SemiRPG/Werewolf
From Caelwiki
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+ | {{SemiRPGWarning}} | ||
=Werewolf Roleset= | =Werewolf Roleset= | ||
These are the Roles current recognized for the Werewolf [[SemiRPG]] RoleSet: | These are the Roles current recognized for the Werewolf [[SemiRPG]] RoleSet: | ||
Line 15: | Line 16: | ||
This role is required}} | This role is required}} | ||
- | ==Special Roles== | + | ===Special Roles=== |
{{RoleVillain| | {{RoleVillain| | ||
Alpha Wolf| | Alpha Wolf| | ||
Line 43: | Line 44: | ||
#If playing with blind roles, and the majority victim is another wolf the breeder is killed in the victims stead. | #If playing with blind roles, and the majority victim is another wolf the breeder is killed in the victims stead. | ||
#There is a 50 percent chance that the Converted individual is a Turncoat (Reluctant Werewolf)}} | #There is a 50 percent chance that the Converted individual is a Turncoat (Reluctant Werewolf)}} | ||
+ | |||
+ | {{RoleVillain| | ||
+ | Kin| | ||
+ | This role has been called the Monk numerous times for reasons which are odd and unclear.| | ||
+ | During the Night| | ||
+ | Significant| | ||
+ | The family of the Loup Garou, they bear the blood of the wolf which can become awakened in the right circumstances. | ||
+ | As this lacks any precise definition of the precise circumstances and what they appear to be when scanned by a seer, this role's specifics are to be determined by each individual moderator.| | ||
+ | }} | ||
{{RoleVillain| | {{RoleVillain| | ||
Line 52: | Line 62: | ||
Consequently the Possessed will even sacrifice his/her own life to insure a team win. The seer cannot detect the Possesseds duplicity and sees only a Villager.|}} | Consequently the Possessed will even sacrifice his/her own life to insure a team win. The seer cannot detect the Possesseds duplicity and sees only a Villager.|}} | ||
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- | |||
- | |||
- | |||
- | |||
- | |||
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==Roles which win with the Villagers (Heroes)== | ==Roles which win with the Villagers (Heroes)== | ||
Line 80: | Line 80: | ||
===Special Roles=== | ===Special Roles=== | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Assessor| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Day| | |
- | + | Minimal| | |
- | + | The Assessor can once per night either determine the number of Current Vampires or Current Werewolves.| | |
+ | I have often used this as an NPC role for creative effect because it is so minimal}} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Channeler| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Day| | |
- | + | Significant| | |
- | + | A Channeler is announced at the beginning of play but his identity is not revealed even to the anchor. | |
- | + | ||
- | + | At an time later in the game the players may vote to contact the dead. | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | If the | + | If the channeler is alive the séance succeeds the chosen dead player arises as a wraith and can speak with the players freely for a round but may not cast a vote |
+ | |||
+ | If the séance targets the vampire the effect fails but the players cannot tell why.| | ||
+ | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Cultist| | |
No Known Aliases| | No Known Aliases| | ||
Night| | Night| | ||
- | + | Significant| | |
- | + | Once per night the cultist may elect to contact another player and induct them into a cult. | |
- | + | ||
- | + | If the cult has multiple members one person per night is elected as the representative to bring new blood into the cult. | |
+ | |||
+ | If a cultist contacts a werewolf he is slain.| | ||
}} | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Cupid| | |
- | + | No Known Aliases| | |
- | + | Setup| | |
- | + | Moderate| | |
- | + | At the beginning of the game the Cupid chooses any two players which are linked as a ýCoupleý, which may actually be an entirely non-romantic relationship. Such a couple cannot vote to lynch each other and if composed of 1 wolf and 1 villager will try to misdirect activity away from their partner. | |
- | + | Mixed couples are considered a winner if either of them survives the game.| | |
- | + | The cupid creates a player initiated version of the Sibling optional rule | |
- | + | Variants: | |
+ | #Sole Survivor In this variant the couple works entirely for themselves and seek to create an end condition where they are the sole remaining players. | ||
- | + | #Lovers A more severe version but natural extension of Sole Survivor. In this variant the couple become lovers as per the lovers optional rule and if one dies the other immediately dies too. | |
