"Werewolf IX", 28th Oct 2010, 3:10 AM #1
Cyborg_572
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The wizard was not happy. He was sitting alone in his private little wizard universe contemplating the results of the latest round of Werewolf.

"They're figuring it out," he thought to himself. "Sending werewolves into this little village and watching them squirm and bicker used to provide me with weeks of entertainment. This last time they just sat around drinking and partying and nonchalantly offing all the wolves without even trying."
Then the worst realization dawned on him. "Almost no one died... this little orb of mine is practically empty. I'm not dealing with a naive little village of revived spirits, these villagers know too much."
Then inspiration hit... "what if maybe they could know too much..."

---------------------------------------------------------------
So you know the drill, and that's the problem. How about we mix things up a little this round (although I'm willing to go back to normal if no one likes this)
The Rules
The biggest difference will be what the wizard was hinting at: more knowledge. Several of the roles will be public knowledge. I know this puts those roles more at risk, but I've worked out a few ways to counter that.
The second difference (and I'm fine with ditching just this one if it causes too much trouble) is a classic bit of werewolf folklore: The bite of a werewolf can transform the victim into a werewolf. Now, this won't happen every time the werewolves attack, don't worry, but there is the slim possibilty of the number of werewolves in this little town increasing as the game goes on. We'll start with 2 and go from there. (Yes I know communication via PM is tough for more than 2 wolves, but I've got a solution for that too)
The third difference is the possibility of a dual role. Public roles will be assigned randomly, then the wolves will be assigned randomly, and then hidden-but-not-wolf roles will be applied randomly to whoever's left. This makes it possible for scenarios such as "The sheriff is also secretly a wolf" bringing the game back to the classic question of determining "who's a lying dog-human-beast-thing"
So that just leaves how to keep things fair. What's to stop the wolves from just offing a pesky role in the first round? The special roles have protection. (I mean really, what kind of sheriff doesn't carry a gun or something?) I'll go over the roles in a second and each one will have a set of numbers like this: 35/55/10 those are the odds of that role living/dying/transforming. Protective roles will have a second number in brackets for when they're doing their job. Adding more wolves to the pack increases the odds in the wolves' favour. Losing a wolf does the opposite.
The Roles
I'm tweaking the roles a bit based on the last couple rounds, and the new rules. Just some tweaking and consolodating. I think I'm only adding one role that's entirely new.
The Mayor - Public - 0/100/0
The Mayor's vote's count double, replacing the Wolf-V and Villager-V roles.
The Mayor's Bodyguard - Public - 35/60/5(75/20/5)
Any wolves wanting to attack the mayor will have to face the bodyguad instead... unless they catch the 1/5 chance the bodyguard's slacking (Converting the BodyGuard removes the protection responsibility)
The Guardian - Secret - 60/35/5(98/0/2)
The Guardian Can protect one villager each night, and is hard for the wolves to take down. (Converting the Guardian removes the protection responsibility)
The Sheriff - Public - 35/55/10
The Sheriff takes one player out of comission for an entire day/night cycle, essentially combining the sheriff and the chemist from last game.
The Detective - Public - 35/55/10
This is the new role. Each day the detective snoops around town (read: receives a PM from the narrator at the start of the day phase) and discoveres some details about the crime scene, or lack thereof. What the detective does with this information is entirely up to them, but keep in mind, any survivors of the crime scene will know some details too (for example, who's not going to notice the guardian fighting off a pair of wolves on their front lawn?)
The Traitor - Secret - 0/0/100
The traitor doesn't know it, but deep down in their heart, they would rather be a wolf than be eaten by one. The Seer (see below) see's this person as a wolf, and if the wolf attacks the Traitor, the seer won't be that far off.
The Hunter - Secret - 38/60/2
The Hunter has a big gun and likes to use it. A bit more level-headed then previous hunters, in this game the hunter gets to choose who (from the people who voted to lynch the hunter) they blast in a fit of rage upon being lynched.
The Ghost - Secret - 0/100/0
After the Ghost dies, they get to stick around for a bit and take care of the unfinished business of making one more killing. They can communicate with the Medium (see below) and only the Medium. Hopefully the Medium's not a wolf...
