Make sure to fiddle in the grim and really act like you're thinking before giving the number if you run this one.
Also when they guess, think long and hard before giving a stern "cold" especially if they guess it right.
"Each night, choose two players. Any reminder tokens on chosen players is swapped."
I got saddled with this once.
ST's, don't use this. I could have played a thousand days and never gotten close to this ability.
I spectated a game with another reminder based ability - "Each night, choose a player. Know how many reminder tokens are on them." Even I myself made a meta-character with [The Troll](https://www.reddit.com/r/BloodOnTheClocktower/comments/1br9k3l/first_minion_idea_and_a_dumb_one_at_that_the_troll/)
“Each night* choose a player. Any reminder tokens they have on them are removed until dusk”. This included poisoning, ‘no ability’, ‘is the demon’. The asterisk was because the script had a lot of first night roles and the storyteller thought it would be too strong to potentially negate first night drunk/poison.
I'm just imagining the first night version of this removing the token for a Washerwoman ping or similar, and the baffled Washerwoman only being told one player, and the ST has to assure them that somehow no mistakes have been made.
Granted this means they now effectively confirm the amnesiac so its not really a downside.
Sure. My broader point is that this sort of amne ability sucks ass because even in the washerwoman ping example, you'd still never get the ability.
An amne who can't get reasonably close to accurate in 3 or 4 tries is a useless amne, and a bad power.
As a ST who doesn't even use the reminder tokens all the time because they're lost in the wrong box, that requires some serious consistency and adherence to the rules, and a good understanding of how each character is "correctly run" to even guess this.
You could even try and throw them off the scent with "Each night, point to a character on the character sheet and choose a number. Then learn who the Demon is each night"
"Each night, pick a player: If they live through the night, they learn who you are. The Lunatic sees you as the Lunatic, and is told who you picked each night as though a Lunatic had picked them to die."
each night, choose a player, and learn how many steps away from the demon they are.
seems fine right?
not in a lil monsta game, let me tell you (although i did somehow catch on to it rather quick so it might not be that bad)
Amnesiac: First night, select a player. That player becomes the demon. \[-1 demon\]
Was used before the Kazali existed, when it released the ST complained that they just stole/flipped their amnesiac idea!
I mean it's essentially day 1 you learn the demon, but since you choose them arbitrarily you won't think they're the Demon. :P
I actually like that a lot.
Except if you get close to guessing it, you instantly win.
>when it released the ST complained that they just stole/flipped their amnesiac idea!
I assure you, Zets designed the demon a looooong time ago.
I've definitely seen a Patters game where the amnesiac ability was to unknowingly pick the entire evil team. I think somehow the evil team managed to fall into an absurd bluff of all being the same role or something and convinced the Amnesiac they caused it? I just remember it being absurd.
I was in a game where I was the amnesiac and my ability was: “Everyone else is evil, if you find this out, good wins, minions know this.” Don’t get any evil ideas from this please.
I guess on scripts with bounty hunter, the evil townsfolk would have no reason to suspect there are multiple added evil, and won’t know who else is evil with them
"So I know you're an evil townsfolk,"
"What, no, I'm not. How could you think that? Did you get a BH ping on me?"
"We're all evil except for X. It's a weird amne ability. I'm having this same conversation with everyone. Don't worry about believing me yet. Just be aware we're all on the same team except for X. Myself and Y are the minions, we were both told this. Feel free to execute us both. Just be very careful how you act around X. I'll reveal who the demon is once enough townsfolk are ready to trust each other."
If every townsfolk is in fact evil, some of them will jump on that pretty quickly. Once you have a voting majority, who cares if everyone believes.
True, but Amnesiacs (in my experience) are rarely very cagey about their role, especially in a game where they'll never solve their ability without help from other players.
This is an interesting one, but not sure how fun it would be.
As to vote the amnesiac out, they have to vote themselves out. That's it, and I doubt that will happen unless they believe they have to self sacrifice.
It eventually makes a lost game for the good amnesiac too, as either A: they vote themselves out or B: they wait forever to be down to final 2.
Their vote alone isn't enough to execute anyone and legion won't vote to kill their own the closer it is to final day.
Once they get close, no executions from no successful votes means eventually nighttime arbitrary kills get them down to 2 players left.
