Picker @ JAX2
Join Date: Aug 2011
Posts: 505
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TWG 191: Host Voting
mellonxcollie & Shadow_God_10
ShadoWolfe
Don't Trust Your Mentor
Setup:
Roles:
Role PMs
Town Mentor
Welcome, Name, you are a Town Mentor. Every night, you can perform one of the following actions:
- If you do not have a living Mentee, at Night you can recruit one. This does not change their alignment.
- If you do have a living Mentee, at Night you can kill another player. You may opt to kill your Mentee.
When you recruit a Mentee, you gain access to a discord server where you can communicate during both the Day and at Night.
As a Town Mentor, you understand that wooing any recruit to a boring life of following the rules is a difficult task. While your werewolf counterpart simply has to bring up the glamour of hedonistic pursuits and romantic appeal of living life free of anyone's rules in order to draw their recruits in, you have had to put in very real work to hone your craft. After all, convincing someone to sacrifice their desires in favor of doing the right thing and living a lawful life is no easy task. However, your years of hard work practicing every seductive line and charismatic smile have paid off. As a result, if you and the Werewolf Mentor attempt to recruit the same player in the same night, the Mentee will always favor your recruitment efforts over those of your counterpart. You will not be informed of the recruitment conflict.
Additionally, the Werewolf Mentor cannot woo your Mentee away from you once they have been successfully recruited. The only thing that can break your bond with your Mentee is death.
Upon the death of either the Town Doctor or the Town Jailkeeper, you become emboldened and filled with a sense of Machismo. You will refuse aid even if offered. Once this occurs, nightkill protection will *not* be effective on you. You will not be informed of this change.
You are NOT allowed to privately claim your identity in the Mentor Chat. Any private identity claim will result in your immediate modkill, even if the identity claim is false. Public claims in the game thread are exempt from this rule. Note that you cannot privately identify yourself even if you have already publicly claimed in the game thread.
You win once all werewolves have been eliminated.
Werewolf Mentor
Welcome, Name, you are a Werewolf Mentor.
You are partnered with Name and Name.
Every night, one of you may attempt to kill a player. If your attempt is successful, said player will die in the night.
Each night, you may communicate your vile plans to one another at this [Discord link] meeting spot under the cover of darkness.
Additionally, you can perform one of the following actions every night:
- If you do not have a living Mentee, at Night you can recruit one. This does not change their alignment.
- If you do have a living Mentee, at Night you can kill another player. You may opt to kill your Mentee.
When you recruit a Mentee, you gain access to a discord server where you can communicate during both the Day and at Night.
As a Werewolf Mentor, you have always had an easy time recruiting your marks. Living life fast and loose sells itself, and nearly everyone wishes they could break the societal shackles binding them to a boring life of lawful obedience. Capitalizing on this has granted you years of success, and the lack of any real challenge has cause you to grow complacent with your achievements. As a result, you've lost some of the natural charisma that wooed your first recruits. After all, while "Come to the dark side. We have cookies xD" might have been funny the first time, years of repeating it has dulled your delivery. And let's face it, that line was never actually funny in the first place. Your memes and pickup lines have gotten stale, but hedonism appeals for itself. For this reason, if you attempt to recruit the same player as the Town Mentor in the same night, your recruitment will fail, as the target will choose to become a Mentee of the Town Mentor instead. You will not be informed that a recruitment conflict was the reason for your failed recruitment.
However, the Town Mentor cannot woo your Mentee away from you once they have been successfully recruited. The only thing that can break your bond with your Mentee is death.
Upon the death of either the Town Doctor or the Town Jailkeeper, you become emboldened and filled with a sense of Machismo. You will refuse aid even if offered. Once this occurs, nightkill protection will *not* be effective on you. You will not be informed of this change.
You are NOT allowed to privately claim your identity in the Mentor Chat. Any private identity claim will result in your immediate modkill, even if the identity claim is false. Public claims in the game thread are exempt from this rule. Note that you cannot privately identify yourself even if you have already publicly claimed in the game thread.
You win once parity is reached or when there is no way to prevent parity.
Apprehensive Werewolf Tracker
Welcome, Name, you are an Apprehensive Werewolf Tracker. You are partnered with Name and Name.
Every night, one of you may attempt to kill a player. If your attempt is successful, said player will die in the night.
Each night, you may communicate your vile plans to one another at this [Discord link] meeting spot under the cover of darkness.
Additionally, you can attempt to track a player each night. If successful, you will learn if your target left their home the night you track them, but not who they visited that night.
As an Apprehensive Werewolf Tracker, you have mastered the art of stalking your targets without being detected. Unfortunately, your biggest enemy in life has proven to be your cowardly nature. Every time you've ever attempted to track someone, you've ended up following them anxiously until they begin to approach their target. Just before you are able to see their destination, your anxiety, apprehension, and fear build up to the point where you abandon your pursuit. As a result, you are only ever able to identify whether your target leaves their home, but not the identity of their target or the nature of their visit.
You win once parity is reached or when there is no way to prevent parity.
Notes:
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