Public Enemies #2A werewolf game for 12 players or so.
PremiseIn this game, every player has a public role. Only the identities of the werewolves is hidden; otherwise, everybody knows what you are capable of.
The wolves can occupy the public roles just as easily as the innocents.
TeamsThe game has
8 innocents and
4 werewolves.
Victory ConditionsFor clarity purposes, I'm posting this:
In order to win, the wolf team must have a voting majority during the day. This can be affected by things like the Mayor and the Sith.
PhasesNormal Day (lynch) and Night (wolf-kill and special power) phases. Wolves get one kill every night. There will be a Night 0 for the Seer and the Detective.
There will be a few Day activated powers, which can occur in the middle of the voting phase. Some of them will reset all votes.
Night PriorityDisabler -> Baner protection -> Wolf kill -> Vigilante kill -> Seer powers -> All other powers -> Power Thief
RolesSeerNight-activated Seer power. Discovers a person's team affiliation.
VigilanteNight-activated Vigilante power. Can kill one person per game.
Jedi *NEW*Day-activated Vigilante power. Once per game, declares a target, then kills that target. Resets votes.
If the Jedi's target was innocent, the Jedi becomes a
Sith.The Sith can't vote and therefore does not count toward victory conditions.
DetectiveAutomatically scries all living players every night. Has a 2/3 chance to be correct.
Mechanically, here's how he works:
For each living player, I secretly roll a 1d6. If it comes up a 1, 2, 3, or 4, I tell the Detective the truth about the target's team. If it comes up a 5 or a 6, I tell the Detective a lie.
It's an unreliable scry, but over time, if left alive, the Detective can compile a fairly reliable list of the innocents and wolves.
(I think this is a tremendously powerful role for either side; a wolf Detective can bluff very effectively)
BanerNight-activated Baner power. Protects one person from the wolf kill each night.
No passive protection, because his role is public! He must protect himself if he wants to survive a wolf kill!Disabler *NEW*Night-activated power. This person disables a target, nullifying any night action that person took. Does not nullify the wolf kill.
The MayorThe Mayor has 2 lynch votes.
*** IMPORTANT! The Mayor's role affects victory conditions! He effectively counts for TWO innocents or TWO wolves.
NecromancerThe Necromancer may send and receive PMs from dead players.
As per traditional rules, no other player may do this.Once per game, as a Night power, the Necromancer may bring a player back to life for a single day. That player may vote as normal
(UNLESS THAT PLAYER WAS A WOLF!) and use his Day or Night power (
even if it is a once-per-game power!), but he returns to the grave at the end of that Night phase.
The PrestigeDay-activated power. Once per game, publically reveals whether the target is a wolf or an innocent.
The ElderImmune to night kills and seer powers. Can be lynched or killed by the Jedi.
The Booster *NEW*Day action. The Booster may choose another player and boost that person's ability for the following day/night.
List of Effects
--
Seer: Gets two scries that night.
Vigilante: The Vigilante's kill is recharged. He may not kill two players in one night; he just gets an extra use of the power.
Jedi: The Jedi's kill is recharged. Even though it is a day power, he may not use it more than once per day.
-- Sith: Turns the Sith back into a Jedi, but does not recharge his kill. The Jedi may vote the day he is restored.
Detective: Gets an extra scry roll on each player tonight.
Baner: May protect two players tonight.
Disabler: May disable two players tonight.
Mayor: Can't be lynched today.
Necromancer: His resurrection is recharged. He gets an extra use of his power.
Prestige: His public scry is recharged. Even though it is a day power, he may not use it more than once per day.
Elder: Can't be lynched today.
Booster: Explodes in a gory mess.
Power Thief: Enables the Power Thief to steal from someone who would otherwise be immune to the Power Thief.
The Power ThiefSteals a power from another player, and gives that person this power. This player is immune to the Power Thief's power for the rest of the game.
If the Power Thief steals a power with limited uses, he may still use the power once.
Here is EXACTLY how this power works.
At the very end of night priority, the Power Thief's action goes through. She steals that person's entire role (ie she becomes The Baner), and that person receives the role of the Power Thief. It would be indicated as such in the update for the following day: the Power Thief would now be the Baner, and the Baner would now be the Power Thief.
The first time that the Power Thief can actually use the new power is the night AFTER it is stolen. So if she becomes the Baner on Night 2, she can bane someone on Night 3.
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The following players have already signed up:
Disposable Sith
Friday
Newbie
Ziiro
SCD
Envy
McDohl
Lottel
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