This thread marks the creation of the Village of the Damned series.
You may sign up in this thread, and the eternal roster will be adjusted to show the lineup for the following games.
As each game runs, the top 10 players in the list will be informed of the next game, and be removed from the list. You may only be signed up once, so if I get a lot of interest, you may want to sign up again as soon as your game begins.
The time the game runs will be based on availability of those ten players, with alternate players being the next signed players. If you cannot play the game allotted to you, the alternate will play instead, and you take the alternate's place next game.
The unique difference for the Village of the Damned series over other games of werewolf is the included mechanic of “Time and Distance”. Every action in the game has a designated time cost, and potentially requires travel from one location to another location, with the cost of time to travel that distance. Your actions will be a lot more flexible for each role, based on standard werewolf games, but sometimes difficulties and difficult choices will arise based on this flexibility. All actions occur in the night phase – which is designated to be exactly “8 hours” long each night, regardless of the time it takes to resolve and report the night phase.
Not to forget there will be two evil and one villager team among 10 players.
I hope you enjoy this, even if there is a lot to take in beforehand.
Complexity of the game is probably medium to difficult, for newcomers.
Once you've played once it will be a cinch.
Length of games will be approximately one to two weeks.
(One week if I am fast, or two weeks when I am slow.)
- Last edited Thu Jul 20, 2006 2:52 am (Total Number of Edits: 1)
- Posted Thu Jul 20, 2006 1:06 am
Village of the damned 5
That is enough to play, but I allow one more.
(Filled quicker than I expected!)
I will allow substitute signups, in case any player cannot make the date that I eventually schedule. If I get none, and a player drops, we will just have an empty hut.
- Last edited Sun Oct 29, 2006 11:58 pm (Total Number of Edits: 12)
- Posted Thu Jul 20, 2006 1:09 am
Rules version 1.03
Beginning of the game:At the beginning of the game, all players will be assigned a role, which they can reference in the role description section. These rules will always be the current version of the role in play, so please check them when you get your role PM.
The same map will be used for each game of Village of the Damned.
The first thing you need to do is bid for two huts, in order of preference, before the game begins. The hut bid is outlined in more detail below.
The game begins on Day 1. You begin inside your hut at that time.
The hut auction is used to resolve which player lives in which hut. The intention here is to a) give players some choice in their gameplay and style, and b) keep it simple enough for me to work with.
Before the game begins you are required to bid on TWO SEPARATE HUTS. These bids are independent of each other and can be for differing values. If you fail the bid, you keep your gold.
The first bid will be taken as the highest priority, and will be resolved first. The highest bidders will get their huts, and pay the gold offered. All others will be considered for their second hut bid. If this hut was taken in the first round, it automatically fails. Otherwise, the highest bids will win the hut, and pay for it. All others who fail their bid will be assigned a random hut from those remaining, at a cost of 5 gold.
All hut ownership will be advised at the same time through Cassandra, and it is to your discretion if you advise the general public in which hut you live. If you fail your bid for any hut, it is assured that someone did buy it.
POTIONS, ARTIFACTS, AUCTIONS and COMMISSION
Greenbehir holds an auction each day.
From your remaining gold, you may bid for potions, as displayed on the opening page of the game thread, or artifacts. The minimum bid for any potion is 1 gold, and cannot be fractional offers. Similarly, the minimum bids for artifacts is 5 gold, and bids cannot be fractional.
You cannot bid twice for the same potion, even if you desire two of them.
The sum of your bids cannot exceed your gold total.
The auction will be held every day until all stocks are sold, or Greenbehir leaves the village. There are times when stocks *may* replenish.
Greenbehir will leave the village if he receives no bids that day.
If your bid for a potion is NOT successful, it is always considered as a bid for commission.
The highest bid for commission will always be successful, and paid for immediately, and a potion brewed for them overnight. This potion will be delivered to their door at dawn. Commissioned potions are not guaranteed to be perfect brews but usually are.
Some roles will begin with a potion, and many will begin with tools of the trade. There are times when you will find yourself in the possession of multiples of any of the three item types (including artifacts).
However, there are limits on what you can keep.
If you find that you have multiple potions, you may only keep one of those during the night. Potions that you receive in auction, or potions that you know you will have during the night (such as brewing your own) count toward this limit. You may only conclude the night with one such potion, although you may accidentally receive more during the night through theft or gifts.
If you are meant to reduce your count of potions but do not, the moderator will just mix them together.
If you find that you have multiple artifacts you may only keep one of those during the night. If you forget, or try to keep two or more, all but one will be stolen during the night by a perfect NPC thief who then sells it to the auction vendor, for resale. The choice will be random.
You may hold at any time your own tools of the trade, and the tools of trade for any one other player, but beyond that, tools of the trade are considered similar to artifacts, although not made available for resale, except on special occasions. Some tools of the trade cannot be taken, eg brewing cauldrons.
If you have no other use for any of these items, you can always sell them back to the auction vendor, including potions. He will now pay 1 gold for any potion. A correctly labelled potion you began with can perhaps be sold for 2 gold. Tools of the trade can be sold for 2 gold. Your own tools of the trade can be sold for 3 gold. An artifact can be sold for 3 gold. If you purchased the artifact, you can sell it for 3 gold or half what you bid for it, whichever is higher.
NIGHT ACTIONS and NIGHT ORDERS
The nights in the Village of the Damned are considered to always be exactly 8 hours in duration. This is true only to calculate how many actions you can achieve in the night. The night PHASE may take as long as required to resolve the interactions of the players.
As such there are many actions that every player may take.
These, in alphabetical order, are
YOU CaN ONLY MAKE THESE ACTIONS
You can, of course, use any actions provided in your role description but you cannot 'try' things. There will be times when you think "why can't I just bust inside and see if he's brewing?" and the answer is "Because it's not one of your actions".
If you are a role that is not hut dependant you may claim a hut as your own once the game has begun. The conditions for success are that you must be at the hut to attempt to claim it, it must be unowned (as opposed to unoccupied!) or owned by a dead player. If a player owns it and is elsewhere, the attempt fails. If the player is home, they see you attempt to enter the hut.
FORMAT: Claim hut [A-O]
You can conceal things you own. These make them harder to find for thieves. The time to conceal is always 15 minutes. You can conceal one artifact, or one potion plus 4 gold, or any amount of gold.
If you make an auction bid with concealed gold, it becomes unconcealed automatically. Potions or artifacts remain concealed unless you declare to take an action with them.
You cannot conceal tools of the trade.
FORMAT: Conceal potion of X (and) Y gold, or Conceal [artifact]
You can destroy a potion at no cost and no time duration. The bottle disappears, as does the potion. You cannot destroy tools of the trade or artifacts.
FORMAT: Destroy potion of X
You can dose another hut with a potion that you own. It takes 15 minutes to dose if the hut is vacant, or 30 minutes to dose if you are stealthy and someone is at home. You always dose the hut’s food with this command. The food is always eaten at dawn by the residing player, and unless noted at a later date, even wolves and undead eat breakfast.
A stealthy player is able to dose any hut while any player is inside that hut, unless that player is guarding.
FORMAT: Dose Hut [A-O] with potion of X
If the golem is in play: Dose Golem with potion of X
It takes no time to drink a potion, and almost all potions take effect immediately. It will be noted otherwise.
Potions last throughout the remainder of the night, and through that day, if applicable, until nightfall.
FORMAT: Drink potion of X
You can give anything you own to any other hut. When you do this, you travel to that hut, if you have not done so already. Then you leave it at the door, for anybody to find, and you leave. The owner of the hut becomes the owner of the item the moment they encounter it. If it is the flask of temptation, they drink it as soon as they see it. Passers by do not drink the flask of temptation if they see it as a gift for someone else. However, they drink it if they steal it.
FORMAT: Give [item or gold] to Hut [A-O] or (travel to hut [A-O] and) Give [item or gold]
The guard action is where you protect your homestead from being thieved or dosed. It involves both inner and outer wall perimeter checks, and as such, you also see non stealthy players spying upon you. You do not prevent spying attempts, but you prevent theft and dosing, and if you have a combat value in your role, you can prevent attacks. You MUST state the duration when you guard, in either hours or minutes.
FORMAT: Guard [Duration]
INVALID FORMAT: Guard until I need to sleep. This will become GUARD 3 HOURS and I no longer advise of this situation.
You can mix any potion into any other. It takes no time to mix a potion into another, if you own them both.
However, a newer addition to Village of the Damned is the ability to mix your potion into someone else’s potion. The command acts the same as ‘dose’ in all respects, except that you pour the contents of your potion into the bottle of their potion, if you find one. You always choose the one that the player held over (or brewed) if they have one, instead of one the one they just received or stole. You also learn the label of the potion you pour into.
You can mix (standard) or mix (thorough). Mix (thorough) will actually search for a concealed potion, and mix into it, leaving it concealed when you finish. It always chooses a concealed potion over a non-concealed potion to mix into.
It takes 15 minutes to mix standard, 30 minutes to mix thorough and double it if you are stealthy but someone is home (and not guarding!)
FORMAT: Mix [Potion A] INTO [Potion B]. You will be left with [Potion (A+B) labelled B]. Potion B can be "any potion" if in a hut other than your own.
Run is the fast means of travel. You are always seen by those you pass when you run unless you are stealthy, and even then you're seen often. In fact, sometimes you are seen by players who would not have otherwise noticed you passing by. It takes half the time it does to walk. You must always give a destination when you run. You can be as specific as the map will allow.
FORMAT: Run to Hut [A-O] or Run to Hut [A-O] via [description of map]
Sleep is the way to recover lost energies.
When you sleep, you can not wake up voluntarily before dawn.
If you sleep for four hours in any night, you will retain your status of refreshed.
However, if you were tired, and do not get five hours of sleep, you will awaken exhausted.
As refreshed, if you do not get at least two hours sleep you will become exhausted.
If you are exhausted, you must sleep 7.5 hours, which happens automatically, wherever you are.
Exhausted sleepers do not wake up except in explosion or alarm scenarios.
You can never declare the duration of your sleep unless it is in your role description. If you say “sleep four hours” it is ignored. Your sleep is determined by the length of time LEFT OVER after all other actions occur. If you want more sleep, perform less actions.
Some actions require sleep, and usually require three hours minimum. You cannot perform two such actions in a single night, even if you sleep for six hours. You also cannot perform such actions when you are exhausted, although potion induced effects (such as ‘visions’) will still work.
Sneak is the quiet but slow method of travel. You must always give a destination when you sneak. Stealthy players are also considered invisible to non-tracking players when sneaking. It takes twice as long to sneak as it does to walk.
FORMAT: Sneak to Hut [A-O] or Sneak to hut [A-O] via [description of map]
You can spy on any hut or definable map location. You automatically ‘hide’ at that location. It is always assumed there is a place to hide there. You must give a duration when you choose the spy action. No conditional orders are considered when spying. You either spy or you don’t.
When you spy, you see who comes, and who goes but never see what action these players are taking with the following exceptions.
You always see that a player is guarding, but can not tell if they have seen you.
You can learn when a player goes to sleep, because they “turn all their lights off”. If they are asleep when you get there, it’s assumed that you peek through the window to learn this fact.
You never see equipment, house contents, or assets. You only see occupants and visitors.
If you see a player arriving at a hut, or leaving from a hut, you MAY, or indeed MAY NOT learn that they were holding something when they came or left. Usually, however, you will notice a potion, if the player came to dose or mix.
You NEVER interact with these players; you are spying, not preventing.
Lastly, if there is ever any point of contention about what a player could learn, my rule of thumb is that if the spy can get misled they will.
(EG, when does a person remove their mask of disguise? After they turned out the lights.)
FORMAT: Spy [Duration]
You can spy and (any legal action). The action you choose takes place when a particular event occurs or at the earliest convenience.
For example, spy and dose will have you spy on the hut until you see the hut is empty or the occupant has gone to sleep. If they go to sleep, you will attempt to dose, but might wake them up. Stealthy players will have a better chance of success.
If they never do this (leave or sleep), neither do you. Your orders are always put on hold until you complete spy and “”. However, spy and “” can be given with a time duration. Spy and dose lycanthropy 15 minutes. If the hut isn't empty within 15 minutes, continue with further orders. If the hut is empty when I get there, dose immediately.
Another example is spy and attack. In this case, the attacker would spy on the hut to see if the target was inside and alone. If so, they would attack. If not, they would wait until it happens. If the attacker sees a wreath of repulsion, he will not attack in this example.
