dogs105
Sweet Kennels Proprietor
Starting Monday
Roles and Rules
The game will generally run like a regular werewolf game (night actions, day voting for a lynch), but will have a few D&D twists.
The main different mechanic will be the attack roll. Each player will have an Armor Class (AC) - defensive stat., and each player with a killing action will have a to hit bonus (to hit) - offensive stat. If a player targets another overnight, a 20 sided die will be rolled (virtually). The to hit bonus is added to this number, and the attack succeeds if it is greater than or equal to the target's Armor Class.
A roll of 20 automatically hits, and a roll of 1 automatically misses.
EVIL Factions
There are 2 evil factions - the Drow and the Zhentarim. Each of these will get to make an attack each night they have players remaining. The faction must choose who will attack - their to hit bonus will be used, but they will be the target of any retributive effects.
THE DROW
The Drow (or dark elves) are an evil collection who want to wipe out all other "lesser" races
The Drow will consist of four players:
Matron Mother - The leader of the matriarchal drow. AC 18, +6 to hit Gets a seer each night.
Weapons Master - This mere male drow is skilled with weapons and armor. AC 18, +8 to hit.
High Priestess - Skilled in divine magic. AC 16, + 7 to hit.
Special Ability - Can revivify (bring back to life) one killed player, once during the game. They need
to notify the Dungeon Master immediately when the result is announced if they want to use this ability.
House Wizard - Another role only filled by males. Master of arcane magic. AC 13, +6 to hit.
Special Ability - Can cast Shield at the end of any day phase, which gives the target a +5 bonus
to their AC until the next morning. Has 3 spell slots, so may cast this spell 3
times over the course of the game.
Wincon - All other evil and neutral factions eliminated, equal or outnumber the village
THE ZHENTARIM
The Zhents are an evil mercenary force.
The Zhentarim will consist of four players
Leader - Master of disguise. Seers as villager; Gets a seer each night. AC 18, +6 to hit
Lieutenant - Upon death of the Alpha assumes their position. Is then able to seer, but always seers as Lieutenant. AC 17, +7 to hit.
Blackmailer - Can choose one target each night and make an attack roll against them. If successful, they must vote according to the blackmailer's instructions. AC 14. +10 to hit (blackmail), +5 to hit (kill)
Zhent Wizard - Master of arcane magic. AC 13, +6 to hit.
Special Ability - Can cast Shield at the end of any day phase, which gives the target a +5 bonus
to their AC until the next morning. Has 3 spell slots, so may cast this spell 3
times over the course of the game.
Wincon - All other evil and neutral factions eliminated, equal or outnumber the village
Neutral Faction
The Beholder (Serial Killer) - AC - 24, +10 to hit. One attack each night. Attack effect will be randomly selected as the beholder randomly attacks with a beam from one of its eyestalks:
1 - Target is killed
2 - Target is charmed, and will vote the way the Beholder asks them to (same as blackmailed)
3 - Target's AC is permanently reduced by 6.
4 - Target is disintegrated, and beam passes through them to also attack and attempt to disintegrate another random player.
5 - Target is stunned, and cannot post at all in the following day phase.
6 - Target is Befriended, and added to the Beholder's PM. Their new win condition is now the same as the Beholder's.
Win Condition: make final 4 (or 5, or 6 If 1 or 2 recruits etc.)
Good Faction
Seer - each night can cast the Scrying spell, and picks one player to learn their role. AC 11.
Cleric - Can protect one other player each night from all actions, cannot pick the same player on consecutive nights. Can self protect. AC 17.
Fighter - Picks one target each night to kill. AC 17, +8 to hit
Tiefling Warlock - Has one Eldritch Blast spell which may be used at any time to try to kill another player, night or day phase. AC 13, +7 to hit.
Also can cast Hellish Rebuke if targeted by any action. Can do this twice during game, and will make an attack against targeting player. If successful, other player will be killed. (original action may still be successful).
Wizard each Night can cast Crown of Madness on a player of their choice. Make an attack roll. If successful, and if that player has a night action, their target will be switched to a random player. AC 11, +7 to hit.
Flogs - 3 players that share a PM and have a one off seer, shield spell (+5 to AC of any player for one night phase) and kill. AC 13, +6 to hit.
