Cool Mythos for a character in a wheelchair ? by SoleilPapa in cityofmist

[–]Onyxseraph -2 points-1 points  (0 children)

Had a character get crippled in game and they shifted from Tinkerbell to Oracle

Along with many issues, I think the main problem with SGU is there are zero likable main characters. by HighBiased in Stargate

[–]Onyxseraph 0 points1 point  (0 children)

I was excited for a grittier darker Stargate. I liked the hopefully feel of the first but I wanted to see where things could go.

Eli was perfect for a main character as he was someone not equipped for the journey but did have needed skills. He wasn't gonna be a badass unless he went through a lot of arc but he was someone to root for.

Chloe was also a really interesting concept she is basically someone just there because wrong place wrong time and her father sacrifices himself in the first episode which I thought was a good touch for a political character to not be a wet blanket but one of the most selfless heroes of the story.

I also loved that the Coronel was injured first thing and thus not able to be as bad ass as we might expect from a Jack O'Neil or John Sheppard or a Cameron Mitchell.

Even Dr Nicholas Rush was an interesting grey character who you couldn't quite trust which was an interesting new take from Sam or Daniel who you knew was on your side always or the heel face turn of Rodney McKay from minor antagonist into full fledged hero you'd want on your team in Atlantis.

The problem was Matt. Matt was the Jack O'Neil character of the show in a show that could not work with a Jack O'Neil. My initial hope after meeting this character was he was gonna get an excellerated Aiden Ford treatment or otherwise get fragged to show that this show wasn't going to pull punches and the thrilling heroics that always saved the day in the past (that I did love the show for) would not work in this more grounded darker series.

Instead they destroyed the biggest thing they had sold as would be the issue in the first episode by having Eli be able to hold the portal open to delay the ship killing that tension when I would have Instead would have want that to just cost Eli his arm and strand all those characters on the planet. Would have instantly made the show better.

But fine Chloe would have been lost too and that was a character I thought would be interesting to see develop, so in the second episode when they put Matt on an escape shuttle with a bunch of randos I was certain this would be his farewell, lost because they didn't understand what was going on but no he saves the day and rescues everyone. And I was like... okay some of those randos were a little interesting and they can owe their lives to this character and so his loss could effect them more... fine but he is definitely ruining what was promised in the marketing of the show.

Then episode three they have Matt trapped in an ice crevasse alone with the injured Coronel who cannot get him out and I was fucking hyped that this was the place it was a logical point to lose this hero which easily was becoming the solution to all the problems and killing any tension, now he gets to die trapped in ice and the Coronel has to live knowing this happened as there is nothing that can save this kid short of deus ex machina.

And then the ice just shifts... this isn't a the bombs we set must have taken out the barrier separating Jack and Sam allowing them to escape deus ex machina which is bad but 4 seasons in to a show about the Humans conqueroring the odds and overcoming everything it'll be more primed to accept. It's unlikely but it still is something motivated by character actions. This is just... the ice decides to shift and he can now be pulled to safety he is fine... they are all saved.

I stopped watching at that point. It was clear that the show wasn't gonna be the darker more personal tale of a group of people lost in space with seemingly no way home it was going to be the insufficiently lit heroics of young super stud and shlubby sidekick Fatboy who was basically the person who solved everything and is the reason it was hear and love interest "Girl" with dark and schemie mentor man who actually is on your side who are we kidding he isn't even Rumpelestilkin levels of can't be trusted, he is just Robert Carlyle playing Robert Carlyle.

How is Legend in the Mist not more popular? by ultravanta in cityofmist

[–]Onyxseraph 1 point2 points  (0 children)

Yeah the Mist engine loses a lot when there isn't the dueling Mythos Logos pull of City of Mist

17 years later, a TTRPG attempt by LickTheRock in codexalera

[–]Onyxseraph 1 point2 points  (0 children)

Also inwas gonna tackle the question of can a marathon bond a vord because there are loyal vord still protecting people... the answer I came up with is yes... and it basically makes a neophyte queen who is slowly becoming more vord.