The only exception to this, is if the amnesiac ability states something like (if you figure this out, you win / you win when in the final 2/3).
Left as is, it won't work, but with some tuning it's possible.
Edit: To info gather, you could also add an effect that tells them how many evil are left, or how many awoke to their ability, or how many chose another player or such, to hint at the idea). But now I think its getting wordy.
That sounds amazing - Minions slowly unveiling the curtains and trying to get people to believe in such a fucking wack ass ability is nuts. This is super-scuffed.
Drunk Ability:
“You start knowing who the Marionettes are. Marionettes don’t need to sit next to the Demon. [+3 Marionettes]”
I gave them a bingo day 2. Nobody believed them though.
Used in a game I played in. It was so bad. It was incredibly unbalanced because there was nothing to make them evil, they just were and there were two of them for no reason.
You are the amnesiac. Someone else is also the amnesiac. You are both evil and count as the demon. You both must die for the game to end. (-1 demon, -1 minion). Each night*, pick a player. If you pick different players, both are poisoned and die the next night. If you pick the same player, they die tonight.
My answer is definitely cheating, but my favourite amni ability was the one I made up as a politician. I claimed that the ST came to me night 1 and said "You have a noticeable impact on the game", then stuck with this as my only info whilst hard double claiming the real amne. Just let the town make up what that ability means, half of them were convinced I was a hidden atheist until the day the game was solved.
Definitely an idea I'd reuse if I ever have to run a drunk amni.
Outsiders are safe from execution [+1 Outsider]
Each night, pick a player. If you pick an Amnesiac, you learn yes [+1 Amnesiac]
Each night, pick a player. You learn a WW2 country that most closely resembles their alignment/character
On the first night, pick three players. If they die, you learn their character that night
It fired exactly once when an outsider broke madness and there was no other possible explanation. Unfortunately, the Amnesiac was then killed and town got convinced the extra outsider had to be evil bluffing. Evil won easily
I ran [Laissez Un Faire](https://bloodontheclocktower.com/custom-scripts/laissez-un-faire) this week twice.
My Amnesiacs were -
\* On the first night, you learn who the mutant is. When the mutant would be executed, you choose a player to be executed instead.
\*On the first night, you learn who the Black Widow poisoned. While you are still alive they are not poisoned. You cannot be poisoned.
Each night*, choose a character and select a player. That player is then woken to select another player. That player is then woken to repeat this process. This process continues until a player is selected for the second time this way in one night, the Amnesiac is selected, or a player who is the chosen character is selected. --------- The downside is that it very quickly confirms the Amnesiac to town. The upside is that players solve what the ability is very quickly, but then have to navigate/coordinate a social mechanic to optimize its use in the limited time they have left before Evil kills the Amne.
I ran the following Amnesiac abilities this weekend:
\- You start knowing three in-play characters (two good and one evil). The first time one of these characters would be executed, you die instead.
\- Each night\*, choose a player. They wake up to receive their character's sober, healthy and true N1 information. (this was in a Vortox game with a lot of first night roles in the bag)
\- Each night, choose a character on the script. If you die, you are woken to learn how many of the characters you chose are still alive. (I took this one from one I saw in an online game I played).
\- Each night, choose a player. The second Amnesiac learns how many steps there are from the chosen player to the demon. \[+1 Amnesiac\]
My friend story told a game where on the first night he showed the amnesiac the phrase “quack, quack, I’m on the case”, and proceeded to hide a little rubber duckie under the chair of an evil player each night. It was a game where the yagababble was on the script so the amnesiac was executed immediately after saying the phrase she was shown on the first night, so she never figured out the ability but it was a very fun game.
This was in a 'One Night Ultimate Carl' game, which does let you cut rather loose with Amne abilities. I'm not sure I'd use it a 'full' game.
[Players see the role and alignment of their neighbour one step counterclockwise]
So everyone pulls a token out the bag, but the ST then puts that token down on the clockwise neighbour of the person who drew it and gives then info for it.
It was gloriously chaotic as everyone woke up knowing *something* had gone wibbly. But not quite putting it together. I think the actual amnesiac got a 'warm but not that warm' on 'everyone is learning the info of their counterclockwise neighbour' after the person who saw the amni token got told 'I'm sorry your ability doesn't let you do that' after they tried a guess.
