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Werewolves Revamped
S11g3 | CC 1 / 🤖-notes
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Werewolves Bot B BOT 13-01-2024 11:25
A new CC has been created! CC Members | Total: 1 @Little Crow
11:26
❗ Could not find role apocothery. Did you mean apothecary?
11:26
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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 13-01-2024 12:36
⏺️ Randomizing out of: 👁🗨, 🌌, 🍅, ▪️, 🧋, thight, ❤️‍🔥, 🐺, 💉, 🎨, 🧻, 💀, 4️⃣, 🐞, babagun, 🤖, 🖕, 👁️, 💯, 🎮, venomousbirds, 👌
12:36
▶️ Selected @Zebra Finch (🧋) (edited)
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Werewolves Bot B BOT 14-01-2024 01:01
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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). For more information, check $i doom. The Horsemen win when everyone else is dead.
01:01
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Horseman Of War [Solo Power - Horsemen Team]
Limited Role
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.
01:01
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Horseman Of Famine [Solo Power - Horsemen Team]
Limited Role
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.
01:02
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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 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 role blocked. For more information, check $i doom. The Horsemen win when everyone else is dead.
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Werewolves Bot B BOT 14-01-2024 11:36
Townsfolk Miscellaneous
Alcoholic Alcoholic Assistant Assistant Amnesiac Amnesiac Bartender Bartender Child Child Citizen Citizen Coroner Coroner CursedCivilian Cursed Civilian DevoutVillager Devout Villager FortuneApprentice Fortune Apprentice Idiot Idiot Journalist Journalist Macho Macho Ranger Ranger Runner Runner TownCrier Town Crier Trickster Trickster
11:39
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Trickster [Townsfolk Miscellaneous]
Basics
On all public polls the Trickster's vote is counted as negative one.
Details
When the Trickster votes on public polls, their vote appears normally, however internally it is counted with the value -1. While they have the mayor's extra vote, the Trickster's vote is counted as -2 instead. Results of players that receive 0 or less votes are not displayed. If the Trickster loses their role, their vote will count as that of a normal player.
11:40
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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.
11:40
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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.
11:42
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Ranger [Townsfolk Miscellaneous]
Basics
The Ranger may select a player to reveal with their dying breath.
Details
The Ranger may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Ranger wants. The Ranger may choose to target nobody, which will stop their power from being used. When the Ranger dies in any way other than by directly being lynched, their target will be revealed in story time. The Ranger’s role, their target, and their role will be revealed to all. If the Ranger did not target a living player, the Ranger’s role isn’t revealed. The Ranger is affected by strong disguises.
11:43
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Macho [Townsfolk Miscellaneous]
Basics
If attacked, the Macho will be told the name of their attacker and will not die until the end of the next day.
Details
If the Macho is attacked during the night, they will survive until the end of the next day, and will be able to attempt to spread the word about their attacker. If a Macho is attacked in a way that will result in the Macho's death at the beginning of the next night, the name of the Macho and the fact that they were attacked will be revealed in storytime. The Macho will know who attacked them, and it is up to them to decide whether they want to share this information or not. At the end of that day, the Macho dies. If it’s a group that attacked the Macho, the attacker’s name is told to the Macho. If the Macho is attacked multiple times in a single night, they will not be killed by any of them, and the attacker they are informed of will be chosen randomly. If the Macho is lynched, they will die as usual.
11:44
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Journalist [Townsfolk Miscellaneous]
Basics
The Journalist can write a journal which a certain role will receive when the Journalist dies.
Details
The Journalist has a second secret channel. There they can write any information. When the Journalist dies, access to this channel will be granted to a player with a role that the Journalist selected. The Journalist can select a role and update their targeted role once per phase, with 1 emergency change to be used whenever the Journalist wants. The Journalist may choose to not target any role, which will stop their power from being used. If there are several people with the same role, a random player out of those is selected. If nobody has the role (anymore), nobody gains access to the channel. If the Journalist loses their role, the journal is lost.
11:46
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Fortune Apprentice [Townsfolk Miscellaneous]
Basics
The Fortune Apprentice will assume the role of the first town investigative role to die.
