Tonight is ZU game night. And everybody is finally getting a little tired of those counting games and games about the users above and below you. The community needs a new game to pick them up off their feet. English suggests Ultimate Werewolf, which has rules similar to Mafia so you hope you can catch on quick. After a resounding approval, English rushes off to prepare.
Ultimate Werewolf Mafia
Ultimate Werewolf Mafia
- Certain channels are designated for talking about this game, including this thread. If you communicate with players outside of these mediums it can result in a modkill or worse punishment.
- Do not quote, screenshot, or otherwise record anything that I say in PM. If you post any of these things you may be modkilled or worse. Paraphrasing is fine.
- When voting a player to be lynched, use the tag [VOTE]player-name[/VOTE] to cast your vote. Bolding is highly encouraged but not required.
- When unvoting, either to change your vote or to unvote entirely, use the tag [UNVOTE]player_name[/UNVOTE]. Again, bolding is encouraged but not required. Failure to properly unvote when changing votes will result in me intentionally failing to recognize that you changed your vote.
- Please respect the rules of ZU while playing this game, as we are still on ZU while playing this game. Basically just don't be unnecessarily rude or mean.
- Do not say the word "Mason" in this thread, and do not heavily imply the Masons through description of their role. A person besides myself not participating in this game will monitor the thread, and any player caught breaking this house rule will be modkilled.
- If you fail to cast a vote, your default vote is for "No Lynch" rather than for yourself.
- If there is a tie between two or more players being lynched, the day will end with No Lynch rather than a coin flip.
Ability: The night after the Seer dies, you will be informed that the Seer has been killed and you will inherit their ability. Each night you have this ability, you may investigate a player to find out if they are on the Villager team, the Werewolf team, or neither.
GM notes: If the Seer is a Drunk and is killed before Night 3, the Apprentice Seer will still be told that the Seer has died and will gain their abilities.
Ability: Each night, you may select a player to protect from all attacks made against them. You may not select yourself or the same player two nights in a row.
GM note: The Bodyguard protects against both Werewolf AND Bloody Mary attacks. They will be informed that they protected their target but will not be informed of what type of attack.
Ability: On Night 0, select a player to shoot with your arrow of love. English will randomly select a second player to be the first person they lay eyes on, making them the second lover. You will know who the lovers are. The win condition of the lovers is changed to "survive to the end of the game". If one lover dies, the other will also perish.
GM notes: Lovers retain their original role ability and Werewolves or Masons can still talk at night. Cupid can be one of the lovers, either chosen by Cupid or randomly chosen. Lovers nor Cupid will be told the alignment of the lovers. A lover team of two Villagers can win with either Villagers or Werewolves. A lover team with one or more Werewolves can only win with the Werewolf team. If Cupid is the Drunk, Cupid will choose lovers on Night 3.
Ability: At any time while you are alive, you may PM English the name of a player. Whenever you die, the last player you named will die as well.
GM notes: If the Hunter is lynched, the Hunter's ability is able to kill the Prince even if the Prince has not been revealed.
Ability: At the end of the night, you will be informed by English if either of your neighbors used a night ability during the night.
GM notes: The Insomniac will not be informed of a difference between one neighbor or two neighbors waking up. "Neighbor" refers to the players adjacent to the Insomniac on the player list, skipping over dead roles so that the Insomniac will always have two neighbors. This ability applies to Night 0. This ability does not apply to Masons talking at night, but does apply to Werewolves talking at night if they make a kill.
Ability: Any role who attempts to determine your alignment will see you as on the Werewolf team.
GM notes: The Seer and the Apprentice Seer will see the Lycan as a Werewolf role.
Ability: You may talk with the other Masons at night.
GM notes: Players may not mention the word "Mason" during the day nor may they mention their existence at risk of being mod-killed. There are three Masons. If one of the Masons is the Drunk, that player will enter the Mason chat on Night 3 provided that they are still alive.
Ability: During the day you may reveal yourself to be GM-confirmed as the Mayor. At that point, all of your votes against players in lynches count as two votes.
GM notes: Official vote counts will show two votes from the Mayor after they use their ability.
