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#1 Post[Pregame Setup] Werewolf XXVI: The Shadowlands Isolate
NOTE: This game is in still in early stages. Signups will open December 11th and the game will start December 27th. Anyone who posts [in] prior to December 11th will receive a PM after signups officially open asking them to post [in] again.

Game Type: Semi-Closed
Game Start: Hospitalization
R0 Peeks: No Peeks
Rounds: Speedplay (48h rounds)
Action Timestamp: No Surprises
Tie Breaker: LHLV (Realm of Light) / Coin Flip (Realm of Shadow)
No Lynch: Allowed (Realm of Light) / Disallowed (Realm of Shadow)
Death Reveal: Full Role Reveal (Realm of Light) / Alignment Reveal (Realm of Shadow)


This game will be split into the Realm of Light and the Realm of Shadow. Players will have the same alignment in both realms, but different roles which are randomized while ensuring alignment. Each round, one or both Realms will be active, affecting the powers available in the game. I will inform players of which roles are possible and will randomize which roles exist in the game. Roles may be chosen multiple times, and all players will have a PR in at least one Realm. I will not disclose exactly how many PRs have been assigned and will not guarantee that equal numbers of PRs exist in the Realm of Light and Realm of Shadow. Players will know how many wolves/villagers there are.

By default, the Realm of Light will be active if any of the following are true:
  • at least one village-aligned player died in the previous round.
  • the Realm of Light was not active in the previous round.

By default, the Realm of Shadow will be active if any of the following are true:
  • at least one wolf-aligned player died in the previous round.
  • the Realm of Light is not active this round.

During R1, both Realms will be active.


The Realm of Light
Lynch: Public voting, ignores protection/toughness/immunity.
Nightkill: Target revealed one round before execution.
Deaths: Role revealed publicly.

Village:
Seer - Able to peek a player each round, revealing alignment. Negates Shadow Votes on target.
Watcher - Able to view a player and their shadow each round, revealing which other players targeted or shadow voted them in each realm (separately).
Tracker - Able to view a player and their shadow each round, revealing which player they shadowvoted and (separately) which players they targeted.
Mayor - Tough to one death and able to force the lynch once, selecting a chosen player or no lynch. May be used on either realm's lynch, if applicable that round.
Guardian - May protect a player from death each round. May protect self or multiple times in a row.
Vacationer - Tough to one death and may choose to go on vacation once per game. While on vacation, all actions targeting the Vacationer (including lynch) fail for one round.
Mage - Has three potions which may each be used on another player once per game. No more than one potion can be used each round. Roleblocks cause one unused potion to be permanently lost. Effects: Fortitude (unblockable toughness), Curse (unconditionally kills one round after successful use), and Oracle (reveals exact roles publicly).
Apprentice - Gains the role of any village players who die with only one role while the Realm of Light is active. Refunds limited use powers.
Hunter - Wins the game for the village if alive when the wolves reach parity while the Realm of Light is active. May exchange this power to become immune to death for one round.

Wolves:
Shaman Wolf - Tough to one death. May specify what information is given to the Seer, Watcher and Tracker when peeked.
Seer Wolf - May peek a player for exact role. Gains a vision each round yielding a random target that a random player submitted. (eg, Player X targeted Player Y)
Brutal Wolf - May kill a chosen player one round after death. May instead suicide while alive to kill all players who targeted or shadow voted him that round.
Blood Wolf - May target a player each night to roleblock them and negate all forms of protection and immunity from them. Power disabled for one round if the target dies.



The Realm of Shadow
Lynch: Private shadow lynch, may be protected.
Nightkill: Reveals exact role to the wolves (regardless of kill success)
Deaths: Roleblock the killer(s) on the following round if they share the same alignment as the dead player.

Village:
Ghost - Any Shadow Votes placed on the Ghost will redirect to the Ghost's Shadow Vote target. The first time the Ghost Shadow Votes himself, he is immune to all death for that round.
Harbinger - May kill a player each round. Successfully killing a village-aligned player disables this power and reveals the Harbinger to the wolves.
Specter - May peek a player each round to see who they shadow voted. Receives a list of all players who shadow voted him when not peeking another player.
Phantom - Immune to death except by Mage's Curse and the Realm of Light lynch.
Spook - May roleblock a player each round.
Illusion - Tough to one death. May swap two players, causing any actions targeting one (including shadow lynch) to instead target the other.
Soul - Temporarily gains the roles (not alignment) of any players who target him for the round following the round he was targeted. Cannot use limited use powers.
Spirit - May possess a player each night. Dies if the target dies or if possessing a wolf, but immune to kills targeting the Spirit.
Phantasm - Wins the game for the village if alive when the wolves reach parity while the Realm of Shadow is active. May exchange this power to true peek a target player's roles, killing them if they are a wolf.

