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Subject: Massacre in the Village 5 rss

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Ron
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Alright, let's give this a try.

The Massacre in the Village series is meant to be the final 'big game' event of the year. It is always my hope every year that in addition to being the last game on the calendar year that it is enough of an event to bring out those players who sit on the sidelines most of the year because real life conflicts too much with PBEF Werewolf. It's meant to be a party and a celebration of everything about the game.

I try to make the game as accommodating as I can in order to encourage signups. If there is something about the game that you dislike or have a real concern about, then please geekmail me and I will do my best to address your concerns.

To skip all of the rules (since many of you do, at least before the game starts) and just sign up for this game, go to
http://cassandrawerewolf.com/game/1621026


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These Role Assignments are for a BIG game. Think at least triple digits to get all of these roles. Further roles will be added as the moderator thinks of more weird stuff to incorporate.
(Specifics to be listed prior to game start)

In Massacre 5, there will be no defined rolelist prior to game start.
I will remove half of the unused roles prior to game start. In other words, if there are 90 roles listed and only 60 players, then I will remove 15 (half of the 30 unused roles) prior to game start.


Good Roles:

Team Good

2x Seer - Each night receives a vision of a target player and learns the player’s nature (Wolf/Undead/Human). Note that the Seer does not identify Evil / Not Evil. Is informed of the other normal Seer. The seer does not receive an N0 view.
1x Insane Seer - Each night receives a vision of a target player, as per the Seer, above. The Insane Seer will get a nature reveal that is ALWAYS incorrect. Is informed of one other Seer at N0. NOTE: The Insane Seer will not be informed to their insanity. The player role will read "Seer". (The insane seer may get wolf or undead for the Sneaky Wolf.) Will reveal as Insane Seer. The Insane Seer does not receive an N0 view.
1x Apprentice Seer - Begins the game with no special ability. Will be promoted as soon as any any Seer / Insane Seer dies. Upon promotion, immediately gets View order (only gets a view that night if the dead Seer was killed before Dawn). Apprentice Seer does NOT know the other two Seers. The Apprentice cannot promote into the Aux Seer.
Any Seer (regardless of type) that attempts to view a Mod-confirmed player (the Town Crier, another seer, leaving a view order on someone who was night-killed) will get "Blocked" as though they were witch-blocked.
1x Brutal Hunter – See brutal rules, below. Hunter has Super-Parity, and not only will he win in a 1v1 situation, but he shares his Parity ability with the village; if at any time there are as many werewolves as there are non-werewolves and the Hunter is alive, the game will not end. Notice that the villagers don't win if it reaches parity, just that the game isn't over yet. Unless it's 1v1, and if the Hunter is one of the two, then Team Good wins. The Hunter’s Brutal IS mandatory.
1x Tough Martyr - Each night, may choose one player, and if that player is targeted for night kill, the martyr will die in his place. The martyr may choose the same person consecutively without restriction. The martyr ONLY protects from night kills, not from lynches and not from the brutal strike. The martyr is considered a “tough”, which means it will take 2 NK attacks to actually kill the Martyr. The Martyr will be told if he has taken damage. If any damage gets past the martyr, the remaining night kills will still take place. (Example: The Martyr protects the Seer. 1 wolf attacks the seer. The martyr takes damage, but does not die. 2 Wolves attack the seer; the martyr dies. Seer lives. 3 Wolves attack the seer; the martyr AND the seer die.) The toughness also applies when attacked directly. Note that the Martyr needs to select his target prior to Midnight for it to be effective. If the wolves attack both the martyr's protect target AND the martyr, the martyr will stop two points of damage going toward the target (it is possible that the wolf attacking the martyr will not have a valid target due to timing issues). If the Martyr and the Armor protect the same player, the Armor's protection takes priority. Neither player will be informed of the redundant protection.
1x Troublemaker – Once per game, as a night action, the Troublemaker can require the village to have two lynches during the following day. (Instigate ability explained later.)
1x Detective - Detective will be informed each night of a random non-Evil. The Detective DOES get an N0 view.
1x Mentalist. Each night, can select two players (must be living) and will be told whether or not those two players are on the same team. Cannot pick the same player twice for any reason. Cannot pick mod-confirmed players (see the Seer clarification, above).
1x Witness - The Witness will be able to view a player. If that player is targeted for a Night Kill action, the Witness will be informed as to the identity of the Player that submitted that Night Kill order (if a wolf pack submitted the order, then the moderator will select a single one via RNG; the randomizer will not re-select a wolf that the Witness has already identified).
1x Time Bandit - The day after the Time Bandit dies, dusk becomes variable. Every dusk will gain a five minute window from the previous dusk. (If TB dies on D1, then Day 2 dusk will be anytime between 3:55 and 4:00. On Day 3, dusk will be between 3:50 and 4:00.) All times will be determined with random.org. If the Time Bandit dies, the moderator will announce this at the final day’s Dawn (in every village).
1x Insomniac - Insomniac only has a 50/50 chance of having his vote be counted (moderator will use a RNG to determine). Also, each night, the Insomniac can "Watch" one player. At Dawn, the moderator will inform the Insomniac if that player, or the closest living player above AND below the targeted player as listed in Cassy, has a night action. No alignment or powers will be revealed, simply if any of the three has a night action. Notice that for the purpose of this role, a "night action" is any role that has an active game order – where the player has the ability to activate / change targets. Like, the Time Bandit would not provide a Positive, but the Oracle would. If you have questions about specific roles, please ask.
?x Masons - Standard Masons, with a chat - May or may not start in a single village.
?x Lovers - Standard Lovers, with a chat - Will definitely start together in a single village.
1x Medium - Telepathic. Each night can select another player and open an anonymous chat with them. That player does NOT have to be alive in-game. The same player cannot be selected two days in a row. The Medium can continue to make chats after dying. They will be able to make a chat for the game day after they are killed, and then they are put into dead chat. See the Telepathic Rules, below.
1x Heat Man - Each day, you may choose secretly to withhold your vote, so that it counts as zero for that day. If you withhold your vote for a day, your vote will count as two votes the following day. If you withhold your vote on two consecutive days, your vote will be count as four votes on the third day. You may not withhold your vote for three consecutive days. You have until twelve hours prior to lynch to make this determination.
1x Alchemist - Has five potions. Can use one potion each night, but once it's gone, he can't refill it. The Alchemist cannot target himself with any potion.
- Parity Potion - if given to a Good player, they act as a standard parity hunter. If given to an Aux, they now count for evil parity. If given to a Max, they count for double parity.
- Alignment Potion - can be used to get an alignment view on one player. Results may include: Team Good, Team Werewolf, Team Undead, Team Evil, Team Neutral. Tinkers / Sneaky Wolves will still provide skewed views.
- Heal Potion - Will heal whoever the wolves targeted that night. The alchemist will learn the name of the targeted player. Alchemist MUST be available at midnight to use this; it cannot be used to bring a player 'back to life'.
- Vote Potion - Permanently increases the vote strength of target player to 2.
- Hobo Potion - Forces target player to move to a different thread/village of target player's choice.
1x Prince - Cannot be lynched. No other special powers. If voted as the primary lynch target, there will be a "No Kill".
1x Emerl - Each night, may select any role in the OP. At dawn, the Moderator will inform Emerl as to which village the targeted role is in. A role can never be requested more than once and hidden villager traits are not roles. If Emerl selects a role that has players in multiple villages (for example, masons), then Emerl will be informed of one random village that contains the target role. Emerl gets an N0 view.
1x Mayor. This player's vote will always count as a vote strength of 2 (unless targeted by a vote-manipulation power). The Mayor's vote continues to count for 2 if targeted by the Mummy.
1x Psychiatrist - As a Night Action, can "Psychoanalyze" another player. If that player has been affected by the Mummy or the Zombie, then they are healed. If that player has NOT been affected by the Mummy or the Zombie, then they lose their vote for the next day only (due to massive confusion).
1x Ghost – No active abilities while alive. After the Ghost dies, each night, can target a player and have a chat with them for the next day. The Ghost will only get one chat a day, but they will get a chat every day until the game ends. The Ghost will be alias'd as "Ghost" in the chat.
1x Frankenstein's Monster - Invulnerable from D1-N2. Starting on D3, has one point of 'Tough'. Will inherit the following traits when the original characters die: Brutal, Parity, Tough, Martyr, Telepathic, Seer, Detective, Instigate. Frankenstein's Monster will not inherent Instigate if the Troublemaker has already used it. The Monster will only inherit normal parity, not the 'Super-Parity' that this game's Hunter possesses. See the Frankenstein’s Monster rules, below.
1x Town Crier - Will be identified by Moderator at the game start in all villages. No other abilities or penalties.
1x Mover - As a Dawn action, can Move one player from any one village to any other village. This ability does not give him the right to read other village threads, simply move people around among them. He can move any player that is alive, to include himself. He can move anyone from any village to any other village. The Mover cannot send someone to an abandoned village. Gets to move one person for every two functioning villages (rounding up).
1x Hobo - As a Dawn action, can Move to any other village. The Hobo cannot go to an abandoned village.
1x Magician - At midnight of each day, will be given a selection of two powers that he can select from. The power he chooses, he will have the ability to use it until the following Dawn. He only has access to one power at a time. He has no control over which two powers will be chosen at dawn. Possible powers include: View for Wolf/Undead. View for Alignment. View for Game Order. Insomniac View. Psychoanalyze. Witness. Protect (Bodyguard-style). Brutal. Telepathic Chat. Stalker. Loudmouth. Oracle. Armor. Double Vote Strength. Kamikaze (Self-Righteous's ability).
Note: Whatever ability the Magician chooses, the power is active the following night. They have until dawn to choose their ability, not use their ability.
1x Stalker - As a night action, may target a player. If that player has a targeted night action, Stalker is informed to the player's target. (No other information - type of power, alignment, roles - just the player's target).
1x Loudmouth - If Loudmouth is killed via any means other than lynch, then the source of his death is announced in-thread. If a Wolf Pack kills the Loudmouth, a specific wolf will be randomly selected from the pack. Only the name of the player will be revealed. Alignment and role will NOT be revealed.
1x Oracle - May target a player. If the Oracle dies by any means, then the targeted player's role is announced in-thread by the moderator. This is not a mandatory action.
1x Armor - As a night action, may target another player. This player is bodyguard-protected but also witch-blocked and any actions that player performs will fail. If Armor targets a lone wolf, that wolf will not be able to perform a Night Kill. If the Martyr and the Armor protect the same player, the Armor's protection takes priority. Neither player will be informed of the redundant protection.
1x Doppleganger - As early as possible on Day One, Doppleganger can select five other players. As soon as Doppleganger has selected a fifth player, the Moderator will choose from those five targeted players, and Doppleganger becomes a duplicate of that selected player. This means that the Doppleganger may become a Wolf or an Undead - this includes possible alignment change. At no point can the Doppleganger reveal the five names that were chosen (through specific posts or through omission - please don't try to find a loophole). If the player does not choose five names before the game’s first lynch, the Doppleganger becomes a Villager (of random alignment). The Doppleganger cannot choose anyone that has made a role or alignment claim.
1x Old Man - His time is limited. He dies immediately at Dawn when there are as many wolves as there are days in the game (or less wolves than days). (If 6 wolves are alive, he dies at Dawn, D6.)
1x Van Helsing – Van Helsing is told at N0 which village has the starting Vampire. If Van Helsing is targeted by the Vampire, than the Vampire dies and Van Helsing remains on Team Good. (Same rules apply if the Lich uses the Convert.) Van Helsing can target one person each night, non-repeating, to stop the Vampire’s (Lich’s) conversion with the same end results.
1x Fungal Lord. Will reveal as Undead during Role Reveal or standard View abilities. Has an active ability "Emit Spores" that will cancel his village's lynch. Ability must be used at least one minute prior to dusk (if dusk is at 3:30, ability must have a time stamp of 3:29). If the Fungal Lord is NK'd prior to using his ability, then he is treated as the standard "Diseased" trait - whichever wolf or wolf pack NK'd the Fungal Lord will not be able to do a NK the following night. The Fungal Lord starts the game in an alias'd mason chat with the Evil Fungal Lord.
1x Heinrich – (Give me my detonators) Each night choose a player. That player is tagged. Any night in the game you may choose to not tag a player but instead detonate. This is a OPG ability. All players that are already tagged will take kill damage (ie, it'll remove a point of tough). This is considered a Vigilante Kill and not a Brutal ability or a Night Kill. Each successive night of tagging you get an increasing 25% chance of failure. If you bypass a night, the next night your success rate is reset to 100%. At no time can you ever "un-tag" a player. Tagging is not a cross-village ability. Detonating is.
1x Dr. Strangelove - As a night action (to include N0), sets the DEFCON level. DEFCON levels must be between 1 and 5. Dr. Strangelove must use every DEFCON level once before repeating a condition. If Dr. Strangelove dies, these are the results:
DEFCON 5: No further action
DEFCON 4: Current number of Evils and number of neutrals each posted to the village
DEFCON 3: Mandatory random brutal
DEFCON 2: One random evil dies immediately, one random good dies at the next official action (dusk/midnight/dawn) (radiation poisoning)
DEFCON 1: Every player in the village dies (or loses a tough)
(these deaths are considered brutal kills, and will not affect the Skeleton or Martial Artist)
1x Hero - If the Hero is killed by any means, he doesn't die immediately. He is mortally wounded, and will die at midnight of the following day (not "the next Midnight"). Reveals when mortally wounded. He can still talk/post until he finally dies. No power can save him after being mortally wounded.
??x Villagers - Ordinary villagers with no special powers, with the following listed exceptions. These attributes are all hidden (the player is unaware of their attribute).
1x Tinker - Pure Tinker - will provide a positive view to any "View For" order. If Viewed by a Seer, will get "Wolf". If viewed by the Insane Seer, will get "Undead". If viewed by the Mentalist, will always get "Same Team" regardless of the other person. Everything else will provide a "Positive" result. Notice that this Tinker does not 'reverse views'. It always provides the same result, regardless of all other considerations.
1x Pacifist. This player's vote will always count for nothing, unless hypnotized by the Mummy (in which case, it WILL count). Even the psychiatrist cannot "heal" the pacifist, and if the Mummy dies after hypnotizing the Pacifist, the Pacifist returns to normal.
1x Suicidal. This player can only win if dead at game end (Team Good still needs to win). This player will be informed that he is Suicidal if he is still alive when the game has collapsed to a single village.
1x Memory. This player is actually 'dead' at game start. While dead (the first time), their vote does not count. For all other purposes, they are treated as a living player. When they are lynched or NK'd, they are 'remembered' and are considered a living, breathing player with a vote that will now function. The second time they are lynched or NK'd, they die for real.
1x Idiot. This player's vote will always count against the player that is in lynch lead at dusk, unless hypnotized by the Mummy (in which case, it will count with the Mummy) or if he's been the target of some other vote-manipulation power (Zombie, psychoanalyst, etc.).
1x Possessed. The Possessed is on Team Good, but he counts for Evil Parity.
1x Jester. The Jester will reveal as the identity of any other player who has not already died.
1x Dr. Boom. When Dr. Boom dies, a random evil player in the village roster dies. One random good player between Dr. Boom and the dead evil player will also die. These are both considered brutal kills.
1x Politician. Starts the game with a -3 vote value (as in, it takes three extra votes against the politician just to get them to "zero votes"). This value increases by 1 each day that a Team Good player is the lynch target (in the Politician's village), to a maximum of +2. Basically, it takes more work to kill the politician at the beginning of the game.
- All Special Villagers will reveal as their assigned roles, not as 'villager' (obviously not the Jester).


