(Rule changes from last time are in bold.)
The biggest change is the following:
A player who is turned (either by the vampires or the G. Wolf) will now have the option to opt for death, instead. You will only be notified of your turn, not who turned you. (Though you will know whether you are going to become a wolf/vampire.) If you choose to die, you stay as an innocent and win if they do. If you choose to become converted, your victory condition changes to your new team.
A turned player immediately gains a random power. This power can be basically almost any item off the AH list. Including a free one-use scry, a free nightkill, a death shield, etc. This is to give the individual player incentive to change teams. The teams will start off weaker than normal to reflect this change. Namely, they cannot start with additional roles anymore (except weretiger).
(The following only applies if we use Anon accounts, obv.)
ANONYMOUS ACCOUNT RULES
You can only post in the playing thread using your anonymous account. Do not reveal who you are, even upon dying. All players will be revealed at game end. Be careful when discussing the game outside of the thread. People can easily figure out who you are if you slip up. I would greatly prefer for the anonymous accounts to remain as such: otherwise, what's the point?
There is no time limit to days/nights.
Core Rules: The lynch always kills. There is no getting around a lynch kill with any kind of death shield. If the number of votes needed to lynch during the day is greater than 8, the number is 8.
As soon as enough votes are reached, the kill is done. So be careful voting, as wolves or vampires can hop on quickly to secure a lynch.
NIGHT ROLE PRIORITY: Protection > Wolves > Vampires > Other Kill Types > Others
Gold: You begin the game with 10 gold and gain 2 per turn (at the start of each day) unless specified otherwise.
AH: Bids take place that day or that night, in private to me in PM. Items take effect as soon as bought.
WIN CONDITIONS:
Innocents Win if: All wolves, vampires, and weretigers are dead.
Wolves Win if: Their number exceeds the number of remaining other players. If all vampires are dead, wolves win if their number exceeds or ties.
Vampires Win if: Their number exceeds the number of remaining other players. If all wolves are dead, vampires win if their number exceeds or ties.
Weretiger Wins if: Anyone wins and he or she is still alive.
Vampire Roles:
Dracula, the Master Vampire: The head honcho. Can bite to turn others to his legion of undead. Can instead use his powers to scry one target. If killed, Olrox becomes the new Master Vampire, gaining all his powers. If killed again, no new Master Vampire arises, and the remaining Turned must finish out the game as best they can.
Olrox: The other starting vampires. A normal Turned, unless Dracula is killed, at which point he gains all the powers of the Master Vampire.
Turned: Regular Vampires. Can kill (not turn) one person per night.
Vampire Team Notes:
The Vampire Team can take one action per round. This means that The Master can bite, or scry, or have one of his Turned kill. Not all three at once.
Vampires are allergic to werewolf blood. If any vampire bites a wolf, they both die. Werewolves cannot be turned. However, the Master Vampire has a defensive advantage against normal wolves. If he is attacked by a normal wolf, the wolf will die and the Master will survive. If attacked by the Greater Werewolf, both die.
Werewolf Roles:
Greater Werewolf: Leader of the wolfpack. Once per game, he can select someone to Turn into a werewolf. Has the same defensive advantage as the Master Vampire against regular Turned. Scries as himself.
Werewolf: Mean, lean, and hungry. Kills Vampires without dying this time around, but not the Master Vampire. Only way for the wolves to directly kill him is to send the G. Wolf, which kills them both.
Devil. Does not start out knowing the wolves.
Innocent Roles:
Seer: Same.
Oracle: Seer, but only is able to tell what Team the target is on. (Wolves, Vamps, Innocents. The Weretiger is invisible to the Oracle.) Gets a night 0 scry.
Ninja: Can flip out during the day to kill both target and self. Always kills, ignores Death Shields.
Wolfsbaner: Selects one person per night to protect from Wolves. If protecting himself and targeted by wolves, loses this ability. If slain, the AH will stop selling Wolfsbane each day.
Priest: Removed from game due to lower player numbers.
Vampire Hunter: Once per night, can target a player. If that player is a vampire, it melts. If that player is a wolf, nothing happens, but both the wolf and the Vampire Hunter now know each other as such. If a non-wolfpire is targeted, the vampire hunter must pay 4 gold to recharge his whip. The Vampire Hunter is immune to being turned, but can be nightkilled by vampires.
