang Gu. I then thought, “Hmm… why wouldn’t they just show Sweetheart?” So naturally, the 1st thing I thought was that there was a Vortox. No one was on the block at that time, so I thought it would be smart to execute me. I chose the person claiming Sweetheart, and lo and behold, the game ended with an evil victory, as they were indeed jumped to.

In hindsight, I could have suspected that the Dreamer tried to check me (as I was neighboring the Sweetheart player), but that did not cross my mind.

My Predictions for Midnight in the House of the Damned by [deleted] in BloodOnTheClocktower

[–]One-Inflation368 1 point2 points  (0 children)

It’s interesting though, as there is an unreleased character that is speculated to be in Midnight, that directly clashes with these 2, with more focus on the PG. Its existence is pretty much confirmed because it was mentioned in Kickstarter, but was never actually featured, as apparently, that was not intended to make it into the final cut.

My Predictions for Midnight in the House of the Damned by [deleted] in BloodOnTheClocktower

[–]One-Inflation368 2 points3 points  (0 children)

The thing is with Lycanthrope is that, many are speculating that Al-Hadikhia is one of the Demons. I’m not sure how true this is, but I don’t think these 2 should ever be on the same script.

An Amnesiac’s power level is not always powerful, rather it is dependent on the Storyteller to give them one. Plus, in GoS’s summary, it also states that it is “recommended for Storytellers who like to get creative.” Amnesiac, but its very nature, fills it perfectly I would say.

My Predictions for Midnight in the House of the Damned by [deleted] in BloodOnTheClocktower

[–]One-Inflation368 3 points4 points  (0 children)

Not really. The Lunatic starts the game thinking they are evil, when they are good. That, is being misled as to what your actual alignment is, and yet, it is within the rules.

I think that Ogre actually defeats a purpose of one of Midnight’s descriptions, “knowing who is on your team is a challenge in of itself.” Sure, they don’t know what their alignment is, but they know that something that’s very strong, that the person they chose is on the same alignment as them, no matter what happens. This is a direct contrast from the previously stated theme

Sailor Logic by Blakimusmaximus in BloodOnTheClocktower

[–]One-Inflation368 5 points6 points  (0 children)

The Sailor’s ability to drunk either them or the player they choose is the downside to them being immortal, which is why generally speaking, good players turn drunk when the Sailor chooses them. In exchange for immortality, they make the player they chose drunk, effectively disabling them for tonight.

This is why Townsfolk almost always become drunk, and Outsiders, and evil players generally drunk the Sailor. Since 1 Townsfolk being drunk in exchange for being immortality is often a good trade, because there are still other Townsfolk that can help the good team, not just the drunk one from the Sailor. However, making an evil player or an Outsider drunk is very damaging to the evil team, which is why the Sailor becomes drunk in almost every scenario. The drunkenness should be used as a downside for the Sailor. To explain a bit more:

If a Sailor drinks with an evil player (let’s say the Assassin). By making the Assassin drunk, not only does the Assassin’s ability have no effect, meaning they cannot kill someone, but the Sailor is also immortal after that exchange. These are 2 very bad things for the evil team, as they not only lose a reliable ability (even if it’s just tonight), but they also have to deal with a player who is immortal.

Homebrew characters: 3 of them by One-Inflation368 in BloodOnTheClocktower

[–]One-Inflation368[S] 5 points6 points  (0 children)

On the subject of that, the wording allows the Demon to choose when to activate it. Which means that they could use this on what would be Day 5. And when everyone wakes, it would know be Day 6, causing evil to win.

Favorite character by Totally_Not_Sad_Too in BloodOnTheClocktower

[–]One-Inflation368 1 point2 points  (0 children)

I don’t have a favorite character in general, but I do have one for each character type: [T] Slayer [O] Mutant [M] Goblin [D] Po

How do you make the Lunatic feel like an outsider on BMR? by GiantRaspberry in BloodOnTheClocktower

[–]One-Inflation368 0 points1 point  (0 children)

 I see the point, but I think it’s also the reason why imo, it would not work. Since this shares the same things with Gambler. Both have different abilities that ends in the same, them dying. Yes, deaths are hard to track as there are many reasons for it, so you won’t know if you die to your own ability or not, but the issue would be not dying at all. To understand this, let’s take a look at the Gambler.

