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


[[File:icon_artist.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 Kelson</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui."</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_sects_and_violets.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>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/24500817/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2020-11-28%2F141298346-44100-2-2b2d864159e48.m4a">You need to enable JavaScript to play this audio</div>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/34603276/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-4-31%2F192148915-44100-2-b780a317d2e3b.m4a">You need to enable JavaScript to play this audio</div>


</div>
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<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Once per game, during the day, privately ask the Storyteller any yes/no question."
"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight."


The Artist may ask any 1 question, and get an honest answer.
The Po can choose to attack nobody at night, but goes on a rampage the following night.
*  
*  
*  
*  
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<div class='example'>
<div class='example'>
The Artist asks, "Is the Demon sitting in a brown chair?" The Storyteller answers, "No,” because the Demon is in a black chair.
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 Artist asks, "Is David the {{Evil|Evil Twin}}?” and the Storyteller answers, "Yes,” because David is.
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'>
The Artist asks, "How many Minions are alive?” and the Storyteller says, "Please ask another question. I cannot answer that with a yes, no, or I don't know."
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}}.
</div>
 
<div class='example'>
The Artist asks, "Are we winning?” and the Storyteller answers, "I don't know,because even though all the Minions are dead, many good players trust the Demon.
</div>
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== Tips & Tricks ==
== Tips & Tricks ==


* Ask your question as soon as you can on the first day! Between the demon and the {{Evil|Pit-Hag}}, you risk losing your question every day that you do not use it. Using it right away negates this risk. There are a lot of questions you can ask knowing nothing else about the game that will give you a great head-start on detecting where evil is hidden in the town.
* 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.
 
* Hold onto your question for a few days. This is very risky, since the longer you are alive without using it, the greater chance you won't get to. With that said, Sects & Violets is a game stuffed to the brim with information - waiting to hear people's claims and the information they've got available to them can enable you to ask a much more specific and deadly question that could change the course of the game with a simple 'yes' or 'no'. In particular, characters like the {{Good|Flowergirl}}, {{Good|Town Crier}}, and {{Good|Oracle}} give information that can help you narrow down where the evil lies.


* Being too specific with your question (e.g. Is Amy the demon?) will probably result in an unhelpful 'no'. Instead, ask questions that will divide the group into two halves. For example, ask if the demon is sitting in a particular group - yes or no, you have narrowed down where the demon is or isn't. Other questions can include asking if there's a concentration of evil players in a particular location, or asking about characters like the {{Evil|Evil Twin}}.
* 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 don't have a lot of in-game threads to follow, you can also ask for information outside of the game mechanics and still break the town into groups. For example, if a disproportionate number of players are wearing red shirts. you can ask if the demon is among them!  
* 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.
 
* Your ability can be used to replicate many information gathering abilities in the game - providing you can phrase them as a yes/no question! Listen to the claims of the people around you and craft your question to cover weaknesses in the good team's info, or to confirm/deny another person's claims.
 
* Hiding from the demon so they don't kill you before you use your ability is imperative. You can try bluffing as another character, but another option is come out to the town and pretend you have already asked your question. The demon will not consider you as much of a threat if they believe you, and will probably prioritize more dangerous targets that appear to be still getting information.
 
* Don't ask about the {{Evil|Vortox}} directly. Asking "is there a {{Evil|Vortox}} in play" will always result in a "no" - either there's no {{Evil|Vortox}}, or there is a {{Evil|Vortox}} and you're getting false information. To try and detect {{Evil|Vortox}}, you can instead give a statement that is definitely true (e.g. "Does 2+2 = 4?") - if the storyteller says "no", then you know your information has been compromised in some way.
 
* Another way to inquire after {{Evil|Vortox}} is to ask after information that can be verified in-game as true. For example: Ask if the demon is among three players (Side note: These three players should not be close enough to be your neighbours, because the {{Evil|No Dashii}} will confuse your info). If you get a "Yes", then execute all of them. Then, if the game continues, you know it is probably {{Evil|Vortox}}. If you get a "No", then you either know three players who are not the demon, or you know that one of them is most likely the {{Evil|Vortox}}.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Artist ==
== Fighting the Po ==
 
When bluffing as the Artist, there are a few things you should keep in mind:
 
* The Artist can receive practically any information in the game. Use this to your advantage when you are bluffing - giving information that compliments the narrative the evil team is trying to build against the good team.
 
* Ask a question that implicates good players as evil. Some examples could include 'asking' if X character is in play, if Y player is sitting next to an evil player, etc. Every good player the town executes thanks to your dodgy information is an execution they didn't spent on your demon.


* Ask a question that indicates your fellow evil players are good! Some examples could include 'asking' if there are more evil players to your left than your right, or if the demon is sitting somewhere you know they're aren't, or even if X character is in play (when it is actually a bluff being utilized by an evil player). Absolving evil players of guilt in the eyes of the town will see them turn their efforts elsewhere, waiting time on players who are not so much of a threat.
* 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.


* Decide whether your information is going to contradict the good team's information or not. This is riskier as a Demon, since if you contradict, the good team will likely kill you out of suspicion. As a Minion, you can be more deliberate about setting up a counter-argument, since your execution is not the end of the game, and if you manage to convince the group of something false in the meantime, all the better!
* 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.


* Beware of the {{Evil|Vortox}} - if you know one is in play, you'll have to be careful about giving 'true' information, since the {{Evil|Vortox}} would make your 'good' information false.
* 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!


* Don't reveal this bluff right away - in the early game, an Artist who has asked their question is prime bait for a mercy execution to appease a potential {{Evil|Vortox}}. If you're that {{Evil|Vortox}}, that would be an embarrassing end!
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[[Category:Sects & Violets]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]
[[Category:Demons]]

Revision as of 18:13, 22 March 2023

Icon po.png Information

Type Demon
Artist Anica Kelson

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

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

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.

How to Run

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!