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"Werewolf XIII", 9th Feb 2011, 8:20 PM #1
ranger_brianna_new♀
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Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
CURRENT STANDINGS:
Game Over. Epilogue.

Part One: The Introduction.
NOTE: You can skip the introduction. The links to roles and signup sheet will be posted soon.
*Rules and Roles
* Signup Sheet


(Personal Note: Events portrayed are meant for the sake of a good story, and do not necessarily reflect actual game outcomes or narrator's opinion.)
One man has always had it slightly tough. From beginning to end, he has always been in situations which he has found to be quite frankly humiliating. In his debut, he was on the right track. His breaking scientific method—a revolutionary theory at the time—was onto the right track. He was locking onto his targets, and almost pinned down, but unfortunately, he was stopped before he could finish.
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To make matters worse, as a specter, he managed to finish the job, and watched as those who he left behind managed to do what he had wasted hours of his time attempting…with pure luck. His excruciatingly time-consuming methods, were in the end useless, as he watched only as a spectator, having achieved victory, but not being able to help. And they won, anyway, they got the job done without him.

That man was Ranger, the Scientist, who had toiled for so long without recognition, that it sickened him. What was stopping him? Why couldn’t he achieve true victory?

As if that wasn’t bad enough, his play degraded drastically when he faced reincarnation. Trying to fight off a force he believed to be mythical—magic—Ranger was doing fairly well. He was on the trail of a wolf, when…

…They got onto him. And yet again, he was faced with failure, this time of his defense mechanism, leaving him as nothing but a corpse in the morning. And the wolves this time feared his analysis, enough to remove it from the picture altogether. Ranger had gotten the honor of being their first victim…and the curse it inflicted.
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Ranger attempted to win, even after he had died, as he had done so in the previous game. But he could not get it done. One wolf confessed to him, depriving him of the victory. The other eluded him, despite his access to information no living player would have had. When the town lost, Ranger became obsessed with the idea of a curse upon the town, a curse which he needed to break, because it was his job, as a scientist.

In game eight, he got a success, but it was not satisfying. All he achieved was keeping the flow of the games, when the game—without his interference—would have been over within a few days, no matter what. All he did was make things run faster. Ranger by this point was not amused. Surely, he could do better?

And in his next game, he did succeed in doing that. But not by much—he made an alliance for the town, a secret group to counter the wolves, and it worked, slowly eliminating who could possibly be wolves. Yet again, he knew that he could go through with it, that by pure process of elimination this time, the wolves would face justice. But again, the cost would be his life and an overall unsatisfying victory.

Ranger had been prepared for his death since the first night, having set into motion his plan for victory just in case he were to perish. So when his time had come, he smiled as he faced the wolf approaching.

This time, he employed his devices successfully, no malfunctions. But the wolves were tougher, this time! Instead of killing his attacker, all Ranger was doing was making them angry! (And you wouldn’t like a wolf when they’re angry…)

Despite the massive damage he inflicted, the wolf survived. Something had increased their strength. Some unnatural force, had conspired against him, and he was determined to figure it out.

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(Fortunately, through all of this, Ranger’s glasses remained unharmed! His coat…sadly, not as much.) Even in death, Ranger was smiling, and ever the optimist, Ranger watched as the wolves dwindled and were wiped out, one by one, piece by piece.

Still, despite having broken the cycle he had feared, despite winning over fate, the town all faced death at the hands of the Wizard. Was he truly that powerful? Could he really cause that much damage? Ranger couldn’t believe it. Surely, he’d never be able to control things at a scale that large. No human could do it!

But things went from bad, to Worse. Ranger was himself out-manipulated in his next game, quite spectacularly, by his eternal foes, the werewolves. Until the last day, they had controlled him.

Ranger managed to figure it out, and he thought that maybe, for just a second, he had divine help, that he had a power on his side helping him combat the avatars of the wizard’s destruction. But he spoke too soon, and had things reversed back to their original foreseen outcome: his loss. The wolves were thinking that, maybe—just maybe—Ranger had them down, and so did he! He thought he had them in his grasps, that he could win for the town despite his earlier failures…
…Yet an unidentified force foiled him yet again. Coincidence? Possible, but Ranger as a scientist couldn’t accept that. The wizard was real, just as real as the werewolves. He had done so much before, so maybe he was conspiring against Ranger? Ranger shook his head. He needed help.

Because he had lost, again.

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By another cruel twist of fate, Ranger found himself in the next game as the very thing he despised: a werewolf. He played it to the best of his ability, despite hating what he was, because he knew if he played his perfect game, that he could pull off a personal win. And yet, once again—only at the last minute—did things fall apart.

