Yet another mode to break out of the metagame of "safe claims, discusses with other safes in secret, and everyone follows them without thinking." This mode features a 3rd team comprised of a mastermind and her cabal. The mastermind chooses a scheme to accomplish over the course of the game, and can feed messages to her cultists in order to further her goal. Once accomplished, they win. However, the mastermind herself cannot directly participate or influence the village, although she has numerous powers that can throw wrenches into things. The villagers and wolves do not know what scheme is in play and must deal with imperfect and misleading information as they try to foil the scheme in addition to helping their team win.
Minimum 11 players, max 24 (including mastermind). Role reveal with team stats and unrestricted abstaining. At the start of each night phase, it is announced which actions the mastermind took during the previous day (or during the setup phase during night 1). The targets or parameters of the actions are not announced, only the actions themselves. !stats additionally tracks which once-per-game mastermind powers have been used.
- 1 Setup phase
- 2 Mastermind
- 3 Player Powers
- 4 Roles
- 5 Special Rules
- 6 Schemes
- 7 Spins
- 8 Events
- 9 Leadership
This mode features a new "setup" phase that happens before the first night. The mastermind is chosen at the start of this phase and announced to the channel (and lykos -v's them). The mastermind then chooses which scheme she wants to undertake and two spins that help vary how the scheme plays out. The choice of scheme and spins determine the roles present in the game. Once they are chosen, roles are assigned to players and the mastermind is shown the full list of who has what role. She then picks a number of players to be members of her cult, who still retain their normal role but win with the mastermind instead of their regular team. All cultists know each other and the scheme in play (they are told of this at the beginning of night 1 when they learn their normal role as well). Once the mastermind finishes picking the scheme, spins, and cultists, she may use up to 3 powers (see below) to affect the next night/day. After using all 3 powers or issuing a "pass" command, the setup phase ends. Should the setup phase last too long (2 minutes?), the remaining choices are determined at random and all unused powers are lost.
The mastermind is not a member of the village, and thus cannot be the target of any powers. Similarly, she cannot speak in channel or participate in votes. The mastermind does have a number of powers she can use to manipulate the village, however. Unless stated otherwise, each power may only be used at most once per day, and particularly powerful ones are limited to once per game. All mastermind commands are performed in PM to lykos. The mastermind may use up to 3 powers per day. Powers listed as unrestricted do not count towards this limit. Certain powers may be used during night on an opportunistic basis, these are also specifically listed and count against the next day's limit. Each nick can only be the target of one mastermind power each day.
|Send||The mastermind can use "send <message>" to send a message to all alive cabal members. Lykos will relay this message in private to them. This only affords one-way communication, and is meant to be used in channels where side-channel communications (such as PMs or a cabal channel) are disallowed. Use of this command is unrestricted.|
|Bribe||Bribes the nick, giving them one bribe mark. Bribe marks are used to fulfill win conditions. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "bribe <nick>".|
|Bribe2||This power may only be used once per game. The nick receives a large bribe, giving them two bribe marks. Bribe marks are used to fulfill win conditions. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "bribe2 <nick>".|
|Scare||Scares the nick, giving them one fear mark. Fear marks are used to trigger events. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "scare <nick>". This power may be used twice each day.|
|Calm||Calms the nick, removing one fear mark from them. Fear marks are used to trigger events. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "calm <nick>".|
|Deny Leadership||Prevents leadership marks from being applied or removed the next day on the given nick. Used via "deny leadership <nick>".|
|Deny Fear||Prevents fear marks from being applied or removed the next day on the given nick. Used via "deny fear <nick>".|
|Bluff||Does nothing, but still reports that a power is being played on the chosen nick. Used via "bluff <nick>". This power may be used three times each day.|
|Gun||This power may only be used once per game, and takes effect immediately. Gives the nick a gun loaded with a number of silver bullets. The gun cannot be given to cultists. Used via "gun <nick>".|
At the beginning of each night, it is revealed which nicks were targeted by mastermind powers (but not which powers were used on those nicks). Three players are then randomly chosen to make use of player powers, it is recommended that the village discusses which powers to use before the players issue their commands (this may need to happen during the previous day if the bot is set to devoice players during night). Cultists may be chosen this way. The available powers are listed below, there is no limit on how many times each power may be used a night, but some have hard caps on the total number of times they may be used. Powers are locked in once used and cannot be changed. All player powers are issued in PM to lykos. Each nick may only be the target of one player power each night.
