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April 28, 2024, 01:19:08 pm

Author Topic: Werewolf  (Read 210289 times)  Share 

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blasonduo

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Re: Werewolf
« Reply #915 on: December 08, 2019, 09:01:36 pm »
Huzzah! It's official! Watch this space, I'll soon update with some changes I've made from previous games, and post the role list.


If you still want to join, you still can!
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blueycan

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Re: Werewolf
« Reply #916 on: December 08, 2019, 09:04:11 pm »
any house with a shutters and easily cleanable floors would be great

sweetiepi

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Re: Werewolf
« Reply #917 on: December 08, 2019, 09:07:12 pm »
any house with a shutters and easily cleanable floors would be great
Idk about anyone else, but this sounds rather suspicious!
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blueycan

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Re: Werewolf
« Reply #918 on: December 08, 2019, 09:08:15 pm »
Idk about anyone else, but this sounds rather suspicious!
safety and convenience, insanipi. what did YOU have in mind?

blasonduo

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Re: Werewolf
« Reply #919 on: December 08, 2019, 09:49:07 pm »
Key Changes from previous rounds.

- The Seer will no longer identify potential werewolf roles. (Eg You investigate blasonduo and you see that they're either a bodyguard, medic OR an evil werewolf!) In hopes to allow more freedom for the werewolves.

- The psychic has been buffed so the second person they see will have a 33% chance of being an evil werewolf. They will not know which of the 2 people will be innocent and IF the other is a werewolf.

- The hypnotist can no longer be stopped by the Nitwit or security guard, and their hypnotised target will ignore the nitwit. (Security guard will still block)

- The necromancer has received a nerf and buff. They can only use each player once now. But dead players have newer, more deadly actions.
- Dead Security guard - Will wait out a chosen house, if someone visits, the security guard will KILL the visiting player (If 2 or more people visit, 1 person chosen at random will be killed)
- Evil Best Friend - Traumatise a living player so much, that they cannot use their action the following night.
- Creepy Psychic - Casts a magical spell on a player to completely silence them in the next day phase
- Clumsy Nitwit - Will poison an alive player, if not treated by the medic, will die after 2 full cycles (poisoned Night 2, Dies Day 4)
- Vengeful vigilante - If they still have the bullet, will shoot and kill the chosen player
All roles not mentioned will do the same as the alive roles.

- Introducing the swapper!: An Evil support werewolf that has the ability to swap 2 villager houses for a night, without (somehow) them knowing. (Eg the swapper swaps the villagers, Poet and blasonduo around. The seer investigates Poet, but will instead investigate blasonduo that night instead, they will not know about the swap.) The swapper will visit both houses during that night, the tracker will always see them travel far. The swapper will only be blocked by the security guard, and if they do, will do nothing that night. Nitwits will still block their ability to swap though.

« Last Edit: December 09, 2019, 11:55:15 am by blasonduo »
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blasonduo

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Re: Werewolf
« Reply #920 on: December 08, 2019, 09:51:00 pm »
Introducing the updated roles!

Villager (Innocent) Roles:

*Lookout - Has the ability to watch a house of their choice and observe who enters that house. (eg blasonduo is the lookout and watches Poet's House. Katie,rinos is a medic and healed Poet that night. blasonduo would then receive "You watch katie,rinos enter your chosen house). They cannot see if the person leaves the house.

Best Friend - Visits another house at night, and can observe what happens to that person. (Ie The "friend" you visited was healed by a medic and visited by an illusionist!). If a werewolf visits your visited house, you will NOT die

Tracker - Tracks one villager at night to see if they leave their house and if they travelled a long or short distance. (eg blasonduo DID leave this house last night, he wasn't out for long, so he must've visited a house nearby).

Vigilante - Has the ability to murder a player at night at their discretion. If who they attack is NOT either a werewolf or a joker, a mysterious force will kill them the next night. If they do attack a werewolf or joker, they continue to live. The vigilante can only attack once. If controlled by a hypnotist, they WILL shoot, however they will not die by the mysterious force.

*Medic - Every night can choose 1 player to heal. If the medic's target was attacked, they will not die AND will get notified that they were saved. The medic can self heal only once.

*Seer - Has the ability to choose a player to investigate each night. They will see 3 roles; 2 innocent roles, 1 evil one (not said) one of them will be their true role. (eg blasonduo is a medic and is investigated, the seer will see blasonduo as Tracker, Medic or evil werewolf) The Joker will be considered as one of the innocent roles.

Psychic - Everynight they are alive, the GM will give them 2 names. At least 1 of them WILL be an innocent villager the other has a 33% chance of being an evil werewolf. The Joker will be considered an innocent villager.