Details
At the start of the first day after a player with a town investigative role died or lost their role, the Fortune Apprentice will become the role of said town investigative player. If there are several Fortune Apprentices when the role would be assumed, a random Fortune Apprentice is selected to assume the role. The rest remain Fortune Apprentices until the next town investigative role dies. The Fortune Apprentice does not know the identity of the previous town investigative role, nor do they know the checks made by this person.
11:49
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Devout Villager [Townsfolk Miscellaneous]
Basics
The Devout Villager is a normal citizen, with one exception: they can never change role.
Details
When a role changing ability affects the Devout Villager, it fails. If the infecting wolf tries to infect the devout villager the infection fails and nothing happens. If a vampire tries to demonize the Devout Villager it happens normally, however if the Devout Villager is attacked they will die instead of turning undead.
11:49
Townsfolk Miscellaneous
Alcoholic Alcoholic Assistant Assistant Amnesiac Amnesiac Bartender Bartender Child Child Citizen Citizen Coroner Coroner CursedCivilian Cursed Civilian DevoutVillager Devout Villager FortuneApprentice Fortune Apprentice Idiot Idiot Journalist Journalist Macho Macho Ranger Ranger Runner Runner TownCrier Town Crier Trickster Trickster
11:50
❗ Could not find role cursed civil. Did you mean cursed civilian (aka Cursed Civ)?
11:50
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Cursed Civilian [Townsfolk Miscellaneous]
Basics
If the Cursed Civilian is attacked by a wolfish player, they will turn into a wolf instead of dying.
Details
The Cursed Civilian is part of the townsfolk team, however they may betray their team at some point. If attacked any other way than by a wolfish player, the Cursed Civilian will die as usual.
11:50
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Coroner [Townsfolk Miscellaneous]
Basics
Upon every death, the Coroner is informed how that participant died.
Details
The Coroner will be told the cause of death for every dead player, and if multiple causes of death are present, then all causes will be revealed to the Coroner. The Coroner is told the name of role that killed the player (if applicable) and the type of death (this can be either “kill”, “suicide”, “lynch” or “descension”), as well as the name (but not the role) of the player that died. The Coroner is not affected by any disguises.
11:51
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Child [Townsfolk Miscellaneous]
Basics
The day after the Child dies, there will be two lynches instead of one.
Details
Whenever the Child dies, there is an additional lynch the next day. If more than one Child dies, there can be more than two lynches. It is allowed to lynch the same player several times. This is useful in scenarios where the werewolves want to lynch an Executioner, who can avoid one lynch. A Child losing their role does not cause an additional lynch.
11:51
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Alcoholic [Townsfolk Miscellaneous]
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 last bartender dies. The Alcoholic dies at the end of the first night without a living Bartender.
11:54
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Assistant [Townsfolk Miscellaneous]
Basics
The Assistant may select a player to redirect one werewolf action to. The action cannot be an attack.
Details
The Assistant may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Assistant wants. The Assistant may choose to target nobody, which will stop their power from being used. When the Assistant is affected by a wolfish player's power, that is not an attack, it will be redirected to the target without the wolfish player being informed. The Assistant's redirection power can only be used once per game. The Assistant is informed when their power is used, but they are not told what ability they redirected.
11:56
Townsfolk Power
Exorcist Exorcist Fletcher Fletcher Grandma Grandma Herald Herald Hooker Hooker Medium Medium RoyalKnight Royal Knight Stalker Stalker Ravenkeeper Ravenkeeper
11:58
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Stalker [Townsfolk Power]
Basics
After Day 1, the Stalker may assign two extra invisible votes to a player in the current day’s lynch poll.
Details
After Day 1, the Stalker may threaten a player. That player will have two more invisible votes against them on the daily lynch poll. These additional votes are not revealed, instead the threatened player may win the lynch even if they dont have the most votes. The threatened player is not informed that they are threatened. Threatening a player is an immediate day ability.
11:59
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Royal Knight [Townsfolk Power]
Basics
Once per game, the Royal Knight may cancel the lynch.