He had things under control. He had manipulated the entire game the best he could. To the best of his werewolf (instead of human) ability, he played masterfully. He deserved the win.

But yet, it was denied to him. He had been only human in the past, and even as only a werewolf, he had done a lot. And despite all of this, a last-minute change meant that this time, the town would most likely steal victory from his grasps. All he could do is watch as the ghostly specter of a poor wolf.

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The wizard had officially been known to manipulate certain circumstances to his favor. But never was he shown to have that level of control. What if he could? What if something was going wrong, and he had the power to set it to the track he wanted? He had never truly lost, with the possible exception of one game, the wizard. And Ranger had always in some way not had a full victory. Ranger did not like the “coincidences” forming.

No, he saw a pattern.


Ranger was further humiliated in his next attempt. Not only was he lynched on the first day, but to add insult to injury, he wasn’t even a full townsperson, being the traitor biologically compelled to join the wolves if he was attacked—meaning his lynched actually benefited the town!

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As a consolation prize, he managed to pin down two of the remaining werewolves, but the other half eluded him spectacularly, leaving him crying at his continued lack of success. And then, to top things off…it happened.

Yes, that. The great battle he was forced to witness as a specter, knowing very well he would most likely lose some of his memories as well. But through sheer determination (and good analytical notes—or remains of them, at least), he would remember all of his failures and he would be sick of them.

Enough was enough. Things had to change. After all he had been through, it was not going to end in any way other than what he wanted. But…how could he win? How could he beat the wizard, an absolute master of magic? How could he beat someone playing god? Who had just beaten another Wizard? Even if he had an ally, it’d be impossible, because he’d be a mere human, and taking on a god in that state would be impossible.

And then…the realization dawned on him.

Ranger smiled, as he had that revelation, that sudden click in his mind which made everything work, which would finally make him win. What did he do best? Analysis, from a combination of his extremely insightful mind, and a knowledge of how things work, what he calls his Science. And the evil thought coming to him?

“Any magic explained in enough detail is indistinguishable from science.
So…
……It figures…the inverse would be true…
…Any science sufficiently advanced enough is indistinguishable from magic.”

Ranger’s specialty was Science. The Wizard used Magic.

“Every force in this world has an opposite. And if the Wizard happens to use Magic, then he needs an equal, he needs someone with a force as strong as him, but which has an opposite focus. And that is Science.” He begins to grin.

“Yes…that will work. I can do this.”

He would become more than a human. He would play the wizard’s game, and if the wizard wanted to play god, so too would Ranger. The Wizard had a game board. What would happen if Ranger created his own? Ranger would enter into the world of managing those he had used to be among. He needed to reform the town. But, what would that do? How could he enter into a situation that complex?

The simple solution?

“Start over. Yes…from scratch. Let’s see what I can do.”

Ranger would work from the fundamentals, the basics. He looks at a model he built long ago, a side-project which had previously been abandoned when he was a mere human. It’s name is not Comicfurysville. It is similar, but no…he had something different to call it, to name it more to his style…

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“Yes…that’s more like it…”

And now, he would begin the game. Drawing from all his previous experience, he would make the greatest, grandest experiment, one to grow greater than ComicFurysville, one to become at least, if not superior, to that town he had become well-acquainted with. And if it worked, he would win.

Now, he began to grin.
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“Let the game begin…”

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A peaceful hamlet in some area [Codename: ComFurville] was a fantastic, friendly, almost perfect place to live. Lots of land, a friendly community, gorgeous views, stunning sunsets, and a large town square with a beautiful oak tree in the middle. It has come to affectionately be known as Ol’ Lynchy. But all is not well in the country, for there are beasts in their midst. Monsters so vicious and terrifying that the whole village has been gripped by the paranoia of them lurking amongst their friends and families...

Despair hangs over the tiny village as disappearances have become too numerous to ignore. Clues from the disappearances have all pointed to the same thing: Werewolves. Frightened, the Villagers must band together to find the werewolves among them before they're slaughtered one by one.

When the wolves attack, it's a bleak day...and now, everyone wants their way. When neighbor turns against neighbor, who is really safe? Nobody. Anything goes, Hilarity Ensues, and you never quite know what's going to happen next...


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“Life. Yes…come alive, my little village.” The glow begins to grow… “I don’t need anyone else. It’s working. It’s actually beginning to take on its own little world.”

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It was a rather gloomy time in ComFurville. Alright, so the villagers went about their daily business of herding animals, training the newest generation of Baby Frogs (most of them named “Jim” or a variant thereof) eating custard, partying at the jailhouse, and chatting around Ol’ Lynchy. (Why was it named that again? They don’t remember, but they keep the tree in good shape.) Sure, nothing wrong with that. Normal, for a village—well, semi-normal, anyway. But tonight would be different.