- | + | }} | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | # | + | |
- | + | ||
- | + | ||
- | + | ||
{{RoleHero| | {{RoleHero| | ||
Line 152: | Line 143: | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Investigator| | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
No Known Aliases| | No Known Aliases| | ||
Night| | Night| | ||
- | + | Significant| | |
- | The | + | The Investigator can investigate one character during the night and observe their actions. |
- | + | ||
- | + | If the Investigator investigates the victim of the wolves however the investigator himself is slain in addition to the victim.| | |
- | + | }} | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | If the | + | |
- | + | ||
{{RoleHero| | {{RoleHero| | ||
Line 193: | Line 168: | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Martyr| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Nil| | |
- | + | Moderate| | |
- | The | + | The martyr may elect to protect one player per night with their own life. If the player is targeted by the wolves the Martyr is slain instead.| |
- | + | None}} | |
- | If the | + | |
+ | {{RoleHero| | ||
+ | Scharping| | ||
+ | No Known Aliases| | ||
+ | Variable| | ||
+ | Minimal| | ||
+ | The Scharping is so sloooooow that he becomes aware of being killed at night only one night later. Effectively, the Scharping lives one extra day when killed by the wolves thus allowing the villagers another vote in the day that follows.| | ||
+ | The name refers to the former german Minister of Defence Rudolf Scharping known for his extremly slow way of speaking. | ||
+ | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Silver Bullet| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Day| | |
Moderate| | Moderate| | ||
- | + | A silver bullet can target one player at anytime during the day | |
- | + | If the player targets a werewolf, the werewolf dies; if they hit a villager, the villager is merely wounded and is sequestered for the rest of the day.| | |
- | The | + | Variant: The silver bullet is instantly lynched if he wastes his ability on a villager. (This makes little sense to me unless we are playing with the possibility of an Evil Silver Bullet who would try to sway votes by taking out a human... but their death would harm the wolves so...) |
+ | }} | ||
- | + | {{RoleHero| | |
- | + | The Special Prosecutor| | |
+ | No Known Aliases| | ||
+ | Variable| | ||
+ | Insignificant| | ||
+ | The special prosecutor has 2 powers and works for the villagers | ||
+ | #He can ask about the identity of angels archangesl and seers during the night. | ||
+ | #He can interrupt proceedings at any point unless he is the immediate target, night or day, to tell malicious gossip.| | ||
- | + | A humorous role it could be disruptive or it could server general purpose filibuster if he knows who someone is and wishes to keep them alive.}} | |
- | }} | + | |
{{RoleHero| | {{RoleHero| | ||
- | + | Survivalist| | |
No Known Aliases| | No Known Aliases| | ||
Night| | Night| | ||
- | + | Moderate| | |
- | + | The constitution of the Survivalist is spectacular. On one night the Survivalist may stay awake all night and if they are targeted by the wolves a random wolf is killed instead.| | |
+ | Variant: The Survivalist may use this power more then once but never on two consecutive nights. | ||
+ | }} | ||
- | + | {{RoleHero| | |
- | + | Tainted| | |
- | + | No Known Aliases| | |
+ | No Special Powers| | ||
+ | Moderate| | ||
+ | The tainted bears a mark of corruption that is unmerited. Consequently he appears falsely to be a werewolf to seer characters and is thus subject to lynchings and accusations even while innocent| | ||
+ | An important part of this role is that the Tainted is unaware of his own identity. He is either selected randomly by the moderator, or the moderator predetermines that a specific civilian card. The secrecy is important, so that the Tainted can't just come forward on the first round, declaring, "I'm the Tainted." | ||
}} | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Telepath| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Variable| | |
+ | Unknown| | ||
+ | The telepath is able to talk to players outside of the game window, ignoring the "no external contact" rule.| | ||
+ | This role can be significant, though is most often not. | ||
+ | }} | ||
+ | |||
+ | {{RoleHero| | ||
+ | Turncoat| | ||
+ | Reluctant Werewolf, Double Agent| | ||
+ | No Special Power| | ||
Significant| | Significant| | ||
- | + | The turn coat is a Werewolf who maintains much of their human nature. As such the turncoat wins only when the Villagers do. As such the turncoat must act to obstruct the wolves or reveal their identities without being found out himself lest they turn on him. | |
