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<div id='character-details'>
<div id='character-details'>


[[File:icon_chef.png|250px]]
[[File:icon_po.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Anica Kelsen</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"This evening's reservations seem odd. Never before has Mrs Mayweather kept company with that scamp from Hudson lane. Yet, tonight, they have a table for two. Strange."<p>
<p class='flavour'>"Would you like a flower? I'm so lonely."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
[[File:logo_bad_moon_rising.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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</div>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You start knowing how many pairs of evil players there are."
"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight."


The Chef knows if evil players are sitting next to each other.
The Po can choose to attack nobody at night, but goes on a rampage the following night.
*  
* The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night.
*  
* If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight.
* A Po must choose three players when prompted to do so. They cannot choose no one again.
* The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die.
* The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.”
* If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
== How to Run ==
Each night except the first, wake the Po. They either shake their head no or point at any player. Put the Po to sleep. If they shook their head no, mark the Po with the '''3 ATTACKS''' reminder. If they chose a player, that player '''dies'''—mark them with a '''DEAD''' reminder.
If the Po wakes to act while marked '''3 ATTACKS''', they point at any three players, one at a time. In the order chosen, each chosen player '''dies'''—mark them with '''DEAD''' reminders. Remove the '''3 ATTACKS''' reminder.
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<div class='example'>
<div class='example'>
No evil players are sitting next to each other. The Chef learns a '0'.
On the second night, the Po attacks one player. On the third night, the Po chooses to attack nobody. On the fourth night, the Po attacks three players.
</div>
</div>


<div class='example'>
<div class='example'>
The {{Evil|Imp}} is sitting next to the {{Evil|Baron}}. Across the circle, the {{Evil|Poisoner}} is sitting next to the {{Evil|Scarlet Woman}}. The Chef learns a '2'.
The Po chooses to attack nobody, but is drunk. The next night, the Po is poisoned. They choose three players, but none of them die. The following night, the Po is sober and healthy and attacks a player, who dies.
</div>
</div>


<div class='example'>
<div class='example'>
An evil {{Traveler|Scapegoat}} is sitting between the {{Evil|Imp}} and a Minion. Across the circle, two other Minions are sitting next to each other. The Chef learns a '3'.
The Po attacks the {{Good|Moonchild}}, then the {{Good|Goon}}, then the {{Good|Grandmother}}. Only the {{Good|Moonchild}} dies, because the Po became drunk when they attacked the {{Good|Goon}}.
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== Tips & Tricks ==
== Tips & Tricks ==


* At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with the information of your allies. If you can find an {{Good|Empath}}, or {{Good|Fortune Teller}}, then knowing who is Good or Evil, or who is or is not the Demon, can be very powerful. This is because you know something about their neighbours too. Even learning about a {{Good|Washerwoman}}'s, {{Good|Librarian}}'s or {{Good|Investigator}}'s information can be great. For example, if you know that Evil players are sitting next to each other, and the {{Good|Investigator}} says that either player A or player B is a Minion, you know that a neighbour of player A or B is more likely to be Evil.
* The Po is the deadliest demon in [[Bad Moon Rising]] for its patience and ferocity. No other demon can hope to unleash as much devastation in a single night as you are capable of. Unlike the brutal {{Evil|Shabaloth}}, none of your victims are coming back from the dead unexpectedly. Unlike the {{Evil|Zombuul}} and the {{Evil|Pukka}}, you only wait if ''you'' choose it. The good team should tremble in fear at the mere thought that you are in play, knowing that at any time, you will unleash hell and leave the town torn asunder.
 
* If an {{Good|Undertaker}} sees that an Evil player was executed, you have information about their neighbours. If you got a "0", their neighbours are likely good, but you should be suspicious of them if you learnt anything higher.
 
* Your information will be most useful towards the end of the game, so remember to be vocal at that point. When just three players are left alive, and you know for a fact that at least one of them is Evil, the knowledge that Evil players are, or are not, sitting next to each other, can decide the fate of the game. Remind the group of your vital information at this point.


