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The game in which werewolf becomes our alcoholic father. I'll close this when we get a sufficiently large number of players. Feel free to suggest a real theme.
THE RULES (The rules and roles and traits were shamelessly lifted from Panzer and Brovahkiin's last big, with minor adjustments. Thanks guys!)
Each person will have a role, which will be kept secret. Some will be plain, ordinary villagers, but others among them will be something darker. The village wins by eliminating all the wolves. Meanwhile the wolves win by reaching parity (when there are at least as many attached baddies of a single pack as there are villagers) with the village. The wolves may be split into several groups, in which case only one may remain - and the game is not won until all others are eliminated.
The game is split into two sections - Night and Day. For practical reasons, these are resolved at the same time, except for the first deadline, which only represents a night.
During the day, the players gather and decide who to lynch, typically the candidates they vote for are the ones that they think are most likely to be baddies. In the event of ties, all members of the tie are killed. During the night, the wolves decide who to kill and special goodies and baddies will send in orders based on their roles.
Day actions are handled in the following order:
1-Votes
2-PM Votes
3-Leaders
4-Brutals
Nightly orders are handled in the following manner:
0-Jester
1-Distiller
2-Infiltrator Scan
3-Sorcerer Scan
4-Seer Scan
5-Priest Scan
6-van Helsing
7-Assassin/Hunter
8-Robber
9-Guardian Angel
10-Doctor
11-Werewolf/Cultist
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
12-Padre
13-Psychic
14-Spy
Protections are handled in the following manner:
1-Guardian Angel
2-Blessed
3-Doctor
4-Cursed
5-Padre
During the day, everyone(including the wolves) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type Vote Player X in bold font and preferably a larger font size, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.
Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.
No new players may join except if substituting for a player who has missed 3 votes.
Observers and ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color (and keep off the GM color, magenta).
Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.
Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed except for spy reports and notes from other players.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. This includes screenshots showing tabs of these PMs.
No discussion of PM numbers is allowed. When posting PMs in the thread, players are encouraged to remove the numbers.
THE ROLES
Villager: Has no special abilities.
Werewolf: Eats someone each night. More specific killing rules, aka the hunting pattern, will be given to the fanatics but will not be public knowledge.
Seer: May scan one person per night. He will be told if that person is a wolf or unclaimed apprentice (100% success). Any other role will appear as villager to the Seer.
Priest: May scan one person per night. Will be told if that person is an apprentice, sorcerer, or cultist (100% success). Any other role will appear as villager to the priest.
Sorcerer: Works with the wolves, and wins if they do. May scan one person per night. He will be told if that person is a cultist, apprentice, seer or priest (100% success). Any other role will appear as villager to the sorcerer.
Apprentice: Only becomes active if their master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.
Guardian Angel: May protect one person against a predator attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
Doctor: May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the healer has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. For the day in which they are recovering, the patient must follow Ghost Rules.
Cultist: Works with the wolves, and wins if they do. cultists may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Cultist and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, can only switch allegiance if all predators of that pack are killed. Traitors must be attached to a pack to count for parity.
van Helsing: Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of Hunter.
THE TRAITS
Padre: May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a predator or an assassin, the name of one of the perpetrators will be given to the padre.
Infiltrator: Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.
Spy: Can spy on a player to get a clue to one of the player's traits, the player's role, or their actions of that night. A spy can't claim an apprentice. Spying is not detectable by a Spiritually attuned (since it's not a scan). The clues given to the spy may relate to the thematic names of the roles/traits he is detecting or to their traditional names.
One-Eye Open: Will not be told of this trait. Has a 50% chance of killing a wolf when hunted.
Assassin: Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.
Hunter: Has both the One-Eye Open and Assassin abilities, but once he uses up his shot he loses the One-Eye Open ability as well.
Robber: Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The thief will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.
Distiller: Each night, the distiller may target a player. The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller cannot distill the same person two nights in a row.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued.
