Actions

Harlot and Po: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers."<p> <...")
 
 
Line 4: Line 4:


<div id='character-details'>
<div id='character-details'>
[[File:icon_harlot.png|250px]]
[[File:icon_po.png|250px]]
<p class='flavour'>"I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers."<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|200px]]
[[File:logo_bad_moon_rising.png|200px]]


<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>
Line 14: Line 14:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Traveller|Traveller]]</td>
<td>[[Character Types#Minion|Minion]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Anica Kelson</td>
</tr>
</tr>
</table>
</table>
Line 23: Line 27:
<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Harlot learns the character of whoever agrees to reveal it, but at great risk for them both.
The Po can choose to attack nobody at night, but goes on a rampage the following night.


__TOC__
__TOC__
Line 29: Line 33:
== Character Text ==
== Character Text ==


"Each night*, choose a living player: if they agree, you learn their character, but you both might die."
"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight."
<br><br>
<br><br>


Line 37: Line 41:


<div class='example'>
<div class='example'>
The good {{Traveler|Harlot}} wakes and chooses the {{Good|Philosopher}}, who chooses to reveal. The next night, the {{Traveler|Harlot}} chooses the {{Evil|No Dashii}}, who chooses not to reveal. The next night, the {{Traveler|Harlot}} chooses the {{Good|Mutant}}, who chooses to reveal. The Storyteller decides that the {{Traveler|Harlot}} and {{Good|Mutant}} die tonight.
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 {{Traveler|Bone Collector}} chooses the dead {{Evil|Witch}}. The {{Evil|Witch}} wakes and curses the {{Good|Clockmaker}}. The {{Good|Clockmaker}} nominates the following day, and dies.
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 evil {{Traveler|Harlot}} chooses the {{Good|Sage}}, who reveals. The next day, the {{Traveler|Harlot}} says the {{Good|Sage}} is actually the {{Evil|Witch}}.
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>


</div>
</div>


== Tips & Tricks (if you are good) ==
== Tips & Tricks ==
 
* Early in the game, get as many people as possible to learn who you are. If you can learn a player's character each night for 2 or 3 nights, this information might be enough for the good team to win the game. Even if you and another player die in the process, you can still talk, and your information is just as valid and helpful. Early in the game, an extra good player dying is hardly much of a sacrifice for the incredible knowledge you gain.
 
* Late in the game, if you are still alive, be much more frugal and cautious with who you choose to encounter each night. At this stage, a good player dying may end the game, or put the good team in a very precarious position. Listen to the players talk, and decide which characters are expendable, and which players are not.
 
* In Blood On The Clocktower, information trumps death. The {{Traveler|Harlot}} is no exception. The information that you gain is well worth dying for, and well worth another player dying for, too. Communicate this fact to the group on day 1. Communicate this fact to the group on day 2. Communicate this fact every day until players agree to meet you at night time. The best case scenario is that you learn their character, and you both live - which is fantastic. The worst case scenario is that you learn their character, and you both die - which is still pretty good.
 
* Choose players unexpectedly of a night time. Don't tell them beforehand that you plan to choose them. Evil players will usually say "no" immediately, whilst good players are more likely to hesitate longer, since they have a more difficult decision to make. If the Storyteller wakes you after a longer than normal time, you may have found a good player. This dynamic may not be true for your group. Use your best judgement.
 
* Talk to players during the day to arrange a tryst, so that they are not surprised by you selecting them come dusk. Talk to as many players as possible each day, and find the ones who are keen to meet you tonight. This way, you can be sure to use your ability as much as possible, and learn as much information as possible. There is no point wasting your ability on people who refuse to let you learn their character.
 
* Be suspicious of people who refuse to meet you at night. They may be a good character that want to stay alive as long as possible, such as a {{Good|Flowergirl}} or a {{Good|Savant}}, they might be evil, or they might be lying to you for other reasons.
 
* Be prepared for evil players to reveal their character to you, even if they know that you are good. It is rare, but it does happen. Some evil players that you choose at night will reveal that they are evil because they are afraid that you will think that they are evil anyway if they don't. They may think that they have a much better chance convincing the group that they are good, but you are evil, once you tell the group what you learnt. Be prepared to go one-on-one with such a player - either they will get executed, or you will get exiled or more likely both.
 
* Tell the truth about good players you learn. This builds trust with them, and increases the likelihood that other good players will agree to meet you at night so they can reveal their character to you too.
 
* Lie about good players you learn. The good player will think that you are evil, but there is a chance that evil players will think that you are evil too. Some games have been won by a crafty good Traveller who looks as evil as sin and starts a private conversation with a suspected evil player by saying "The Demon wants you to exile me", or "I'm going to choose a Minion tonight, and make them look good", and then judging the reactions of the Minion or Demon player. This strategy is risky, as you'll probably never be able to convince the good team that you are actually good unless evil takes the bait and takes you into their fold.