* Getting a "0" means that no Evil players are sitting next to each other; look for players who are getting up and whispering with each other during the day. They may be Evil, but remember that they may also just be Good players with secrets to tell.
* Playing the Po is all about choosing how you want to kill. You have a few more options available to you than your average demon, and utilizing them well will be key for your victory.
** Kill once per night, ignoring the charge ability entirely in favor of consistency. One advantage of this is it eliminates the 'charge' night of no deaths that is your most obvious tell, and makes you almost indistinguishable from a {{Evil|Zombuul}} or {{Evil|Pukka}}... at least initially. The good team wasting resources trying to detect a dead demon or doubting their own information is great for you! The obvious disadvantage is that you kill much less, which gives the good team a little longer to see through your deception and track you down.
** Don't hold back - charge and kill consistently. By utilizing your charge ability every single night, you basically get to 'kill two, kill one free' - meaning that you get one more kill than normal across the two nights. If the good team is dead, they won't be able to detect a dang thing! The downside to this method is that it will be pretty obvious that you are in play - you get the most kills in a single night of any character, and the good team will pick up on that. This can back you unexpectedly into a corner, as characters like the {{Good|Courtier}} may wine and dine you, making you drunk, or the {{Good|Gossip}} can start getting ''very'' specific in the statements that they make.
** Finally, mix and match! Both methods above are viable depending on the game, but it pays to be flexible - kill once per night for a while, wait until you have three targets earmarked who you ''know'' will die, and then unleash your charged kill. Or unleash a charged kill early... but bluff as a {{Good|Moonchild}} to mask the extra kill, and then kill normally for the rest of the game. By mixing and matching your charged kill and regular kill, you can adapt to the situation as it unfolds - maybe the good team is wily and has a lot of information, and hiding your demon identity is crucial. Or maybe they're scattered, and you should finish them off before they have a chance to unite. Either way, you are versatile, so you might as well take full advantage of it. The downside to this method is that timing is everything - you have to plan your moves in advance, which means that if you didn't charge a kill on a night you ''really'' need more than one person dead, you could end up in hot water.  


* If you know that Evil players are not sitting next to each other, and you believe that a particular player is Evil, you know their neighbours are Good. So, if the player two steps away from you is Evil, then the player sitting between the two of you must be Good.
* Co-ordinate with the {{Evil|Assassin}} and the {{Evil|Godfather}} (and even the good players!) to mask the nights you don't kill. If a death occurs on the night where you are preparing for a triple kill, the good players will usually believe the death was due to the Demon attacking, and this false information will lead them astray about which demon is in play, and may even make them believe good players are lying when they are not. For example, if you don't kill one night (because you are preparing for a triple kill the following night), but that night, a player dies due to the {{Good|Gossip}} having made a true public statement during the day, the good team may believe that the {{Good|Gossip}}'s statement was false, since they believe that the death was due to the Demon attacking and not the {{Good|Gossip}}. Tricky.
 
* Getting a "1" or more means that Evil players are sitting next to each other. Pay attention to which players are whispering to each other and forming subtle alliances.
 
* Getting a "2" can mean that there are two separate pairs of Evil players, or three Evil players sitting in a row. Remember that Evil Travellers count, and this can give you valuable information about their neighbours.
 
* The {{Evil|Spy}} might not register as an Evil player for your information, giving you an incorrect count. Similarly, the {{Good|Recluse}} might register as an Evil player for your information. For you to be able to trust your information, you will need to do what you can to reveal the existence of a {{Evil|Spy}} or a {{Good|Recluse}} as soon as possible. Simply asking the group if anybody is the {{Good|Recluse}} is sometimes enough. Finding out that a {{Evil|Spy}}  is in play may require you to use your intuition and to pay attention to which players are dying at night. If it looks like the Demon is killing far too efficiently, then a {{Evil|Spy}} may be helping them.
 
* If the game is a Teensyville game (any game with just five or six players), then the Demon and Minion won't know each other, and will be desperately trying to find out who each other are. Giving false Chef information to the group can trick the Evil players into trusting the wrong people. For example, saying that Evil players are sitting next to each other, when you know that they are not, means that the Demon may reveal themselves to a Good neighbour accidentally, or that a Minion will not vote for their Good neighbour's execution and will vote for the Demon's execution instead.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Chef==
== Fighting the Po ==
 
When bluffing as the Chef, there are a few things you should keep in mind:
 
* You would have received your information on night one, and so should have it from that point onward. You will have been shown a number.
 
