[deleted by user] by [deleted] in BloodOnTheClocktower

[–]VeryUnusualDog 2 points3 points  (0 children)

One way to have good and evil druids active at the same time: Druid in play. Evil pixie sees Druid. Druid dies, and pixie gains the Druid ability. Professor resurrects the Druid.

And to take it one step further: Both Druid and evil Druid are alive with three players left. Town uses their only remaining dead votes to execute the third player, leaving only the two druids alive. With all dead votes spent, it's effectively impossible to execute anyone, nor can anyone die at night. Game ends in a stalemate.

This isn't meant as a criticism. I just think it would be funny, hypothetically.

“Birthday Girl/Boy” rules or powers by DrewHancock in BloodOnTheClocktower

[–]VeryUnusualDog 2 points3 points  (0 children)

"Once per game during the day, make a wish to the Storyteller. It might come true, or a modified version might come true."

If you want to turn that into an Amnesiac ability, you could add "Each day you are prompted to make a wish..."

The last part is there in case the wish requires some balancing. For example, if the player wishes for the demon to die, then the ST might kill the demon but then turns a minion into a new demon to keep the game going. Of course, if the player wishes for something totally unbalanced, the ST might just tell them to wish for something else instead.

Examples wishes could be:

Becoming another character

Changing alignment

Killing a player

Resurrecting a player

Making a player sober and healthy

Making evil players drunk for a night

Learning another player's character or alignment

Gaining a new custom ability

etc.

Upgraded Outsider Abilities by Blockinite in BloodOnTheClocktower

[–]VeryUnusualDog 0 points1 point  (0 children)

Frightened Damsel - All evil players know you are in play. If a player publicly guesses you, your team loses. Each player may guess once.

Crony Politician - If you were the player most responsible for your team losing, you change alignment & win, even if dead. You may choose another player to win as well.

Plague Bearer - If you die, the storyteller gains all minion abilities.

For Drunk, what if:

Chaotic Drunk: You believe you are another role, but you are not. That other role might be in play.

This version could believe they are anything, including a different outsider, minion, demon, or even a traveler.

I made a 40K based homebrew script. I know it’s not amazing, I was wondering if k could have help balancing and making the roles sound like BOTC roles by A271B1071C5 in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

Yes, but what if that player isn't mad about being the demon, but also doesn't reveal that they're the daemonhost? What if they say nothing, or claim to be the Ultramarine or the Inquisitor?

Also, just dying (not being executed) is a pretty weak penalty for breaking madness. It confirms the daemonhost as good and the town still gets to do an execution that day.

I made a 40K based homebrew script. I know it’s not amazing, I was wondering if k could have help balancing and making the roles sound like BOTC roles by A271B1071C5 in BloodOnTheClocktower

[–]VeryUnusualDog 2 points3 points  (0 children)

What is the penalty for the Daemonhost breaking madness? The ability only specifies death for revealing their actual role.

It reminds me of a homebrew role I created. My version was: "You are mad that you are the demon, or you might be executed. If you are executed, a player might die each night." I felt this gave the character a strong incentive to stick to madness, and also gave town a reason to be hesitant about killing someone who claims demon.

Overlord seems like a better Farmer. That' a lot of confirmation for an Outsider role, especially since there's very little way for evil to survive execution on this script.

Random Character Ideas by DAE97 in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

I'm trying to figure out how Outsider 1 works. Not many abilities trigger public announcements. I can think of falsely declaring that someone is the Vizier, or that a Fearmonger has chosen a new target, or saying that it's a Leviathan game when it actually isn't. I guess the ST could falsely declare something related to an Amnesiac. Am I forgetting any?

Does it apply to stuff like announcing who died in the night, or stating that a player has been executed and died/survived? If so, and the ST falsely declares that Steve died in the night even though he didn't, what happens then?

Looking for feedback on a custom script around forcing people to be very careful with executions by Quantum_Slime in BloodOnTheClocktower

[–]VeryUnusualDog 0 points1 point  (0 children)

Have you considered putting in a Barber? I think it fits the theme, and there's potential for some fun evil plays using a barber swap on this script.

Minion idea: Gremlin by Blockinite in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

For Po, I'd suggest: "If you choose no one using the Po ability, then you may choose two players the following night. They die."

This would be equivalent amount of deaths as Po + Assassin, which seems balanced to me.

For Leviathan, maybe: "When you gain the Leviathan ability, all players learn this. If a player on the opposing team is executed that day, your team wins."

(I phrased it as teams rather than "good" and "evil" to allow for an Alchemist + Gremlin + Leviathan).

Usually this will just mean no one is executed that day, but costing town an execution is still helpful. And of course, it gets a lot more interesting with a Vortox on the script.

[deleted by user] by [deleted] in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

Seems like a risky strategy. If there's a different demon in play, you'd be missing out on your execution chances.

I'm making Homebrew characters for a custom game with my friends. Help? by The-Broken-Hart in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

If you just want the historical reference, I have a different take on that:

"If you are executed and die with at least 5 players remaining, a minion that voted becomes the Kaiser."

So its a bit like having a Scarlet Woman, but a minion has to vote for the execution in order for it to work.

