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Pit-Hag and Cerenovus: Difference between pages

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<div id='character-details'>
<div id='character-details'>
[[File:icon_pithag.png|250px]]
[[File:icon_cerenovus.png|250px]]
<p class='flavour'>"Round about the cauldron go; In the poison'd entrails throw; Toad, that under cold stone; Days and nights has thirty-one; Sweated venom sleeping got; Boil thou first in the charmed pot."<p>
<p class='flavour'>"Reality is merely an opinion. Specifically, my opinion."<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>
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<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>John Grist</td>
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<div class="small-12 large-9 large-pull-3 columns">


The Pit-Hag changes players into different characters.
The Cerenovus encourages players to pretend to be different characters than they actually are.


__TOC__
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== Character Text ==
== Character Text ==


"Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary."
"Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed."
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<div class='example'>
<div class='example'>
The Pit-Hag turns the {{Good|Clockmaker}} into the {{Good|Mutant}}.
The Cerenovus makes the {{Good|Barber}} mad about being the {{Good|Savant}}. Tomorrow, the {{Good|Barber}} claims to be the {{Good|Savant}}, talks to the Storyteller, and tells the group two facts that they made up. When asked whether they are mad, the {{Good|Barber}} says "no" emphatically, so avoids being executed.
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<div class='example'>
<div class='example'>
The Pit-Hag tries to turn the {{Good|Savant}} into the {{Good|Sage}}, but nothing happens because a {{Good|Sage}} is already in play.
The dead {{Good|Artist}} is made mad about being the {{Good|Sage}}. The next day, they say nothing about being the {{Good|Sage}}. The {{Good|Artist}} is executed.
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<div class='example'>
<div class='example'>
The Pit-Hag turns the {{Good|Flowergirl}} into the {{Evil|Evil Twin}}. Now, there is a good {{Evil|Evil Twin}}, so the {{Evil|Evil Twin}} and an evil player are woken to learn each other's character.
The Cerenovus makes the {{Good|Flowergirl}} mad about being the {{Good|Clockmaker}}. The {{Good|Flowergirl}} says to the group that they are the {{Good|Clockmaker}} and learned a "2,” but hints privately to other players that they are mad. The Storyteller overhears this and executes the {{Good|Flowergirl}}.
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<div class='example'>
During the final night, the Pit-Hag turns the {{Good|Oracle}} into a good {{Evil|No Dashii}}. The Storyteller kills the evil Demon only, so that only one Demon is alive during the final day.
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</div>
== Tips & Tricks ==


== Tips & Tricks ==
* Madness is an infliction that can severely hinder the good team, and also a fine art - you can block a player from revealing information, force a player to change their story or double up with another good player, and even get your victim executed if they don't play along. When choosing who to make mad (and about what), think carefully about your preferred outcome!


* Your ability changes a player's character, but ''not'' their alignment. This means that if you turn a good player into a {{Evil|Witch}}, they will be a good-aligned Minion. Similarly, if you transform an evil player into the {{Good|Philosopher}}, they are now an evil-aligned Townsfolk. Keep this in mind when deciding who to transform - there are benefits to creating evil Townsfolk/Outsiders and even good Minions/Demons, but it can be a nasty shock if you were expecting a new evil player to join your ranks!
* Target players who have a lot to say. Most games will have those players who are running the show - maybe they've built up trust with other players and have some sway, or maybe they're just ''very'' sure they're right. Either way, forcing this sort of player to become mad will hinder them and their ability to coordinate with their allies... or sow seeds of doubt.


* Creating new demons is a unique ability within the Pit-Hag's domain. You can transform your existing Demon into a different type (introducing a {{Evil|Vortox}} unexpectedly to the game field), but you can also 'move' the Demon by transforming an evil player into a new Demon, and finally you can create a good Demon by transforming any of your foes! Naturally, this power comes with some major drawbacks - the Storyteller will balance any move you make by controlling the deaths that night. Often 'moving' the Demon will result in the death of an evil player (usually the former Demon) - they will not permit you to continue the game with multiple evil Demons alive! More subtle moves like changing what type of Demon is in play may simply result in no deaths at all, so the good team has an indication that something changed. Finally, while they may allow a good Demon to co-exist, you should be cautious, as that Demon has the ability to kill and every motivation to come after the evil team! (Additionally, be wary of transforming a {{Evil|Vigormortis}}] - the second they are changed into something else, you will lose your ability if you are an undead Minion!)
* If a player is revealing a lot of important information, you can use your madness to neutralize them. The {{Good|Flowergirl}}, {{Good|Seamstress}} or {{Good|Oracle}} will have a hard time revealing their game-changing info if you're forcing them to act as the {{Good|Sweetheart}}. Track who people are listening to (publicly or privately) so you can focus on them.