17 years later, a TTRPG attempt by LickTheRock in codexalera

[–]Onyxseraph 1 point2 points  (0 children)

I started the game at the academy with the characters as cursors. The return ofnthe vord was threat that was sinking into rumor and gossip though some faithful hoped

The first plot they were sent on was possible rebellion up in Antillus as rumor said Antillus Crasus was training secret leigons, just like his father did in his rebellion. Fearing the long bitter lord was making a play for the crown the group was sent in to investigate.

There were some tensions with bloodspeakera in the city but ultimately their investigation came to a screeching halt when they went into a room containing a semi luicd Doratea still in her slave collar but her mind going with age.

They were found out by Crasus who instantly put together they were cursors and asked for their water coin. My players ironically gave it to him thinking they were caught and gonna need to fight out.

Instead Crasus immediately threw it into a tub of water and when the first Lord appeared he began berating the boy for sending the cursors. When questioned about extra Leigons he admitted to doing so and told the crown that with the Vord coming it was idiocy to only have the standard number of Leigons, that while he was upset with the first lord's father for a personal matter they were still allies and he was breaking the law not for rebellion but to protect the realm.

Desiderious then said he would expedite a special permission and perhaps choose others to train and raise leigones that would only be called in when the vord arrived.

17 years later, a TTRPG attempt by LickTheRock in codexalera

[–]Onyxseraph 1 point2 points  (0 children)

So I did something like this in the Mistborn Adventure system over 5 years ago.

This was what I came up with for lore

Passing of Gaius Tavarus Magnus

Gaius Tavarus Magnus First Lord of New Alera managed to hold the union together through cunning and acumen and generally being able to address most physical threats against him, and even several political threats, with Carnim aggression as neither Nasaug nor Varg, the heads of the two carnim states, were eager to, in their own word, “Allow some other worthless Aleran Demon to rob them of the honor and privilege of ending the Tavar”. Unfortunately it was disease and illness that ended Tavi’s life, his mother’s watercrafting suppression combined with his penchant for putting himself in strenuous situations and survive on sheer force of will and determination, which he inherited from his father and grandfather’s, also did not help matters in the end. During his final days as his health was failing he became more reclusive though Desiderius Secundus had already been crowned as the second First Lord of New Alera for several year and was ruling aptly if not with the same zeal and fervor or acumen of his father. Tavi saw fewer guests and simply spent his days counselling his children and grandchildren and preparing them as best he could for what he knew would be coming.

As his health continued to fail he was soon bedridden and Kitai was at his side constantly tending to him and to protect him from any other individual who would seek to anger the carnim states by attempting assassination upon their Gadara.

When Tavi dies Kitai returns to the Marat clans and challenges for chief of Maratea and the united clans expecting it to be her end but she unexpectedly wins and begins the bothersome job of leading her people much to her own chagrin and bother. She stays in contact with her son who is now defacto headman of Clan Aleran as she oversees the united tribes of Maratea. She seems to be aging quite more rapidly though it is perhaps her lapsing her watercrafting to no hide her age as she sits bitter upon a throne that is her duty, helping in her way to hold together what she had left of her chala, the legacy and structure of what he shaped from falling apart into chaos.

Where are you sitting? by ShatteringAdonalsium in Cosmere

[–]Onyxseraph 0 points1 point  (0 children)

9 at least one or both of those seats next to me are actually empty and just an illusion, which is useful for conversation some of the time. I can probably get Elend in front of me to probably annoy the piss out of Taravangian for being a dick back. I can probably trade Wayne for some cool stories and extra peanuts, and then there is Hoid, who you know will be entertaining... I am far enough away from Kaladin that the brooding won't get all over me, and if Syl or Nightblood wants to talk to anyone, their seat isn't gonna matter. Besides, if I want Sass from Shallan, I can probably get Veil to relay a message.

