Werewolf CCXLIX: The Great Comet of 1812

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    Real Strategy Requires Cunning

alxeu

Hunting werewolves.
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Werewolf CCXLIX: The Great Comet of 1812


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There’s a war going on out there somewhere, and Andrey isn’t here.

There’s a war going on out there somewhere, and Andrey isn’t here.


The year is 1812. Napoleon’s armies have invaded Russia. In Moscow, however, the Tsar’s court shows little to no concern with impending invasion, instead focusing on far more vain and trivial things. Whether it be attending the clubs of Moscow, the opera, or pursuing juvenile notions of love, not one among the court is concerned with any notion of the war reaching them.

Yet this could not be further from the truth. In the halls of the Kremlin, French spies lurk, determined to take advantage of the decadence of the Russian nobility. Blending in among the members of court, if they are not weeded out, they pose an immense danger not only to the fun, carefree lives of the nobility, but also to the Tsar, himself!
 

PanzerCorps

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THE RULES

Each person will receive a role with a specific alignment - that may be a goodie, an aligned baddie, or an unaligned baddie. The goodies win by eliminating all the baddies. The baddies win by reaching 1:1 parity with the goodies, however they may be split into separate competing packs. In such a case, a pack can only win by eliminating all others and being the last standing.

The game is split into two sections - Night and Day. For practical reasons, these take place at the same time, except for the first deadline, which only represents a night.

During the day, the village gathers and decides who to lynch, the person they think is most likely to be a baddie. During the night, the baddies decide who to kill, and special goodies and baddies will all send their orders to be executed.

Day actions are handled in the following order:
0-Cloak of Invisibility
1-Votes
2-PM Votes
3-Brutals

Nightly orders are handled in the following manner:
0-Cloak of Invisibility
1-Jester
2-Distiller
3-Infiltrator Scan
4-Sorcerer Scan
5-Seer Scan
6-Priest Scan
7-van Helsing
8-Assassin/Hunter/Shadow
9-Thief
10-Robber
11-Guardian Angel
12-Doctor
13-Werewolf/Zealot
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
14-Padre
15-Spy
16-Information Broker

During the day, everyone(including the baddies) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly larger font, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.

Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.
Abstaining from voting without declaring absence a maximum of 2 times will result in becoming officially a "zombie", falling at the mercy of zombie hunters.

Once the game has started, no new playes may join except if substituting for zombies or players who have requested a substitute.

Spirits and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and preferably not either of the GM colors either).

Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.

Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
No discussion of PM numbers is allowed. When posting PMs in the thread, players are encourage to remove the numbers.



THE ROLES

Villager - Russian Nobles: Various Russian noblemen/noblewomen who are in Moscow for the duration of the war.

Werewolf - Foreign Spies: Spies sent by Napoleon to the Tsar's court. Unfortunately hard to spot due to the French style of the Russian court and nobility, it is their duty to destabilize the court and impede its response to the invasion force.
Hunts someone each night. More specific killing rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.


Seer - Captain of the Guard: A captain within the bodyguard of the Tsar. Knowledgable in the various noble houses of Russia.
May scan one person per night. They will be told if that person is a werewolf or an unclaimed Apprentice (100% success). Any other role will appear as a regular villager to the seer.


Priest - Orthodox Priest: In addition to being the court's moral center, has wedded many of the noble families together. Though a bit forgetful in his old age, can easily check church records on weddings.
May scan one person per night. She will be told if that person is an Apprentice, a zealot or a sorcerer (100% success). Any other role will appear as a regular villager to the priest.


Sorcerer - Matchmaker: Loyal to their friends, this noble will gladly follow along in their scandalous machinations... helping them avoid trouble in the meantime.
Works with the werewolves, and wins if they win. May scan one person per night. He will be told if that person is a seer, a priest, an Apprentice or a zealot(100% success). Any other role will appear as a regular villager to the Sorcerer.


Apprentice - Young Noble: A young, just-of-age noble. Naive and quickly won over by anyone of some charm, will become a follower of the first person to see their potential.
Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.