Evil Roles:

TEAM WEREWOLF:

??x Werewolves - The werewolves know who the other Werewolves are, but not any of their abilities. The wolves know Dr. Frankenstein. One of the two conditions will apply to determine who can perform a night kill action:
1. All Werewolf Packs will each get a single Night Kill
2. All lone Werewolves will have their own Night Kill ability.
Each Werewolf has their own ability:
- Big Bad Wolf (gets an optional second Night Kill every night; the second Night Kill target must be adjacent to the first Night Kill target in the active players list in Cassandra)
- Brutal Werewolf (Brutal is mandatory)
- Tough Werewolf
- Sneaky Werewolf (will provide a negative result to the Insomniac or Seer, cannot be seen by the Witness, will provide Team Good-based results for the Mentalist)
- Hobo Werewolf (has the ability to move between villages, cannot move to a collapsed village)
- Psychic Werewolf (Telepathic, as per the Medium listed above)
- Jester Werewolf (Will reveal as any other currently living player)
- Ancient Werewolf (counts double for parity)
- Sloppy Werewolf (May Night Kill any TWO players starting from night 3. May not use this ability two nights in a row. Any day after using this ability, every vote against Sloppy Werewolf counts as two votes, but only if the 'double vote strength' would make him the lynch leader. (Example: Fred is a villager. Barney is the Sloppy Werewolf. Say Barney NK's two people. On the next day, Fred has 10 votes, Barney has 3. In the 'modified vote results' post I make, Barney will still only reflect as having 3 votes. If the results were "Fred: 5, Barney: 3", then Barney's vote strength would double to 6 and Barney would be lynched instead of Fred.))
- Sloppy Werewolf may - OPG, instead of an NK - convert a victim into a Werewolf. Victim is now Evil, but retains any abilities of his previous role. If the victim is tough, the point of tough is removed, and the victim is not converted. If the victim can't be NK'ed, he can't become a Werewolf. The conversion is treated as an NK in every other way, except the victim becomes a wolf instead of dying. So the Martyr can intercept, for example (becoming a wolf). If the victim is Wannabe, this ability is not used up. If the victim is Cub, the Cub promotes. Brutal victims do not get to use their Brutal at this time.
* If the victim is Cub or Wannabe, the Aux Evil promotes, but the ability is not used up.
* Certain rolls are immune, but the ability will still be considered used. Examples include: Hero, Good Fungal Lord, others.
- Hannibal (Gourmet Werewolf) Every time you NK a player who is not a 'vanilla villager', you gain their special ability. The NK has to actually kill the player in order to gain the ability.
- Pack Werewolf - every day, the Pack Wolf 'attaches' himself to another Werewolf. He can choose the Werewolf manually or he can allow the RNG to choose. If the RNG is used, then the Pack Werewolf gains the relevant abilities of the wolf he joins. If he attaches to another Wolf Pack, he is added to their Pack Chat instead of just creating a Pack Chat.
- Mutator (as a Dawn action, chooses the ability he has until the following dawn - cannot repick tough if he chooses tough and then loses that point of tough – is able to choose an ability from all above Werewolves)
- Werewolf Cub - assigned a Werewolf as a "mentor" (selected randomly out of all werewolves in the Cub's village). Can promote to full Werewolf and gain the ability to Night Kill in the case of the death of any other Werewolf. If the Werewolf Cub is killed prior to promotion, the Cub's mentor gets a second Night Kill at the next occurring Midnight. Will provide a Human view to a Seer prior to promotion.
1x Minion (Dr. Frankenstein) - The minion is informed of the identity of all Werewolves at the start of the game and the Werewolves are informed of the identity of the Minion at the start of the game. The Minion is also informed of the identity of Igor. Dr. Frankenstein has a OPG Vigilante ability. This is a Midnight power. If the target of the ability is Frankenstein's Monster, the Monster dies, regardless of any other consideration. If the target is NOT Frankenstein's Monster, it is a standard Night Kill (will remove a tough, for example). Also, the Doctor will be killed in addition to the target. The Leprechaun cannot redirect the Minion's Vigilante ability. At the start of the game, the Minion is informed of which village the Monster starts in (but not who it is).
1x Wannabe - The Wannabe is uninformed as to the identities of Team Evil and vice-versa. The Wannabe will promote to Werewolf Cub if directly attacked via NK by one of the existing Werewolves. Once made into a Cub, the Wannabe gains the following Game Order: "Howl: Only used by newly promoted Werewolf Cub. Each dawn, the new cub is informed of the identity of one random wolf (that he does not already know). That wolf is likewise informed of the identity of the new cub. Once all living wolves have been identified, the Howl game order will be converted into a Night Kill game order." The first Howl is automatically assigned to the wolf that performed the NK and is performed that same night (at dawn).
Note that if a promoted Wannabe is killed, that will not grant a "double-kill", as with the standard Werewolf Cub. If targeted by other NK actions, that will change the "one random wolf" in the Howl order to target the wolf that tried to NK the promoted Wannabe. Once a full wolf, the Wannabe counts for Evil parity.
The wannabe has a chance to self-promote. Dawn, D2, he has a 5% chance. That number goes up by 15% every time a wolf is killed. That number goes down by 10% every dusk-dawn cycle that takes place without a wolf dying. (Numbers below 0 are possible; it doesn't max out at 0% or 100%.)
If killed after promotion, the Wannabe will reveal as Wannabe-Cub or Wannabe-Wolf.
1x Mummy - As a night action, can choose a player to hypnotize. Will hypnotize players, forcing them to vote in the same direction. (*Explained later.) The Mummy does NOT get an N0. The Mummy has the ability to ‘power up’ during the day. If the Mummy power ups, everyone they have hypnotized votes with them. If the mummy does not power up, they cannot hypnotize anyone at dawn.
1x Zombie - As a night action, can choose to eat the brains of any player. A player who has had their brains eaten will no longer have any vote strength. They can still vote, but their vote won't be included in the final tally. (If the Zombie targets the Mummy, the Mummy's targets will still vote with the Mummy - only the Mummy's vote will stop counting.) After the Zombie is killed, they can continue to post after death. They have a one-post limit between Dawn and Dusk, but no limit between Dusk and Dawn. If the village they are inhabiting collapses, the Zombie will move to a random open village. The Zombie will not be spoiler'd. The Zombie does NOT get an N0.
1x Hollow Man - Has an extra point of tough, but dies immediately if viewed by any View power (this includes, but is not limited to: being targeted by any Seer, sorcerer, magician, witness, or being one of the people seen by the Insomniac). Doppleganger's targeting ability will not kill the Hollow Man.
1x Evil Ghost – No active abilities while alive. After the Evil Ghost dies, each night, can target a player and have a chat with them for the next day. The Evil Ghost will only get one chat a day, but they will get a chat every day until the game ends. The Evil Ghost will be alias'd as "Ghost" in the chat.
1x Grim Reaper – Every time 10% of the game population dies, the Grim Reaper gets to perform a Vigilante Kill. The Grim Reaper will be given the number of dead that is required at N0 and after performing his VK. The 10% count is re-calculated when needed.
1x Wraith – If targeted by Game Orders three times, gains a Vigilante Kill ability. All non-Night Kill game orders will power this. This can occur more than once, if viewed enough times. The VK ability is a Dawn power.
1x Slenderman – All standard View powers that target the Slenderman will return Human (or Team Good-based results for the Mentalist). The Insane Seer will get a view result of Wolf. The Slenderman can target any other player on a non-repeating basis. Any view power that targets the Slenderman’s target will return Undead (or Team Evil-based results for the Mentalist).
1x Vampire – The Vampire has a OPG “Convert” ability. Whoever is targeted by the Conversion ability joins the Vampire in a chat. Certain roles cannot be converted and if the Vampire attempts to convert them, the Convert will be considered used and will not provide any benefit. See Conversion rules below. If there are no Werewolves in the Vampire's village, the Vampire gains the ability to perform Night Kills. If the Vampire has converted a player, that convert gains the ability to perform Night Kills if there are no Werewolves in the village.
1x Ghoul – Receives full role reveal as soon as possible after each death. Notice that this is a universal, but passive, power.
1x Apparition – Can move, as per the Hobo / Hobo Werewolf abilities.
1x Revenant – On Day 1, targets any other player. When that player dies, Revenant gains that player's abilities.
This means that the Revenant may gain a Wolf's NK or the Monster's 'inherit' - this may include an alignment change. If the player does not choose someone before the game’s first lynch, the Revenant becomes a Villager (of random alignment). The Revenant cannot choose anyone that has made a role or alignment claim.
1x Lich – Has double-strength parity. Gains the Mummy’s Hypnotize when the Mummy dies. Gains the Zombie’s Eat Brains ability when the Zombie dies. If the Vampire has not used his Convert ability prior to the Vampire’s death, then the Lich gains it. Gains the Slenderman’s passive ability when the Slenderman dies. Gains the Apparition’s ability when the Apparition dies. Gain's the Shadow's "left-shift" passive ability.
1x Vice President of Corporate Communications - Counts for Evil Parity. Views for Aux Evil (gets hits on any Team Evil role that does not count for Evil parity). May send one anonymous message to any player each night (universal, applicable to all villages). May send one additional anonymous message a night, but only to any of the aux's that he has previously viewed.
1x Evil Mover - As a Dawn action, can Move one player from any one village to any other village. This ability does not give him the right to read other village threads, simply move people around among them. He can move any player that is alive, to include himself. He can move anyone from any village to any other village. The Evil Mover cannot send someone to an abandoned village. Gets to move one person for every two functioning villages (rounding up).
1x Witch - The Witch has the ability each night to Block a Team Good Night Action. The Witch will not be informed if her Block is successful or not. The Witch cannot target the same player two nights in a row. Note that the Witch should select her target prior to Midnight to be most effective. The Witch is unknown by all evils and is unaware of all evils. The Witch gets an Alignment View of her target immediately after dawn. The Witch's target, if Team Good, will be hexed and be treated as a tinker until the dawn of the following night (not "the next Dawn"), as in, the target will provide a positive view to a standard 'Wolf Seer'.
1x Interceptor - At any time, you may target one player. You kill the first person who targets that player with a game order. Their game order does not function. This will stop brutals. Once you target a player, you may not adjust your target unless your previous target has died and you have not yet used your ability.
1x Eclipse - As a night action, can target another player from dawn to dawn. Any roles that target that player the following night get BLOCKED, as though witch-blocked. Eclipse cannot protect a player from brutals / vig kills / night kills. Eclipse WILL block the following (at a minimum): Seer views, Insomniac, Hypnotize, Eat Brains, Telepathy, Stalker, Witch Block.
1x Cold Man - Each day, you may choose secretly to withhold your vote, so that it counts as zero for that day. If you withhold your vote for a day, your vote will count as two votes the following day. If you withhold your vote on two consecutive days, your vote will be count as four votes on the third day. You may not withhold your vote for three consecutive days. You have until twelve hours prior to lynch to make this determination.
1x Evil Fungal Lord. Will reveal as Undead during Role Reveal or standard View abilities. Has an active ability "Emit Spores" that will cancel his village's lynch. Ability must be used at least one minute prior to dusk (if dusk is at 3:30, ability must have a time stamp of 3:29). If the Evil Fungal Lord is NK'd prior to using his ability, then he is treated as the standard "Diseased" trait - whichever wolf or wolf pack NK'd the Fungal Lord will not be able to do a NK the following night. The Fungal Lord starts the game in an alias'd mason chat with the Evil Fungal Lord.


