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Werewolves Revamped
🕵 S11g7 Secret Channels / tracking-wolf
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Werewolves Bot B BOT 12-5-2024 13:58
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Tracking Wolf [Werewolf Investigative]
Basics
Each night, the Tracking Wolf may find out how much of a threat a player is to the pack.
Details
Each night, the Tracking Wolf may check the category of a player's role to find out how much of a threat they are to the pack. The Tracking Wolf only learns how much of a threat the player is and not the role's category. For townsfolk and solo categories, investigative and killing roles are considered a major threat; power, recruitment and group roles a significant threat; and miscellaneous roles a slight threat. Werewolf killing roles are considered a slight threat. All other werewolf roles, as well as all unaligned roles, are not considered a threat. The Tracking Wolf’s check is an immediate ability. The Tracking Wolf is affected by strong disguises and redirections.
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Mx. Marshall Serrano 12-5-2024 14:03
@Host can I please have my nickname include (they/them) pronouns and have a gender neutral title instead of Mr please?
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Mx. Marshall Serrano
@Host can I please have my nickname include (they/them) pronouns and have a gender neutral title instead of Mr please?
Ezhojh'lal 12-5-2024 14:12
done, sorry just trying to sort it all myself atm
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Mx. Marshall Serrano 12-5-2024 14:13
Thank you, and no worries
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Werewolves Bot B BOT 12-5-2024 14:14
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Alpha Wolf [Werewolf Killing]
Basics
The Alpha Wolf has two votes on the wolfpack poll. Additionally, the Alpha Wolf may once overwrite the decision of the wolfpack. The Alpha Wolf can not change alignments.
Details
When the Alpha Wolf votes on the wolfpack poll, their vote appears normally, however internally it is counted with the value 2. Once per game, the Alpha Wolf may determine the target of one wolfpack attack, instead of it being decided by the wolfpack. If there are several wolfpack polls the Alpha Wolf can choose which one to overwrite. If there are none, they can not use their power. Overwriting the wolfpack poll is an end night ability and makes the Alpha Wolf execute the attack. The wolfpack is informed that their attack was overwritten and who was attacked at the end of the night. When they overwrite the wolfpack poll, the Alpha Wolf may also choose to reveal themself to the pack. The Alpha Wolf's loyalty to the pack is so great that their alignment cannot be changed. Any attempt to do so will result in failure.
14:15
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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 and redirections.
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Mx. Marshall Serrano 12-5-2024 14:16
@Host sorry quick game question: does the clairvoyant still win with wolves, even if they don't join the pack?
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yes
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Ezhojh'lal 12-5-2024 14:17
yes
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As a renowned merchant of Innsmouth, you deal in many a goods. Not just ordinary goods, but also ones of mysterious origin and power. Walter Gilman is a regular of yours, so you were more than happy to accept the invitation. Some of the things you sell may not be entirely legal, so you try to keep your distance from the mayor and police officers.
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Werewolves Bot B BOT 12-5-2024 14:22
Horsemen | Additional Information | Limited
The Horsemen is a team usually consisting of around two to four players. The Horsemen can either start out as the Horseman role or as a specific Horseman, but never as an Apocalyptic Horseman. The goal of the Horsemen is to kill everyone, however they only gain a killing power if they have doomed all aligned players. Dooming a player has a different effect depending on the type of Horseman. At the start of the game, the Horsemen do not know each other, but if a Horseman attempts to doom another Horseman, it fails and the Horseman unite instead. When that happens they both keep their powers, but join a shared Horsemen channel and can now coordinate their actions. United Horsemen are considered to be doomed, which is relevant should they lose their role. If there is only a single Horseman (left) and all other players are doomed, they become an Apocalyptic Horseman. For a list of Horsemen run $i horsemen team.
14:27
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Chef [Unaligned Killing]
Basics
Each night, the Chef can choose a restaurant customer to send either charmed or poisoned food to. Eating charmed food confers attack invulnerability: eating poisoned food kills the restaurant customer. The Chef wins if they are alive at the end of the game, and at least one of their waiters remains.
