User:Solmization/Mode ideas/Werewolf Minus

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This is a mode that I thought up a long time ago, after playing with blatantly absurd mafia house rules, such as the seer being able to kill the person that they see and the GA being able to guard the same person infinitely. I'm deciding to put the ideas I had before here, with some minor alterations. The goal of this mode is to make every role as broken as possible while staying true to the spirit of their playstyle.

Village team

Villager

Villagers have an increased chance of receiving templates.

Seer

Use see <nick> to see the role of another player. If that player would normally be seen as a wolf, they now die when night ends (this includes cursed villagers and mad scientists). However, if a safe role is cursed, seer now sees through that curse.

Oracle

Use see <nick> to see whether or not another player is a wolf. However, if that player is a neutral role (piper, monster, jester, fool, CS, etc.), the Oracle will be alerted, and that player will now die when night ends. Oracles still cannot see through any curses.

Village drunk

You are immediately outed as the VD during the first day. Gather all those safes.

Harlot

Use visit <nick> to visit another player, who is alerted that you are visiting them. However, if you visit a wolf, the wolf will now not be alerted, AND the harlot escapes from the wolf's house if it is their first time visiting a wolf in that game. The channel is still notified if the harlot escapes.

Guardian angel

Use guard <nick> to guard another player. Now guarantees that the guarded person will survive the night under almost any circumstances (including lover suicides), and if they are a villager, will have an increased chance of surviving regular gunner bullets, but does not protect you from the Fallen Angel. Lovers who fail to commit suicide when their lover dies will become unmatched and will not receive an individual win if they survive. GAs can now guard the same player consecutively.

Bodyguard

Use guard <nick> to guard another player. Now protects against other forms of death, including DTs and hunter shots, but does not protect you from the Fallen Angel. If that player is targeted, the bodyguard will sacrifice themselves AND will now kill the last wolf who attacked that player as well.

Detective

Use id <nick> to ID a player during the day. Detectives still have a 40% chance of revealing their identity, but if this happens, they are now alerted, and receive a second ID during the following night to compensate.

Augur

Use see <nick> to determine the team of another player. If that player would normally be seen as blue, they cannot be killed during the following day.

Mystic

Knows how many evils still exist. Now, if the village lynches a villager, the mystic receives a fuzzy reading the next night alerting them of one random wolfteam member (the role is not revealed).

Matchmaker

Use choose <nick1> and <nick2> to match two players. The matched players cannot be killed during the next day. If a wolf role is matched and they are the only wolf remaining, they will win with the village. During the following night, the matchmaker can choose to review one of the matched player's histories, using "review <nick>", and will know the team of that one person who was matched. This does not see through curses or wolfteam posing as villagers.

Mad scientist

Now targets 2 random players + 1 guaranteed wolfteam member.

Hunter

Use kill <nick> to kill a player. Hunters now get two shots per game, and miss villagers 50% of the time.

Shaman

Use give <nick> to give a totem to a player. However, shamans now receive two totems per night, and can choose which one to give using select <totem name>. The first totem is generated using the aleatoire game mode's ratios. The second is generated using the crazed shaman's ratios. The two totems cannot be the same.

Doctor

Use give <nick> to give an immunization to a player during the day. The doctor's shots now immunize villagers from non-wolf sources of death, such as DT, bullets, etc. Their shots now also cannot accelerate alpha wolf bites. Once per game, during the night, doctors can now use a new command: "prescribe <nick>" (this is optional). The doctor will give another player medicine that seals off their powers for the next night and two days.

Wolf roles

Wolf

Use kill <nick> to kill a target during the night. If there are more than 2 wolves/werekittens and the number is reduced down to 1, that wolf now turns into an alpha wolf.

Werecrow

Use kill <nick> to kill a target during the night. Use "observe <nick>" to observe a target. If that target is not in bed, the werecrow now swoops down and kills them at the end of the night, bypassing all forms of protection that target may have, except for GAs and bodyguards. This is an independent kill.

Wolf cub

Cubs are now seen as villagers by the seer and oracle. If they die during the day, the normal wolves now get 3 kills the following night, and none of them can be negated except by the GA and bodyguard. Wolf cubs now grow up into wolf mystics.

Alpha wolf

Use kill <nick> to kill a target during the night. If that target is protected, they now die at the end of the day. When a wolf dies, the alpha wolf retains the ability to use bite <nick> the following night.

Werekitten

Use kill <nick> to kill a target during the night. They are still seen as villagers by the seer and oracle and still dodge gunner shots. However, they now also have a 50% chance of dodging hunter shots as well. If there are more than 2 wolves/werekittens and the number is reduced down to 1, that werekitten now turns into an alpha werekitten with the same powers as the alpha wolf plus its ability to dodge shots.

