"Alright, guys. Twelve seems like way too many for a game, but we'll give it a try."
Welcome to Werewolf 49, where you are all a party of twelve fateful D&D players. All seems to be well in your nice big game, but when a thirteenth person came by with an Artificer who had rolled all 18's, you realize that not everyone is going to be content to be a mere Player. Yes, among you are some vile Munchkins, who you must drive away from your table before they connive to kill off your own characters and embark on a game of raw murder-hobo lust.
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Standard RB Werewolf Rules:
Additional Special Rules:
Player status:
Players: (12 alive)
Additional Role Standards:
Night Actions & Reveal Policy
Night Action Resolution will be based off of these Natural Action Resolution rules with some modifications.
If your action doesn't need to return information you won't receive a PM telling you whether it was successful or not.
If your action returns information but fails due to interference of other roles, you will just receive a "no result".
When a player is eliminated, their alignment and role title will be made public.
EVEN IF KILLED, YOU WILL RECEIVE YOUR NIGHT ACTION RESULT.
This is a semi-open setup: There are 8 Players, 3 Munchkins, and 1 Grognard
Win conditions:
Player: You win when there are no longer any threats to the Players and there is at least one Player alive.
Munchkin: You win if at least one Munchkin is alive and all other players are dead (or if nothing can prevent the same.
Tiebreaks
If there are only 2 players left and no Day powers apply, the day result will automatically be a no lynch and tiebreak mechanisms will not come into play.
If votes are tied at the end of day or night the resultant lynch or item assignment will be handled by a pair of d20 rolls: The higher roll gets lynched or assigned the item.
Result Posts:
Day 1
Night 1
Day 2
Night 2
Day 3
Results sheet: https://docs.google.com/spreadsheets/d/1...7162#gid=0
Welcome to Werewolf 49, where you are all a party of twelve fateful D&D players. All seems to be well in your nice big game, but when a thirteenth person came by with an Artificer who had rolled all 18's, you realize that not everyone is going to be content to be a mere Player. Yes, among you are some vile Munchkins, who you must drive away from your table before they connive to kill off your own characters and embark on a game of raw murder-hobo lust.
<iframe src="http://free.timeanddate.com/countdown/i7ijq7bi/n171/cf12/cm0/cu4/ct0/cs1/ca0/co1/cr0/ss0/caceee/cpceee/pct/tc66c/fs120/szw448/szh189/tatTime%20until%20End%20of%20Day1/taceee/tptGame%20has%20Started/tpceee/iso2020-10-26T12:00:00" allowTransparency="true" frameborder="0" width="367" height="83"></iframe>
Standard RB Werewolf Rules:
- At the end of each day phase a single-use item will drop; this is a one-time use special ability the party votes on who to assign.
- During the night the votes for item recipient are cast in Green. The item goes to the top surviving vote-getter at the end of the night phase.
- Items single-use and are used at night along with active role powers.
- DEAD PARTY MEMBERS ARE NOT TO ENTER THE LURKER THREAD UPON DEATH. THERE WILL BE A SEPARATE DEAD-ONLY GRAVEYARD THREAD FOR LYNCH AND NIGHTKILL VICTIMS
Player status:
Players: (12 alive)
- Rowain alias Barbarian
- Lewwyn alias Bard
- Pindicator alias Cleric
- Tarkeel alias Druid
- Novice alias Fighter
- AdrienIer alias Monk
- Gazglum alias Paladin
- Dark Savant alias Ranger
- Serdoa alias Rogue
- Thrawn alias Sorcerer
- Superdeath alias Warlock
- Warrior Knight alias Wizard
Additional Role Standards:
- Unless your role PM says otherwise, you may not target yourself with your own actions.
- Unless your role PM says otherwise, if you have the ability to conduct two different night actions, you can only select a single action each night.
- You may use your role and an item at the same time at night.
Night Actions & Reveal Policy
Night Action Resolution will be based off of these Natural Action Resolution rules with some modifications.
If your action doesn't need to return information you won't receive a PM telling you whether it was successful or not.
If your action returns information but fails due to interference of other roles, you will just receive a "no result".
When a player is eliminated, their alignment and role title will be made public.
EVEN IF KILLED, YOU WILL RECEIVE YOUR NIGHT ACTION RESULT.
This is a semi-open setup: There are 8 Players, 3 Munchkins, and 1 Grognard
Win conditions:
Player: You win when there are no longer any threats to the Players and there is at least one Player alive.
Munchkin: You win if at least one Munchkin is alive and all other players are dead (or if nothing can prevent the same.
Tiebreaks
If there are only 2 players left and no Day powers apply, the day result will automatically be a no lynch and tiebreak mechanisms will not come into play.
If votes are tied at the end of day or night the resultant lynch or item assignment will be handled by a pair of d20 rolls: The higher roll gets lynched or assigned the item.
Result Posts:
Day 1
Night 1
Day 2
Night 2
Day 3
Results sheet: https://docs.google.com/spreadsheets/d/1...7162#gid=0
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I write RPG adventures, and blog about it, check it out.