Vigilante: Can kill one player, once per game, at night.
Thief: Once per game, can steal another player's items and money.
Banker: Once per night, can scry a single target. Determines how much money that player has, and any items he or she is holding. If said target has the Cloak of Invisibility, Banker sees nothing, and an incorrect (low) value of gold.
The Gravedigger: Once per game, can dig up someone's grave, gaining all gold and any items they had on them at the time of their death. After a night spent digging, there will be a public announcement that so and so's grave has been defiled, so everyone will know what items are back in the game.
Vet: Removed from game.
Not so "Innocent" Roles: (Private)
Weretiger: Team 4. An army of one. Wins the game whenever any victory condition is met.
Overlapping Roles: (These Roles can overlap the previous roles, but not themselves) ALL OF THESE ROLES HAVE BEEN REMOVED.
Mayor: Removed.
Sheriff: Removed.
Lumberjack: Removed.
Barkeep: Removed.
Bootlegger: Removed.
Fortune Teller: Removed.
God-King Arc: ARC WILL NOT BE PLAYING IN THIS GAME I AM CRYING
Rich: Removed.
Poor, but scrappy: Removed.
Robber: Removed.
The AH:
Sells Wolfsbane each turn for 5 gold as long as the Wolfsbaner is alive. The cost of Wolfsbane goes up as the game goes on, however.
Also, sells two random items from a pool, each turn:
Seer's Glasses: Scry one target. Breaks after.
Teddy Bear: Prevents death, once.
Holy Cross: Can be used, publically, once, on a target. If that target is a vampire, it melts.
Assassin's Blade: Can be used in the night, once, like a vigilante. Kills the target.
Star Power: Highest Bidder becomes invincible for 2 rounds. (Ninja still kills him)
Money Tree: Owner gains +3 gold per turn.
Non-human seeking missile: Removed.
The Silvery Pendant Of Silver: This item works like the holy cross, but against wolves.
Broken Win Button, Repair Bot: Removed.
Lightsaber: Everyone knows you've got it. Can be used to kill a player during the day, once per day.
CLOAK OF INVISIBILITY: Does absolutely nothing The owner of this item always scries as an innocent with no powers. (And yes this hides the Weretiger :D :D :D )
Voting Box: Gives the owner the power of the Mayor. (Vote counts for two.)
Thief's Glove: Gives the owner the power of the Thief. (Rob someone of all their gold and items during the night.)
Interceptor: RUFFRUFFRUFFRUFFRUFFWILD FANGRUFFRUFFRUFFRUFFRUFFRUFF (Land Mine. Next person who kills you also dies.)
Scry Sucking Crystal Ball: During the night, the owner of this item will recieve, at random, one of the results of the remaining scryer-type players. If there are no seer-types left alive, item is useless.
The Auction House: The owner of the actual AH can give me one item per night that they wish to see up for purchase the following day. The other item will be determined randomly as usual. Also, the income from the AH gives the owner +1 gold per day.
Purse Spyglass: Gives the owner the power of the Banker. (Can look at a player once per night to determine amount of money and items held.)
The Scry Detector: The owner of this item will be notified of being scried, told exactly who scried him, but not the type of scry. For example, the owner would have no idea if the person who scried him was Dracula, The Devil, The Seer, or just the Banker.
Ultrasafe 9000+ Piggy Bank XTD: The owner becomes immune to all forms of stealing. He cannot be robbed, money or items. Any attempt simply fails, though in the case of items, they can be re-used on a future night. Likewise, the thief does not blow his one-shot ability.
Dampening Field: Once per night, the owner of this item can target another player and shut down their night powers. This includes the use of any items. Once used on any particular player, that player becomes immune to this effect until two nights have passed. (Meaning any one particular player can only be dampened once every three night.)
Fog Machine: Seers can't see anything the night it is used. Breaks after one use.
The Shovel: owner gains the power of the gravedigger.
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SUBJECT TO CHANGE, UNDER CONSTRUCTION
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Questions go where? HERE!