* Lie about the characters of the good players you learn to the group, but plot in secret with the players whose characters you know. For example, if you learn that a certain player is the {{Good|Sweetheart}}, you can tell them privately that you know who they are (they will believe you if they have not told anyone else they were the {{Good|Sweetheart}}), but you both tell the group that they are the {{Good|Clockmaker}}. The Demon will not want to kill the {{Good|Clockmaker}} but will want to kill the {{Good|Sweetheart}}, and you've just saved their life.
* 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.


* Tell the truth about evil players you learn. You know they are evil. Get them executed. If you learn that a player is a particular Demon, that is huge information for the group to use. If you learn that a particular Minion is in play, this can forewarn the group that a {{Evil|Pit-Hag}}, {{Evil|Witch}} or {{Evil|Cerenovus}} is working behind the scenes, and that the good team should be aware of it.
* 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.  


* Lie about evil players you learn. This builds trust with both the evil team and the good team. The evil team may think that you are evil... and reveal information that they shouldn't. The good team will probably think that you are good... and keep you alive. After you've learnt another player or two's character, you can reveal that the first player you learn was actually evil.
* 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.
<br>
<br>


== Tips & Tricks (if you are evil) ==
== Fighting the Po ==
 
* Early in the game, choose the Demon, so that you can convince them you are their alignment. You can let them know that you are both on the same side without needing to have private conversations. You learn their character when they reveal it to you. They learn your alignment when you reveal that they are good the following day. A wink, or a surreptitious look before the night phase begins, can help the Demon player know that you know who they are, and that you want them to reveal to you. The Storyteller will not kill the Demon player due to the Harlot ability - you are both safe.
 
* In the later game, act like you really don't want players to meet you at night. That's what a good Harlot would do. But if you can actually cause a death at night on the final night or two of the game, the evil team could be going into the final day with decent voting power. Even if you kill a Minion late in the game, it is worth it. Killing a Minion or two to make the final day approach faster means that there are fewer days available for the good team to execute the Demon.
 
* Information trumps death. Communicate this, just as if you were a good player. The more information the good team has, the more likely they can execute the Demon, even if there are fewer players alive. Do whatever you can, day after day, to convince players to gain information by meeting you... by convincing them that the information gained is worth it. That would actually be the truth... if you were good. Of course, the good team will only be getting the information that you choose to give them, but they don't know that.
 
* Talk to players during the day to arrange a tryst. Each night, only select those players that actually want to reveal their character to you. This way, you learn as many characters as possible, and information is power.
 
* Talk to players during the day under the guise of finding willing players to select at night, but select those players that you think will not reveal their character to you. You can tell the group that they  said they would reveal their character to you, but didn't. This makes them look very suspicious.
 
* Tell the truth about good players who share their character with you. This builds trust, and keeps you alive, but at the price that the group now believes that they are good too.
 
* Lie about good players who reveal to you. Say that they are a particular Minion - as long as you can be sure which Minion(s) are in play. You don't want to tell the group that you just found the {{Evil|Cerenovus}} in a 1 Minion game, and then have a player die by {{Evil|Witch}} curse. If you are feeling extra bold, tell the group that you just found the Demon. It will be your word against theirs, and you'll need a good argument as to why you think the Demon revealed to you, but the odds are good that you'll get that player killed as well as yourself - and that usually counts as worthwhile. Additionally, you may want to tell the group the real Demon type, or a fake Demon type to lead them astray.
 
* Tell the truth about evil players you learn. If you do this, you'll want to look as evil as possible yourself, so that the good team thinks that you are an evil {{Traveller|Harlot}} that is trying to make good players look evil.
 
* Lie about evil players you learn. This is the standard procedure. Make evil players look good. Make good players look evil. Protect your friends and be vicious with your enemies.


* Form pacts with players that you learn. If you learn a particularly valuable good player's character, such as the {{Good|Savant}} or the {{Good|Sage}}, you can talk privately with them, let them know you know who they are, and agree to tell the group that they are a different character completely. Of course, you can also have private words with the Demon afterwards, and let them know who to kill or not to kill, respectively.
* 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.


* Say that players revealed to you when they didn't. Choose a good player that you think you can out-argue. Choose them at night. If they do reveal to you, do whatever you want with that information. But if they don't reveal to you, tell the group that they did, and that they are an evil character.  
* 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.


* 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!
</div>
</div>
</div>
</div>


[[Category:Sects & Violets]]
[[Category:Bad Moon Rising]]
[[Category:Travellers]]
[[Category:Demons]]

Revision as of 23:38, 4 March 2023

Icon po.png

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

Appears in Logo bad moon rising.png Information

Type Minion
Artist Anica Kelson

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

Character Text

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

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!