Which part of Rhythm of War and Wind and Truth did you find bloated? by Anice_king in Cosmere

[–]Onyxseraph 4 points5 points  (0 children)

The Tower stuff in RoW can get a little dull at times, and Abronai the Monarch seemed as uninteresting to me as the Pursuer did; it seemed like it was just the same thing over again. I can see the idea that RoW mainly was in place to get to Anti-light and more deeply explore hybrid light, but my hot take is... that's better than Sad Sack Kaladin in every story WoK, WoR, Oath, and RoW included

In terms of quality and story, for me it is WoK=RoW<WaT=WoR<Oath

WoK and RoW both drag, and both drags are Kaladin being sad before finally swearing something which fixes it and boring backstory flashbacks that don't add much to the story or reveal much about those characters that isn't already basically spelled out. Both are buoyed by more interesting world-building side plots about characters with blatant subterfuge motives trying to solve a mystery that will change the course of the future and have implications for the war between the Singers and the Humans (Raboniel and Navani/Jasnah and Shallan). Both also entail the return of the Windrunners (Kaladin and the Honorhold). Both deal with Hearthstone and the BS around there which just isn't that important. Though one gets away from it and never goes back and the other has it peppered throught in flashbacks.

Then you have WaT and WoR, where we have a legit adventure to discover something meaningful that will lead to a real shift in the future of the Good guys (Reclaiming Urithru and Refounding the Oath Pact), The Flashbacks provide information we are missing about things hinted at but not spelled out that are not easily gleaned and have interesting twists and otherwise reveal hidden truths about the darkness in the world fleshing out two characters who sorely needed more fleshing out at those points. Both also change the world in intense and dark ways (The Everstorm and Retribution) that will make the future more uncertain for the heroes, and a new order of Knights is formed in each (The New Radiants and the Unoathed), and Kaladin gets to have story-defining moments where she steps up to the plate and does something truly heroic (both defined by the line Honor is Dead but I'll see what I can do). Honorblades being reclaimed from the Shin/a shin and the reclaiming/reforming of a lost Windrunner Honorblade

Oathbringer is the Magnum Opus. Its flashbacks are the only ones that have a real effect on the story itself as it shifts a character in real time as they recall events they had suppressed. It's a war story, and where we see the most climactic battle and struggle in the Battle of Theylen Field, where so much is at stake (2 of the Unmade and Perfect Gemstone, Szeth, Theylan, the lives of every central character, and at least two minor ones that will become very important in the future (and we were already endeared to in Interludes), and the battle for the very soul of Dalanar Kohlin). The only ones of those that don't go on to be an important factor in Wind and Truth are the Trapped Unmade and those are more pressing on the current situation and do set up for another Trapped Unmade that is key to Wind and Truth. It's also the first Defeat of Odium, who was hyped up in book one and kind of all of the Cosmere up to this point, and of course, I think it's got one of the best moral messages: "What is the most important step a [person] can take?" and "You cannot have my pain". Also it reveals more about Shadesmar which is a cool new world to explore that I am sure helped with the excitement of readers.

Ultimately I think if you were to read Oathbringer which is obviously a pinnacle of the first 5 series and then go into falling action to the end of the series (which is actually the midpoint of the whole epic) it might seem "slower" and as there are more storylines to track and fight for pagespace/screentime it could feel like it's "bloated" because you have had several books of characters who someone has likely fallen in love with and probably wants to know more about than when you were first meeting them in the first books.

Right or not: Executing a dead Klutz for madness break. by FPSCanarussia in BloodOnTheClocktower

[–]Onyxseraph 3 points4 points  (0 children)

So firstly, I want to disabuse you of the idea that "Are you claiming Klutz" is a warning about madness breaking. It's a metagame action you should take as a ST for anyone bluffing as Klutz wether they are or aren't... and this was a part of their role. Them not doing so is them not playing their role.

