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Hey doods. I'm on vacation this week. Jon mused I should host a wolf game. The jerk made me think about it.

Wanted to do my own roles, though I copied from Zell some. Not really concerned about balance too much, but feedback welcome. I didn't have much time to proof read so there's probably a bunch of errors. Who knows, that's half the fun!


Agency:All members of the Agency will show as Agency aligned by seer checks, unless the Fixer interferes. Win condition is to lynch all Mob (excluding double agent) and Vampire.
ArmorerDuring the night, can choose any player to give a gun. Only one gun can be given and the gun has one shot. That player chosen to receive the gun will be notified via PM and can shoot one person during the day.
DetectiveAt night, can check if two other players are from the same team. The Detective is only told if the players belong to the same team or not. Teams are: Agency, Mob, Wildcard. Ability is used at night by PMing the names of the two players the Detective wishes to check.
DoctorCan protect any other player from death at night from normal attacks by evil/solo roles. Cannot protect themselves. Unlimited use. Uses their ability by PMing the name of the person they wish to protect. The Doctor will be notified if their protection is successful, but nobody else will be notified.
Explosives expertAt night, can install a booby trap at a players house. Explosives won't be ready until the next night. Can choose to move the trap during the night, but again, explosives won't be ready until the next night. Booby trap will persist if the Explosives expert dies.
GunnerCan shoot and kill any player once per day. Two shots max. Their role is revealed to all upon use. Uses their power by posting in bold: "XXXX shoots YYYY".
InformantAt night, can look at one person to discover their alignment. Ability is used at night by PMing the name of one player the Informant wishes to check.
JailerCan choose two players to jail. Jailed players will not be able to perform any night actions. Jailer cannot jail the same player two nights in a row. Jailer and jailed players will have a chat for the night though the jailer cannot participate. Once per game, the Jailer can choose to gun one of the players jailed a weapon. That player can choose to use the weapon or not. If both jailed players are Mob aligned, the Mob will break the players out and kill the jailer.
JudgeDuring the day, can select a player to convict. Selection must be sent via PM. Conviction will only occur if the town cannot decide who to lynch. The judge may convict up to two players per game. If the player convicted does not belong to the Agency, they will be killed. If the player convicted does belong to the Agency, they will survive and the judge will be killed.
PartnerHas no powers other than knows who their partner is. If their partner is murdered, will know receive one of the murderer's names. Can communicate via PM.
PriestDuring the night, can visit a player to hear their confession. Priest will be told if the player visited has killed (Mob/Vampire kills only).
Mob:If mob makes up half the town, the mob wins. Vampire must also be dead. Mob roles are listed in order of their rank.
Godfather
Boss of the mob. Has two votes at night and automatically wins ties. Requires two attacks to be killed. The town will learn that the Godfather has been attacked, but not the manner in which they were attacked, who attacked them, or who was attacked. Godfather will show as unknown alignment to seers.
ConsigliereCan prevent a player from being lynched during the day. One time use. Nobody will know why the player could not by lynched. Power used during the day. Uses their power by PMing the name of the person they wish to protect. Consigliere will show as Mob aligned to seers.
HitmanAt night, can use their ability to ensure a night time attack goes through. One time use. Will kill any agent players protection target (not including explosives expert. Hitman will show as Mob aligned to seers.
FixerAt night, can choose a player to be a patsy. For the entire game, any seer checks on the patsy will show as Mob aligned. One time use. Fixer will show as Mob aligned to seers.
LookoutAt night, can target a player to prevent their night action from occurring. One time use. Lookout will show as Mob aligned to seers.
Wildcards:Both Wildcards will be present.
Double AgentWill get assigned a random Agent AND Mob role and has full access to both role's powers, if applicable. Has no loyalty. Can win with both Agency or Mob, but must stay alive in order to win. Does not count towards Agency population for Mob win condition. Double Agent will show as unknown alignment to seers.
VampireVampires exist! Can bite one person per night. If the person bitten dies in any way, they become a vampire. Converted vampires are essentially dead (go to dead thread, can't post or vote in day thread). Cannot be killed at night. If vampires make up half the alive town, The vampires win. Vampire will show as unknown alignment to seers.
 
Last edited:

A PineSol Scent

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VampireVampires exist! Can bite one person per night. If the person bitten dies in anyway, they become a vampire. Converted vampires are essentially dead (go to dead thread, can't post or vote in day thread). If vampires make up half the town, The vampires win. Will show as unknown alignment to seers.
@Christina here's the role you've always wanted
 

Jon

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Hey doods. I'm on vacation this week. Jon mused I should host a wolf game. The jerk made me think about it.
You're welcome!

I have a question about the wildcards...

Will they all always exist? It sounds by the double agent and informant that those two roles will always exist. I would assume at least the double agent always will because then what is the point of the informant?

Color me interested though! I'd love to be a double agent. Double power, double the fun!
 
Double Agent: Will get assigned a random Agent AND Mob role and has full access to both role's powers, if applicable. Has no loyalty. Can win with both Agency or Mob unless found by the informant. If exposed, can only win with the Mob. Will show Agency aligned unless exposed.
Edited double agent role. Before I had that they can win with both, but changed to can only win with mob if exposed by the informant.