Details
At the beginning of each day, the restaurant customer chosen by the Chef is added to the resturant channel, in which the Chef can anonymously communicate with them, and offered the opportunity to eat the food. The resturant customer is not told the type of food they have been sent. If the restaurant customer eats poisoned food, they are killed at the end of the following night. If they eat charmed food, they are invulnerable from night attacks during the following night phase only. Selecting a restaurant customer and sending food are start-day abilities. Eating food is an end-day ability. If the Chef dies during the day, the customer is immediately removed from the restaurant, and loses the opportunity to eat the food. Once a customer has eaten food, they can no longer be sent food. Each game has a certain amount of players that are he Chef is not affected by redirections. The Chef is nonaligned.
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Werewolves Bot B BOT 12-5-2024 14:45
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Sneaking Wolf [Werewolf Miscellaneous]
Basics
The Sneaking Wolf will appear as a citizen to most investigative roles.
Details
The Sneaking Wolf is strongly disguised as citizen and will appear as citizen to most roles and powers inspecting them. If the Sneaking Wolf loses their role, they no longer appear as citizen.
14:51
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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 all disguises and redirections. The Crowd Seeker’s seeking is an immediate ability.
14:52
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Apothecary [Townsfolk Killing]
Limited Role
Basics
Each night, the Apothecary may poison a player, killing them at the end of the next night. Alternatively, they may cure the player they last poisoned.
Details
The Apothecary starts the game with three flasks of poison and a single antidote. When the Apothecary poisons a player, that player will be killed at the end of the next night (this is not an attack). This will only happen if the Apothecary survives until the end of that night. Instead of poisoning a player, the Apothecary may also use their antidote to cure the player they have previously poisoned, saving them from death. Players are not notified of being poisoned or cured. Both actions are immediate abilities.
14:53
âť— Could not find role town criee. Did you mean town crier?
14:53
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Town Crier [Townsfolk Miscellaneous]
Basics
The Town Crier learns the role of another townsfolk at the start of Night 1.
Details
The Town Crier will be told the role and identity of one other arbitrary person from the Townsfolk team at the start of Night 1. This information is one-directional. The information given is not influenced by any other powers, and therefore is completely reliable.
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Mx. Marshall Serrano 12-5-2024 16:01
@Host how do I move within the "ballroom"? Also, can I go to the book puzzle?
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you say you move to an adjacent rooms
16:02
adjacent rooms are in the desc
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Mx. Marshall Serrano 12-5-2024 16:05
@Host move to the left upper hall, then to the library where the book puzzle is
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you cant reach the left upper hall from the ballroom
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Mx. Marshall Serrano 12-5-2024 20:23
@Host delay check TS
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It's not the correct phase
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Azathoth
It's not the correct phase
Mx. Marshall Serrano 12-5-2024 21:31
I'm delaying my action, so if I'm not available for night it still goes through. I've done this for other roles and it's been fine?
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sure
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Mx. Marshall Serrano 13-5-2024 00:03
@Host check TS
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Mx. Marshall Serrano
@Host check TS
reason?
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Azathoth
reason?
Mx. Marshall Serrano 13-5-2024 00:08
They've been strategizing in chat a lot and offered good town strats, I want to check if they're a potential town lead
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ok
00:09
significant threat
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Werewolves Bot B BOT 13-5-2024 00:11
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Huntress [Townsfolk Killing]
Basics
The Huntress may select a player to attack with their dying breath.
Details
The Huntress may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Huntress wants. The Huntress may choose to target nobody, which will stop their power from being used. When the Huntress dies in any way other than by directly being lynched, their target will be attacked by them. The other player is attacked immediately and if it succeeds, the Huntress’s role and the name of whoever they killed is revealed to all. If the Huntress did not target a living player, the Huntress’s role isn’t revealed.
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Ezhojh'lal 13-5-2024 00:13
@Participant you have been doomed
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Werewolves Bot B BOT 13-5-2024 00:14
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Doomed [Attribute]
Basics
The attribute of the horsemen team. When all non-unaligned/horsemen players have been doomed and all horsemen united, all horsemen become apocalyptic horseman.