Night had come to the village, and the townspeople went to their homes, as was their usual routine. The sound of slamming doors, clunking deadbolts, and rattling chain-locks can be heard, though they do so simply out of habit. The inhabitants of this community are no strangers to night intruders, so they are always on guard. However, the villagers are not afraid of theft or vandalism, no, what they are afraid of is much, much more terrifying. “They are just stories. They’re a myth. They are just stories.” They can tell themselves that all they would like. So why do they take all those precautions? If it was just tales, they’d never have picked up those habits, right?

Things had been fine before, so they would be fine again. Nothing had gone wrong so far, so nothing would go wrong that night, nothing could so fundamentally alter their daily lives, nothing would shake them. Right?

Yet things were not the same. No, not this night, where things would be different. They knew the story of their mortal enemies from generations past, but they had always thought that it was a fable to just scare misbehaving villagers. Surely such a thing would never happen to them! Everything was fine. Nothing would change.

“We’re just a normal large village, peaceful.”

For as long as the ComicFurians can remember (which isn’t that long for some reason), they have been plagued by the ever-present threat, but no attacks had occurred in…how long? Well, long enough that surely, it must not be true. If it were true, it would have happened, already. For many years, it was a fantastic, friendly village. What could change? The past was the past. No matter how bad it was, the future was looking good. After all, it was such a happy town.

A bit paranoid, but otherwise, quite nice. Nothing could change.

For hundreds of years, they had allegedly been in a constant war they could never win nor lose, against a threat they couldn’t see. Their thriving village far from civilization was plagued by a single little problem, by a small problem which had prevented their town from growing beyond a small city at best.

They all knew the stories. But how could they be true? They couldn’t be anything more than stories. They had won some battles, but had lost just as frequently against the menace, and yet somehow still managed to trudge through their miserable lives. That wouldn’t be possible if it was really true, right? Surely, they were just stories, though? Nothing that horrid would ever exist for real? Told to frighten their children (who are totally not from incestuous relations) away from wandering out into the woods. Yeah, it had to be that way. But even if it wasn’t, would it matter? The past was the past.

Nothing could change. They’d just make a better future. Right?

But no…the strange occurrences happening could no longer be ignored. A group of individuals cannot sleep. Somehow, things are different. A curse is upon them, which they do not fully understand. They have awoken to a hunger which they cannot suppress, which they cannot satisfy, and have allowed their instincts to overcome them.

And immediately, they hit hard.

The Mystic Guild burns down in a violent explosion.

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The Guardian Guild has been ransacked.

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The graveyard has been desecrated, all the souls in there which could not rest in peace forced to move on.

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The traitor has been backstabbed.
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A photographer has been murdered.

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The Hunter’s Lodge is surprisingly empty, with all of the stuffed animals removed. It looks like it’s been cleaned of all evidence, except for some wolf hairs from an old trophy.

The Jailhouse has been broken, and the Nice Hat it has seems to have been torn!

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The Mayor and her bodyguards have been assassinated on their re-election campaign. The Chemists were poisoned. The local Ski Mask store (which conveniently stocks Swords, Bats, and other such weapons for offense and defense) has ironically fallen victim to vandals. And the Mercenary’s Guild has gone rogue, mobilizing their headquarters in an attempt to avoid being wiped out.

This was their declaration of War. In a single night, they had managed to completely level all possible opposition…or did they? They left nothing behind of the known locations, but were they thorough enough? New arrivals could end their monopoly. Or perhaps an older rival not seen for some time had been away when they attacked? They have no way of knowing for sure. What they do know, however, is that the villagers are quite angry. Will they survive the onslaught of rage induced by their maddened rampage through the night?

The battle has begun once again. All the strange things that have been happening can no longer be a coincidence. The growl in the night, at that distant location just out of the corner of your eye, the distinct shape of the ancient foe. The bodies in the street. The people vanishing to never be seen again. The devastation to the town. Furthering this battle, some villagers have been reporting visions of a shadowy figure that can only be described as fairly white, but such rumors have been dismissed as insanity. The messages, the clues, everything points to one thing, and one thing only:

Werewolves. They're back. Since their initial entrance, they’ve laid back on their assault somewhat, and now limit themselves to killing one a night—are they that confident in victory?

The time for action is now. The village must band together and search out the menace lurking in the forest and destroy it, once and for all, or die trying. The villagers have been getting more and more desperate, and they have done the only logical thing they can do. Trying to move outside the village has been known to get people shot and declared traitors, so that’s not an option. (It’s quite ridiculous, even. Why would you want to move out of a theoretically-perfect town?)