* Create outsiders! Got a pesky {{Good|Savant}} getting lots of helpful info? Turn them into a {{Good|Sweetheart}}! Suspect someone is a {{Good|Sage}} trying to trick your Demon? Now they're a humble {{Good|Klutz}}, and dying isn't looking so fortuitous anymore! Is your Demon a {{Evil|Fang Gu}} and out of places to hide? Create a new one!
* One dastardly move that can really put the good team on the spot is to make them mad that they are a complicated character like the {{Good|Savant}}, who receives a ''lot'' of information... close to the end of the game. Watching this player scramble to invent 3+ days of information is not only hilarious, but a great distraction for the good team.


* Nerf troublesome Townsfolk by transforming them into less useful Townsfolk for the current game setup. For example, if you have a {{Evil|Vigormortis}} in play, the {{Good|Oracle}} is a particularly dangerous threat, while the {{Good|Clockmaker}}'s information may not be as worrisome. Alternatively (after warning your Demon), you can turn a player into a conditionally useful Townsfolk like the {{Good|Sage}}, neutralizing whatever information they were getting. It might seem easier to simply always turn people into Outsiders, but remember you can only transform someone into not in play characters - better to let a little info go by than to fail a transformation because there was already a {{Good|Barber}} lurking around.
* When choosing who you make mad, try to be subtle or consistent. Players who are no longer mad will immediately reveal to the group that they were affected by you, and at that point on the good team will be on the lookout for loud, bold madness. A way to avoid this are to consistently choose the same player, making them mad every single day so they have no chance to reveal what you're doing to them, at the cost of restricting your movements to this one player. Another way is to pick subtle, plausible characters for your madness - for example, having someone reveal as an Outsider in a suspected {{Evil|Fang Gu}} game, or someone who has given inconsistent information reveal as a character like the {{Good|Snake Charmer}}.  


* Coordinate with your evil team to get the most use out of your transformations. Nothing is more frustrating than turning a Townsfolk into something useless and waking up the next morning to see that your Demon had the same idea and killed them. Working together with your Demon and Minions to neutralize multiple targets at once is very effective. Alternatively, you can create a {{Good|Klutz}} right as your Demon kills them, catching your victim off guard (since they won't have been thinking about who to trust in the event of their death).
* An advanced way to use madness is to build a consistent narrative. For example, you can force a player to reveal as the {{Good|Sage}}.... but it'll lend a little credence to their forced bluff if you had them bluffing as a {{Good|Dreamer}} the day before, just like a real {{Good|Sage}} would. This allows you to undermine the real {{Good|Sage}} without it necessarily coming off as just one of them being mad - the simple logical thread you have created will be something the other players find pleasing and want to hold onto. Another option for a consistent narrative is to feed into the story the evil team is trying to make - for example, if you're trying to convince them a {{Evil|Fang Gu}} is in play, make people mad they are Outsiders.


* Create Minions! Even good Minions! Characters like the {{Evil|Witch}} and the {{Evil|Cerenovus}} are ''fun'', and even when good-aligned can cause a lot of damage. If you have a player who is particularly accusatory or seems to be very certain... and is wrong, give them the power to act on their impulses and sit back to enjoy the carnage. As always, beware - these powers are just as effective on you as they are on good players!
* If the good team suspects that the {{Evil|Vortox}} is in play, they will be very reluctant to end the day without an execution. If they don't have any strong leads on potential evil, they may fall back to 'safe' executions - players who have used their abilities (such as the {{Good|Clockmaker}} or {{Good|Artist}}). Causing a more powerful character to become mad they are one of these characters can see the good team executing them without you having to lift a finger - and if they protest, they might break madness and be executed anyway!