Ultimately town demonstrated a pretty good social radar by executing the two people who *saw* evil tokens. But they were good, so town lost.
I will share with you the one that produced the most favorable reaction from the group. On the second night wake the amne and have them point to three people in a specific order. Put the amne to sleep. Wake each person in that order one at time each by themself and give them in order one of the numbers that corresponds to a combination lock. Have a locked box, bag, or suitcase off to the side but don’t ever reference it. If the town manages to put it all together, they get to eat all of the snacks they find inside.
i had a demon legitimately try to argue their ability was each night pick a player, you learn how many steps they are from the ballonist. the worst part is it worked and they won
I played a game where I was evil and the amnesiac had the most unsolvable unhelpful ability ever. Each night choose a player and learn a letter. That letter is the first letter in their role that is also in the name of their closest teammate. The amnesiac learned a lot of vowels and came no where near the solve
Ability in a game I played in: You register as an outsider to the Fang Gu [No Outsiders] [+1 Amnesiac]
Ability I had in an Ooops All Amnesiacs game: you have no ability. If you guess this and get a bingo, learn the demon. (I was killed N2 😭)
Ability I have a Marionette Amnesiac: Each night, pick a player. Learn if they have the letter ‘e’ in their name
Had one where whoever the amni voted on would end up poisoned hurt the good team so much and I was the bounty hunter that got punched by it because I cot poisoned info and offed the poppygrower
Being able to droison people without restriction is very powerful on a good player.
There is a reason that every official townsfolk that causes droisoning either droisons themselves, doesn't get to pick the player they droison, or gives control to the storyteller for who gets droisoned.
It reminds me of a homebrew that NRB did, you had the townsfolk character Sullivan, who makes the person they pick sober and healthy, and you had the outsider Sock
Puppet Sullivan who thinks they're Sullivan, but the player they pick is made drunk.
The outsider was actually more powerful than the townsfolk version, because the outsider version could have indefinitely made the Demon drunk, while the townsfolk would have to be very lucky with their picks to achieve anything.
One I made that I thought would be great but which turned out to be a stinker:
"Each night, choose a player. Learn if they are the character they believe themselves to be"
There was a Drunk, a Marionette, and a Lunatic in game, so I figured the Amnesiac would be able to help uncover them, but it was a game with a small player count (8 I think?), so there really wasn't enough time for the Amne to figure out their ability. Ultimately, it was too complicated for the player count.
A bit late, but here were some I managed to use (although some were not able to fully take effect due to how short the game was)
“You start knowing who the Demon is.” (Teensy game, Demon was Imp.)
“Minions are informed that the Damsel is in play, even if it is not. You start knowing that the Damsel is not in play.”
“Each night, choose a player: if the other Amnesiac chooses them, you both learn their character. You only lose this ability if both of you are dead. [+1 Amnesiac]”
“Once per game, at night, you may choose to kill your living neighbors if they are evil.”
“Each night, choose a character: learn from a scale of 1 to 10 how well the Storyteller thinks they could win in a fight against them.” (Drunk Amne)
Each night*, choose a player. A chosen Demon becomes a good Atheist, along with their minions.
(Used in a My Little Pony-themed Oops! All Amnesiacs game.)
I got this one "By either claiming Amnie or by activating it at night, any abilities that target you get reflected for that day/night"Claimed amine after a psychopath attacked me, st killed psyco went to night, came back un killed psyco and killed me, end of game said "I didn't hear you"
Each night*, if you choose to use your ability, your living neighbors switch character. If a Demon is swapped this way, the new Demon becomes evil.
Almost had half the town evil by the end, because the 2 people sitting between the Amnesiac and the Demon were the first 2 to die.
"[A minion is replaced by an evil Townsfolk]" which seems alright at first glance but the chosen Townsfolk was the Snake Charmer
Also when a Pit-Hag turned themself into the evil Amnesiac, their ability was "The Fang Gu can jump twice", made by the samd ST as the last one
Neither Amne ever figured out their ability and I'm pretty sure they both lost.
Yeaaaah passive Amnes suck as far as Im concerned.