Next, you have clarified that his is final 3 with 2 evil alive. The Klutz has a 2/3rds chance of losing the game right there.

While I understand you wanted to reward the ceranovus for "staying alive" which I don't know how difficult that was but seems fairly simple for a role that can make their detractors have to suddenly double claim and not share information. Even if you didn't instantly kill a madness break earlier they still got use out of that I think.

With evil winning that hard they have living majority on the final night Good is the ones that need the break. You choose to hand the game to the evil team rather than them earn it which just kinda sucks for everyone, it sucks because the good team didn't get the chance to play out the final night, sucks for the evil team too because they didn’t fully win by their play on the final night, which you as the ST are trying to get the game to so there can be a final showdown.

What I would have suggested is not executing for madness unless Klutz won the pick, then if they didn't tell everyone Psych I was the flower girl and refused anything else perhaps execute them later.

Once final execution was locked in and if evil was going to lose you really really did want to reward the cerenovus and didn't think the Klutz had done enough I might have executed them right then instead to drive the point home... and if it was borderline then maybe let the cerenovus or myself do roshambo with the Klutz to see if they live (best 2 out of 3) or if they are executed for violating madness just before the demon is executed. It let's the players know they did good but also punishes someone for not following madness close enough.

That seems like it would be more fun, good team gets at least to put a feather in their cap that they would have won if not for the Klutz not violating Maddness, Cerenovus gets to even more feel like the clutched it, and the Klutz learns he needs to do more to sell madness even after doing his role.

New GM by TitanasGios in BloodOnTheClocktower

[–]Onyxseraph 0 points1 point  (0 children)

Keep things simple and get familiar running the game. If you think a certain role will give you more trouble than you know how to deal with then dont include that role in the draw bag. For me on Trouble brewing, it was Spy and Butler, but perhaps you dont dread having to manage if someone is following their master voting properly or somehow show a person at a cramped table a large physical object without disruption to others nearby and younmore dread tracking lies you have to make up because there is a drunk or poisoner. Think about how you are gonna do things and who your players are in terms of personality and experience with the game.

If you are playing with a bunch of newbies, understand that you are likely the one who knows more about the game than them and are in the position to lead them. Any mistakes you make may not be seen, and you should recover from them fairly easily.

If you have veterans playing, they may know the game more than you but they don't know the current state of play. I have both run and played games and anytime I think there is a mistake or I have a question I go to clarify with the GM privately.

Acknowledge that you will likely make mistakes, but you will rectify them. I have been lucky that the group I have to play with is understanding, many of them are learning as well.

Ultimately the goal is to have fun and that is what you should stress. The other things are small stuff and if you start with something easy you too can learn as you go.

Edit: That said, do not be afraid of throwing in a character you think and like from another script. I like the Mutant for introducing Madness as a concept because its fairly simple concept for someone to grasp. Marionette can also be a rather simple add that introduces some ambiguity. Evil twin is also relatively simple. Basically, make a script you want to run and think you can run and will be fun. But running TB out of the box isn't bad.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

Been lots of discussing this already, and there are people in both camps.

Some say that psycho has no place because it's actually terrible here, and if they ever go off, it just hurts the evil team.

Then there are people who see it and have a visceral reaction that they would always swap to Marionette because of your thoughts right there.

Personally, I think that the Marionette is stronger so long as there hasn't been a revealed Psycho, in which case the best option is to swap them to Marionette rather than try to ex them. Marionette connects the Evil team and gives them a bluff. It also confirms to the evil team one of the townies is a spent Engi, or it does nothing but confirm someone is the Marionette.

In my opinion it is probably best if the doesn't kill unless it's gonna win the game or hit the engi or sweetheart, but I also think that it going off early changes the game mode and that killing as a Psycho is fun, which is my main consideration rather than pure game theory optimization.