* Change yourself! While it will mean the end of your transforming days, there are many moments when turning yourself into another character will change the flow of the game. Have a lot of trust with the good team? Become a {{Evil|No Dashii}} and take over as the Demon! Want to sneakily undermine the {{Good|Flowergirl}}? Transform into the evil {{Good|Philosopher}}, then gain the ability of the {{Good|Flowergirl}}, making the existing one drunk! Just feeling like a change of pace? Become a {{Evil|Witch}}, and curse that one player who finally felt safe nominating!  
* Your ability can also affect dead players! Even if they are dead, they can still be executed should they break madness (meaning the good team does not get to execute someone of their choice instead, and the evil team gets a free night to act). If you know who your demon is going to kill, hit them with a madness about being the {{Good|Barber}}, {{Good|Sweetheart}} or {{Good|Klutz}} for an extra fun distraction for the good team!


* If you did not transform a player one night, get evil players to claim they were transformed into not in play good characters, even when they weren't. Players that publicly claim to be transformed tend to be immediately trusted by the good team, since the Pit-Hag usually transforms good players. Or, if you are an evil player that was transformed by the Pit-Hag last night. tell the group that you were transformed... into a good character.
* On paper, making someone mad that they are the {{Good|Mutant}} seems like a fun trick. In reality, this madness doesn't help you - your target will be forced to reveal they are the {{Good|Mutant}}, which obviously does nothing since they (probably) do not have the {{Good|Mutant}} ability. The good team will know they are probably afflicted by madness, thus revealing you are in play!


* At some stage in the game, stop transforming people. As long as you transform people, the good team will know that you are still alive, since a dead Pit-Hag has no ability. This strategy is particularly useful in a game with only one Minion, or a game where the only other Minion is the {{Evil|Evil Twin}}. If the good players know that all Minions are still alive, then they also know that all executed players are good. But when they get suspicious that a Minion is dead, from that point onward, they won't know which dead players are good, and which are evil.
* Target evil players deliberately to make them look good. This has some risk associated with it since they can be executed if they don't play the madness effectively, but if the good team believes a player has been targeted by evil abilities, they'll be more likely to trust them. Just... probably warn your demon before you do it.


* If a fellow evil player is claiming to be the victim of the {{Evil|Cerenovus}}, or they are claiming that an {{Evil|Evil Twin}} is in play, then their claims may clash with a good player's claim that they were transformed by the Pit-Hag. If there is only meant to be 1 Minion in the game, and that Minion is the Pit-Hag, then claiming to be affected by the {{Evil|Cerenovus}} will not make sense. Pay attention to your fellow evil players, and don't transform people at night if you want their claims to be believed.
* Your ability is obvious for the good team - madness is a very public affliction, so the good team will know you are in play pretty confidently after a few days. Keep this in mind if your evil team is bluffing that other minions are in existence; for example, in a one minion game, your demon could not have been shape-shifted by a [[Pit-Hag|<span style="color:#bb0a1e;">Pit-Hag</span>]] if someone died because of your madness, which will expose them as a liar!


* You ''can'' transform Travellers... maybe. It's an optional rule that your Storyteller may allow. Be careful though, as if a Traveller is changed into a non-Traveller, their token in the Town Square is changed so everyone will know there is a Pit-Hag in play.
* This is an advanced tip, but a fun one: The Storyteller is the one who decides how sincere a player is when playing out a madness. This allows for some leniency for newer players, and conversely a difficulty spike for the experienced players who know the game well and understand how madness works. Targeting the latter will give you a better chance of seeing complicated and sincere madness getting played out, since more is expected of them - and it's as entertaining as it is effective!
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== Fighting the Pit-Hag ==
== Fighting the Cerenovus ==
 
* Make sure you understand what "madness" means. If you are mad, or if you are dealing with a mad player, knowing how madness actually works is crucial. If the Cerenovus makes you mad that you are a particular character, you must do your best to convince the group that you are this particular character, or the Storyteller will execute you. Tell the group which character you are, if that character receives information, make up some information to tell the group. If another player claims to be the same character, tell the group that they are lying, because YOU are that character. Do whatever you need to do to convince the group that you are the character that the Cerenovus has made you mad about being. Am important thing to note, is that simply saying "I am the {{Good|Dreamer}}", at the beginning of the day for example, then staying quiet, will probably result in your execution. It doesn't really matter "what" you say to the group, but your tone, enthusiasm, and the strength of your arguments. If the Storyteller thinks that you are putting in a genuine effort to convince the group that you are the character that you are mad about being, then the Storyteller will almost certainly not execute you.