The 3 Mystics - public - varies/varies/0
There are 3 more roles, all of which will only be identified (to others and themselves) as a Mystic. The assumption is that they are all the Strong Mystic. All 3 consult thir crystal ball each night to try and determine whether or not someone is a wolf, all 3 start each night by setting up some ant-wolf charms to keep themselves safe. The difference is in how succesful they are. If a wolf gets one of these position, they will figure it out and abuse the power for their wolfy needs. Lets see some details.
The Strong Mystic (aka, The Seer) - secret - 60/40/0
This Mystic is the most experienced and can accurately tell who is and isn't a wolf. The seer is also pretty competent about setting up protection.
The Weak Mystic (aka, the Naive Seer, aka, the medium) - secret - 40/60/0
This Mystic isn't quite so good and does not realize the spell they're using is the "detect ghost" spell, not "detect wolf". No matter who they view they will get negative (villager) results, until the ghost is revealed at which point they will automatically make contact on their next attempt to see. Sets up a semi-decent protection against the wolves
The Horrible Mystic (aka, the Framer) - secret - 5/95/0
This Mystic is really bad at what they do. Thier wolf protection is useless, but no where near as bad as their attempts to see. The Horrible Mystic will always get negative (villager) results, but the spell actually causes the Strong Mystic to get backwards results (wolves appear villager, villagers apear wolf). This mystic is probably more helpful to the wolves than the villagers, but they're heart is in the right place, so the Strong Mystic will still read them as villager.
Okay enough of me rambling... who's in?
1. SuperPie - Detective
2.Ranger - Mystic - Medium - Eaten by a wolf.
3.Elayne - Lynched
4. SKRAEL - Mayor
5. geekgrrl
6. Shaggers
7. Jnvn - Mystic
8. Antihero
9. Salty
10.Rhaimes(hunter) - Brutally murdered by wolves
11.Kristy - Eaten by the wolves. Is now a ghost.
12. lalaland - Mystic
13.Jacob Gristwood - Removed from the rope of confinement and placed in the rope of death.
14.Sarge - died a custardly death and turned out to be a wolf. Shot with silver.
15.JimiRaffety - Eaten by wolves.
16.Magravan - Supposed to be lynched, tried to escape, shot down by superpie (or was it ice?)
17. Ice the frosty cat - Sheriff
18.Biophysicist - Lynched in spite of everything
19.BlackMageBrad - Rescued from his basement then hung. Revealed as wolf and shot.
20. Hedge - Bodyguard
21.edi-san - Lynched at the last minute out of a sense of responsibility.
an odd number starts us on night for a change, right?

"They're figuring it out," he thought to himself. "Sending werewolves into this little village and watching them squirm and bicker used to provide me with weeks of entertainment. This last time they just sat around drinking and partying and nonchalantly offing all the wolves without even trying."
Then the worst realization dawned on him. "Almost no one died... this little orb of mine is practically empty. I'm not dealing with a naive little village of revived spirits, these villagers know too much."
Then inspiration hit... "what if maybe they could know too much..."

---------------------------------------------------------------
So you know the drill, and that's the problem. How about we mix things up a little this round (although I'm willing to go back to normal if no one likes this)
The Rules
The biggest difference will be what the wizard was hinting at: more knowledge. Several of the roles will be public knowledge. I know this puts those roles more at risk, but I've worked out a few ways to counter that.
The second difference (and I'm fine with ditching just this one if it causes too much trouble) is a classic bit of werewolf folklore: The bite of a werewolf can transform the victim into a werewolf. Now, this won't happen every time the werewolves attack, don't worry, but there is the slim possibilty of the number of werewolves in this little town increasing as the game goes on. We'll start with 2 and go from there. (Yes I know communication via PM is tough for more than 2 wolves, but I've got a solution for that too)
The third difference is the possibility of a dual role. Public roles will be assigned randomly, then the wolves will be assigned randomly, and then hidden-but-not-wolf roles will be applied randomly to whoever's left. This makes it possible for scenarios such as "The sheriff is also secretly a wolf" bringing the game back to the classic question of determining "who's a lying dog-human-beast-thing"
So that just leaves how to keep things fair. What's to stop the wolves from just offing a pesky role in the first round? The special roles have protection. (I mean really, what kind of sheriff doesn't carry a gun or something?) I'll go over the roles in a second and each one will have a set of numbers like this: 35/55/10 those are the odds of that role living/dying/transforming. Protective roles will have a second number in brackets for when they're doing their job. Adding more wolves to the pack increases the odds in the wolves' favour. Losing a wolf does the opposite.
