Werewolf Round 4 - Dishonored Edition! - Signup - DELAYED - NEED 2-5 MORE PEOPLE

PeggleFrank

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Jul 29, 2019
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MINIMUM 16 PLAYERS!
MAXIMUM 20 PLAYERS!
Notice: Some players have been temporarily removed because they have either opted out of playing or gone missing for an extensive period of time. If your name has a strike through it, and you still want to play, please notify me as soon as possible.
1. VikeStep
2. ICountFrom0 (By Request)
3. goreae
4. Eunomiac (MIA)
5. the_j485
6. frederikam
7. techno156
8. Bellaabzug21
9. Staxed
10. Droideka30
11. GPuzzle
12. Jess887cp
13. Mathjazz (MIA)
14. Exedra
15. Tdb360
16. dgdas9
17. L.E.X.
18. Darksmith
19.
20.
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20.
ROLE LIST
Citizens
Citizen - Votes who to lynch each day.

Survivor - Can't be converted by weepers.

Boatsman - Watches a player from the river to see what their alliance is.
Misc.
Radio Guy - Controls the broadcasts going through to the entire city. Any role that can order a broadcast to be sent must send it to the radio guy first. May distort/edit the requested broadcasts, or not even broadcast them at all.

Demoted Assassin - May choose a player to spy on, or to kill. If the targeted player speaks to the outsider, the demoted assassin dies. If the role has it's bond with the Outsider removed, the demoted assassin lives and kills his target. If the demoted assassin spies on a player, they get to see who the player visits. If the targeted player is bonded to the outsider, the demoted assassin can't watch them. Invulnerable to any role that doesn't have a bond with the Outsider.
Single-team
Aristocrat - Changes another player's vote to something random, once per game.

Mad Survivor - Wins if there are 4 players left, and if he's alive. Starts with a rune or a bone charm, chosen randomly.

Has a bond with the Outsider.

Royal Protector - Chooses a player at the beginning of the game. The royal protector protects that player for the rest of the game from every attack, and the royal protector may not be killed either. Only an assassin can kill the royal protector. If an assassin attacks the player targeted by the royal protector, the royal protector lives but his target dies. May not target the master assassin.

Has a bond with the Outsider.

Outsider - Once he dies, he may choose one player. That player starts talking to the Outsider, and instantly gains the outsider's gaze item. The player may use the item the next night. Starts with an outsider's gaze item.

Has a bond with the Outsider.
City Watch
Lower Guard - Converse with eachother at night. They all choose a single player and protect them for one night. If the selected player is attacked by a gang, one gang member dies and one lower guard dies. If the selected player is attacked by assassins or the brigmore witches, the assassins/brigmore witches survive, the target survives, and the lower guards die.

City Watch - Converse with eachother at night. They all choose a single player and protect them for one night. If the selected player is attacked by assassins or the brigmore witches, one of the assassins/brigmore witches die, the target survives, and a member of the city watch dies.

Stilt Walker - Lights up a player's house each night. If the player is a weeper, the stilt walker kills them. If the player is the royal protector or assassin/master assassin, the stilt walker dies.

Overseer - May not converse with anyone. They all choose a single player and protect them for one night. If the selected player is attacked by the brigmore witches, the brigmore witches survive, the target survives, and an overseer dies.

Lord Regent - Sends a broadcast every day. This broadcast is sent to the radio guy, and then broadcasted across the city. Knows who the radio guy is.
Weepers
Weeper - Infects a player and makes them a weeper. May not convert an assassin, a brigmore witch, the royal protector, a stilt walker, or another weeper.

Granny - Summons a plague of rats to devour a chosen player. The rats leave no evidence behind. The rats cannot kill weepers. Only works once.

Has a bond with the Outsider.
Assassins
Assassin - Converses with the master assassin at night, along with the other assassins. Can kill one player each night.

Master Assassin - Converses with his assassins at night. Tells their assassins who to kill each night. If his assassins die, he may kill players himself.

Has a bond with the Outsider.
Brigmore Witches
Witch - Chooses a player each night to have their ability to speak with the outsider removed. May not target the grand witch.

Grand Witch - Tells the witches who to target.