Details
After Day 1, the Royal Knight may cancel the lynch at any time of day or night, and it will apply to the current or upcoming lynch. If there are several lynches, the Royal Knight may only cancel one of them: they may choose which one. Cancelling the lynch is an immediate ability. However, the fact that the lynch has been cancelled will only be revealed at the end of the day. The Royal Knight also chooses whether they want to be revealed or not. If they choose to be revealed, both their role and name are announced: otherwise, neither is.
12:00
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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.
12:02
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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.
12:06
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Grandma [Townsfolk Power]
Basics
Each night, the Grandma may choose exactly two players. The next day, these selected players have no vote: the Grandma will have two votes instead.
Details
Removing players' votes is an immediate ability. Players with removed votes may still vote on public polls, but it will not be counted. The Grandma's vote appears to be a normal vote, but can count as 0 or 2 votes, depending on whether the Grandma chooses to use their power. The Grandma must select either exactly two players simultaneously, or no players at all. The two chosen players will be added to a private channel, where the Grandma can anonymously talk to them. At the end of the day, the players are removed and the votes are restored (even if the Grandma is dead at that point). If the Grandma selects a player with several votes (e.g. another Grandma), the targeted player only loses 1 of their votes. Players with negative votes or no vote will experience no change in vote value (and the Grandma is informed), but are still added to the channel. The Mayor's extra vote can never be removed by the Grandma. The Grandma may select themself. The Grandma is not affected by redirections.
12:07
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Fletcher [Townsfolk Power]
Basics
During Day 0, the Fletcher selects a target. As long as the Fletcher is alive, the chosen target will have the abilities of a huntress.
Details
The Fletcher must choose a target to be “fletcher’s customer” at the start of the game. Their target cannot be changed. If no target is selected when Day 0 ends, a target is randomly assigned. The Fletcher cannot target themself. The fletcher’s customer gains a private channel and may select a target who will be killed if fletcher’s customer is killed. If the Fletcher dies, the customer’s power is lost.
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Werewolves Bot B BOT 14-01-2024 12:33
Townsfolk Miscellaneous
Alcoholic Alcoholic Assistant Assistant Amnesiac Amnesiac Bartender Bartender Child Child Citizen Citizen Coroner Coroner CursedCivilian Cursed Civilian DevoutVillager Devout Villager FortuneApprentice Fortune Apprentice Idiot Idiot Journalist Journalist Macho Macho Ranger Ranger Runner Runner TownCrier Town Crier Trickster Trickster
12:33
⛔ Syntax error. Unknown command coin!
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Little Crow 14-01-2024 12:34
@Feral pigeon there has to be SOME coinflip command for when i wanna make a risky stupid play right?
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Feral pigeon 14-01-2024 12:34
errr
12:34
i know $roll is a thing but i forgot if theres a coin command
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Little Crow 14-01-2024 12:34
hmm
12:34
its ok you can be my coin
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Feral pigeon 14-01-2024 12:34
lemme check
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Little Crow 14-01-2024 12:34
heads or tails
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Feral pigeon 14-01-2024 12:35
heads
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Little Crow 14-01-2024 12:35
thinking
12:35
well that means i do it
12:35
but im still unsure its a good idea in any way shape or form
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Feral pigeon 14-01-2024 12:36
i swear there was the coin flip command but i cant find it for some reason
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Little Crow 14-01-2024 12:36
CRY
12:36
aanyways if youre curious i was thinking of claiming idiot/alcoholic/hooker to see if i can get info on where my amulet is and such and get the mayor vote
12:37
i was gonna do it if it said heads but im still unsure if this is a horrible idea or not and i know you giving input would be a bit meta Hihi_Giggle
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Werewolves Bot B BOT 14-01-2024 12:40
Townsfolk Power
Exorcist Exorcist Fletcher Fletcher Grandma Grandma Herald Herald Hooker Hooker Medium Medium RoyalKnight Royal Knight Stalker Stalker Ravenkeeper Ravenkeeper
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Little Crow 14-01-2024 12:40
oh hooker is town power
12:40
so bad claim
12:40
arghh
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Werewolves Bot B BOT 14-01-2024 12:41
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Assistant [Townsfolk Miscellaneous]
Basics
The Assistant may select a player to redirect one werewolf action to. The action cannot be an attack.