* If you get transformed by the Pit-Hag into a different character, tell the group what happened immediately the following day. Players will likely believe that you are good, simply because the Pit-Hag targeted you.
* If you are targeted by the Cerenovus, and you don't put in the effort to convince the group that you are this new character, the Storyteller may execute you. This is sometimes acceptable, or even beneficial to your team. For example, if you are the {{Good|Oracle}}, and have a huge amount of information to tell the group about the dead players, but haven't been able to due to being mad, it might be best to ignore the Cerenovus curse, tell the group that you are the {{Good|Oracle}} and then tell them your information, and simply be executed as a result. Sometimes, your information is worth more than your life. Similarly, if you are not very competent at being mad about a specific character, the Storyteller may execute you - this is not the end of the world. Play on, you'll have more days to find and execute the Demon.


* So long as transformations happen, you know that the Pit-Hag is still alive. This means that players that are dead are more trustworthy as good players. In a game with only 1 Minion, as long as the Pit-Hag reveals that they are still alive by changing players, you can trust all players that have been executed thus far, since they must all be good.
* Beware the Storyteller! When players are affected by the Cerenovus, the Storyteller will often be paying much closer attention to who is saying what. For example, if a player is publicly being mad about being the {{Good|Klutz}} (i.e. trying to the convince the group that they are the {{Good|Klutz}}), but winks when they think the Storyteller isn't looking, or has a whispered conversation where they tell a neighbour that they are actually the {{Good|Snake Charmer}}, if the Storyteller catches them in the act, they may be executed immediately.  


* If characters have previously been transformed, but nobody was transformed last night, either the Pit-Hag has transformed an evil player (who is not telling the group), or the Pit-Hag has chosen an in-play character, or the Pit Hag has died. When no transformations occur, investigate these possibilities and see if they tell you anything useful.
* Beware evil players! If you are mad that you are a different character, but you decide to secretly tell a player or two in private what your real character is (when you think that the Storyteller isn't looking), you might accidentally be talking to an evil player that snitches on you. This player, if they signal to the group, or if they tell the Storyteller directly what you have told them, can deliberately get you executed.


* If the number of deaths at night is more than 1, then the Pit-Hag has created a new Demon. Usually, if the Pit-Hag changes the Demon player into a new Demon character, no deaths will occur at night. If the Pit-Hag creates a new Demon player (by turning themselves or a fellow Minion into a Demon, for example), then 2 deaths occur at night... and one of those deaths is likely a Demon! When these unusual death patterns occur, assume that the Demon has changed type - it may now be a {{Evil|Vortox}}, when there was no {{Evil|Vortox}} previously, or it may now be a {{Evil|Fang Gu}} when it was previously a {{Evil|No Dashii}}, which means Townsfolk that were poisoned are poisoned no longer.
* If you think someone is targeted by the Cerenovus, don't pressure them too much about their information. They may be mad, they may be lying for a different reason. But if you, and a significant number of the group, believes that the mad player is just saying what they are because they are targeted by the Cerenovus, then the Storyteller may execute the player in question.


* Remember that if you change character, you don't change alignment. If you are a good player, and are transformed into the {{Evil|Witch}}, you are still good - and can now use your {{Evil|Witch}} power to curse people... maybe even some evil players if you are lucky. If you are a good player, and are transformed into a Demon, then you are a good Demon - you can use your ability to kill players at night, and possibly kill the evil Demon this way. If you do become a good Demon, remember that good only wins once all Demons are dead, including you, so both you and the evil Demon will need to die in order for good to win.
* The Cerenovus can target dead people!. The citizens of Ravenswood Bluff can, and sometimes do, execute corpses. It's a weird place. If a dead player has been targeted by the Cerenovus, that player may still be executed for not being mad enough. Since only one execution can occur per day, no nominations may take place, no other player may be executed today, and the night phase will begin.


* The Pit-Hag's ability only creates not-in-play characters - bluff as an undesirable character so the Pit-Hag doesn't try to transform people into it. For example, if you bluff as the {{Good|Sweetheart}}, then the Pit-Hag will not try to turn Townsfolk players into the {{Good|Sweetheart}}, and may instead accidentally choose an in-play character... which means no transformation happens. Even if the Pit-Hag creates new characters, by bluffing as as undesirable character, you can almost guarantee that the Pit-Hag will avoid creating that particular undesirable character.
* As a group, you will probably know when a Cerenovus in is play. Players may be executed at odd times. Players may tell the group that they were Cerenovused *yesterday*, or on previous days, which they can safely do if they are not targeted any more. Pay attention to who claims to have been chosen by the Cerenovus, and backtrack with that information to get clues as to who is good and who is evil. If two people claim to have been chosen by the Cerenovus on the same previous night, then at least one of them is lying, and therefore probably evil. The Cerenovus will almost always choose good players, and will never choose the Demon (it's far too risky!) unless they have a death wish, so you can safely assume that players that have been chosen in the past are not the Demon. Keep these players alive, even if you think they might be a Minion, and focus on killing the Demon.


