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Kolóna

You & a good player start knowing a night. On that night, all player's abilities are secretly used by the Storyteller until dusk.

Kolóna forces everyone use their ability.

  • During Kolóna's night, the Storyteller overrides all decisions made by players.
  • One good player learns what night this happens, alongside the Kolóna.
  • The Kolóna's effect take's place until dusk.
  • Players are still prompted to use their abilities as usual, and are not told the Storyteller is secretly using their ability for them.
  • The Kolóna needs to be alive in order for their ability to work.
  • Evil characters are also affected by this.

While preparing the first night, mark a good player with the Know reminder.

On the first night, wake the Kolóna and show them the a number, place the corresponding Day reminder token on them.

Wake the player marked Know. Show them the Kolóna character token & the chosen Day reminder token. Put that good player to sleep.

On the night that equals the chosen Day reminder token, add the Storyteller Acts reminder to the Grimoire, and remove it the following dusk.

While the Storyteller Acts reminder token is on the Grimoire, you decide all decisions that players would make, such as choosing players.

When the Storyteller is secretly making decisions, they should do so to favor the evil team.
The Kolóna and Sailor start knowing night 2. On the 2nd night, the Storyteller secretly makes the Sailor drunk the Flowergirl
The Kolóna and Mayor start knowing night 3. On the 3rd night, the Storyteller secretly makes the Imp kill the Plague Doctor. The following day, the Storyteller secretly makes the Slayer use their ability on the Washerwoman
Kolóna

"Once it hits the shown number, use your ability"

Information

Type:
Minion
Creator:
Haunted ⍨
Tags:
Information, Ping, Quiet, You Start Knowing
Icon from:
Nullscape

Fan-made content for Blood on the Clocktower · Not affiliated with The Pandemonium Institute