Details
The Assistant may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Assistant wants. The Assistant may choose to target nobody, which will stop their power from being used. When the Assistant is affected by a wolfish player's power, that is not an attack, it will be redirected to the target without the wolfish player being informed. The Assistant's redirection power can only be used once per game. The Assistant is informed when their power is used, but they are not told what ability they redirected.
12:42
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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.
12:42
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Macho [Townsfolk Miscellaneous]
Basics
If attacked, the Macho will be told the name of their attacker and will not die until the end of the next day.
Details
If the Macho is attacked during the night, they will survive until the end of the next day, and will be able to attempt to spread the word about their attacker. If a Macho is attacked in a way that will result in the Macho's death at the beginning of the next night, the name of the Macho and the fact that they were attacked will be revealed in storytime. The Macho will know who attacked them, and it is up to them to decide whether they want to share this information or not. At the end of that day, the Macho dies. If it’s a group that attacked the Macho, the attacker’s name is told to the Macho. If the Macho is attacked multiple times in a single night, they will not be killed by any of them, and the attacker they are informed of will be chosen randomly. If the Macho is lynched, they will die as usual.
12:42
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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). For more information, check $i doom. The Horsemen win when everyone else is dead.
12:44
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Idiot [Townsfolk Miscellaneous]
Basics
If the Idiot dies for the first time, they instead live, but lose their voting power.
Details
The first time the Idiot is lynched, attacked or killed, they will survive. However, the Idiot loses their vote and is informed about this. If the Idiot is Mayor, they will still have their Mayor vote.
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Little Crow 14-01-2024 12:44
well the coin flip ordained it
12:44
thinking
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Werewolves Bot B BOT 14-01-2024 12:46
Townsfolk Power
Exorcist Exorcist Fletcher Fletcher Grandma Grandma Herald Herald Hooker Hooker Medium Medium RoyalKnight Royal Knight Stalker Stalker Ravenkeeper Ravenkeeper
12:46
⛔ Syntax error. Unknown command town!
12:46
Townsfolk Investigative
AuraTeller Aura Teller CrowdSeeker Crowd Seeker FortuneTeller Fortune Teller Huntsman Huntsman Innkeeper Innkeeper Oracle Oracle
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Feral pigeon 14-01-2024 12:46
are you asking if coin flip is meta?
12:46
not really imo
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Feral pigeon
are you asking if coin flip is meta?
Little Crow 14-01-2024 12:46
no i meant itd be meta for you to comment on if this is a bad idea or not
12:46
Hihi_Giggle
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Feral pigeon 14-01-2024 12:46
found an alternative to coin flip you can just $roll wl 1 2
12:46
uhh
12:46
lemme try
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Little Crow 14-01-2024 12:47
so you can sit tight and either be like "wow what a funny play" or "holy shit that was the stupidest thing ive ever seen"
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Werewolves Bot B BOT 14-01-2024 12:47
⛔ Syntax error. Invalid Player: 1!
12:47
⛔ Syntax error. Invalid Player: 2!
12:47
⏺️ Randomizing out of:
12:47
▶️ Selected <@undefined> (false) (edited)
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Feral pigeon 14-01-2024 12:47
oops
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Werewolves Bot B BOT 14-01-2024 12:47
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Aura Teller [Townsfolk Investigative]
Basics
Each night, the Aura Teller may check a target to determine if they are “a threat” or “not a threat”.
Details
The Aura Teller cannot see a player’s role, but they can check whether or not they are a threat. Lycans, and roles classified as killing roles show up as a threat. The Aura Teller’s inspection is an immediate ability. Some roles or players may be able to kill, but will not show up as threats as they are neither lycans nor a role classified as a killing role. The Aura Teller is affected by strong disguises and redirections.
12:47
⛔ Syntax error. Invalid Player: (player!
12:47
⛔ Syntax error. Invalid Player: 1)!
12:47
⛔ Syntax error. Invalid Player: 2)!
12:47
⏺️ Randomizing out of:
12:47
▶️ Selected <@undefined> (false) (edited)
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Little Crow 14-01-2024 12:47
actual important question
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Feral pigeon 14-01-2024 12:47
yes?