Conditionals can be made for “spy and” but will be rejected if unreasonable to process.
Otherwise they take place at the moment that “makes sense” to the moderator.
FORMAT: Spy and [any command] [Duration]
There are two types of theft. Standard theft is just a simple break, enter and steal. You get in, you get out. 15 minutes and you have everything you could see in a quick hit. Thorough theft takes longer, 30 minutes, and actually seeks to (and successfully DOES) locate concealed items also.
If you attempt to thieve (standard) and the player is home, you will fail, and they will know you tried. If they were brewing, the potion (or all) will have a 50% chance of fail. The thief learns nothing of the actions of the interrupted player.
If you attempt to thieve (thorough) and the player is home, you will fail, but learn what unconcealed items you might have taken. You will not learn the actions of the player at home, and they will have no chance of failure. However, they will not learn the theft type.
If a stealthy player is thieving the hut and someone is home but not guarding, it takes twice as long but will be successful. They will see which player is home, but will not learn the actions of that player. (After all, if you can see them, they can see you.)
The things you can steal in these occasions are:
Gold, potions, artifacts and tools of the trade.
There are some circumstances where you leave something behind, and there are some circumstances where you take one thing to the exclusion of all others.
Anything you successfully thieve becomes yours.
If there were any players guarding the hut you chose to thieve from, you fail. If any player was protecting that hut, you give up before you try, and the protecting player learns of your visit, but not your intentions.
FORMAT: Thieve, or thieve (standard) or thieve (thorough)
Walk is the standard method of travel. It is scaled such that all other means of travel are based on. It takes 15 minutes to walk across the town square, from north to south or east to west. When you walk, you are neither quiet nor loud. You are only seen by others who travel in a similar location to you, or by players who guard their huts. If you advise in your orders to travel somewhere and do not use the command to walk, sneak, fly or run, you will always walk there.
FORMAT: Walk to hut [A-O]
There are a lot of other actions which are commonly available, but not available to all roles. Some of these are attack, brew, fly, and track. Specialist actions are as follows.
The ability to kill players is usually available to vile evil only. These players can run around from hut to hut and kill the first player that they come into contact with, that is on their list of names to kill from. They can give up the attack after a time duration, if they choose, and they list any number of names or places to attempt the kill. The kill itself takes no time at all, but some roles take time to perform actions afterward. (The hunter buries the corpse of wolves, while wolves feed on the corpse of players.)
There are several roles that can brew, and several different types of potions. Each role takes a different amount of time to brew, based on how important I think it is that they spend time brewing.
Flying is usually travelling at running speed, but it is far superior to it, because it does not leave tracks, and you travel in straight lines above huts, instead of having to go around them. Most players do not watch the skies but if you fly directly over someone from the direction they are heading, common sense indicates they probably see you.
Sometimes you are quiet when you fly, sometimes less so. A giant bat for example, makes noise when it needs to flap wings, but not when it glides.
If you can fly, you are permitted to land upon rooves of huts. When you spy, it is assumed you do so from the roof.
The town square has no roof for this purpose, although perching upon the gallows can keep you out of reach of some land-based animals.
The ability to track allows you to follow a trail that is laid in the current night. You can follow a person’s trail forward (to see where they go next) or backward (to see where they came from.)
When I get good at it, trackers will actually see trails as they cross them, so that they know something or someone has actually passed by that night. If this happens, significant details may be relayed to the tracker (number of wolves travelling at night, for example.)
NIGHT ORDER RESOLUTION and RESULTS
The way your night orders are resolved are that all your actions are factored in, in the order you make them. This is calculated as a time cost. Then, if you have time remaining, you either guard (if you’re a wolf or sleepless creature) or sleep (if you’re not.)
If you do not get enough sleep (usually four hours) in any given night, you awaken tired or exhausted.
If you give an order which will exceed the duration of the night, it will be cancelled, and you will return home instead. If this cannot occur in your remaining time, your previous action will be cancelled as well. (This second part has never happened so far…) The time difference will usually be spent guarding, as it is likely to be less than two hours anyway, so the sleep will do you no good.
The moderator reserves the right to return your results in story form, and information presented therein may fluctuate between being vitally important, or indeed not relevant to the game. You will have to work out which is which, if discrepancies arise.
However, the game itself is not designed to be a roleplaying game, even if the storytelling mode is enticing. Your orders must be composed of the commands available to your role.
"Peeking inside windows" for example, as you run around the village at night, is not a permitted action. Neither is "looking for cauldrons".
If I tell you about them, it's probably a clue, though.
Please submit orders using only actions available to you, in the format provided.
This will greatly speed my ability to resolve night orders.
If you make it feel like you are programming a robot, I greatly appreciate it!
CHARACTER STATUS and AFFLICTIONS
There are several statuses that your character can become.
Refreshed is the standard. The wolfish equivalent is ‘well fed’. A wolf becomes ‘hungry’ if they are not ‘well fed’. Otherwise, players can become ‘tired’ which requires 5 hours of sleep to recover from, or exhausted, which requires and forces 7.5 hours of sleep.
There are other statuses which can occur.
DEAD – yes, that’s bad. No more posting, PMing, or voting. When you die, all your possessions remain where they were when you died. Worn artifacts are still worn, and stuff in your hut awaits a good thief.
Your tools of the trade are considered to be in your hut if you were lynched.
WHEN YOU DIE you will no longer be announced as missing or dead. Players must work out what has happened to players that are no longer posting.
STATUE – if you are turned to stone, you are a statue. This can occur in three ways. Two are permanent unless a reverse effect is applied. If you drank misdirection before being stoned, the effect will not wear off until you are restored. If you were wearing artifacts or tools of the trade, they become stone with you.
UNDEAD – this one gives you one free pass at the lynch. It also means you never sleep anymore. You spend the daylight masquerading as the innocent, although nobody really understands how. As an undead, even temporarily, you are averse to holiness*. You still eat breakfast though. If you get lynched while undead , but are later restored to life, you die.
* Aversion to holiness may include "not being able to attack a holy player", or "not being able to hold, wield, wear, or pick up a holy item", or anything else applicable in-game.
Afflictions are very similar to status changes except they can exist at the same time as any other status or affliction.
The afflictions are:
Evil – there may be a chance that a good role turns evil in this game. Sometimes this changes their agenda. Others, it does not. Sometimes an evil player can win when the good villagers win. (The Ninja is a perfect example.) Sometimes it's just messing with people with visions.
Lycanthropic – you have been dosed with lycanthropy. When you sleep, you change to a wolf, and run off to feed. When you feed, you return home to sleep. This all happens automatically. There is no penalty in finding no victim. If you do find a victim, you realise that you have fed when you awaken. While you are lycanthropic, your alignment is evil, and the wolves count you toward their parity for victory. You do not have to have killed for this purpose. On your death, you become a werewolf. Your body can be used as a werewolf corpse. If you have a role that never sleeps, you never hunt – although you are still a werewolf. (Monk and insomniac are prime examples.)
Poisoned – you will die, unless you can get an antidote this phase. (If you are poisoned in the night, you’d better get one in the auction, or have one on hand.)
Wolves or Vile Evil or masons live just long enough for a partner to bring an antidote as their first action. If that partner chooses to take ANY action other than retrieve and deliver that potion, or the poisoned player is not home to take the delivery, the poisoned player will die before the deliverer gets there.
Zombie – If you become a zombie, through a potion, you attack every living player (with flesh!) you see until you kill one, at which point you feed on their brains. Feeding takes three hours and if successfully completed, the dead player, lacking brains now becomes a permanent zombie, seeking brains. These zombies have the strength their role carries. If you are lynched the day you are a zombie, you will live, and get your last night actions, and then die 24 hours after drinking the potion when the effect wears off. You can, however, keep feeding off potions (undead or fortitude) if they are available.
Zombie players often say "brains".
NOTE: Originally, I had been cancelling the orders of zombie players and replacing them with random orders of travel. However, I no longer do this. Zombie players continue their actions as normal, but if they contact another player (made of living flesh) during the night (or even see one) they will veer off their path to try and attack, and chase the player until it becomes impossible to do so. Death or losing sight of victim are the only two options. If the zombie catches a player, they can kill them regardless of their role. They then spend three hours eating the corpse. They then return to their scheduled orders, while possible. A zombie requires no sleep that night and returns to the state the player was prior to imbibing the potion.
Cultist – If you become a cultist, nothing about you changes except that you count toward parity for the high cultist.
The cultist affliction can not be cured by potion, but can be cured by the monk's healing prayers.
For any role that is not hut dependant, you can move into an empty hut at will. That hut becomes your hut, and your old hut is no longer yours. The wolves can not transfer their stash if they change huts. (Unless by popular demand it seems fitting.)
Lynches and day cycles
Auction bids are due by 7PM BGG.
The lynch will occur at 7PM BGG. Night orders are due by 1AM BGG, unless you advise specific circumstances. I reserve the right to close the day early if there are a lot of nightfalls voted for. (Never less than 70% of players). I reserve the right to start the day whenever night orders are resolved. If this is close to 7PM BGG, I will extend the vote until the following day.
Posting and PMing
The only PMs allowed by all players are night orders to Mod, and of course, questions to mod. These can be via BGG Geekmail or Cassandra communication system only.
Please cc me on all PMs.
You may post in either the day and/or night cycles, but you must always check night orders results before posting. If you are dead, you MUST NOT POST, as some roles might have this power and I don’t want players to get confused when someone posts as a zombie, or when they are otherwise mising. The games will be short, hopefully, so you can save all arrrghs to post game analysis.
You may edit posts freely.
Quoting the PMs of the moderator is strictly forbidden. You may discuss the contents, but I prefer to read it in your words, rather than mine. I’ve already read mine when I wrote it.
Saying “the moderator said….” Is acceptable, because you can lie when saying it, if you like. I do not confirm or deny things if I can help it. Please don’t trick me into doing so or I'll trick you to be standing on the X. (I'm KIDDING!)
Your PMs to moderator need to be clearly labelled. The PM subjects I look for are as follows.
Night orders, auction (or bid) and questions.
This will assist in my finding each PM at the appropriate time, or when I need to refer to it.
I read each PM type in different cycles, so if you do not label them correctly I do not see them.
- Last edited Tue Oct 31, 2006 2:01 am (Total Number of Edits: 5)
- Posted Thu Jul 20, 2006 1:10 am
Roles and role descriptions v1.02 - 29Sep06
Roles in Village of the Damned will be chosen randomly and then assigned randomly.
The first random choice will be which of the two vile evil teams will be in play. Each of the two vile evil teams will begin with two partners who can usually have PM rights. Their counterpart role will be included in the game automatically.
Then four villagers will be randomly chosen, and sometimes including an evil villager for fun. Maybe two. Actually, there could even be four.
Roles will be chosen with a D6. Duplicates can occur.
VILE EVIL + (counter role):
1. Two wolves + (wolf hunter)
2. Two witches + (witch hunter)
3. Vampire + Thrall + (vampire hunter)
4. Necromancer + Revenant + (Priest)
5. Medusa + Golem + (Dwarf Miner)
6. Imp + Sorcerer + (Ninja)
1. Alchemist - GOOD
2. Antipaladin - EVIL
3. Assassin - EVIL
4. Doppelganger – GOOD (but variable)
5. High Cultist - EVIL
6. Insomniac - GOOD
7. Kleptomaniac - EVIL
8. Monk - GOOD
9. Ninja - EVIL
10. Paladin - GOOD
11. Priest* - GOOD
12. Prince/Princess - GOOD
13. Ranger - GOOD
14. Revenant* – GOOD until he dies.
15. Sorcerer – EVIL, most of the time.
16. Thief - EVIL
17. Toymaker - GOOD, most of the time.
18. Vanilla Villager – GOOD, most of the time.
*The Revenant or priest, when included, will never know if the necromancer is in play or not.
Any role can be in the game any number of times at once. So if the necromancer is the vile evil, the four villagers could contain 3 revenants and a priest (making two priests!). ANY combo is now possible, including two necromancers - but two necros will ALWAYS bring two priests.
It *is* possible that all, or almost all villagers join as evil roles. However, there will always be at least two good roles because of those that counter the vile evils.
I do not try to, or intend to, strike a balance between the inclusion of roles. (eg, just because you are the paladin does not mean you have a chance to kill all the evil roles this time.) This game will be played often enough that if your game was imbalanced against you, you can try again soon with a new role.
The VILE EVILS
The wolf pack is ranked and the alpha (leading) wolf is strongest. (Strength = 1.1 wolves)
The wolves can vote for alpha, but in the case of ties, it is randomly picked by mod.