- | + | If the Turncoat is the last remaining wolf the Villagers are considered the winners and the Turncoat is freed of his curse.| | |
+ | Whether by confession and death or being cured is up to the moderator. | ||
- | If the | + | Variant: If the turncoat is lynched they are converted to humans immediately. It appears as if the Archangel or the Pardoner saved them. (This variant is problematic for numerous reasons not the least of which that the Wolves would know the Turncoat is a traitor and act accordingly. Blind roles might alleviate this somewhat but the turncoat is not a very sensible role in a blind roles game) This variant is often referred to as a Saulus in comparison to the Judas role which it mirrors - This Variant effectively makes the Turncoat a Variable Win role but its so odd I have not placed it in that category. |
- | + | ||
- | + | ||
}} | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Veterinarian| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Night| | |
- | Moderate| | + | Moderate - Significant| |
- | + | At any time during the game the Veterinarian can convert one of the Werewolves into a Turncoat.| | |
- | + | Clearly the Veterinarian SHOULD not be used in a game that has less then 2 werewolves. | |
+ | |||
+ | Variant: The Veterinarian dies when their power is used | ||
+ | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Vigilante| | |
- | + | Hunter| | |
- | + | Always in effect| | |
- | Minimal| | + | Minimal - Moderate| |
- | + | When killed (day or night), the Vigilante gets to retaliate, killing one other player of their choice.| | |
- | + | Unique role as it is the only one who can force a true draw. | |
+ | |||
+ | If the game ends with one werewolf, and the vigilante, and no vampires in play. The werewolf kills the vigilante, and the vigilante retaliates to kill the werewolf and everyone is dead, so its a draw. | ||
+ | }} | ||
{{RoleHero| | {{RoleHero| | ||
- | + | Witness| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Night| | |
- | + | Moderate| | |
- | + | Once per game the witness can catch a werewolf returning home just at dawn in wolf form. The witness will likewise be seen by the werewolf. | | |
- | + | It may seem obvious to kill a witness but discrediting him may benefit the wolves more since they know his role is spent.}} | |
{{RoleHero| | {{RoleHero| | ||
- | + | Wolfsbane| | |
No Known Aliases| | No Known Aliases| | ||
- | + | Night| | |
- | + | Significant| | |
- | + | Wolfsbane are immune to being killed by the wolves during the night.| | |
- | + | }} | |
==Roles which have a variable or special winning condition== | ==Roles which have a variable or special winning condition== | ||
Line 613: | Line 621: | ||
Variable| | Variable| | ||
The accident victim is actually another role as determined by the moderator but because of an accident before the first day, he/she has amnesia and does not "remember" what he/she is until the 3rd nightfall. At the start of the 3rd nightfall, the moderator wakes the Accident Victim tells him/her that role, and starting that night, that player assumes that role (and can exercise any special powers that night).| | The accident victim is actually another role as determined by the moderator but because of an accident before the first day, he/she has amnesia and does not "remember" what he/she is until the 3rd nightfall. At the start of the 3rd nightfall, the moderator wakes the Accident Victim tells him/her that role, and starting that night, that player assumes that role (and can exercise any special powers that night).| | ||
+ | }} | ||
+ | |||
+ | {{RoleVariable| | ||
+ | Warrior| | ||
+ | No Known Aliases| | ||
+ | Day| | ||
+ | Moderate-Extreme| | ||
+ | The warrior is a well armed fighter. He may, once a day, kill any player he chooses. He may be lynched or killed by a wolf normally.| | ||
}} | }} | ||
[[Category: SemiRPG Rolesets]] | [[Category: SemiRPG Rolesets]] |
Current revision as of 02:50, 6 August 2007
Contents |
A Word of Warning
These individuals like to do things such as:
- Inserting new and outrageous rules into the game without warning when they themselves are not even the moderator of the game in progress.
- Actively hunting down new players to Krim.
- Krimming for any valid type of play that they find distasteful.
- Attempting to badger new moderators into continuing even when the game is crud.
- Krim Awards may only be given by the moderator of the current game. A player may not give a Krim award.
- Only moderators may state rules. Minimoding is a Krimmable offense.
- Poor play and game disruption is an absolute cause for ending a game instantly. If any player complains about a moderator doing this they are to be instantly Krimmed.