* Claiming that either zero or one pair of evil players are sitting next to each other is usually quite believable. Larger claims, such as two or three pairs of evil players, are statistically more unlikely and therefore less believable. Also, keep in mind that in smaller games, claims that there are two pairs of evil players sitting next to each other won't make sense, as there are only two evil characters in play. In general, even if the {{Good|Recluse}} registers as Evil to the Chef, there can never be more pairs of Evil players in the game then there are Evil players. In Trouble Brewing, the only way to exceed 4 is with Evil Travellers.


* Giving false information to the group can be very confusing to the good team. If the good team thinks that evil players neighbour each other, but they do not (or vice versa), then they will often tear each other apart due to their own suspicions, whilst you sit back and watch.
* Figure out that the Po is in play as soon as you can. Determine how deaths happen due to a night action - 1 player dying each night as regular as Clockwork implies a Po is in play, as does nobody dying one night then 2 or 3 people dying the next. The {{Evil|Shabaloth}} usually kills more players each and every night, and the {{Evil|Zombuul}} and the {{Evil|Pukka}} often have a night with no death, but without the extra kills the following night. If you figure out a Po is in play, the {{Good|Courtier}} can nullify their power effectively, and other good players that kill players, such as the {{Good|Moonchild}}, {{Good|Grandmother}}, {{Good|Gambler}} and {{Good|Gossip}}, know to be particularly careful.


* Giving true information to the group can confirm some players' alignments, and help the good team figure things out. The upside is that because you have been so helpful, the good team will trust you, and keep you alive. Or, if they think you are evil, then they will often assume that the information you provided to the group was a lie, and then be operating on shaky ground from that point onward.  
* Good characters that can prevent death need to co-ordinate well, and use their abilities to the fullest. {{Good|Tea Lady}}s, {{Good|Fool}}s, {{Good|Innkeeper}}s, even {{Good|Goon}}s and {{Good|Sailor}}s, should be doing whatever that can to use their powers to the maximum, saving valuable lives so that the Po triple-kill doesn't destroy the town.


* The Chef is a fairly easy character to bluff as. If you are a beginner, pretending to be the Chef can be a way to spread false information to the group, without needing to continually update your information as the game progresses.
* Always pay attention to how many players are left alive. Once just 5 players are left alive, the Po can win that night if the good team executes nobody that day. If other characters that cause death due to a night action are in-play, that number is even higher. If you think a Po is in-play, and 4, 5 or even 6 players are alive, think seriously about who you will execute that day... it may be your last!


* Be wary of the {{Good|Recluse}}! If you know that they're sat next to an Evil player, telling the group that there are Evil pairs may accidentally condemn your teammate to an early grave. If you are or have access to a {{Evil|Spy}}, you may also wish to tailor your information based off the location of the {{Good|Fortune Teller}}'s Red Herring.
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[[Category:Trouble Brewing]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]
[[Category:Demons]]

Revision as of 15:36, 2 April 2023

Icon po.png Information

Type Demon
Artist Anica Kelsen

"Would you like a flower? I'm so lonely."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight."

The Po can choose to attack nobody at night, but goes on a rampage the following night.

  • The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night.
  • If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight.
  • A Po must choose three players when prompted to do so. They cannot choose no one again.
  • The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die.
  • The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.”
  • If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.

How to Run

Each night except the first, wake the Po. They either shake their head no or point at any player. Put the Po to sleep. If they shook their head no, mark the Po with the 3 ATTACKS reminder. If they chose a player, that player dies—mark them with a DEAD reminder.

If the Po wakes to act while marked 3 ATTACKS, they point at any three players, one at a time. In the order chosen, each chosen player dies—mark them with DEAD reminders. Remove the 3 ATTACKS reminder.

Examples

On the second night, the Po attacks one player. On the third night, the Po chooses to attack nobody. On the fourth night, the Po attacks three players.

