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| The Werewolves are Back; Also possibly with zombies depending on how many people play it on nuzlocke | |
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| Tweet Topic Started: Oct 11 2012, 01:00 PM (254 Views) | |
| PSN Strykr | Oct 11 2012, 01:00 PM Post #1 |
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memes
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Well I'm planning to do this for the next Nuzlocke game, so uuh might as well post it here first. Also, so you know, the zombies will only be used if I exceed uuh lets say 15 sign-ups. HIDING SPOTS Town Hall-0% chance of protection Suburbs-0% chance protection Apartment Block-20% chance of protection Police Station-50% chance of killing a werewolf or zombie if one person hides there and a werewolf or zombie visits, 50% chance of death if one person hides there. If more than one person hides there, 0% chance of killing anything or being protected. Outskirts-75% chance of protection if one person hides there, 50% chance if two people hide there, 25% chance if three people hide there, and 0% chance if more than three people hide there. Both werewolves and zombies will get a chance for a kill if targeting here. ROLES: VILLAGE: Watcher-You can watch an area to see all players who visit there. You cannot see who is a werewolf or who isn't. You can only see a single Werewolf-the Alpha. Tracker-You can follow one player to see where they hide, and a random other person who hides there. You hide in the same place as the person you follow. Cop-You can visit one person a night. You discover if they are a villager, zombie or werewolf. You hide in the same spot as them. Doctor-You can visit one person a night. They cannot die or be converted. You hide in the same spot as them. Villager-No special powers. WEREWOLVES Alpha Wolf-Each third night, starting from the first night as alpha, you can convert a player into a Werewolf. Every other night, you can choose an area for your pack to hunt in. Your pack gets as many kills as half its members, rounded up to the nearest whole number. (e.g. if the pack consists of the Alpha and one normal Werewolf, you get one kill. If the pack consists of the Alpha and four werewolves, you get three kills.) Werewolf-You hunt where the Alpha tells you. If the Alpha dies, after a single night phase you can vote for a Werewolf to become the new Alpha. This begins the conversion cycle again. ZOMBIES Origin Zombies (2)-Each second night, starting from night 4, you get to convert one player into a Zombie, which all surviving Origin Zombies must vote on. You cannot carry out kills. Zombie-Each non-conversion phase, you get to visit any area and attempt to kill a player hiding there. NOTES -If a zombie and a werewolf visits the same place, they fight with each other. A random one that was there from a random faction is killed. (e.g. if a single Zombie visits an area, and a werewolf pack consisting of 3 total wolves visits that same area, they will fight with each other, resulting in a 25% chance that the Zombie dies, and a 75% chance a random werewolf dies.) -Werewolves cannot convert Zombies and Zombies cannot convert Werewolves. -All converted players learn all members of the faction that converted them. Any suggestions, please post. |
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| bloodrayne03 | Oct 11 2012, 10:06 PM Post #2 |
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Accounted for.
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This seems rather backwards. |
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| Shadow31 | Oct 21 2012, 12:59 PM Post #3 |
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Resident source of chaos
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So, if Zombies are added, there is porbably at a minimum 2 kills/conversions each night. N2, 3 (Wolf kill, Origin Zombie convert, Zombie kill). Next night, 4. This would make for a very short game. And I agree with Blood on the percentages thing. |
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7:53 AM Jul 11