The wolves can PM each other at all times as soon as they get their role PM.
The wolves can change shape at any time, for no cost. Visible action.
The wolves can choose to stash treasure in a location outside any one hut. This stash can hold one artifact, or two potions, and any amount of gold. It takes no time to bury or retrieve items, but the action is visible, and always includes a shape change to dig.
It takes 30 minutes for any other role to dig up this stash.
Wolves cannot hold items (eg potions) while in wolf form.
Most items cannot be worn when transforming to wolf form.
The wolves can MEET each other, this allows them to wait at location until other named (or all) wolves arrive.
The wolves can ATTACK players, specifically targeting a list of players, while they travel from hut to hut.
(Command to give is ATTACK player1,player2, player3, …., playerX (hut1, hut2, hut3, hut4….) Player1 is given priority if they see more than one together.) They ignore all players not in the list.
The wolves can ATTACK ANY, which will perform exactly the same as attack, but will attack any (ie the first!) player they see in their travels. A list of players can be given to determine priority. A list of players can be given to exclude from attack.
If successfully killing a player at any time, the attack order is truncated, and the wolves feed. Wolves can opt not to feed, but if no wolf feeds, no attack occurs.
Wolves become hungry if they do not feed.
Wolves die at dawn if they begin the night hungry and do not feed.
Wolves remain hungry, or become hungry, if they feed on undead.
Wolves retain their prior status if they return from stone form. They do not count as part of the pack while in stone form. Therefore they do not count toward wolf parity, as a statue.
Wolves can HUNT if no wolf is hungry. All wolves must join the hunt. Alpha wolf chooses target. That target becomes a werewolf if the hunt is successful. The target gains PM rights, and is part of the pack. It is junior to all living wolves.
Wolves can not hunt if they attack, and they cannot attack if they hunt. Only one victim is permitted per night, even if the second is someone that attacks but cannot kill the wolf. (Eg a lone zombie).
Wolves can TRACK. They can track to hunt, or track to attack, but always track in wolf form. The track command requires finding a path to follow, but such paths are automatically found if the wolf visits the right hut.
When feeding or hunting the attack is initiated by the junior wolf but the first feed is by the alpha wolf unless he decrees otherwise.
Poisoning by silver will occur on the kill, as well as a feed.
It takes 15 minutes for the alpha to feed, and 15 minutes for the remaining wolves to feed. It takes 15 minutes to infect a player with lycanthropy, performed by the alpha wolf. All these actions are visible. (These rules are in place to allow wolves to exclude eating if a victim is injected with silver.) If somehow, the action is interrupted, time available will dictate which wolves are well fed or hungry.
To a wolf, Silver acts as poison, if not outright killing it. The noose is silver threaded.
On Night 0 the wolves may attack but must exclude all known players as targets. On Night 0, the wolves may attack separately. However, if this occurs, the killing wolf must howl to alert wolves to a meeting place of the N0 kill. Or they can just howl for the fun of it. Howls are heard to all waking players within a large radius.
All wolves travel to the place of the howl (orders permitting) if it represents feeding.
In such a case that there are two separate wolf packs, they can learn this fact but not the names of the players of the rival pack. Only one wolf pack will win, and will dominate the other when victory conditions are met.
Wolves win when the pack (or packs combined!) reaches parity with the remaining villagers (players), but include potion lycanthropes in the count for wolves. At this time, the wolves must exceed the number of all undead in play and the number of statues that exist.
The witch is frail.
The witch begins with a potion she can brew, with brewing chance of failure.
Witches win when there are four witches that survive until dawn.
Witches can cast spells, brew potions, and enter dream states.
Witches can PM other known witches from the moment they receive the role PM. Witches begin knowing one other witch.
Witches can not cc other witches in PMs, nor are they permitted to forward PMs of other witches on.
If there are two vile evil witch teams, the four witches must know each other to win together as a combined group.
Spells (- casting time):
Command – 30 minutes – Any attacking player attacks the target chosen by the witch. Works once per casting.
Curse – 1 hour – Target loses three hours of effective sleep, loses benefits and visions based on sleep. Target does not realise how they lost sleep.
Hex – 3 hours – one per night maximum. Two hexes on a player in the same night will kill a frail player, or sicken any other living player except the witch hunter. This leaves them ‘weak’ and ‘exhausted’. (Weak = strength/2) Three hexes in one night will kill the alchemist or the witch hunter. Hexing for two consecutive nights leaves the witch exhausted. A Night 0 hex attempt that normally will kill will fail to kill, but will still weaken and exhaust the target.
Enchant Broom – 15 minutes – once per game. Broom can fly, at double running speed, for one night. (Witch can ride the broom.)
Dreamstate – 3 hours minimum of sleep to be effective:
Descry – Learn the specific actions of target player. Does not learn results of actions.
Survey – Target a hut letter; learn which player lives in that hut. Learn if that player is a witch or witch hunter (or neither.) Learn which actions were performed within that hut that night.
Only one dreamstate can occur in one night, even if the witch sleeps six or more continuous or broken hours.
Brew – takes 2 hours. Witches can give their brewed potion any label they wish.
Bewilder, Misdirection, Nightmares, Ogre Strength – 10% failure
Aging, Lycanthropy, Quietness, Stone to Flesh – 15% failure
Energy, Invisibility, Restoration, Zephyr – 20% failure
Witches Brew – 0% failure, requires wolf teeth, vampire teeth, or medusa hair to make. It takes an hour to retrieve this item from a corpse, and the corpse is then unusable, except that a second hair can be cut from the medusa but takes an extra hour. This second hair strand (or snake) can be cut in the same or different night, and the Medusa will never appear tampered with to other players. Who dare look at the Medusa even in death?
Wins when all remaining players are or count as statues.
At this time there must be more statues than wolves or undead.
Knows ID of rock golem.
Can PM with the golem except while the golem is announced as missing.
Can ATTACK or ATTACK ANY.
Can AMBUSH by choosing a street or hut location, and attacking the first non-running, non-flying player he encounters. Is always identified by that victim before that victim turns to stone.
Is not identified by passers-by.
When GUARDING will petrify the first attacker, but not doser/thief.
When SLEEPING has a guard ability to stone the first attacker.
When LYNCHED will petrify one to two players, determined randomly. (The amount, and the players!) This will never include the rock golem.
Owning the shield of mirroring will petrify the Medusa, as will attacking or being attacked by any player that owns it. The shield of mirroring takes priority over the Medusa's gaze attack.
Can PM the Medusa in the day phase if not MISSING, and also in the night phase.
Does not require a hut to begin game but must nominate beginning location.
Can not hold a potion, artifact or tool of the trade overnight unless he has a hut.
Can not commission potions unless he has a hut.
(Recognise though, that he can win potions in the auction but must use them straight away, else he uses them on himself by accident.)
To earn a hut he must dictate the command to CLAIM HUT X, which takes no time. He must be at that hut to take effect. The hut will become his if it was unowned at that time.
Cannot be killed by undead.
Cannot be eaten by wolves or vampires (therefore not attacked or hunted.)
Cannot become undead.
Does not eat.
Is not fatigued by the witch test. (Witch hunter sees he is made of stone…)
Can sleep at any time of night, for any stated duration, which MUST be stated. He turns into a statue when he sleeps. If the golem over states the sleep duration of the night, (Say, he wants to sleep four hours, but only two hours are left in the night) the golem reports as missing in the next morning. He remains a statue for the entire day, and must complete his sleep before he can begin any orders. The sleep is counted as rest from the night before, in terms of waking up rested.
The golem may not bid for auction when missing.
The golem can only walk, never run or sneak. The golem is considered loud and thus is always seen or heard by nearby players.
The golem drinks potions by pouring them over himself, and any player may pour a potion over the golem on sight while he is sleeping. This is considered dosing.
Not all potions work as standard on the golem.
Aging, Command, Energy, flesh to stone, Granite, ogre strength, quietness, restoration, witches brew and youth all fail to work for, or on the golem.
Bewilder, misdirection, tracking, visions, and zephyr work as normal.
Invisibility has a 30% chance to fail, and never removes the loudness trait.
Lycanthropy does not force the change to a wolf, nor the uncontrolled feeding pattern, but it does count toward creating a wolf for the wolf victory.
Nightmares works within 15 minutes of going to sleep, waking the golem up. It then guards instead of sleeps.
Stone to flesh will kill it. As such, the Golem may not destroy Stone to Flesh potions, for fear of splashing it on himself.
Undeath makes it count as an undead for VC for one day and night phase.
The golem can move statues. Statues can be left inside, or outside huts, or in any location on the map.
The golem has combat strength of 2 but cannot kill wolves or vampires without silver, and cannot attack players.
The Vampire is a solitary killer that acts independently from any other vampire.
The Vampire can change shape at will to a giant bat at no cost. (visible action)
The Vampire has combat strength of 1 wolf.
Wolves and vampires cannot kill each other, because they both must be killed by silver. (Hey. My game!) The result of such combat will be a 20 minute combat where the vampire flies away as a bat.
The Master Vampire that begins the game begins with a thrall, a human assistant.
The vampire can PM with the thrall in the night phase only.
The vampire, as a giant bat, can fly.
Being a bat has the same restrictions as being a wolf (can’t carry things etc)
The vampire can ATTACK, ATTACK ANY, or AMBUSH while in bat form.
If the vampire attempts to enter a hut, and it is occupied, then the vampire cannot enter unless the player inside has either quoted in reply or named the vampire in the public thread at any time before the recent lynch. (Listing votes or other such tallies do not count as naming the player.)
The vampire may enter ANY unoccupied hut, even if the occupant is merely running an errand.
If the vampire lays an AMBUSH, they will kill the first living player they encounter, other than the thrall. If the ambush is external, the vampire will wait in giant bat form upon the roof of a hut. Otherwise it will wait in giant bat form inside the hut.
The vampire, when in bat form, can see the ninja or assassin, or any stealthy player, because it uses sonic waves to see.
Hence, a ninja that climbs upon a roof of the same (or adjacent) hut as an ambushing bat will attract its attention.
The vampire is undead and does not require sleep. (It sleeps during the day, you just don’t notice it.)
As undead, the vampire can be destroyed by the priest.
The vampire does not die on the first lynch, but does on the second. It is not announced as a vampire on the first lynch. It does appear undead.
The vampire wins when vampires reach parity with living players. At this time there must be no more than two wolves, statues or zombies in the zombie horde. The Thrall is considered a vampire for this VC.
Other undead neither count toward or against the vampire's conditions.
The thrall is a living human.
The thrall can PM with the vampire in the day and the night phase.
If the vampire is about to be lynched, the thrall can substitute himself to be lynched instead.
The thrall can track.
If the thrall somehow witnesses the vampire hunter about to slay the vampire, he can distract the vampire hunter, and the thrall will be killed in the vampire’s stead.
The thrall can earn a vision every day phase to learn if any player is the vampire hunter. This action has no time requirement, and no sleep cost. It gives only a yes or no result at the time of the lynch. Once the request is PMed to the moderator (before lynch) the request can not be modified.
If the thrall finds the vampire hunter through this method, the vampire finally grants his wish, and the thrall becomes a vampire. He begins as hungry.
This transformation occurs at the time of lynch, for free, with no time expended by either thrall or vampire. The thrall no longer has any thrall abilities.
The two vampires can PM each other at night only.
The necromancer can brew the potion of Dire Undeath and label it as any potion. It takes one hour to brew this potion. The necromancer begins with one such potion, and can pre-label it, or two zombies in his zombie horde. He must choose before the game begins or gets neither.
Drinking the potion of Dire Undeath causes you to become an undead version of your role, where applicable. This is a permanent effect unless restored by a potion of restoration (or antidote).
Almost all undead are evil. Exceptions will be noted.
The previously stated roles above are affected thusly:
Wolf becomes gravehound. In addition to wolf and undead skills, it can once per game stun a player as a separate attack action. The attacked player is not killed, but they are pronounced missing during the day and cannot vote or make auction bids. The attack can be made any number of times until successful.
Witch becomes a Night Hag.
The Night Hag can cast misdirection on herself every night and choose whom she is viewed as. Once per game, she can become invisible for one hour.
Once per game, she can cast a ray of enfeeblement at a visible player (ie, she must make contact with the player during the night phase) and that chosen player will take the full effect of two hexes.
Medusa just becomes an undead Medusa. (Lynch retribution happens on the second lynch.)
Rock golem is unaffected, but counts as undead and statue for VC.
