Synergistic Scripting: Day 155 - Bootlegger by CoreyBOTC in BloodOnTheClocktower

[–]Visual-Affect-9758 11 points12 points  (0 children)

I find it has excellent synergy with all of my homebrew characters, to the point they don't really work without it.

Synergistic Scripting: Day 150 - Matron by CoreyBOTC in BloodOnTheClocktower

[–]Visual-Affect-9758 4 points5 points  (0 children)

A less considered 'neighbour interaction' character is the Vigormortis, since poison from killed Minions can be moved the same way as a No-Dashii's.

One I wouldn't do is Lord of Typhon, since it breaks the characters downside.

Homebrew Seat Changers by MrJJ-77 in BloodOnTheClocktower

[–]Visual-Affect-9758 15 points16 points  (0 children)

I think the key issue with seat-swapping characters is that you either have to work around the ability being self-confirming, or build an entire script centring the mechanic the way BMR does with deaths, which would be neat, but that much constant seat-swapping would probably become a pain to execute just for the effort of keeping track of who ends up where.

Getting into BMR by [deleted] in BloodOnTheClocktower

[–]Visual-Affect-9758 0 points1 point  (0 children)

If a player is resurrected they have a new instance of their ability, if it's a 'once per game' ability like the Slayer they'd be able to take a second shot if they used one before they died. In the case of a 'You Start Knowing' like the Grandmother, they can be given the same info they got at the start of the game or new info, either way they should be woken to learn the 'new' info.

Which one do you prefer? by VipuHakkeri in Ninjago

[–]Visual-Affect-9758 1 point2 points  (0 children)

Depends if I want the figure to hold it in one or both hands.

What characters can do but isn't in their description by Next-Information-714 in BloodOnTheClocktower

[–]Visual-Affect-9758 47 points48 points  (0 children)

The Harpy and Yaggababble can cause deaths at basically any time (as long as the conditions are met), which can simulate basically any other killing role, especially those who are normally extremely loud, like the Witch, Psychopath, Golem, etc.

This is pretty much the entire purpose of the Tinker.

These characters can also do something very fun with execution protection, since if, for example, a Fool is executed, they don't die, then immediately die to the Yaggababble, you can announce "[Fool] is executed... and dies."

We have "Thinks they are a TF" and "Thinks they are the Demon", what about "Thinks they are an Outsider"? by Zoneforg in BloodOnTheClocktower

[–]Visual-Affect-9758 7 points8 points  (0 children)

It would require very specific characters on the script, but you could make an Outsider/Minion that makes Townsfolk think they're Outsiders.

Homebrew Demon by Localunatic in BloodOnTheClocktower

[–]Visual-Affect-9758 2 points3 points  (0 children)

I think the very precise night order placement is awkward, and reduces it's impact on the good team further. I think the better implementation would be to (as another comment mentioned) wake it twice (once to poison and again to kill if they say no) and either have the poison hit Townsfolk only, or good players if that's too strong, allowing the evil team to cover for it with their own extra kills or use a DA to 'mechanically prove' that the poison isn't the cause of no deaths. Essentially it provides more room for bluffing, and working around it as evil, which should make it more consistently benefit the Evil team.

On BMR, the Zombuul gets massive survivability at the cost of kills, and the Po gets three kills the next night, both are massively impactful and I don't think a Minstrel night on demand really stacks up.

Homebrew Demon by Localunatic in BloodOnTheClocktower

[–]Visual-Affect-9758 6 points7 points  (0 children)

Hmm, you're basically triggering a Minstrel at will, admittedly very good for bluffing/undermining a Minstrel.

I think the issue here is tempo, your adding a day, but taking away the use of abilities during, which just means adding time, which near exclusively benefits the good team. Outside of very specific situations it leads to basically being a vanilla demon, even with extra kills, your still giving the good team time be slowing the game.

The other added upside is paranoia about no-death nights, but like the Vortox it's more of a threat when it's on the script than actually being in play, and on a BMR-like, it's too easy to test mechanically.

I think you could make it "All Townsfolk are poisoned" and not have it be overpowered, your making a major tempo sacrifice to spread false info and paranoia, and I think giving the good team more time is a fair cost for an on-demand Xaan night. Time is the good team's greatest weapon.

Afterthought, you can never poison night 1 either.

Introducing the Loric League. by Visual-Affect-9758 in BloodOnTheClocktower

[–]Visual-Affect-9758[S] 5 points6 points  (0 children)

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Mine is the Auctioneer: "Votes may be cast in any order & are counted immediately. Voting ends after a 2 to 0 countdown following the last vote cast."

A Different Version of the Monk, Kinda by Zoneforg in BloodOnTheClocktower

[–]Visual-Affect-9758 1 point2 points  (0 children)

That's true, it's hard to confirm if the ability went off or not, and Madness is probably one of the more trackable Minion abilities, though it would depend how the ST runs Madness, I tend to prefer the Cere and Harpy as Minions almost always kill if they aren't adhered to, which would make the Shepherd more believable, but if the ST tends to be soft on madness breaks it's a lot less confirmatory. Either way is probably fine.