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Little Crow 14-01-2024 12:47
do i show as a threat to AT?
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Feral pigeon 14-01-2024 12:47
yes
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Little Crow 14-01-2024 12:47
Sigh
12:47
that sucks
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Werewolves Bot B BOT 14-01-2024 12:47
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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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Little Crow 14-01-2024 12:48
hrrrng
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Feral pigeon 14-01-2024 12:48
any role that can kill will count as a threat
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Little Crow 14-01-2024 12:48
im not liking my odds if i actually do claim idiot here
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Werewolves Bot B BOT 14-01-2024 12:48
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Amulet Crafter [Townsfolk Killing]
Limited Role
Actions
At the start of the game, the Amulet Crafter is the first holder of the Amulet of Protection. Whoever holds the amulet is protected from attacks during the night, but must pass it to another player during the day.
Basics
If the Amulet Crafter or the current holder die, the amulet shatters. When the amulet shatters, the current holder is attacked. Afterwards, the amulet is out of play and won't be passed anymore. The Amulet Crafter may also manually choose to shatter the amulet during the day. The Amulet Crafter must pass the amulet during Day 0. When passing the amulet, up to three players may be specified (either at once or separately) and the amulet will be passed to the first player who has not previously had the amulet. Selecting a target is an immediate effect and, should the selection fail, the holder is immediately informed (and if applicable, the next selection is attempted). However, passing the amulet is an end-day ability. If the holder of the amulet does not or cannot choose a player to pass the amulet to, it shatters at the end of the day, instead of being passed. Holders of the amulet do not know who gave them the amulet, nor do they know who has previously held it.
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Little Crow 14-01-2024 12:48
the coin flip DID ordain it but so far 2 of the invest roles will see through it b_sip
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Werewolves Bot B BOT 14-01-2024 12:49
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Fortune Teller [Townsfolk Investigative]
Basics
Each night, the Fortune Teller may check one player’s role.
Details
Each night, the Fortune Teller can inspect a player. The Fortune Teller will be told what their role is. Inspecting a player is an immediate ability. The Fortune Teller gains more information, but is affected by weak disguises and redirections.
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Little Crow 14-01-2024 12:49
Panic_Terror_Ohno
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Werewolves Bot B BOT 14-01-2024 12:49
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Innkeeper [Townsfolk Investigative]
Basics
Each night, the Innkeeper may check any role to determine the number of players currently alive with that role.
Details
Each night the Innkeeper can get a status on a specific role. Checking the status of a specific role will let the Innkeeper know how many players with that role are left in the game. Checking the status of a specific role is an immediate ability. Checking status on roles works on any role whether in the game or not. The Innkeeper is affected by strong disguises.
12:49
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Oracle [Townsfolk Investigative]
Basics
Every night, the Oracle can select two players and see if they have the same alignment as each other. Each player can only be selected once.
Details
Each night, the Oracle can inspect two players. The Oracle will be told whether they have the same alignment. The Oracle can select itself as one of the two players, but can only select each player once throughout the game. Inspecting players is an immediate ability. Nonaligned roles have the same alignment as each other: roles with differing alignments do not. A nonaligned role does not have the same alignment as an aligned role. Some unaligned roles may gain alignments during the game (e.g. Cupid). The Oracle is not affected by disguises, but is affected by redirections.
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Little Crow 14-01-2024 12:50
wow ok sooo 4/6 roles will casually figure out im lying, even though im town
12:50
i might still full send it and see how things go...
12:50
i can blame you after all, since you said heads
12:50
then none of the blame is mine
12:50
LC_Nod LC_Nod
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Werewolves Bot B BOT 14-01-2024 13:12
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Journalist [Townsfolk Miscellaneous]
Basics
The Journalist can write a journal which a certain role will receive when the Journalist dies.
Details
The Journalist has a second secret channel. There they can write any information. When the Journalist dies, access to this channel will be granted to a player with a role that the Journalist selected. The Journalist can select a role and update their targeted role once per phase, with 1 emergency change to be used whenever the Journalist wants. The Journalist may choose to not target any role, which will stop their power from being used. If there are several people with the same role, a random player out of those is selected. If nobody has the role (anymore), nobody gains access to the channel. If the Journalist loses their role, the journal is lost.