Neutral Roles:

1x Drunk - 1 player starts out neutral. This player is invulnerable on D1 and N1, and has a point of tough on D2 and N2. At dawn, D3, the Drunk is given his true role (this role will be randomly assigned after all roles have been handed out). If the Drunk is really a wolf, he will provide a Wolf hit to a Seer. If he is brutal and still manages to die before he sobers up on D3, his brutal will be random. Etc., etc.
1x Sailor - The Sailor is at the mercy of the winds. Starts the game aligned with Team Good. Every time an attempt is made to kill him, he switches sides. Will have an inordinate amount of toughs, but will never be informed as to exactly how many toughs he has.

?x Quantum Dugout - 10% of the player base will be held as reserve, in case I need a replacement. That way, no one will be meta-cleared on N1, like in Massacre 2.


Victory Conditions:

Good - All good players win if all Max Evils are eliminated or if the game gets to two players and one of the players is either Frankenstein's Monster or the Hunter and the other is a non-Ancient Werewolf / non-Lich.
Evil - If the Max Evils achieve parity, they win as long as the Hunter is dead.
Draw - If all players die, then it is a draw and I am the sole winner. Also, if the game ends deadlocked, I win. Okay, I might give the win to everyone ... maybe. Heh.


Multiple Village Rules:

This game will be broken up in a number of villages. Each Village will have a separate thread. Players are forbidden from reading active threads that they are not in. The target player count for each village is 13-21.
Each village will have a vaguely equitable number of Evils. Ditto for Goods.
The number of starting villages will be based solely upon the size of the game at the start. The starting population of the "community" will be listed in the OP prior to game start, but the specific breakdown / assignment of roles to villages will not be known.
A village will be allowed to collapse and join other remaining villages if they vote "no lynch". A village will collapse if it reaches a pre-determined parity condition between Team Evil / Team Good.* When a village collapses, all players will be randomly distributed among the remaining villages. The overall distribution will be weighted, based on proximity to the other villages (the closer the village, the more survivors it will get), but where each player goes will be random.
If you survived a village collapse, you will be allowed to return to that village for "research".
* Parity for village collapses is based on the rate of night kills, not on the standard 1:1 ratio. Standard Parity (1 Max Evil Parity / 1 Non-Evil Parity) will only be used for Victory Conditions.



Sniping Rules:

Understand that when I call dusk/midnight/dawn every evening, anyone that posts game-changing material (seer clears, NK coordination, etc.) after the "no posting" post will bring down a modkill on a random member of their team as well as themselves. I reserve the right to judge each post on its own merits.

Notice that I do NOT need to actually post Dusk / Midnight / Dawn for this to occur. If lynch in your village is at 3:30 and you post a seer claim at 3:31, five seconds before I post a formal 'dusk', you have still posted too late. You are also late if you post at 3:30, but you have posted AFTER my 'no posting' sign. I am consistent about posting dusk. Take that for what it's worth.

False-posting Dusk / Dawn will warrant a modkill on the offending player. Don't do it.


Editing Rules:

Editing posts is frowned upon, but there are no hard and fast rules against it - unless you vote for nightfall, then cancel that by editing your post. If you do this, expect to gain the "Pacifist" ability for the remainder of the game. In all other cases, expect that other players will mock you for editing, but there won't be any official repercussions.

Do NOT delete posts for any reason.


View Rules:

The Seer will get one of four results for all views:
They will get UNDEAD if the target is any of the Undead.
They will get WOLF if the target is the Tinker-Villager or any Wolf except a Sneaky Werewolf.
They will get HUMAN in all other cases, except for ...
They will get BLOCKED if they target someone who has already been mod-confirmed.

The Insane Seer will always get an incorrect result (which incorrect result will be determined by RNG). The RNG will not give the Insane Seer a 'Blocked' unless they are actually blocked.


Brutal Rules:

1. If only two players remain in the game and the hunter is one of those players, then the good team wins even if the other player is a werewolf (exception: Ancient Werewolf). In the endgame scenario where there is: 1 Hunter, 1 Wolf, and 1 other non-wolf (Villager, Good special, Sorcerer), and the Hunter is lynched and targets the wolf, the wolf will be killed, and good wins. Parity will be checked after all processing is complete.
2. The Brutal Hunter and Brutal Werewolf are both brutal when lynched OR when night killed. This brutal kill is mandatory. If there is no order in modchat then it will be selected at random by the moderator out of all currently-living players. If the Brutal Werewolf is killed without an order in modchat, then the target will be selected at random by the moderator out of all currently living non-wolves.
Any non-mandatory brutals will not be activated without a game order.


Hypnosis Rules:
The Mummy has the night action of hypnotize. This does not occur on n0. Starting on n1, the mummy may select a player and hypnotize them. Until the end of the game or until the mummy dies, the hypnotized player will vote the same way as the mummy. The hypnotized player does NOT know they have been hypnotized. All votes that move due to the Mummy are considered the newest last held votes, and will lose in case of a tiebreaker (LHLV). An example follows (this vote tally is taken from D1 of “Hello, I’d like to play Werewolf online #3)

A. This is the original vote, as recorded by Cassy at the dusk. Assume that jmilum is the mummy and Apple Snapple and ZenMonkey are hypnotized.

Player (11/11) - # - Voted by

MadSpy - 5 - ChickenSedan(48), saberwolf13(49), jmilum(51), thatfedoraguy(52), seanp(53)
ChickenSedan - 4 - tcrudisi(38), RighteousFist(41), MadSpy(43), Apple Snapple(50)
saberwolf13 - 2 - ZenMonkey11(34), adiamant(46)


After announcing dusk and providing the Forced Tally Post, this is what the moderator will report:

Player (11/11) - # - Voted by
MadSpy - 7
ChickenSedan - 3
saberwolf13 - 1


B. This is the original vote, as recorded by Cassy at the dusk. Assume that ZenMonkey is the mummy and tcrudisi, RighteousFist, and MadSpy are hypnotized.

