here is a re-write of the ROLE DESCRIPTIONS, with some variations, clarifications, examples, and open questions:
Every player in the game will have a special role or ability. Roles are randomly assigned and there are more role types than there are players, so some roles are not guaranteed to be in the game. There are 5 categories of roles.
1. Village Core - These roles are always assigned and exclusive to villagers (good guys)
2. Village Exclusive - These roles can only be assigned to villagers (good guys) but are not guaranteed to be assigned.
3. General Pool - These roles can go to villagers (good guys) or werewolves (bad guys). They are not guaranteed to be assigned.
4. Werewolf Exclusive - These roles can only be assigned to werewolves (bad guys) but are not guaranteed to be assigned.
5. Werewolf Core - These roles are always assigned and exclusive to werewolves (bad guys)
Roles also have varying frequency, duration and nature (active vs. passive). These qualities are not necessarily mutually exclusive. Here are the types of roles:
1. Active - These roles specify a certain player/role as their target. Example: seer.
2. Passive - These roles are automatically performed without the player's input. Example: Die-hard.
3. One-time use - These roles can only be used once. Example: Amplifier
4. Recurring - These roles are used once every full game day cycle. Example: Guard.
5. Night-time - These roles can only be used at night. Example: Undertaker
6. Day-time - These roles can only be used in the daytime. Example: Soother
7. Anytime - These roles have no time restriction. Example: Leech
8. Private - These roles are only valid actions when PMed to the GM. Does not apply to passive roles. Example: Smoker.
9. Dual-nature - These roles can be used publicly or privately. When done publicly, their effect is immediate, if applicable. If performed privately, their effect takes place at the next day/night deadline, if applicable. Does not apply to passive roles. Example: Hunter
There may be roles that have other specific instructions unique to them.
VILLAGE CORE:
1. Seer - This player can choose one other alive player to scan the role of per night. (Active, Night-time, Recurring, Private)
2. Guard - This player can choose one alive player to protect from death or infection (including self). This protection extends into the following game day and protects from all types of death (infection) except lynching. The same player cannot be protected twice in a row (Active, Night-time, Recurring, Private)
Note: Added protection from infection
Protection from infection is ok in my book and is mostly flavor.
3. Undertaker - This player can choose one dead player to scan the role of per night. (Active, Night-time, Recurring, Private)
VILLAGE EXCLUSIVE:
1. Stalwart - This player is immune to infection from the werewolves. (Passive, One-time use, Night-time)
2. Thug - This player survives one death via any means except lynching. (Passive, One-time, Anytime)
3. Hunter - This player chooses one other alive player to kill instantly. If the target is protected, or is the thug, the attack fails (Active, One-time use, Anytime, Dual-Nature).
if it is done privately, the GG does not disclose that the death is due to the hunter
Agree. I'm all for branching effects/narration based on different ways to use powers.
4. Executioner - This player chooses one other alive player to substitute for the lynching victim that day. (Active, One-time use, Day-time, Dual-nature)
the executioner CAN or CANNOT also save themselves?
Cannot. Too close to die-hard otherwise IMO.
5. Morpher - This player chooses one role from the General Pool they would like to assume. If that role is not assigned, they assume that role. If the role is assigned, the player can choose whether or not to assume the alignment of the other player (without being told what it is). For example, if that player is a villager (good guy), the Morpher is allowed to exchange PMs with that player and is a good player. If that player is a werewolf (bad guy), the Morpher is allowed to exchange PMs with all active werewolves and is a bad player. These choices must be made by the start of Day 2. (Active, One-time use, Anytime, Private)
GENERAL POOL:
1. Reverber - This player can double his or her own vote for lynching. (Active, One-time use, Day-time, Dual-nature)
The double vote counts for majority lock, if present, when used publicly. If the power is used privately, it only counts TWICE at the deadline, when the vote doubled is disclosed (not the reason it was doubled). It doubles whatever the valid vote is, so the vote can be changed
I think a general discussion needs to occur about whether or not actions can be rescinded when PMed based on outcome. I'll admit I've not been strict in enforcing it, but I think it should be first PM/decision only.
2. Rioter - This player can double another's lynching vote. (Active, One-time use, Day-time, Dual-nature)
In the game, a rioter can target any other player (but not themselves) to enhance their decision to cast a vote.