Vampire is unaffected
Thrall becomes a vampire.
The other skill the necromancer has is to raise corpses through a spell. The spell takes one hour to cast, and the necromancer must locate and travel to the corpse to cast it. It can be cast only once on any night where the necromancer also brews dire undeath.
The corpse then becomes a zombie, who immediately travels to the zombie horde. The zombie horde (ZH) is controlled by the necromancer.
The necromancer must put in extra orders for the ZH.
A corpse decimated by a witch is not functional for the spell. If the necromancer takes the corpse of a vile evil before the witch can take it, the required components will remain upon the zombie’s death. On such a zombie death, the components remain without a time requirement to create.
The ZH can never run or sneak, it can thieve (standard only), it cannot spy. It can travel to any location as desired by the necromancer, but is distracted by the presence of living players, whom it tries to attack. Every zombie in the ZH has strength of 2/3 wolf. If the ZH catch and kill a player, they stop processing their orders to feed for 3 hours. If they complete this three hour feed before dawn, the dead player will rise as a zombie immediately and join the ZH. The ZH can kill more than once per night, if they have finished feeding from the first kill.
The ZH is of limited intelligence, and sees things only as food, or not food. However, the necromancer will usually get a name of players killed or seen, if they are distinguishable. But the necromancer needs to sleep three hours to get any information via dreamstate on the ZH’s night results. The necromancer always knows the number of zombies in the ZH, and, incidentally, the number of undead players exist each dawn.
The ZH can hold one artifact and one potion, and any amount of gold for the necromancer, or deliver items as the necromancer desires. This holding limit is in addition to the necromancer’s personal capacity. However, the necromancer cannot use these unless the necromancer receives them by meeting with the ZH or having it delivered to his hut. Gold held by the ZH cannot be used to bid, for example.
No undead that has been created by the necromancer can harm the necromancer.
The necromancer wins when all remaining villager players are undead, and the number of undead is greater than the number of any other type of vile evil.
Vampires count as undead for the necromancer. However, the non-vampire element must exceed the vampire element for the necromancer to win, as vampires are too free of thought for the taste of the undead summoner.
The necromancer knows that there exists the revenant in the role list, but does not know who it is. If the necromancer kills the revenant, the revenant cannot kill the necromancer, although the revenant is still free to act. Revenants do not count as undead until they die.
The imp desires to become the DEMON.
The imp is immune to poison.
The imp can turn invisible, at will, for up to TWO hours per night. This does not need to be in one single occurrence. It can be four half hour segments, for example.
When spying on a single hut for half an hour, the imp can detect if the player located within is capable of casting spells (brewing is considered casting for this.)
May choose to REVEAL to any player. This command, when processed, indicates to the target in their night results that player (imp) reveals as the imp.
The imp must locate that player during the night for the reveal to occur.
If the target revealed to was in fact the sorcerer, the two may begin PMing at will. This must begin with the sorcerer PMing the IMP, and cc Mod.
The imp can fly at running speed.
The imp looks impish when doing so and can be identified as a flying imp. (This only makes sense when you wonder if they can be identified as a player!)
The demon replaces the imp.
The demon can ATTACK and ATTACK ANY. Its kill is instantaneous. The target learns the identity of the killer, before they are destroyed.
If the demon kills the revenant, the revenant is destroyed, and loses.
The demon has the value of three players, when comparing to any other VILE Victory Condition. (Eg worth three wolves, or three statues, etc)
The demon wins when it, or with the sorcerer (and/or the antipaladin), is the last player alive.
The demon can fly at walking speed. It appears as a flying demon while doing so.
Once per night the demon can teleport to any outdoor map location.
The demon is immune to heat and fire.
The demon is immune to poison.
The demon has a combat strength of 3 wolves
The demon can destroy statues. It takes 15 minutes to obliterate a statue.
The demon is repelled by holy items and cannot kill the priest, or any role with holy artifacts.
The demon can PM with the sorcerer.
The sorcerer is an arcane spellcaster of immense power.
The sorcerer can be included in the villager list, and if so begins as EVIL.
The sorcerer wins if the demon wins, or if he controls any vile evil and that vile evil is the winning faction.
Alternatively, if the sorcerer becomes the lich (by drinking Dire Undeath) and storing his life force into a phylactery (the diamond artifact) and is the last man standing (with or without the demon or antipaladin), he also wins.
The sorcerer cannot brew, but he can evaluate potions. It takes half an hour to perform. He can detect witches brew.
The sorcerer can resist the flask of temptation.
The sorcerer has a spellbook with some spells already scribed. These are:
Armour, Bewilder, Command, Cure Poison, Invisibility, Longsight, Misdirection, Resistance, Silence, and Speak with Dead.
Each consecutive spell cast in a night has a cumulative chance to exhaust the caster.
1st spell: 0%
2nd spell: 0%
3rd spell: 10%
4th spell: 15%
5th spell: 15%
6th spell: 20%
7th spell: 20%
8th spell: 20%
Hence, casting four spells in a row has 0%, then 0%, then 10%, then (10+15% = 25%) chance of exhaustion. The checks are made for each spell, as the spell is cast. Hence, after all these checks are made, the fifth spell has a 40% chance of exhaustion.
[The extra sleep requirement that the sorc once had has been removed.]
Spells in spellbook:
Armour – one hour to cast. Gives 50% chance to survive a vile evil attack or hunt, without falling victim, with your skin turning to stone. You count as a statue for the night and next day. However, unlike a potion of Granite, you can still function, remain awake and are not missing at dawn.
Bewilder – 15 minutes to cast. There is 66% chance that the target has an incorrect vision, where applicable.
Command – one hour to cast. Redirect the attack of vile evil to new target. Works once per night per casting.
Cure Poison – fifteen minutes to cast. Target immediately feels the benefit, poison is removed. Prevents death of player if cast as the first action of the night.
Invisibility – 30 minutes to cast. Target becomes invisible to sight. This does not prevent bat or wolf attacks, but prevents assassins etc. (Bats use sonic, wolves track by smell. Hey! My game!)
Longsight – casting time chosen duration. You may watch target player and learn their actions and results for the duration of the spell. You remain in trance while casting. Fails if target is under misdirection as someone else. If another player is misdirecting as your target, equal chance to see either as your target.
Misdirection – 30 minutes to cast. You appear as a randomly chosen player to all who view you. This *can* trick wolves and bats.
Resistance – 30 minutes to cast. 60% chance of surviving witch test in that night.
Silence – one hour to cast. Target gains stealth, or removes LOUD. Lasts until dawn.
Speak with Dead – casting time 3 hours. Learn the role of target deceased player.
The spellcaster can STUDY. Study gains a sleep value of half the time spent studying.
Because these games will be short, the sorcerer will begin with one of these spells scribed for free. The spell they gain will be the spell of the lowest study duration that was fully scribed by the most recent sorcerer. Currently, Slyde was the most recent sorcerer and he scribed Sigil.
Control: Study = 4 hours. Cast = 2 hours. Type must be chosen when casting. Control type is wolf, vampire, medusa, witch. When cast, if the target matches the type, then the sorcerer can either:
Gain permanent PMing ability to that player (cc MOD), or gain immunity to attacks of that type for one night.
If permanent PM rights are gained, the sorcerer can win if the target player wins.
Sigil: Study=5 hours. Cast = Variable.
Gain the ability to scribe magical sigils on any location. (eg your or someone’s hut.) There are three types, with different spell casting requirements. Sorcerer must be at location of sigil to cast spell. Spell includes a condition, to cast, that declares when the spell triggers. An example is “When any player attempts to thieve this hut, affect the thieving player.”
If a player sees you casting sigil, and it likely affects them, they will interrupt the casting.
Each sigil can only be cast in one location at any time.
WARNING – Sorcerer receives a mental warning that does not interrupt current actions, every time the condition is met. Most versatile spell, more accepted creative conditionals. An example would be to get into alchemist’s hut and have a warning “every time an energy, invisibility or granite is brewed”. Or you could go into a street, and have “any time a wolf passes by”. Casting time 15 minutes. Can be dispelled by casting a new warning. (This is the only sigil that can achieve this.)
DEATH – Can only be cast once per game. It takes 2.5 hours to cast, and the sorcerer becomes tired, or exhausted if they would normally be tired. If he was already to be exhausted, sleeping 7.5 hours restores him to tired. Causes the target of the conditional to meet an untimely end.
ALARM – casting time 30 minutes. Causes an extremely loud alarm that you can choose to ignore. Destroys all effective sleep until the time of the alarm for all players that are affected by it. The alarm lasts for 15 minutes.
Flight – Study = 4 hours. You gain the ability to fly for one night, at running speed. Casting time 30 minutes.
Portal – Study = 3 hours. Casting 30 minutes at each of two locations. A permanent portal exists between two locations. Any spell can be cast upon the portal. Spells cast upon the portal have double the duration. Any player can move between the portals at will with zero time cost.
Teleportation – Portal must be known to study. Any one other spell must also be studied. Study = 6 hours. Casting time = 0. The sorcerer can teleport to any hut door. Makes no sound.
Summon and Bind – study cannot be first spell studied. Study 4.5 hours. Cast 1 hour. Consumes an IMP to summon a DEMON. This demon is bound to your alliance. You gain telepathy with demon. (can PM at will.)
Dire Undeath - If the sorcerer has the flask of temptation, he can evaluate a potion of undeath that is within the flask to make it a potion of dire undeath. Study time 4 hours. Casting time: Evaluate potion of undeath within the flask of temptation.
Sickness - Study = 1 hour. Casting time 1 hour. Target becomes weak and exhausted.
Any other spell I ever think up.
COUNTER ROLES to VILE EVIL
HUNTER – counter to werewolf.
The hunter is a good alignment.
The hunter has a bow and silver arrows. (TotT)
The hunter has 1.2 strength against wolves and vampires
The hunter has stealth
The hunter wins if he earns (and keeps) one or more wolf trophies through stake outs
The hunter may choose to leave the village as a winner, if he has two or more trophies earned from stake outs.
The hunter may STAKE OUT any map location.
The hunter gains sleep equal to 3 / 4 the time spent staking out.
The hunter will refrain from attacking if he knows he cannot win.
The hunter will attack the alpha male if he realises he is being attacked.
The hunter will remove the head and bury the corpse of any wolf he kills (1 hour). This is automatic.
The trophy will not automatically be stolen if the thief has never seen it before.
The trophy cannot be concealed.
The hunter begins with a beneficial potion. (Usually energy, silver, invisibility, or lycanthropy.)
If the hunter is converted to evil, his agenda does not change.
If the hunter becomes a cultist, he cannot leave the village even with two trophies.
If the hunter becomes undead... he... becomes the ... undying hunter.
The undying hunter has no aversion to silver or holy items. The undying hunter appears as good. (IS good.) The undying hunter can kill multiple wolves in a single attack, and has combat strength of 2.1 against wolves, or 1.8 otherwise.
WITCH HUNTER – counter to witch
Witch hunter (WFG=witch finder general) is good alignment
WFG has stealth
Wins by killing all living spellcasters. This includes: Witch, sorcerer, alchemist, necromancer.
Statues of spellcasters are considered dead.
Undead are not considered living.
Begins with holy bracers (artifact) that have passive skills. They can not be stolen.
While wearing bracers, spying restores sleep at half the time spent spying.
Spying for half an hour on any hut determines if a spell is being cast or potion brewed in that half an hour.
Spying for one hour determines if a spell or potion has been cast or brewed in that night.
The WFG can CAPTURE a player to torture and test them. If the player is magical, the WFG kills them. If the player is frail, he accidentally kills them. If the player is not magical, after one hour the WFG learns their role and releases them. A released player learns the WFG's identity.
The WFG can track.
The WFG is immune to all potions.
The WFG is never tired by curses, and is immune to most spells.
Three hexes in a night will kill the WFG.
Bless spells have a lesser effect on WFG.
If converted to evil, the agenda of the WFG does not change.
If the WFG is converted to a cultist, he also desires to kill the high cultist.
If he becomes undead, he stays good and becomes the archangel of death.
The archangel of death is the same as the WFG but capturing players will give full information, and alignment, and the AAoD may choose to kill evil players along with frail players. He can also destroy the rock golem in such a test.
The dwarf miner (DM) is a good alignment.
The DM has a pickaxe. (TotT)
The dwarf miner despises the medusa. Yes, she’s able to create stone statues in an instant, but these are an abomination, and not a work of art. The DM loves art.
The dwarf miner wins if at the end of game there are no statues.
