(New Changes in Bold)
ITEMS
THE DAY/NIGHT LIMIT IS 48 HOURS. EACH PLAYER HAS A ONCE PER GAME "HAMMERTIME" THAT THEY MAY CALL TO EXTEND THE CURRENT DAY 24 HOURS. AT THE END OF THE DAY LIMIT, THE PLAYER WITH THE MOST VOTES IS LYNCHED. AT THE END OF THE NIGHT LIMIT, THE NEXT DAY DAWNS. ANY ABILITIES NOT TAKEN/USED ARE LOST.
THE AH NOW HAS 3 ITEMS PER DAY TO BID ON.
BIDDING CHANGED SLIGHTLY: YOU NOW WILL BID "UP TO" THE AMOUNT YOU SEND ME. LIKE HOW EBAY WORKS. IF YOU CAN WIN THE BID FOR LESS, YOU WILL. EXTRA GOLD WILL BE RETURNED.
Last Will and Testament (User can "will" his items and gold to another player on death. This must be "written" before the user's death. All gold and items, except this one, are given to the player designated. This is public knowledge.)
Watcher (Target one person at night. User will be informed of anyone who "visits" that person. A "visit" involves any power, item, or kill used.)
Tracker (Target one person at night. User will be informed who that person "visits" that night.)
50% shield (50% chance to avoid any effect that would kill you.)
Super Plush Bear (Same effect as Teddy Bear, protects you from a death and then breaks.)
Nonhuman Seeking Scrier (Scries a random nohuman.)
Ouija Board (The owner of this item may speak to dead players. Dead players do not HAVE to talk to the owner.)
ROLES
Private Eye (Innocent role. Works for hire. Players may bid on his services same as bidding on AH items. That same night, the PI gets a list of all offers, including the name of the client, and the name of the person they want investigated. He may take up to 1 job, or none. Taking a job reveals ALL pertinent information about the investigated player, including items held, gold, and roles, to both the client and the PI. The PI starts with zero gold and does not gain the normal 2 gold per day. Instead, he makes his money from jobs.)
1. Items have night priority, then wolves, the vamps, then Seers
2. you can use ANY item on the same night you get it
3. items that are only "one use" (like seer's glasses, shovel, assassin's blade) reset their "use" upon the holder being killed. this means you can dig up an assassin's blade and use it again even if it was already used.
4. Holy Cross and Silver Pendant will now also give the holder a one time use death shield if they are attacked by the appropriate faction. Using the item to kill negates this, and getting hit negates being able to use it to kill.
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. However, I will not lynch a player who has not had a chance to log on and defend himself. There is not hard and fast rule for this, as player's schedules tend to vary. Rest assured, however, you will not be lynched "in your sleep" before you have had a chance to post and defend yourself.
NIGHT ROLE PRIORITY: Protection > Items > 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, the vampire team selects a new Master Vampire from their ranks. 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 vampire. Works like a normal Turned, but will be shown to be Olrox upon being killed, so the other players know he was a vampire from the very start.
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. Has the same defensive advantage as the Master Vampire against regular Turned.
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: Works like the Seer (see below) but is on the wolves side.
Wolf Team Notes:
The wolves can turn one player. You can only do this ONCE, per game, so make sure it counts.
Innocent Roles:
Seer: Picks one player per night to scry. Reveals any role but not items.
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.
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 during the next night. i.e. The Hunter cannot whip the next night if he missed the previous night. 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: Removed because it was fucking boring.
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.
THE WERETIGER:
Weretiger: Team 4. An army of one. Wins the game whenever any victory condition is met.
The AH:
Sells Wolfsbane each turn for 4 gold as long as the Wolfsbaner is alive. The cost of Wolfsbane goes up as the game goes on, however.
Also, sells three 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. Also protects from being turned or killed by vampires while held, once.
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 and lynch still kills him)
Money Tree: Owner gains +3 gold per turn.
The Silvery Pendant Of Silver: This item works like the holy cross, but against wolves. Protects from a wolfkill, once.
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) This effect does not fool the PI.
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 items will be determined randomly as usual. Also, the income from the AH gives the owner +1 gold per day.
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: Removed because it was fucking boring.
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 one night has passed. (Meaning any one particular player can only be dampened once every other 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!