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Werewolf 235: Portal 2 – Day 1

Good morning. You have been in suspension for…50…days. In compliance with state and federal regulations, all testing candidates in the Aperture Science Extended Relaxation Center must be revived periodically for a mandatory physical and mental wellness exercise.

You will hear a buzzer. When you hear the buzzer, look up at the ceiling.

*BZZZT*

Good. You will hear a buzzer. When you hear the buzzer, look down at the floor.

*BZZZT*

Good. This completes the gymnastic portion of your mandatory physical and mental wellness exercise.

There is a framed painting on the wall. Please go stand in front of it.

This is art. You will hear a buzzer. When you hear the buzzer, stare at the art.

*BZZZT*

You should now feel mentally reinvigorated. If you suspect staring at art has not provided the required intellectual sustenance, reflect briefly on this classical music.

*A short snippet of classical strings plays*

*BZZZT*

Good. Now please return to your bed.

And so it begins.

ROLES

Town – Aperture Sciences (9 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. 6 players.

Wolves – Chell and Co. (2 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.

Independents (2 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.

There may or may not be secret roles.

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
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.
  • Wolves win if the number of wolves is equal to or more than the number of non-Wolves.
  • Town wins if the Wolves are all dead.
  • Autokill goes into effect if more than half of the remaining players vote for the same player. In a KOBKI situation, autokill only goes into effect if all players have voted.
  • Order of Night Actions: Blocking > Watching/Tracking/Investigating > Killing > Healing
  • Be kind, and have fun!

Twilight will be at 4:00 PM CST on Saturday, December 21st.


Header image courtesy of TheGamer and Valve.

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