Guild icon
Werewolves Revamped
🕵 Os8e Secret Channels / pack-tanner
Avatar
Werewolves Bot B BOT 09-Nov-22 03:27 PM
Author icon
Pack Tanner [Werewolf Power]
Limited Role
Basics
Each day, the Pack Tanner may disguise one player as a role of the Pack Tanner’s choosing.
Details
Each day, the Pack Tanner can weakly disguise one player; the night after, to roles affected by weak disguises, their role will appear to be what the Pack Tanner has disguised the player as. The Pack Tanner may disguise themself, but they may not disguise the same player twice in a row. Disguising a player is an immediate effect. If the Pack Tanner dies, the assigned player will keep their disguise for the night. The player loses their disguise at the end of the night. The Pack Tanner is not a lycan, but is part of the wolfpack.
Avatar
@Company Employee you may DISGUISE!
Avatar
@Host I’ll disguise Intern 17 as a horseman
Avatar
Company Pet Turtle 09-Nov-22 08:32 PM
👍
Avatar
Werewolves Bot B BOT 09-Nov-22 09:13 PM
Signed Up Players | Total: 22 bowandarrow_glitched - Vera but actually a frog (@Very Important CEO) 🐼 - kruthers (@Test Subject Caretaker) 🧋 - the kremblin (@Field Scientist) 🍅 - Relaxed Mato (@CMatO) 💾 - Nick262008 (@Intern 17) 4️⃣ - harperette (@Harp from HR) 🐓 - Jean D. Arch (@Jean (Data Analyser)) 🎨 - Captain Luffy (@Head of Security) 🦎 - Curtiss P-40D Katyhawk (@Katy from Komputers) 👁🗨 - MatMeistress (@Mat from Marketing) 🖕 - ddd8000 (@Double Data Dropper) 🍼 - riciano (@Random Bystander) 🐙 - Alphaviki (@Subject Alpha) ☢️ - Swurtle (@Intern 46) 🕯️ - !Phantomtomic (@Phantom phrom Phinance) 💙 - TheOreo (@COOreo) 🐛 - Leilaboo (@Subject Lambda) 💖 - Snivy-Ace13 (@Scientist A) 🚵 - Jayanna (@Janitor) tools_glitched - Ts (@Test Supervisor) realsad - Akira (@Analytics Expert) glitch - Suso (@Vent Maintenance Officer) (edited)
Avatar
You have been doomed!
📌 1
21:28
bowandarrow_glitched - (@Very Important CEO) : WW Team 🐼 - (@Test Subject Caretaker) 🧋 - (@Field Scientist) 🍅 - (@CMatO) 💾 - (@Intern 17) 4️⃣ - (@Harp from HR) : WW Team 🐓 - (@Jean (Data Analyser)) 🎨 - (@Head of Security) 🦎 - (@Katy from Komputers) : WW Team/Tanner (Claim) 👁🗨 - (@Mat from Marketing) : WW Team/Tanner (Claim) 🖕 - (@Double Data Dropper) 🍼 - (@Random Bystander) 🐙 - (@Subject Alpha) ☢️ - (@Intern 46) 🕯️ - (@Phantom phrom Phinance) 💙 - (@COOreo) : WW Team/Tanner 🐛 - (@Subject Lambda) 💖 - (@Scientist A) : WW Team 🚵 - (@Janitor) tools_glitched - (@Test Supervisor) realsad - (@Analytics Expert) : WW Team glitch - (@Vent Maintenance Officer) (edited)
📌 1
21:32
Empty Roles: Citizen x2 Crowd Seeker Cult Leader Bartender Herald x2 Bard Cult Member Alcoholic Recluse Clairvoyant Fox Horseman x3 Empty Wolf Roles Wolf Hellhound x2 Knowledgeable Wolf (edited)
📌 1
Avatar
Werewolves Bot B BOT 09-Nov-22 09:32 PM
Author icon
Citizen [Townsfolk Miscellaneous]
Basics
The Citizen has no special abilities.
Details
All the Citizens vote during the day on whomever they suspect to be an enemy and hope during the night that they won’t get killed.
21:33
Author icon
Crowd Seeker [Townsfolk Investigative]
Basics
The Crowd Seeker may investigate up to 3 players each night by guessing their roles. Each correct guess is confirmed.