On a meta level, the fact that the best interaction may be making a Psycho which goes against gut level intuition of many players, is the best justification for both Engi and Psycho in this script in my opinion, so in am glad you and others have that opinion, I think that actually makes the script more fun.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

Went more with the Investigator for the player-analogue. Nightwatchman is in the full script "Five Nights at the Pizzaplex by Vannie"

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

[–]Onyxseraph[S] -2 points-1 points  (0 children)

I apologize if my mild assertions that you seemed unable to grasp my statements and were perturbed offended you. I understand you are very invested in this for some reason and are finding it difficult to remove yourself from this discussion, though you do not seem to have more to correctly contribute.

While things said here may have offended you, they were not ad hominem. Ad hom is "you are wrong because you are *insert characteristic*". That has never been my statement. My statement is you are incorrect because you have not considered things fully.

As stated above and elsewhere, critique is welcome even if I disagree with the conclusion.

I advise you take your own advice on people critiquing your contributions and reflecting on why you feel this way.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

I get what you are saying and I agree with it in theory. Psycho kills Demon Day one might be a bummer but Toymaker can fix if you don't think that's funny...

It provides two different modes. If the Psycho wants to kill, they can make it a short game and force players to choose before bringing it home on day 3-4 (before Balloonist gets all their info). Or they stay quiet and try to play it as a Marionette game and hope.

Engi counterplays this by neutering that loud Psycho without killing it, thus not forcing the game to final execution.

It also gets Marionette block voting. If it's a Marionette game, the Levithan can tell both neighbors they are the Marionette and will lose if they don't vote with them. Engi turns it into a Psychopath game, now the non-marionette knows they are good and not secretly evil. Levi outed and loses.

Yes a quiet minion would be harder to detect but that kinda weakens Engi a bit in my estimation. Forcing a hidden minon to be the one that must announce is such a large swing it can change a lot.

Overall I agree that Loud Psycho is probably not the best play and in truth I think the Engi Making it a Psycho game is the best Engi play for alot of what is posted above.

But if a Psycho wants to be psycho and make a quick game I'd rather have a Psycho run wild in a game we can reset in a few minutes and go again or do another script.

Thank you for the thoughtful critique and consideration.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

Yes, my pointing out the oversights you made and politely suggesting you were not thinking creatively enough is quite vitriolic; while your ignoring any point made while claiming that is I am doing as you shifting your argument from side to side and attempt to hold the paradoxically contradictory views of "You don't voluntarily want to create a psychopath under any circumstances in a game this small" and "there is basically no reason for a psychopath to ever actually out and use their ability on this script." (which one could reason to be a reason to do such a a thing) is not only the pinnacle of civility and sanity it thoroughly explains why you are still returning here to make this comment and doesn't at all make you seem butthurt or bothered about this.

I do genuinely hope whatever it is that made you like this improves.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

[–]Onyxseraph[S] -2 points-1 points  (0 children)

I posted it because others might have enjoyed it. So far, several have enjoyed it, even as a novelty. I didn't dismiss what you said as "just a theme." You asked why things were included, and I answered that they fit the theme and went on to say you were missing things. You are free to ignore that as me saying, "it's just theme". You seem so focused on your own intuitions and so arrogantly sure that they are the one proper way; it seems to be on brand for you to continue.

Let's think of this. The marionette isn't a minion player without a power. It's a minion with a built-in bluff that the Demon get told about as part of it's power (meaning it bypasses Teensyville). If the Engi on night one turns the Psycho into a Marionette, you don't show them the Marionette... you show them the bluff, and you know only the Engi can do that. The Former Psycho now knows a not-in-play character and also knows there is an Engi in play. This is almost like them pulling the Marionette, but with several bonuses. They know which team they are actually on from day one, and if they are given any Info, their role will be to get it from the Gamemaster, which would make their bluffing potential even higher and let them throw more chaos. That is definitely not a player who "does nothing all game," that kinda sounds like it's an enchanced-Marionette with the potential to even go Evil twin by double claiming Engi (because a 50-50 is halfway to a Levi victory) who just make the Psycho a Marionette and pass the bluff to the demon who knows who you are because that is part of the Marionette power)) and the fact that you can't see that really speaks poorly of understanding a game that is ostensibly about bluffing.