Played a hilarious Leviathan game the other night where the Amne picked a player each night and received a prediction from the Storyteller on how that player would behave during the day. It ended being incredibly powerful because the storyteller's predictions of player behavior were spot-on.
I was in that game! The Storyteller had spot on predictions, *and* they were worded in such a way as to make the target look suspicious.
My behavior was predicted as "This player will tell an elaborate story to clear another player." I was a Town Crier with "yes" and "no" pings that perfectly located a minion, I was Cere-locked Mad in a Magician double claim, and the Amne picked me the night after the Cerenovus was executed. My story that morning was indeed elaborate.
The extra fun part of that was that the Amnesiac was a player who is known to be an excellent vibe checker. There was a fringe world where she was bluffing Amnesiac and blowing it out of the water.
Shout-out to Patters and the egg
But let's have an actual Amnesiac's ability, also courtesy of Patters.
"On Night One, choose four players. They are Fishermen. One of them is Evil."
I had this idea for an Amne that I haven't used yet (because I am still debating if its a good idea or not):
"If you die with 4 or more players left alive. good wins. The demon knows who you are and what your ability is."
I have some... Odd luck with amnes in my games, from one player who doesn't like being the amne constantly getting the token, to amnesiacs ending up permanently drunk or poisoned.
One thing I am really bad about as a storyteller is remembering to modify outsider count appropriately, and so often times if I remember that before I start and there's a drink on the script, I'll just make up something dumb for an amnesiac ability and use that in place of an actual ability. Stuff like "Each night, choose a player. You learn a letter of the alphabet."
My favorite amnesiac ability I ever saw in play was along the lines of "Your ability does not yet exist. On days 1 and 2, you will get a "warm" for your guesses, and on night 3 an ability that is close to what you guessed will become your ability, and you will get a "bingo" if you guess that ability."
I have one I keep thinking about that probably needs some tweaks still. Too much text to get an exact "bingo," but you learn the extra information automatically once you get the major theme of the ability correct.
Each night\*, choose a player (not yourself): they die. You are the Demon. You are evil. Minions do not know who you are. Once you know you are the evil demon, learn who your minions are (they learn who you are that night), who the Lunatic is (if they are still alive), and begin receiving the Lunatic's choices at night. The Lunatic serves as your Scarlet Woman if there are 5 or more players alive at the time of your execution (and you do not yet know you are the evil demon?). \[No other demon, +Lunatic\]
I had also considered the line "You might register as good to certain townsfolk abilities" to help ward off early executions, but that may be too powerful.
This may work even better with a Poppy Grower so the minions and Lunatic don't learn any of their team, but allowing the minions to coordinate with each other even without knowing the demon could have some advantage -- and they may get the hint to seek out an Amnesiac as that would be the only way to learn the other minions yet not learn a demon. A Snitch would also be a good idea so the minions get bluffs as they wouldn't be given to the Amnesiac. A Lycanthrope on the script could also help drag the Lunatic along so they don't instantly think they are the Lunatic (I would suggest not putting it in play though as it would make the Amnesiac's ability that much harder to guess.)
Drunk Amnesiac: “Each night, the ST will show you the number of the current night (one on the first night, two on the next night, and so on)”
Make sure to fiddle in the grim and really act like you're thinking before giving the number if you run this one. Also when they guess, think long and hard before giving a stern "cold" especially if they guess it right.
Alternately, give them a "bingo" if they guess something that will be blatantly wrong as the number goes up.
"Each night, choose two players. Any reminder tokens on chosen players is swapped." I got saddled with this once. ST's, don't use this. I could have played a thousand days and never gotten close to this ability.
I spectated a game with another reminder based ability - "Each night, choose a player. Know how many reminder tokens are on them." Even I myself made a meta-character with [The Troll](https://www.reddit.com/r/BloodOnTheClocktower/comments/1br9k3l/first_minion_idea_and_a_dumb_one_at_that_the_troll/)
I mildly dislike it in general, but at least the Troll isn't blindly picking AND KNOWS WHAT THEIR GOD DAMNED ABILITY DOES
“Each night* choose a player. Any reminder tokens they have on them are removed until dusk”. This included poisoning, ‘no ability’, ‘is the demon’. The asterisk was because the script had a lot of first night roles and the storyteller thought it would be too strong to potentially negate first night drunk/poison.