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Werewolves Bot B BOT 14-01-2024 13:25
⛔ Command error. You are not an owner of this CC!
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Little Crow 14-01-2024 13:25
shock_wtf shock_wtf
13:25
well okay then
13:25
pout_hmph
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this is cc specifically for spamming bot commands and notes
13:59
because it can be craeted at any point during the game, including when ccs cant be made (like the start of this game), you cant add people to it
14:00
as that would circumvent the cc limit
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Little Crow
do i show as a threat to AT?
also, because you asked a question directly relating to your role and it was answered, even if this was a cc, your access wouldve been revoked
14:01
(as this wouldve confirmed your role through non-game mechanics)
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Archeops
because it can be craeted at any point during the game, including when ccs cant be made (like the start of this game), you cant add people to it
Little Crow 14-01-2024 19:20
i know, i tried to rename it
19:21
LC_Nod
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Yeah, sad part about all that is that you cant remame spam ccs
19:35
Feel free to ping Hosts if you wanna remame it
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Werewolves Bot B BOT 14-01-2024 20:13
Townsfolk Investigative
AuraTeller Aura Teller CrowdSeeker Crowd Seeker FortuneTeller Fortune Teller Huntsman Huntsman Innkeeper Innkeeper Oracle Oracle
20:13
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Fortune Teller [Townsfolk Investigative]
Basics
Each night, the Fortune Teller may check one player’s role.
Details
Each night, the Fortune Teller can inspect a player. The Fortune Teller will be told what their role is. Inspecting a player is an immediate ability. The Fortune Teller gains more information, but is affected by weak disguises and redirections.
20:18
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Detective [Unaligned Investigative]
Limited Role
Basics
During the day, the Detective compiles information on other players. At night, they try to solve the mystery by guessing the contents of the role list. If their guess is correct, the Detective wins.
Details
Each day, the Detective has to choose between guessing one player's current role or learning the final role of a dead player. If they guess a player's current role correctly, it is confirmed. The Detective is not affected by any disguises, obstructions, or redirections. Each night, the Detective must try to submit the contents (players and their roles) of the entire starting role configuration in their secret channel. If their guess is correct, they ascend and win the game. If their guess is wrong, they are informed how many guesses (but not which ones) were correct. The Detective may submit a partial configuration, but only a complete configuration can let them ascend. In games with a partial or private role list, the Detective may receive a role list similar to that of the knowledgeable wolf at the start of the game.
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Werewolves Bot B BOT 14-01-2024 22:34
Werewolf Investigative
ArchivistFox Archivist Fox ClairvoyantFox Clairvoyant Fox LoneWarlock Lone Warlock PsychicWolf Psychic Wolf TrackingWolf Tracking Wolf Warlock Warlock
22:34
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Warlock [Werewolf Investigative]
Basics
Each night, the Warlock may check one player’s role.
Details
Each night, the Warlock may inspect a player. They will be told what that player's role is. Inspecting a player is an immediate ability. The Warlock is affected by all disguises and redirections. The Warlock is not a lycan, nor are they a member of the wolfpack.
22:35
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Psychic Wolf [Werewolf Investigative]
Basics
Each night, the Psychic Wolf may guess one player's role, and if their guess is correct, it is confirmed.
Details
The Psychic Wolf is affected by weak disguises and redirections. The Psychic Wolf's guessing is an immediate ability.
22:35
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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.
22:36
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Ranger [Townsfolk Miscellaneous]
Basics
The Ranger may select a player to reveal with their dying breath.
Details
The Ranger may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Ranger wants. The Ranger may choose to target nobody, which will stop their power from being used. When the Ranger dies in any way other than by directly being lynched, their target will be revealed in story time. The Ranger’s role, their target, and their role will be revealed to all. If the Ranger did not target a living player, the Ranger’s role isn’t revealed. The Ranger is affected by strong disguises.
22:37
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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.
22:37
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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 15-01-2024 08:03
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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.