Multi-classed OP Character - Can either kill, protect or seer a player of their choice each Night Phase, but cannot use the same action in consecutive nights and must use all actions before repeating. AC 15, +7 to hit.
Commoners (villagers) - AC 10.
Wincon - all evil and neutral factions eliminated
The MacGuffin - (Amulet) - Amulet protects from all night and day actions, it will be randomly handed out at the start of the game and must be passed on by the end of the next day phase or will be randomised. Amulet will explode randomly and vanish during the game, killing whoever holds it at the time. Amulet can only be passed within a faction once per time received. Can be avoided with Doctor's protection.
IF ANYONE SPOTS ANY MISTAKES OR FAULTS, PLEASE LET ME KNOW
Roles and Rules
The game will generally run like a regular werewolf game (night actions, day voting for a lynch), but will have a few D&D twists.
The main different mechanic will be the attack roll. Each player will have an Armor Class (AC) - defensive stat., and each player with a killing action will have a to hit bonus (to hit) - offensive stat. If a player targets another overnight, a 20 sided die will be rolled (virtually). The to hit bonus is added to this number, and the attack succeeds if it is greater than or equal to the target's Armor Class.
A roll of 20 automatically hits, and a roll of 1 automatically misses.
Basic rules:
Roles will be randomly assigned to all players, which will be communicated via PM (except villagers). The villagers must identify and kill all players not aligned with the village before these players can kill enough villagers to satisfy their win condition. Only one faction can win the game.
Each turn will consist of two phases.
Night phase (9:00pm – 8:00am AEST)
Day phase (8:00am – 9:00pm AEST)
Voting:
The reason for lynching rule will not be used for this game.
Please bold the name of the player you wish to lynch and tag the moderator. Valid votes will get a View attachment 2008170
Votes will not be counted if they are not bolded. All players must vote for a player to be lynched. Votes to abstain will not be counted as a vote. Voting is mandatory, failing to vote will result in a modkill.
If there is a tie in voting, a randomiser will be used to choose the unlucky victim.
Werewolf etiquette:
DISCUSSING THE GAME
While the game is running players are not permitted to discuss the game anywhere but in this thread, the Dead PM or PM’s related to this game, if you have one. Posting screenshots and quoting PM’s are prohibited. Players caught breaching these rules will be modkilled without warning.
DEAD PLAYERS
Players who are killed are permitted to post a farewell post provided that it does not impact the game (eg. “thanks for the game” or “good luck”). Dead players must leave the game immediately and are not permitted to post or like posts in the game thread or any PM they are a part of (except the Dead PM) until the end of the game.
EDITING/DELETING POSTS
Players are not permitted to edit or delete posts during the game. Doing so will result in the player being modkilled
Roles will be randomly assigned to all players, which will be communicated via PM (except villagers). The villagers must identify and kill all players not aligned with the village before these players can kill enough villagers to satisfy their win condition. Only one faction can win the game.
Each turn will consist of two phases.
Night phase (9:00pm – 8:00am AEST)
Day phase (8:00am – 9:00pm AEST)
Voting:
The reason for lynching rule will not be used for this game.
Please bold the name of the player you wish to lynch and tag the moderator. Valid votes will get a View attachment 2008170
Votes will not be counted if they are not bolded. All players must vote for a player to be lynched. Votes to abstain will not be counted as a vote. Voting is mandatory, failing to vote will result in a modkill.
If there is a tie in voting, a randomiser will be used to choose the unlucky victim.
Werewolf etiquette:
DISCUSSING THE GAME
While the game is running players are not permitted to discuss the game anywhere but in this thread, the Dead PM or PM’s related to this game, if you have one. Posting screenshots and quoting PM’s are prohibited. Players caught breaching these rules will be modkilled without warning.
DEAD PLAYERS
Players who are killed are permitted to post a farewell post provided that it does not impact the game (eg. “thanks for the game” or “good luck”). Dead players must leave the game immediately and are not permitted to post or like posts in the game thread or any PM they are a part of (except the Dead PM) until the end of the game.
EDITING/DELETING POSTS
Players are not permitted to edit or delete posts during the game. Doing so will result in the player being modkilled
EVIL Factions
There are 2 evil factions - the Drow and the Zhentarim. Each of these will get to make an attack each night they have players remaining. The faction must choose who will attack - their to hit bonus will be used, but they will be the target of any retributive effects.