Security Guard - Ability to block a house, meaning no one can visit that house, and the villager in that house cannot leave. If the security guard blocks the attacking werewolf's house, they will die. If the werewolf attacks the blocked house, the security guard will die instead. If the security guard dies, the town will be told at which house they died at. If a villager has their action interrupted by the security guard, they will be notified. The security guard will not know who they interrupted. The security guard may now allow the villager they are protecting to still act their role, this is up to the security guard.

Nitwit - If the Nitwit visits, they will stop any action that house was doing (if it's the attack werewolf, they will die).

Overprepared tourist - Has the ability to protect themselves for 2 nights. If attacked when using their protection, they will NOT die. They will get notified if they were attacked. If they use their protection and were not attacked, they still lose the protection.


Werewolves (Evil) Roles:

There will be 3 werewolves, 1 attack and 2 support. If the attack werewolf dies, the one of the support werewolves become the new attacker, but with no benefits.

Attack Werewolf Roles:

Brute - When they kill a villager, they brutalise them so badly that its hard to distinguish between 3 roles. (eg: blasonduo was BRUTALLY murdered last night. It is hard to distinguish their role, but they were either the medic, seer OR the lookout). Medics still successfully heal a brute's attack. Brutes will be told the villager's role

Assassin - So stealthy that the lookout, tracker or security guard can't see them move. Kills without needing to go the villager's house at night. Assassins can still kill their targetted house even if the security guard was protecting that house. Medics still successfully heal an assassin's attack

Faker - Will attack a chosen house, but also get to visit an additional house. The second house will not get attacked. (eg blasonduo is the Faker, they choose to attack Poet and visit katie,rinos. Poet will die, katie,rinos will not. The lookout will see blasonduo if they pick to investigate either Poet or katie,rinos. The best friend, if visiting katie,rinos will see blasonduo as a "Nitwit".

Support Werewolf Roles:

Hypnotist - Has the ability to control a villager's mind at night, forcing them to act that action instead. (eg Poet, the medic wants to heal blasonduo, but the hypnotist controls Poet into katie,rinos meaning Poet will heal katie,rinos that night instead) The person hypnotised WILL know that they were hypnotised. The hypnotist is the only role that can force non-visiting roles to visit other houses (although nothing will happen) The hypnotist can not be stopped by the Nitwit or security guard, and their hypnotised target will ignore the nitwit. (Security guard will still block)


Illusionist - Has the ability to play tricks on a villager, giving the villager false information. (eg the lookout will see additional people that did not actually visit or the seer saw roles incorrectly) The villager will NOT know if what they saw was real or not (unless they can figure it out :) ). The illusionist cannot make a villager unsee an action, only add an action. (eg if the Lookout watches a villager enter a house, it can't make it seem like that villager didn't enter, only make a second villager enter)

Necromancer - Can "revive" a dead player for a night and use the dead villager's ability for the night. The necromancer can only use each dead player once. Some roles have special dead abilities (click below)
Spoiler
- Dead Security guard - Will wait out a chosen house, if someone visits, the security guard will KILL the visiting player (If 2 or more people visit, 1 person chosen at random will be killed)
- Evil Best Friend - Traumatise a living player so much, that they cannot use their action the following night.
- Creepy Psychic - Casts a magical spell on a player to completely silence them in the next day phase
- Clumsy Nitwit - Will poison an alive player, if not treated by the medic, will die after 2 full cycles (poisoned Night 2, Dies Day 4)
- Vengeful vigilante - If they still have the bullet, will shoot and kill the chosen player
All roles not mentioned will do the same as the alive roles.

Seer's Evil Twin - Has the exact same role as the seer, but is evil :) they are also better at their job, so they can identify a villager's role with 100% accuracy

The swapper! - Has the ability to swap 2 villager houses for a night, without (somehow) them knowing. (Eg the swapper swaps the villagers, Poet and blasonduo around. The seer investigates Poet, but will instead investigate blasonduo that night instead, they will not know about the swap.) The swapper will visit both houses during that night, the tracker will always see them travel far. The swapper will only be blocked by the security guard, and if they do, will do nothing that night. Nitwits will still block their ability to swap though.[/size]


Chaotic (Neutral) Roles:

*Joker - Wants to get lynched. If successful they will win. In addition, they can haunt a player that voted off the joker for the rest of the game. Haunting a player will cause them to act randomly at night (eg blasonduo is a medic that voted out the joker and is now haunted. For the rest of the game, blasonduo will heal a random person out of their control. They will know they have been haunted). The joker has Night 1 immunity.

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As you can tell, there are more roles than positions, meaning not all roles will be in the game and it is up to you to figure which ones are not in the game. This will be randomised. All roles with an "*" will ALWAYS be in the game.