Guardian Angel - Overbearing Noble: Kindly older noble who genuinely seeks the best interest of those at court. Will devote themselves to the protection of the honor of various noblemen and women.
May protect one person against a werewolf attack, but can't choose to protect the same person two nights in a row and can never protect themselves. Will not protect against hunter/assassin/shadow shots.

Doctor - Doctor: A man practiced in medicine. Among the nobility, is known for treating injuries from bouts of honorable duels.
May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. For the day in which they are recovering, the patient must follow Ghost Rules. The doctor does protect against hunter/assassin/shadow shots.


Zealot - Debaucherous Nobles: Nobles who desire nothing more than a life full of fun and pleasure. Let nothing hold them back from what they want, even the laws of God and Men.
Works with the werewolves, and wins if the werewolves win. Zealots may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Zealot and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, a zealot will count for parity for their pack and can no longer switch packs. If all wolves of a pack die, the zealots will be promoted to wolves.
In a pickpoint game, a pack of only zealots cannot be created. If an entire pack picks zealot, the pack will be dissolved and they will all start unattached.


van Helsing - Fun Old Drunkard: A middle-aged noble renowned for their generosity and corpulence. Capable of becoming drinking partners with just about anyone... or challenging them to a duel while drunk.
Has a one-time super-scan ability which reveals all roles and traits of a targeted player, and has the equivalent ability of Hunter.



THE TRAITS

Infiltrator - Gossip: A noble with nothing better to do than to gossip with others in the court. This has led them to glean quite a bit of knowledge from others when speaking to them, however.
Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

Spy - Court Functionary: A noble who has obtained a working position within the court. This high standing with the Tsar has netted them the opportunity to go snooping in the residences of the other nobles, gaining vital knowledge in their endeavors.
Can spy on a player to get a clue about the player's role and/or traits. The strength of the hint will depend on a random system known only to the GMs. They may also receive only fluff or even red herring answers. Spying is not detectable by a Spiritually attuned (since it's not a scan).
The answers will be written in role-play form, so familiarity with the source material will be helpful though not absolutely required.
A spy must wait a night to recharge after every scan they perform. A spy cannot spy on the same person twice in one game.

One-Eye Open - Insomniac: Either troubled by events around them, or choosing to stay watchful all night, this noble is more than able to resist any nocturnal attacker.
Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter/asssassin/shadow attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him.

Assassin - Assassin: Whether from war experience or experience obtained from personal vendettas, this noble cautiously eliminates their enemies without ever leaving a single shread of evidence.
Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.

Hunter - War Hero: Sniper from the war with Persia. This experience has left them more than capable of dealing with any enemy they face.
Has both the One-Eye Open and Assassin abilities, but once he uses up his shot he loses the One-Eye Open ability as well.


Robber - Satirist: A noble who is quite able at satire, embarrassing the subject of their satire to the point where the subject abandons their old ways. All the while, the satirist grows so convincing in their mockery that they pick up the habits they previously scorned.
Once through the course of the game the robber can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/zealot). The robber will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.

Jester - Meddlesome: A meddling young noble. Watching the other nobles go about their daily routines, they can't help but interfere, inevitably leading to the plots of others turning sour, quickly.
Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. Exactly what a Jester trick will have for effect on each nightly action will be detailed in a separate post. The target will only be informed if the Jester trick actually affects anything.

Distiller - Carouser: A noble who frequents the club. Since going alone is rather sad, will drag other nobles along to party and drink all night.
Each night, the Distiller may choose to embroil the target into bureaucratic nightmare. The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The distiller cannot block the same person two nights in a row. The target will not learn the Distiller's identity (because the bureaucrats will refuse to answer any calls or return any emails).

Brutal - Brutal: A noble prone to violent outbursts. While under normal circumstances, they can contain themselves, should they feel cornered, they will gladly drop all pretenses.
If lynched or brutalized, has the power to immediately kill one person before being subdued.

Cursed - Scandalous: This noble is caught up in some rather... saucy affairs. Should another noble find out, it would certainly serve as compromising blackmail, forcing this noble to do their bidding.
If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a werewolf (these are very realistic androids). Seers and priests can not be cursed at game start. A cursed apprentice that turns into a werewolf loses her apprenticehood.