The DM can obliterate a statue in one hour. But he’s thorough. Nothing is left. The statue otherwise disappears.
The dwarf miner begins the game with the ability to install a tunnel between two huts of his choice. This decision must be made after the hut auction, but before game starts.
The DM can then run from one tunnel (hut) to the other tunnel (hut) with stealth, in a straight line. This takes the standard time to run that distance.
The DM resists the first attempt at petrification from Medusa, and is immune to the potion flesh to stone. He does not learn the ID of the medusa on this failed attempt. The medusa DOES learn the ID of the dwarf.
The DM resists harmful spells with 50% success, but all potions fail 25%.
This includes dosing attempts.
The DM can dig up a wolf stash in 3 minutes.
If a DM is converted to evil, he needs to steal at least half of the existing statues instead of destroy them. As evil, he can MOVE statues into his hut, but walks at half speed when he is carrying a statue. He can not run or sneak while carrying a statue. He can still destroy statues, and if he owns more than half of the existing statues, he steals the win from medusa, if the medusa win would otherwise occur.
(But the evil DM does not win unless the Medusa would have won!)
The DM counts as his own statue for the purpose of determining parity in this way.
The DM can carry a statue in his tunnel.
If the dwarf becomes undead, he counts as being evil.
The vampire hunter is a good alignment.
The vampire hunter has a crossbow and silver bolts. (TotT)
The vampire hunter has 1.2 strength against vampires and 1.1 against wolves. (Double kill against alpha wolf.)
The vampire hunter has stealth
The vampire hunter wins if all vampires are destroyed.
The vampire hunter may STAKE OUT any map location.
The vampire hunter gains sleep equal to 3 / 4 the time spent staking out.
The vampire hunter will always attack a vampire while on stake out or guarding. It will only attack a single wolf while on stake out.
The vampire hunter will attack a random wolf if he realises he is being attacked.
The vampire hunter will leave the corpse of any wolf he kills.
The vampire hunter begins with a beneficial potion. (Usually energy, invisibility, or similar.)
If converted to evil the agenda of the VH does not change, but he might torture vampires slowly.
The vampire hunter is the same as hunter for becoming undead, etc.
The priest is good, the priest is holy. The priest is frail.
The priest wins if all permanent undead are destroyed.
Immune to potion of lycanthropy, potion of Dire Undeath, and conversion to evil.
The wolf hunt and witches brew will kill the priest.
Tool of the trade is a holy silver cross which will poison a wolf if attacked while guarding, before being killed.
The priest may pray in his holy sanctum (his hut) for 30 minutes, and while sleeping a minimum 3 hours learn the status of any target player. He learns a result such as living, rested or living, hungry.
The priest can destroy one undead player per night, by guarding when they attack, or by attacking a known undead. (While player is ‘known’ to be undead, priest gains the attack command. This is either through a failed lynch or by a prayer.)
If the priest is attacking, or guarding, and chances upon a zombie horde, his attack will destroy half the horde (round up) and turn the others.
After destroying any undead in the night, the priest may continue to turn any others he chances upon.
The priest may only turn or destroy undead while guarding or attacking.
The priest may bless any player except himself, any number of times.
Each successive bless holds a chance to become exhausted.
1st bless – 0%
2nd bless – 10%
3rd bless – 30%
4th bless – 60%
5th + bless – 90%
Each bless costs 30 minutes to cast from within his holy sanctum, and returns energy to the value of 1 hour’s sleep. Undead do not feel or learn of the attempted bless, nor do Medusa, the golem or wolves.
The witch hunter receives no benefit from the first blessing each night, and further attempts restore only half an hour’s rest.
The priest may not thieve except to take holy items from corpses or homes thereof. These include: the holy bracers, the holy light of faith. He cannot take these while the original owner still lives.
The priest can not become evil, nor a cultist.
The priest no longer has mason abilities. (He does OK without them!)
The ninja is evil and has stealth.
The ninja wins if the demon is prevented.
The ninja can steal the book of magiks (tool of trade) from the sorcerer or the anti paladin while they yet live. This prevents the sorcerer from further study or prevents the anti paladin from spell casting.
When spying on a hut for 60 minutes, the ninja can detect if any spells have been cast within. (Prayers and spells, but not brewing or dreamstate.)
The ninja’s tools of the trade are black silks, grappling hook and shuriken.
The ninja can track, and can ambush to assassinate. He can only choose one target, and only assassinates that player. If that player is the imp, on the following night, the ninja can victoriously leave the village.
The ninja has a combat value of 1.01 wolves.
The ninja uses his grappling hook to great effect, and can travel across town in straight lines, and is silent when running.
The ninja can thieve, but will only take potions, artifacts or gold from huts with a deceased occupant, except regarding any books of magik - which he will always take.
The alchemist wins if all vile evil are destroyed. His tools of trade are his alchemy set and cauldron.
The alchemist begins with an evaluated potion of wonder. This potion appears as one of the two ingredient potions.
The alchemist may brew once per night, but in this brew he can make up to five individual potions.
The more brewed at one time the greater the chances of failure or side effect for one or more potions.
This takes 2 hours to brew, regardless the number of potions, but the potions are evaluated in the end result. (success or fail. Failures may vary in disaster levels.)
1-2 potions – +0% failure
3 potions - +5% failure
4 potions - +10% failure
5 potions - +15% failure
This percentage is added to the percentage chance of the potion itself.
Bewilder, Flesh to Stone, restoration, Stone to Flesh, Tracking, Youth = +5% failure
Visions, Granite, Energy = +10% failure
Quietness, Ogres Strength = +15% failure
Invisibility, Zephyr = +20% failure
Being tired incurs a further +10% failure. Thus, the worst penalty would be making 5 potions when tired, and if one such potion was zephyr, the chance for failure would be 45%.
Failure causes the following:
0-40% - Side effect such as coloured body parts, blurry vision, growing wings, hair growth, speech impediment or anything I make up on the spot.
41-55% - potion of wonder – desired potion + any one potion brewable by alchemist. Probably unknown unless you evaluate potion.
56-80% - complete failure but tastes delightful.
81-100% - brewed as completely wrong potion, could even become one the alchemist normally cannot brew. Except witches brew.
Alchemist must always label potion as the intended brew. He does this while the brew is being heated, to save time and be efficient.
The alchemist can evaluate a single potion in 30 minutes but cannot detect Witches Brew or Dire Undeath.
If the alchemist is converted to evil, he becomes a witch.
If the alchemist becomes a cultist he otherwise does not change.
If he becomes undead, he cannot be restored and wins with the necromancer.
The anti paladin is evil.
It wins if it either converts the paladin to evil and then kills all good players, or if it converts all players to evil. In other words, there must be no good players remaining at game end.
The anti paladins tool of the trade is a book of magik, and his armour and sword.
The AP can pray, for half an hour, and learns the alignment of the target player. He learns if they are evil, vile, or neither. He must get sleep worth 3 hours to receive this result.
The AP can pray to convert a player, once per night. It takes one hour to cast, but it must be cast twice on holy characters. The first attempt destroys their holiness, and destroys their holy artifact if they have one.
If the AP loses his book, he loses these prayers.
The AP may DON ARMOUR, this takes 15 minutes, and makes him LOUD when he travels. The AP must remove this armour (15 minutes) to sleep, and always removes it during the day if he has not done so by dawn. The AP may never sneak in his armour, but may run or walk.
The AP has combat value of 1.7 wolves.
The AP may protect any hut. While protecting, he prevents any attempts to dose, thieve, or spy, but can allow any one nominated player inside the hut he protects, OR allow an attacking evil to pass him by. The AP always allows the hut occupant to come or go as they please.
While protecting the AP gains sleep equal to 3/4 the time spent protecting.
The AP may ATTACK any player he chooses, with the intent to destroy good. But he may only kill a maximum of one player per night. If he has already killed and is attacked by someone he would beat, it becomes a standoff.
While protecting, the AP may choose to attack on sight any player that he has seen to be good, but not yet converted.
If the anti paladin is dosed with Dire Undeath he becomes a death knight, and gains a fireball spell which he can cast once per game. It destroys any hut and all within. It wakes all players in surrounding huts and these players may not return to sleep on this night.
The anti paladin can not be converted to good, or become a cultist.
The anti paladin can choose to allow himself to be attacked/hunted by wolves. (He cannot tell which type of attack it will be before it happens.)
The assassin is evil and has stealth.
The assassin is tasked with killing a role that is included in the game.
If the thief is in the game, it will always be the thief. Otherwise it is randomly chosen of the random villager roles.
The assassin can learn if any player is his target by spying on them for 60 consecutive minutes. The target can be identified by a contract with a starkey. The target knows he holds such an object. The contract can be concealed in place of a potion or artifact.
Once he has found his target, the assassin may assassinate that player, by setting an ambush.
Like the ninja the assassin can travel across rooftops (can travel in straight lines) and can run silently.
The assassin may not thieve, except to find a concealed contract scroll.
When the assassin makes his mark, he always leaves the village on the same night.
The assassin is repelled by the wreath of repulsion.
If the assassin drinks dire Undeath he becomes a wraith. He becomes permanently silent. He cannot be lynched. He becomes incorporeal and can travel through hut walls. When he spies on a player for 60 minutes, he learns that player’s role, in addition to whether they are the target. His agenda does not change.
If he becomes a cultist, the High Cultist learns his role and can charge him with killing a specific player before the assassin can leave the village.
The doppelganger wins if all vile evil is destroyed, if he does not use his power to doppel.
The doppelganger may DOPPEL (become) the role of the owning player at any hut where the occupant is deceased. When he becomes that role, he also takes that hut as his own. If he attempts to doppel at any other hut, the attempt fails.
He cannot doppel at a hut that has been destroyed.
He wins if the role he becomes wins at the end of the game.
If he becomes a wolf, he counts toward their victory condition, but must locate a wolf, or the stash of a wolf to gain PM rights, and pack mentality. He may not kill until he has this connection. However, he begins his wolf or vampire life as well fed. He may howl to alert other wolves to his presence.
He makes pack connection when, in wolf form, he encounters a pack wolf also in wolf form. The pack wolves then learn who he is, and he may be PMed if they desire.
He never gains connection to the thrall if he becomes the vampire. However, if he becomes the thrall, the vampire is alerted to that fact, and may choose to establish contact, or not. (Identity is hidden, until he makes that contact.) If he becomes medusa, he can pm the golem if he has seen it for himself, however, misdirection could lead him astray. As the rock golem, medusa will be advised and may choose to make contact.
If he becomes a witch, he functions as a lone witch, but counts toward victory conditions. If he surveys a witch, he may PM them.
Once the doppelganger leaves a role, he may never return to that role, even by doppeling a similarly roled deceased. If he has PM allies, they do not learn of his change in stature, although he loses PM privilege.
If the doppelganger becomes a cultist he keeps that trait between doppeling other roles.
If he becomes undead, he is trapped as the role he has become undead as, and if he has never doppeled he is considered a vanilla villager turned undead.
The High Cultist is evil.
The high cultist begins knowing which Vile evils are in the game.
Each day (after lynch) he learns how many cultists remain.
The high cultist can pray for two hours at a time to convert a hut owner to his cult. If the hut is unowned, the prayer fails.
The high cultist does not receive results of these prayers, except when he converts the assassin.
When a player becomes a cultist, they learn that they are a cultist, but not whom the high cultist is.
Being a cultist is an affliction. However, you count toward the victory condition you already would have counted toward.
If the high cultist dies, the person who was first converted to the cult becomes the high cultist. They lose their previous role.
The high cultist wins at the end of the game if the winning team are all cultists.
If the high cultist becomes undead, he cannot be lynched.
The insomniac is good.
The insomniac begins the game TIRED
The insomniac cannot sleep.
The insomniac becomes exhausted if cursed, and can only restore this with a potion of energy.
If the insomniac becomes exhausted, they cannot run, sneak, dose (including mix) or thieve. They can only spy in 30 minute blocks when exhausted due to a lack of concentration.
The insomniac begins hallucinating when exhausted two nights in a row.
The insomniac wins if all vile evil are destroyed.
If the insomniac is converted to evil, he wins if he is alive at the game end.
If the insomniac becomes undead, he can choose which undead to become, unless I choose one randomly.
If the insomniac becomes a cultist, he remains good and still wins by destroying vile evil unless he also becomes evil. If the insomniac becomes the high cultist, he remains an insomniac also.
The klepto is evil.
The klepto must thieve thorough a new hut every night unless he is exhausted.
If he fails to do this, he becomes exhausted.
