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2 | Blind Wolves: They can not see. | ||||
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6 | By Robijnvogel (Template copyright Shazam) | ||||
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8 | Rules | Every day, everyone must vote for a person to lynch | |||
9 | Those who don't vote will be smitten. A grace-smite will be given for a first offence | ||||
10 | Private convos are allowed, as long as the GM is in them. | ||||
11 | No quoting role PMs (or any PMs for that matter) | ||||
12 | The first days last for 24 hours. After D3, every Night and Day will each last 12 hours, to allow the wolves to decide to kill the delusional. After the delusional is found dead, each day will last 24 hours again. | ||||
13 | All wolves and the delusional are in the wolves' convo, but don't know their role or alignment | ||||
14 | In addition to who they want to kill, the wolves must also choose someone to carry out the kill (this is actually needed for them to figure out what their own roles are). | ||||
15 | At the start of every 12 hour night, the wolves will receive the outcome of that night's actions (killed wolf-convo members will already have been removed from the convo at that time), so they can react to that night's actions in the one way they still can: | ||||
16 | Once per game, during this night phase the wolves can decide to kill one additional person from their own convo that they suspect from being the delusional. Two living people in the convo are enough to veto against this kill. | ||||
17 | Ghosting is not permitted, zombying however... | ||||
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19 | Order of Actions | ||||
20 | Smite, Lynch, Nosy Wolves' Sense, Cupid*, Poacher, Seer, Hunter, Nightkill, Infectious wolf dies, Witch (Resurrect, Cure, Kill), Infected villager turns into wolf, N3+ 12-hr wolf-discussion | ||||
21 | *Cupid only N1 | ||||
22 | Additional Notes | ||||
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24 | The roles for this game, will be determined by the GM as follows: | ||||
25 | Base pack: | ||||
26 | (4) One innocent man, seer, beardless wolf, infectious wolf | ||||
27 | Booster pack: | ||||
28 | (9) Seer, witch, 1-shot hunter, 2-shot poacher, delusional, nosy wolf, moon moon, cupid, angel | ||||
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30 | The roles in the base pack will definitely be in the game. The booster pack will be complemented with normal villagers until there's three roles too many. Three roles will then be randomly removed from this set. Then the base pack and the remaining cards will be distributed randomly over the players. | ||||
31 | If there are enough players, an additional wolf could be added to the booster pack. | ||||
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34 | At daybreak, the names and roles of the new corpses will be announced, but not their allignment at that time. And if they were killed at night, the kind of nightkill won't be mentioned, however it may be hinted at. | ||||
35 | If there is no mention in this rolesheet of someone being notified about something, assume they aren't. | ||||
36 | ROLE | POWER | NOTES | ||
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38 | Town | ||||
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40 | Win Condition: At some point all the Wolves are dead | ||||
41 | Villager | Aside from the ability to vote, can cast a hidden vote in their role convo to influence the lynch, once per game. | This town believes in universal suffrage! | ||
42 | Seer | Every night, can check a living person to get to know their alignment, but not their role. On N0, will be given the name of a town player and with town, I mean a player with a role from this green area of the role sheet. | "The door is everything: All that once was and all that will be. The door controls time and space, love and death. The door can see into your mind! The door can SEE INTO YOUR SOUL!" And this guy owns that door. | ||
43 | Witch | Has three potions: One antidote, against the werewolf virus, one to resurrect the werewolf target and one to kill a person. Can use all potions in the same night. Antidote and resurrection will always target the werewolf target (chosen by the werewolves) of the night they are used. The witch will not be notified who this wolf-target was or whether any potions actually affected anything. | "Oh, grandmother, what big ears you have!" ... or is that the wrong fairy tale? | ||
44 | One innocent man | At the start of the game, the GM announces that this guy is very very very town and therefore out of suspicion. (The wolves will probably try to kill you or turn you into one of their own though.) | This guy is the town's hero. He couldn't be a werewolf, now could he? | ||
45 | Hunter | Can kill someone at night. | I have nothing special to say in this guy's favour. He's boring as heck. | ||