The Po chooses to attack nobody, but is drunk. The next night, the Po is poisoned. They choose three players, but none of them die. The following night, the Po is sober and healthy and attacks a player, who dies.

The Po attacks the Moonchild, then the Goon, then the Grandmother. Only the Moonchild dies, because the Po became drunk when they attacked the Goon.

Tips & Tricks

  • The Po is the deadliest demon in Bad Moon Rising for its patience and ferocity. No other demon can hope to unleash as much devastation in a single night as you are capable of. Unlike the brutal Shabaloth, none of your victims are coming back from the dead unexpectedly. Unlike the Zombuul and the Pukka, you only wait if you choose it. The good team should tremble in fear at the mere thought that you are in play, knowing that at any time, you will unleash hell and leave the town torn asunder.
  • Playing the Po is all about choosing how you want to kill. You have a few more options available to you than your average demon, and utilizing them well will be key for your victory.
    • Kill once per night, ignoring the charge ability entirely in favor of consistency. One advantage of this is it eliminates the 'charge' night of no deaths that is your most obvious tell, and makes you almost indistinguishable from a Zombuul or Pukka... at least initially. The good team wasting resources trying to detect a dead demon or doubting their own information is great for you! The obvious disadvantage is that you kill much less, which gives the good team a little longer to see through your deception and track you down.
    • Don't hold back - charge and kill consistently. By utilizing your charge ability every single night, you basically get to 'kill two, kill one free' - meaning that you get one more kill than normal across the two nights. If the good team is dead, they won't be able to detect a dang thing! The downside to this method is that it will be pretty obvious that you are in play - you get the most kills in a single night of any character, and the good team will pick up on that. This can back you unexpectedly into a corner, as characters like the Courtier may wine and dine you, making you drunk, or the Gossip can start getting very specific in the statements that they make.
    • Finally, mix and match! Both methods above are viable depending on the game, but it pays to be flexible - kill once per night for a while, wait until you have three targets earmarked who you know will die, and then unleash your charged kill. Or unleash a charged kill early... but bluff as a Moonchild to mask the extra kill, and then kill normally for the rest of the game. By mixing and matching your charged kill and regular kill, you can adapt to the situation as it unfolds - maybe the good team is wily and has a lot of information, and hiding your demon identity is crucial. Or maybe they're scattered, and you should finish them off before they have a chance to unite. Either way, you are versatile, so you might as well take full advantage of it. The downside to this method is that timing is everything - you have to plan your moves in advance, which means that if you didn't charge a kill on a night you really need more than one person dead, you could end up in hot water.
  • Co-ordinate with the Assassin and the Godfather (and even the good players!) to mask the nights you don't kill. If a death occurs on the night where you are preparing for a triple kill, the good players will usually believe the death was due to the Demon attacking, and this false information will lead them astray about which demon is in play, and may even make them believe good players are lying when they are not. For example, if you don't kill one night (because you are preparing for a triple kill the following night), but that night, a player dies due to the Gossip having made a true public statement during the day, the good team may believe that the Gossip's statement was false, since they believe that the death was due to the Demon attacking and not the Gossip. Tricky.

Fighting the Po

  • Figure out that the Po is in play as soon as you can. Determine how deaths happen due to a night action - 1 player dying each night as regular as Clockwork implies a Po is in play, as does nobody dying one night then 2 or 3 people dying the next. The Shabaloth usually kills more players each and every night, and the Zombuul and the Pukka often have a night with no death, but without the extra kills the following night. If you figure out a Po is in play, the Courtier can nullify their power effectively, and other good players that kill players, such as the Moonchild, Grandmother, Gambler and Gossip, know to be particularly careful.
  • Good characters that can prevent death need to co-ordinate well, and use their abilities to the fullest. Tea Ladys, Fools, Innkeepers, even Goons and Sailors, should be doing whatever that can to use their powers to the maximum, saving valuable lives so that the Po triple-kill doesn't destroy the town.
  • Always pay attention to how many players are left alive. Once just 5 players are left alive, the Po can win that night if the good team executes nobody that day. If other characters that cause death due to a night action are in-play, that number is even higher. If you think a Po is in-play, and 4, 5 or even 6 players are alive, think seriously about who you will execute that day... it may be your last!