Tick. Tock. Tick. Tock. Tock. Tick.
ABILITY:
Each night*, choose a player: they die. Townsfolk information swaps between true and false each night. Once per game, you may swap this order, and a good player learns this.
STORYTELLER NOTES:
So long as you are cognisant of the order in which information is right or wrong, the Chronos is fairly simple to run. Remember that, as with the Vortox, only Townsfolk are affected - and so characters like the Drunk still receive arbitrary information - poisoned or drunk Townsfolk do not.
The Chronos causes information to swing between right and wrong.
Playing as the Chronos
Crucially, you don't start knowing whether your information is right or wrong - so get a gauge on what town's information sounds like in order to fit in. Once you know your own cadence, it's easy to play along.
When you choose to flip the script, however, is up to you. It's recommended not to do this on the first night, as not only does it confirm your presence, but it is somewhat of a waste - but any point from then on is a reasonable time to switch it up. Just remember to keep up.
However, it is equally viable to give false information, especially in a town with a low number of information roles, in order to draw the line in the sand between the good and evil team. Without an abundance of ways to confirm info, who's to say who's right or wrong?
Example
Tony is the Chronos. Information starts out wrong. On Night 4, when information would be correct, Tony uses his ability, switching information back to being wrong. One good player learns that this has happened.
Fighting the Chronos
Fighting the Chronos is no different to fighting a Demon like the Vortox - if you know your information is wrong, the opposite, therefore, must be correct. However, discerning whether a Chronos is in play - and which way the information leans - is much harder. You may not be able to risk not executing if a Vortox is also on script, but if you hear that someone received information about a Chronos at night, perhaps it's time to re-evaluate.
Figuring out a Chronos is in play is the first step - reverse engineering your information to fit the Chronos' cadence is the next. Puzzle that out, and you're closer than ever to winning.
Example
Lani is the Chambermaid who chooses the same two people on Night 2 and 3. She learns a 1 and a 2. The two players in question claim to be the unspent Seamstress and the Mime. She reasonably assumes that she was impacted by the Chronos on Night 2.
Jinxes
N/A.
JSON
{
"id": "chronos",
"name": "Chronos",
"image":
[
"http://menagerie.splittingpixels.com.au/images/chre.png",
"http://menagerie.splittingpixels.com.au/images/chrg.png"
],
"flavor": "Tick. Tock. Tick. Tock. Tock. Tick.",
"ability": "Each night*, choose a player: they die. Townsfolk information swaps between true and false each night. Once per game, you may swap this order, and a good player learns this.",
"otherNight": 34,
"otherNightReminder": "The Chronos chooses a player. They may also elect to use their ability. If they do, swap Tick (true) and Tock (false) tokens, and inform a good player of this.",
"reminders":
[
"Tick (True)",
"Tock (False)"
],
"setup": false,
"team": "demon"
},