Blessed - Lucky: A noble more fortunate than most. Incidents and injuries that might fell a less fortunate noble merely graze them. But even the luckiest among us have their luck run out.
A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

Spiritually Attuned - Observant: A meticulous noble who pays attention to their surroundings, particularly the goings-on in and around their home. If someone conducts an investigation into them, they are highly likely to find out.
When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.

Plotter - Plotter: A scheming noble. Though they may loudly proclaim their support for one course of action, they are just as capable of sneakily defending another, should it suit them.
May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Alderman - Influential: A well-respected noble in court. Due to their past service to the Tsar and country, others are more inclined to listen to them.
Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Seerish Powers* - Member of the Guard: Once served with the old Captain of the Guard, and has some knowledge of the noble families of Russia.
This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

Priestly Powers* - Deacon: Deacons assist priests in their pastoral and administrative duties.
This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

Sorcerous Powers* - Favor holder: This person is owed a favor by the Tsar himself, and can pull it in order to learn the identity of some person in high position.
This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

Infiltrating Powers* - Gossip's cousin: This person's cousin is a major gossip, and they can sometimes ask them for information that they know.
This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.

Healing Powers - Healing Powers:
This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.

Spying Powers - Spying Powers:
This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.

Rivals: These two nobles have a deep seated hatred for each other. While the crisis demands attention, both of them are secretly planning the other's downfall.
Two players may start as rivals, in which case neither of them can win as long as the other remains alive.
Rivals must be expedient in getting rid of their rival. Starting on Night 4, a rival has a 10% chance of dying at night if their rival is alive, increasing by 10% each night. So it will be 20% on Night 5, 30% on Night 6, etc... Until the rival is eliminated.

Lovers: Two nobles who fell in love at first sight. No matter their duties or obligations to others, will stay true to one-another, both to and after death.
When a lover's partner dies, they suffer from heartbreak.
They have a 10% chance of dying on the following night, increasing by 10% each night thereafter.
The lovers are watched over by the Great Comet.


Cloak of Invisibility - Evasive: A noble that knows when it is best to skip town for a day, to save their own skin. While they cannot afford to stay out of Moscow forever, they can avoid would-be persecutors while they seek evidence in their defense.
A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.


Pathological Liar - Troika Driver: Adventurous noble who spends a moderate amount of time driving a troika for other nobles. The incidental knowledge they have picked up in their adventures has yielded great ability... though to impress others, first spins a story of said adventure where they learned their skills.
Can each day claim publicly in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter, Robber/Thief. A Liar claiming wolf will scan as a wolf but will not hunt. If a Liar claims Zombie he will be susceptible to zombie hunting that night. A liar claim must be explicit, though it can use either traditional or roleplaying terms. Creativity is encouraged, the final approval is up to the GMs.

Note: A pathological liar may not claim to have a cloak of invisibility.

Alchemist - Occultist: A noble in possession of a copy of the Kabal. Their studies of its texts have enabled them to scry knowledge about their fellow nobles upon studying it each night.
Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.

Information Broker - Shrewd Old Noble: An aged noble from times long-past. Though having seen better days, is more than capable of recalling information pertinent to daily court life... if they spend time trying to remember.
Each night, may ask the GM one question from a pre-approved list (find the list in the post below). May only ask 3 questions total over the course of the game, and may not ask questions two nights in a row.

* Seer scans can detect but not claim unclaimed apprentices. Claimed apprentices appear as villagers.
* Priest and sorcerer scans can detect but not claim apprentices, they will not be told whether they are attached or not.

Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.

Unusual/new roles/traits highlighted in orange.
A trait or role being in this list does not guarantee it will be in the game.

THE COMET

The comet said to portend

Untold horrors
And the end of the world

But for me

The comet brings no fear
No, I gaze joyfully

Starting from night 4, the comet will have a 10% chance of appearing each night, increasing by 10% every night. (So the chance will be 20% on night 5, 30% on night 6, etc...). After the comet appears, it will have a 10% chance of disappearing each night, increasing by 10% per night as well.