The future of the ComicFurians relies solely on one thing. Their ability to systematically vote upon and lynch until all of the werewolves are dead. The villagers hope to remove the menace from their cobbled streets, once and for all. This surely would be their final confrontation. After all they had been through, it had to be their last stand.

It would end, one way or another. It had to. It must end.

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"Part Two: Rules and Roles", 9th Feb 2011, 8:21 PM #2
ranger_brianna_new♀
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Posts: 7685
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Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
The Rules:

What’s different from the last game, Werewolf 12? There’s one very significant difference, actually. The roles were decided by the players, with me having a final veto right. But otherwise, by them. The idea was to simplify things to be only what was needed, what was fun.

-Join the game by copying the list from the person before you and adding your name onto it.
-Due to the nature of this game, roles have not been randomly generated before the game has begun, as has been the case in previous games.
-The game consists of alternations between a day phase and a night phase.
-During the day, the villagers choose a player to lynch. The player who amasses the most votes will die. The lynched player’s role will be revealed and then we will move onto the night phase. Votes will be made in the thread and in public.
*I will keep track of votes to the best of my ability. If requested, I will also give the order of votes, as seen by Ice here, but I won’t do this by default.
-During the night, the werewolves and the various roles will perform their actions. These will be done via a PM to me. It’s recommended that you keep your role a secret.
-PM’ing is allowed, but roles limit this. Certain roles like the Seer are allowed to PM, but must self-censor themselves.
(For instance, a Seer can’t tell someone, “I’m the Seer, and you’re innocent”. That said, if they weren’t allowed to PM at all, they’d effectively be exposed. They are allowed to imply things. If they said, “Okay, I trust you; want to talk?” That’s fine. If they say, “I believe that X is not a wolf”, that’s alright, too. “I know X isn’t a wolf” would not be.)
This relies a great deal on the honor system, and I can’t exactly punish violators, but please try to show control if you have a role.
-Got a Plot-based question/complaint about what you see? Well, I’m not going to spoil the general public, but if you ask me by PM, I can answer your concern. I do have the ending (regardless of who wins) thought out, and when you see it, it’ll make a lot more sense than you’d imagine.

To win:
Villagers:
The villagers must eliminate all of the wolf aligned players in order to win.
Wolves: The wolves must even out the numbers. When there is an equal amount of villagers and wolves, the wolves will win.
Special: These roles have proven to be fun and might have win conditions not the same as town or wolf, and win only when a special circumstance is met. These will be mentioned in the description of the roles in question.

The Roles:
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These roles are tried and true, but because they don’t alter the balance of power in the game, they can be included without altering game balance.

Traitor
-Starts the game town-aligned and is not aware he is a traitor, believing himself to be a normal villager.
-This unlucky villager believes themselves to just be normal, but happens to be a bit of a coward, fearing death. In truth, they're a townsperson who’d rather sell out his friends than be eaten, deep in their hearts desiring to be a wolf. If the wolves come knocking for him, he begs to join them. There’s a 75% chance of this working. If it fails, the wolves will cruelly kill him anyway.
-Also shows up as a guilty Wolf-aligned player to the Seer, due to their treacherous nature. (If the traitor were attacked by a wolf, there's a fair chance they wouldn't be that far off.)

Vigilante: (x 1)
-This villager have taken it upon themselves to fight the system previously established of just working during the day, to take action themselves during the night what to do. They have a rare gift among the village: the power of free-will for their own alignment. They may choose to either be Noble (village) or Corrupt (werewolf).
-The Corrupt Vigilante has decided to side with the werewolves, who they feel are more likely to win, and works essentially as the Framer did in previous games to destroy the village. They choose one villager, who, if checked by the Seer, will appear to be a wolf. Additionally, the chosen villager will be given a vote in secret the next day.
-The Noble vigilante has decided to be brave, gentle, and pure of heart to work with the village in order to destroy the werewolves, and has a similar function to the Guardian, effectively allowing for two targets to be protected in a night. However, it's a bit more than that: the noble vig works to neutralize any effects by the other roles, wanting to save the town, especially from itself. They choose one villager during the night, and any attempts to interact with that villager by the other roles that night are cancelled out. Additionally, the chosen villager will have one less vote the next day.

-Mercenary
-We have no clue who the heck was crazy enough to do it, but somebody thought that this role was a necessity, giving this villager the weapons he needed to do some serious damage. This villager’s only mission is to exterminate everything in sight.

-The Mercenary is a heartless killer, not really caring about who their victims are. Their task is primarily to kill the Werewolves, but they are just as content to kill innocent villagers too. In order to win, they must remain alive until the endgame (Being killed by the wolves afterwards in the case of a wolf victory doesn't disrupt this).