Player (11/11) - # - Voted by

MadSpy - 5 - ChickenSedan(48), saberwolf13(49), jmilum(51), thatfedoraguy(52), seanp(53)
ChickenSedan - 4 - tcrudisi(38), RighteousFist(41), MadSpy(43), Apple Snapple(50)
saberwolf13 - 2 - ZenMonkey11(34), adiamant(46)


After announcing dusk and providing the Forced Tally Post, this is what the moderator will report:

Player (11/11) - # - Voted by
MadSpy - 5
saberwolf13 - 5
ChickenSedan - 1


Notice that MadSpy still wins the tiebreaker (LHLV).


Instigate Rules (Troublemaker):
If the Troublemaker uses his OPG ability to cause two lynches, this is what will happen:
A. The moderator will announce at the final dawn / movement step that there will be two lynches.
B. The first lynch takes place as usual.
C. The moderator will immediately announce Dawn immediately after revealing the role of the lynch victim.
D. There will be no Night Actions of any sort, and the next scheduled event is the Lynch on the following day.
This will take place in EVERY VILLAGE in this game.


Frankenstein's Monster:

Frankenstein's Monster starts with one point of Tough (see above). He has the ability to inherit the following traits:
If the Brutal Hunter dies, then the Monster gains the standard Parity win condition (not the super-parity that is in this game).
If the Woodcutter Brutal Hunter dies, then the Monster gains the a Brutal ability.
If the Tough Martyr is de-toughed, then the Monster gains a point of Toughness. If the Tough Martyr is killed, then the Monster gains the protect ability.
If the Detective is killed, the Monster gains his ability.
If two of the three Seers die, then the Monster gains the ability to View, as per the Seer rules. The Monster will never have more than one "View" ability, regardless of the number of Seers that die. The Monster will always get true results (will not be Insane).
If the Troublemaker dies without using his "Instigate" ability (see above), the Monster will gain this as a OPG ability.
If the Medium dies, then the Monster gains the Telepathic ability after the Medium can no longer use it.(see below).


Tough Rules:
The Tough Martyr and the Tough Werewolf both have "one extra life". The first time they are lynched, brutal'd or NK'd, then a [no kill] result will happen. A player that is "de-toughed" will be informed. There is no "roll-down effect" in the case where a player is de-toughed via lynch.


Telepathy:
Both the Medium and the Psychic Werewolf have the ability to generate anonymous Mason Chats with other players. This chat is a 24-hour function, from dawn to dawn (approximately). If Telepaths target the same player, then they end up targeting each other in a two-way anonymous chat. Telepaths cannot target the same player two nights in a row. Telepaths cannot open chats with the undead until after the telepaths have died. Telepaths can open chats with the recently dead. (Players in dead chat, that have been spoiled, are no longer eligible targets.) On the second dawn after a player has died, they will be added to dead chat. Both roles can also continue to generate chats after dying, but only for a single day.
Once Frankenstein's Monster inherits the telepath ability, it functions identically to the Medium. Frankenstein's Monster cannot generate chats after he dies.


Timing:
MIDNIGHT:
All blocks will be put into place (martyr, etc.).
Night Kills.
DAWN:
Views and any other non-NK-related game orders take place. There may still be deaths at dawn, due to other in-game abilities.
* All movement will take place immediately after the last village's dawn - regardless of starting locations, when the orders are carried out, etc.


Movement Timing:
Any Movers will have their orders carried out first. If both the Mover and the Evil Mover are in the game AND their orders conflict, a RNG will be used to determine which one is carried out. The Mover / Evil Mover will not be informed that there was a conflict or that the targeted player was self-propelled. Any role that can move itself will move after all other movement is complete. (Basically, if the Mover targets the Hobo and the Mover says move to one village and the Hobo says move to another, the Hobo will move to his own choice.)


Undead Rules:
The following roles are deemed Undead for the purpose of this game. This means that they cannot be the target of a live medium / psychic werewolf. This also means that their role reveal is only: Undead. All Undead have an extra point of tough when targeted by a wolf's Night Kill. Undead will NOT be informed when they lose this 'extra tough'.
Ghost
Fungal Lord*
Mummy
Zombie
Hollow Man
Evil Ghost
Grim Reaper
Wraith
Slenderman
Vampire
Ghoul
Apparition
Revenant
Lich
Evil Fungal Lord*


*Neither Fungal Lord has an extra NK-specific tough.

Latent Seer / Defective Gene Rules:

Everyone I consult about the game set emphasizes the luck that is inherent in any game of this size and speed. The Latent Seer and the Defective Gene roles are designed to be a counterweight to any exceptional amount of luck. A balanced game will be more fun for all than a very quick blowout. Very roughly, this is how they work:

Latent Seers: If, at Midnight, there are no Seers (Seer, Insane Seer, Apprentice Seer, Aux Seer) alive in the game, each Latent Seer has a percentage to "develop" Seer abilities. This number will increase every midnight. If one Latent Seer becomes a Seer, then the odds of the other will return to zero and will stay at zero until the previously promoted Latent Seer dies.
Two Latent Seers will not promote on the same night. There will not be more than two (unaware) Latent Seers. Latent Seers are unassigned / unaware traits until needed. Only vanilla Villagers can be Latent Seers.

Defective Genes will only be used in the case where Team Good is steamrolling Team Evil, through no fault of Team Evil's. If Team Evil is just playing poorly, I am not going to reward them for it.
If a player is converted via a Defective Gene, there will NOT be an announcement made in-thread. Defective Gene is an unaware / unassigned trait until needed. Only vanilla Villagers can be Defective Genes. If a Villager converts via the Defective Gene, they will be considered a self-promoted Wannabe (see the Wannabe role for more information).

Latent Seers will reveal as "Latent Seer".
Defective Genes will reveal as "Defective-Cub" or "Defective-Wolf".

Notice that these roles will only be minimally implemented. If one team is playing awesomely, they are not going to be punished through heavy mod-reinforcement of the other team.


Lynch Rules:

Each day players vote for one player to be lynched. The player receiving the most votes is killed. If there is a tie between two or more players, the tied player with the longest held last vote is killed.

Lynch time will be as per the Time Zone rule.
Votes cast prior to the moderator calling [Dusk} will be counted. Votes cast after this time are invalid. Votes made during the night phase are invalid.

All votes must conform to the Cassandra Vote Tally System rules. (Will be posted once the game starts). An early dusk will be processed if all but one of the living players vote for nightfall.

If there is a tie in the lynch votes, it will be broken by longest held last vote.


Role Reveal:
All roles will be revealed on death, regardless of reason, except:
All undead will reveal as Undead.



Night Orders:

Wolves must submit their night kill orders by the mid-point of the dusk-dawn cycle. Any orders that may affect nightkills (Martyr, etc.) should submit their orders by midnight. Note: Vigilante Kills are NOT Night Kills. All remaining night orders can be submitted at any time prior to dawn (but it will obviously be smarter to finish after 'midnight'). They do this by using the Cassandra Game Order system in the Cassandra Chat System. If the system is unavailable, they may geekmail the moderator.

If a village processes an early dusk, I will let them consider locking their night actions. If they do, I can process an early dawn. However! Under no circumstances will a village's dawn process before a previous village's dawn.

So, hypothetically, if at game start, V2 and V3 both met the requirements for nightfall, then I could run an early dusk for both. But if V2 did NOT lock their actions in Cassy, then V3's dawn could NOT happen prior to V2's dawn.


Time Zones:
The villages will NOT be on the same time. Each village will have dusk at its own time, followed by a 60 minute night (broken in half, to allow for midnight). Current expectations are (all times BGG PM):

Village / Dusk / Midnight / Dawn

1 / 3:00 / 3:30 / 4:00
2 / 3:15 / 3:45 / 4:15
3 / 5:00 / 5:30 / 6:00
3 / 7:00 / 7:30 / 8:00
4 / 9:00 / 9:30 / 10:00

If a majority of players post that they want a different dusk, mod will implement a 24 hour poll that will allow for a change. Nothing will happen without 75% agreement.


Posting Requirements:

This is not a "Post For Your Life" game, however, players need to post in the thread or contact the moderator at least once between each lynch.
Valid communication includes:
Posting in the thread,
Talking in your Modchat in Cassandra, or
Geekmailing the moderator.
Exceptions will obviously be made for anyone that announces ahead of time that they will be away from the internet.
Players will be allowed to replace themselves (clicking on the replace icon indicates that you are near the internet - right?).
Anyone that is up for replacement will have orders enacted by the Mod, as selected by a RNG.

Do not duplicate another player's avatar in an attempt to falsely represent them. Just ... don't go there.

Please do not sign up for the game if you do not plan on being an active player. Thank you.
You are required to show a proof of life no later than 24 hours before first dusk. Failure to comply will result in your being put up for replacement.
Please note that these are "bare minimums". The moderator has the right to hit the replace button in spite of your meeting the "one post per day" guideline if you are unresponsive to geekmails / modchat queries. This will not be done capriciously and will only be done after consultation with outside parties, to ensure objectivity.

Personal attacks or offensive language will merit a warning. Second offense will merit a modkill. Granted, this is subjective, so I will always get a second opinion before acting. Regardless, I'm tired of the hostility and the occasional attitude.
Police yourselves, please.



PLEASE NOTE THESE SPECIAL RULES FOR THIS GAME:

1. Each Wolf / Wolf Pack will get a Night Kill order. These orders will NOT be shared via Cassandra and Wolves will be unable to communicate with each other outside of the thread (except in the case of being in a pack). Yes, that means that at the start of the game, there will be a LOT of NKs per dusk/dawn cycle.

2. Dusk - Dawn will be a SIXTY MINUTE CYCLE. Werewolf kills will be announced at the midpoint of the Dusk-Dawn cycle (any Night Kill order put in after “Midnight” will not be accepted). All other characters with a Night Action will be able to wait to post their game action until after the kills are announced - except for any abilities that can affect / are affected by night kills, like the Martyr, Witch and Witness. A [midnight] announcement will be made to reveal all players killed at night.

3. This game will have warrant multiple villages (threads), and there will be "Time Zones". I will allow some input from the players, if they would prefer earlier or later, but after threads begin to collapse, I cannot guarantee with certainty that players will get the times of their choosing. Please be aware of this restriction.
... that being said, if you are hesitant to join because of how the lynch is too early or too late, please consider asking for an earlier or later dusk deadline.


Important Information:
Tiebreaker: longest held last vote
First lynch time: 3:00 PM BGG
Last lynch time: 9:00 PM BGG
Night Kill and all related actions take place 30 minutes after lynch
All Other Night Actions Due: 30 minutes after the Night Kill
This game will operate in "Time Zones", offset by sixty minutes
(see above).
Weekend Policy: This game will not run over the weekend.


This game will start on 09 December.
First lynch will be on 12 December.


This game will take two to three weeks to complete.

-----

Please ask questions if you've got them!

Even though we've played this game four times already, please note that this roleset is still highly experimental and can be very swingy. Everyone that has given me an opinion consistently points out that if either side is lucky early, the game could be drastically one-sided. Hence, playtesting. I hope you come to this game motivated and ready to try something different! Thanks!
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Will be incorporated into rules post later:

1. The first time you post when no posting is allowed, you lose your vote power for the following day. The second time you post when no posting is allowed, you lose your vote power for the remainder of the game. This is not and will not be up for debate.