Cursed: If a Cursed person is targeted by the fanatics, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a predator. Seers and priests can not be cursed at game start. A cursed apprentice that turns into a predator loses her apprenticehood.
Blessed: A Blessed person will survive a fanatic attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
Spiritually Attuned: A SA person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.
Strongly Spiritually Attuned: When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.
Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Alderman: Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Seerish Powers*: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.
Priestly Powers*: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.
Sorcerous Powers*: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.
Infiltrating Powers: This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.
Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.
Angelic Powers: This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.
Spying Powers: This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.
Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost.
Cloak of Invisibility: A player possessing a cloak of invisibility may once during the course of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assassin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.
Pathological Liar: Can each day claim publicly in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild member.
Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.
Oracle: Has a one time possibility to speak with the dead. He can ask a single question to any player that is no longer in the game via PM. The player is obligated to respond however is NOT obligated to tell the truth. So asking a fanatic who his mates are isn't the best idea. (Special rules apply: The question must be asked to the GM stating who the question is aimed at. The GM will then approve the question and forward to the recipient, whose response will then be forwarded on. The GM will not tinker with the response as long as it is a single question, to keep balance. Eg: asking a dead Seer who he scanned is a multiple question that will not be approved, asking the seer if he scanned XY is a valid question)
Conman: Once per game, may change another player's vote to something else. Identity will be revealed when used.
Tramp: After recuperating one night, may spend all night with a player (the target), thereby blocking any nightly activities of that player and himself. Attacks and protections on the target will affect also the Tramp. Attacks and protections on the Tramp will have no effect if the Tramp is out. Scans and tests on the Target or the Tramp will give the results for both mixed together without revealing the second person's identity. May not sleep with a Doctor's patient. The target will only be informed of a Tramp visit if any nightly action was blocked.
Alchemist: Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.
Clairvoyant: Once per game, may scan one player to find out the player's role and traits.
Psychic: Once per game, may find out how many evil players are still alive.
Witness: Each night, may attempt to see a nightly attack(learning the identity of one attacker). Success rate starts at 0% night 0 and increases by 10% every night. If used, success rate resets to 0% for next attempt.
Restless: A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every night, he can pass a note.
Guild member: Several players may start the game in a guild together. For a guild to use a power, a majority of the members in it (>50%) and at least two total players must vote to use that power on that particular night. A guild may not use more than one power on one night. Exceptions to these rules may apply in specific guilds (for example, a guild may be allowed to use two powers per night - the details will be given in the guild thread). This game does not feature formable guilds (I love them but they are hell for balance). Players may instead start the game in a guild.
Zombie: A zombie is a player controlled by the GM to fill out the game. It will be given a simple algorithm to follow for voting and communicating with players. Anyone can PM the GM if they wish to discuss something with the zombie. If the zombie is in a pack, that pack will be made aware of its algorithm. Zombies may change their votes during the day, but will not change them within 15 minutes of deadline.
Special abilities:
Passing Notes: This ability allows a player to contact another player while remaining anonymous. A player who can pass a note will PM the GM with the message they want passed along, and the name of the one player to whom they want to pass the note. Once the note is slid under the door of that player's house, there is no taking it back; in other words, once a player PMs the GM the note, he cannot retract or change the note. Recipients of notes will receive them after the nightly update.
Messages from the Undead: If the Werewolves or Cultists want to send a message to the village -- perhaps to taunt them, perhaps to let someone know that he is next, or perhaps to mislead them during the next day's lynch -- then they may do so in the manner in which they kill their victim. They must send a PM to the GM with the context of the message (i.e., text written in blood? Body cleaved open and left on another player's front stoop? Etc). This message will be part of the nightly update.
* Seerish power scans can detect but not claim unclaimed apprentices, they will not be told whether they are attached or not..
* Priestly and sorcererous power scans can detect but not claim apprentices, they will not be told whether they are attached or not.
Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.
A trait or role being in this list does not guarantee it will be in the game.
Deadline
Deadline will be at 18:00 GMT. Any vote showing 17:59 will count, 18:00 will NOT. Any player who is lynched is considered dead and under ghost rules at the moment of deadline.