*In the unlikely scenario that the Mercenary is converted, the alpha wolf will tell me whether they keep it as a secondary win condition or not. If they decide not to let the Merc keep the win condition, I will roll a metaphorical die which has an 80% chance of failure. If they decide to be generous, the die will be 80% in favor of keeping the secondary win condition. If the Alpha is dead, it'll be 50/50.

-Attempts to kill every night, with a 20-25% chance of succeeding.
-If this player is lynched, they will shoot the last person to vote for him, in a final bid for victory and out of pure spite, inheriting the Hunter’s ability.

Idiot
-The Village Idiot is an idiotic fellow, having seen the true path to escaping the wolves--just nobody else seems to agree. He’s a bit dumb, to say the least. Or, is he the smartest one here?
-Panicked by the situation, he’s decided that he would prefer to be lynched rather than mauled. Better to die than be killed, right?
-He will only win if he has been lynched by the end of the game.

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Werewolves are the informed minority of the game—they know what’s going on more often than they do not, the great grand enemy of the town. They often are cunning, out-witting the villagers in gambits to elude capture. This used to be a whole lot simpler, before the villagers began to expand their roles to be greater in number. It didn’t take long for the wolves to bite back. Their hunger for blood and flesh cannot be quenched. (Or should not, anyway.)

-Alpha Werewolf:
-The leader of the pack (vroom, vroom?). Some mystical force transformed them first, awakening their inner calling to the great hunger before that of any other in the village. (How’s that possible with science? Don’t ask me; ask the guy who actually did it.) Having been there first (if only by a few minutes), they instinctively have taken control of their claimed territory: the town. They command the group and have the final say in everything. They by default are the wolves' spokesperson and are the one required to submit the kill. They can delegate this duty to another, should real-life interfere.

-Instead of killing a victim, they may choose one of the villagers to convert. (It Only Works Once, however.) This process takes three night phases to happen, including the one the conversion is made. The town is not informed when a conversion starts, but they are informed when the conversion finishes that an extra wolf has joined the pack. The converted wolf will keep the power of any role they have, now using it against the town.

-Fraud Wolf: A sneaky wolf, very good at disguising themselves, emitting a powerful aura around them to fool all into thinking they are town, instead of the great savage beast they've proven to be.
-When they are checked by the Seer, they will appear to be a villager.
-If the Seer and the Ghost find each other and make a connection, however, the disguise will no longer work.

-Standard Werewolf: This is your average run-of-the-mill Werewolf, the role originally which all werewolves were, the original monstrous beast the town dueled with. No special traits, no powers setting them apart from normal, no additional abilities. Just a third wolf member, nothing more. They’re the villagers of the werewolves. But they don't mind--still plenty of meat to go around!

-Metagamer: This is no ordinary villager. No, this individual knows what's going on, and they are not happy about it. They are not amused by the prospect of playing in some gameboard. And therefore, they have taken it upon themselves to outsmart their enemy. Wins with the wolves, but counts as a villager. When lynched, leaves for three days (during which time he cannot vote or be eaten), but can be eaten by the wolves, who do not know he exists.

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Villagers are people who (well, used to be, at least) are simple-minded residents of the village, but not all of them are standard townspeople. Certain roles have a distinct advantage over the rest of them.

-Standard Villager. Nope, no special powers, here. You've just got to do your best without to find the wolves. A villager’s only weapons are their voice and their vote. They make their opinion known, and are trying to lynch the werewolves. This is the default role, although there are some roles which think they’re a villager but aren’t…
I will PM every player this game, which means yes; you will get a Villager role PM.

-The Ghost. A latent role which has been around ever since Game 2, the Ghost is a cursed vengeful spirit who smites someone after they have passed on from the living world. They are a villager when alive, unaware that they are the Ghost, but when they die, they simply cannot pass on, not yet. Instead, they merely linger around, hanging out haunting the village until they have extracted ghostly vengeance—attempting a comeback into the game by taking out a player of their choice, to get revenge for their death.
-The Ghost can choose one player to take revenge on. This kill is limited to during the night. This kill cannot be defended by the guardian, nor by any other role, for nothing can stop the spirit of someone who is already dead. In other words, it overrides any and all protection.
-The Ghost has a 50% chance of making contact in its otherwordly wandering with the Seer every night. When this happens, the Ghost and Seer are allowed unlimited and unrestricted communication, until either the Seer dies or the Ghost makes their kill.
*The magical energies of the ghost counters the Fraud's aura once this happens, destroying the facade and allowing the seer to clearly see the Fraud's true allegiance from that point onward (even post-ghost-revenge), but only once contact has been made.
-After making this single last kill (before or after Seer contact makes little difference), their business with the living will be fulfilled, and they will pass on and leave the game, joining their fellow villagers in death’s embrace.