|Scare||Scares the nick, giving them one fear mark. Fear marks are used to trigger events. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "scare <nick>".|
|Calm||Calms the nick, removing one fear mark from them. Fear marks are used to trigger events. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "calm <nick>". This power may only be used three times per game.|
|Elect||Nominates the nick as a leader, giving them one leadership mark. Leadership marks are used to activate leadership abilities during the day time. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "elect <nick>".|
|Elect2||Strongly nominates the nick as a leader, giving them two leadership marks. Leadership marks are used to activate leadership abilities during the day time. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "elect2 <nick>". This power may only be used three times per game.|
|Discredit||Discredits this nick, removing one leadership mark from them. Leadership marks are used to activate leadership abilities during the day time. All marks are announced at the end of night, and a count of who has what marks appears in !stats. Used via "discredit <nick>". This power may only be used by cultists.|
|Deny Fear||Prevents fear marks from being applied or removed the next day on the given nick. Used via "deny fear <nick>". This power may only be used three times per game.|
|Deny Bribe||Prevents bribe marks from being applied or removed the next day on the given nick. Used via "deny bribe <nick>". If two or more deny bribe powers are used during the same night, they do not take effect.|
Unless specified otherwise, roles do not stack between schemes and spins. This means that if the scheme calls for a harlot and a spin also calls for a harlot, there will only be one harlot. Similarly, if two spins each call for a harlot, then there will only be one. After all roles are determined, the remaining players will either be regular villagers or regular wolves plus one traitor -- the total number of wolves is determined as follows (player counts include mastermind): 10: 3, 13: 4, 16: 5, 19: 6, 22: 7.
The cultist role is co-opted into a template for this mode and is used to mark who belongs to the mastermind's cult. Cultists win with the mastermind in this mode, not with the wolves.
Below is a chart listing roles, their fear limits (the minimum number of fear marks they need to trigger events), and any leadership powers the role has.
|Seer||3||3: Determines whether or not nick is a cultist.|
5 (once per game): Reveals both spins chosen.
|Harlot||3||4: Ensures that neither the harlot nor nick are selected to choose player powers the next night.|
|Shaman||3||2: Gives one mark the shaman has to nick. The type of mark is determined randomly.|
|Guardian Angel||4||2: Removes one fear mark from nick.|
5 (once per game): Removes all marks from nick.
|Detective||2||3: Reveals the target of the event on the specified day (specify a day number instead of a nick).|
|Doctor||2||3: Removes one bribe mark from nick. If the doctor is a cultist, adds one fear and one bribe mark to nick instead.|
|Prophet||3||5 (once per game): If nick is dead, brings them back to life. Their role and all templates they may have is unchanged.|
|Priest||3||5 (once per game): If nick is dead, brings them back to life. Their role and all templates they may have is unchanged.|
|Hunter||3||4 (once per game): Kills nick, does not bypass protection.|
|Augur||2||3: Reveals if nick is the target of an upcoming event.|
|Wolf Shaman||3||2: Gives one mark the wolf shaman has to nick. The type of mark is determined randomly.|
|Alpha Wolf||3||5 (once per game): Turns nick into a wolf, if they are not one already. If nick is a cultist and was turned this way, they stop being one.|
|Sorcerer||3||3: Determines whether or not nick is a cultist.|
5 (once per game): Reveals the scheme.
|Fallen Angel||4||2: Adds one fear mark to nick.|
5: Adds two fear marks to the target of the event on the specified day (specify a day number instead of a nick).
|Crazed Shaman||1||1: Removes one leadership mark from nick and adds it to the crazed shaman.|
4: Activates a random leadership power that is not limited on nick.