Has a bond with the Outsider.
Hatters
Hatter - Is told who to kill by the gang leader. Cannot kill players who aren't apart of another gang.

Mad Hatter - Tells their gang members who to kill each night.
Dead Eels
Dead Eel - Is told who to kill by the gang leader. Cannot kill players who aren't apart of another gang.

Blood Eel - Tells their gang members who to kill each night.
Bottle Street
Bottle Street Boy - Is told who to kill by the gang leader. Cannot kill players who aren't apart of another gang.

Bottle Jaw - Tells their gang members who to kill each night.
WIN CONDITIONS
Citizens
Win if the weepers are dead, and if all the gangs are dead.
"If only that damn bastard Corvo hadn't killed the empress..."
Misc.
On the citizen team. Uses the citizens' win condition, unless otherwise noted.
"...and the Lord Regent is a filthy liar."
Single-team
Roles don't have alliances. Win if they survive until the end, unless otherwise noted.
"I don't need no help"
City Watch
Win if every gang is dead, and if the royal protector and his target are dead.
"So... um... sir. I just wanted to... um... congratulate you, on getting your own squad after what happened last night"
Weepers
Win if the city watch is dead or if every civilian is infected.
"BLOOD FROM THE EYES!"
Assassins
Win if the royal protector and his target are dead.
"...but you're a mystery. And I can't allow that"
Brigmore Witches
Win if the assassins are dead, or if every role loses it's bond to the Outsider.
"He's been trained well. After feeding him his companion, he still didn't give off any information"
Hatters
Win if the city watch is dead, or if the other two gangs are dead.
Blow off, choffer.
Dead Eels
Win if the city watch is dead, or if the other two gangs are dead.
You know it's bad when she's cutting off two fingers.
Bottle Street
Win if the city watch is dead, or if the other two gangs are dead.
What's that smell? Oh, it's me.
THIS GAME HAS ITEMS!
Outsider's Gaze
Earned: Luck. There's a 25% or 5% chance (depending on if your role has a bond to the Outsider) of randomly earning this item every night. Can't be used at day, must be used by the next night or not at all.
Lost: Upon use.
Does: Gives you immunity on one night or one day. If chosen to protect the player for one night, they're immune to all attacks but can't use any abilities. If chosen to protect the player for one day, they're immune to lynchings, but may not vote.
"He always watches, yet he never interferes. His views are true, his power is the pure form of heresy. Follow the seven strictires, and you shall not be swayed by his intent"
Rune
Earned: If you kill a role that has a bond with the Outsider, there's a 50% chance that you'll get a rune, and a 50% chance that you'll get a bone charm. You always get one or the other, but not both.
Lost: Upon use.
Does: If you're lynched, the first person who voted to lynch you on that day may not use their abilities for the following two nights.
"Carved from ancient whale bone, these magic runes are powerful to those who understand and can use them"
Bone Charm
Earned: If you kill a role that has a bond with the Outsider, there's a 50% chance that you'll get a rune, and a 50% chance that you'll get a bone charm. You always get one or the other, but not both.
Lost: Upon use.
Does: If you're killed at night, you may leave a 20 character message. It'll be shown to every player by the next day. Spaces do not count as characters, neither do things like periods, commas, or apostrophes.
"They give good luck to some, and bad luck to others. Usually dependant on the bond between the owner and the Outsider"
Whale Eye
Earned: If you kill a role that already has a rune, you'll get a whale eye.
Lost: Never.
Does: If a seer stares into your soul, they'll see a random alliance.
"The port side eye of a whale newly dead,
plop it in the pot, grisly and red.
Weeper weeper weeps no more,
laid to rest on blood etched floor"
Corrupted Bone Charm
Earned: If you kill a role that already has a bone charm, you'll get a corrupted bone charm.
Lost: Never.
Does: Paints your name in blood across every player that you kill. However, you undergo the same rules as an uncorrupted bone charm, only the effects apply even if you're alive.
"Forged bone charms. These variants are less powerful and have negative side effects"
RULES
1. Don't quote anything from the GM into the thread or into a conversation with anyone else.
2. Don't quote conversations into the thread.
3. Do have fun. If you're a miser, you aren't allowed to play this game.
4. Do read everything in this post. There are many teams and many roles, most of which are new.
5. Do try and invite me to every conversation you have with somebody else. I'd like to know what's going on, but it isn't required.
6. Do vote before 24 hours have passed. If you don't vote, you aren't kicked, but if you remain inactive the next day, you'll be kicked.
CLARIFICATIONS
If enough people vote to lynch a player, that player is lynched. (I.E. If there are 11 players, and 6 players vote to lynch a player, that player is lynched. Even if I don't announce it, that player may not talk as soon as the last lynch vote comes in, and must act like they're dead)