00:14
Horsemen | Additional Information | Limited
The Horsemen is a team usually consisting of around two to four players. The Horsemen can either start out as the Horseman role or as a specific Horseman, but never as an Apocalyptic Horseman. The goal of the Horsemen is to kill everyone, however they only gain a killing power if they have doomed all aligned players. Dooming a player has a different effect depending on the type of Horseman. At the start of the game, the Horsemen do not know each other, but if a Horseman attempts to doom another Horseman, it fails and the Horseman unite instead. When that happens they both keep their powers, but join a shared Horsemen channel and can now coordinate their actions. United Horsemen are considered to be doomed, which is relevant should they lose their role. If there is only a single Horseman (left) and all other players are doomed, they become an Apocalyptic Horseman. For a list of Horsemen run $i horsemen team.
00:14
Horsemen Team
The Horsemen win when all players are either dead, unaligned or part of the Horsemen team. Members of the Horsemen Team do not know each other at the start of the game. Roles ApocalypticHorseman Apocalyptic Horseman (T) Horseman Horseman HorsemanofDeath Horseman of Death HorsemanofFamine Horseman of Famine HorsemanofPestilence Horseman of Pestilence HorsemanofWar Horseman of War Formalized Win Condition: @(Alignment:Horsemen), @(Class:Unaligned)
00:14
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Horseman Of Famine [Solo Power - Horsemen Team]
Basics
Each night, the Horseman of Famine may doom two players. Doomed by the Horseman of Famine, they are starved, becoming unrecognizable. Instead, they will permanently be seen as a horseman role.
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 (one that existed when Night 1 starts). For more information, check $i doom. The Horsemen win when everyone else is dead.
00:15
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Horseman Of War [Solo Power - Horsemen Team]
Basics
Each night, the Horseman of War may doom two players. 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. For more information check $i doom. The Horsemen win when everyone else is dead.
00:15
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Horseman Of Death [Solo Killing - Horsemen Team]
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). For more information, check $i doom. The Horsemen win when everyone else is dead.
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Werewolves Bot B BOT 14-5-2024 00:05
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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 all disguises and redirections. The Crowd Seeker’s seeking is an immediate ability.
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@Participant action?
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Mx. Marshall Serrano 14-5-2024 00:06
Discussing with pack
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Werewolves Bot B BOT 14-5-2024 00:07
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Apothecary [Townsfolk Killing]
Limited Role
Basics
Each night, the Apothecary may poison a player, killing them at the end of the next night. Alternatively, they may cure the player they last poisoned.
Details
The Apothecary starts the game with three flasks of poison and a single antidote. When the Apothecary poisons a player, that player will be killed at the end of the next night (this is not an attack). This will only happen if the Apothecary survives until the end of that night. Instead of poisoning a player, the Apothecary may also use their antidote to cure the player they have previously poisoned, saving them from death. Players are not notified of being poisoned or cured. Both actions are immediate abilities.
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Werewolves Bot B BOT 14-5-2024 00:24
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Medium [Townsfolk Power]
Basics
Each night, the Medium may ask the dead players one question.
Details
During each night the Medium has access to a second secret channel, where they can ask a question, once day starts the channel is locked, and a Yes/No poll is created. All dead participants are able to vote on it during the day. Of course, there can be members of all teams in the dead participants. The question needs to be one simple yes/no question without any hidden meaning to it. Not voting as a dead participant should not give the Medium any information. Once the day ends, the poll is closed, and the Medium gains access to the second secret channel again.
00:25
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Butcher [Townsfolk Group]
Basics
The Butcher is like the baker group, a group of trusted players; except for that exactly one Butcher is a werewolf!
Details
There is always more than one Butcher. All the Butchers have a secret channel where they can communicate with the other Butchers securely. Exactly one Butcher is actually a disguised werewolf spy called the bloody butcher. If a Butcher is infected by the infecting wolf their role changes to bloody butcher, instead of wolf.