The klepto is a pathalogical liar, and may never admit to his thieving attempts. Ever.
If the klepto admits to thieving, he is automatically lynched, for the thousand thefts he will be connected to.
[NB:]The part where a klepto must tell more lies has been removed[/NB]
The klepto wins if all vile evil is destroyed.
The klepto wins extremely well if he lives through the ordeal.
If the klepto becomes undead, he doesn't change unless he is lynched or killed. If lynched or killed while meant to be undead, he becomes a ghost that can thieve from any player, but must deliver all such stolen goods to another player’s hut in the same night.
This theft will automatically succeed, even if a stealthy player is on guard searching for ghosts that thieve.
He does not count as undead until he dies as undead, and as a ghost cannot be killed except by the priest.
The kleptomaniac begins the game with a royal decree. He can use this decree to influence the lynch, or indeed, any game state that is not normally so malleable. This is done through a PM to MOD, with the subject ROYAL DECREE. It takes effect as soon as I read it. (It can, for example, bring the lynch forward, or push it back. It can choose who to lynch instead. It can prevent a lynch altogether, or banish Greenbehir without auction deliveries. Etc.) If the mod can’t perform the task requested, he advises this and the decree remains in tact.
This decree is included in successful thefts against the klepto. It is his “tool of the trade”. It appears just like a scroll that an assassin would be looking for, except it has no starkey. It can be concealed as if it were a potion.
The monk is good. The monk is holy.
The monk wins if all wolves, including potion lycanthropes, are destroyed. If no wolves began, then he has to destroy the evil faction highest on this list.
Wolves, then witches, then medusa then vampires. He does not learn VC until it is too late.
The monk has combat strength 1.2.
However, he cannot kill wolves or undead without silver.
The monk can meditate instead of sleep. This allows him to guard while sleeping, but the guard only activates against thieves, dosing, and internal attacking. It does not witness spies, and spies do not recognise the monk as guarding.
The monk begins with the artifact “the holy light of faith” – a diamond with the embedded spirit of the founding member of his faith.
The artifact bestows great power onto the monk. While the diamond is in his possession the monk can:
Pray for enlightenment – learn the alignment of any player. 3 hours sleep grants the vision.
Pray for TRUE enlightenment – once per game, learn the true alignment plus the affliction of any player. 3 hours sleep required.
These two prayers take half an hour but can be achieved while meditating.
Heal – through contemplative thought, the monk can manifest healing energy which can restore any player of their affliction – ie remove lycanthropy, or a potion of zombie, or return a player previously converted to evil, or indeed, return a player previously converted from evil to good. It even removes the cultist affliction.
The heal takes one hour and can be achieved while meditating.
True healing – similar to heal, but also can return a player from stone back to flesh. To use this ability removes access to both healing abilities for the remainder of the game.
The monk may never thieve, but with two exceptions. If the priest dies, he is permitted to thieve the priest to take the holy cross of silver. If any player takes his diamond, he is permitted to thieve any player, but will only take back his diamond as a successful theft.
In the rare occurance that the sorcerer has become the lich, received the diamond, and bestowed his spirit into the diamond, the monk will have no prayer abilities even if he retrieves the diamond. However, in such a case, the monk can purge the diamond.
This will cause the lich to die permanently, but the monk will die as well, to put his own life force into the diamond. Killing the lich like this scores as a victory for the monk.
Adjustment: The monk can now cast one prayer and one heal per night, time permitting. (It would take 4.5 hours uninterrupted meditation.)
If the monk becomes evil, he loses his abilities, except meditation.
If the monk becomes a cultist, he loses his abilities, except meditation, until the current high cultist dies. With that death, he returns to monkhood.
If the ninja is a villager, he wins if the village wins (all vile evil destroyed.) However, if the ninja decides that there is no imp in play, he may choose to leave the village during the night.
Of course, if he is mistaken, he will lose.
The paladin is good, and holy. The paladin wins when all evil is destroyed. Destroying VILE EVIL is not enough.
The paladin has a combat strength of 1.9 wolves.
The paladin has armour and weapon as tools of the trade. He also has a holy altar inside his hut.
The paladin can pray for half an hour each day to learn the alignment of any player. He requires three hours of sleep to get the vision, and learns if a player is good, evil, or holy. If he prays for an hour, and gets six hours of sleep, he can learn the alignment of two players, once per game.
The paladin may DON ARMOUR. This takes 15 minutes and makes him LOUD when he travels.
The paladin may never sneak in his armour, but may run or walk.
The paladin must remove this armour to sleep. (15 minutes). If he does not remove it by night’s end, he automatically removes it during the day, and begins the night not wearing it.
The paladin may PROTECT any hut except his own.
While protecting a hut, he prevents attempts to dose, spy, attack or thieve. He learns the owning hut player and automatically allows the hut occupant to come or go as they please. While protecting he gains sleep equal to 3/4 time spent protecting.
The paladin may ATTACK, to attack players that he has seen as evil in his visions, or believes evil based on game discussion.
He can attack nominated players automatically while protecting a hut, if he sees them, but he may only kill a maximum of one player per night.
If the paladin is dosed with Dire Undeath, he becomes the sacred watcher – a paladin that is incorporeal (can walk through walls), cannot be lynched, and cannot be converted to evil or stone.
If the paladin at any time kills a role that is GOOD, he loses favour with his god, and his holy status is removed. When his holy status is removed, he may not PM any player, and he may not pray. He may still protect, and kill evil players, although he now must choose one target when he chooses to attack. It may be any player.
If the paladin is converted to evil, he loses as the paladin. He becomes an antipaladin, and has a chance to win as the antipaladin. However he does not get the prayers of the antipaladin, as these spells come from the book of magiks. He does not have such a book, but if he finds one he gains the spells.
The paladin retains his 1.9 combat strength as an antipaladin.
If the paladin becomes an antipaladin and then an undead, he is treated as if he were an antipaladin come Death Knight, but without the ability to learn the new spells.
The paladin cannot become a cultist unless he is no longer holy.
If the priest is included as a villager, and there is no necromancer, he still wins if there is no undead at the end of the game. (There are enough undead roles and potions floating about…)
The prince/ss is good.
The prince/ss wins if s/he lives 5 days, or to game end if all vile evil is destroyed. If, after 5 days, the game is still in progress, s/he leaves on his/her royal carriage to return to his/her father.
The prince/ss begins with a royal decree. This royal decree can be used via PM to the MOD to alter the game outside the normal parameters of influence. It can affect things such as the lynch. (It cannot bring players back from the dead.) It can only affect things that a king could affect within the game, such as curfew, lynch times, choices, access restrictions, etc.
If the decree is stolen, there will not be another supplied, but if it is used as s/he so desires, s/he will be handed one more to also use as s/he so desires.
The decree is considered his/her tool of the trade and appears exactly like the document the assassin is searching for, except has no starkey.
If the prince/ss is converted to evil, the agenda to live does not change, but the agenda to kill evil is removed.
If the prince/ss becomes undead s/he becomes a shade and loses the game if remaining so. Killing yourself is preferable, however the shade cannot be lynched. It's a lonely half life as a shade.
The shade is black and incorporeal, and is silent and invisible at night.
The only potion it can drink is restoration/antidote.
If the prince/ss becomes a cultist, s/he can choose to overrule the high cultist at ANY time before the game ends and take their place. The High Cultist becomes a vanilla villager (evil) cultist, but takes second rank and becomes the high cultist once more if the prince/ss dies.
The ranger is good, has stealth, and can track.
His tool of the trade is a bow and silver arrows.
The ranger has 1.1 combat strength.
The ranger wins if he collects one or more wolf trophies and has more trophies than the hunter, or all vile evil is destroyed.
The ranger does not need to find his trophies in a stake out. He can cut the heads off corpses that are killed or lynched otherwise.
The ranger may choose to leave the village if he has two wolf trophies. However this does not grant success if the hunter also earns two trophies.
The ranger may STAKE OUT any map location.
The ranger gains sleep equal to 3 / 4 the time spent staking out.
The ranger will refrain from attacking if he knows he cannot win.
The ranger will attack the alpha male if he realises he is being attacked.
The ranger will remove the head and bury the corpse of any wolf he kills (1 hour). This is automatic.
The trophy will not automatically be stolen if the thief has never seen it before.
The trophy cannot be concealed.
The ranger begins with a beneficial potion. (Usually lycanthropy.)
If the ranger is converted to evil, his agenda does not change.
If the ranger becomes a cultist his agenda does not change.
If the ranger is converted to undead, um, same as the hunter.
The revenant begins as a mostly vanilla villager, full of love for the village and its occupants.
The revenant wins if all vile evil is destroyed.
The revenant begins with more cash than most or all villager occupants.
If the revenant is killed, he is removed from play in the public thread, and announced missing.
However, he becomes a VILE EVIL angry undead full of hatred and enormous strength.
The undead revenant has a combat strength of 1.95
The revenant is allowed, and able to kill any single player except the necromancer.
The revenant can be destroyed by a guarding or attacking priest.
The undead revenant wins if it kills all players involved in his death. If he is lynched, this is all players who voted for him. If they die by alternate means, that’s good enough as long as he kills at least ONE of his killers, with pure hatred, in the process.
As the undead revenant, the player may not post publicly but still puts orders in nightly until his demise or success. He begins his night orders from the location he last ended up in previous night orders.
The undead revenant has no limit to kills per night.
Killing that player is instantaneous, but may involve several hours of hatred afterward.
If the sorcerer is in play, he does not know if the imp is in play. As a villager he has a 10% chance of being good instead of evil, in which case, he wants to destroy vile evil, same as all other villagers. With duplicity available, he does not know there is no imp if he is good. He could be the second sorcerer.
NOTE: If there are two sorcerers in play, then the next game the sorcerer is in, he will start with two spells scribed.
The thief is evil and has stealth.
The thief desires to earn 30 gold through theft and sales, and leaves the village if he ever achieves that, as soon as it occurs.
The thief does not begin with any cash, but may bid for any hut with any amount of cash that he desires. He must earn this gold on top of the 30 that he must earn as profit. If he fails at hut auction, it costs him 6 gold for a random hut.
The thief begins with one potion of his choice (even if it is not in play), if he desires, for an additional debt of 3 gold, or he can choose to steal one potion from the auction before it is resolved.
If he made more than one unsuccessful attempt at theft during any night, and also holds no potions at that time, he may thieve one from the current auction before bids are resolved. If there are none of the chosen type, he will receive a random available potion after auction is resolved.
If the thief becomes undead he becomes a ghost if he dies. See kleptomaniac.
If the thief becomes a cultist, nothing else changes.
The toymaker is good 90%.
The toymaker wins if all vile evil is destroyed when he is good, or when all good is dead if he is evil.
The toymaker has four toys he can CONTROL. He goes into a trance to control these. If he awakens from his trance, he loses control of the toy and it remains at that location, until he retrieves it.
The toys are spycopter, guard dog, track rabbit, dose duck.
SPYCOPTER – can fly, hover, patrol. It can see outward to the next hut, or townsquare, in all directions at once. It crashes if the toymaker comes out of the trance. On the first crash it gets damaged and does not survive the second crash. It travels at running speed. It makes a buzzing sound which can sometimes be heard by those paying attention.
GUARD DOG – protect any hut from players entering to thieve or dose. Does not allow any villager player to enter, dose, thieve, or attack occupants of hut. It does not prevent spies. It allows the hut owner to come or go, and the toymaker learns the identity of that player.
The dog has a strength of 0.5 wolves, and can be destroyed by any player that can attack or ambush.
TRACK RABBIT – can track while running, has stealth. Will always distract a wolf until the wolf sees a human target to recapture its attention. If the wolf follows the rabbit for three hours it gets bored with not being able to catch it and gives up. However, two wolves will always capture and destroy the rabbit within three hours, and three or more wolves will do so in two. They take 15 minutes destroying it.
Destroying the rabbit does not count as feeding.
(For those who wonder: Why use this thing? It can cause many wolves to become hungry, or indeed die from starvation! Also, it can track a player quickly, and follow them.)
DOSE DUCK – can dose/mix or thieve potions. Has stealth. Can only carry one potion at a time. Can only waddle, and moves at sneak speed. The dose duck can dose or thieve a player even while they guard.
Always successful in dosing and thieving.
The toymaker gains sleep equal to half the time spent in a trance.
The toymaker can dual control. However, he requires more sleep to prevent tired/exhausted states when he does this. The extra sleep required is the time spent dual controlling.
The toys are his tools of the trade.
