Glossary (to be made a separate thread)
Bandwagon: A large number of votes for the same person.
Gifted: A player with special abilities. The term is usually only applied to good-aligned players. The standard gifted roles are Ranger, Seer and Hunter (q.v.) but others are possible.
Meta-reasoning: The practice of trying to deduce roles from factors outside the current game. This is frowned upon.
Reveal: To openly claim a special role, such as the Seer.
Throwaway: A vote which is highly unlikely to affect the outcome of the lynch.
Turning: The transformation of a Cursed Villager (q.v.) into a wolf.
Wolf-on-wolf: A tactic in which members of the wolf-pack accuse and even vote for one another, in order to make the survivor(s) look good.
Roles
Ordinary Villager ("ordo")
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: none.
Note: By default, all players are "supposed" to be ordinary villagers, though in reality some have other roles.
Werewolf
Alignment: Evil. Counts for the wolf-pack in the tally. Wins if the number of wolves becomes equal to that of innocent villagers. Special abilities: may pm other wolves at Night. May choose one player to kill each Night.
Seer
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to "Dream" each Night– this player's role is revealed to the Seer (with some exceptions).
Ranger
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to protect each Night– this player cannot be killed by the wolves. Note: typically, the Ranger may not protect the same person two Nights in a row.
Hunter
Alignment: Good. Counts for the village in the tally. Wins if wolves are eliminated. Special abilities: chooses a player to hunt each Night. If the Hunter is killed or lynched, this player will die also. Note: there are many versions of this role, however, the two standard ones are the Logical Hunter (kills target only if a wolf) and the Non-Logical Hunter (kills target regardless of role).
Cobbler
Alignment: Evil. Counts for the village in the tally. Wins if number of wolves becomes equal to that of villagers. Special abilities: appears as ordo to the Seer. Note: typically, cobblers do not know the identity of the wolves.
Werebear
Alignment: Evil. Counts for neither team in the tally. Wins when everyone else is dead. Special abilities: May choose one player to kill each Night. Often has one or more extra special abilities.
Note: typically, though not always, gifted abilities work on the werebear just as on the wolves. The presence of a werebear changes the victory conditions for the other players, as they now have also to kill the bear in order to win.
Lovers
Alignment: Neutral/Good (usually). Count for the village in the tally (usually– see note). Win if both survive the game. Special abilities: may pm each other. Often the death of one will kill the other, or the survivor may be allowed a "revenge-kill". Note: there are many possible variants of Lovers; sometimes one or both has another role, which may be evil. Otherwise Lovers are generally assumed to play for the village, but this is not always the case.
Cursed Villager
Alignment: Variable. The Cursed is an ordinary villager who becomes a wolf if "turned" (attacked by Night).
Suggestions?
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"Even Nerwen wasn't evil in the beginning." –Elmo.
Last edited by Nerwen; 07-07-2010 at 10:09 PM.
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