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Mx. Marshall Serrano 14-5-2024 00:26
@Host what would a butcher show up to me as? Slight threat?
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It's a group role category
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Mx. Marshall Serrano 14-5-2024 00:29
Oh so significant
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Werewolves Bot B BOT 14-5-2024 00:30
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Horseman Of Pestilence [Solo Power - Horsemen Team]
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 following day and night will fail.
Details
Dooming a player is an immediate effect. For the following day and night, any attempts to use an active ability will fail for that player, as they will be ability blocked. For more information, check $i doom. The Horsemen win when everyone else is dead.
00:33
âť— Could not find role runnee. Did you mean runner?
00:33
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Runner [Townsfolk Miscellaneous]
Basics
Once per game, if attacked by a wolfish player, the Runner shall escape.
Details
When they are attacked by a wolfish player, the Runner will not die, but will be vulnerable to future attacks. If a Runner is targeted by any attack other than by a wolfish player's attack, they will die the first time. Runners are informed that they were attacked. If a Runner evades a wolfpack attack, the wolfpack is told their target ran away. If a Runner evades any other attack, the wolfish player responsible is informed instead.
00:33
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Town Crier [Townsfolk Miscellaneous]
Basics
The Town Crier learns the role of another townsfolk at the start of Night 1.
Details
The Town Crier will be told the role and identity of one other arbitrary person from the Townsfolk team at the start of Night 1. This information is one-directional. The information given is not influenced by any other powers, and therefore is completely reliable.
00:34
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Hooker [Townsfolk Power]
Basics
Each night, the Hooker sleeps with another player. They will not be killed by attacks on them, but will be affected by those taking place at their target’s house.
Details
Since the Hooker is at the other player’s house and not at home, any attacks targeting the Hooker in the night will fail; however, if the person they’re sleeping over at is being attacked, then they both are attacked. Choosing a player to sleep with is an immediate ability. From that point on, they will stay with that player for the rest of the night. The Hooker may also choose not to sleep with anybody. The Hooker may not sleep with the same player two nights in a row.
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Mx. Marshall Serrano 14-5-2024 01:30
@Host check Huck, same reason as TS they've been organising and seem very pro town.
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Mx. Marshall Serrano
@Host check Huck, same reason as TS they've been organising and seem very pro town.
Not a threat
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Werewolves Bot B BOT 14-5-2024 01:44
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Tracking Wolf [Werewolf Investigative]
Basics
Each night, the Tracking Wolf may find out how much of a threat a player is to the pack.
Details
Each night, the Tracking Wolf may check the category of a player's role to find out how much of a threat they are to the pack. The Tracking Wolf only learns how much of a threat the player is and not the role's category. For townsfolk and solo categories, investigative and killing roles are considered a major threat; power, recruitment and group roles a significant threat; and miscellaneous roles a slight threat. Werewolf killing roles are considered a slight threat. All other werewolf roles, as well as all unaligned roles, are not considered a threat. The Tracking Wolf’s check is an immediate ability. The Tracking Wolf is affected by strong disguises and redirections.
01:47
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Psychopath [Unaligned Investigative]
Basics
At the start of the game, the Psychopath is given a list with one third of the game's players, rounded up, on it. If all players on the list are dead, and the Psychopath is still alive, the Psychopath wins.
Details
When the Psychopath wins, the Psychopath ascends and stops playing. The game continues. The Psychopath can’t win when they are dead. The Psychopath's list will always contain at least one player from every team that has at least two players. Which players are on the list is determined arbitrarily. The Psychopath may strongly disguise themself as any role. The disguise is applied immediately. They can update this disguise once per phase, with 1 emergency change to be used whenever the Psychopath wants to. If the Psychopath changes role, the disguise is lost. Additionally, the Psychopath may choose to either investigate or weakly disguise a player each day, but not both. Their investigation is affected by all disguises and redirections. Their disguise lasts for the current and following phase. The Psychopath is nonaligned.
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Mx. Marshall Serrano 20-5-2024 05:13
I'm guessing Mr Robbert Elliot
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