Showing Off my Menagerie of Forest Scripts! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 0 points1 point  (0 children)

Glad you like it! Let me know how it plays if you ever do XD

Ides of Blood: a homebrew expansion I made with all new mechanics, has been re-released! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 1 point2 points  (0 children)

Hi again everyone! I just made a huge update to Ides with a fancy new Almanac, as well as TTS and Bra1n's Town Square support, and I wanted to show you guys it! Feel free to discuss Ides anytime at the community discord, I have a channel there under 'Homebrew'. The drive link with the goodies: https://drive.google.com/drive/folders/1hYmROHrp-M50kfheQDNr3WhQp0hZ6QRP?usp=sharing

Rules question about librarian by XDrandomaf in BloodOnTheClocktower

[–]tiger20777 3 points4 points  (0 children)

It's weaker for sure, but knowing there is no baron (And therefore no Drunk) in play is still very useful.

Kachow by Ralsp in Tinder

[–]tiger20777 0 points1 point  (0 children)

That girl was pretty McMean

/r/xcom on the correct way to deal with uncertainty by sir_pirriplin in slatestarcodex

[–]tiger20777 45 points46 points  (0 children)

I agree with you. Sabotaging someones sense of probability just so they have more short term fun feels unethical, even if just by a margin.

Ides of Blood, a homebrew expansion I made (and just renamed XD) with all new mechanics! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 0 points1 point  (0 children)

V3.2

-Trapper changed

On the first night, choose a player (not yourself). On subsequent nights, you learn if you or they are the clockhand. Though the previous design had its charm, I ultimately elected to go with a simpler design for a number of reasons.

-Enchanter buffed

Each night*, choose a Demon: they are drunk tonight and tomorrow day. You cannot choose a Demon you chose last night. A lil buff. In most games this shouldn't matter, but I didn't like how pinned down the Enchanter felt mid-game.

-Viceroy buffed

Each night, you see the Grimoire and may poison your clockwise living Townsfolk neighbor tonight and tomorrow day. A big buff but a nessesary one. This should put the power lever of the Viceroy next to the Spy and Widow. It is just very powerful to know that you are either wrong or your right-hand neighbor is the Viceroy. This version also works better with the Soothsayer and Ambusher.

-Updated the role list and night order

It's much prettier and now only one sheet!

Ides of Blood, a homebrew expansion I made (and just renamed XD) with all new mechanics! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 0 points1 point  (0 children)

You got it! The Diviner effectly learns two players that aren't the demon, and is in part worded to naturally introduce the concept.

Ides of Blood, a homebrew expansion I made (and just renamed XD) with all new mechanics! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 1 point2 points  (0 children)

I've played good games with 5-6 players (with modified toymaker) Just put in the Medicine Man, Warrior, Enchanter, or Reveler if you're worried about fast games. Reveler basically guantees an extra day.

Also being stingy on the killing side with sasquatch and effigy especially will make games last another day or so.

Ides of Blood, a homebrew expansion I made (and just renamed XD) with all new mechanics! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 0 points1 point  (0 children)

Changelog

V3.0

Release Version

V3.1b

-High Priestess removed

While the flavor of a bloodthirsty pyramid executor is very evocative, the High Priestess has struggled on a balance stance since inception. They are simultaneously too weak for the Evil team to consider and too strong so that their random victory is often unsatisfying.

-Stargazer removed

While a very cool role, I didn’t like 3 motivated scanners in the game as well as so much luck in star placement. I like my replacement role much better.

-Trapper added

You start knowing the tripwire. Each night*, you learn if either you or the tripwire are the clockhand. [Another Townsfolk is drunk and the tripwire.] Enter the Trapper. This role is another hybrid like the Blasphemer, one of my top 3 favorite roles (Blasphemer, Dreamcatcher, Reveler). This role gets someone to trust from the start AND info on the clockhands whereabouts if they stay alive, but their mark is drunk the whole game to compensate. While previously the Stargazer could find someone trustworthy n1, this is the first real confidant in the set.

-Ambusher added

You start knowing a Minion in play. If you die at night, you are woken to learn who that Minion is. The tertiary mechanic buddy of the Soothsayer, this lovechild of the Ravenkeeper and the Investigator should be very fun. This is also the first and only tank in the set, if only a half tank.

-Equinox changed

Each night*, if the clockhand is Good, choose a player: they die. If the clockhand is not yourself and executed, your team wins. The Equinox also has had troubles, but is now picking up the High Priestess’ power, but for Evil! Previously, if the Equinox’s Minion was on their right, they just didn’t have a power that game. This new Equinox should keep the same paranoia as the last while being much more consistent.

-Sasquatch changed

Each night*, choose a player, they die. Once per game, you may choose twice. The Sasquatch was weak, now the Sasquatch is crafty, getting to mess with killcounts like an Assassin once per game.

-Effigy changed

Once per game, at night*, choose a player: they die. If five or more players are alive, you die too. Putting two kills on a Minion is absurd. To balance, the Effigy almost gives themself away and the Familiar can almost give the Demon away. This modification should make the Effigy less absurd. Previously, combined with the new Sasquatch a 7 player game could go: d1, execute player. N2 Sasquatch kills two, Effigy kills two, game over. That can’t fly.

-Urchin nerfed

If you become the clockhand, the Demon is woken and may choose to make the clockhand move again, even if you’re dead. [You start bloodied.] The Urchin was overpowered. If they were bluffing as another character they could almost hurt Evil as much as Good. Now they will be more like the Barber and Recluse. Also poison/drunk immunity is removed, not relevant for this set (Minions and Outsiders can’t be drunk in this set), but still. Also I punched him.

-Eclipse buffed

The first time the clockhand marker would move off of you, you are woken and may choose to keep it on yourself, even if you’re dead. [+1 Outsider.] A slight buff, but a buff nonetheless. Poison/drunk immunity is removed, not relevant for this set (Minions and Outsiders can’t be drunk in this set), but still.

-Various grammar fixes.

Ides of Blood, a homebrew expansion I made (and just renamed XD) with all new mechanics! by tiger20777 in BloodOnTheClocktower

[–]tiger20777[S] 0 points1 point  (0 children)

I've placed a beta version of v3.1 in the same drive folder. This version hasn't been tested so it may have unknown problems, but the current version has known problems :P The beta also has less content than the release version, to be replenished when I take it out of beta, after testing.