The comet appearing will have effects on the nobles, especially on lovers:
- Lovers with living partners become blessed for the duration of the comet's appearance
- Lovers with dead partners will find a new partner when the comet appears (they do not become blessed however)
- A certain number of villagers will become cursed for the duration of the comet's appearance.


THE DEADLINE


The deadline for votes and other stuff is 20:00 GMT. Any vote showing the timestamp 20:00 will be accepted, one showing 20:01 however will NOT.

A lynched player is considered dead at the deadline(and must start following ghost rules then) - All other kills take place after the update has been posted.


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PanzerCorps

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The Players - Alive: 10:
2- CaptainGrimlock as sir Grim of the New England Lockes
3- Arkasas
5- Ironhide as Dmitry Bortniansky.
10- Beartjah subbed by Mawofdoom II.
11- Culann
16- Aedan
19- Seen
23- Caillean
27- Marty99

30- Sofia Alexandrovna Rostova subbed by Marshmallow Marshall.
.... and Andrey isn't here.

The Players: Dead - 20:
1- EUROO7, sorcerer with a lover, lynched day 2.
4- Dedonus jester villager hunted night 7.
6- MawOfDoom, villager alderman, hunted night 3.
7- Chieron the distiller villager, hunted night 4.
8- Elowen, brutal zealot of the French pack, lynched day 3.
9- Wagonlitz the assassin zealot of the Polish spies pack, killed night 0.
12- WitchAgatha the information broker lover villager, lynched day 4.
13- Avernite, villager with used seerish and used sorcish powers, brutalized day 3.
14- Sleepyhead as Spatnaya Glava from Novokravat, da, spy werewolf of the French pack, lynched day 5.
15- Yakman the werewolf, turned zealot, turned werewolf, of the Polish pack, was lynched day 7.
17- Johho888 the OEO villager hunted night 0.
18- Capage alchemist villager hunted night 5.
20- Team Wombat as Boris Badenov, alderman werewolf of the Polish Pack, shot night 6.
21- Alynkio as Fyodor Dolokhov, van Helsing with used up powers, hunted night 6.
22- Randakar, the pathological liar unaligned zealot, died of heartbreak night 4.
24- Brovahkiin as the city of Kyiv, pathological liar villager, shot night 4.
25- DeathNoteForCutie as Lenin's grandma, zealot of the Polish pack, robbed and hunted night 2.
26- the_hdk the infiltrator ex-robber cursed villager was lynched day 7.
28- R.Graymarch plotter apprentice was lynched day 6.
29- EnvyDemon as a stability drop, SSA zealot of the French pack, lynched day 1.


The events so far:
Night 0: Johho the OEO villager was hunted, he took down with him Wagonlitz the assassin zealot of the Polish pack.
Day 1: EnvyDemon the SSA zealot of the French pack was lynched.
Night 1: The night passed quietly.
Day 2: Euro the Sorcerer with a lover was lynched.
Night 2: DNFC the zealot of the Polish pack was robbed and hunted.
Day 3: Elowen the brutal zealot of the French pack was lynched, she brutalized Avernite the villager with used seerish and sorcish powers.
Night 3: Mawofdoom the villager alderman was hunted.
Day 4: WitchAgatha the information broker villager with a lover was lynched.
Night 4: Chieron the distiller villager was hunted. Brovahkiin the pathological liar villager was shot. Randakar the pathological liar unaligned zealot died. Yakman was robbed.
Day 5: Sleepyhead the spy werewolf of the French pack was lynched.
Night 5: Capage the villager alchemist was hunted.
Day 6: R.Graymarch the plotter apprentice was lynched.
Night 6:
Team Wombat the plotter werewolf of the Polish pack was shot, Alynkio the vH with used powers was hunted.
Day 7: Yakman the werewolf turned zealot turned werewolf of the Polish pack and hdk the infiltrator ex-robber villager were lynched.
Night 7: Dedonus the jester villager was hunted.