-The Sheriff. One of the first new roles introduced, and the only one to have remained in its basic form in every game since it was introduced.
-Owner of the local jail, the Sheriff is the only true symbol of authority in the village. They are the symbol of the law, but due to the wolves’ attacks, they cannot reveal themselves, for obvious reasons. (Why would any role want to be public?)
-They may choose one player to lock up in jail each night phase, taking them out of commission temporarily. The chosen player will be unable to take part in the next day and night phases (No voting, and no performing roles).
-It is public knowledge who is locked up. They cannot lock up the same player two times in a row, but are allowed to lock them up again on a later night.

-The Mayor. This role has two votes, and knows it. They don’t necessarily have to be for the same player, either. That's right--they're allowed to publicly vote for two different players at the same time (it must be specified in their post as Vote: X, Y), or send me a PM and have their second vote placed on another player. The former will not show up on a vote count, but the latter will (with its owner as "?".) By default, the Mayor's second vote will automatically be used on the player the Mayor votes for, and will not be shown on the votecount. Should the Mayor wish for their vote to be shown, they shall ask by PM.

-The Seer. The classic role which has been present since Game 1, this role has gone through a variety of transformations, using its sixth sense (presumably) to discern the true identity of a player and their allegiance, be it friend or foe, in an effort to find who is and who isn't the (supposed) werewolves. They are the most trusted and most powerful roles in the town's arsenal, whose fate often determines the outcome of the game.

-The Seer as always can choose to use their (presumably) mystical powers to divine the alignment of a single individual per night and see if it is villager or wolf. However, if a villager was lynched the previous day phase, there is a 10% chance of the reading being incorrect. If a werewolf was lynched the previous day phase, though, there is a 5% chance per dead werewolf of divining the true role of said individual, seeing the checked player's role as well.

-Their "sixth sense" permits them an insight into the fabled spirit realm of the ghosts they are allowed to see, rendering them the only one allowed to communicate with the ghost. However, they only have a 50% chance of actually making contact.
-Throughout the ages, the Seer's equipment has degraded, but it has not decayed to the point of being unusable. Through their insight, mystical traps, and various miscellaneous artifacts, there is a 25% chance of them surviving a Werewolf attack.

-The Guardian. Despite having been around for just as long as the Seer, the Guardian has actually undergone remarkably few changes since its debut in Game 1. As such, the basic rules for the role have remained unaltered.
-The Guardian is a valiant champion defender of the village, an anonymous symbol of hope for many years (allegedly). This fearless, strong individual who has only the interests of the town at heart can protect any other he or she so chooses. Has the ability—should he choose to do so—to defend one person (including himself) every night, from wolf attack or other threats. They frequently employ swords to uphold their vow to protect the common good. If the Werewolves chose to attack that player, they will chicken out at the sight of the Guardian standing guard and go home, dejected. This extends to the Mercenary as well, but not the Ghost. In other words, the guarded person cannot die that night.
- The Guardian can choose to protect one villager per night, from whatever threatens them, be it wolf or other, as normal.
That chosen person will be protected not only from harm during the Night Phase, but also will be protected during the Day Phase (without revealing the role of the Guardian), meaning that the guarded one cannot be lynched.
- If the Villagers still have insisted that the guarded one be lynched, the Guardian will take the villager's place and be lynched instead.
- A role that gets in a fight with the guardian will be injured and unable to take part in the next night phase. This only affects the wolves if there’s only one remaining.

-Medic
-A selfless doctor, dedicated to protecting victims of werewolf attacks.
-They choose two people to check on each night. If one of these is targeted by the wolves, the Medic will save them in time and take them home.
-The incapacitated villagers are still counted as dead, but they are very much alive. They are still able to vote from their beds, although if they had a role, it will no longer work, and the player cannot speak in a fully-comprehensible manner. (They can speak in Codes, riddles, incomplete sentences, whatever--they just can't speak normally).
-If the Medic is killed, then all of their patients will die with them, with no longer to look after them. They'll no longer be able to vote.