Details
The Crowd Seeker can select up to three different players each night, and guess for each of them what their role could be. They may use several of their gueses for one player, however all guesses have to be made at the same time. All correct guesses will be confirmed. The Crowd Seeker is affected by weak disguises, redirections, and obstructions. The Crowd Seeker’s seeking is an immediate ability.
21:33
Author icon
Cult Leader [Townsfolk Killing]
Basics
The Cult Leader acts as a cult member, except that if the Cult Leader dies the cult loses its ability to attack at night.
Details
The Cult Leader is part of the cult. After Night 1, the cult can attack one player each night. When the Cult Leader dies, the cult is disbanded and can no longer attack at night. If the Cult Leader loses their role, the cult continues to exist, until the original Cult Leader dies. Any member of the cult, who no longer is a cult member or Cult Leader, can still vote on who to kill. The cult decides their victims by voting on whom they suspect most. The cult’s attack is an end-night ability.
21:33
Author icon
Bartender [Townsfolk Miscellaneous]
Basics
The Bartender can talk in the tavern without having their identity revealed.
Details
The Bartender has a secret channel where they can talk. Every message in that channel will be sent anonymously in the tavern chat. If the Bartender loses their role, they lose their ability to anonymously talk in the tavern chat. The Bartender is often used together with the Alcoholic, in which case it is important for the Bartender to remain hidden.
Avatar
Werewolves Bot B BOT 09-Nov-22 09:40 PM
Author icon
Herald [Townsfolk Power]
Basics
The Herald selects a role and is informed when the last player with that role dies.
Details
The Herald may immediately change their target once per phase, with 1 emergency change to be used whenever the Herald wants to. If several players die at the same time the Herald is not informed which of the players had their selected role. If there are no players of the selected role, or if the last player with the selected role changes to a different role, the Herald is not informed. The Herald is not affected by any disguises or obstructions. The Herald may use their power several times.
21:41
Author icon
Bard [Townsfolk Miscellaneous]
Basics
Throughout the game, all abilities used on the Bard will be narrated to everyone in story time.
Details
All abilities used throughout a phase are narrated at the end of the phase. If the Bard changes roles, abilities are no longer narrated, however the role change is still narrated. The narrated info only reveals the ability type and not the role who used the ability. Further details are also not revealed (e.g. if a tanner disguises the Bard, it is narrated that the Bard was disguised, however the applied disguise is not revealed, nor is which role disguised the Bard). The following general ability types exist for Bard: “attacked”, “investigated”, “disguised”, “killed”, “targeted”, “protected”, “manipulated” and “changed role”. Abilities that do not fall under one of these categories (e.g. Flute Player's enchant or Hooker's sleeping) are directly revealed. Abilities used on the Bard while they are dead are not narrated. Lynches and Elections are not narrated.
21:41
Author icon
Cult Member [Townsfolk Group]
Basics
The Cult Members and the leader have a secret channel where they can communicate among themselves securely. Each night, the cult votes to attack one player.
Details
The Cult Member is part of the cult. After Night 1, the cult can attack one player each night. When the cult leader dies, the cult can no longer attack at night. The cult decides their victims by voting on whom they suspect most. The cult’s attack is an end-night ability. Any member of the cult, who no longer is a Cult Member or cult leader, can still vote on who to kill.
21:42
Author icon
Alcoholic [Townsfolk Miscellaneous]
Limited Role
Basics
The Alcoholic spends the night drinking at the tavern and is thus absent for any attacks on them.
Details
During the night, the Alcoholic is fully immune against all attacks targeting them, though they may still be killed by other means. The Alcoholic cannot exist without a bartender, and loses their power as soon as the bartender dies. The Alcoholic dies at the end of the first night without a living Bartender.
21:42
Author icon
Wolf [Werewolf Miscellaneous]
Basics
The Wolf has no special abilities.
Details
The Wolf is a player who acts like a regular player during the day, but secretly kills players during the night, together with all the other werewolves.
21:43
⛔ Syntax error. Unknown command recluse!
21:43
Author icon
Recluse [Werewolf Miscellaneous]
Limited Role
Basics
The Recluse is immediately notified of all powers used on them. When a werewolf uses a power on them, they are given that werewolf's identity.
Details
The Recluse is told which role targeted them and what power was used on them, but not the identity of the player that used a power on them. An exception are members of the wolfpack/werewolf team - when they use a power on the Recluse, the Recluse is told the identity of that player as well. The Recluse is not a lycan and is not part of the wolfpack.
21:43
Author icon
Hellhound [Werewolf Miscellaneous]
Basics
There is always more than one Hellhound. All the Hellhounds have a secret channel where they can communicate with the other Hellhounds securely.