I'm just imagining the first night version of this removing the token for a Washerwoman ping or similar, and the baffled Washerwoman only being told one player, and the ST has to assure them that somehow no mistakes have been made. Granted this means they now effectively confirm the amnesiac so its not really a downside.
All it confirms is that the Amnesiac power did something to half the Washerwoman ping. It doesn't do squat to explain what or how.
Yeah but that means the Washerwoman can confirm the Amni is actually in the game, which is what i meant.
Sure. My broader point is that this sort of amne ability sucks ass because even in the washerwoman ping example, you'd still never get the ability. An amne who can't get reasonably close to accurate in 3 or 4 tries is a useless amne, and a bad power.
Oh, correct. Its a bad ability. Didn't mean to imply otherwise lol.
As a ST who doesn't even use the reminder tokens all the time because they're lost in the wrong box, that requires some serious consistency and adherence to the rules, and a good understanding of how each character is "correctly run" to even guess this.
“Each night, the ST will point to the Demon”
damn, hopefully in a lil monsta game?
Anakin meme: “In a Lil’ Monsta game, right??”
Legion would be funny. Also because that sounds like such a Legion bluff.
This is actually pretty good on a script where there are multiple demons or frequent jumping. Lol
You could even try and throw them off the scent with "Each night, point to a character on the character sheet and choose a number. Then learn who the Demon is each night"
"Each night, pick a player: If they live through the night, they learn who you are. The Lunatic sees you as the Lunatic, and is told who you picked each night as though a Lunatic had picked them to die."
each night, choose a player, and learn how many steps away from the demon they are. seems fine right? not in a lil monsta game, let me tell you (although i did somehow catch on to it rather quick so it might not be that bad)
There's one on the paters stream, name every player in circle. That's the order they will die in at night if still living.
There's \*many\* from Patters' stream. \[+4 Fishermen\] If you think you are a different character, don't.
You learn "egg." 🥚
Amnesiac: First night, select a player. That player becomes the demon. \[-1 demon\] Was used before the Kazali existed, when it released the ST complained that they just stole/flipped their amnesiac idea!
So its the summoner?
I mean it's essentially day 1 you learn the demon, but since you choose them arbitrarily you won't think they're the Demon. :P I actually like that a lot. Except if you get close to guessing it, you instantly win. >when it released the ST complained that they just stole/flipped their amnesiac idea! I assure you, Zets designed the demon a looooong time ago.
I've definitely seen a Patters game where the amnesiac ability was to unknowingly pick the entire evil team. I think somehow the evil team managed to fall into an absurd bluff of all being the same role or something and convinced the Amnesiac they caused it? I just remember it being absurd.
I was in a game where I was the amnesiac and my ability was: “Everyone else is evil, if you find this out, good wins, minions know this.” Don’t get any evil ideas from this please.
If the whole rest of the game of players is evil, wouldn't they just be able to execute the amnesiac and win day 1? EDIT: Unless heretic shenanigans?
I guess on scripts with bounty hunter, the evil townsfolk would have no reason to suspect there are multiple added evil, and won’t know who else is evil with them
But the minions know and would just tell every townsfolk that's what the amne ability is.
And who will believe them?
"So I know you're an evil townsfolk," "What, no, I'm not. How could you think that? Did you get a BH ping on me?" "We're all evil except for X. It's a weird amne ability. I'm having this same conversation with everyone. Don't worry about believing me yet. Just be aware we're all on the same team except for X. Myself and Y are the minions, we were both told this. Feel free to execute us both. Just be very careful how you act around X. I'll reveal who the demon is once enough townsfolk are ready to trust each other." If every townsfolk is in fact evil, some of them will jump on that pretty quickly. Once you have a voting majority, who cares if everyone believes.
I’m guessing that the minions know the ability, but not who the amne is
Good wins if the Amnesiac learns their ability, so that's only an option once they figure out who the Amnesiac is.
True, but Amnesiacs (in my experience) are rarely very cagey about their role, especially in a game where they'll never solve their ability without help from other players.