-The Detective--new town role. “Wait, that’s not a new role!” It was used once. Every single other role in the game has survived longer than that, in some form or another. (Well, other than the Ghost Hunter of Game 11.) Double-voters survived until Game 10 (and still live on through corrupt/noble vigs), Sheriff/Chemist were combined, the Hunter’s ability was inherited by the Mercenary, etc. The Detective was the only role forgotten, so I decided it might as well be a new role.
-GAME MODIFIER:
Normally, when I write (night) scenes, they’re in two halves: from the character’s perspective (During the Event), and from the Village’s perspective (The Aftermath). With the Detective receiving clues from night scenes, the first half will instead be delivered privately to the killed player, and the killed player only.
-The Detective investigates every death during the night, picking up evidence and various clues. These clues may or may not help them identify the killer.
-PUBLIC POWER: The Detective is the only role allowed to claim in-thread, giving clues out.
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"Part Three--signups", 9th Feb 2011, 8:21 PM #3
ranger_brianna_new♀
_version
User avatar
Posts: 7685
Referrals: 0
Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
Singup Sheet:
(NOTE: There is no limit on Players--25 is just what I hope to have at minimum.)
1. Shaggers - Detective. Made a slight oversight.
2. Onecanofsprite - Traitor. Lynched day two. Wished he had dropped the 'r' in his name.
3. Hedge - Noble Vigilante. Killed for bad puns.
4. Skrael - Villager. Final Werewolf Victim.
5. Leiko - Villager. Lynched Day Ten.
6. geekgrrl - Villager. Suffered the Biophysicist effect.
7. Linden - Seer Guardian, Werewolf Convert, lynched day six.
8. Salty - Villager. Needed a little more "e" in his "1337".
9. Espeh
10. Sarge - Villager. Slain Night Seven where he was most at home.
11. Kristy
12. Ice
13. Lala - Villager. Eaten By the Werewolves Night One.
14. Lobotomistman - ? See for yourself.
15. DerrickMichael5 - Villager. Second successful Mercenary Kill.
16. Cyborg - Seer. Torn to shreds for emulating Ranger, our eternal enemy.
17. DSW - Medic. Awkwardly lynched Day Eight.
18. MatthewJA - Sheriff. Day 5. "Nooooo! Not the Nice Hat! *Chases it* D:"~Kristy.
19. DensetsuEX - Villager. Vanished without a trace.
20. Antihero - Villager. On Day Nine, did he suffer a bout of madness? No...
21. Macey - RE-ELECT MACEY MAYOR! Campaign started night nine.
22. SuperPie - Villager. lynched Day Four. Mmm, pie tastes so good when it's freshly hung out to dry on Ol' Lynchy...
23. Jrade - Metagamer. Eaten Night Five.
24. adamisgr8 - Villager. Day Eleven, attempted a village first. It...did not go as planned.
25. Jacob - Village Idiot. "Lynched. Nearly. Every. Single. Game. AND THIS ONE TIME."~Jacob.
26. Yuudai - Fraud Werewolffox. Creamed by Ice Day Twelve.
27. Spyguysaac - Villager. His defenses work well against supernatural forces, but against a lynch mob, he is useless. (Day Three)
28. Biophysicist - Alpha Werewolf. Koalaizing was the death of him.
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9th Feb 2011, 8:25 PM #4
Kristy♀
Noodle
User avatar
Posts: 1821
Referrals: 0
Registration date: 16th Mar 2010
I.. just scrolled all the way down here.

It took like 3 minutes to hit the bottom.


1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.

Okay, going back up to read. :I
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9th Feb 2011, 8:26 PM #5
MatthewJA
MattyJA
User avatar
Posts: 17250
Referrals: 19
Registration date: 26th Sep 2010
Location: Australia

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12.
13.
14.
15.
16.
17.
18. MatthewJA
19.
20.
21.
22.
23.
24.
25.
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"I wonder what the point of this reply I made is." -- Sivrus
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9th Feb 2011, 8:28 PM #6
Shaggers♂
Knock knock
User avatar
Posts: 1385
Referrals: 0
Registration date: 18th Dec 2009
Location: Tennessee
lol, did the same as Kristy.

1.Shaggers
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12.
13.
14.
15.
16.
17.
18. MatthewJA
19.
20.
21.
22.
23.
24.
25.

Definitely want the merc and vigs in there.

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9th Feb 2011, 8:30 PM #7
MatthewJA
MattyJA
User avatar
Posts: 17250
Referrals: 19
Registration date: 26th Sep 2010
Location: Australia
I want all those backup roles, and a mayor :D
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"I wonder what the point of this reply I made is." -- Sivrus
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9th Feb 2011, 8:30 PM #8
DSW♂
Cheater
User avatar
Posts: 2362
Referrals: 0
Registration date: 28th Nov 2010


1.Shaggers
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12.
13.
14.
15.
16.
17. DSW
18. MatthewJA
19.
20.
21.
22.
23.
24.
25.