Werewolf Roleset
These are the Roles current recognized for the Werewolf SemiRPG RoleSet:
Roles which win with the Wolves (Villains)
'These are the roles win with the villagers'
Basic Roles (Required)
Werewolf | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
No Special Powers | |
Effect on Game Balance: |
Required | |
Description: |
You vote to kill the villagers. When you match their number you win. | |
Notes: |
This role is required |
Special Roles
Alpha Wolf | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
During the Night | |
Effect on Game Balance: |
Moderate | |
Description: |
If an alpha wolf lives he may choose to override the (in)decision of the pack and direct them to a victim of his choice. | |
Notes: |
This is the role most commonly called alpha wolf other rule sets have a very different version of the Alpha Wolf. See (Berserker) below. |
Berserker | ||
---|---|---|
Also Known As: |
Alpha Wolf | |
Special Power is Active: |
At all times | |
Effect on Game Balance: |
Moderate to Significant | |
Description: |
If the Berserker is slain by the assassin, vampire, or lynching the berserker takes their killer out with them. | |
Notes: |
This role is called the Alpha Wolf in some unusual rule sets. It is unclear why this would be so. |
Breeder | ||
---|---|---|
Also Known As: |
Infectious Lycan | |
Special Power is Active: |
During the Night | |
Effect on Game Balance: |
Significant | |
Description: |
The breeder may choose once per game to use their ability to convert that nights victim into a Werewolf. The victim is treated as a Judas (See Judas Below) | |
Notes: |
Variants:
|
Kin | ||
---|---|---|
Also Known As: |
This role has been called the Monk numerous times for reasons which are odd and unclear. | |
Special Power is Active: |
During the Night | |
Effect on Game Balance: |
Significant | |
Description: |
The family of the Loup Garou, they bear the blood of the wolf which can become awakened in the right circumstances. As this lacks any precise definition of the precise circumstances and what they appear to be when scanned by a seer, this role's specifics are to be determined by each individual moderator. | |
Notes: |
Possessed | ||
---|---|---|
Also Known As: |
Cobbler | |
Special Power is Active: |
Nil | |
Effect on Game Balance: |
Nil | |
Description: |
The Possessed is a villager who seeks to aid the wolves at winning and only will win if the wolves themselves win. Unfortunately the Possessed has no idea who the wolves are and must move to obstruct the villagers in other ways. Consequently the Possessed will even sacrifice his/her own life to insure a team win. The seer cannot detect the Possesseds duplicity and sees only a Villager. | |
Notes: |
Roles which win with the Villagers (Heroes)
'These are the roles winning with the villagers'
Basic Roles (Required)
Villager | ||
---|---|---|
Also Known As: |
Citizen | |
Special Power is Active: |
Nil | |
Effect on Game Balance: |
Nil | |
Description: |
You vote to lynch the wolves. Can you uncover them all before your demise. | |
Notes: |
This is a required role. |
Special Roles
Assessor | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Minimal | |
Description: |
The Assessor can once per night either determine the number of Current Vampires or Current Werewolves. | |
Notes: |
I have often used this as an NPC role for creative effect because it is so minimal |
Channeler | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Significant | |
Description: |
A Channeler is announced at the beginning of play but his identity is not revealed even to the anchor. At an time later in the game the players may vote to contact the dead. If the channeler is alive the séance succeeds the chosen dead player arises as a wraith and can speak with the players freely for a round but may not cast a vote If the séance targets the vampire the effect fails but the players cannot tell why. | |
Notes: |
Cultist | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
Once per night the cultist may elect to contact another player and induct them into a cult. If the cult has multiple members one person per night is elected as the representative to bring new blood into the cult. If a cultist contacts a werewolf he is slain. | |
Notes: |
Cupid | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Setup | |
Effect on Game Balance: |
Moderate | |
Description: |
At the beginning of the game the Cupid chooses any two players which are linked as a ýCoupleý, which may actually be an entirely non-romantic relationship. Such a couple cannot vote to lynch each other and if composed of 1 wolf and 1 villager will try to misdirect activity away from their partner. Mixed couples are considered a winner if either of them survives the game. | |
Notes: |
The cupid creates a player initiated version of the Sibling optional rule Variants:
|
The Fool | ||
---|---|---|
Also Known As: |
Possessed | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
The Fool believes himself to be the seer and acts with the seer however his information is random. The information give is random. It may be accurate or may be totally wrong. The exception is The Seer. The Fool will always see the Seer as the Fool. | |
Notes: |
Variants:
|
Investigator | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
The Investigator can investigate one character during the night and observe their actions. If the Investigator investigates the victim of the wolves however the investigator himself is slain in addition to the victim. | |
Notes: |
Little Girl | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Severe | |
Description: |
The Little Girl is allowed to peek during the Werewolf phase. If she is caught peeking, she dies of fright instead of the werewolves intended victim. If she is not caught (and then killed), knows who all of the werewolves are and exactly what they did during the day. To handle this On IRC There is a 25% chance per living werewolf that the Girl is caught. She should: /msg rpgserv roll d% <Name of the Games Moderator> | |
Notes: |