Details
Hellhounds are the werewolf version of bakers. These werewolves know from each other that they are Hellhounds, and they can use and share this information in their battle against the white werewolf. Sometimes it is, and sometimes it is not, in the interest of the werewolf team to immediately inform the rest of the werewolves that they are Hellhounds. If a Hellhound betrays the group in any way (by changing alignment or role) the Hellhounds are immediately disbanded.
21:43
Author icon
Knowledgeable Wolf [Werewolf Miscellaneous]
Basics
The Knowledgeable Wolf starts out with some information about the role list.
Details
At the start of the game the Knowledgeable Wolf is told some of the roles on the role list. The Knowledgeable Wolf can only be used in games with a partial or private role list and usually receives a partial role list. Alternatively, the Hosts may decide to tell the Knowledgeable Wolf about all the roles in the game.
21:43
Author icon
Clairvoyant Fox [Werewolf Investigative]
Basics
Each day, the Clairvoyant Fox may investigate one player, and the results will be known to both them and the Wolfpack. Once per game, the Clairvoyant Fox may alternatively join the wolfpack as a regular wolf.
Details
When the Clairvoyant Fox investigates a player, they see that player's role. If the Clairvoyant Fox survives the day, the result of the investigation is also announced to the wolfpack at the start of the night. The wolfpack only sees the result and that it is from a Clairvoyant Fox - they don't know who was checked. The Clairvoyant Fox is neither a lycan, nor a member of the wolfpack. If the Clairvoyant Fox chooses to join the wolfpack, they may not investigate that day, and will lose their power as they will become a regular wolf. Joining the wolfpack and investigating a player are immediate abilities. The investigation is affected by weak disguises, redirections, and obstructions.
21:43
Author icon
Horseman [Solo Power - Horsemen Team]
Limited Role
Basics
At the end of Day 0, the Horseman becomes one of the other Horseman roles.
Details
The Horseman can not immediately become an Apocalyptic Horseman. Each Horseman can doom a player every night, the effect of which depends on the type of Horseman. When a Horseman attempts to doom another Horseman it fails and the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman. When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: all Horsemen turn into Apocalyptic Horsemen, with the ability to kill a player each night. The Horsemen win when everyone else is dead.
21:43
Author icon
White Werewolf [Solo Killing - White Wolves]
Basics
The White Werewolf is a werewolf who is not satisfied with merely killing the townsfolk; they must kill all the werewolves as well. Every other night, the White Werewolf may attack a member of the wolfpack.
Details (1/2)
To the werewolves, the White Werewolf will appear to be just another member of the wolfpack. However, it is the White Werewolf’s goal to win the game completely alone; even the other werewolves must die. Starting with Night 2, the White Werewolf may attack a member of the wolfpack every other night. If they choose not to attack, they will once again have the option to attack in the following night. Attacking a member of the wolfpack is an end-night ability. If only werewolves and the White Werewolf are left alive, the game will continue until either all werewolves are dead or the White Werewolf is dead.
Details (2/2)
The White Werewolf imitates the most common role in the wolfpack. The White Werewolf is strongly disguised as that role and gains all its abilities. If there are several most common roles, the most common Werewolf Miscellaneous role is picked; if there are several most common WM roles, or there are no WM roles, an arbitrary one is picked from the most common WM or wolfpack roles respectively. If the White Werewolf changes role, the disguise and abilities are lost. The White Werewolf is not part of the werewolf team, but is still considered a lycan and is part of the wolfpack.
Avatar
Tanner Logs Day 0 I disguised Intern 17 as a Horseman Mat disguised DDD as Knowledge Wolf Katy disguised herself as Citizen Day 1 I disguised myself as an Alcoholic (edited)
📌 1
Avatar
Clairvoyant Fox Logs Day 0 Alcoholic was discovered
📌 1
Avatar
Company Pet Turtle 10-Nov-22 07:08 AM
@Company Employee who would you like to disguise as what?
Avatar
@Company Pet Turtle so, I’ve got a question. Does a disguise only last one night?
Avatar
Company Pet Turtle 10-Nov-22 07:10 AM
Yes, the disguise of the Pack Tanner is removed at the end of the night.
Avatar
Ok, cool, just wanted to confirm. Thank you, wonderful Turtle <3
Avatar
Company Pet Turtle 10-Nov-22 07:12 AM
No problem tortoise
Avatar
Original message was deleted or could not be loaded.