Ability: If you are lynched, you will be GM-confirmed to be the Prince and the day will end with No Lynch.
GM notes: If the Prince is lynched later, after being GM-confirmed, the Prince will still die. If the Prince is lynched while as the Drunk, the Drunk will die.
Ability: Each night you may investigate a player to find out if they are on the Villager team, the Werewolf team, or neither.
GM notes: The Seer may make an investigation on Night 0. The Drunk and Bloody Mary are on neither team. Lovers will be shown as their original alignment.
Ability: You have a one-shot night ability to cause trouble. If you cause trouble, on the next day the two players with the most votes at the end of the day will be lynched.
GM notes: The players will be informed that the Troublemaker caused trouble at the start of the day. If the two players with the most votes have an equal number of votes, the day will end with no lynch.
Ability: You may not vote to no lynch.
GM notes: If the Village Idiot attempts to vote for no lynch, their vote will secretly count as a vote against the Village Idiot, although the vote count will say that they voted for no lynch. If the Village Idiot fails to vote, their vote will secretly count against themselves although the official vote count will report them voting for no lynch.
GM notes: There are 3 Villagers in the game plus a 4th Villager who starts the game with the Amulet of Protection. The Drunk cannot be a Villager.
The Amulet of Protection
Ability: Whoever owns the Amulet of Protection is unable to die. The owner of the Amulet of Protection must give away the Amulet to another player who has not yet received the Amulet each night.
GM notes: The Amulet of Protection will be given away at the end of the night after all other night actions (except the Insomniac, who will be notified if a neighbor passed the amulet) and after the night kill(s). The Amulet of Protection applies during the night and day, so the holder cannot be lynched. If the holder of the Amulet is chosen to be lynched, the day will end with no lynch. If the holder of the Amulet is attacked by Bloody Mary after she is dead, the Amulet will be destroyed. If the Amulet is attempted to be passed to a (newly) dead player it will be randomly given to another player.
Ability: On Night 0 you will be told who the Werewolves and Sorcerer are, but they will not know who you are.
GM notes: The Minion will not be a part of the Werewolf chat until all of the Werewolves have died (even if one Werewolf was the Drunk). If all Werewolves and the Sorcerer are dead, the Minion can make the factional kill. If one of the Werewolf team roles is the Drunk, the Minion will still know who they are (the Minion will know that a Drunk Werewolf is a Werewolf and will know that a Drunk Sorcerer is a Sorcerer).
Ability: The Sorcerer will be a part of the Werewolf chat. Each night you may investigate a player to find the Seer. If they are the Seer, you will learn that they are the Seer.
GM notes: The Sorcerer may make an investigation on Night 0. The Sorcerer cannot find the Apprentice Seer until the original Seer dies. The Sorcerer is not a part of the vote for who the Werewolves kill.
Ability: You may talk with the other Werewolves at night and decide as a group who will be killed.
GM notes: If one of the Werewolves is the Drunk, that Werewolf will join the Werewolf chat on Night 3, provided they are still alive. The Werewolves will kill as a group rather than have one player execute the kill, and will need to vote on who to kill. If the decision is not unanimous then there will be no kill that night.
Ability: You will learn what your true role is on Night 3.
GM notes: One card that is not a vanilla villager is selected as the true role. If the player is alive on Night 3, they will learn what their new role is. A Drunk Mason or a Drunk Werewolf will enter their chat Night 3. A Drunk Cupid will choose a pair of lovers on Night 3 rather than Night 0. If the Drunk dies before Night 3, their true role will never be revealed.
Ability: If you receive the Amulet of Protection and you choose to pass it to nobody, the Amulet will be destroyed rather than passed to a random player. If you are killed, each night you may pick a player from the list. If that player does not receive the Amulet that night, they die. If they do receive the Amulet that night, the player will remain unharmed and instead the Amulet will be destroyed.
GM notes: The list given to the dead Bloody Mary is a list of all players who have not yet received the Amulet (all players who could potentially receive the Amulet).
Signature art by Liah ♥
The post was edited 6 times, last by Monika ().