The subs:

The GM will keep a hidden list of subs. If you were a player that has died and wants to sub back in, please ask to do so in private.
Currently there are (0) subs available.

The hall of shame:

Missed 1 Vote:

@Marshmallow Marshall, @Capage

Missed 2 Votes (can be replaced by a sub):
@marty99

Missed 3 Votes (needs a sub or will be autolynched):
None yet
 
Last edited:

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Jester effects

Seer scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% spy report
Spy report: 25% seer scan, 25% sorcerer scan, 25% priest scan, 25% infiltrator scan
Sorcerer scan: 33% van Helsing scan, 33% infiltrator scan, 33% spy report
van Helsing/Clairvoyant scan: 50% seer scan, 50% priest scan

GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

Blessed: 50% Cursed, 25% Spiritually Attuned, 25% SSA
Cursed: 50% Blessed, 25% Spiritually Attuned, 25% SSA
Spiritually Attuned: 33% still SA but 100% get scanner's name and 0% get scan type, 33% blessed, 33% cursed
Cloak of Invisibility (night part): 50% SSA, 50% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned
Strongly Spiritually Attuned: 33% blessed, 33% cursed, 34% OEO

Hunter: 100% Robber
Assassin: 100% Robber
Shadow: 100% Robber
Zombie hunter: 100% Robber
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Assassin, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)
Thief: 50% Robber, 50% Assassin

Distiller: 100% Jester
Jester: 10% spy report, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed

Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan. All scans on a random player.
Oracle: 100% Ghost whisperer.
Information Broker: Get the answer to a random other question
Witness: (successful witness chance)% OEO, (failed witness chance)% Psychic

Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.

Information Broker Questions

  • What was the starting number of baddies in the game?
  • What is the current number of baddies in the game?
  • What was the starting number of cursed players in the game?
  • How many total traits did the baddie side have?
  • How many total traits did the goodie side have?
  • What is the hunting pattern for this game, including pack names?
  • How many unclaimed apprentices existed at the start of the game, and how many are there now?
  • How many non-villager goodies are in this game?
  • How many assassin shots (on both sides) are in this game? (This includes shots held by hunters or van helsings, but not oeos)
  • Reveal one random spy report that someone else has received. If no spy reports exist, you do not lose a power.
  • How many people were out tonight?
  • Have I been scanned or spied on?
  • How many people can change votes?
 
Last edited:

CaptainGrimlock

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In as sir Grim of the New England Lockes
 

Arkasas

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Inn.
 

Dedonus

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in
 

Ironhide G1

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In as Dmitry Bortniansky.
 

MAWofdoom

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Awesome, a new game! Now that life has become significantly easier in terms of time, I shall be
In.
 

Dedonus

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Cloak of Invisibility - Evasive: A noble that knows when it is best to skip town for a day, to save their own skin. While they cannot afford to stay out of Moscow forever, they can avoid would-be persecutors while they seek evidence in their defense.
A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.
I thought we talked about this... >.<
 
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PanzerCorps

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I thought we talked about this... >.<

I still like it D: Yes, wasted days are unfortunate but I think that using it to orchestrate ties and such is a valid strategy.

Still, a role being on the list doesn't mean that it will be in the setup and so I'm definitely interested in hearing what roles/traits people want to see.
 

CaptainGrimlock

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I still like it D: Yes, wasted days are unfortunate but I think that using it to orchestrate ties and such is a valid strategy.

Still, a role being on the list doesn't mean that it will be in the setup and so I'm definitely interested in hearing what roles/traits people want to see.
All goodies, with everyone being a VH.
 

Dedonus

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I still like it D: Yes, wasted days are unfortunate but I think that using it to orchestrate ties and such is a valid strategy.

Still, a role being on the list doesn't mean that it will be in the setup and so I'm definitely interested in hearing what roles/traits people want to see.
I think you should not include both the Pathological Liar and the Cloak. Gives too much power to the PL. Pick one or the other.
 

Culann

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In.
 

Avernite

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The Emperor and Autocrat of all the Russias in that provincial dump Moscow?

Eww!
 
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