WW Roles

Werewolf, Mafia, Great Minds etc...
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Carnivean
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WW Roles

Post by Carnivean »

Seems like things are changing a little on the WW front so I thought I would post this that I had put together from a number of different sites.

Give people ideas for roles in a game.

These are the ones I "shortlisted" very early on for BSG, so feel free to add more in to get some interesting games happening

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Role: Bodyguard (Full)
Team: Good
Description: This role can protect a player each night to prevent them from being killed, can usually not protect the same target two days in a row, can usually not protect themselves

Action: Protect target player

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Role: Bodyguard (Partial)
Team: Good
Description: As the full bodyguard though may have factional restrictions, may be able to protect themselves and the same target each day.

Action: Protect target player

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Role: Cultist
Team: Evil
Description: The cultist knows the identity of the werewolves

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Role: Evils Counter
Team: Good
Description: Normally only present in factional games. This player can select a faction and get a count of the number of evils remaining in a faction. There may be restrictions on the result (Wolf cubs are not counted for example)
Action: Count evils

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Role: Governor
Team: Good
Description: The governor can once per game decide who the lynch target will be
Action: Decide lynch

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Role: Inn-keeper
Team: Good/Evil
Description: The inkeeper can make a list of a number of players once per game.
If good these players will be protected from night kill for one cycle
If evil the players powers are cancelled for one cycle.
Action: Protect/cancel target players

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Role: Inn-keeper (Alternate)
Team: Good/Evil
Description: The inkeeper can make a list of a number of players once per game.
If good these players will be protected from night kill for one cycle
If evil the players powers are reversed for one cycle.
Action: Protect/reverse target players

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Role: Kidnapper
Team: Good/Evil
Description: A kidnapper can target a player during the night to kidnap them. That player is effectively out of the game for the following day and night cycle.
Action: Kidnap target player.

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Role: Knight
Team: Good
Description: A knight is a tough villager, it takes two lynches, two nightkill attempts or one of both to kill him

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Role: Lobbyist
Team: Good/Evil
Description: This player can move one other players entire vote to another player during a vote for lynching. The target of the Lobbyist may or may not be aware of it.
Action: Move target player's vote

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Role: Lover
Team: Good/Evil
Description: When one lover dies, every other lover dies as well, lovers usually have the ability to chat together

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Role: Lover (alternate)
Team: Good/Evil
Description: When one predetermined lover dies, all other lovers also die, lovers usually have the ability to chat together.

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Role: Lyncher
Team: Neutral
Description: The lyncher has one or multiple target players, if those targets are lynched, he will achieve victory and leave the game, may sometimes convert to another role when his targets are nightkilled instead of lynched

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Role: Martyr
Team: Good
Description: This role can target a player each night, if the targeted player is killed that night, the martyr will die instead

Action: Protect target player

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Role: Mason
Team: Good/Evil
Description: Masons have the ability to chat with each other, sometimes every mason can chat with all other masons, sometimes they can chat in pairs.

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Role: Mayor
Team: Good
Description: The mayor can once per game decide that there will either be no lynch or that the lynch rolls down to the second player in line

Action: Decide lynch

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Role: Medium
Team: Good
Description: Once per game the medium can call a seance, as a result one or more target dead players may post in the thread again that day

Action: Call seance

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Role: Physician
Team: Good
Description: The physician may protect a target player each night, if the target player is a nightkill target he will survive one more day, after a protection is succesful the physician cannot attempt a protection again

Action: Protect target player

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Role: Priest (Full)
Team: Good
Description: The full priest will learn the roles of all recently deceased players at each dawn

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Role: Priest (Passive)
Team: Good
Description: As long as the passive priest is alive roles will be revealed on death

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Role: Priest (Standard)
Team: Good
Description: The standard priest will learn a role of one deceased player at each dawn
Action: View target dead player's full role

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Role: Seer (Character)
Team: Good
Description: The seer views a player each night to see that players character, but not the alignment (good/evil)

Action: View for aux evil/not aux evil

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Role: Seer (Half)
Team: Good
Description: The half seer views two players each night and will receive a result of wolf/not wolf for one of those players, without knowing which one

Action: View for wolf/not wolf

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Role: Seer (Insane)
Team: Good
Description: The Insane seer views a player each night to see if that player is a wolf or not and will get incorrect/random results, the seer will not usually know he is insane

Action: View for wolf/not wolf

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Role: Seer (Latent)
Team: Good
Description: The latent seer starts the game as a villager but will be promoted to full seer if the original seer dies
Action: View for wolf/not wolf

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Role: Seer (Na�ve)
Team: Good
Description: The Na�ve seer views a player each night to see if that player is a wolf or not and will always receive 'X is not a wolf' as a result, the seer will not know he is Na�ve

Action: View for wolf/not wolf

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Role: Seer (Paranoid)
Team: Good
Description: The paranoid seer views a player each night to see if that player is a wolf or not and will always receive 'X is a wolf' as a result, the seer will not know he is paranoid

Action: View for wolf/not wolf

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Role: Seer (Quasi)
Team: Good
Description: The quasi seer views two target players each night and will be told if the two targets have the same alignment or not, cannot view himself

Action: View for alignment

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Role: Seer (Random Role)
Team: Good/Evil
Description: At night the random role seer receives a full role view of one of the players that voted for him during the day, the target is chosen at random

Action: View target player (random)

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Role: Seer (True)
Team: Good
Description: The true seer views a player each night to see if that player is a wolf or not
Action: View for wolf/not wolf

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Role: Seer (Vote)
Team: Good
Description: The vote seer will see the final tallies for all parties after the vote manipulations have been calculated
Action: View final votes.