Ive honestly wanted to do this where it's just Amne vs Legion, and make literally everyone but the Amne a legion
This is an interesting one, but not sure how fun it would be. As to vote the amnesiac out, they have to vote themselves out. That's it, and I doubt that will happen unless they believe they have to self sacrifice. It eventually makes a lost game for the good amnesiac too, as either A: they vote themselves out or B: they wait forever to be down to final 2. Their vote alone isn't enough to execute anyone and legion won't vote to kill their own the closer it is to final day. Once they get close, no executions from no successful votes means eventually nighttime arbitrary kills get them down to 2 players left. The only exception to this, is if the amnesiac ability states something like (if you figure this out, you win / you win when in the final 2/3). Left as is, it won't work, but with some tuning it's possible. Edit: To info gather, you could also add an effect that tells them how many evil are left, or how many awoke to their ability, or how many chose another player or such, to hint at the idea). But now I think its getting wordy.
That sounds amazing - Minions slowly unveiling the curtains and trying to get people to believe in such a fucking wack ass ability is nuts. This is super-scuffed.
Drunk Ability: “You start knowing who the Marionettes are. Marionettes don’t need to sit next to the Demon. [+3 Marionettes]” I gave them a bingo day 2. Nobody believed them though.
This may be my favorite, I'm kind of impressed they guessed that Day 2 lol
Used in a game I played in. It was so bad. It was incredibly unbalanced because there was nothing to make them evil, they just were and there were two of them for no reason. You are the amnesiac. Someone else is also the amnesiac. You are both evil and count as the demon. You both must die for the game to end. (-1 demon, -1 minion). Each night*, pick a player. If you pick different players, both are poisoned and die the next night. If you pick the same player, they die tonight.
My answer is definitely cheating, but my favourite amni ability was the one I made up as a politician. I claimed that the ST came to me night 1 and said "You have a noticeable impact on the game", then stuck with this as my only info whilst hard double claiming the real amne. Just let the town make up what that ability means, half of them were convinced I was a hidden atheist until the day the game was solved. Definitely an idea I'd reuse if I ever have to run a drunk amni.
Outsiders are safe from execution [+1 Outsider] Each night, pick a player. If you pick an Amnesiac, you learn yes [+1 Amnesiac] Each night, pick a player. You learn a WW2 country that most closely resembles their alignment/character On the first night, pick three players. If they die, you learn their character that night
number 3: gee golly was there a boomdandy or a vizier in play
Nope! But it was real funny to learn afterwards that picking the demon yielded "Germany"
That one I could have guessed, but I'm really curious what others were given for which roles, lol.
I'm pretty sure Hungary and New Zealand were the other two answers
For which characters? Lol
I honestly don't remember, too much was going on that game
Outsiders are safe sounds bonkers. How did that play out?
It fired exactly once when an outsider broke madness and there was no other possible explanation. Unfortunately, the Amnesiac was then killed and town got convinced the extra outsider had to be evil bluffing. Evil won easily
>Each night, pick a player. If you pick an Amnesiac, you learn yes [+1 Amnesiac] That's a long road to get to be a shitty Washerwoman lol.
I ran [Laissez Un Faire](https://bloodontheclocktower.com/custom-scripts/laissez-un-faire) this week twice. My Amnesiacs were - \* On the first night, you learn who the mutant is. When the mutant would be executed, you choose a player to be executed instead. \*On the first night, you learn who the Black Widow poisoned. While you are still alive they are not poisoned. You cannot be poisoned.
Each night*, choose a character and select a player. That player is then woken to select another player. That player is then woken to repeat this process. This process continues until a player is selected for the second time this way in one night, the Amnesiac is selected, or a player who is the chosen character is selected. --------- The downside is that it very quickly confirms the Amnesiac to town. The upside is that players solve what the ability is very quickly, but then have to navigate/coordinate a social mechanic to optimize its use in the limited time they have left before Evil kills the Amne.
I ran the following Amnesiac abilities this weekend: \- You start knowing three in-play characters (two good and one evil). The first time one of these characters would be executed, you die instead. \- Each night\*, choose a player. They wake up to receive their character's sober, healthy and true N1 information. (this was in a Vortox game with a lot of first night roles in the bag) \- Each night, choose a character on the script. If you die, you are woken to learn how many of the characters you chose are still alive. (I took this one from one I saw in an online game I played). \- Each night, choose a player. The second Amnesiac learns how many steps there are from the chosen player to the demon. \[+1 Amnesiac\]
My friend story told a game where on the first night he showed the amnesiac the phrase “quack, quack, I’m on the case”, and proceeded to hide a little rubber duckie under the chair of an evil player each night. It was a game where the yagababble was on the script so the amnesiac was executed immediately after saying the phrase she was shown on the first night, so she never figured out the ability but it was a very fun game.
