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In:
@Tommy Boy
@Benzine
@Ants!
@Alu / @A Maybe Baker
@shortkut
@Quagmire
@canadaguy
@Jon

Ants' game is about to start soon, so it'll be a week or two, I'm guessing.

I learned things from first go around.
1. Pick a better time to post results. Last time I had day threads start or end at 8PM my time, which was actually the worst time for me to do it, haha. I'll do these things during my work hours in between...well, work.
2. Town was too strong. I made mob stronger (I think? Feedback welcome).
3. Vampire wasn't very well thought out. I removed it entirely.
4. A lot of confusion with Double Agent. I agree with a lot of the feedback, they should not have been in Mob Chat. They're true "solos" now. Feedback welcome on this.
5. I typed out a turn order. Last time I figured it was obvious and it would be a natural thing to work through. I was wrong and that fucked me multiple times, haha.
6. Added a medium type role.
7. ???
8. Profit

Agency:Alignment (Agency, Mob, Wildcard)
Aura (Good, Evil, Unknown)
Win condition is to lynch all Mob (excluding double agent).
Strong Roles:At max, one of each strong role will appear.
DetectiveAgency/GoodAt 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 (cannot compare against themselves).
GunnerAgency/GoodCan shoot and kill any player once per day. Two shots max. Their role is revealed to all upon use. Uses their power by posting: "Shoot XXXX"
JailerAgency/GoodDuring the day, can select another player to jail at night. Selection is done via PM. The player jailed cannot be killed at night via normal evil attacks. The jailer is not notified if their detainee is attacked. The player jailed cannot perform any night actions or participate in other night chats. The Jailer can kill the player at any time (one kill per game). The jailer can send up to two messages to the prisoner, and the prisoner can send two back. I'll work as intermediary. Messages go Jailer -> Prisoner -> Jailer -> Prisoner. If the jailer decides not to send any messages the prisoners messages won't be sent. If the jailer is killed at night, the player is immediately unjailed and may use night actions if available.
MorticianAgency/UnknownUsing questionable techniques, can revive a dead player once per game. Selection is made at night by PMing their selection. Revived player will retain whatever previous role/power they had, if any.
Normal Roles:Normal roles can appear more than once
ArmorerAgency/GoodDuring the night, can choose any player to give a gun. That player will be notified via PM and can shoot one person during the day by posting: "Shoot XXXX"
DoctorAgency/GoodCan 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 expertAgency/UnknownAt 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.
InformantMob/GoodAligned with the town, but uses their underground connections to discover another player's alignment. Ability is used at night by PMing the name of one player the Informant wishes to check. Results will come back "Agency, Mob, or Unknown"
Private Third EyeAgency/GoodUses their powers of deduction and clairvoyance to make determine a players aura.
Partner (two players guranteed)Agency/GoodHas no powers other than knows who their partner is. If their partner is murdered by the Mob, the surviving partner can choose to avenge their partner's death during the day. The targeted player will be attacked. If the targetted player is innocent, the surviving partner dies. Uses their power by posting: "Take vengeance on XXXX"
PriestAgency/GoodDuring the night, can visit a player to hear their confession. Priest will be told if the player visited had killed during that same night (includes Agency kills, for example, explosives agent trap or jailer kills).
Mob:If mob makes up half the town, exlcluding the Double Agent, the mob wins. Mob roles are listed in order of their rank (Godfather, Consigliere, Hitman, Fixer, Lookout). Will be one Godfather and Consigliere, but other roles will be random and may be duplicated
GodfatherMob/UnknownBoss of the mob. Has two votes at night. 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.
ConsigliereAgency/EvilUses Agency connections to 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.
HitmanMob/EvilAt night, can use their ability to ensure a night time attack goes through. One time use. Will kill any agent players protecting target (Doctor or Jailer, but not explosives expert). If killed during the day, not including lynch, will kill a targeted player. Target is set at night and can't be changed during the day.
FixerMob/EvilAt night, can fix seer reads except for Priest. Every night, can chose a target. For that night only, the targeted player will show as Mob/Evil. Unlimited uses.
LookoutMob/EvilAt night, can target a player to prevent their night action from occurring. Two uses.
Wildcards:
Double AgentWildcard/UnknownWill get assigned a random Agent role (not strong) AND Mob role (not Godfather or Consigliere) and has full access to both role's powers, but is not in Mob chat. 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. Will show as unknown alignment to seers.


Turn order:

Fixer fixes
Lookout looks
Jailer jails
Armorer arms
Doctor doctors
Explosives Expert booby traps
Detective detects
Private Third Eye sees
Mortician mortifies
Hitman hits / Mob mobs
Priest hears confession
 
Last edited:

shortkut

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