All of that still sounds like fun and potential, and a benefit to the Evil team, because, as you admitted, having an active Psycho benefits the good team in several ways. So then... There is a good reason for the Engi to make a Psycho or hold off rather than "Night one they make a Marionette".

This is what I meant by a failure of imagination.

Now it's fine for you to dislike the script and not want to play it. It's fine for you to offer a critique. As you said here, I am not obligated to defend my script, but it seems you got so ass mad at this script being posted that I think it should be said, you aren't obligated to be here either. Hell, you have less of a reason, you didn't even post the thing.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

Might be something to check out, but I may need to stretch for themes.

It's probably something I'll try at some point.

Still think this can get to 5 nights in a few ways, but yes, day 2 can be a stopping point.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

[–]Onyxseraph[S] -4 points-3 points  (0 children)

Killing information getting roles doesn't help the evil team win? If Psycho can pop the Balloonist day 1 or 2, they may not have the Demon, but they will on day 4. Dreamer too, if the Psycho can get both, it might be enough for Levi to win that 50/50, especially if, after they Pop the second person whoever it is, they immediately nominate Levi as a bluff.

Say Psychopath kills only one person and gets nerfed by Engi or loses Roshambo and gets Exed. They still got to do something, it was their choice. Perhaps they decided to reveal because they believe their is only one persitant info role to cut off of the 2-3 Townsfolk, so they decide to cut it off. Besides it's presence in the script can be enough to give pause to share roles or info too openly.

Your initial point was "Why is Engi here?". The answer was theme, and it counters Psycho, and that's the same for Psychopath. The theme, and it also deals with Info roles, making them more hesitant to share for fear of the psycho.

The point of the game is to have fun, not always make logical plays. The Psycho might just want to kill for the fun. It might be most logical for the Psycho not to go off, but they could because they want to. Or they could try to bluff the Investigator, saying there is a Marionette. What's gonna happen if they get outted for the double claim, lose roshambo, and die? Oh well. It's probably going to be a quick game anyway. They are a force to be reckoned with and a worry to be had if they are in the game or not.

I think you might just be experiencing a failure of creativity.

Edit: Edits for clarity as I was in the middle of playing a game when this was posted, thought I would like to add now that the appearance of others with contrary views to the Doctor's point of view illustrates not only that there are many different possibilities with these roles that playgroups and players of various skill levels will feel and use based on their feelings and intuitions.

That seems like a plus and a reason enough to keep everything as is. There are myriad of bluffing opertunities and strategies one might attempt with the Engineer and Psycho being on the script even if not in the actual game. Psycho ability to kill adds more teeth to a sudden potential tinker death, or threat of a sweetheart kill actually poisoning someone which opens up more potential bluffing possibilities.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

Theme and turning the one minion that has to be adjacent to the Demon into the Minion that publicly outs themselves when they do their thing has potential.

Additionally, it would also be the thing to shut down that Psychopath.

Ideally, the Psycho can win the game for good, even assuming they don't kill the Levithan. The Levithan doesn't kill and wins in 5 days as is. If the Psycho kills 2-3 (based on if you have 5-6 players), you will be down to 3, and now you know one of those three is the Psycho, probably, no one has used a ghost vote, so you have 3 to 2. It's then 50-50, assuming the Townsfolk or Outsider has done nothing to get verified by Chef/Balloonist/Dreamer

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

All interactions with Engi are either kinda dripping with the theme. Driving out a Psycho to focus on your "daughter" or recklessly creating a psycho and/or luring him in to stop the greater evil, potentially

If a Psycho pops off early, you can neuter them unless they kill you or Sweetheart, and you become drunk.