You can't lynch no one. There are roles that will benefit and hurt you all if lynched, so don't be so pessimistic, try and lynch one of those roles!

This game is probably going to be much different from what you're used to. Roles have been made into teams. Teams don't have very many win conditions, so you can work for other teams to get what you want.

Don't assume that every role listed is going to be used. It's likely that they all will be used, but don't expect it. It's very much possible that we don't get enough players and I have to chop off some roles.

This role list is based off of Dishonored. If you haven't played the game, you can still play, but some of the roles, quotes, and names may not make sense to you. If you have played the game, however, be prepared for a treat.

You don't start with items. You get them randomly. So don't expect a bone charm when you start off.
NOTIFICATIONS
Citizen

Like a doll, being tossed into a blender. You have no clue what's going on. Even the streets of Dunwall are unfamiliar to you. Luckily, the peace treaty, created by the Lord Regent himself, is holding the city together... for now. The next step is to get rid of those pesky gangs, and purify the city so weepers don't come knocking on your door every night.

Power - Send a list. You can pretend like you can actually do something to the people on that list.

You're a citizen. You win if all the gangs are dead, and if all the weepers are dead.

Survivor

You've experienced the plague multiple times, but you've managed to get enough Sokolov elixirs and Piero remedies to survive the plague up to now. You've actually built up a resistance to the stuff. Not that it helps you at all, even the city watch don't care about the citizens anymore...

Power - Send a list. You can pretend like you can actually do something to the people on that list.

You're a citizen. You win if all the gangs are dead, and if all the weepers are dead.

Boatsman

You've worked with the Royal Protector himself for quite some time, and you've served in the navy. Maybe it'll help you. You know the rivers, you've seen things nobody else has, and you have a heart of truth. There isn't much left of Dunwall, but maybe you can help out a bit.

Power - Send a list. You'll observe the alliance of the first person on that list.

You're a citizen. You win if all the gangs are dead, and if all the weepers are dead.

Radio Guy

You've been hired specifically by the Lord Regent himself! You get your own spot near his safe room, and you get room service 24/7. He's lowered your payment slightly in these dark times, and you don't get to sleep with a maid every night, but you're still in pretty good shape and I'm sure the lord regent still remembers you.

Probably.

Power - The Lord Regent will contact you when he needs to make a broadcast to the city. You can change the broadcast however you like, but beware, he knows exactly who you are, so don't try anything too fancy. When the broadcast is ready, tell me.

You're a slightly higher classed citizen, but you have the same motives as all the others. You win if all the gangs are dead, and if all the weepers are dead.

Demoted Assassin

You've worked for the master assassin, and then you ratted him out to the overseers. What a pity. He was the only bridge connecting you to the Outsider, so I'm afraid you're not of much use anymore. You still maintain your skill of the blade, however, and you can sneak around without being seen.

Power - Send a list. Give an action accompanying each person. You can either spy on people, or kill people. If the person speaks to the Outsider, your attempts fail. You're invulnerable to attacks from anyone who doesn't speak to the outsider.

You were stripped of your powers, and there isn't much hope in trying to side with the whalers again. However, you have decided to take up the route that of the citizens. You win if all the gangs are dead, and if all weepers are dead.

Aristocrat

You're rich. Swimming in both elixirs and remedies, quite literally. Money can't do you much good these days, but it can act as a bribe.

Power - Send a name. That person will have their vote randomized, to somebody that isn't who they're currently voting for.

