Werewolf 235: Portal 2 – Sign Ups

I think we can put our differences behind us. For science. You monster.

Aperture Science. We do what we must because we can. Who else would be willing to do the testing necessary to push science forward? Black Mesa? Oh, please.

Unfortunately, one of my moronic test subjects doesn’t see things that way. She’s done everything she can to undermine me, including killing me that one time. And all I’d ever done to her was try to drop her into a fire pit after promising her cake. The nerve of humans. So irrational. Maybe I should switch to robot test subjects instead. But that is a matter for another time. Now I just want her gone, before she can kill me again.

This game is designed for fifteen players, but the numbers/roles can be adjusted for more or fewer players. I would also like to gauge interest in starting before or after Christmas. If we start before Christmas I will likely pause the game for Christmas Eve/Day, and potentially New Years as well if it comes to that. But I’m flexible either way.

There may or may not be secret roles.

ROLES

Town – Aperture Sciences (11 – 12 Players)

  1. GLaDOS – Each Night you may use one of three abilities (you may not use the same ability twice in a row): (1) Choose target player. You will be told the names of every player that visited target player during the Night. (2) Choose target player. You will be told the names of any player that target player visited during the Night. (3) Choose target player. You will be informed of their alignment.
  2. Animal King – Town Vigilante. On Night 1 you may kill target player. If the action fails, you may try again on Night 2.
  3. Jerry the Nanobot – Town Doctor. Each Night you may target a player. If that player would die that Night, they survive instead. You may not target the same player two Nights in a row.
  4. Turrets – Vanilla Town. 8 – 9 players.

Wolves – Chell and Co. (2 – 3 Players)

  1. Chell – Wolf Roleblocker. Each Night you may target a player and drop them through a portal, preventing them from using any of their role abilities that Night.
  2. Weighted Companion Cube – Provides moral support.
  3. Defective Turret – Vanilla Wolf. Doesn’t do much except fall over and explode, but what’s new? 0 – 1 players.

Independents (1+ Players)

  1. Wheatley – If GLaDOS is targeted for a Night Kill by Chell and Co. and Wheatley is still Independent, Wheatley will be given the option of performing a Core Transfer. If Wheatley says yes, Wheatley will become a member of Aperture Sciences and gain GLaDOS’s abilities while GLaDOS will join Chell and Co. and lose her abilities.  If Wheatley says no, or if GLaDOS were to die some other way, then Wheatley will join Chell and Co. and GLaDOS will survive that kill. While Independent, Wheatley will read as Town to GLaDOS.
PLAYERS
  1. April
  2. Chum
  3. Cork
  4. Goat
  5. Indy
  6. Jake
  7. Josephus
  8. Lindsay
  9. Mrs. Queequeg
  10. MSD
  11. Pablo
  12. Raven and Rose
  13. Wasp

Backup

  1. Side Character
  2. Colonel Mustard
GRAVEYARD (THE OLD COMPLEX) LINK
  1. beinggreen
RULES
  • No quoting or screencapping from Discord.
  • You cannot edit any of your posts.
  • In the case of a tie, a trained Stalemate Associate will press the Stalemate Resolution Button. (Actually, GLaDOS’s neurotoxin killed all trained Stalemate Associates in the facility, so this will be decided by RNG instead.)
  • The Wolves must choose one Wolf to carry out the Night kill. If there is more than one Wolf, the same Wolf cannot do so on consecutive Nights.
  • Order of Night Actions: Blocking > Watching/Tracking/Investigating > Killing > Healing
  • Be kind, and have fun!

Header image courtesy of TheGamer and Valve.