Werewolves Bot B BOT 10-Nov-22 07:16 AM
Pinned a message.
Avatar
Original message was deleted or could not be loaded.
Werewolves Bot B BOT 10-Nov-22 07:16 AM
Pinned a message.
Avatar
Original message was deleted or could not be loaded.
Werewolves Bot B BOT 10-Nov-22 07:16 AM
Pinned a message.
Avatar
Original message was deleted or could not be loaded.
Werewolves Bot B BOT 10-Nov-22 07:17 AM
Pinned a message.
Avatar
Original message was deleted or could not be loaded.
Werewolves Bot B BOT 10-Nov-22 07:17 AM
Pinned a message.
Avatar
@Host I’ll disguise as the alcoholic
07:26
Could I request the disguise be delayed?
Avatar
Company Pet Turtle 10-Nov-22 07:31 AM
Yes 👍
Avatar
Thank you 😊
Avatar
Werewolves Bot B BOT 10-Nov-22 04:12 PM
❗ Could not find role horseman team. Did you mean solo team horsemen (aka Horsemen Team)?
16:12
Horsemen Team
SoloPlaceholder Apocalyptic Horseman Horseman Horseman HorsemanofPestilence Horseman of Pestilence HorsemanofWar Horseman of War HorsemanofFamine Horseman of Famine HorsemanofDeath Horseman of Death
16:12
Author icon
Horseman Of Pestilence [Solo Power - Horsemen Team]
Limited Role
Basics
Each night, the Horseman of Pestilence may doom a player. Too sick to act, any attempt of that player to use an ability during the night and following day will fail.
Details (1/2)
Dooming a player is an immediate effect. For the rest of the night and the following day, any attempts to use an active ability will fail for that player. For some abilities, this may be indistinguishable from other failures (attacks), while others have no other way of failing (investigations). Passive abilities, like Runner, are not affected. When the Horseman of Pestilence attempts to doom another Horseman, it fails: the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman. Dooming and its accompanying effect persist even if the Horseman of Pestilence dies, but immediately disappear when no Horsemen remain.
Details (2/2)
When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: the Horseman of Pestilence turns into an Apocalyptic Horseman, with the ability to kill a player each night. The Horsemen win when everyone else is dead.
16:15
Author icon
Horseman Of War [Solo Power - Horsemen Team]
Limited Role
Basics
Each night, the Horseman of War may doom a player. There is no time for elections whilst war is raging: during the next day they will lose their vote and cannot be elected.
Details
Dooming a player is an immediate effect. The public vote of players doomed by the Horseman of War will not count during the day after their dooming, and should they win the election poll, the election fails and nobody is elected. When the Horseman of War attempts to doom another Horseman, it fails: the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman. Dooming and its associated effect persist even if the Horseman of War dies, but immediately disappear when no Horsemen remain. When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: the Horseman of War turns into an Apocalyptic Horseman, with the ability to kill a player each night. The Horsemen win when everyone else is dead.
16:19
Author icon
Horseman Of Famine [Solo Power - Horsemen Team]
Limited Role
Basics
Each night, the Horseman of Famine may doom a player. Doomed by the Horseman of Famine, they are starved, becoming unrecognizable. Instead, they will be seen as a Horseman.
Details
Dooming a player is an immediate effect. Players doomed by the Horseman of Famine will be permanently and strongly disguised as an arbitrary in-play Horseman role. When the Horseman of Famine attempts to doom another Horseman, it fails: the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman. Dooming and its accompanying effect persist even if the Horseman of Famine dies, but immediately disappear when no Horsemen remain. When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: the Horseman of Famine turns into an Apocalyptic Horseman, with the ability to kill a player each night. The Horsemen win when everyone else is dead.
16:19
Author icon
Horseman Of Death [Solo Killing - Horsemen Team]
Limited Role
Basics
Each night, the Horseman of Death may doom a player. The Horseman marks the player, and they will die at the end of the following night.
Details
Dooming a player is an immediate effect. Players doomed by the Horseman of Death will die at the end of the next night (this is not an attack). When the Horseman of Death attempts to doom another Horseman, it fails: the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman. Dooming and its accompanying effect persist even if the Horseman of Death dies, but immediately disappear when no Horsemen remain. When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: the Horseman of Death turns into an Apocalyptic Horseman, with the ability to kill a player each night. The Horsemen win when everyone else is dead.
Exported 47 message(s)