Wolves:
Wraith - May secretly roleblock and voteblock a chosen number of players each round. All targets fail if any target Shadow Voted the same player as the Wraith or another target.
Shade - Twice per game, select which Realms will be active or inactive during the following round. Cannot be used on consecutive rounds.
Apparition - Tough to one death. May role peek, track, watch or roleblock two players each round.
Haunt - Shadow vote has voting power equal to the round number. Immune to death by Shadow Lynch.


Order of Actions: Vacationing -> Light Lynch -> Shadow Votes -> Roleblocks -> Redirection -> Protection -> Peeks -> Shadow Lynch -> Kills


Notes:
  • Roleblocks block all aspects of a player's role for that round, including immunity and passive powers.
  • Phantasm and Hunter will not win the game for the village if they are roleblocked on the final round of the game.
  • Roleblocks do not remove external effects like protection.
  • An Apprentice or Spook who gains the powers of the Seer, Watcher or Tracker will still be fooled by the Shaman Wolf.
  • Wraith roleblock condition is calculated after Ghost redirect.
  • Remember that powers are only active while their Realm is active. For example, roles with inherent toughness are only tough if their Realm is active.
  • Mage's Curse ignores protection, immunity and toughness, but can still be roleblocked, redirected, tracked, etc.
  • Mage's Fortitude works in both Realms and is not affected by roleblock.

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Sat Mar 11, 2017 6:29 am
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#2 Post Re: Werewolf XXVI: The Shadowlands Isolate
Note: I am not currently in a position to host. Someone else should host something in the meantime.

Secondary note: you all could also coordinate another WW mini. You don't need to rely on my schedule to manage that.

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Wed Mar 22, 2017 7:32 pm
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#3 Post Re: Werewolf XXVI: The Shadowlands Isolate
is this ever going to happen?

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Thu Aug 17, 2017 4:25 pm
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#4 Post Re: Werewolf XXVI: The Shadowlands Isolate
Blaze wrote:
is this ever going to happen?

lolno


Thu Aug 17, 2017 9:02 pm
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#5 Post Re: Werewolf XXVI: The Shadowlands Isolate
I might actually host this near the end of the year. Life's been crazy busy with school and work for a while.

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Mon Aug 28, 2017 1:35 am
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#6 Post Re: Werewolf XXVI: The Shadowlands Isolate
This game will be open for signups starting Monday, December 11th. The game will start Wednesday, December 27th. I am not finished with the roleset, but it's starting to shape up. You can consider this a working draft which is likely to remain roughly the same, but is lacking some roles (especially in the Realm of Light).

This game will require 12 players to play. If we get at least 7 but less than 12, I will run a simple Mafia game instead. If we get less than 7, I will not host.

Spread the word!

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Sat Nov 11, 2017 5:08 pm
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#7 Post Re: Werewolf XXVI: The Shadowlands Isolate
A bit early but...
[in]

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Sat Nov 11, 2017 5:36 pm
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#8 Post Re: Werewolf XXVI: The Shadowlands Isolate
[in]

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Sat Nov 11, 2017 5:37 pm
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#9 Post Re: Werewolf XXVI: The Shadowlands Isolate
In! Just so you can get an idea of how many players would be interested.

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Sat Nov 11, 2017 6:43 pm
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#10 Post Re: Werewolf XXVI: The Shadowlands Isolate
I appreciate the ins, but I'm not comfortable accepting them until we're closer to showtime. Keep posting them if you want; I'll shoot off PMs to all the ins when signups officially open and ask you to post in again.

Clarification: 12 is the minimum for this game. I think this setup can happily handle upwards of 30, which is far more than I expect. If we actually start pushing that number, I may add additional roles.

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Sat Nov 11, 2017 6:51 pm
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#11 Post Re: Werewolf XXVI: The Shadowlands Isolate
k [out]

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Sat Nov 11, 2017 9:19 pm
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#12 Post Re: Werewolf XXVI: The Shadowlands Isolate
[In]

You said monday

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Mon Nov 13, 2017 9:50 pm
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#13 Post Re: Werewolf XXVI: The Shadowlands Isolate
[In]

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Tue Nov 14, 2017 3:13 pm
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#14 Post Re: Werewolf XXVI: The Shadowlands Isolate
Blaze wrote:
You said monday


Yes, and then I gave a date in the middle of next month...

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Thu Nov 16, 2017 4:35 am
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#15 Post Re: Werewolf XXVI: The Shadowlands Isolate
[in]


Fri Nov 17, 2017 6:19 pm
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