I am divided about this and other roles such as the breeder variant that introduce random chance into a game thats otherwise logic and deduction game. However chaos is fun at times. It should be noted that many consider the Little Girl a serious Villager advantage. This role can be done with the Spy Module by staff (A fairly humorous and appropriate use of it actually) or else a cut and paste is an option. |
Martyr | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Nil | |
Effect on Game Balance: |
Moderate | |
Description: |
The martyr may elect to protect one player per night with their own life. If the player is targeted by the wolves the Martyr is slain instead. | |
Notes: |
None |
Scharping | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Variable | |
Effect on Game Balance: |
Minimal | |
Description: |
The Scharping is so sloooooow that he becomes aware of being killed at night only one night later. Effectively, the Scharping lives one extra day when killed by the wolves thus allowing the villagers another vote in the day that follows. | |
Notes: |
The name refers to the former german Minister of Defence Rudolf Scharping known for his extremly slow way of speaking. |
Silver Bullet | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Moderate | |
Description: |
A silver bullet can target one player at anytime during the day If the player targets a werewolf, the werewolf dies; if they hit a villager, the villager is merely wounded and is sequestered for the rest of the day. | |
Notes: |
Variant: The silver bullet is instantly lynched if he wastes his ability on a villager. (This makes little sense to me unless we are playing with the possibility of an Evil Silver Bullet who would try to sway votes by taking out a human... but their death would harm the wolves so...) |
The Special Prosecutor | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Variable | |
Effect on Game Balance: |
Insignificant | |
Description: |
The special prosecutor has 2 powers and works for the villagers
| |
Notes: |
A humorous role it could be disruptive or it could server general purpose filibuster if he knows who someone is and wishes to keep them alive. |
Survivalist | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Moderate | |
Description: |
The constitution of the Survivalist is spectacular. On one night the Survivalist may stay awake all night and if they are targeted by the wolves a random wolf is killed instead. | |
Notes: |
Variant: The Survivalist may use this power more then once but never on two consecutive nights. |
Tainted | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
No Special Powers | |
Effect on Game Balance: |
Moderate | |
Description: |
The tainted bears a mark of corruption that is unmerited. Consequently he appears falsely to be a werewolf to seer characters and is thus subject to lynchings and accusations even while innocent | |
Notes: |
An important part of this role is that the Tainted is unaware of his own identity. He is either selected randomly by the moderator, or the moderator predetermines that a specific civilian card. The secrecy is important, so that the Tainted can't just come forward on the first round, declaring, "I'm the Tainted." |
Telepath | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Variable | |
Effect on Game Balance: |
Unknown | |
Description: |
The telepath is able to talk to players outside of the game window, ignoring the "no external contact" rule. | |
Notes: |
This role can be significant, though is most often not. |
Turncoat | ||
---|---|---|
Also Known As: |
Reluctant Werewolf, Double Agent | |
Special Power is Active: |
No Special Power | |
Effect on Game Balance: |
Significant | |
Description: |
The turn coat is a Werewolf who maintains much of their human nature. As such the turncoat wins only when the Villagers do. As such the turncoat must act to obstruct the wolves or reveal their identities without being found out himself lest they turn on him. If the Turncoat is the last remaining wolf the Villagers are considered the winners and the Turncoat is freed of his curse. | |
Notes: |
Whether by confession and death or being cured is up to the moderator. Variant: If the turncoat is lynched they are converted to humans immediately. It appears as if the Archangel or the Pardoner saved them. (This variant is problematic for numerous reasons not the least of which that the Wolves would know the Turncoat is a traitor and act accordingly. Blind roles might alleviate this somewhat but the turncoat is not a very sensible role in a blind roles game) This variant is often referred to as a Saulus in comparison to the Judas role which it mirrors - This Variant effectively makes the Turncoat a Variable Win role but its so odd I have not placed it in that category. |
Veterinarian | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Moderate - Significant | |
Description: |
At any time during the game the Veterinarian can convert one of the Werewolves into a Turncoat. | |
Notes: |
Clearly the Veterinarian SHOULD not be used in a game that has less then 2 werewolves. Variant: The Veterinarian dies when their power is used |
Vigilante | ||
---|---|---|
Also Known As: |
Hunter | |
Special Power is Active: |
Always in effect | |
Effect on Game Balance: |
Minimal - Moderate | |
Description: |
When killed (day or night), the Vigilante gets to retaliate, killing one other player of their choice. | |
Notes: |
Unique role as it is the only one who can force a true draw. If the game ends with one werewolf, and the vigilante, and no vampires in play. The werewolf kills the vigilante, and the vigilante retaliates to kill the werewolf and everyone is dead, so its a draw. |
Witness | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Moderate | |
Description: |
Once per game the witness can catch a werewolf returning home just at dawn in wolf form. The witness will likewise be seen by the werewolf. | |
Notes: |
It may seem obvious to kill a witness but discrediting him may benefit the wolves more since they know his role is spent. |
Wolfsbane | ||
---|---|---|
Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
Wolfsbane are immune to being killed by the wolves during the night. | |
Notes: |
Roles which have a variable or special winning condition
'These are the roles win under variable or special conditions.'