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Revision as of 14:37, 4 March 2023

Icon cerenovus.png

"Reality is merely an opinion. Specifically, my opinion."

Appears in Logo sects and violets.png Information

Type Minion
Artist John Grist

The Cerenovus encourages players to pretend to be different characters than they actually are.

Character Text

"Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed."

Examples

The Cerenovus makes the Barber mad about being the Savant. Tomorrow, the Barber claims to be the Savant, talks to the Storyteller, and tells the group two facts that they made up. When asked whether they are mad, the Barber says "no" emphatically, so avoids being executed.

The dead Artist is made mad about being the Sage. The next day, they say nothing about being the Sage. The Artist is executed.

The Cerenovus makes the Flowergirl mad about being the Clockmaker. The Flowergirl says to the group that they are the Clockmaker and learned a "2,” but hints privately to other players that they are mad. The Storyteller overhears this and executes the Flowergirl.

Tips & Tricks

  • Madness is an infliction that can severely hinder the good team, and also a fine art - you can block a player from revealing information, force a player to change their story or double up with another good player, and even get your victim executed if they don't play along. When choosing who to make mad (and about what), think carefully about your preferred outcome!
  • Target players who have a lot to say. Most games will have those players who are running the show - maybe they've built up trust with other players and have some sway, or maybe they're just very sure they're right. Either way, forcing this sort of player to become mad will hinder them and their ability to coordinate with their allies... or sow seeds of doubt.
  • If a player is revealing a lot of important information, you can use your madness to neutralize them. The Flowergirl, Seamstress or Oracle will have a hard time revealing their game-changing info if you're forcing them to act as the Sweetheart. Track who people are listening to (publicly or privately) so you can focus on them.
  • One dastardly move that can really put the good team on the spot is to make them mad that they are a complicated character like the Savant, who receives a lot of information... close to the end of the game. Watching this player scramble to invent 3+ days of information is not only hilarious, but a great distraction for the good team.
  • When choosing who you make mad, try to be subtle or consistent. Players who are no longer mad will immediately reveal to the group that they were affected by you, and at that point on the good team will be on the lookout for loud, bold madness. A way to avoid this are to consistently choose the same player, making them mad every single day so they have no chance to reveal what you're doing to them, at the cost of restricting your movements to this one player. Another way is to pick subtle, plausible characters for your madness - for example, having someone reveal as an Outsider in a suspected Fang Gu game, or someone who has given inconsistent information reveal as a character like the Snake Charmer.
  • An advanced way to use madness is to build a consistent narrative. For example, you can force a player to reveal as the Sage.... but it'll lend a little credence to their forced bluff if you had them bluffing as a Dreamer the day before, just like a real Sage would. This allows you to undermine the real Sage without it necessarily coming off as just one of them being mad - the simple logical thread you have created will be something the other players find pleasing and want to hold onto. Another option for a consistent narrative is to feed into the story the evil team is trying to make - for example, if you're trying to convince them a Fang Gu is in play, make people mad they are Outsiders.
  • If the good team suspects that the Vortox is in play, they will be very reluctant to end the day without an execution. If they don't have any strong leads on potential evil, they may fall back to 'safe' executions - players who have used their abilities (such as the Clockmaker or Artist). Causing a more powerful character to become mad they are one of these characters can see the good team executing them without you having to lift a finger - and if they protest, they might break madness and be executed anyway!
  • Your ability can also affect dead players! Even if they are dead, they can still be executed should they break madness (meaning the good team does not get to execute someone of their choice instead, and the evil team gets a free night to act). If you know who your demon is going to kill, hit them with a madness about being the Barber, Sweetheart or Klutz for an extra fun distraction for the good team!
  • On paper, making someone mad that they are the Mutant seems like a fun trick. In reality, this madness doesn't help you - your target will be forced to reveal they are the Mutant, which obviously does nothing since they (probably) do not have the Mutant ability. The good team will know they are probably afflicted by madness, thus revealing you are in play!
  • Target evil players deliberately to make them look good. This has some risk associated with it since they can be executed if they don't play the madness effectively, but if the good team believes a player has been targeted by evil abilities, they'll be more likely to trust them. Just... probably warn your demon before you do it.
  • Your ability is obvious for the good team - madness is a very public affliction, so the good team will know you are in play pretty confidently after a few days. Keep this in mind if your evil team is bluffing that other minions are in existence; for example, in a one minion game, your demon could not have been shape-shifted by a Pit-Hag if someone died because of your madness, which will expose them as a liar!
  • This is an advanced tip, but a fun one: The Storyteller is the one who decides how sincere a player is when playing out a madness. This allows for some leniency for newer players, and conversely a difficulty spike for the experienced players who know the game well and understand how madness works. Targeting the latter will give you a better chance of seeing complicated and sincere madness getting played out, since more is expected of them - and it's as entertaining as it is effective!