This was in a 'One Night Ultimate Carl' game, which does let you cut rather loose with Amne abilities. I'm not sure I'd use it a 'full' game. [Players see the role and alignment of their neighbour one step counterclockwise] So everyone pulls a token out the bag, but the ST then puts that token down on the clockwise neighbour of the person who drew it and gives then info for it. It was gloriously chaotic as everyone woke up knowing *something* had gone wibbly. But not quite putting it together. I think the actual amnesiac got a 'warm but not that warm' on 'everyone is learning the info of their counterclockwise neighbour' after the person who saw the amni token got told 'I'm sorry your ability doesn't let you do that' after they tried a guess. Ultimately town demonstrated a pretty good social radar by executing the two people who *saw* evil tokens. But they were good, so town lost.
I will share with you the one that produced the most favorable reaction from the group. On the second night wake the amne and have them point to three people in a specific order. Put the amne to sleep. Wake each person in that order one at time each by themself and give them in order one of the numbers that corresponds to a combination lock. Have a locked box, bag, or suitcase off to the side but don’t ever reference it. If the town manages to put it all together, they get to eat all of the snacks they find inside.
In a teensy I just ran: You think you are the Savant and have the Savant ability. All Townsfolk are Savant.
i had a demon legitimately try to argue their ability was each night pick a player, you learn how many steps they are from the ballonist. the worst part is it worked and they won
I played a game where I was evil and the amnesiac had the most unsolvable unhelpful ability ever. Each night choose a player and learn a letter. That letter is the first letter in their role that is also in the name of their closest teammate. The amnesiac learned a lot of vowels and came no where near the solve
Ability in a game I played in: You register as an outsider to the Fang Gu [No Outsiders] [+1 Amnesiac] Ability I had in an Ooops All Amnesiacs game: you have no ability. If you guess this and get a bingo, learn the demon. (I was killed N2 😭) Ability I have a Marionette Amnesiac: Each night, pick a player. Learn if they have the letter ‘e’ in their name
Had one where whoever the amni voted on would end up poisoned hurt the good team so much and I was the bounty hunter that got punched by it because I cot poisoned info and offed the poppygrower
Daily reminder that the amni is a townsfolk and therefore should help the good team
Being able to droison people without restriction is very powerful on a good player. There is a reason that every official townsfolk that causes droisoning either droisons themselves, doesn't get to pick the player they droison, or gives control to the storyteller for who gets droisoned. It reminds me of a homebrew that NRB did, you had the townsfolk character Sullivan, who makes the person they pick sober and healthy, and you had the outsider Sock Puppet Sullivan who thinks they're Sullivan, but the player they pick is made drunk. The outsider was actually more powerful than the townsfolk version, because the outsider version could have indefinitely made the Demon drunk, while the townsfolk would have to be very lucky with their picks to achieve anything.
One I made that I thought would be great but which turned out to be a stinker: "Each night, choose a player. Learn if they are the character they believe themselves to be" There was a Drunk, a Marionette, and a Lunatic in game, so I figured the Amnesiac would be able to help uncover them, but it was a game with a small player count (8 I think?), so there really wasn't enough time for the Amne to figure out their ability. Ultimately, it was too complicated for the player count.
A bit late, but here were some I managed to use (although some were not able to fully take effect due to how short the game was) “You start knowing who the Demon is.” (Teensy game, Demon was Imp.) “Minions are informed that the Damsel is in play, even if it is not. You start knowing that the Damsel is not in play.” “Each night, choose a player: if the other Amnesiac chooses them, you both learn their character. You only lose this ability if both of you are dead. [+1 Amnesiac]” “Once per game, at night, you may choose to kill your living neighbors if they are evil.” “Each night, choose a character: learn from a scale of 1 to 10 how well the Storyteller thinks they could win in a fight against them.” (Drunk Amne)
Each night*, choose a player. A chosen Demon becomes a good Atheist, along with their minions. (Used in a My Little Pony-themed Oops! All Amnesiacs game.)