Basic Roles (Required)
There are no Required Roles with this winning condition
Special Roles
Freelancer | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Special | |
Effect on Game Balance: |
Significant | |
Description: |
The Freelancer is a third party. He wins when he is first "killed" by the werewolf at night (though he does not die) and later lynched by the civilians. In this case all other players lose the game. If he is killed twice by the werewolf, or if he is lynched before he is killed by werewolf, he loses the game. To give the Freelancer a chance to get lynched during the day the seer detects him as "werewolf". | |
Notes: |
One of the many roles suggested by Michael Hoffmann, of Germany. The role was originally created by both Albert Ziegler junior and senior. |
Owl | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Minimal | |
Description: |
The owl while he survives may decide to cause an instant nomination to occur at daybreak. It is announced only that the owl has nominated the other player for lynching and votes occur without discussion. | |
Notes: |
Variant: The owl is restricted to using his power every other day or just once per game. |
Witch | ||
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Also Known As: |
Healer | |
Special Power is Active: |
Variable | |
Effect on Game Balance: |
Moderate | |
Description: |
The witch has the power both to heal or to kill. During the Night the Witch is shown the identities of all who are killed in the night. She can use her single healing potion on the victim to stop him/her from dying. She can also use the potion to save the lynching victim whom appears alive the next day as if never lynched. She can use the poison on any character to kill them. | |
Notes: |
A more powerful version of the Assassin (Single-shot). |
Witch Doctor | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Serious | |
Description: |
The Witch Doctor can raise from the dead (reincarnates) one immediately previously lynched character. The Raised character is reincarnated as a totally new random role of the moderators choosing. A Vampire cannot be reincarnated by the witchdoctor and the effect fails. | |
Notes: |
A consequence of this is that Witch Doctor will detect a vampire by this failure. |
Village Idiot | ||
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Also Known As: |
Hand of Chaos | |
Special Power is Active: |
No Known Aliases | |
Effect on Game Balance: |
Night | |
Description: |
Significant | |
Notes: |
The Village Idiot is a singular character in that he can cause Chaos and confusion without even trying. Once per game the Village Idiot may declare his power active. When this happens the rest of the round is completed including the assignment of consequences at the morning toward any victims. Those that survive suffer the effects. Wolves leave the wolves channel and all surviving individuals have their roles shuffled. If a Village Idiot does not activate his power he is treated as an ordinary villager |
Vampire | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
A vampire only comes into play if they are slain. In anger at their death they deny themselves passage into the #graveyard and instead begin hunting the night as #undead. To the players the vampire appears to be dead and out of the game however the vampire begins choosing his own victims who once slain become vampires themselves. Werewolves cannot win if a vampire remains in play and if in fact they get to a condition that would cause them to win the vampire wins instantly. A vampire wins if the remaining players are converted into vampires or are all of the Villagers are slain while they survive. The players can choose to disinter 1 grave and expose it to the sunlight instead of lynching on any given day. | |
Notes: |
This role could in fact be rather interesting but it complicates matters immensely. This has been tried, it entirely defeats the doppleganger and thus is not advised when that role is in play. |
Torchbearer | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Daylight | |
Effect on Game Balance: |
Moderate | |
Description: |
The torchbearer can be of any other role. The torchbearer can prolong the advance of darkness by 1 ýhourý once per game by using their supply or torches and lighting a fire. | |
Notes: |
Useful primarily in timed games. But can buy the players time if they wish night to not occur quite so quickly in normal games as well. |
Thief | ||
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Also Known As: |
Mythomaniac | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Variable | |
Description: |
The Thief in the first Night Declares to the moderator the person whose role he wishes to ýstealý. He then assumes that role. | |
Notes: |
If a Wolves role is stolen this becomes very apparent to the wolves. Likewise the former wolf knows who the wolves are.. Generally this is fatal for the former wolf. (Unless wolf players are not allowed to join their comrades until the second night.) Variant: The Thief can assume the role of one person at anytime later in the game. (This variant is generally refered to as a Mythomaniac) |
KingMaker | ||
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Also Known As: |
No known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
a despotic regime has siezed power, usurping democracy. Each turn, there will be a King or Queen who has the sole power to decide who will be lynched. Open debate is allowed, but the day ends as soon as the King/Queen makes his/her choice. The Kingmaker is a civilian, who, each night, names a King/Queen for the following round. The Kingmaker cannot choose himself, and he cannot choose the same person for two consecutive rounds. The Kingmaker must choose someone. The werewolves may be King or Queen for a day and the Kingmaker may be corrupted but the werewolves can never be kingmaker and in games with a corrupted kingmakers they should NOT know who the wolves are or balance is ruined entirely. When the Kingmaker dies, one of three things may happen:
The settlement will be determined among the three options above by the reigning monarch. | |
Notes: |