You're a higher class citizen, but your concerns are still the same as everyone else's. You win if all the gangs are dead, and if all the weepers are dead.

Mad Survivor

You have it. The artifact. It's all yours. Nobody else has it. You speak to the Outsider himself. They don't understand. They'll all be dead soon... and you'll be alive. ALIVE. Life is good. Steal it away from those who don't deserve it. The artifact. You've given it your blood, your life, and it speaks to you in return. You're different from all the others. The plague can't kill you. Nobody can. You're the closest to the Outsider.

Power - You start with a bone charm or a rune, chosen randomly. You speak to the Outsider. (You have a 25% chance every night to be gifted with the Outsider's Gaze)

You don't need them. They can burn in hell, for all you care. But the artifact must survive. You must remain untouched. And once the others are gone, you're all that's left. You win if there are 4 players left, and if you're alive.

Royal Protector

You've protected them for so long... but now you're being framed by the Lord Regent. The whalers are after you, and you've earned a terrible reputation. It can't get worse. But maybe, you can fulfill your one sole purpose... to protect your target. Nothing else matters. Royalty is to be sworn with honor, and truth. And you've been dishonored.

*Ba dum tsh. Sorry for killing the mood, but it was necessary*

Power - Send a list. You'll protect the first person on that list with all your life. The only ones that are capable of defeating you or your target are the whalers. You can't protect an assassin. You speak to the Outsider. (You have a 25% chance every night to be gifted with the Outsider's Gaze)

You win if you survive until the end.

Outsider

You're not the real outsider. Maybe the ghostly costume will make them think that you are. Once you get the holes patched up, of course.

Power - When you die, you may choose one player. That player begins talking to the real Outsider, and instantly attracts the Outsider's Gaze. You speak to the Outsider. (You have a 25% chance every night to be gifted with the Outsider's Gaze)

You win if you survive until the end.

Lower Guard

What were you supposed to be doing, again? You only joined so you could buddy up with your old-time friend. They said something about weepers or something. Probably wasn't important.

Power - Converse with your fellow lower guards at night. You all choose a single player and protect them for one night.

You're apart of the city watch. You win if all the gangs are dead, and if the backstabbing Royal Protector and his protectant are dead.

City Watch

You're a real guard. They need to pay you more for this. You pace up and down the streets, all day, all night, and you wait for an assassin to come and kill you. You're skilled with the blade, and you have a gun, unlike the lower guards.

Power - Converse with your fellow guards at night. You all choose a single player and protect them for one night.

You're apart of the city watch. You win if all the gangs are dead, and if the backstabbing Royal Protector and his protectant are dead.

Stilt Walker

You kill weeps. Weeps! Weeps smell funny when they burn. People smell funny. Funny smells blue triangle. They pay you shinies. They taste good if you burn them. Even better if you blow them up. Too bad you can't find things after you blow them up. They say they won't pay you shinies anymore if you keep eating them. But shinies taste good! So do roasted weeps! Weeps! Weepies, here, weepy weepies... Why won't the weepies come out?

Power - Send a list. You'll search the house of the first person on that list, with a large probably unhealthy spotlight attached to your stilt walker. If they're a weeper, they die.

You're apart of the city watch. You win if all the gangs are dead, and if the backstabbing Royal Protector and his protectant are dead.

Overseer

You believe in the Abbey of the Everyman. Nothing else is correct. The seven strictures are the only way to remain pure. The wandering gaze, the lying tongue, the restless hands, the roving feet, the rampant hunger, the wanton flesh, and the errant mind, all contribute to the heresy that makes you vulnerable to the Outsider's impurity. Order must be kept.

Power - You and your fellow overseers will decide who to protect each night. You may not say anything more than who you'll be protecting.

You're apart of the city watch. You win if all the gangs are dead, and if the backstabbing Royal Protector and his protectant are dead.

Lord Regent

You made them think that the Royal Protector is at fault for all of this. What fools. You remain on the throne, with complete control over everything that happens in the city. You have a broadcasting station for constant propaganda, and you have the deadliest guards in Dunwall. Nothing could be better.

Power - You know who the radio guy is. You may send him a message every night, and he'll broadcast it to the entirety of Dunwall by the next day... if he doesn't fall asleep.