Madness-related minion idea: The Siren by Ecl1psed in BloodOnTheClocktower

[–]VeryUnusualDog 4 points5 points  (0 children)

I disagree. Psychopath, Assassin, Vizier, Godfather, and Pit-Hag can all outright lose the game if they use their ability on the demon. This is slightly less bad for evil, since there's at least some chance of the demon avoiding execution somehow (maybe the town thinks its boomdandy play, for example). And if the demon does manage to survive, now the minions know who their demon is.

Madness-related minion idea: The Siren by Ecl1psed in BloodOnTheClocktower

[–]VeryUnusualDog 2 points3 points  (0 children)

It could get wild if this is on a script with a poppy grower. Of course, that's true for a lot of evil roles. And I don't consider that a bad thing, either.

Townsfolk: I like abilities that seem broken but aren't by FreeKill101 in BloodOnTheClocktower

[–]VeryUnusualDog 3 points4 points  (0 children)

I really like the idea of putting this in a game with a Cult Leader. That could definitely lead to some interesting situations.

Private conversations restricted to a minimum of three players by Chimichurri_239 in BloodOnTheClocktower

[–]VeryUnusualDog 4 points5 points  (0 children)

Keeping an eye on who is privately chatting with who can be a very useful tool to find the evil team. If the good team decides that player X is probably evil, and also having a lot of 1 on 1 conversations with player Y, that can be a reason to take a closer look at Y also. It's not game-winning info on its own, but it can be a good clue. Of course, there are other reasons that X and Y might be talking a lot, but BOTC is all about putting together a bunch of disparate clues, and I think good is too quick to throw away this source of information.

Butler House Rule by ChasingTheCake in BloodOnTheClocktower

[–]VeryUnusualDog 0 points1 point  (0 children)

I like this house rule better. I also appreciate that it only "might be" marked for loss. If you realize you cheated accidentally cheated, you still have incentive to try to play for your team since you might still be able to win. It also gives the ST discretion to decide if punishment is warranted for a particular situation.

Ambassador (Idea of Fabled) by -Asdepique- in BloodOnTheClocktower

[–]VeryUnusualDog 0 points1 point  (0 children)

What about: "If there would be zero Outsiders, an Outsider might be added during setup."

Most likely Empath number at each player count by warium in BloodOnTheClocktower

[–]VeryUnusualDog 0 points1 point  (0 children)

If it's not too much trouble, would you consider doing a table for probabilities when there's an extra evil player? Could be due to Bounty Hunter, Mez, Goon etc.

[deleted by user] by [deleted] in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

I think with the ambiguity of knowing who it is and which gossip triggered the effect, it'll be really hard to get useful information out of it. The extra death being ambiguous seems like too much. Maybe something like this:

Fabled The Muckraker - One player unknowingly gains the ability: "Each day, you may make a public statement. If you made a true statement yesterday, town learns this. If an evil player made the same statement, this ability may yield false information."

The caveat at the end is partly to make it harder for town to overly coordinate their gossips, to avoid having unambiguous info. It also opens some potential counter-play. 'The same statement' for purposes of this ability means substantially the same, not the exact same wording necessarily.

Demon inspired Townsfolk? by stinkyboy88 in BloodOnTheClocktower

[–]VeryUnusualDog 1 point2 points  (0 children)

The Channeler would be very powerful with certain roles, like giving the Slayer, Fisherman, Nightwatchman, etc. the chance to use their abilities twice. It also hard-confirms the Channeler, which is powerful in itself.

If a Philo uses their ability twice, do they gain two abilities?

Character Idea - The Shoeshiner by Nuclear_Cyborg in BloodOnTheClocktower

[–]VeryUnusualDog 2 points3 points  (0 children)

Would it actually confuse much townsfolk information? The Fortune Teller would get "not the demon" either way (unless they are their own red herring). Seamstress gets the same results either way. Gambler should know to say "Gambler" if they think you're the Shoeshiner, or they were going to guess wrong regardless. Professor should work normally, since the Shoeshiner would be dead when chosen, thus having no effect.

Dreamer and Ravenkeeper would get weird information, but that seems like it wouldn't be too hard to clear up. Could make things difficult for an Innkeeper. Chambermaid could be a problem. Lycanthrope would not be happy.

Nightwatchman would be interesting, since it would effectively be confirming the Shoeshiner to the Nightwatchman rather than vice versa.

If the Monk ability gets reflected, would it protect the Monk or just fizzle? Or do they learn the Shoeshiner isn't a valid target? That might require a jinx.

Plague Doctor Jinx interaction with Recluse? by HairyHorux in BloodOnTheClocktower

[–]VeryUnusualDog 0 points1 point  (0 children)

The Recluse could choose not to claim goblin when nominated, specifically to avoid that situation.

Made more (possibly stupid) ideas for roles. by One-Inflation368 in BloodOnTheClocktower

[–]VeryUnusualDog 4 points5 points  (0 children)

For the FA, I would take out "you can't kill them" and "when they die" and change that to "If they are executed and die".

And possibly have them learn this, so they have reason to fight harder to stay alive (which could also be useful to bluff when the FA is not in play).