The Roles
I'm tweaking the roles a bit based on the last couple rounds, and the new rules. Just some tweaking and consolodating. I think I'm only adding one role that's entirely new.
The Mayor - Public - 0/100/0
The Mayor's vote's count double, replacing the Wolf-V and Villager-V roles.
The Mayor's Bodyguard - Public - 35/60/5(75/20/5)
Any wolves wanting to attack the mayor will have to face the bodyguad instead... unless they catch the 1/5 chance the bodyguard's slacking (Converting the BodyGuard removes the protection responsibility)
The Guardian - Secret - 60/35/5(98/0/2)
The Guardian Can protect one villager each night, and is hard for the wolves to take down. (Converting the Guardian removes the protection responsibility)
The Sheriff - Public - 35/55/10
The Sheriff takes one player out of comission for an entire day/night cycle, essentially combining the sheriff and the chemist from last game.
The Detective - Public - 35/55/10
This is the new role. Each day the detective snoops around town (read: receives a PM from the narrator at the start of the day phase) and discoveres some details about the crime scene, or lack thereof. What the detective does with this information is entirely up to them, but keep in mind, any survivors of the crime scene will know some details too (for example, who's not going to notice the guardian fighting off a pair of wolves on their front lawn?)
The Traitor - Secret - 0/0/100
The traitor doesn't know it, but deep down in their heart, they would rather be a wolf than be eaten by one. The Seer (see below) see's this person as a wolf, and if the wolf attacks the Traitor, the seer won't be that far off.
The Hunter - Secret - 38/60/2
The Hunter has a big gun and likes to use it. A bit more level-headed then previous hunters, in this game the hunter gets to choose who (from the people who voted to lynch the hunter) they blast in a fit of rage upon being lynched.
The Ghost - Secret - 0/100/0
After the Ghost dies, they get to stick around for a bit and take care of the unfinished business of making one more killing. They can communicate with the Medium (see below) and only the Medium. Hopefully the Medium's not a wolf...
The 3 Mystics - public - varies/varies/0
There are 3 more roles, all of which will only be identified (to others and themselves) as a Mystic. The assumption is that they are all the Strong Mystic. All 3 consult thir crystal ball each night to try and determine whether or not someone is a wolf, all 3 start each night by setting up some ant-wolf charms to keep themselves safe. The difference is in how succesful they are. If a wolf gets one of these position, they will figure it out and abuse the power for their wolfy needs. Lets see some details.
The Strong Mystic (aka, The Seer) - secret - 60/40/0
This Mystic is the most experienced and can accurately tell who is and isn't a wolf. The seer is also pretty competent about setting up protection.
The Weak Mystic (aka, the Naive Seer, aka, the medium) - secret - 40/60/0
This Mystic isn't quite so good and does not realize the spell they're using is the "detect ghost" spell, not "detect wolf". No matter who they view they will get negative (villager) results, until the ghost is revealed at which point they will automatically make contact on their next attempt to see. Sets up a semi-decent protection against the wolves
The Horrible Mystic (aka, the Framer) - secret - 5/95/0
This Mystic is really bad at what they do. Thier wolf protection is useless, but no where near as bad as their attempts to see. The Horrible Mystic will always get negative (villager) results, but the spell actually causes the Strong Mystic to get backwards results (wolves appear villager, villagers apear wolf). This mystic is probably more helpful to the wolves than the villagers, but they're heart is in the right place, so the Strong Mystic will still read them as villager.
Okay enough of me rambling... who's in?
1. SuperPie - Detective
2.
3.
4. SKRAEL - Mayor
5. geekgrrl
6. Shaggers
7. Jnvn - Mystic
8. Antihero
9. Salty
10.
11.
12. lalaland - Mystic
13.
14.
15.
16.
17. Ice the frosty cat - Sheriff
18.
19.
20. Hedge - Bodyguard
21.
an odd number starts us on night for a change, right?
_______________________
the whole "ComicFury" thing is just an acronym. It stands for Comics On My Interneting Computer For... Ummm.... Readers? Yeah....
Layout? I practically wrote the book on layouts. It's all probably being move to a wiki somewhere though. Still don't want to deal with the code? I'll do it for you.
Layout? I practically wrote the book on layouts. It's all probably being move to a wiki somewhere though. Still don't want to deal with the code? I'll do it for you.


