Variant: The Kingmaker is not a particular person but a postion held by one player and passed on at the point of his death. If the kingmaker passes his power to the wolves play immediately reverts to a direct democracy. |
Super-Saint | ||
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Also Known As: |
Demoniac | |
Special Power is Active: |
Lynching | |
Effect on Game Balance: |
Significant | |
Description: |
The theory of this character is that it is a Citizen who is SO good and saintly that people are horrified if they are falsely accused and lynched, and will therefore immediately lynch the Super-saints accuser. During the day, anyone can claim to be the Super- saint at any time (including the Super-saint themselves), but this might expose them to the werewolf, so they generally dont claim it except to save themselves from a lynching. If the Super-saint is accused, convicted and lynched, they reveal themselves with a beatific flash. Everyone is then horrified and the Accuser is immediately lynched. The Accuser could be another Citizen, or a werewolf. Of course, the Super-saint, like any Citizen, can be killed at night without reprocussion. | |
Notes: |
Created by Michael Shadbolt. In practice this is an interesting character, because it make people more wary of being the Accuser. Theyd rather someone else accuse and join in seconding or convicting, in case theyre accusing the Super-saint. It gives people another defence (true or not) that they shouldnt be lynched because they are the Super-saint. And its another character that the werewolf have to be wary of (the Super-saint could end up getting them lynched) or exploit (hope that a Citizen accuses the Super-saint, getting rid of two citizens in one day). The Super-saint always wins with the villagers however his power is a double edged sword and anyone including wolves can bluff this role before the vote is actually called. Consequently, this role is listed in the variable section. |
Seer | ||
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Also Known As: |
Sorcerer | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
Each night the Seer points to a player, and is told if the role of that player. Some roles disguise themselves from the Seer. | |
Notes: |
The corrupted Seer is generally known as a sorcerer and actively works to aid the wolves. Whether he counts or a wolf or not is up to the Moderator. Variant: The Seer may only see if a Villager is infected with Lycanthropy and may not determine anything else |
Sandman | ||
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Also Known As: |
Active Scharping | |
Special Power is Active: |
Variable | |
Effect on Game Balance: |
Significant | |
Description: |
Can point every night at one person, who will become slower. Thus, if the victim is a Mafioso, all the victims of the werewolf will survive one day longer. If he points at the Angel, all his information will be delayed by one night. This is a problem for the Angel, as it sees only that it did not receive information one night (as if victim of the Thief. However, the following night, it will get information about the person it pointed to the previous night! | |
Notes: |
Could prove a very interesting complicaton. |
Rabble rouser | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Significant | |
Description: |
The Rabble rouser can be either a Wolf or a human and he will win with whichever group he represents. The rabble rousers power of persuasion is such that he can extend the blood rage of the villagers once during the game. As such when the rabble rouser activates his power two lynchings MUST occur that day rather then one. | |
Notes: |
A rabble rousing wolf can cause substantial imbalance unless there is a relatively large game. The role is useless if using the optional rule Multiple Lynchings Allowed. |
Pardoner | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Moderate | |
Description: |
The Pardoner delays the execution of a covincted person until the next morning allowing the players to sleep on it or consider the evidence of the day and immediately at daybreak to cast their vote to go through with or commute the sentence of the victim. | |
Notes: |
The Delayed vote does not count as the lynching during that day. |
Necromancer | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Serious | |
Description: |
The Necromancer can raise from the dead any player who has been dead at least 1 day. (Thus the roll is not called the first time until the second day). The resurrected character returns as the role the previously held. A ressurected vampire immediately leaves #undead and comes back to life however he is aware who the vampires are and will have to way carefully what to say. Strictly speaking a ressurected vampire can be played either as a traitor to the vampires or as a Spy working for them | |
Notes: |
Variant: The resurrected character must have died the day prior either at night or during the lynching |
Medium | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Minimal | |
Description: |
The medium can, during the night, look at the role of one player who is dead. Obviously, you use this when playing that dead playerýs roles are not revealed. The medium can do interesting things like confirm a werewolf death (and thus implicate those defending that person), or confirm that a dead person was a seer and was telling the truth in who he implicated (and was killed in retaliation by the other werewolf). | |
Notes: |
The medium is one of the few who can confirm definitively the identity of a vampire. Another being the Witch Doctor but only if he attempts reincarnation. |
Mayor | ||
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Also Known As: |
Sherrif, Captain | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Significant | |
Description: |
The mayors vote counts as two during the game. | |
Notes: |
Variant: The Moderator calls for the nomination and election of a mayor from among the people on day one and the one with the most votes wins. In this variant the Mayor can name his/her successor who then becomes the new mayor. |
Magistrate | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
Once per game the Magistrate can declare that no Lynchings may occur the following day. | |