2. I will not announce deaths to the game as a whole. You need to figure out how to share knowledge on your own.

3. You can only read the posts of people _in your current village_. You may not go back to other villages to read people, unless you are looking page by page.

4. Wolves. If wolves are in a pack, they get one NK per pack, not per wolf. They may NK into any village where they have members. If either wolf has a special NK ability, that pack can only benefit from that ability if the wolf with that ability is the one doing the killing (in other words, killing in that wolf's village). Also, NK's aren't retroactive. If Avin and Raid are in villages one and three respectively, they can NK any player in village one or village three. If they decide to NK someone in village three and Raid is lynched that day, then they just don't get an NK. I am not going to give an NK back to Avin.

That being said, any individual wolves will also get an NK. And no, I am not telling you if individual wolves can or will pack up with other wolves. ... besides the obvious Pack Wolf, which is listed in the OP.

5. Please do not hit the 'replace' button in Cassy if you decide you want out. I have a waiting list to get in specifically for this reason and since they're already in the game, they can't replace in. Let me know as soon as you can if you decide you want a replacement and I will make it happen.

6. If a deader replaces in, you can trust that I have not given them any that will affect the remainder of the game (except their own memories which I cannot change). That being said, I will not replace deaders back into their original village AND if a deader is replaced back in, they cannot return to their old village to review.

7. Remember that any movements do not happen until after the last dawn of the day - but any game orders that force movements are still considered night orders, due at dawn for the relevant player.
(Please ask if this is confusing, because I can see how it can be misunderstood.)

8. Posting game-changing information (true or false) to the main game thread will normally warrant a modkill. Don't test me on this; I have modkilled in Massacres before.

9. I will make an 'Announcements' chat in Cassy for all players. Please refer to that for any guidance, in case something happens to BGG.

10. Three villages is the minimum. The target size for villages is 15-21. If I get more than 63 players, I will make a fourth village. More than 84, and I will make a fifth. Etc.
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Notable changes from Massacre 4:

Undefined role list
Blocking role-specific requests
Nightfalling / locking game orders has been clarified.

Modified:
Witch - basing it off of the witch in the Royal 19er


More to come, I'm sure.
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FAQ:

All kills are simultaneous. Example: If Dr. Boom kills a Brutal character via his special ability and the Brutal has targeted anyone else that is already set to die that phase, the brutal will not randomly hit another player.

WITNESS: If the Big Bad Wolf targets Player M and the Witness has selected Player N, the Witness will see the Big Bad Wolf because of the dual-kill ability.

TROUBLEMAKER: If the Troublemaker's ability is used, every active village will have two lynches, not just the Troublemaker's.

MOVER / HOBO WEREWOLF: If the two orders conflict, then the Hobo Werewolf will control his own movement. If the Hobo Werewolf does not have an order in and the Mover targets him, the HW still moves.

MOVER / MOVER: Mover orders that conflict will end up with the targeted player going to a random village that was not selected by either Mover.

DRUNK: Even though the player does not know his role, passive abilities (Frank's inherit, the Wannabe's promote-via-NK, the brutal / tough abilities, etc.) continue to function. Active abilities will be "turned on" at Dawn, D3. Any precursor abilities ("n0 views") will be given as of N2 (to prevent getting a clear of someone that's already dead). Active abilities include chatting, if a mason / lover / pack wolf.

SPOILERS: No Undead will ever be spoilered prior to Game End. No one will be given access to spoilers until their second dawn after their death (after which, they canot be reached via Telepathy).

CROSS-VILLAGE ABILITIES: The only abilities that can target a player in another village are: Troublemaker's Instigate, Time Bandit's passive ability, Medium / Telepathic Werewolf's Telepathy, Frankenstein's passive Inherit ability, Heinrich's Detonate, Lich's passive Inherit abilities, Mover's "Shift Player", Evil Mover's "Shift Player", Doppleganger's initial select, Revenant's initial select, Wannabe's "Howl".

REPLACEMENTS: I do not "replace" people per BGG norms in Massacre games. When considering any "next alphabetical player" type consideration, put the newly-replaced-in player where they belong in the alphabet, as if they were an initial signup.

MODKILLS: Yes, I am serious. Please don't push it.

... More to come.
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At the beginning of November, I will invite all players to coordinate with me for a time zone of their choosing.

Players will not be allowed to ask for specific roles.

Completely valid requests include:

"I don't want to be in a starting village with ...X".
"I would like to be in the earliest village possible."
"I would like to be an aux evil."
"I would like to be a good special."


Of note! If you make a request for a specific type of role, I encourage you to give me an approximation of your level of input. For example - "I would like to be an aux evil, but I know I won't have a lot of time in December." Or "I would like to be a good special, and I should have a lot of time to play this game." This part of your request is optional only, and certainly not required. Without any qualifying statement, I am going to assume that this is "just another" werewolf game to you. That will not prevent you from getting any roles, it will just not prioritize you for any specific type of role.
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It is important to note that in order to play with all of the roles listed, we will need triple digits of players. Recruit your friends, geekmail your "retired" mentors that welcomed you to the forum, bug your friends that play IRL but aren't in the forum ... whatever you think will work.

Also worth consideration - the game isn't running without at least 60 players. Go out and bug your friends. Or your enemies. Or frenemies. You know, whatever. Heck, if you play on other forums, feel free to invite them.


It is important to note that there will be one conversion attempt made throughout the game that is not under my control.

If you would rather not play than risk being that 1/90 person that is converted, geekmail me and I'll make a couple of suggestions. I want maximum participation, and I'm willing to meta a couple of things if that will encourage a larger player count.
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Original role list:

Good Roles:

Team Good

2x Seer - Each night receives a vision of a target player and learns the player’s nature (Wolf/Undead/Human). Note that the Seer does not identify Evil / Not Evil. Is informed of the other normal Seer. The seer does not receive an N0 view.
1x Insane Seer - Each night receives a vision of a target player, as per the Seer, above. The Insane Seer will get a nature reveal that is ALWAYS incorrect. Is informed of one other Seer at N0. NOTE: The Insane Seer will not be informed to their insanity. The player role will read "Seer". (The insane seer may get wolf or undead for the Sneaky Wolf.) Will reveal as Insane Seer. The Insane Seer does not receive an N0 view.
1x Apprentice Seer - Begins the game with no special ability. Will be promoted as soon as any any Seer / Insane Seer dies. Upon promotion, immediately gets View order (only gets a view that night if the dead Seer was killed before Dawn). Apprentice Seer does NOT know the other two Seers. The Apprentice cannot promote into the Aux Seer.
1x Aux Seer - Starts the game with the ability to view for Evil Auxes. Will get a positive on the following roles: Minion, Igor, Witch, Wannabe (until the Wannabe is a promoted Werewolf), False Prophet, Necromancer.
Any Seer (regardless of type) that attempts to view a Mod-confirmed player (the Town Crier, another seer, leaving a view order on someone who was night-killed) will get "Blocked" as though they were witch-blocked.
2x Priest - Receives full role reveal as soon as possible after each death (undead still reveal as undead). Notice that this is a universal, but passive, power. Universal as in you will get role reveal for all deaths, not just the village you are in.
1x Brutal Hunter – See brutal rules, below. Hunter has Super-Parity, and not only will he win in a 1v1 situation, but he shares his Parity ability with the village; if at any time there are as many werewolves as there are non-werewolves and the Hunter is alive, the game will not end. Notice that the villagers don't win if it reaches parity, just that the game isn't over yet. Unless it's 1v1. The Hunter’s Brutal IS mandatory.
1x Tough Martyr - Each night, may choose one player, and if that player is targeted for night kill, the martyr will die in his place. The martyr may choose the same person consecutively without restriction. The martyr ONLY protects from night kills, not from lynches and not from the brutal strike. The martyr is considered a “tough”, which means it will take 2 NK attacks to actually kill the Martyr. The Martyr will be told if he has taken damage. If any damage gets past the martyr, the remaining night kills will still take place. (Example: The Martyr protects the Seer. 1 wolf attacks the seer. The martyr takes damage, but does not die. 2 Wolves attack the seer; the martyr dies. Seer lives. 3 Wolves attack the seer; the martyr AND the seer die.) The toughness also applies when attacked directly. Note that the Martyr needs to select his target prior to Midnight for it to be effective. If the wolves attack both the martyr's protect target AND the martyr, the martyr will stop two points of damage going toward the target (it is possible that the wolf attacking the martyr will not have a valid target due to timing issues). If the Martyr and the Armor protect the same player, the Armor's protection takes priority. Neither player will be informed of the redundant protection.
1x Troublemaker – Once per game, as a night action, the Troublemaker can require the village to have two lynches during the following day. (Instigate ability explained later.)
1x Detective - Detective will be informed each night of a random non-Evil. The Detective DOES get an N0 view.
1x Mentalist. Each night, can select two players (must be living) and will be told whether or not those two players are on the same team. Cannot pick the same player twice for any reason. Cannot pick mod-confirmed players (see the Seer clarification, above).
1x Fungal Lord. Will reveal as Undead during Role Reveal or standard View abilities. Has an active ability "Emit Spores" that will cancel his village's lynch. Ability must be used at least one minute prior to dusk (if dusk is at 3:30, ability must have a time stamp of 3:29). If the Fungal Lord is NK'd prior to using his ability, then he is treated as the standard "Diseased" trait - whichever wolf or wolf pack NK'd the Fungal Lord will not be able to do a NK the following night. The Fungal Lord starts the game in an alias'd mason chat with the Evil Fungal Lord.
1x Witness - The Witness will be able to view a player. If that player is targeted for a Night Kill action, the Witness will be informed as to the identity of the Player that submitted that Night Kill order (if a wolf pack submitted the order, then the moderator will select a single one via RNG; the randomizer will not re-select a wolf that the Witness has already identified).
1x Time Bandit - The day after the Time Bandit dies, dusk becomes variable. Every dusk will gain a five minute window from the previous dusk. (If TB dies on D1, then Day 2 dusk will be anytime between 3:55 and 4:00. On Day 3, dusk will be between 3:50 and 4:00.) All times will be determined with random.org. If the Time Bandit dies, the moderator will announce this at the final day’s Dawn (in every village).
1x Insomniac - Insomniac only has a 50/50 chance of having his vote be counted (moderator will use a RNG to determine). Also, each night, the Insomniac can "Watch" one player. At Dawn, the moderator will inform the Insomniac if that player, or the closest living player above AND below the targeted player as listed in Cassy, has a night action. No alignment or powers will be revealed, simply if any of the three has a night action. Notice that for the purpose of this role, a "night action" is any role that has an active game order – where the player has the ability to activate / change targets. Like, the Time Bandit would not provide a Positive, but the Oracle would. If you have questions about specific roles, please ask.
1x Woodcutter - The Woodcutter is inherently brutal. This brutal is NOT mandatory.
?x Masons - Standard Masons, with a chat - May or may not start in a single village.
?x Lovers - Standard Lovers, with a chat - Will definitely start together in a single village.
1x Cupid - Each night (to include N0), may select two players that are in the same village (does not have to be the Cupid's village). Players become a lover pair until the next selection is made. Targeted players do NOT get a mason chat, but will be informed that they have been targeted by the Cupid and the other half of their pair. The first time one of Cupid's lover-pairs die, he loses his ability to make further lovers (due to grief or something). Cupid may not target the same players on consecutive nights.
1x Medium - Telepathic. Each night can select another player and open an anonymous chat with them. That player does NOT have to be alive in-game. The same player cannot be selected two days in a row. The Medium can continue to make chats after dying. They will be able to make a chat for the game day after they are killed, and then they are put into dead chat. See the Telepathic Rules, below.
1x Heat Man - Each day, you may choose secretly to withhold your vote, so that it counts as zero for that day. If you withhold your vote for a day, your vote will count as two votes the following day. If you withhold your vote on two consecutive days, your vote will be count as four votes on the third day. You may not withhold your vote for three consecutive days. You have until twelve hours prior to lynch to make this determination.
1x Alchemist - Has five potions. Can use one potion each night, but once it's gone, he can't refill it. The Alchemist cannot target himself with any potion.
- Parity Potion - if given to a Good player, they act as a standard parity hunter. If given to an Aux, they now count for evil parity. If given to a Max, they count for double parity.
- Alignment Potion - can be used to get an alignment view on one player. Results may include: Team Good, Team Werewolf, Team Undead, Team Evil, Team Neutral. Tinkers / Sneaky Wolves will still provide skewed views.
- Heal Potion - Will heal whoever the wolves targeted that night. The alchemist will learn the name of the targeted player. Alchemist MUST be available at midnight to use this; it cannot be used to bring a player 'back to life'.
- Vote Potion - Permanently increases the vote strength of target player to 2.
- Hobo Potion - Forces target player to move to a different thread/village of target player's choice.
1x Prince - Cannot be lynched. No other special powers. If voted as the primary lynch target, there will be a "No Kill".
1x Emerl - Each night, may select any role in the OP. At dawn, the Moderator will inform Emerl as to which village the targeted role is in. A role can never be requested more than once and hidden villager traits are not roles. If Emerl selects a role that has players in multiple villages (for example, masons), then Emerl will be informed of one random village that contains the target role.
1x Mayor. This player's vote will always count as a vote strength of 2 (unless targeted by a vote-manipulation power). The Mayor's vote continues to count for 2 if targeted by the Mummy.
1x Golem - Cannot be night-killed. No other special powers. If selected as the only night kill target, there will be a "No Kill" reported. Otherwise, no information will be given. Vigilante Kills are NOT Night Kills.
1x Psychiatrist - As a Night Action, can "Psychoanalyze" another player. If that player has been affected by the Mummy or the Zombie, then they are healed. If that player has NOT been affected by the Mummy or the Zombie, then they lose their vote for the next day only (due to massive confusion).
1x Ghost – No active abilities while alive. After the Ghost dies, each night, can target a player and have a chat with them for the next day. The Ghost will only get one chat a day, but they will get a chat every day until the game ends. The Ghost will be alias'd as "Ghost" in the chat.
1x Frankenstein's Monster - Invulnerable from D1-N2. Starting on D3, has one point of 'Tough'. Will inherit the following traits when the original characters die: Brutal, Parity, Tough, Martyr, Telepathic, Seer, Detective, Instigate. Frankenstein's Monster will not inherent Instigate if the Troublemaker has already used it. The Monster will only inherit normal parity, not the 'Super-Parity' that this game's Hunter possesses. See the Frankenstein’s Monster rules, below.
1x Town Crier - Will be identified by Moderator at the game start in all villages. No other abilities or penalties.
1x Mover - As a Dawn action, can Move one player from any one village to any other village. This ability does not give him the right to read other village threads, simply move people around among them. He can move any player that is alive, to include himself. He can move anyone from any village to any other village. The Mover cannot send someone to an abandoned village. Gets to move one person for every two functioning villages (rounding up).
1x Hobo - As a Dawn action, can Move to any other village. The Hobo cannot go to an abandoned village.
1x Prophet - May confirm with moderator as the Prophet in thread, and then ask a single yes/no question that the moderator will answer CORRECTLY. (See Prophet Rules, below.)
1x Magician - At midnight of each day, will be given a selection of two powers that he can select from. The power he chooses, he will have the ability to use it until the following Dawn. He only has access to one power at a time. He has no control over which two powers will be chosen at dawn. Possible powers include: View for Wolf/Undead. View for Alignment. View for Game Order. Insomniac View. Psychoanalyze. Witness. Protect (Bodyguard-style). Brutal. Telepathic Chat. Stalker. Loudmouth. Oracle. Armor. Double Vote Strength. Kamikaze (Self-Righteous's ability).
Note: Whatever ability the Magician chooses, the power is active the following night. They have until dawn to choose their ability, not use their ability.
1x Stalker - As a night action, may target a player. If that player has a targeted night action, Stalker is informed to the player's target. (No other information - type of power, alignment, roles - just the player's target).
1x Loudmouth - If Loudmouth is killed via any means other than lynch, then the source of his death is announced in-thread. If a Wolf Pack kills the Loudmouth, a specific wolf will be randomly selected from the pack. Only the name of the player will be revealed. Alignment and role will NOT be revealed.
1x Oracle - May target a player. If the Oracle dies by any means, then the targeted player's role is announced in-thread by the moderator. This is not a mandatory action.
1x Armor - As a night action, may target another player. This player is bodyguard-protected but also witch-blocked and any actions that player performs will fail. If Armor targets a lone wolf, that wolf will not be able to perform a Night Kill. If the Martyr and the Armor protect the same player, the Armor's protection takes priority. Neither player will be informed of the redundant protection.
1x Doppleganger - As early as possible on Day One, Doppleganger can select five other players. As soon as Doppleganger has selected a fifth player, the Moderator will choose from those five targeted players, and Doppleganger becomes a duplicate of that selected player. This means that the Doppleganger may become a Wolf or an Undead - this includes possible alignment change. At no point can the Doppleganger reveal the five names that were chosen (through specific posts or through omission - please don't try to find a loophole). If the player does not choose five names before the game’s first lynch, the Doppleganger becomes a Villager (of random alignment). The Doppleganger cannot choose anyone that has made a role or alignment claim.
1x Old Man - His time is limited. He dies immediately at Dawn when there are as many wolves as there are days in the game (or less wolves than days). (If 6 wolves are alive, he dies at Dawn, D6.)
1x Cleric – The Cleric has a “View for Undead” ability. The Cleric is immune to all Undead abilities except the Grim Reaper’s VK. All votes against an undead will be of double strength if the Cleric is voting on the Undead. The Cleric's View ability will not function at dawn if he was voting on an undead the previous dusk.
1x Van Helsing – Van Helsing is told at N0 which village has the starting Vampire. If Van Helsing is targeted by the Vampire, than the Vampire dies and Van Helsing remains on Team Good. (Same rules apply if the Lich uses the Convert.) Van Helsing can target one person each night, non-repeating, to stop the Vampire’s (Lich’s) conversion with the same end results.
1x Heinrich – (Give me my detonators) Each night choose a player. That player is tagged. Any night in the game you may choose to not tag a player but instead detonate. This is a OPG ability. All players that are already tagged will take kill damage (ie, it'll remove a point of tough). This is considered a Vigilante Kill and not a Brutal ability or a Night Kill. Each successive night of tagging you get an increasing 25% chance of failure. If you bypass a night, the next night your success rate is reset to 100%. At no time can you ever "un-tag" a player.
Dr. Strangelove: As a night action (to include N0), sets the DEFCON level. DEFCON levels must be between 1 and 5. Dr. Strangelove must use every DEFCON level once before repeating a condition. If Dr. Strangelove dies, these are the results:
DEFCON 5: No further action
DEFCON 4: Current number of Evils and number of neutrals each posted to the village
DEFCON 3: Mandatory random brutal
DEFCON 2: One random evil dies immediately, one random good dies at the next official action (dusk/midnight/dawn) (radiation poisoning)
DEFCON 1: Every player in the village dies (or loses a tough)
(these deaths are considered brutal kills, and will not affect the Skeleton or Martial Artist)
Druid: On N0, the moderator will inform the Druid of how many people he can 'scan' in his village. The Druid selects the first player in the list that he wants to scan and if the count goes past the last player in the village, then it wraps around to the top again. After as many nights as the number of max evils in his selection, he will be informed as to how many max evils there are in his scan. Druid will be able to scan a village any time he joins a village, but will only get the result if he stays long enough for the count to process. Druid can only scan if joining a village is done by village collapse and NOT by mover's abilities.
Hero: If the Hero is killed by any means, he doesn't die immediately. He is mortally wounded, and will die at midnight of the following day (not "the next Midnight"). Reveals when mortally wounded. He can still talk/post until he finally dies. No power can save him after being mortally wounded.
Busybody: Is identified by the Mod to each of his neighbors (akin to the Town Crier). Neighbors are the living players above and below this role in the player list. Will update as the game progresses if his neighbors change.
??x Villagers - Ordinary villagers with no special powers, with the following listed exceptions. These attributes are all hidden (the player is unaware of their attribute).
1x Tinker - Pure Tinker - will provide a positive view to any "View For" order. If Viewed by a Seer, will get "Wolf". If viewed by the Insane Seer, will get "Undead". If viewed by the Mentalist, will always get "Same Team" regardless of the other person. Everything else will provide a "Positive" result.
1x Pacifist. This player's vote will always count for nothing, unless hypnotized by the Mummy (in which case, it WILL count). Even the psychiatrist cannot "heal" the pacifist, and if the Mummy dies after hypnotizing the Pacifist, the Pacifist returns to normal.
1x Suicidal. This player can only win if dead at game end (Team Good still needs to win). This player will be informed that he is Suicidal if he is still alive when the game has collapsed to a single village.
1x Memory. This player is actually 'dead' at game start. While dead (the first time), their vote does not count. For all other purposes, they are treated as a living player. When they are lynched or NK'd, they are 'remembered' and are considered a living, breathing player with a vote that will now function. The second time they are lynched or NK'd, they die for real.
1x Idiot. This player's vote will always count against the player that is in lynch lead at dusk, unless hypnotized by the Mummy (in which case, it will count with the Mummy) or if he's been the target of some other vote-manipulation power (Zombie, psychoanalyst, etc.).
1x Possessed. The Possessed is on Team Good, but he counts for Evil Parity.
1x Jester. The Jester will reveal as the identity of any other player who has not already died.
1x Dr. Boom. When Dr. Boom dies, a random evil player in the village roster dies. One random good player between Dr. Boom and the dead evil player will also die.
1x Martial Artist. Cannot be killed via the Brutal ability.
1x Politician. Starts the game with a -3 vote value (as in, it takes three extra votes against the politician just to get them to "zero votes"). This value increases by 1 each day that a Team Good player is the lynch target (in the Politician's village), to a maximum of +2. Basically, it takes more work to kill the politician at the beginning of the game.
- All Special Villagers will reveal as their assigned roles, not as 'villager' (obviously not the Jester).