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Role: Sorcerer
Team: Evil
Description: The sorcerer views a player each night to see if that player is a seer or not
Action: View for seer/not seer

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Role: Sorcerer (Latent)
Team: Evil
Description: The latent sorcerer starts the game as an evil villager but will be promoted to full sorcerer if the original sorcerer dies

Action: View for seer/not seer

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Role: Thief
Team: Good/Evil
Description: The thief can steal one or multiple items from a target player each night
Action: Steal item from target player

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Role: Traitor
Team: Evil
Description: The traitor is similar to the villager except that his alignment is evil, in case of multiple traitors in one game they may be able to chat together

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Role: Truthsayer
Team: Good
Description: The truthsayer can check a statement in the form of 'I am (not) X' posted in the thread by any player each night and will be told if this statement was true or false

Action: Chack statement for true/false

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Role: Vigilante
Team: Good
Description: The vigilante can kill a target player when killed, either through lynch or nightkill
Action: Kill target player

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Role: Villager
Team: Good
Description: The most common vanilla role without attributes or abilities

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Role: Werewolf
Team: Evil
Description: The werewolf can chat with all other werewolves and together they can kill one player each night
Action: Kill target player

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Role: Werewolf (Alpha)
Team: Evil
Description: The alpha wolf will be viewed as 'not wolf' by a seer in addition to his normal werewolf abilities
Action: Kill target player

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Role: Werewolf (Latent)
Team: Evil
Description: The latent wolf is not aware of his status as a wolf and is triggered usually by an event in the game.
The latent wolf will usually be viewed as 'wolf' by a seer and other similar abilities
Action: Kill target player

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Role: Werewolf (Shaman)
Team: Evil
Description: The shaman wolf receives the full roles of the nightkilled players at dawn

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Role: Witch
Team: Evil
Description: The witch can block the night action of a target player each night
Action: Block target player's night action

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Role: Witness
Team: Good
Description: The witness can target a player each night and if that player is nightkilled the witness will learn the identity of one of the werewolves

Action: Watch target player

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Role: Wolf cub
Team: Good
Description: This player is good until a Werewolf is killed, at which time they are promoted to full werewolf status and all abilities.
May or may not be assigned at the beginning of the game.
May or may not trigger a seer's and other seer-like abilities.

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There can also be traits that a chatracter can have that people may want to play around with.

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Cowardice
When lynched and the character/role of this player has yet to be revealed, the player placing second on the lynch list is killed instead.

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Hunter

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Tough (full)
It takes 2 lynchings or 2 night kills or one of each to kill this player.

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Tough (night kill)
This player ignores the first night kill against him.

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Tough (lynch)
This player ignores the first lynch result against him

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Last edited by Carnivean on Thu Mar 18, 2010 6:33 pm, edited 1 time in total.
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WW Roles

Post by Miyuso »

This gives me some really evil ideas :D
[quote=""Greyhound""]I like the fact that we don't know which faction is the majority by the way. Are we all pretending to be Good or Evil?[/quote]
Miyuso falls to his knees and takes the top of his skull off and starts to rummage around inside
BOOM!
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Post by Greyhound »

People mentioned the bus driver recently, what was that? I didn't follow every post.
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Post by Virral »

Ok so the Bus Driver. He chooses two players, and they are swapped at night for all night actions.

For example, I'm the driver. I choose Grumpsh and Rabid.

Werewolf targets Grumpsh, kills Rabid instead.
Seer targets Rabid, gets a report on Grumpsh instead.

This can lead to funny stuff like the Werewolf killing himself, or the Seer getting a viewing on himself etc.
Nothing to see here!

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Post by burn »

basically, they swap two players (as though they are a bus driver dropping them off and choosing who goes where) so that actions affecting "player a" are taken against "player b" instead.

e.g you think virral will try and night kill grumpsh, so you swap grumpsh with another player for the night phase.
The next morning, the player you swapped grumpsh with is dead and virral quietly says :"rats! foiled again, I'll get you next time grumpsh."
[quote=""Virral""]Burn - Got to agree with Olaf here, impossible to read. Either a genius or a madman when it comes to these games.[/quote]

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Post by Greyhound »

gotcha.
The more players the better obviously as wrong reading can give a headache on longer games where players read each others for quiet few turns.

A game closing in 3-4 days would make the bus driver either really powerful or insignificant.
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