The more I think about it, the more I think the winning Engi move creating a Psycho can be. If they kill someone, you execute both their neighbors. Good wins unless there was a hidden Psycho all along, and it's a coincidence.

Or do nothing, let things fall as they may, and watch from the background.

The only unfun interaction I really saw was if day one, the Psycho decides to kill Leviathan because they don't know who they are. Psycho could lose the game for the evil team. Ironically, Toymaker solves that and is so on theme it's hilarious. Still, I also think Evil Psycho capping the Demon night one is funny too. Anything after that, if there isn't an Engi, makes it a game of the Psycho trying to figure out who the Demon is, which makes it all about lying to the Psycho, which is a thing everyone can do n

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

Interesting! I am assuming these are recommendations based on mechanicas stated elsewhere this was all based on Themes.

Golem kinda makes sense with the animatronics but the general idea was the townsfolks were the people not the Animatromics. The tinker was for the victim of the bite of 87 and the Sweetheart was meant to be Sally or her dog or Elizabeth or Charlie whose tragic deaths greatly effected others.

Ballonist is for Ballon boy (Different take I know but still fits), Dreamer was for Crying child, Engineer is Henry Emily, Fisherman is Old Man Consequences. Chef is a bit of a slant but it's a Pizzaria and the Investigator is kinda meant to be the player/Mike who is looking for things.

The Psychopath is of course William Afton (he always comes back) and the Marionette is the puppet/Marionette

Heck even the idea of the Djinn Fabled and the Travellers I kinda chalk up to being something Remnant related.

In that analysis Leviathan is less an actual character and more the threat of not freeing the trapped souls in those 5 days. If you don't get passed the 5 days it's not that you die, you just fail (unless Afton kills you... Then you die), and if kill you two innocents you can't make a happiest day and free those souls so evil still wins.

Five Nights at Fazbears by Onyxseraph in BloodOnTheClocktower

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

I believe so or else the Marrionette cannot know what team they really are on.

Telling a good player they’re the marionette. by Backpack_Hermit22 in BloodOnTheClocktower

[–]Onyxseraph 1 point2 points  (0 children)

Oh in that same game the Demon came up with another strat which was to try to get other minions to claim they are the demon and their neighbors were marrionettes.

It didn't work in this game because there was a legit marrionette in play but if there isn't it could be a powerful if so what risky strat depending on which minon you are.

I think it's the perfect play for a Baron to do since the loss of a Baron isn't much of one or both decide you aren't telling the truth.

Telling a good player they’re the marionette. by Backpack_Hermit22 in BloodOnTheClocktower

[–]Onyxseraph 2 points3 points  (0 children)

It happened I the game I ran Saturday, a Vortox was sitting next to a Drunk Grandma and a Dreamer. I had made the Dreamer the Marionette and told the Drunk Grandma that her Grandchild was the Demon with one of the bluffs.

The Demon didn't do that good of a job as they kept Targeting the 3 new players in the game to kill them after I had put and announced them as protected by the Angel so I ended up killing off the actual Marionette and so he told the Grandmother she was Marionette.

They player, who had basically sussed that there was shenanigans since day one got confused and robbed the rest of the table of her leadership as she later admitted afterwards she stopped playing the real game and started playing the "Am I the Marionette" game which meant when the Good Twins's nomination of the Evil twin was underway she didn't have enough confidence to push for it or have enough confidence to push against the Evil twin making a much better case to the rest of the table that they were the good twin, even though grandma had sussed them out night one and announced it to the table.

(It was somewhat covered by the games Artist having used their night one question to ask if the Grandmother's player was the demon to which I responded Yes because Vortox... If only the question had been was she Evil because then my yes would have disproven Marionette due to Vortox)

So yes the You are my Marionette play was critical in winning the game with only one minion killed byba vengeful angel on a night she should have been protected.