Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Reality is merely an opinion. Specifically, my opinion.
Storyteller cues
First nightThe Cerenovus chooses a player & a character. ◦ Put the Cerenovus to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token, the Cerenovus token, then the madness-character token.
Other nightsThe Cerenovus chooses a player & a character. ◦ Put the Cerenovus to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token, the Cerenovus token, then the madness-character token.
Jinxes
The Cerenovus may choose to make a player mad that they are the Goblin.
How to run it (Storyteller)
How to play
- Prioritize forcing a powerful Townsfolk or Outsider to claim they are that role publicly — if they genuinely are that role, they are now confirmed to the town as a liar, which is devastating for good even if they survive.
- Coordinate with your Demon: if the Demon knows who is, say, the Slayer or the Exorcist, you can target that player and force them into a claim that either outs them or makes them look like a liar.
- Claim a Townsfolk that wakes regularly, like the Empath or Dreamer, so your night wake pattern is explainable and your 'information' can be faked convincingly.
- Use the Goblin madness strategically — forcing a player to claim Goblin is deeply confusing for the good team, as killing them proves nothing and ignoring them risks a Goblin win if they comply.
- The most common mistake is targeting players who will simply refuse madness and tank the execution — save that for late-game when a single execution can swing the game, not early when the town is resource-rich.
How to fight the Cerenovus
- If a player is earnestly claiming a role that contradicts their night information or seems disconnected from their game behavior, suspect Cerenovus madness — the forced claim often feels 'off' because it is.
- Cerenovus's existence means you cannot fully trust any player's role claim on a given day, but you can use this: if someone claims madness publicly and you believe them, that is strong evidence Cerenovus is in the game and you should adjust your execution priorities accordingly.
- Execute players who claim to be mad with suspicion but not reflexive hostility — a genuine good player under madness is incentivized to tell you, so a player loudly claiming madness while providing no other useful information may be evil bluffing.
- Tracking night wake patterns helps: Cerenovus wakes every night, so a player with a passive role who wakes consistently is a candidate — compare notes with genuine information roles.
- If you identify Cerenovus, killing it immediately frees all currently-maddened players of their obligation, though those players will not learn this — inform them explicitly after the execution so they can speak freely.
Key interactions
Cerenovus can force a good player to claim they are the Goblin, creating a scenario where killing that player either looks safe or triggers what appears to be a Goblin win condition — the town cannot easily distinguish a genuine Goblin from a maddened innocent. Evil should use this to burn an execution or create chaos; good should be extremely wary of executing anyone who credibly explains they were forced into the claim.
If the Psychopath is executed while maddened by Cerenovus into claiming a different good character, the Psychopath's own madness-breaking execution mechanic (roshambo with the Storyteller) still applies — being maddened by Cerenovus does not suppress the Psychopath's innate ability. This means Cerenovus targeting the Psychopath is low-value for evil, since the Psychopath's survival game is already built around defying execution.
If Cerenovus is poisoned, any player they targeted that night is technically maddened by a malfunctioning ability — the madness condition silently drops, but the target player is never told, meaning they may continue performing a false claim needlessly while the town reads them as suspicious. Good players should be alert to the fact that their 'madness' may have already expired without their knowledge.