Each Day/Night phase will last 24 hours:

Night Phase:

Every player will have 24 hours to send me in PM what they intend to do each night You have the ability to do nothing as ANY role, but you still MUST tell me you intend to do nothing. If someone does not message me, when the day phase starts, I will state this. (eg blasonduo is AFK and did not do their task) When the day Phase begins, I will tell the players relevant information.

All PM's must be sent to me by 10pm on the relevant night phases

Day Phase:

First thing will happen will be a recount of the last night (ie who died, or who was saved) Their role will be revealed (unless there is a brute)

This is the voting phase. For a successful lynch to occur, the player must get at least 51% of the votes. Once it hits 10pm on the given day, all voted are locked, and the votes will be tallied and the night phase starts. Lynched players will have their roles revealed. "No votes" can be cast, where a player decides there is not enough evidence to lynch someone. If no player gets more than 50% of the votes, the day will count as a "no vote".

The death of a player

If a player dies, they can continue on the conversation, but must use this colour to show they have died. Additionally, a dead player CAN NOT reveal information they did not share before they died, but they can continue on with the conversation :)

---------------------------------------------------

Finally, I am trying something VERY new. This may be very unbalanced, and some of this may be confusing. If you have any questions about any of this, please ask away. If you think something is flawed or bad, let me know too!

If there isn't any problem. ANville will begin......:

We will start... NOW we will start on a night phase. Roles will be given out earlier.
Action roles are due 10pm 9th December
« Last Edit: December 09, 2019, 12:57:27 pm by blasonduo »
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blasonduo

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Re: Werewolf
« Reply #921 on: December 08, 2019, 09:52:16 pm »
Roles have been sent!!! I'll update with a map and stuff tomorrow, because its late :^)
« Last Edit: December 08, 2019, 11:14:33 pm by blasonduo »
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PhoenixxFire

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Re: Werewolf
« Reply #922 on: December 08, 2019, 10:09:50 pm »
^Edited the above information into the first post in this thread for ease of access during the game.
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blasonduo

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Re: Werewolf
« Reply #923 on: December 09, 2019, 11:44:52 am »
The sun sets over ANville

Everyone couldn't believe they were able to get free houses! Especially with the current house market! It felt too good to be true! Some villagers did need to clean the bloodstains out of the carpets, but for a free house, they weren't too fussed. Everyone was ready for their first restful sleep in their new town :)

This is the current map of the town, this will be helpful for the tracker (if we even have one ;) ) and helpful as the town progresses
Spoiler

Roles were randomly assigned. Not all roles are in this game.

The users playing are as follows:
BriMT
PhoenixxFire
insanipi
laura_
Ionic doc
Erutepa
Owlbird83
katie,rinos
fun_jirachi
jeydanzaali


The roles are:
6 Villagers
1 Joker
3 Werewolves (I hope this wasn't a mistake)

Some housekeeping rules

- Do not delete your posts. You can edit posts and add things, but you can't remove anything (Editing is fine)

- Do not share PMs under any circumstances. You may claim to others what PM's said, but you can not directly send them.

We are currently in Night Phase, I need everyone's night actions by the 10th December at 10pm (or if everyone gives me their action before 10pm today)

Goodluck Town.


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RuiAce

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Re: Werewolf
« Reply #924 on: December 09, 2019, 11:46:37 am »
Restful, ahem.

blasonduo

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Re: Werewolf
« Reply #925 on: December 09, 2019, 11:08:52 pm »
Not everyone has sent me their actions for Night 1 yet (thank you, everyone, who did <3), so the official due date is 10th December at 10 pm!!

As always, you can change your decision before 10 pm tomorrow if you want!

Goodluck! (Who's gonna be the unfortunate person to die first?!)
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blasonduo

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Re: Werewolf
« Reply #926 on: December 10, 2019, 04:27:46 pm »
Friendly reminder that night actions are due in a little over 5 hours. I am still waiting on 3 people, please get them in ASAP :)
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caffinatedloz

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Re: Werewolf
« Reply #927 on: December 10, 2019, 09:53:15 pm »
This chat's been quiet. Don't want to protest my innocence too loudly, but I'm wondering what's going to happen tonight!

Erutepa

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Re: Werewolf
« Reply #928 on: December 10, 2019, 09:58:33 pm »
This chat's been quiet. Don't want to protest my innocence too loudly, but I'm wondering what's going to happen tonight!
ANything to substantiate said innocence?
your protests could use a bit more volume
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caffinatedloz

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Re: Werewolf
« Reply #929 on: December 10, 2019, 10:00:40 pm »
ANything to substantiate said innocence?
your protests could use a bit more volume
when nothing has happened i have no way of proving anything. i could ask you the same question...