8: Activates a random leadership power that may only be used once per game on nick.
|Vengeful Ghost||2||Dead vengeful ghosts can be the target of mastermind powers and player powers.|
4 (once per game, can only be used while dead): Switches teams. If the vengeful ghost was against villagers, they are now against wolves, and vice versa.
|All other roles||2||-|
These rules apply regardless of what scheme and spins are chosen.
- If the mastermind fulfills a win condition, the game ends immediately with the mastermind and her cabal being the only winners. This takes precedence over all other win conditions that may happen at the same time.
- If all cultists die, the mastermind can no longer use powers. She can still win if a win condition is achieved, but she will have a much more difficult time at it.
The scheme determines a small number of roles in the game and determines how the mastermind wins. Generally, each scheme has one to three distinct win conditions that the mastermind can attempt to fulfill. Win conditions should be structured so that it is almost guaranteed that the mastermind wins should the village not attempt to foil the scheme by day 2-3 or so. Take care that a win condition cannot be fulfilled too early before the village can attempt to piece together what scheme is in play and how they can best go about stopping it.
The Chosen One
Prophecy has it that a member of the village will rise to greatness, greater even than the mastermind. The mastermind must try to put them down before they realize their power, but fate has so far interfered with her plans. The mastermind wins if the chosen one dies.
- The Chosen One (blessed villager amnesiac - turns into prophet): Cannot be a cultist. Any lover the chosen one may have is treated as a blessed villager for the first night only.
|3||Suicide||the chosen one|
For too long has the village been a thorn in the mastermind's side, obscuring her otherwise picturesque view of the nearby lake. The mastermind cares not for the petty war being waged there, but wants to ensure that it ends with mutually assured destruction. The mastermind wins if there are 2 or less players alive at the end of the game.
|1||Calm Before the Storm||villager|
|2||Lucky Break||mad scientist, crazed shaman, lycan|
Duel of the Fates
The village is watched over by benevolent beings, however a great enemy lurks in the darkness that could take them down. The mastermind wins by having a Guardian Angel turn into a Fallen Angel, if the monster wins, or if both Guardian Angels have 4 or more bribe marks (this win condition is only achievable with 15+ players, as it requires having two GAs).
- Guardian Angel: Cannot be a cultist.
- Guardian Angel (2) (15+)
- Alpha Wolf
- Monster: Always a cultist. The mastermind chooses one less cultist than normal as a result of this.
|3||Calm Before the Storm||monster|
The mastermind is enjoying the battle between villagers and wolves, and wants it to continue for eternity. To this end, she wants to ensure neither team wins too fast, as that would spoil the fun. The mastermind wins if a day or night ends without anyone dying.
|3||Calm Before the Storm||wolf|
Precipice of Darkness
Something is seriously wrong with the nearby village. There is chaos in the streets as the dead rise from their graves and people barricading their houses in fear of the unnatural events happening. A lone priest is all that is preventing the situation from spiraling out of control. The mastermind wants to control this village, but that doesn't work too well when everyone is dead. She therefore must lend her aid to this priest to put a stop to this madness. The mastermind wins if no vengeful ghosts died by the end of the game or if the priest is alive at the end of the game.
- Vengeful Ghost
- Vengeful Ghost (2) (15+)
- Vengeful Ghost (3) (20+)
|2||Overwhelming Darkness||vengeful ghost|
The spins determine the bulk of the roles in the game and add additional interactions and nuance with the scheme. These do not add additional win conditions, but may make various win conditions easier to obtain. Spins are meant to provide varying flavor (or spins, if you will) to the game and make it more difficult to correctly guess which scheme is in play.
Love is in the air, but not all is well. A love triangle gone wrong has caused a bitter shadow to befall the land, waiting for an opportune time to strike.