If the rioting is done privately (via PM to the GG), that persons last vote will be counted TWICE at deadline, when the vote doubled (but not the rioter, nor if it is rioting) will be disclosed by the GG. However, the rioting CAN be done overtly, in the thread, with a Rioting Post. In this case both rioter and rioted will obviously become public and the rioted vote will count double from that post on (so it can also affect majority threshold/lock).
If the rioted person changes vote or goes to no vote (the rioter can not do anything about it), it is the current/final valid vote that counts double.
I do not think it should count to majority threshold. It seems the intent of the role is to be able to overcome majority threshold. Also, the issue with a private riot only having affect at the deadline is the event of a tie. If person A got the same votes as B, and person A arrived at that vote total via a riot, person B would actually be lynched because their majority 'technically' happened first in the thread.
3. Soother - This player can block another's lynching vote. (Active, One-time use, Day-time, Dual-nature)
Mechanics are similar to the rioter
Fine because the targets of the action would almost always be different. Maybe we could give the same player a choice?
4. Spy - This player follows the target of a specific night-time use role. Cannot follow the same role (or person in alternative mode) in consecutive nights. (Active, Recurring, Night-time, Private)
Example: the spy selects to spy on the activity of the Seer, he/she will be told the target of the seer, but not the result of the scan or who did the scan.
Alternative mode: the spy selects a player to spy on. If that player uses a power that night, the spy knows what power was used, but not the target
How is alternative mode different than Seer?
5. Oracle - This player can ask 1 yes or no question. (Active, One-time use, Anytime, Dual-nature)
6. Seeker - This player can identify the power being used on a specific player at night. (Active, Recurring, Night-time, Private)
Example: the Seeker selects to follow Player X, he/she will be informed of all activities targeting that player, but not who performed them.
Yes, example is what I believe is role intention.
7. Stretcher - This player can extend the lynching deadline by up to 12 hours anytime before it occurs (or max otherwise defined by the GG). (Active, One-time use, Day-time, Dual-nature)
If used publicly, it is effective immediately and voids the majority lock for the rest of the day, until the new deadline decided by the Stretcher. If used privately, it become effective since the moment the GG makes it public, and voids majority lock from then on. If majority lock was reached in between the PM and the announcement, the stretching does not count and the stretcher can re-use the power at his/her discretion
Allowing them to choose the exact deadline within a limit is interesting, but we should be cognizant of it as a possible tactic to exclude those from certain timezones or checking-in strategies. Those aren't necessarily bad, just something to keep in mind. I don't like the second part about timing because a GG who isn't Johnny on the spot could ruin a well time action by the stretcher.
8. Collapser - This player can shorten the lynching deadline by up to 12 hours anytime before it occurs (or otherwise defined by the GG). (Active, One-time use, Day-time, Dual-nature)
If the deadline is less then the max collapsing time away, the Collapser can end the day instantly. If used privately, it become effective since the moment the GG makes it public, with whatever vote situation is occurring then (not when the secret PM was sent. If majority lock was reached in between the PM and the announcement, the collapsing does not count and the Collapser can re-use the power at his/her discretion
Same issues as stretcher.
9. Blocker - This player can block the activity of one player for a day OR night-time period (not both). This does not apply to normal WW powers such as night-time kills, infection or kamikaze kills (unless kami is an exclusive power, rather than core). (Active, One-time use, Anytime, Private)
Agree.
Examples: a. if a Stretcher is expanding the deadline and removing the majority lock, the Blocker can make the extension collapse and the original deadline/majority lock is reinstate; b. or when a soother is silencing a player, if the blocker targets the soother, the mellowed player goes back to normal status and their vote counts as normal; c. if the power is used at night on player W, and they are the guard, their activity is ineffective, but they do not know it; d. if they target a player that turns out to be the seer, the scan fails. E. if they target the oracle before an answer is provided in the thread, the question goes unanswered, without explanations by the GG
The last scenario is pretty brutal for the village, but that's how I would have ruled it without previously considering that scenario.
10. Amplifier - This player can enhance the potency of one other player's action for a day or night-time period. The amplified player gets notified of the extra power. (Active, One-time use, Anytime, Dual-nature)
It is a FORCED enhancement of the activity, not a second use. Thus, the target MUST use the power in that timeframe, although what they do with it is their choice.