Fallen angel

Appears when the GA is turned into a wolf. They gain the assassin template and can use kill <nick> to kill a target during the night. This attack cannot be negated. Also, fallen angels now kill all players who are guarding the target, including the shaman if the shaman gave them a protection totem. They can also now guard wolves during the same night with guard <nick> to protect them from hunters and shaman DTs, and will kill any shaman or hunter who dares target the wolf they're guarding. After each night, there is a 40% chance that the fallen angel's role will be revealed to the channel.

Wolf mystic

Use kill <nick> to kill a target during the night. Detects how many village safe roles are on the other team each night. If a wolf is lynched during the day, the wolf mystic receives a reading about a random safe and their true role at the beginning of the following night.

Doomsayer

Use kill <nick> to kill a target during the night. Use see <nick> to cast bad luck on another player, which either kills them, inflicts them with lycanthropy, or silences them. Any seers, oracles, or augurs that see the doomsayer automatically die at the end of the night, but will still receive an accurate reading.

Wolf shaman

Use kill <nick> to kill a target during the night. Use give <nick> to give a totem to a player. However, wolf shamans now receive two totems per night, and can choose which one to give using select <totem name>. The first totem is generated using the normal wolf shaman ratios. The second is generated using the crazed shaman's ratios. The two totems cannot be the same.

Wolf team

Cultist

Cultists have an increased chance of receiving templates.

Minion

Minions know every wolfteam role who can kill, and with the roles they occupy.

Traitor

Traitors can now never be cursed. After all other wolves die, the traitor can choose whether to become a werecrow, werekitten, or wolf mystic, instead of merely becoming a wolf.

Hag

Use hex <nick> to hex someone, making their powers backfire for the next day and night. Seers, oracles, and augurs now have randomized readings, harlots now always visit the victim's house regardless of who they choose, gunners always blow themselves up, and most other roles target random people or simply don't work. Hags are now seen as wolves by the seer and oracle to balance them out.

Sorcerer

Use observe <nick> to observe another player. If that player is a seer, oracle, or augur, they are immediately killed (even if night has not ended) and the sorcerer obtains 1 magic spell that they can use to injure another player during the day.

Warlock

Use curse <nick> to mark another player for death. Players marked for death are seen as wolves, require half the usual number of votes to lynch, and always die when shot by the hunter or gunner, or targeted by wolves, regardless of protection. The sorcerer's magic spells also kill cursed players.

Neutral roles

Lycan

If targeted by wolves during the night, they will turn into wolves themselves, and can now individually kill a target during that day by using !kill <nick> in channel.

Turncoat

The turncoat can now switch allegiance every night using side villagers or side wolves. They can also use side neutral to share in any other neutral role's alternate win condition that ends the game (such as the fool, piper, etc., but not the jester).

Vengeful ghost

The vengeful ghost now has a 25% chance each night (excluding night 1) of finding out their true identity.

Amnesiac

Players who are amnesiacs are now notified that they have lost their memory. At the end of 3 days, they remember their team, and can assume any role on that team. They are always seen as wolves.

Clone

Copy someone by using clone <nick> during the first night. Clones can now change their target during each night as long as their target is still alive.

Crazed shaman

Use give <nick1> <nick2> to give 2 random totems to players. Once per game during night phase, the crazed shaman can now instead choose to give any one totem by using the command "choose <totem>" in PM, before performing "give <nick>" for the night.

Fool

The fool now requires half the usual number of votes to lynch, and now avoid the first hunter or wolf kill. However, they always die when shot by the gunner.

Jester

Jesters now require half the usual number of votes to lynch, and if they are lynched, the village can choose another target. They now avoid the first hunter or wolf kill.

Monster

Wins if alive at the end of the game with other monsters. The monster is now immune to hunter shots.

Piper

Use charm <nick1> <nick2> to charm 2 players during the night. If all living players are charmed at the end of a day, all pipers gain a solo win. The piper is now immune to wolf kills.

Therapist

The therapist is a new neutral role who wins as long as they survive through the game. They are frustrated with how agitated the new super-powered townsfolk are, and want to put a stop to the madness. During the night, they can arrange therapy sessions with other players with the command pacify <nick>. If that player has a special role, they calm down, and their powers are decreased to how that role normally plays in default modes. The therapist is not told that player's role or their team.

Templates

Gunner

Use !shoot <nick> to shoot someone during the day. Gunners can now receive anywhere from 2 to 4 bullets, with the chance of missing a shot increasing the more bullets they have. If a gunner is killed, they will now always kill the wolf who targeted them last, but the wolves get half the number of bullets that gunner had, rounded up, with the same miss chances.

Sharpshooter

Use !shoot <nick> to kill someone during the day. If a sharpshooter is killed, they will kill a random wolf who targeted them, and will not relinquish a bullet.

Mayor

Avoid one lynch. Players with the mayor template are now notified that they are the mayor.

Assassin

Use target <nick> during the first night to target a player. If an assassin is killed during the night, they not only kill the person they are targeting, but now have a 40% chance to kill the last person who targeted them as well.

Bureaucrat

Your vote counts as 2 votes. Players with the bureaucrat template are now notified that they are the bureaucrat.