The Scared Wolf will be protected from the first night attack to target them.
Details
If it is attacked by anyone at night, it will escape unharmed the first time. The Scared Wolf is informed that they were attacked. After being attacked once, it will lose its ability.
The Coyotes are a secondary wolf group, containing (usually) one Greater Coyote. The coyotes and the wolfpack do not know each other, but have the same alignment. If the wolfpack fails to kill a townsfolk, the coyotes can attack a player in the next night, but if the Greater Coyotes dies, they lose their ability and join the wolfpack instead.
The Technomage Lycanomancer manipulates technology to disrupt one player during the night - they will not be able to use any bot commands for the entire night. This is an end day ability. (Not in Swarm)
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.