THE DROW
The Drow (or dark elves) are an evil collection who want to wipe out all other "lesser" races
The Drow will consist of four players:
Matron Mother - The leader of the matriarchal drow. AC 18, +6 to hit Gets a seer each night.
Weapons Master - This mere male drow is skilled with weapons and armor. AC 18, +8 to hit.
High Priestess - Skilled in divine magic. AC 16, + 7 to hit.
Special Ability - Can revivify (bring back to life) one killed player, once during the game. They need
to notify the Dungeon Master immediately when the result is announced if they want to use this ability.
House Wizard - Another role only filled by males. Master of arcane magic. AC 13, +6 to hit.
Special Ability - Can cast Shield at the end of any day phase, which gives the target a +5 bonus
to their AC until the next morning. Has 3 spell slots, so may cast this spell 3
times over the course of the game.
Wincon - All other evil and neutral factions eliminated, equal or outnumber the village
THE ZHENTARIM
The Zhents are an evil mercenary force.
The Zhentarim will consist of four players
Leader - Master of disguise. Seers as villager; Gets a seer each night. AC 18, +6 to hit
Lieutenant - Upon death of the Alpha assumes their position. Is then able to seer, but always seers as Lieutenant. AC 17, +7 to hit.
Blackmailer - Can choose one target each night and make an attack roll against them. If successful, they must vote according to the blackmailer's instructions. AC 14. +10 to hit (blackmail), +5 to hit (kill)
Zhent Wizard - Master of arcane magic. AC 13, +6 to hit.
Special Ability - Can cast Shield at the end of any day phase, which gives the target a +5 bonus
to their AC until the next morning. Has 3 spell slots, so may cast this spell 3
times over the course of the game.
Wincon - All other evil and neutral factions eliminated, equal or outnumber the village
Neutral Faction
The Beholder (Serial Killer) - AC - 24, +10 to hit. One attack each night. Attack effect will be randomly selected as the beholder randomly attacks with a beam from one of its eyestalks:
1 - Target is killed
2 - Target is charmed, and will vote the way the Beholder asks them to (same as blackmailed)
3 - Target's AC is permanently reduced by 6.
4 - Target is disintegrated, and beam passes through them to also attack and attempt to disintegrate another random player.
5 - Target is stunned, and cannot post at all in the following day phase.
6 - Target is Befriended, and added to the Beholder's PM. Their new win condition is now the same as the Beholder's.
Win Condition: make final 4 (or 5, or 6 If 1 or 2 recruits etc.)
Good Faction
Seer - each night can cast the Scrying spell, and picks one player to learn their role. AC 11.
Cleric - Can protect one other player each night from all actions, cannot pick the same player on consecutive nights. Can self protect. AC 17.
Fighter - Picks one target each night to kill. AC 17, +8 to hit
Tiefling Warlock - Has one Eldritch Blast spell which may be used at any time to try to kill another player, night or day phase. AC 13, +7 to hit.
Also can cast Hellish Rebuke if targeted by any action. Can do this twice during game, and will make an attack against targeting player. If successful, other player will be killed. (original action may still be successful).
Wizard each Night can cast Crown of Madness on a player of their choice. Make an attack roll. If successful, and if that player has a night action, their target will be switched to a random player. AC 11, +7 to hit.
Flogs - 3 players that share a PM and have a one off seer, shield spell (+5 to AC of any player for one night phase) and kill. AC 13, +6 to hit.
Multi-classed OP Character - Can either kill, protect or seer a player of their choice each Night Phase, but cannot use the same action in consecutive nights and must use all actions before repeating. AC 15, +7 to hit.
Commoners (villagers) - AC 10.
Wincon - all evil and neutral factions eliminated
The MacGuffin - (Amulet) - Amulet protects from all night and day actions, it will be randomly handed out at the start of the game and must be passed on by the end of the next day phase or will be randomised. Amulet will explode randomly and vanish during the game, killing whoever holds it at the time. Amulet can only be passed within a faction once per time received. Can be avoided with Doctor's protection.
IF ANYONE SPOTS ANY MISTAKES OR FAULTS, PLEASE LET ME KNOW
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