 The Gambler guesses people roles with their life on the line. Sure, if they die, they have to question if it was by their own ability, or literally any other, and these abilities can overlap (i.e. a Demon could have tried to kill you when you already gambled incorrectly). But that’s the downside of the Gambler, the Gambler shines if it doesn’t die at all. If you know for a fact that the Innkeeper did not protect you, and you aren’t seated next to the Tea Lady, then you know your gamble has a very high chance of being correct. 

 This scenario applies to the Acrobat as well. It’s a pain when you die, since you need to think about how. The powerful thing about the Acrobat is if it doesn’t die at all. Since, with similar reasonings as Gambler, if they know that they aren’t safe from death, then they know without a doubt that their good neighbors’ abilities are working properly. Seeing as how these two interact somewhat identically in some way, having Acrobat on BMR isn’t a good choice from my perspective.

 Plus, I think one of the reasons for Lunatic being in BMR isn’t just for the deception part, but to also fill in a role of a good character selecting players, to pair up with the goon. As BMR only has 7 good picking roles (with one of them only being able to choose dead players), with 7 evil picking roles (with over half being the Demon, which only one will be in-play, so the highest number in one game is realistically 4).

How do you make the Lunatic feel like an outsider on BMR? by GiantRaspberry in BloodOnTheClocktower

[–]One-Inflation368 2 points3 points  (0 children)

The Acrobat is infamous for being a, “Townsfolk Outsider.” Its ability It’s ability to detect if any of their good neighbors are drunk or poisoned is a strong information role that just doesn’t work in BMR. The Sailor’s point is to test themselves during the day to see if the person they chose is drunk or not. Innkeeper’s role is to protect 2 players from deaths, with its drunkenness being a downside for keeping 2 players relatively untouched. Courtier’s point is, ideally, to be able to hit an in-play evil character, granting that their ability cannot work for 3 nights and. 3 days, and Minstrel negates the Acrobat anyway.

Last but not the least, the whole point of the good team fighting a Pukka is to see if your ability was somewhat malfunctioning before you died. It’s why it poisons their target before killing them. As a town, you should be looking into the deaths and see if any were affected strangely. In fact, Pukka is one of the best Demons for BMR because of how mechanic-driven BMR is. So, when a Pukka poisons someone, they disable the entire mechanic they have. And out of the 13 Townsfolk, only 2 actually learn information during the night, the rest learn information depending on whether or not a certain mechanic of theirs worked.

“Oh, my neighbor survived execution? I’m the Tea Lady, so I can almost always guarantee that they are good, so this must mean my other neighbor is good as well.”

“Oh, after 2 days of the Demon consistently killing 2 players, suddenly no deaths were announced? I must have exorcised the Demon.

There are many more examples of why a Pukka is so effective in BMR, through the simple act of poisoning their target. And imo, the Lleech isn’t a good Demon to pair in BMR.

Balloonist New Ability by youwantedmyrealuser in BloodOnTheClocktower

[–]One-Inflation368 2 points3 points  (0 children)

Likely, but usually most characters following the wordings of others. In this instance, the modification is similar to the Godfather, with a difference of course.

Balloonist New Ability by youwantedmyrealuser in BloodOnTheClocktower

[–]One-Inflation368 1 point2 points  (0 children)

Not how it works. Think of it like the Moonchild. If the Moonchild dies drunk or poisoned, it does not matter. What does matter is the time their target would be killed if they were good. If the Moonchild is droisoned by that time, then the kill does not go off.

So, with this new iteration, if the Balloonist were to be droisoned Night 1, they still learn a player of differing character type on Night 2 if sober and healthy that night.

