The_Reaper
Hall of Famer
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.
-------------------------------------------------------------------------------------------------------------
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
------------------------------------------------------------------------------------------------------------
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
------------------------------------------------------------------------------------------------------------
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
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.
-------------------------------------------------------------------------------------------------------------
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
------------------------------------------------------------------------------------------------------------
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
------------------------------------------------------------------------------------------------------------
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
Last edited:





