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Werewolf Werewolf Game - Traditional SFA Roles

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Traditional SFA Werewolf Game (slightly modifield)

The Wereboncers (5) - evil. Win by eliminating the Mafia (needs a name) and the Serial Rover and outnumbering the remaining villagers. Makes a kill every night.
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Alpha Wereboncer (1) - Can make a seer every night.
The Borkyn24 (1) - (werecub) Wereboncers get two kills the night after he is killed
Wereboncers (3) - ordinary wereboncers

The Boys Club (5) - (Need a name) evil. Win by eliminating the Wereboncers and the Serial Rover and outnumbering the remaining villagers. Makes a kill every night
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Don Marlowe (1) - Can make a seer every night
Son of Godfather (1) - If Don Marlowe dies, the Son of Godfather becomes the new Don Marlowe
Clarkemen (3) - ordinary members of the boys club

Evils WildPants (1) - A player will randomly be allocated to either the Wereboncers or the The Boys Club. They will either be a wereboncer or a Clarkeman

The Serial Rover (1) - When seered people are told he is a a regular qooty player. Makes a kill every night. Wins the game by making it to the final 4.

Wise Guy Sampires (1*) - Win by outnumbering the remainder of the village. May kill or recruit but can recruit a grand total of two players max over the course of the game. Cannot recruit the Serial Rover but can win with him.

Good (18) - Win by eliminating all evil
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The Flogs - (3) - three dickheads who can speak with each other. If there is only one flog left he becomes a Wild Pants
The Secret Simmer (1) - When seered people are told he is a regular qooty player. Every vote he makes is worth two.
The Filth Witch (1) - A Dr. Can choose one person at night to save from night time actions (including sampiric conversion and getting seered by evil). Once during the game he may save the same person on consecutive nights. This person may be himself.
The Mobbenseer (1) - The good seer. Can seer one person a night and is told their role.
The Jobe (1) - believes he is the real seer but is given random information.
The Juggilante (1) - Whenever someone good is killed they may make a kill the following night.
The Killerbeez (2) - Chooses one player (can change as many times as they like). If killed they take that player with them. He can kill someone even if they are protected by the Filth Witch or the Amulet
Wild Pants (1) - Is a wildcard and that night he may choose any good role to take. The final flog becomes a Wild Pants.
Qooty Players (8) - 8 regular good posters with no role

The Amulet - Randomly allocated. Protects someone from getting killed at night or lynched the following day. Person must nominate someone to pass the amulet to. If you know who passed it to you, you cannot pass it back to them. Once it has gone to everyone in a group it must go to at least one person outside a group.
The Fake Amulet - Same as above but is fake. People holding it are told it is real.

In the event of a tied lynch vote both players will be killed
 
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Golumless is my co mod.

Days will last from 8.00 Melbourne time to 6.00 Melbourne time.
Night will be from 6.00 Melbourne time to midnight.

We'll start as soon as we get 30 players

1. The Filth Wizard
2. Hatchy1992
3. BigJoeD
4. Blacky
5. Noobz0r

6. Thatsapaddlin
7. Ant Bear
8. akkaps

9. sante
10. SM
11. Frankston Rover

12. JT_the_Man
13. dogs105
14. Smartys Power
15. Far Kern

16. dennis crumpet
17.Michaels
18.Bet on Blue
19.brahj
20.spookism
21.footy_fumbler

22.FR0GGY
23.I Dont Care
24.tigland
25.DapperJong

26.joelsyt
27.miggs
28.Van_Dyke
29.ChristopH
30.Doctor Colossus
31. burningdwarf
32.RedVest4
 
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I'm in

Am I right in saying the Wise Guy and Serial Rover are the only ones that kill at night, until the member of a group is lynched or killed?

Nope but I'll clarify things better.

The Wereboncers and the Boys Club also make a kill every night.
 

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Werewolf Werewolf Game - Traditional SFA Roles

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