Fighting the Cerenovus

  • Make sure you understand what "madness" means. If you are mad, or if you are dealing with a mad player, knowing how madness actually works is crucial. If the Cerenovus makes you mad that you are a particular character, you must do your best to convince the group that you are this particular character, or the Storyteller will execute you. Tell the group which character you are, if that character receives information, make up some information to tell the group. If another player claims to be the same character, tell the group that they are lying, because YOU are that character. Do whatever you need to do to convince the group that you are the character that the Cerenovus has made you mad about being. Am important thing to note, is that simply saying "I am the Dreamer", at the beginning of the day for example, then staying quiet, will probably result in your execution. It doesn't really matter "what" you say to the group, but your tone, enthusiasm, and the strength of your arguments. If the Storyteller thinks that you are putting in a genuine effort to convince the group that you are the character that you are mad about being, then the Storyteller will almost certainly not execute you.
  • If you are targeted by the Cerenovus, and you don't put in the effort to convince the group that you are this new character, the Storyteller may execute you. This is sometimes acceptable, or even beneficial to your team. For example, if you are the Oracle, and have a huge amount of information to tell the group about the dead players, but haven't been able to due to being mad, it might be best to ignore the Cerenovus curse, tell the group that you are the Oracle and then tell them your information, and simply be executed as a result. Sometimes, your information is worth more than your life. Similarly, if you are not very competent at being mad about a specific character, the Storyteller may execute you - this is not the end of the world. Play on, you'll have more days to find and execute the Demon.
  • Beware the Storyteller! When players are affected by the Cerenovus, the Storyteller will often be paying much closer attention to who is saying what. For example, if a player is publicly being mad about being the Klutz (i.e. trying to the convince the group that they are the Klutz), but winks when they think the Storyteller isn't looking, or has a whispered conversation where they tell a neighbour that they are actually the Snake Charmer, if the Storyteller catches them in the act, they may be executed immediately.
  • Beware evil players! If you are mad that you are a different character, but you decide to secretly tell a player or two in private what your real character is (when you think that the Storyteller isn't looking), you might accidentally be talking to an evil player that snitches on you. This player, if they signal to the group, or if they tell the Storyteller directly what you have told them, can deliberately get you executed.
  • If you think someone is targeted by the Cerenovus, don't pressure them too much about their information. They may be mad, they may be lying for a different reason. But if you, and a significant number of the group, believes that the mad player is just saying what they are because they are targeted by the Cerenovus, then the Storyteller may execute the player in question.
  • The Cerenovus can target dead people!. The citizens of Ravenswood Bluff can, and sometimes do, execute corpses. It's a weird place. If a dead player has been targeted by the Cerenovus, that player may still be executed for not being mad enough. Since only one execution can occur per day, no nominations may take place, no other player may be executed today, and the night phase will begin.
  • As a group, you will probably know when a Cerenovus in is play. Players may be executed at odd times. Players may tell the group that they were Cerenovused *yesterday*, or on previous days, which they can safely do if they are not targeted any more. Pay attention to who claims to have been chosen by the Cerenovus, and backtrack with that information to get clues as to who is good and who is evil. If two people claim to have been chosen by the Cerenovus on the same previous night, then at least one of them is lying, and therefore probably evil. The Cerenovus will almost always choose good players, and will never choose the Demon (it's far too risky!) unless they have a death wish, so you can safely assume that players that have been chosen in the past are not the Demon. Keep these players alive, even if you think they might be a Minion, and focus on killing the Demon.