46 | Poacher | Can trap someone at night, preventing them from doing their night action and protecting them from being hit by any other night action. Limited actions that miss their target because of this, will not be spent (the hunter and witch will be notified that their action was not spent). Can not target himself. | "There's no escaping my netses, you see? You SEE?" | ||
47 | Angel | This saint-like creature will win with town, but ONLY if he is dead at the end of the game. Can not vote for himself in any context and will be smitten and excluded of victory if he does. | "I'm so sick of all the violence here, that I don't want to live anymore, but I am too holy to take my own life." | ||
48 | Delusional | The Delusional thinks he is a werewolf, but is actually just delusional. He is in the werewolf convo and can vote there. If he is sent to do the kill, however, he will not actually kill his target and because he is town, he will win with town. If scanned by seer, will return "unknown allignment". | There is something weird about this wolf. | ||
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50 | Infected villager | Additional role that someone gets after they've been attacked by the infectious wolf. Can be cured by the witch on the night infected or the following night. If not cured or killed, his win conditions change to werewolf and he will be added to the Werewolf conversation by the GM. This person will keep his original powers through and after the wolfification process. | "If I die before I wake, it will be for goodness' sake." | ||
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55 | Wolves | ||||
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57 | Win Condition: Equal or outnumber the town at any moment* | ||||
58 | Wolf | Wolf without any special powers. (Only possibly present in the game if there are a lot of players) | They have fangs. And lots of them. | ||
59 | Beardless wolf | If checked by the seer, will be seen as not suspicious. | The youngest of the pack, but just as lethal. God-father sounds too cool. | ||
60 | Moon-moon | The wolves can only win if either moon-moon is dead or not in the game, or moon-moon is the only surviving wolf. If he's sent for the nightkill, he will kill Someone Else at random. | He has no clue how stupid he is. | ||
61 | Infectious wolf | If this wolf is sent for its first night kill (We will call that night, N~), he will not kill the target, but instead infect it with the werewolf virus. If the infected person is still alive after the next night (We will call that night, N~+1), his primary win-condition will change to the wolves' and he will be added to the wolves' conversation by the GM. Additionally, this wolf will die in the night after that one (N~+2). | The oldest of the pack, about to die and ready to pass on his legacy. | ||
62 | Nosy Wolf | If sent to do the kill, will receive the names of everyone else targeting that person that night, regardless of the poacher being one of them, in his personal convo. The poacher will still prevent the kill though. | Has a very good sense of smell | ||
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64 | Turned villager | This ex-non-werewolf, that was bitten by the infectious wolf at least two turns ago retains his original powers and their limitations, but has been added to the wolf convo and now wins only with the wolves except if they are cupid and/or the lovers. The angel would still need to die before game's end in order to win himself. | |||
65 | *There are "moments" between night actions. | ||||
66 | Neutral | ||||
67 | |||||
68 | Win Condition(s): Individual | ||||
69 | Cupid | On N1, can pick 2 targets. Those 2 targets will become lovers. The cupid wins if all lovers survive until the end of the game. Can target himself if wanted. | Won't the arrows kill those people? This makes no sense. | ||
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71 | Lovers | Cupid's targets on N1. The lovers will get a private convo. They will still retain their original powers and win conditions. However, they also gain an alternate win condition: to be the last 2 standing (the Cupid can be alive). Both die if either one were to die. | True love always wins. Right? RIGHT??!? | ||
72 | Infected neutral | Additional role that a neutral gets after they've been attacked by the infectious wolf. Can be cured by the witch on the night infected or the following night. If not cured or killed, his primary win condition will change to werewolf (except if cupid) and he will be added to the Werewolf conversation by the GM. | To have cupid in the werewolf chat would be an awesome possibility, I guess. | ||
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78 | Abilities, Items, Misc. | ||||
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80 | Additional power held alongside a role. | ||||
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