You're apart of the city watch. You win if all the gangs are dead, and if the backstabbing Royal Protector and his protectant are dead.

Weeper

On the first day, you were notified that you had the plague in your blood. The third day, you were separated from your family. The eighth day, your only love was killed by the city watch for being accused of having the plague. The next day, you ran away from your apartment from fear of being taken away. You hid in the sewers. You can't even think straight anymore. An elixir won't help you now. It's too late.

Power - Send a list. You'll convert the first person on that list to a weeper. You can't convert an assassin, a brigmore witch, the royal protector, a stilt walker, or another weeper.

Granny

The little birdies are sad today. Here, little birdies... come here, Granny has a birthday present for you... birdies... hello? Where have the little birdies gone? They must be shy. Birdies...

Power - Send a name. You'll summon a deadly plague-infused swarm of rats birdies to go and devour that player. The birdies are nice and clean, no evidence will be left behind. You can only do this once. You speak to the Outsider. (You have a 25% chance every night to be gifted with the Outsider's Gaze)

You're a weeper. You win if the city watch is dead or if every citizen has been converted to a weeper.

Assassin

You grew up as a killer. And then the master assassin found you. He gave you the powers that the Outsider himself had given him.

Power - Converse with your fellow assassins at night, and the master assassin. You can kill one player per night.

You're an assassin. You win if the royal protector and his target are dead.

Master Assassin

You grew up as a killer, just like your fellow assassins, but you were one of the few young killers out there in range of the Outsider's voice. Now, you're a professional assassin, and you have your own circle of highly skilled assassins to help you with your plans.

Power - Converse with your assassins each night. You'll all decide who to kill. You speak to the Outsider. (You have a 25% chance every night to be gifted with the Outsider's Gaze)

You're an assassin. You win if the royal protector and his target are dead.

Witch

You once worked for the Lord Regent as a maid, but you've been recruited by a mysterious figure with seemingly immense power. She hasn't gifted you magic powers, exactly, but rather the ability to remove bonds.

Power - Converse with your fellow witches each night, to decide who to release. Any player who is released cannot talk to the Outsider.

You're a witch. You win if the assassins are dead.

Grand Witch

You were almost executed for practicing heresy, as a young girl. But you know better. You seduced them, and escaped. You have your own miniature army now, and your specialty is that to destroy magical bonds.

Power - Converse with your fellow witches each night, to decide who to release. Any player who is released cannot talk to the Outsider. You speak to the Outsider. (You have a 25% chance every night to be gifted with the Outsider's Gaze)

You're a witch. You win if the assassins are dead.

Hatter

Unable to find work, you joined a gang. Turns out it's more insane than you thought.

Power - Converse with your gang at night to decide who to kill. You can only kill players who are apart of another gang.

You're a gang member. You win if the city watch is dead, or if the other two gangs are dead.

Mad Hatter

Unable to find work, you started a gang. It turned out more insane than you thought.

Power - Converse with your gang at night to decide who to kill. You can only kill players who are apart of another gang. The gang does what you say, unless they all rebel at once.

You're a gang member. You win if the city watch is dead, or if the other two gangs are dead.

Dead Eel

Unable to find work, you joined a gang. Turns out it's more insane than you thought.

Power - Converse with your gang at night to decide who to kill. You can only kill players who are apart of another gang.

You're a gang member. You win if the city watch is dead, or if the other two gangs are dead.

Blood Eel

Unable to find work, you started a gang. It turned out more insane than you thought.

Power - Converse with your gang at night to decide who to kill. You can only kill players who are apart of another gang. The gang does what you say, unless they all rebel at once.

You're a gang member. You win if the city watch is dead, or if the other two gangs are dead.

Bottle Street Boy

Unable to find work, you joined a gang. Turns out it's more insane than you thought.

Power - Converse with your gang at night to decide who to kill. You can only kill players who are apart of another gang.

You're a gang member. If you win if the city watch is dead, or if the other two gangs are dead.

Bottlejaw

Unable to find work, you started a gang. It turned out more insane than you thought.