Evil Roles:

TEAM WEREWOLF:

??x Werewolves - The werewolves know who the other Werewolves are, but not any of their abilities. The wolves know Dr. Frankenstein. One of the two conditions will apply to determine who can perform a night kill action:
1. All Werewolf Packs will each get a single Night Kill
2. All lone Werewolves will have their own Night Kill ability.
Each Werewolf has their own ability:
- Big Bad Wolf (gets an optional second Night Kill every night; the second Night Kill target must be adjacent to the first Night Kill target in the active players list in Cassandra)
- Brutal Werewolf (Brutal is mandatory)
- Tough Werewolf
- Sneaky Werewolf (will provide a negative result to the Insomniac or Seer, cannot be seen by the Witness, will provide Team Good-based results for the Mentalist)
- Hobo Werewolf (has the ability to move between villages, cannot move to a collapsed village)
- Psychic Werewolf (Telepathic, as per the Medium listed above)
- Jester Werewolf (Will reveal as any other currently living player)
- Ancient Werewolf (counts double for parity)
- Sloppy Werewolf (May Night Kill any TWO players starting from night 3. May not use this ability two nights in a row. Any day after using this ability, every vote against Sloppy Werewolf counts as two votes, but only if the 'double vote strength' would make him the lynch leader. (Example: Fred is a villager. Barney is the Sloppy Werewolf. Say Barney NK's two people. On the next day, Fred has 10 votes, Barney has 3. In the 'modified vote results' post I make, Barney will still only reflect as having 3 votes. If the results were "Fred: 5, Barney: 3", then Barney's vote strength would double to 6 and Barney would be lynched instead of Fred.))
- OPG, instead of an NK, converts a victim into a Werewolf. Victim is now Evil, but retains any abilities of his previous role. If the victim is tough, the point of tough is removed, and the victim is not converted. If the victim can't be NK'ed, he can't become a Werewolf. The conversion is treated as an NK in every other way, except the victim becomes a wolf instead of dying. So the Martyr can intercept, for example (becoming a wolf). If the victim is Wannabe, this ability is not used up. If the victim is Cub, the Cub promotes. Brutal victims do not get to use their Brutal at this time.
* If the victim is Cub or Wannabe, the Aux Evil promotes, but the ability is not used up.
* Certain rolls are immune, but the ability will still be considered used. Examples include: Hero, Good Fungal Lord, others.
- Hannibal (Gourmet Werewolf) Every time you NK a player who is not a 'vanilla villager', you gain their special ability. The NK has to actually kill the player in order to gain the ability.
- Priest Werewolf (gets standard full role reveal for every death - undead still reveal as undead)(Notice that this is a universal, but passive, power.)
- Pack Werewolf - every day, the Pack Wolf 'attaches' himself to another Werewolf. He can choose the Werewolf manually or he can allow the RNG to choose. If the RNG is used, then the Pack Werewolf gains the relevant abilities of the wolf he joins. If he attaches to another Wolf Pack, he is added to their Pack Chat instead of just creating a Pack Chat.
- Mutator (as a Dawn action, chooses the ability he has until the following dawn - cannot repick tough if he chooses tough and then loses that point of tough – is able to choose an ability from all above Werewolves)
- Werewolf Cub - assigned a Werewolf as a "mentor" (selected randomly out of all werewolves in the Cub's village). Can promote to full Werewolf and gain the ability to Night Kill in the case of the death of any other Werewolf. If the Werewolf Cub is killed prior to promotion, the Cub's mentor gets a second Night Kill at the next occurring Midnight. Will provide a Human view to a Seer prior to promotion.
1x Minion (Dr. Frankenstein) - The minion is informed of the identity of all Werewolves at the start of the game and the Werewolves are informed of the identity of the Minion at the start of the game. The Minion is also informed of the identity of Igor. Dr. Frankenstein has a OPG Vigilante ability. This is a Midnight power. If the target of the ability is Frankenstein's Monster, the Monster dies, regardless of any other consideration. If the target is NOT Frankenstein's Monster, it is a standard Night Kill (will remove a tough, for example). Also, the Doctor will be killed in addition to the target. The Leprechaun cannot redirect the Minion's Vigilante ability. At the start of the game, the Minion is informed of which village the Monster starts in (but not who it is).
1x Igor (Dr. Frankenstein's assistant) - Is informed of the identity of the Minion. Is unaware of all other Evils. Is known by the Minion, but is unknown by all other Evils. Has the ability to view for Special (will return results of "Villager / (Good) Special / Evil". Only has 50% chance of his vote actually working as planned - even after (if) the Mummy hypnotizes him (Igor's not a brainiac, after all). If his vote fails, then the moderator will random his vote among all other players that have at least one vote. The first time Igor is targeted by each werewolf for an NK, their NK is cancelled, but they are informed as to why (they smelled the Dr on Igor. Or something. Pick your thematical reason.). If targeted for NK by the same werewolf more than once, then the werewolf will succeed in his NK.
1x Wannabe - The Wannabe is uninformed as to the identities of Team Evil and vice-versa. The Wannabe will promote to Werewolf Cub if directly attacked via NK by one of the existing Werewolves. Once made into a Cub, the Wannabe gains the following Game Order: "Howl: Only used by newly promoted Werewolf Cub. Each dawn, the new cub is informed of the identity of one random wolf (that he does not already know). That wolf is likewise informed of the identity of the new cub. Once all living wolves have been identified, the Howl game order will be converted into a Night Kill game order." The first Howl is automatically assigned to the wolf that performed the NK and is performed that same night (at dawn).
Note that if a promoted Wannabe is killed, that will not grant a "double-kill", as with the standard Werewolf Cub. If targeted by other NK actions, that will change the "one random wolf" in the Howl order to target the wolf that tried to NK the promoted Wannabe. Once a full wolf, the Wannabe counts for Evil parity.
The wannabe has a chance to self-promote. Dawn, D2, he has a 5% chance. That number goes up by 15% every time a wolf is killed. That number goes down by 10% every dusk-dawn cycle that takes place without a wolf dying. (Numbers below 0 are possible; it doesn't max out at 0% or 100%.)
If killed after promotion, the Wannabe will reveal as Wannabe-Cub or Wannabe-Wolf.

TEAM UNDEAD

All Undead (just Undead, not Team Undead) have a single extra point of tough against a Werewolf’s Night Kill action. This is not “per Werewolf”, just a standard point of situational tough. All Undead have ANOTHER point of tough, in addition to an NK tough. Any Undead can voluntarily discard the 'extra' point of generic tough at any time, as long as they still have it.
1x Mummy - As a night action, can choose a player to hypnotize. Will hypnotize players, forcing them to vote in the same direction. (*Explained later.) The Mummy does NOT get an N0. The Mummy has the ability to ‘power up’ during the day. If the Mummy power ups, everyone they have hypnotized votes with them. If the mummy does not power up, they cannot hypnotize anyone at dawn.
1x Zombie - As a night action, can choose to eat the brains of any player. A player who has had their brains eaten will no longer have any vote strength. They can still vote, but their vote won't be included in the final tally. (If the Zombie targets the Mummy, the Mummy's targets will still vote with the Mummy - only the Mummy's vote will stop counting.) After the Zombie is killed, they can continue to post after death. They have a one-post limit between Dawn and Dusk, but no limit between Dusk and Dawn. The Zombie will not be spoiler'd. The Zombie does NOT get an N0.
1x Hollow Man - Has an extra point of tough, but dies immediately if viewed by any View power (this includes, but is not limited to: being targeted by any Seer, sorcerer, magician, witness, or being one of the people seen by the Insomniac). Doppleganger's targeting ability will not kill the Hollow Man.
1x Evil Ghost – No active abilities while alive. After the Evil Ghost dies, each night, can target a player and have a chat with them for the next day. The Evil Ghost will only get one chat a day, but they will get a chat every day until the game ends. The Evil Ghost will be alias'd as "Ghost" in the chat.
1x Skeleton – Immune to Brutal attacks and Night Kills. If there are no Werewolves in the Skeleton's village, the Skeleton gains the ability to perform Night Kills.
1x Grim Reaper – Every time 10% of the game population dies, the Grim Reaper gets to perform a Vigilante Kill. The Grim Reaper will be given the number of dead that is required at N0 and after performing his VK. The 10% count is re-calculated when needed.
1x Wraith – If targeted by Game Orders three times, gains a Vigilante Kill ability. All non-Night Kill game orders will power this. This can occur more than once, if viewed enough times.
1x Leprechaun – The Leprechaun (while not technically / thematically undead) has the ability to shift the targets of abilities. The Leprechaun targets a player (Player A) and then chooses up or down. If any other player (Player B) targets that player (Player A) that night, their target will shift in accordance with the Leprechaun’s desires. If the other player (Player B) had a view order, the Leprechaun will be given the same information as the original player (Player B). Player B in all instances will be informed that their game order was shifted due to the Leprechaun.
1x Slenderman – All standard View powers that target the Slenderman will return Human (or Team Good-based results for the Mentalist). The Insane Seer will get a view result of Wolf. The Slenderman can target any other player on a non-repeating basis. Any view power that targets the Slenderman’s target will return Undead (or Team Evil-based results for the Mentalist).
1x Vampire – The Vampire has a OPG “Convert” ability. Whoever is targeted by the Conversion ability joins the Vampire in a chat. Certain roles cannot be converted and if the Vampire attempts to convert them, the Convert will be considered used and will not provide any benefit. See Conversion rules below. If there are no Werewolves in the Vampire's village, the Vampire gains the ability to perform Night Kills. If the Vampire has converted a player, that convert gains the ability to perform Night Kills if there are no Werewolves in the village.
1x Poltergeist – Has no abilities while alive. After death, gains a non-repeatable Witch-block ability.
1x Ghoul – Receives full role reveal as soon as possible after each death. Notice that this is a universal, but passive, power.
1x Apparition – Can move, as per the Hobo / Hobo Werewolf abilities.
1x Revenant – On Day 1, targets any other player. When that player dies, Revenant gains that player's abilities. Revenant will be on Team Undead until game end.
1x Shadow – The shadow "left-shifts" role reveal on this scale "no reveal - alignment reveal - full reveal". The shadow is given full reveal details as soon as possible after any player's death (undead still reveal as undead). This is an automatic / passive ability. The Shadow's ability stops when he dies, and it will not affect his own reveal.
1x Lich – Has double-strength parity. Gains the Mummy’s Hypnotize when the Mummy dies. Gains the Zombie’s Eat Brains ability when the Zombie dies. If the Vampire has not used his Convert ability prior to the Vampire’s death, then the Lich gains it. Gains the Slenderman’s passive ability when the Slenderman dies. Gains the Apparition’s ability when the Apparition dies. Gain's the Shadow's "left-shift" passive ability.
1x Necromancer – Necromancer is not Undead, but is on Team Undead. Necromancer is given the identity of all members of Team Undead. Necromancer is an Ultra Seer and is given full role / alignment information as a result of his view power. Necromancer has a limited “reverse-Telepath” ability in that he can make mason chats, but only with undead. Necromancer can continue making chats with undead after death until game’s end.