Should I keep the part where they have to stay alive to fulfill their win condition?
 

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Edited double agent role. Before I had that they can win with both, but changed to can only win with mob if exposed by the informant.

Should I keep the part where they have to stay alive to fulfill their win condition?
I don't THINK so, because at that point, if they die they could only win with agency (since the informant can't technically reveal someone dead). It essentially means that the double agent could never lose. I'd say the informant should have to make an official declaration and be punished if wrong (like in Clue) for their role honestly.
 

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Should I keep the part where they have to stay alive to fulfill their win condition?
I'd clarify what happens to the informant if the double agent dies before they can reveal em. Does that count as "finding" them for winning? Or does the agency fire them via literal fire?

Also, there should be some other negative for the double agent. Currently they're just a much better mobster. Well, I don't know. It is different in a way as there's a specific role to find them, so maybe just having a specific seer to find them is good. Maybe have the double agent announced publicly when the informant finds them?

Lastly, maybe clarify for the vampire that they win when there's equal or more than half alive town members.


Errr.... Maybe hash out the jailer description? You got both jailer and warden there lol.

This priest version seems kind of weak. Not really a proper spirit seer from wolf as you can only check one person. But then again, maybe it's a better flavor for your game that you only have the option to check one instead of two.
 
I'd clarify what happens to the informant if the double agent dies before they can reveal em. Does that count as "finding" them for winning? Or does the agency fire them via literal fire?

Also, there should be some other negative for the double agent. Currently they're just a much better mobster. Well, I don't know. It is different in a way as there's a specific role to find them, so maybe just having a specific seer to find them is good. Maybe have the double agent announced publicly when the informant finds them?

Lastly, maybe clarify for the vampire that they win when there's equal or more than half alive town members.


Errr.... Maybe hash out the jailer description? You got both jailer and warden there lol.

This priest version seems kind of weak. Not really a proper spirit seer from wolf as you can only check one person. But then again, maybe it's a better flavor for your game that you only have the option to check one instead of two.
I will think on this, sir. Thank you.
 
Double AgentWill get assigned a random Agent AND Mob role and has full access to both role's powers, if applicable. Has no loyalty. Can win with both Agency or Mob unless found by the informant. If exposed, can only win with the Mob. Will show as unknown alignment to seers.
InformantCommon criminal. Paid by the Agency to find the Double Agent. Once per night, can submit up to two names (via PM). Will be told if there guess contains the Double Agent or not. Even though they are Agency aligned, can only win with the Agency if they discover the Double Agent by making a public announcement during the day. If their public guess is wrong, or the Double Agent dies before being exposed, will be killed in retribution. Will show as unknown alignment to seers.
Added repercussions to informant for incorrect public outing or if the double agent is killed before being exposed. Changed the double agent to unknown alignment.


Is that too harsh? Does it even make sense?
 

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I think the double agent is fine to start off with. It's really the informant that needs to be adjusted.

The DA can be the strongest player in the game very easily. That's why the informant is there to help the agency find them fast so that they would...

Well, here's a thought. Just came to me as I was typing lol. Maybe the informant's job is to find the DA and finding him brings him to the agency team. The opposite could happen too where the mob needs to figure out who the DA is to bring him into theirs. So it would be in the DA's best interest to be on both teams, but both teams also want him to theirs. Or something. Maybe like a single chance to out a mobster as the DA per game. Maybe if it fails a mobster dies or is thread banned or something.
 

Jawneh

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I was thinking the double agent should be strictly mob aligned, they just gain the benefit of also getting an agent power. And cannot win with the town.

Does that work better?

I originally liked the idea of the double agent being able to switch sides and join whichever side they thought was winning, but not sure now.
Definitely the neatest role in the game and it should probably retain that feature. Just need to figure out a good balance for it. It's like a neutered instigator in one package.

Now imagine is the agency portion is a partner. How neat would that be. Or would it? Could the other partner win if the DA goes mob? Could cook up some weird things with this lad.
 

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Maybe the informer should just be eliminated altogether? Keeps the Double Agent in play longer potentially
I think it depends on what you want the role to do. Do you want them to keep the ability to turn on a dime and backstab one side, or do you potentially want one or both the sides to have the ability to either recruit or reveal them? I did have a thought that if the informer does narrow the DA down they could have the ability to kill them. Or something. Thinking out loud. Maybe just remove the informer like you said.

I think the agency could use one more seer. At present it's just priest and detective. Maybe the informant just moves to agency role and their seer ability gets tweaked. Maybe normal aura seer.
Maybe. Or you could think of your own flavor of seer that's different somehow. Oh, here's one. Feel free to steal the idea:

Talent Agent:
Has a keen eye for talent and wants to let everyone know that. During the day, can submit a target to publicly announce their role the following day. Must be send at least 6 hours before end of day. If the Talent Agent is killed before the next day, the announcement does not happen. Only one talent can be found per game.
 
Moved informant from wildcard to agency and changed their role to be to check alignment. Also alphabetized the agency roles. Edit, clarified that Double Agent doesn't count towards Agency population for Mob win condition. Clarified that Vampire also must be dead for mob to win.

Oh yeah, I wanted to add back in that Double Agent must be alive to fulfill their win condition.
 

Ben

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