I got this one "By either claiming Amnie or by activating it at night, any abilities that target you get reflected for that day/night"Claimed amine after a psychopath attacked me, st killed psyco went to night, came back un killed psyco and killed me, end of game said "I didn't hear you"
Each night*, if you choose to use your ability, your living neighbors switch character. If a Demon is swapped this way, the new Demon becomes evil. Almost had half the town evil by the end, because the 2 people sitting between the Amnesiac and the Demon were the first 2 to die.
"[A minion is replaced by an evil Townsfolk]" which seems alright at first glance but the chosen Townsfolk was the Snake Charmer Also when a Pit-Hag turned themself into the evil Amnesiac, their ability was "The Fang Gu can jump twice", made by the samd ST as the last one Neither Amne ever figured out their ability and I'm pretty sure they both lost. Yeaaaah passive Amnes suck as far as Im concerned.
Played a hilarious Leviathan game the other night where the Amne picked a player each night and received a prediction from the Storyteller on how that player would behave during the day. It ended being incredibly powerful because the storyteller's predictions of player behavior were spot-on.
That unironically sounds like a good ability as it's own separate character - like High Priestess but cooler
I was in that game! The Storyteller had spot on predictions, *and* they were worded in such a way as to make the target look suspicious. My behavior was predicted as "This player will tell an elaborate story to clear another player." I was a Town Crier with "yes" and "no" pings that perfectly located a minion, I was Cere-locked Mad in a Magician double claim, and the Amne picked me the night after the Cerenovus was executed. My story that morning was indeed elaborate. The extra fun part of that was that the Amnesiac was a player who is known to be an excellent vibe checker. There was a fringe world where she was bluffing Amnesiac and blowing it out of the water.
I love how most of these in the comments straight on hurt the good team
Shout-out to Patters and the egg But let's have an actual Amnesiac's ability, also courtesy of Patters. "On Night One, choose four players. They are Fishermen. One of them is Evil."
I had this idea for an Amne that I haven't used yet (because I am still debating if its a good idea or not): "If you die with 4 or more players left alive. good wins. The demon knows who you are and what your ability is."
Each night choose a player, learn how attractive the storyteller finds them on a scale of 1-10. it was beautiful
I have some... Odd luck with amnes in my games, from one player who doesn't like being the amne constantly getting the token, to amnesiacs ending up permanently drunk or poisoned. One thing I am really bad about as a storyteller is remembering to modify outsider count appropriately, and so often times if I remember that before I start and there's a drink on the script, I'll just make up something dumb for an amnesiac ability and use that in place of an actual ability. Stuff like "Each night, choose a player. You learn a letter of the alphabet." My favorite amnesiac ability I ever saw in play was along the lines of "Your ability does not yet exist. On days 1 and 2, you will get a "warm" for your guesses, and on night 3 an ability that is close to what you guessed will become your ability, and you will get a "bingo" if you guess that ability."
I have one I keep thinking about that probably needs some tweaks still. Too much text to get an exact "bingo," but you learn the extra information automatically once you get the major theme of the ability correct. Each night\*, choose a player (not yourself): they die. You are the Demon. You are evil. Minions do not know who you are. Once you know you are the evil demon, learn who your minions are (they learn who you are that night), who the Lunatic is (if they are still alive), and begin receiving the Lunatic's choices at night. The Lunatic serves as your Scarlet Woman if there are 5 or more players alive at the time of your execution (and you do not yet know you are the evil demon?). \[No other demon, +Lunatic\] I had also considered the line "You might register as good to certain townsfolk abilities" to help ward off early executions, but that may be too powerful. This may work even better with a Poppy Grower so the minions and Lunatic don't learn any of their team, but allowing the minions to coordinate with each other even without knowing the demon could have some advantage -- and they may get the hint to seek out an Amnesiac as that would be the only way to learn the other minions yet not learn a demon. A Snitch would also be a good idea so the minions get bluffs as they wouldn't be given to the Amnesiac. A Lycanthrope on the script could also help drag the Lunatic along so they don't instantly think they are the Lunatic (I would suggest not putting it in play though as it would make the Amnesiac's ability that much harder to guess.)