GENERIC TEAM EVIL:
(Wins with either Evil team - but can only win alone if the VP is alive)

1x Vice President of Corporate Communications - Counts for Evil Parity. Views for Aux Evil (gets hits on unaligned evils, any non-wolves on Team Werewolf, and the Necromancer). May send one anonymous message to any player each night (universal, applicable to all villages). May send one additional anonymous message a night, but only to any of the aux's that he has previously viewed.
1x Evil Mover - As a Dawn action, can Move one player from any one village to any other village. This ability does not give him the right to read other village threads, simply move people around among them. He can move any player that is alive, to include himself. He can move anyone from any village to any other village. The Evil Mover cannot send someone to an abandoned village. Gets to move one person for every two functioning villages (rounding up).
1x Evil Fungal Lord. Will reveal as Undead during Role Reveal or standard View abilities. Has an active ability "Emit Spores" that will cancel his village's lynch. Ability must be used at least one minute prior to dusk (if dusk is at 3:30, ability must have a time stamp of 3:29). If the Evil Fungal Lord is NK'd prior to using his ability, then he is treated as the standard "Diseased" trait - whichever wolf or wolf pack NK'd the Fungal Lord will not be able to do a NK the following night. The Fungal Lord starts the game in an alias'd mason chat with the Evil Fungal Lord.
1x Aura - Aura "left-shifts" role reveal on this scale "no reveal - alignment reveal - full reveal". This is an automatic / passive ability. Aura's ability stops when he dies, and it will not affect his own reveal.
1x False Prophet - May false-confirm with moderator as the Prophet in thread, and then ask a single yes/no question that the moderator will answer INCORRECTLY. (See Prophet Rules, below.)
1x Witch - The Witch has the ability each night to Block a Team Good Night Action. The Witch will not be informed if her Block is successful or not. The Witch cannot target the same player two nights in a row. Note that the Witch should select her target prior to Midnight to be most effective. The Witch is unknown by all evils and is unaware of all evils. The Witch gets an Alignment View of her target immediately after dawn. The Witch's target will be hexed and be treated as a tinker until the dawn of the following night (not "the next Dawn").
1x Interceptor - At any time, you may target one player. You kill the first person who targets that player with a game order. Their game order does not function. This will stop brutals. Once you target a player, you may not adjust your target unless your previous target has died and you have not yet used your ability.
1x Self-Righteous - During the day, you may hard-claim in-thread. When doing so, name another player. Both you and that player will die (considered a vigilante kill for game purposes).
1x Eclipse - As a night action, can target another player from dawn to dawn. Any roles that target that player the following night get BLOCKED, as though witch-blocked. Eclipse cannot protect a player from brutals / vig kills / night kills. Eclipse WILL block the following (at a minimum): Seer views, Insomniac, Hypnotize, Eat Brains, Telepathy, Stalker, Witch Block.
1x Cold Man - Each day, you may choose secretly to withhold your vote, so that it counts as zero for that day. If you withhold your vote for a day, your vote will count as two votes the following day. If you withhold your vote on two consecutive days, your vote will be count as four votes on the third day. You may not withhold your vote for three consecutive days. You have until twelve hours prior to lynch to make this determination.

Neutral Roles:

1x Drunk - 1 player starts out neutral. This player is invulnerable on D1 and N1, and has a point of tough on D2 and N2. At dawn, D3, the Drunk is given his true role (this role will be randomly assigned after all roles have been handed out). If the Drunk is really a wolf, he will provide a Wolf hit to a Seer. If he is brutal and still manages to die before he sobers up on D3, his brutal will be random. Etc., etc.
Sailor: The Sailor is at the mercy of the winds. Starts the game aligned with Team Good. Every time an attempt is made to kill him, he switches sides. Will have an inordinate amount of toughs, but will never be informed as to exactly how many toughs he has.
Stranger: Alignment will be determined randomly at game start. May be on Team Good or Team Evil. As a night order, Stranger may "withdraw" from the village. If he does so, his vote doesn't count (but he can still vote in the thread). He is also immune to Lynching that day. Stranger may not withdraw on consecutive nights.
?x Quantum Dugout - 10% of the player base will be held as reserve, in case I need a replacement. That way, no one will be meta-cleared on N1, like in Massacre 2.




Prophet / False Prophet Rules:
The Prophet and the False Prophet will both reveal as Prophet on death.
The questions that these two roles can ask must follow the following rules:
1. The questions cannot directly relate to either prophet. (Is Player X on my team?)
2. The questions cannot be made in such a way as to give the same answer regardless of who's asking. (Would the other prophet tell us that ..?)

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Ron
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Tentative roles:
Quote:
Dr. Strangelove: As a night action (to include N0), sets the DEFCON level. DEFCON levels must be between 1 and 5. Dr. Strangelove must use every DEFCON level once before repeating a condition. If Dr. Strangelove dies, these are the results:
DEFCON 5: No further action
DEFCON 4: Current number of Evils and number of neutrals each posted to the village
DEFCON 3: Mandatory random brutal
DEFCON 2: One random evil dies immediately, one random good dies at the next official action (dusk/midnight/dawn) (radiation poisoning)
DEFCON 1: Every player in the village dies (or loses a tough)
(these deaths are considered brutal kills, and will not affect the Skeleton)


Druid: On N0, the moderator will inform the Druid of how many people he can 'scan' in his village. The Druid selects the first player in the list that he wants to scan and if the count goes past the last player in the village, then it wraps around to the top again. After as many nights as the number of max evils in his selection, he will be informed as to how many max evils there are in his scan. Druid will be able to scan a village any time he joins a village, but will only get the result if he stays long enough for the count to process. Druid can only scan if joining a village is done by village collapse and NOT by mover's abilities.


Hero: If the Hero is killed by any means, he doesn't die immediately. He is mortally wounded, and will die at midnight of the following day (not "the next Midnight"). Reveals when mortally wounded. He can still talk/post until he finally dies. No power can save him after being mortally wounded.


Sailor: The Sailor is at the mercy of the winds. Starts the game aligned with Team Good. Every time an attempt is made to kill him, he switches sides. Will have an inordinate amount of toughs, but will never be informed as to exactly how many toughs he has.


Skinny Wolf: OPG, instead of an NK, converts a victim into a Werewolf. Victim is now Evil, but retains any abilities of his previous role. If the victim is tough, the point of tough is removed, and the victim is not converted. If the victim can't be NK'ed, he can't become a Werewolf. The conversion is treated as an NK in every other way, except the victim becomes a wolf instead of dying. So the Martyr can intercept, for example (becoming a wolf). If the victim is Wannabe, this ability is not used up. If the victim is Cub, the Cub promotes. Brutal victims do not get to use their Brutal at this time.
Option:
* If the victim is Cub or Wannabe, the Aux Evil promotes, but the ability is not used up.
* Certain rolls are immune, but the ability will still be considered used. Examples include: Hero, Good Fungal Lord, others.


Stranger: Alignment will be determined randomly at game start. May be on Team Good or Team Evil. As a night order, Stranger may "withdraw" from the village. If he does so, his vote doesn't count (but he can still vote in the thread). He is also immune to Lynching that day. Stranger may not withdraw on consecutive nights.


Sloppy Werewolf: May Night Kill any TWO players starting from night 3. May not use this ability two nights in a row. Any day after using this ability, every vote against Sloppy Werewolf counts as two votes, but only if the 'double vote strength' would make him the lynch leader. (Example: Fred is a villager. Barney is the Sloppy Werewolf. Say Barney NK's two people. On the next day, Fred has 10 votes, Barney has 3. In the 'modified vote results' post I make, Barney will still only reflect as having 3 votes. If the results were "Fred: 5, Barney: 3", then Barney's vote strength would double to 6 and Barney would be lynched instead of Fred.)


Hannibal (Gourmet Werewolf) - Every time you NK a player who is not a 'vanilla villager', you gain their special ability. The NK has to actually kill the player in order to gain the ability.


Busybody: Is identified by the Mod to each of his neighbors (akin to the Town Crier). Neighbors are the living players above and below this role in the player list. Will update as the game progresses if his neighbors change.

All tentative roles were added to the OP.
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Ron
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Saved.
 
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Cassandra Project
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The player list, according to Cassandra, is available in this post:

https://boardgamegeek.com/article/24181155#24181155

To sign up for this game go to http://cassandrawerewolf.com/game/1621026
 
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0.o
United States
Cleveland
Ohio
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I just signed up on Cassandra.
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Mr Mason
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I just signed up on Cassandra.
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Tokah
United States
Richmond
Virginia
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I can Quantum Dugout again if that is helpful. =)
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Tampa
Florida
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Yay! Thx Ling
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Ron
United States
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TFang wrote:
I can Quantum Dugout again if that is helpful. =)

As with last year, when the game flips from signup to final build, the dugout starts with everyone who hasn't logged into BGG in the previous two weeks. After that, I'll certainly and happily take volunteers for the dugout.

Thanks!
 
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Ron
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Amekins wrote:
Yay! Thx Ling


Don't thank me yet. Only 1/4 of the way to running.
 
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Bishop of East Anglia
New Zealand
Lower Hutt, WELLINGTON
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I'm, I'm afraid there's been a mistake. The man who has been speaking to you is an impostor. He is not in fact the Bishop of East Anglia, but a man wanted by the police. I am the Bishop of East Anglia and anyone who doesn't believe me can look me up
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Think of me as the Bishop of East Anglia
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I just signed up on Cassandra.
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Ludes
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Honor
Michigan
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I'm throwing caution to the wind .... have I ever played in one of these?

I'll need a late Village please.



P.S. I hate horizontal scrolling - can you please drop a return or two in your DefCons?
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Christopher
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LA
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I don't want to be in a starting village with X either.
 
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Amy O'Neal
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Mechanicsville
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Jess thought she posted this yesterday, but it hasn't shown up... She needs to be in a village with a late lynch time, due to school...
 
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mr fan
Wales
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I just signed up on Cassandra.
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Jack of Clubs
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Fountain Valley
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Why is there no Word Games Forum or Subdomain?
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There should be a Word Games Subdomain, or at least a Word Games Forum!
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Wow! Are you actually going to use some of the roles I invented? I see you modified some of them slightly (which is fine, and probably for the better). Well, I guess I have to play, now!

There's nothing like freshly-baked roles!
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Silver
United States
Florida
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KIWIFRUIT FLUFFER ;)
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Woop
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Ron
United States
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Phil Fleischmann wrote:
Wow! Are you actually going to use some of the roles I invented? I see you modified some of them slightly (which is fine, and probably for the better). Well, I guess I have to play, now!

There's nothing like freshly-baked roles!

I expect a few of them will be in the game. There's no way to know how many, as it is based solely on how many players sign up.
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George Buss
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Muncie
Indiana
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"It seems, that is, I may have become, quite by accident, the chosen, what what?"
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“Here is my secret. It's quite simple: One sees clearly only with the heart. Anything essential is invisible to the eyes.” ― Antoine de Saint-Exupéry, Petit Prince
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I can't miss a Linguist Massacre game. I need to complete my microbadge set.
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