THE RULES (The rules and roles and traits were shamelessly lifted from Panzer and Brovahkiin's last big, with minor adjustments. Thanks guys!)
Each person will have a role, which will be kept secret. Some will be plain, ordinary villagers, but others among them will be something darker. The village wins by eliminating all the wolves. Meanwhile the wolves win by reaching parity (when there are at least as many attached baddies of a single pack as there are villagers) with the village. The wolves may be split into several groups, in which case only one may remain - and the game is not won until all others are eliminated.
The game is split into two sections - Night and Day. For practical reasons, these are resolved at the same time, except for the first deadline, which only represents a night.
During the day, the players gather and decide who to lynch, typically the candidates they vote for are the ones that they think are most likely to be baddies. In the event of ties, all members of the tie are killed. During the night, the wolves decide who to kill and special goodies and baddies will send in orders based on their roles.
Day actions are handled in the following order:
1-Votes
2-PM Votes
3-Leaders
4-Brutals
Nightly orders are handled in the following manner:
0-Jester
1-Distiller
2-Infiltrator Scan
3-Sorcerer Scan
4-Seer Scan
5-Priest Scan
6-van Helsing
7-Assassin/Hunter
8-Robber
9-Guardian Angel
10-Doctor
11-Werewolf/Cultist
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
12-Padre
13-Psychic
14-Spy
Protections are handled in the following manner:
1-Guardian Angel
2-Blessed
3-Doctor
4-Cursed
5-Padre
During the day, everyone(including the wolves) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type Vote Player X in bold font and preferably a larger font size, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.
Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.
No new players may join except if substituting for a player who has missed 3 votes.
Observers and ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color (and keep off the GM color, magenta).
Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.
Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed except for spy reports and notes from other players.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. This includes screenshots showing tabs of these PMs.
No discussion of PM numbers is allowed. When posting PMs in the thread, players are encouraged to remove the numbers.
THE ROLES
Villager: Has no special abilities.
Werewolf: Eats someone each night. More specific killing rules, aka the hunting pattern, will be given to the fanatics but will not be public knowledge.
Seer: May scan one person per night. He will be told if that person is a wolf or unclaimed apprentice (100% success). Any other role will appear as villager to the Seer.
Priest: May scan one person per night. Will be told if that person is an apprentice, sorcerer, or cultist (100% success). Any other role will appear as villager to the priest.
Sorcerer: Works with the wolves, and wins if they do. May scan one person per night. He will be told if that person is a cultist, apprentice, seer or priest (100% success). Any other role will appear as villager to the sorcerer.
Apprentice: Only becomes active if their master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.
Guardian Angel: May protect one person against a predator attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
Doctor: May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the healer has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. For the day in which they are recovering, the patient must follow Ghost Rules.
Cultist: Works with the wolves, and wins if they do. cultists may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Cultist and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, can only switch allegiance if all predators of that pack are killed. Traitors must be attached to a pack to count for parity.
van Helsing: Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of Hunter.
THE TRAITS
Padre: May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a predator or an assassin, the name of one of the perpetrators will be given to the padre.
Infiltrator: Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.
Spy: Can spy on a player to get a clue to one of the player's traits, the player's role, or their actions of that night. A spy can't claim an apprentice. Spying is not detectable by a Spiritually attuned (since it's not a scan). The clues given to the spy may relate to the thematic names of the roles/traits he is detecting or to their traditional names.
One-Eye Open: Will not be told of this trait. Has a 50% chance of killing a wolf when hunted.
Assassin: Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.
Hunter: Has both the One-Eye Open and Assassin abilities, but once he uses up his shot he loses the One-Eye Open ability as well.
Robber: Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The thief will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.
Distiller: Each night, the distiller may target a player. The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller cannot distill the same person two nights in a row.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued.
Cursed: If a Cursed person is targeted by the fanatics, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a predator. Seers and priests can not be cursed at game start. A cursed apprentice that turns into a predator loses her apprenticehood.