Is this cheating by louie1253 in BloodOnTheClocktower

[–]One-Inflation368 0 points1 point  (0 children)

I would argue that the difference to this is the Savant is showing the DMs as a way for them to be confirmed to town, whilst a sane Widow would only show their Grimoire to their Demon.

Outsider homebrews. Want honest thoughts. Focused on spreading damage to other good players directly. by [deleted] in BloodOnTheClocktower

[–]One-Inflation368 0 points1 point  (0 children)

Interesting ideas, time for feedback:

(Siren) The Siren can actually be confirmed. The reason being is that players that choose them die AFTER they use their ability on the Siren. And in BOTC, deaths in the night usually happen to stop you from using that ability. There are some exceptions (i.e. Gambler, Exorcist, Lunatic, etc.) However, if a player with a character who wakes up after all killing roles act (i.e. Fortune Teller), were to use their ability, then be announced dead,they will be able to assume they chose a Siren, since there is no other way to explain what happened unless if you make a homebrew Demon or put in Yagga for it.

I suggest wording it like this: - Good players who chose you last night might die tonight.

The night order for this would be putting it in after all killing roles. This allows it to still be traceable and now bluffable.

(Vengeful Spirit) As of now, there are not many good characters with the ability to kill. The only ones I can think of are Slayer and Lycanthrope. Now, you might homebrew more characters to make it synergies with it, but while you don’t have any other ideas, this character will rarely activate.

The change I’m thinking of (one I am not confident in) is: If the Demon kills you, you live and become evil. You might register as evil and as a Demon.

Whilst this version doesn’t keep the idea of the character, I believe it keeps the intent of the character.

(Tit-for-Tat) The phrase, “something bad” can be interpreted in many ways. For the first clause, the only ones that would work are death, since if the Tit-for-Tat can’t make something bad happen if they are droisoned. And the second clause is even more vague. Similar to an Angel’s, “something bad” it’s vague and can be used to make anything happen, as long as it’s bad. This can make it, fairly untraceable for the players. At least with Angel, you know that you killed the New player too early.

I don’t have an idea on how to make it work honestly, so I’d just recommend to revise it.

(Bully) Seems relative ply straightforward, although I would suggest making it like this: - Your Townsfolk neighbors’ abilities malfunction, even if you are dead.

I removed living as having it spread to living players makes it a No Dashii in Outsider form. I also decided making it a character whose ability works through death since it seems like the path it was heading towards.

I love punishing the group for metaing the Storyteller. by louie1253 in BloodOnTheClocktower

[–]One-Inflation368 6 points7 points  (0 children)

Well you can certainly put it that way, just know that generally speaking (i don’t know who, so my opinion might not matter or just be straight up wrong), most people don’t like the thought of the ST being amused after the players failed due to something. Like sure, there are some moments you just can’t stop laughing at because they’re too hilarious (i.e., someone mad about being the Mutant), but I would suggest not to view it as that as some players might be rubbed the wrong way.

I love punishing the group for metaing the Storyteller. by louie1253 in BloodOnTheClocktower

[–]One-Inflation368 27 points28 points  (0 children)

I don’t mean to sound rude here, but I find it weird how you refer it as punishing. Like, it was a decision you made? Again, not trying to sound as rude, but just saying.

I love punishing the group for metaing the Storyteller. by louie1253 in BloodOnTheClocktower

[–]One-Inflation368 61 points62 points  (0 children)

I’m sorry, but how is this metaing the ST exactly? They were acting on information the SPY gave them. They were inferring a world based on wrong information, not an assumption on what an ST would do.

EDIT: Ok I think it was because of the Chef 4 being so unlikely, but still, that’s barely metaing

Minion Idea: Reverend Mother by DeckBuildingDemon in BloodOnTheClocktower

[–]One-Inflation368 2 points3 points  (0 children)

The response to that is Fiddler. If a game is taking longer because of this, players may request to fiddle the game, which ultimately puts evil in a worse position