If the toymaker is converted to evil, he desires to kill all remaining good “villagers”.
If the toymaker becomes undead, he becomes a watching spirit who chooses two players and watches them for the rest of the game, although he loses the game, is declared missing, and can take no actions of his own. He counts as undead for the necromancer.
If he becomes a cultist, his alignment does not change.
Vanilla Villager – GOOD, most of the time.
There is a 10% chance that the vanilla villager will be evil, but not know it.
If he is evil, he counts as evil of all kinds, for parity.
In all cases, the vanilla villager wins if all vile evil are destroyed. He does not need to kill himself to meet this condition.
If the vanilla villager becomes a cultist, he counts as the eldest serving member when the high cultist dies, unless the prince/ss has overthrown the true high cultist.
If the vanilla villager becomes an undead they become a skeleton, which is as vanilla as undead can get.
- Last edited Thu Sep 28, 2006 6:35 am (Total Number of Edits: 5)
- Posted Thu Jul 20, 2006 1:18 am
Potions and artifacts v1.01
Bracers – “Holy Bracers” – spying grants 1/2 time as sleep. 30 minutes spying learns of spells being cast, and 60 minutes learns of spells cast since the lynch. Cannot be worn by evil.
Brooch – “Brooch of Brutality” – in dying you kill your killer, when possible. If lynched, you choose one target.
Cloak – “Cloak of flight” – grants flight, but not silently. Cannot be worn in trance or in sleep.
Diamond – “Holy light of faith” – grants monk his powers of prayer and healing. Lich can use it as a phylactery. Very pretty.
Halo – “Halo of holiness” – it's invisible while worn. You return as “holy” to visions. If you are a good alignment, you BECOME holy, and the halo does as well. Cannot wear while asleep or in trance.
Flask – “Flask of temptation” – give it to someone whom must drink its contents immediately. Good idea to put a potion in first.
Mask – “Mask of concealment” – Choose whom you will appear as while wearing the mask. Cannot be worn in trance or while asleep. You may turn invisible one hour per night.
Parchment – “Parchment of Eternity” – write a message and pass it to target. When target reads it, message disappears. You can “recall” the parchment up until the time a new message is written upon it. Comes with ink and quill. Minimum bid 3 gold.
Shield – “Shield of mirroring” – grants successful defence from any attack while travelling (once per game) and always reflects the gaze of Medusa. Grants the paladin or anti paladin +0.2 combat strength.
Wreath – “Wreath of repulsion” – hang it on your door, attackers are repulsed. Thieves are not.
Bringing artifacts into the game:
No player will begin with artifacts even if the role says they do. Greenbehir will sell them all. Minimum bids are 5 gold except parchment. This will create competition for duplicate roles, and will remove conclusion when you see a role with an artifact.
However, if your role says you start with an artifact, your bid counts as double value when you bid for the artifact as in your role description. (EG, if the paladin bids 4 for the shield, it is considered a bid of 8 gold to see who wins. He can sell it for only 2.)
Greenbehir will always have a list of 15 potions that he can make and sell. However, the game includes more than 20 possible potions now, so his set list will be determined randomly.
All combinations are possible, and the only pre-determination is that EITHER antidote OR restoration will be in the game, available from Greenbehir.
Also, there will only be one potion beginning with any single letter available from Greenbehir.
Lastly, Greenbehir cannot make Witches Brew, or Dire Undeath.
Potion List possibilities
A – Antidote, Aging
B – Bewilder, Bear’s Strength
C - Command
D – Dire Undeath
E - Energy
F – Flesh to Stone, Fortitude
G - Granite
H - Hearing
I - Invisibility, Illness
J - Jokes
L - Lycanthropy
M - Misdirection
N - Nightmares
O – Ogres Strength
P – Poison,
Q - Quietness
R - Restoration
S – Silver, Stone to Flesh
T - Tracking
U - Undeath
V - Visions
W – Wonder, wind walking
X – Witches Brew
Y - Youth
Z – Zephyr
Antidote - removes the effect of poison. If mixed into any potion, destroys that potion.
Aging - drinking this makes you frail, and you can no longer run. You are also at half strength.
Bewilder - drinking this will give you wrong results in visions and skills. Your brews will come out wrong, and you can't evaluate correctly.
Bear's Strength - your strength becomes 1.95
Command - you can dictate the target of any killer who tries to target you.
Dire Undeath - drinking this makes you an undead, permanantly.
Energy - Grants energy equal to three hours sleep
Flesh to Stone - drinking this will turn you to statue, if you were originally made of flesh.
Fortitude - drinking this at night will prevent you from being killed in the lynch the following day.
Granite - this turns you into a statue for one night and day.
Hearing - this lets you override the stealth ability.
Illness - drinking this causes you to become weak and exhausted.
Invisibility - drinking this makes you unseeable to normal sight.
Jokes - drinking this is funny to others. Effects will be random, but not game breaking. Maybe you'll have to write backwards in posts, or some such.
Lycanthropy - drinking this makes you a wolf when you sleep, and you hunt at night. You take the shape of a wolf when you die.
Misdirection - you appear as someone else, in all forms of vision.
Nightmares - drinking this prevents you from sleeping and resting.
Ogres Strength - gives you 2.05 strength.
Poison - drink this and you die at the end of the next day/night phase.
Quietness - grants stealth
Restoration - removes afflictions and cures poison.
Silver - acts as poison to werewolves and vampires.
Stone to Flesh - Statues return to life by pouring it on them.
Tracking - Follow someone's locations for the night while in dreamstate.
Undeath - Drinking this turns you into a zombie for one night.
Visions - drinking this returns someone's alignment while in dreamstate.
Wonder - two potions in one.
Wind Walking - allows silent flight for one night, at walking speed.
Witches Brew - drinking this turns you into a witch, if not killing you.
Youth - counters aging, removes frail for one night.
Zephyr - walk or run at double speed, sneak at walking speed.
- Last edited Wed Sep 13, 2006 6:35 am (Total Number of Edits: 2)
- Posted Thu Jul 20, 2006 1:21 am
Map of the village
If you own a hut on the outside, you may not allocate your door to be facing away from the village (ie on the outside).
I just realised I don't have a post where I can just free think ideas, and I need that..
So here we go.
This is some of the things that might get included soon.
(Not in this game, game 3, though.)
Love - either: a one day effect, or a permanent effect.
Drinking this potion causes you to fall in love with the first player you see. You may not vote for that person, nor willingly harm them.
(one day additional effect: You must follow that person around all night)
*** note that I like this effect so much it can also become part of the 'joke' potion effects
Vampire might get a skill called "charm" - once per game can charm a player and secretly change their vote. They must have encountered the charmed player at night. The vote change will be noted publicly.
Assassin, Ninja - have the ability to set or disarm traps.
Hunters, thief, stealthy types, have the ability to spot and avoid traps.
Chest - allows a player to store two potions without mixing. The chest can hold any amount of gold. The chest can be locked, and trapped.
Spectacles of Longsight - when worn, a player can focus on any other player and see their actions and results. The spectacles can only be used for one hour per night, and in this time only returns the second half hour time period. (30 minutes to focus.) Players can take no other action while using the spectacles.
Pouch of wealth - each day for three days, a player may withdraw 3 gold. This gold can be used immediately in auction. The uses do not need to be consecutive days.
Ring of Revelation - always worn. Wearing this ring during the day will give you the alignment of one random player who has voted for you. It does not reveal role, only alignment. This alignment may be skewed by lingering effects such as misdirection.
Necklace of Misdirection - worn during day, not worn while sleeping.
Once per day you may choose another player, and appear as that player for purposes of alignment and role. You do not change physical appearance at any time.
Charming earrings - would work similar to the charm of the vampire. Once per game only. Changing a vote in a short game is extremely powerful. Charming earrings would not be allowed to be resold to vendor.
OK, I haven't fully thought through traps yet.
At this time, I am thinking that the ninja or assassin can choose one trap when they learn their role, and this trap can be placed - or prepared - before the game begins. If prepared, it can be set as an action during the game.
Pit - a player that passes over the pit falls in, and cannot vote or act until successfully removed from pit. They can post freely.
(That's pretty potent, I realise!)
Must be placed before game start.
Poison dart - can be attached to a chest or hut door. First time the chest or door is activated by anyone other than a ninja, thief or assassin, the dart is fired. Acts as potion of poison.
Must be prepared at game start.
Caltrops - injures and slows a player. Trap maker can see the trap activator next day.
Got any good trap ideas?
- Last edited Wed Aug 16, 2006 4:02 am (Total Number of Edits: 3)
- Posted Thu Jul 20, 2006 1:23 am
Results of game 1
Bewitched 3.5 was effectively Village of the Damned 1.
The player list was
Arkibet - wolf
DBMurph22 - WFG, replaced by BWT2Q
Greek2Me - Wolf
Gregarius - Witch
Hibikir - Wolf
Jaredh - Alchemist
Javal - Warrior
Jmilum - Ranger
Kuchick - Witch
Latria - Kleptomaniac
Melissa - Vampire Hunter
Ptper - Hunter
Shugyosha - Monk
Sky Knight X - Thief
Slyde - Necromancer
Stuey - Vampire
Threnody - Insomniac
Vidarrr - Princess
Xandryyte - Priest
Xlorp - Sorcerer
Yekrats - Assassin
The conversions were:
Javal was infected with lycanthropy by Greek2me's hunt attempt, but being noble as he was, Javal fell upon his own sword rather than become a wolf.
JMilum became a witch
Kuchick became a vampire, iirc
Melissa became a vampire
Threnody became a vampire on the last night
The WFG actually witch tested and killed Stuey the vampire, and quite possibly also JMilum the newly made witch. (Research required.)
Vidarrr survived five nights, but was dosed with lycanthropy and killed Gregarius before leaving town.
Yekrats discovered Sky Knight X the thief on Night 0 and assassinated him night 1, to also leave town.
Xlorp was killed by Stuey, as was PTper, but not before outing the wolves.
Jaredh kept feeding potions of energy to Melissa, who then used them as the vampire to attempt hunting and conversion rather than feeding.
Arkibet (or Hibikir?) the wolf was killed by Stuey also, leaving Greek2me the remaining wolf always on the back foot, but always in possession of fortitude!
By the game end, Jaredh, Threnody, Shugyosha, BWT2Q and Xandryyte the villagers were able to destroy Kuchick the vampire, Melissa converted Threnody, but the village managed to lynch and witch test the remaining vampires.
The village won convincingly.
Victories were also awarded to Vidarrr and Yekrats for achieving their goals.
- Last edited Fri Jul 21, 2006 7:15 am (Total Number of Edits: 1)
- Posted Thu Jul 20, 2006 1:24 am
Results of Game 2
Bewitched 5.5 was effectively Village of the Damned 2.
The link is http://www.boardgamegeek.com/thread/106092
The player list was:
Arkibet - Monk
Belash - Doppelganger
Beowulf - Toymaker
BWT2Q - Priest
Greek2me - Medusa
Jaredh - Paladin
Javal - Wolf
JMilum - Rock Golem
Kuchick - Necromancer
Latria - Wolf
MBS808 - Wolf
Melissa - Imp
Oilslider - Witch
Royalflush - Alchemist
SecretSauce - Antipaladin
Sevenspirits - Hunter
Shugyosha - Ninja
Slyde - Sorcerer
Stuey - Ranger
Threnody - Witch
Xandryyte - Witch Hunter
Xlorp - Revenant
Yekrats - Wolf
-Arkibet was alive until the end, but was turned to stone and brought back. A defining moment in the game was when Arkibet revived Belash from stone because he has visioned Belash as good, on Night 0.
-Belash was set in stone with the lynch of Greek2me. When he returned, he doppeled the Medusa to become vile evil.
-Beowulf gave accurate information throughout the game and in a moment of exhaustion was converted to become a wolf. He was stoned while attacking Belash.
-BWT2Q was stoned and restored by Arkibet. He destroyed Xandryyte, but was lynched to lose the game.
-Greek2me was Medusa and managed to take out both the doppelganger AND priest, and also when lynched a witch, alchemist and monk! However, when BWT2Q was restored, his identity was revealed.
-Jaredh was the paladin who feared the fate shown to Javal in the previous game. He had some new powers also, which allowed him to pray for alignment visions. He attacked JMilum but it was a standoff.
-Javal was dosed with flesh to stone by JMilum on the first night. He was never returned to flesh all game, and missed out completely.