Blessed: A Blessed person will survive a fanatic attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
Spiritually Attuned: A SA person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.
Strongly Spiritually Attuned: When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.
Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Alderman: Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Seerish Powers*: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.
Priestly Powers*: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.
Sorcerous Powers*: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.
Infiltrating Powers: This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.
Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.
Angelic Powers: This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.
Spying Powers: This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.
Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost.
Cloak of Invisibility: A player possessing a cloak of invisibility may once during the course of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assassin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.
Pathological Liar: Can each day claim publicly in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild member.
Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.
Oracle: Has a one time possibility to speak with the dead. He can ask a single question to any player that is no longer in the game via PM. The player is obligated to respond however is NOT obligated to tell the truth. So asking a fanatic who his mates are isn't the best idea. (Special rules apply: The question must be asked to the GM stating who the question is aimed at. The GM will then approve the question and forward to the recipient, whose response will then be forwarded on. The GM will not tinker with the response as long as it is a single question, to keep balance. Eg: asking a dead Seer who he scanned is a multiple question that will not be approved, asking the seer if he scanned XY is a valid question)
Conman: Once per game, may change another player's vote to something else. Identity will be revealed when used.
Tramp: After recuperating one night, may spend all night with a player (the target), thereby blocking any nightly activities of that player and himself. Attacks and protections on the target will affect also the Tramp. Attacks and protections on the Tramp will have no effect if the Tramp is out. Scans and tests on the Target or the Tramp will give the results for both mixed together without revealing the second person's identity. May not sleep with a Doctor's patient. The target will only be informed of a Tramp visit if any nightly action was blocked.
Alchemist: Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.
Clairvoyant: Once per game, may scan one player to find out the player's role and traits.
Psychic: Once per game, may find out how many evil players are still alive.
Witness: Each night, may attempt to see a nightly attack(learning the identity of one attacker). Success rate starts at 0% night 0 and increases by 10% every night. If used, success rate resets to 0% for next attempt.
Restless: A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every night, he can pass a note.
Guild member: Several players may start the game in a guild together. For a guild to use a power, a majority of the members in it (>50%) and at least two total players must vote to use that power on that particular night. A guild may not use more than one power on one night. Exceptions to these rules may apply in specific guilds (for example, a guild may be allowed to use two powers per night - the details will be given in the guild thread). This game does not feature formable guilds (I love them but they are hell for balance). Players may instead start the game in a guild.
Zombie: A zombie is a player controlled by the GM to fill out the game. It will be given a simple algorithm to follow for voting and communicating with players. Anyone can PM the GM if they wish to discuss something with the zombie. If the zombie is in a pack, that pack will be made aware of its algorithm. Zombies may change their votes during the day, but will not change them within 15 minutes of deadline.
Special abilities:
Passing Notes: This ability allows a player to contact another player while remaining anonymous. A player who can pass a note will PM the GM with the message they want passed along, and the name of the one player to whom they want to pass the note. Once the note is slid under the door of that player's house, there is no taking it back; in other words, once a player PMs the GM the note, he cannot retract or change the note. Recipients of notes will receive them after the nightly update.
Messages from the Undead: If the Werewolves or Cultists want to send a message to the village -- perhaps to taunt them, perhaps to let someone know that he is next, or perhaps to mislead them during the next day's lynch -- then they may do so in the manner in which they kill their victim. They must send a PM to the GM with the context of the message (i.e., text written in blood? Body cleaved open and left on another player's front stoop? Etc). This message will be part of the nightly update.
* Seerish power scans can detect but not claim unclaimed apprentices, they will not be told whether they are attached or not..
* Priestly and sorcererous power scans can detect but not claim apprentices, they will not be told whether they are attached or not.
Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.
A trait or role being in this list does not guarantee it will be in the game.
Deadline
Deadline will be at 18:00 GMT. Any vote showing 17:59 will count, 18:00 will NOT. Any player who is lynched is considered dead and under ghost rules at the moment of deadline.
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