Guess I'm doing this
9th Feb 2011, 8:30 PM #9
MatthewJA
MattyJA
User avatar
Posts: 17250
Referrals: 19
Registration date: 26th Sep 2010
Location: Australia
And ghost.
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"I wonder what the point of this reply I made is." -- Sivrus
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9th Feb 2011, 8:32 PM #10
ranger_brianna_new♀
_version
User avatar
Posts: 7685
Referrals: 0
Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
Don't worry, guys, the link for the signup sheet is now in the first post; you can click it to save yourself the pain of scrolling down. ;)

Matt: What do you mean by backup roles?
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9th Feb 2011, 8:38 PM #11
Onecanofsprite♂

User avatar
Posts: 4880
Referrals: 0
Registration date: 3rd Apr 2010
Location: The place where everybody drinks Tea
Points system seems too complicated. But I guess I'll vote to let the Mercenary [game 12 edition, neutral] version in.
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the badage boys are back in town
9th Feb 2011, 8:40 PM #12
ranger_brianna_new♀
_version
User avatar
Posts: 7685
Referrals: 0
Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
Ironically, I had the point system thought of to SIMPLIFY things. :P
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9th Feb 2011, 8:53 PM #13
Frosty♂
SPEED LINES EVERYWHERE
User avatar
Posts: 1616
Referrals: 0
Registration date: 20th Feb 2010
I LIKE the overflux of roles. That's why I added a bunch of fun roles in the last game, to give more people things to do >:c


1.Shaggers
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12. Ice
13.
14.
15.
16.
17. DSW
18. MatthewJA
19.
20.
21.
22.
23.
24.
25.

I SAY ADD EVERYTHING, AHAHAHA.
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9th Feb 2011, 8:56 PM #14
ranger_brianna_new♀
_version
User avatar
Posts: 7685
Referrals: 0
Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
Ice the frosty cat:I LIKE the overflux of roles. That's why I added a bunch of fun roles in the last game, to give more people things to do >:c

I SAY ADD EVERYTHING, AHAHAHA.
Heh, differing opinions, I suppose. I personally find it harder to follow lots of roles, although I do admit it's more fun.
...Or would be, if I actually got to play with them. (A-hem.)
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9th Feb 2011, 8:56 PM #15
Onecanofsprite♂

User avatar
Posts: 4880
Referrals: 0
Registration date: 3rd Apr 2010
Location: The place where everybody drinks Tea
I've changed my mind, why don't we just use the Game 12 setup?
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the badage boys are back in town
9th Feb 2011, 8:57 PM #16
Kristy♀
Noodle
User avatar
Posts: 1821
Referrals: 0
Registration date: 16th Mar 2010
Okay, read it. I'm not sure if I understand it all, but meh.

I'd like to the the Merc/Vigs as well. A Game 10 Seer is always nice, too.

As for wolves, the Alpha is nice, and um, a Standard, I guess.

The Enabler is pretty cool. I don't like PM'ing anyway, so that's fine.

Edit:
Ew, Ice is sitting too close to me on the ladder. D: Cooties.
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9th Feb 2011, 8:58 PM #17
lalaland♀

User avatar
Posts: 348
Referrals: 0
Registration date: 1st Oct 2010
Location: in a box in the middle of the street
1.Shaggers
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12. Ice
13. Lala
14.
15.
16.
17. DSW
18. MatthewJA
19.
20.
21.
22.
23.
24.
25.

ICE!!!! YOU TOOK MY TWELVE!!! D:
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avvie by MatthewJA
9th Feb 2011, 8:59 PM #18
MatthewJA
MattyJA
User avatar
Posts: 17250
Referrals: 19
Registration date: 26th Sep 2010
Location: Australia
I mean all the roles you listed in case the whole system you've done doesn't work.
I must say, I don't understand the points, but whatever.
As long as we get roles, and can lynch people, I'll be happy.
_______________________
"I wonder what the point of this reply I made is." -- Sivrus
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9th Feb 2011, 8:59 PM #19
ranger_brianna_new♀
_version
User avatar
Posts: 7685
Referrals: 0
Registration date: 20th Dec 2009
Location: Ol' Lynchy, a couple feet above the ground.
Onecanofsprite:I've changed my mind, why don't we just use the Game 12 setup?
Fully possible, well, almost. Alpha, Fraud, Stalker-->three points. Seer, Guardian, Ghost, Sheriff, Medic, Spy, six points. Add in Naive seer, five points. Give the alpha one choice, four wolf points. Include the fourth werewolf, equaled out. Hmm...*adds a note about point flexibility*
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9th Feb 2011, 9:05 PM #20
Butt Hunter♂
B.H. Baracus
User avatar
Posts: 2992
Referrals: 0
Registration date: 26th Apr 2009
Location: England
1.Shaggers
2.
3.
4.
5.
6.
7.
8.
9.
10.
11. Kristy
12. Ice
13. Lala
14.
15.
16.
17. DSW
18. MatthewJA
19.
20.
21.
22.
23.
24.
25. Jacob

I will be happy with any roles that get included!
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