Role Suggestion: Werewolf
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  1. ISO #1
    Fragos
    Guest

    Role Suggestion: Werewolf

    Role name: Werewolf

    Description: A mad person, infected by Werewolf's curse and willing to pass that curse to someone else.

    Alignment: Neutral/Evil

    Abilities: Kill someone at night
    OR
    Special: Once per game, you may infect a single person with Werewolf's curse. If you die, that person becomes a new Werewolf. The infection is passed only once per game.

    Goal: Be the last to survive. If you die, you still can win if other Werewolf is alive.

    Host Options:
    Invulnerable at night: ON/off
    Kills roleblockers: ON/off
    Immunity prevents being infected ON/off
    Target knows if he is infected ON/off

    Yeah, i know that this role is based on Serial Killer, but it also has a twist. He is no longer alone, as he can infect someone with Werewolf's curse. The downside of that action is that infection can be removed by Doctors (as long as infected didn't transform into a new Werewolf). Also, the infected target may die before you on some occasion, so keep that in mind. If you infect a Mafia, Mason, or Cultist, any of their teammates will notice who becomes the new Werewolf. Even if that Werewolf will try to kill his former teammate at night, he may still leave his last will.

    The person who becomes the new Werewolf can be even more dangerous than original one. As infected person, he is now affiliated with Werewolf rather that with someone else. Even if the infection notification is on, he may not speak about it to Town to avoid Doctor visit. When turned in a new Werewolf, he may choose not to kill anyone at night, leaving the Town to believe that all werewolves are gone. Then, once the game reaches its climax, he then comes for a surprise kill!

    On a special note, if one of the Mafia members becomes infected, they can warn the rest of their team at night and then call of a Doctor's help at day. Then again, the infected person may not speak about his infection at all and may try to make a win for Werewolf and himself, rather than his Mafia teammates. Same thing can happen with Masons and Cultists, so there is no telling how infected person will react! If infected person is cured by a Doctor, he becomes affilated with his original side.

    The optimal targets for infection should be people that are bored with their current roles. The list includes Citizens, Survivors, Coroners, Jesters and maybe even Doctors. More surpisingly, you can also infect a revealed Mayor, if he cannot be healed by Doctors or if you think that the Doctors are already dead.

    Personally i'm fairly sure that if this role becomes implemented, he will replace the Serial Killer in most game setups.

  2. ISO #2
    Fragos
    Guest

    Re: Role Suggestion: Werewolf

    Post up!

  3. ISO #3

  4. ISO #4
    Pansy
    Guest

    Re: Role Suggestion: Werewolf

    Quote Originally Posted by TheJackofSpades View Post
    Of course it would replace the SK, it's the same role but better.

    Sorry but it just isn't different enough.
    Maybe an infection type option can be given to the sk if we ever get a bigger script limit

  5. ISO #5
    Fragos
    Guest

    Re: Role Suggestion: Werewolf

    The notable difference between Werewolf and Serial Killer is that Werewolf doesn't have knives. So Doctors can take a little breath here.

    The Werewolf appears to Investigator as Citizen or hiding something sinister. Sheriffs can detect Werewolves nornally.

    I guess the new game setups should be with Random Neutral (Exclude non-killing roles): Serial Killer or Werewolf or Arsonist or Bomber.

  6. ISO #6

    Re: Role Suggestion: Werewolf

    The fact that SK's appear as having knives along with doctors is actually one of the few things that makes the role interesting for the metagame.

    If you put yet another bad guy in the citizen/sinister category, it makes it even more likely for citizens to ragequit because nobody will believe them anyway.

    Looking at balance, it'd be better to categorise such a role as stalker or strangely observant (detective/disguiser and lookout/blackmailer).

    That is, if this role gets added at all. It's not very unique, as was already stated. And I'm not sure if it fits the theme either.
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  7. ISO #7

    Re: Role Suggestion: Werewolf

    We already have cult as a passing character role. A passable SK role is redundant.
    Player Report Guidelines: Click Here
    *Guidelines likely out of date

    Spoiler : Forum Mafia :
    | | FMVII: Citizen (W) | FMVI: Pride (W) | FMVIII: Ghost (L) | FMIX: Proletarian (W) | FMX: Student (L) | FMXI: Co-Host | FMXII: Fool (W) |
    I saw your party join...

  8. ISO #8
    Fragos
    Guest

    Re: Role Suggestion: Werewolf

    Maybe so, but! Werewolf can "pass" only once per game, while cult can convert several times. What makes him different is that is his infected target dies early, then Werewolf will be left alone and wouldn't be too much different from Serial Killer. But if infected target will live closer enough to the end of the game, then Werewolf will be most likely to win, unless the infection was cured by a Doctor before transformation.
    Speaking about cult, a player can be both infected by Werewolf and culted. Ather being culted, he can still transfom into a Werewolf when original Werewolf dies. Of course, any remaining cult members will know that.

    Now, the big question is, who to infect?

    Infecting someone on the first turn (especially red player would be too reckless and risky, since your target may die early. Instead, you should try to kill someone at first night or no action at all (if you are randomed and want to say in shadows). Listen closely to the conversations after the fist night (sheriff, investigator checks and so on). The best candidates for infection are non-killing neutral roles, such as Witch, Amnesiac, Executioner or Survivor (if you are lucky to him him while your west is off). Be careful if you infect a Jester: he may reveal this fact to town, opting then to lynch him (and thus losing a second Werewolf). Serial Killers and Arsonist may be immune to infection with certain rules, so don't target then.

    From Town, you should infect players that are displeased with their current roles (Citizens, Coroners, and maybe even Doctors, if you are lucky). Avoid infecting revealed Sheriff or Investigator, unless you sure that Doctors are dead: they will be most likely healed and cured from infection. Keep in mind that in absence of Doctors some players may voluntary put thenselves on trial, if they are infected, so they can still win as Town and not as Werewolf.

    Infecting Mafia members (excluding immune Godfather) is even more risky: If doctor is still alive, they may ask for his healing, so they can still win in Mafia team or to prevent him for healing the Town roles. Or, they may be already revealed by Town and killed early. However if you and infected Mafia member will manage to get closer to the end, then victory should be yours: Together with infected person you will make 2 people against other 2 Mafia and the last few remaining Town. Even if infected person suicides himself, you can still win if you manage to kill the non-immune Mafia member. If Godfather is already dead and one of the 2 Mafia is infected, then Mafia will almost surely lose.

 

 

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