Notes: |
Judas | ||
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Also Known As: |
Cursed | |
Special Power is Active: |
No Special Power | |
Effect on Game Balance: |
Significant | |
Description: |
The Judas bears a stain on themselves that burns within their blood waiting to be unleashed. If at anytime during the game the Judas is targeted to die via any method the judas is transformed into a werewolf. If the Judas is lynched the lynching fails as if they were protected. If the Judas is killed during the night the wolves become aware of a new character but nothing is announced. | |
Notes: |
Variant: The Judas only switches sides if targeted by the wolves but will not during a lynching |
Guardian | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Moderate | |
Description: |
The guardian may choose 1 player to place into protective custody at the beginning of the day. The protected individual is sequestered and can neither vote nor be lynched himself. | |
Notes: | This is different from the Guardian also known as an angel or Guardian angel |
Governor | ||
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Also Known As: |
Judge | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Significant | |
Description: |
Once per game, he may preempt a normal lynching and decide to execute any player he chooses. | |
Notes: |
This role is similar to the silver bullet in effect. However unlike the Silver Bullet the governor survives and may in fact be Corrupted sensibly. Variant: The Governor announces whom they will kill during the Night phase and at daylight the Execution is held immediately and play then moves on to the next night unless a rabble rouser or multiple lynchings is in play. |
Exorcist | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Minimal - Moderate | |
Description: |
The exorcist can choose to block the ability of the Necromancer or Witch Doctor once per game. | |
Notes: |
It is up for interpretation if Exorcist hears who is being resurrected and decides to use their power based on who the victim is or must announce their use and if the necromancer or witch doctor fails to raise someone it is wasted. |
Doppelganger | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Drastic | |
Description: |
The Doppelganger is only played in a game where it is the sole werewolf character. A doppleganger may either slay a Character during the night as any other wolf would or instead to exchange their identity with that of another player. When a doppleganger preforms this exchange the new player becomes the doppleganger and the old player is sequestered for the round as if taken into custody by the guardian while they recover and cannot vote or speak for a full day. | |
Notes: |
This is a fun role but it makes for a game quite radically different then the original |
Assassin | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Moderate | |
Description: |
Once per game the assassin may during the night select to kill a player of his or her choice. The player dies in addition to the werewolves. | |
Notes: |
Variant: The Assassin can utilize his powers either more then once or an unlimited number of times per game. |
Werehamster | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Nil | |
Effect on Game Balance: |
Moderate-Extreme | |
Description: |
This unfortunate fellow cannot be slain by the werewolves but dies if he is scanned by the seer. Like the vampire if the wolves die and he lives he is the sole winner. | |
Notes: |
Note: In the variant The Cat has n lives this role proves interesting because the Seer scan will always kill the persons PRIMARY role and not the werehamster directly. This may seem to be a good reason to place werehamster last. Except if multiple seers are in play and scan the same werehamster he will die multiple times. |
Archangel | ||
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Also Known As: |
Fallen Angel (Villanous Form) | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Significant | |
Description: |
The Archangel may once during the game activate their power by signaling so to the Moderator. When activated the Archangel cancels a lynching and immediately moves the day along to night. | |
Notes: |
The Fallen angel variant works on behalf of the Werewolves and wins in the event that they win. As such the Fallen angel is allowed to know who the wolves are. They are however unaware of his identity. |
Bodyguard | ||
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Also Known As: |
Angel, Guardian Angel,Guardian | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
Protects one person per night from the Assassin if the Assassin chooses that target they are told that the see someone else there preventing their stealthy attempt. If a bodyguard guards a werewolf he is slain. | |
Notes: |
None |
Angel | ||
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Also Known As: |
Bodyguard, Guardian Angel, Guardian | |
Special Power is Active: |
Night | |
Effect on Game Balance: |
Significant | |
Description: |
At night the angel secretly indicates one other player, who is safe if chosen by the werewolves. You cannot choose yourself or the previously protected player. If the angel protects a Wolf the angel is slain for their efforts. | |
Notes: |
Variants:
|
Accident Victim | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
No Special Powers | |
Effect on Game Balance: |
Variable | |
Description: |
The accident victim is actually another role as determined by the moderator but because of an accident before the first day, he/she has amnesia and does not "remember" what he/she is until the 3rd nightfall. At the start of the 3rd nightfall, the moderator wakes the Accident Victim tells him/her that role, and starting that night, that player assumes that role (and can exercise any special powers that night). | |
Notes: |
Warrior | ||
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Also Known As: |
No Known Aliases | |
Special Power is Active: |
Day | |
Effect on Game Balance: |
Moderate-Extreme | |
Description: |
The warrior is a well armed fighter. He may, once a day, kill any player he chooses. He may be lynched or killed by a wolf normally. | |
Notes: |