-JMilum was able to avoid the lynch, often by turning to stone throughout the day. He managed to petrify several players, and continually moved statues about to keep them in stone. Though he did so, several were restored regardless. He also bought and destroyed the potions of stone to flesh (along with Greek) while buying and using the flesh to stone.
-Kuchick was the necromancer and played a very timid beginning which saved her life. She finished very strong making a reasonable sized zombie horde, and dosing Xandryyte with undeath and Secretsauce with dire undeath. She lived with the safety net of the wreath the entire game.
-Latria was a strong wolf but was eventually killed by the death sigil of the sorcerer.
-MBS808 was seen transforming to a wolf on night 0 by Kuchick, and lynched day 1.
-Melissa was the Imp, forever thieving, looking for the book of magik which was owned by Sevenspirits. When she finally found it, she was caught thieving and had to leave it behind. Then the sorcerer was killed by the wolves, and she was killed by Shugyosha.
-Oilslider the witch was turned to stone when lynching Medusa. He never returned. However, he DID manage to dose the priest and monk with lycanthropy, although the priest was immune and the monk never slept, to find this out!
-Royalflush was turned to stone with the lynch of Medusa. This was a major victory, unknown to them, for the Medusa team, to petrify both a witch and alchemist in one go. Many fewer potions of stone to flesh were made.
-SecretSauce managed to destroy the shield of mirroring through prayer in an attempt to convert Jaredh. One more prayer would have given him a chance at the win. But he was dosed with dire undeath, and lynched, and discovered to be undead all in one go. So he nuked a random hut with a fireball, which framed Yekrats. He was then lynched again.
-Sevenspirits was seen as the hunter by Latria on Night 0 so the wolves targetted him with several potions of bears strength. He didn't stand a chance, but he wounded a wolf on his way out. (Couldn't kill a stronger wolf alone!)
-Shugyosha discovered his target in Melissa, and set her up to visit his hut, where he lay in ambush and killed her. He was then lynched but achieved his victory condition.
-Slyde spent many hours in study. Once he was ready to begin, he was targeted by wolves. He killed Latria, but Yekrats killed him.
-Stuey the ranger managed to take the head of MBS and having more trophies than Sevenspirits had managed his victory condition. Unfortunately he was dosed with flesh to stone by JMilum, and then Kuchick's zombie horde stole and ate the trophy.
-Threnody managed to target the witch hunter with her command spell the night she was targetted by the wolves. However, they targeted to hunt, and the witch hunter became a wolf. That night, though, Melissa fell asleep after having been dosed with lycanthropy, and being the closest target was killed in her sleep.
-Xandryyte was dosed with undeath while she was hunting for witches. She was also caught by the wolves after being commanded upon by Threnody. When she returned to her hut a wolf, she became a zombie for one night and as she roamed the land for brains, she was killed by the priest.
-Xlorp the revenant was left alone for almost the entire game. He ran from hut to hut, spying for 15 minutes a piece. But then, right on the last night but one, the zombie horde was turned from the priest and came to kill him. He became the vile evil undead revenant, unable to fulfil his goal. His victory was stolen from his grasp when it was finally in sight.
-Yekrats was the alpha wolf from the get go. He watched as his underlings all passed away. Javal was petrified. MBS808 was lynched. He recruited Xandryyte, but she died. Latria was killed in an explosive spell. He recruited Beowulf but was lynched.
The game ended in a tie between the necromancer (Kuchick) and her undead horde, and the Medusa/Rock Golem (Greek2me, JMilum, and Belash.)
- Last edited Fri Jul 21, 2006 7:45 am (Total Number of Edits: 1)
- Posted Thu Jul 20, 2006 1:26 am
Results of game 3
Village of the Damned 3 can be found here
I sneaked in a secret role, Melissa played Greenbehir and resolved all auctions.
The evil teams were the Necromancer and the Wolves, and things got a little messy between the two.
Xandryyte, the last wolf, managed to get dosed with Lycanthropy, hunt to kill and get killed by Javal the priest, all the while being watched by the hunter, who himself was watched (in part) by an invisible Melissa.
The Paladin ended up protecting his dead companion.
Did I mention that the first wolf framed the necromancer, who was promptly lynched afterward?
I had to adjust some roles accordingly.
Thorough theft while someone is brewing was a tricky situation. I think it should fail, but writing it up "why" it failed, and whether it destroys the brew is a debatable subject for me.
The necromancer managed to dose an empty hut (of AmberMoon the NPC) and then Xandryyte. Xandryyte was killed. He barely raised a corpse, so now might have the option of beginning with a horde, or an extra potion.
- Last edited Sun Oct 29, 2006 11:08 pm (Total Number of Edits: 2)
- Posted Thu Jul 20, 2006 1:27 am
Results of Village of the Damned 4
The link to Village of the Damned can be found here
In this game, the evil teams were witches and Medusa.
I threw in some secret NPCs, gave them random roles, and "random" night orders. (I made them up before I read any players' orders.)
The rock golem chose to begin beside hut C in the north east corner. Little did he know that jaredh chose hut C, Wiz8mom chose hut B, and his partner, Whirlinghurly chose hut D. (Well, he knew this bit. I think he wanted to set up nearby.)
The golem attempted to move into huts C and B, but was foiled each time. He then slept some time, and guarded the remainder of the evening.
He was seen by almost every person in the village, and promptly lynched.
Whirlinghurly was seen in the vicinity of hut A, where Medusa was blocked by chance, by the wreath of repulsion.
Word got out and when he was promptly lynched, he retributively made two statues - which were destroyed that night by a dwarf miner.
Meanwhile the witch hunter had found some victims but most of them were NPC players - which counted for victory conditions.
The witches managed to get one stoned and destroyed by the lynch, but dose the assassin. In between, the NPC doppleganger became a witch and was succinctly destroyed by the witch hunter that night. The next day the last original witch was lynched, and the following day the last witch was lynched to end the game.
So how did BWT2Q the thief die???
- Last edited Sun Oct 29, 2006 11:20 pm (Total Number of Edits: 1)
- Posted Thu Jul 20, 2006 1:28 am
results of game 5
Between games 4 and 5, the rules got an overhaul.
I realised (by using NPCs) that there was a player deficiency, and so the player base will increase to 13-15 players.
There will be some major modifications, including (but not limited to):
Witch hunter no longer immune to potions, including witches brew.
Witches win with 3 if there are 3 after lynch.
All evils will get strength increments to adjust for a larger village community.
The Witch Hunter can appear now as an ordinary villager, no longer guaranteeing that there are the proper enemy. His victory condition does not change.
The Hunter can appear now as an ordinary villager, and if there are no lycanthropy potions for sale, he will begin with one. He requires a trophy for victory.
The dwarf miner can appear as an ordinary villager, and wins if all viles are killed.
His tunnel is visible to anyone with tracking, once the tunnel has been used.
The rock golem can begin as an ordinary aux evil villager. In this case he can win with EITHER vile evil team, and counts for victory conditions of BOTH teams.
There will be a permanant fountain fixture in the town square, near the gallows. This fountain will have a non-descript statue inside it. This statue does not count for victory conditions. However, if the rock golem is in play, he can begin as that statue.
Further, the game will begin on DAY ONE, which means that players can die in the first night. Too much information was being gained by the village on NIGHT 0 at no cost, the evils couldn't ever win.
It is up for discussion whether a lynch will happen day 1. At this stage, I am leaning toward it occuring.
Anyway, that's for starters.
- Last edited Sun Oct 29, 2006 11:46 pm (Total Number of Edits: 2)
- Posted Thu Jul 20, 2006 1:29 am
Results of Game 7
It's not connected yet. Two weeks they say.
I have to put in some text
Open for posting
The concept I am striving for in this game is always "risk versus reward".
If you do a lot, you achieve a lot, but you could lose a lot.
If you do very little, you lose very little, but you could achieve very little.
Having said that, I am always open to suggestions and new ideas.
Especially, at this time, spells and potion ideas.
This thread is also available for discussion on play strategy.
You may wish to discuss concepts such as "how the witches can ever possibly win", or "how to block a high cultist".
Or you may just wish to sign up and be included, and keep your dark secrets to yourself. Be my guest on all counts.
- Last edited Thu Jul 20, 2006 3:04 am (Total Number of Edits: 1)
- Posted Thu Jul 20, 2006 1:33 am
Catherine von Xlorp
Sly like a duck
Try the biscuits
Re: Village of the Damned, eternal roster, rules, discussion
A Werewøølfe once bit my sister ...
Catherine von Xlorp
Sly like a duck
Try the biscuits
Re: Village of the Damned, eternal roster, rules, discussion
Mynd you, Werewøølfe bites Kan be pretty nasti...
An open-eyed man falling into the well
"I don’t believe in magic that works whether or not you believe in it!"
Re: Village of the Damned, eternal roster, rules, discussion
Set of comments/questions for you:
What is the (High) Cultists VC? Cultist Parity?
What is the VC of Medusa/Golem? Statue parity, or just parity with Medusa/Golem?
5 gold penalty for not bidding on a hut seems harsh. Can we opt to pay nothing and be randomly assigned?
Don't make me bust out the drama!!
Panda is a Werewolf. The Village wins!
Whee! Lots of reading to do! I think I shall get breakfast and warm up that way.
I'm gone the 10th and 11th of August, but other than that, my schedule is open. Thanks for thinking of me!
Set of comments/questions for you:
What is the (High) Cultists VC? Cultist Parity?
What is the VC of Medusa/Golem? Statue parity, or just parity with Medusa/Golem?
5 gold penalty for not bidding on a hut seems harsh. Can we opt to pay nothing and be randomly assigned?
High Cultist wins if the winning team are all cultists.
Realise that with 10 people in the game, and the high cultist being his own little "team" the winning team will realistically be about 3 people.
Witches will have to work fast, to win with 4.
So if two people die "per day" <-- intended to be the average, but not always the case, then the high cultist has to get lucky with his pick, and try and guess the whole team.
Actually, I will give him another spell to gather information for this cause. Or perhaps, I will make it easier for him to win, he just has to have "a" cultist inside the winning team.
Or perhaps I need 11 or 12 players to make the game run 4-5 nights.
I'll try it out, and see how it works when they're actually included.
But I'll think on it some more.
The VC of the Medusa/Golem is to see the entire remaining village set in stone. If there isn't the two of them left in a world of stone, it isn't good enough. There also must be at least one statue and no evil Dwarf Miner stealing statues.
I suppose I need a ruling about Medusa vs "zombie horde". I will have to think more about that, but that's the VC.
As for the hut, no, that is how it is. What I don't want is people intentionally losing hut auction bids so that they get one for free. There has to be a penalty for not winning the bid. It also makes it a gamble. Do I bid 5 for a good hut? Do I bid more to ensure winning? Do I bid as little as possible and hope that I get one dirt cheap?
It's risk versus reward. If you don't care about your hut, you can bid 1 on two different huts, and maybe get lucky, saving your gold for an artifact.
Actually, thinking this through, perhaps I'll drop the penalty to 3.
The value of gold that is expected to begin play for each role will be 8-15, I think. Enough to buy a hut, and an artifact, and a potion if you manage your money or get lucky. The less skills you have, the more chance you get more money. If you don't want an artifact, you might get as many as four potions.
I just realised I have six vile evil teams (good, six sided dice are in abundance!) but I only have 18 villager roles. I need two more roles so I can roll a 20 sided dice.....
yeah, I can automate it, but it just doesn't feel *right* like rolling dice.
As for potions, I think I have a choice of 30... sheesh! Perhaps i can roll D20's but eliminate as choices potions that have been selected. Gives the last 10 less chance of being used though...
Conserve energy: Play Board Games!
Some say the world will end in fire, Some say in ice. From what I’ve tasted of desire I hold with those who favor fire. But if it had to perish twice, I think I know enough of hate To say that for destruction ice Is also great And would suffice.
Shake your business up and pour it. I don't have all day.
I'll be the next alternate. You know, just in case.
Done. And I'm looking for more players.
Signing up here doesn't only make you an alternate for the current game, it signs you up for a future game at your earliest convenience. (ie if you can't make the second game, I'll hold your spot for the third game.)
Don't be shy, join now!
Player List According to Cassandra:
10 players are signed up.
To sign up for this game go to
- Last edited Thu Jul 27, 2006 6:31 am (Total Number of Edits: 10)
- Posted Mon Jul 24, 2006 11:58 pm
Re: Village of the Damned, eternal roster, rules, discussion
someone else quit. i want in.
so far there are six players for the fourth game (B3.5, B5.5 were the first two).
Clearly I'll need four more.