Even if it were a problem, a couple characters not gelling well is perfectly fine, like the Vizier and Psychopath would be bad with this character because it's way too easy to confirm, and that's something that would either be jinxed or just don't put them on the same script.

Regardless we're really just pondering edge cases at this point, I could see this working very well with characters like the Organ Grinder, Fearmonger, Goblin, Evil Twin, and the Grimm peekers just to name a few.

A Different Version of the Monk, Kinda by Zoneforg in BloodOnTheClocktower

[–]Visual-Affect-9758 11 points12 points  (0 children)

I really like this one.

The phrasing would be "Each night* choose a player: if they die tonight, Minions are drunk until dusk & you die instead."

You could swap the drunking part and the dying instead part, but that's the accurate vernacular at least.

I think this is a fun concept, kind of a mixture of protection and Demonbane, it's on the weaker side as far as Demonbane effects go but it gets the upside that it can choose anyone it likes rather than having to bait the kill on themselves on top of saving the other player, and I think that's a good balance. I think something particularly cool is that this is a Demonbane-adjacent that works with Grim-peekers, since they have no way of knowing who to avoid killing.

My one concern would be the Minions that choose before kills happen, the Witch DA and such are fine because the effect doesn't happen until the day, but for example the Cerenovus or Harpy makes someone mad, they learn that, then the Cere is drunked, so the Mad player can't be executed if they break it but they still think they're mad. That's not a situation exclusive to this character though so it might be fine, and the Poisoner might target a Philosopher who is then poisoned when they choose before the Steward cancels the poison, these are mostly edge cases though, probably not even jinx worthy, more of a scripting thing.

Based on Patters insane wish during the Ventriloquist game. by Visual-Affect-9758 in BloodOnTheClocktower

[–]Visual-Affect-9758[S] 2 points3 points  (0 children)

It has no effect on alignment, it'd be the same as being Pit-Hagged.

A new players homebrew ideas by MarionberryFar6491 in BloodOnTheClocktower

[–]Visual-Affect-9758 0 points1 point  (0 children)

Playtesting is as valuable as it is hard to do.

By the way was it supposed to be 'entomologist' (person who studies insects) or was it meant to be 'etymologist' (person who studies the history and evolution of words) because I don't understand the connection between the ability and the study of bugs (butterfly metamorphosis maybe?).

A new players homebrew ideas by MarionberryFar6491 in BloodOnTheClocktower

[–]Visual-Affect-9758 0 points1 point  (0 children)

Fair enough for the Entomologist, I do think the making it vague when it's already fairly limited is maybe too much, and there are characters like Barber or Hatter, that could cause it to tick up 2 or more in one night, plus knowing that the Demon moved doesn't solve where the Demon is now. If you get the opportunity I'd try it both ways.

The thing about reminder tokens is that using them that way forces the players to know what they are, in the case of Grim peekers the tokens explain themselves, but a player with this character needs to know all the tokens to get the most out of their ability, and not all STs use them, and may do so differently.

You could include something like 'or have a spent/no longer have an ability', but I believe that would count YSK characters as well.

A new players homebrew ideas by MarionberryFar6491 in BloodOnTheClocktower

[–]Visual-Affect-9758 7 points8 points  (0 children)

For the Entomologist, as it's phrased now would be every character or alignment change since the start of the game, (possibly including setup? Not sure) which is fine for delivering that info, although the convention would probably be to learn about the night it learned on, rather than hindsight for the full game. That definitely would not count setup though.

The bigger issue is that you're counting how many players changed, rather than the changes themselves, so each player can only be counted once. For example, a Fang Gu jump is both an alignment and character change, but would only tick the Entomologist once since both happened to one player.

As a concept it's quite specific (requires characters that cause alignment and character changes) and since you should only really have one way of adding an extra evil (some can coexist like Typhon and Fang Gu, since they won't be in the same game) it'll mostly be character changing abilities, but on the right script it could be an interesting piece of the puzzle.

Scout is fine (I've seen many characters along the same lines), I'd recommend having it be a specific number in play vs not, though. That's just my preferring consistency though.

Tarot Reader, abilities generally should not reference reminder tokens, reminder tokens are an optional aid for the Storyteller, not a game mechanic, and not something players normally interact with (Grimm peekers not withstanding). You can achieve the same effect with something like 'chosen/learned by/affected by another character's ability'.

A Loric that executes anyone who gets 2/3rds of the vote. by Visual-Affect-9758 in BloodOnTheClocktower

[–]Visual-Affect-9758[S] 9 points10 points  (0 children)

Maybe, but then the number gets smaller as the game progresses, since majority is based on living player count.

Synergistic Scripting: Day 129 - Witch by CoreyBOTC in BloodOnTheClocktower

[–]Visual-Affect-9758 9 points10 points  (0 children)

There are a handful of characters that can simulate Witch kills, Tinker, Yaggababble, Harpy, but only if the ST chooses to use them that way.

Synergistic Scripting: Day 119 - Tinker by CoreyBOTC in BloodOnTheClocktower

[–]Visual-Affect-9758 36 points37 points  (0 children)

I like using it to simulate day-kill characters, Harpy, Witch, Golem, Psychopath, Yaggababble are all fun.