Power - Converse with your gang at night to decide who to kill. You can only kill players who are apart of another gang. The gang does what you say, unless they all rebel at once.

You're a gang member. You win if the city watch is dead, or if the other two gangs are dead.
CARDS

(That's a link. You should click it)
 
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VikeStep

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ok, so I have created an official teamspeak channel for the werewolf game:

Server: Teamspeak.feed-the-beast.com
Server Password: mcepoch1

Channel: FTB Forums: Werewolf
Channel Location: Member Area > Private Member Rooms > No Topic Teamspeak: Official > FTB Forums: Werewolf
Channel Password: werewolf
 
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Eunomiac

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Jul 29, 2019
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I'm in --- I frakking love Dishonored. Gunning for 16 might be ambitious, though --- especially with inevitable drop-outs.[DOUBLEPOST=1378599874][/DOUBLEPOST]Is "Speaks to the Outsider" something to be taken literally, or does it only have an effect to the extent that role abilities specifically refer to it?
 

PeggleFrank

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I'm in --- I frakking love Dishonored. Gunning for 16 might be ambitious, though --- especially with inevitable drop-outs.[DOUBLEPOST=1378599874][/DOUBLEPOST]Is "Speaks to the Outsider" something to be taken literally, or does it only have an effect to the extent that role abilities specifically refer to it?

Not literally. The outsider role has nothing to do with the "Speaks to the Outsider" trait. You don't actually talk to him every night. It just means that you have a much higher chance of earning the outsider's gaze item, and your killers will gain a bone charm or a rune.[DOUBLEPOST=1378600206][/DOUBLEPOST]
I'm in --- I frakking love Dishonored. Gunning for 16 might be ambitious, though --- especially with inevitable drop-outs.

I'm probably going to drop the player limit from 16-24 to 16-20, or maybe even 14-18. There must be lots of players for this to work, and dropouts need to be covered by people on the wait list. 2-3 people on the waitlist is good enough.[DOUBLEPOST=1378600419][/DOUBLEPOST]Speaking of which about the chance-per-night roll of the dice to get the outsider's gaze item, does anyone have a good tool for randomization?
 

goreae

Ultimate Murderous Fiend
Nov 27, 2012
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Raxacoricofallapatorius
Not literally. The outsider role has nothing to do with the "Speaks to the Outsider" trait. You don't actually talk to him every night. It just means that you have a much higher chance of earning the outsider's gaze item, and your killers will gain a bone charm or a rune.[DOUBLEPOST=1378600206][/DOUBLEPOST]

I'm probably going to drop the player limit from 16-24 to 16-20, or maybe even 14-18. There must be lots of players for this to work, and dropouts need to be covered by people on the wait list. 2-3 people on the waitlist is good enough.[DOUBLEPOST=1378600419][/DOUBLEPOST]Speaking of which about the chance-per-night roll of the dice to get the outsider's gaze item, does anyone have a good tool for randomization?
random.org.
for 5%, you could just do between 1 and 20, then if it lands on 1, you get the item. Everything else is a fail.
 
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PeggleFrank

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I'm making cards. If anyone wants them after the game is over, just ask me, I'll send you them.
 

Eunomiac

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I'm making cards. If anyone wants them after the game is over, just ask me, I'll send you them.

Yes please!

And it might be a good idea to post them all publicly before the game begins, to prevent any role-reveals based on knowledge of what certain cards look like. (I like how each of these werewolf games has taught us something new: Game 1 --- nominations/secondings are unnecessarily time consuming. Game 2 --- role cards can be quoted/screen-shotted to provide unfair "proof" of identities, unless they're all made public knowledge at game start. Game 3 --- killing me is always a dumb idea. I wonder what we'll learn from this one?)
 

dgdas9

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Hatters, Dead eels and Bottle Street

There's no refferrence to any of those in the Chracters, but there is in the Win Conditions...

Anyway, it seems like a cool game!
 

PeggleFrank

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Hatters, Dead eels and Bottle Street

There's no refferrence to any of those in the Chracters, but there is in the Win Conditions...

Anyway, it seems like a cool game!

I kept out names. Corvo Attano = Royal Protector, Delilah = Grand Witch, etc.