- 2 lovers: Chosen by mastermind during setup phase.
- Assassin: Cannot be the GA or a lover, automatically targets one of the lovers.
- Guardian Angel
- Guardian Angel (2) (16+)
The Hidden Laboratory
Deep underground is a hidden laboratory, where a mad scientist works away on concoctions unknown. He's started experimenting with them by treating the village well with them, causing some unusual shifts to occur in the village.
- Mad Scientist
- Cursed Villager
- Blessed Villager
- Lycan (2) (16+)
Totem carving is a cherished tradition in the village, held up by the shaman. The wolves have managed to twist the totemic magic into something far more sinister, and the village cannot tell who gave out what. The crazy guy at the end of the row probably taught the wolves how. A pair of villagers must try to sort out who gave what to uncover the wolf shaman and eliminate them.
- Shaman (16+)
- Wolf Shaman
- Crazed Shaman (13+)
The werewolves lurking the village have been weakened as the moon transitions phase to the new moon once again. To aid them, they have recruited an evil magician to help them foil the village diviners.
- Sorcerer (16+)
- Augur (16+)
A plague has befallen the land, and a wandering doctor who claims to have a vaccine has recently shown up in the village to administer it to healthy villagers as a precaution. As more and more people in the village fall ill, it seems that those who have never been vaccinated are still perfectly healthy. Does the doctor really hold the village's best intentions at heart, or is something more sinister going on?
- Augur (13+)
A handful of villagers are sick of how long the village takes to decide to lynch obvious wolves, so they decided to take matters into their own hands. They venture out at night hunting people they suspect to be wolves, but unless they tread carefully they may see why the rest of the village is so cautious.
- Hunter (2)
- Vengeful Ghost
- Cursed Villager
Must Be Aliens
Inexplicable things are happening in the village, and nobody knows how or why, but after the funeral for someone dead, that person is seen walking the streets again as a perfectly alive, healthy person! This also seems to coincide with the mysterious disappearance of one of the other villagers...
- Clone (2)
Events are things that can happen at scripted points in the game. The event phase happens between each day and its subsequent night. Each event is tied to a particular target, and will only be triggered if that target is alive and has enough fear marks on them at the time the event should go off. Each scheme lists which events happen when. The mastermind is told any additional information about the event (such as the target) during the setup phase. Targets are determined by a prioritized list based on their role (e.g. the first role in the list will be chosen if it exists in the game, otherwise it goes down the list. If no listed roles exist, the event is skipped). Unless otherwise specified, each player can be the target of at most one event.
|Butterfly Effect||If the target has one bribe token, the target and the player to each side of them (skipping dead players) dies. If the target has two or more bribe tokens, the mastermind wins.|
|Suicide||The target dies.|
|Murder||The target kills the person to their left or right (mastermind's choice, skipping dead players), bypassing all protection.|
|Calm Before The Storm||The mastermind places 2 fear marks on one player, and 1 bribe mark on any other player.|
|Conspiracy||The mastermind removes all leadership marks from a player and places that many bribe marks on that player.|
|Lucky Break||The target chooses one player and removes 2 bribe marks from them. The target will never be a cultist.|
|Overwhelming Darkness||For the rest of the game, reduces the fear limit of all players by 1, to a minimum of 1.|
|Unexpected Windfall||Remove all bribe marks from the target, then add bribe marks to all players equal to half the bribe marks removed, rounded down.|
|Serial Murder||The mastermind activates a number of murder or suicide events equal to the number of bribe marks on the target. The target of Serial Murder is the target of each murder or suicide event.|
Leadership powers are player-driven abilities that are unlocked with leadership marks. Leadership marks are not consumed to activate leadership powers. Not every player has a leadership power, the table in #Roles lists which roles gain which powers. A player can activate their own leadership powers with the "!lead <N> [nick]" command in channel, where N is the number of marks needed to activate the power and nick is an optional parameter used in case the power requires a nick to be targeted. All leadership power replies are also issued in-channel.