For example, a seer will get a double scan that night, guard gets double protection that night, the hunter gets two kills (but they HAVE to be at that time, or they are BOTH lost). If a rioter is targeted, the Rioter MUST use the power and their rioting targets gets their vote TRIPLICATED, (not two separate double votes)
If the targets power was already spent, nothing happens and the amplification is wasted.
Agree.
11. Necromancer - This player can revive one dead player. That player's power status returns to what it was just before death. (Active, One-time use, Anytime, Private)
12. Die-hard - This player can survive one lynching attempt. Nobody is lynched in their place Agree.(Passive, One-time use, Day-time)
13. Judge - This player can save another player from lynching. No player is lynched that day to prevent redundancy with Executioner. (Active, One-time use, Day-time, Dual-nature)
14. Bluff - This player submits a private vote that is different than their public vote. Once enacted, the public vote from then on does not count, but the bluff can still vote as usual. The bluff can also change their secret vote in the same session, or no-vote, but then the power is used (Active, One-time use, Day-time, Private)
Note: I changed this form how it was initially written because it was basically unusable for the village (I was the village bluff once, and there was no likely scenario to use it). Even as is, may it should become a wolf exclusive
It does not count, but the village would only know either at the deadline or when it should decide a lock situation, but doesn't. I still think it can be used to give wolves a false sense of security if they think their fellow wolf is safe when they aren't.
15. Swapper - This player may swap the powers of any two other players. (Active, One-time use, Anytime, Dual-nature)
Note: should this be applied to only living players, or can the power of a dead player be swapped as well?
Only alive IMO to be distinct from scavenger.
16. Leech - This player may steal the power of another live player. Power use status is preserved. (Active, One-time use, Anytime, Private)
17. Scavenger - This player may steal the power of a dead player. Power use status is preserved. (Active, One-time use, Day-time, Private)
WEREWOLF EXCLUSIVE:
1. Smoker - This werewolf may block one other player from any night-time scan activity. (Active, One-time use, Night-time, Private)
Example: the smoker selects to cover player Y. if Player Y was the target of night activities/scans, they fail
Alternative mode: the smoker selects a PLAYER to block. If that player uses a power that night, it fails to work
2nd Alternative mode: the smoker selects a ROLE to block. If that role uses a power that night, it fails to work
2nd alt mode makes them the maniac in most usable scenarios. Fine with 1st alt mode though.
2. Meddler - This werewolf may provide fake scan results for the actions/status of another player (wolf or not) at night-time. If the action is a target, a random other player is chosen. (Active, One-time use, Any-time, Private)
Example: the meddler selects to cover player Z. if Player Y was the target of night activities/scans, they give the wrong result if there are multiple activities, they ALL give the wrong result. If the Meddler provides a preferred answer, that is what is given as a scan result, if not the GG randomly selects one (possible) answer. For example, if the alpha wolf/rioter is protected by the meddler, and gets scanned by the seer, the result scan would be either something decided by the meddler beforehand or a random villager picked form the entire villager pool (core, exclusive, general) irrespective of whether they are in play or not. The meddler can exclude some specific roles. If the alpha was targeted by for example- the amplifier, then one of the other players gets amplified that night. If the meddler choses to provide an answer it is only by type (scan vs target), not by specific action. That is he cannot provide separate fake scan answers for a scan by the seer or spy, nor a separate fake targets for hunter or amplifier.
If the meddling is done during day time, it only works if done BEFORE an action (e.g. public instakill) or before an answer is provided
Agree with interpretation and examples.
3. Maniac - This werewolf may choose one extra kill action or override an action protecting their target. (Active, One-time use, Night. private)
Should this be allowed to be used also during the day? If so should it be undistinguishable by the insta-kill, or should be clear the extra kill is a WW kill
This is too powerful IMO. They could instantly nuke the seer before they give out info, e.g.
WEREWOLF CORE:
1. Alpha - This werewolf may select one other player to convert to a werewolf in the night-time period. Normal protections apply. (Active, One-time use, Night-time, Private)
2. Kamikaze - This werewolf can kill a player of their choosing at the time of their death. Normal protections apply. (Active, One-time use, Anytime, Private)