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Werewolves Bot B BOT 15-01-2024 09:40
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Amnesiac [Townsfolk Miscellaneous]
Basics
The Amnesiac has forgotten their role and only has a vague idea of what it was. They will remember it at the start of Night 2.
Details
From the start of the game until the start of Night 2, the Amnesiac is a normal citizen. At the start of Night 2, they will get to know their role. This role will not be known to the rest of the players, but it will be one of three townsfolk roles that the Amnesiac is told at the start of the game. If the Amnesiac changes into a role that has a power limited to a Day or Night that has already passed, they have to use it in the following Day or Night. If they change into a role that receives information or is part of a group at the start of the game, the Amnesiac will receive the information or join the group directly after changing role.
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Werewolves Bot B BOT 15-01-2024 11:21
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Cupid [Unaligned Align]
Basics
The Cupid chooses one player to be their lover, and forms an inseparable team with that player.
Details (1/2)
During Night 1, the Cupid must choose one player to become their lover. The Cupid cannot choose itself. If the Cupid does not choose in time, they will fall in love with a random player. The lover is added to the Cupid’s secret channel and the lover's role is revealed to the Cupid. The Cupid and their lover form an inseparable team; they will die if the other player dies. When this happens it is announced. Choosing a lover is an immediate ability. The Cupid will always have the same alignment as their lover. If the Cupid's lover is unaligned they can only win with their lover's win condition. The Cupid’s love overrides any other mechanic that may cause a player to change teams for any reason; the Cupid is always on the same team as their lover. After choosing a lover, unless they are also unaligned, the Cupid is no longer unaligned.
Details (2/2)
If a Cupid couple ends up without a win condition (e.g. two Cupids falling in love with each other), their goal is to survive until the end of the game and win with whatever team remains. If the Cupid loses their role before selecting a lover, a random lover is chosen immediately. The Cupid can never change role to anything but another cupid variant (more info in $info cupid variants). If the Cupid's lover is part of a solo team or channel then the Cupid is immune to that team's effects or their consequences (e.g powdering, death by plague, sleepless, etc). The Cupid is nonaligned unless they gain an alignment from their lover.
11:22
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Fortune Apprentice [Townsfolk Miscellaneous]
Basics
The Fortune Apprentice will assume the role of the first town investigative role to die.
Details
At the start of the first day after a player with a town investigative role died or lost their role, the Fortune Apprentice will become the role of said town investigative player. If there are several Fortune Apprentices when the role would be assumed, a random Fortune Apprentice is selected to assume the role. The rest remain Fortune Apprentices until the next town investigative role dies. The Fortune Apprentice does not know the identity of the previous town investigative role, nor do they know the checks made by this person.
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Werewolves Bot B BOT 15-01-2024 11:46
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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 15-01-2024 12:13
⏺️ Randomizing out of: thight, 💉, 4️⃣, venomousbirds
12:13
▶️ Selected @Secretary Bird (4️⃣) (edited)
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Little Crow 15-01-2024 12:13
there we go
12:16
. $roll wl swurtle everyoung_goddess_emika slowsuffocation harperette
12:16
The little crow flies in, frantically flapping her wings and cawing as she flies into the square, yelling loudly Everyone!! Crow found someone lying!!
12:16
(im having fun with it dont mind me)
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Werewolves Bot B BOT 15-01-2024 20:05
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Detective [Unaligned Investigative]
Limited Role
Basics
During the day, the Detective compiles information on other players. At night, they try to solve the mystery by guessing the contents of the role list. If their guess is correct, the Detective wins.
Details
Each day, the Detective has to choose between guessing one player's current role or learning the final role of a dead player. If they guess a player's current role correctly, it is confirmed. The Detective is not affected by any disguises, obstructions, or redirections. Each night, the Detective must try to submit the contents (players and their roles) of the entire starting role configuration in their secret channel. If their guess is correct, they ascend and win the game. If their guess is wrong, they are informed how many guesses (but not which ones) were correct. The Detective may submit a partial configuration, but only a complete configuration can let them ascend. In games with a partial or private role list, the Detective may receive a role list similar to that of the knowledgeable wolf at the start of the game.
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Werewolves Bot B BOT 16-01-2024 06:20
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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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