GM AAR part 2 - The game setup
Even though the game was smallish I would rather have a two pack setup. To increase robustness I decided on no Cultist to make the packs less vulnerable to early losses.
Because of the abuse risk deiscussed above, no seer/priest but multiple Alchemists.
Yellow pack
brutal werewolf Xarkan
werewolf Dedonus
werewolf Sleepyhead
Red pack
zombie hunter werewolf alynkio
zombie hunter werewolf Wagonlitz
zombie hunter werewolf Hax
Unaligned baddies
cursed sorcerer alchemist Yakman
zombie hunter warlock Caillean
Slightly different traits for the two packs so you should be able to figure out one packs traits from the other. Also wanted some traits that both baddies and goodies had so an alchemist check for something wouldn't give the aliegance too obviously.
Important goodies
alchemist randakar
alchemist Yvanoff
alchemist zombie hunter k-59
changeling aedan777
Semi-important goodies
clairvoyant zombie hunter esemesas
hunter siamese twins ramius3443 & Dr.Livingstone
king The FatWombat
witness brovahkliin
tramp ClaudeLC
Cannonfodder
cursed con-man alxeu
cursed Arkasas
blessed zombie hunter reis91
psychic beartjah
zombie hunter Avernite
zombie hunter Capibara
plain villager OrangeYoshi
I probably should have had one of the cursed as something a little more important.
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