In!
I also like all of the roles as they are listed above, including the booded parts.
In it to vin it.
Interesting. In at the same time. There will be no collusion whatsoever, right?
In!
I also like all of the roles as they are listed above, including the booded parts.
In it to vin it.
It wouldn't be exactly just voting for the other wolves. But more of subtle hints. Like 'all these people an I are cool! I'm on thier side!' or just attracting attention to them by voting in a pack ad make it obvious. Vote all at the same time. Ect. BTW I like Mooks ideas. But not sure about Abijnks.
For the next game with a rule change, what about a spy.
His power would be that if the seer scans him, he loses his power for 2 days, and if the werewolf hunter tries to protect him he also loses his power for 2 days. This player shouldn't be allowed to be infected.
Interesting, interesting.... I'm just thinking: How can this player win? Is he on the villagers' side, the werewolves, the vamps? He seems to be against everyone in a sense. And if we do have this player, they probably should be effective against all scans (so if Goth scans, can't scan for two days, if Vamp Hunter scans, can't scan for two days etc.) otherwise it will be quite unbalanced. Also, would the person know they are the Spy?
Right now, I'm on the fence about this, as it doesn't seem to encourage more participation (even if the person knew they were the Spy, there wasn't too much they could do due to it), or change the dynamics, apart from making people more cautious about scans, even though to me, it would be a bit of a crap-shot trying to figure out who is Spy and whatnot!
Perhaps a more interesting power for the spy would be to steal that person's power for 2 turns. So if they are scanned by the seer, the seer loses their power for 2 turns and the spy gets to be the seer for those 2 turns. If the goth scans them, the goth loses their power for 2 turns and the spy gets the power, and so on. (So they could theoretically become a vampire)
I like this idea! What say you, Ravenvii?Perhaps a more interesting power for the spy would be to steal that person's power for 2 turns. So if they are scanned by the seer, the seer loses their power for 2 turns and the spy gets to be the seer for those 2 turns. If the goth scans them, the goth loses their power for 2 turns and the spy gets the power, and so on. (So they could theoretically become a vampire)
Neat idea appleguy123, but maybe the spy should only be able to keep the power for 1 turn. And there should be two spies, a evil one and a good one. The evil one would only be able to get evil powers (if they are scanned by a goth/vamp). The good one would be able to get good powers (if they are scanned by a seer/undertaker).
Neat idea appleguy123, but maybe the spy should only be able to keep the power for 1 turn. And there should be two spies, a evil one and a good one. The evil one would only be able to get evil powers (if they are scanned by a goth/vamp). The good one would be able to get good powers (if they are scanned by a seer/undertaker).
iBookG4User uses instakill, kills -aggie-, and protects Rodimus Prime.
etc.
I think that's how it would work!![]()
iBookG4User scans Jav6545.
Only one problem, iBookG4User could only protect me, not scan me seeing as he is the WW Hunter.
Let’s get this straight. I’m not to be killed.![]()
(could he use insta-kill?)
I think they should have insta-kill as well.
Also, my username doesn't have the 'u' capitalized![]()
I think that evil spy and good spy is a little too complex. There should be one spy who is only a villager and when he gains a power he can use it to mess with the game. The spy cannot "win" unless he stays alive the whole game, he is on neither side.
Basically if you are the spy you are a villager and your main goal would be to protect yourself, not to vote of WW's or anything like that.
I also think that if the spy gain vampire powers and is lynched, he shouldn't be revealed, so that people will always think that there is a spy.
Points of contention:The Traitor is not a werewolf, and the other werewolves know that he is not, but communicates with the other werewolves at night, and at day he works to protect the werewolves and hamper the town (he wins only with a Werewolf victory).
Points of contention:There could be a "stool pigeon" who is a mole within the group, who the werewolves believe to be a werewolf/vamp (allowed to communicate and work with them), but during day tries to have them lynched etc. However, they can be killed by the werewolves/vampires at night, if the werewolves/vampires discover his identity (winning with the innocents, but only if he's still alive at the end of the game).
Points of contention:What about the idea of a "neighborhood watch" where 2-3 otherwise normal villagers are allowed to PM each other?
Points of contention:For the next game with a rule change, what about a spy.
His power would be that if the seer scans him, he loses his power for 2 days, and if the werewolf hunter tries to protect him he also loses his power for 2 days. This player shouldn't be allowed to be infected.
I don't think we should add to many new roles though, my brain is starting to fry.
If you can't take the heat baby, get out of the kitchen (we're cooking beef casserole)!![]()
I'd like in if there is still room. I'd quite like some way of spicing up the villagers roles because that is always what I seem to get stuck with and it really is a huge bore. So any which way that works to make that less dull, I'm for it.
*Brain explodes*
Another thought; perhaps the spy permanently copies the abilities of the first special to scan or protect them. That way they are aligned with the villagers or werewolves/vampires and have a way to win. I'd go for that idea.