Werewolf

Stats
Role Name: Werewolf (WW, Were)

Alignment: Neutral Killing

Abilities: Transform into a Werewolf during the full moon.

Attributes:

Goal: Kill everyone who would oppose you.
 * As a Werewolf you can not be killed at night.
 * As a Werewolf you will attack your victim and anyone that visits them.
 * Your attack goes through night immunity.

Special Attributes: Unique Role. Night Immunity. Ignores Night Immunity.

Notes:
 * You will transform into a Werewolf every Full Moon. This occurs every two nights, starting on the second night, i.e. during nights 2, 4, 6, ...
 * Everyone will receive the message "There is a full moon out tonight." Only you will receive the message "The light of the full moon has caused you to turn into a rampaging Werewolf!"
 * On full moon nights, a sheriff will be able to detect you.
 * If it is not Full Moon, multiple things change:
 * You will appear to be not suspicious to a Sheriff.
 * You will not attack the Jailor or roleblockers.
 * You cannot choose a target. Even if a Witch controls you, you will not attack anyone.
 * During Full Moon, you can visit a target or yourself:
 * If you visit a target, you will attack your target and anyone who visits them.
 * If you select nobody or yourself, you will stay at home and attack anyone who visits you.
 * If you are staying home, you will see at least one message of attacking someone. This is the game registering that you are attacking yourself.
 * If a Bodyguard protects you when you stay at home, you will kill each other. (Additionally, the game will mention you being mauled by a Werewolf, this is a bug.)
 * If a Bodyguard protects anyone you attack (directly or indirectly), you will attack each other, but only the Bodyguard's direct target will be saved. You will die as well in the process.
 * If you attack the Veteran while they are on alert, both of you will die (unless a Doctor heals either of you).
 * Certain roles can affect your visits:
 * If you are jailed but not executed, you will attack the Jailor in retaliation, including everybody else who is visiting the Jailor that night.
 * If you are roleblocked by an Escort or Consort, you will stay at home and attack anyone who visits you (including the roleblocker).
 * If a Witch or Transporter forces you to visit yourself, you will not attack yourself, but stay at home, attacking anyone who visits you (including the Witch or Transporter).
 * If a Witch controls certain non-visiting role to visit your target, you will also attack them. This applies to the Medium, Retributionist, Amnesiac and Jester.
 * While your attacks ignore night immunity, your target can still be saved by a Bodyguard (who will kill you), a Doctor, a Jailor, or a Transporter; however, in all of those cases, the Town member saving them will die.

Win Conditions:
 * Must kill Town
 * Must kill Mafia
 * Must kill Serial Killers
 * Must kill Arsonists
 * Must kill Vampires
 * Win with Witches
 * Win with Survivors

Actions
Target Self: Kill all visitors to your house during the night.

Target Other: Kill target and target's visitors.

Strategy
The Werewolf is similar to the Serial Killer since they both work alone (most of the time) and kill targets directly, but there are major differences:
 * Bodyguards are dangerous; if they guard your target or any of your target's visitors, a Bodyguard will kill you. Make them your first priority.
 * Investigators will usually call you out after investigating you, since your investigation result, Survivor / Witch / Werewolf, can't be a Town member.
 * You can only kill every second night. If you don't manage to reduce the Town's and Mafia's numbers quickly enough, you can be found by an Investigator, Sheriff, Escort, Consort, Jailor, Consigliere, or by a night killer attacking you and discovering your immunity. Try to maul as many foes as possible every full moon.

You should

 * Target people the Town is getting suspicious of, they will most likely be visited a lot. They will often be jailed, roleblocked, investigated or framed, and are unlikely to be protected by Bodyguards.
 * Consider staying at home. If a Doctor visits you, you can claim to have been attacked by the Werewolf and healed by the Doctor. You will also kill anyone attempting to investigate or attack you, which can prevent them from telling anyone what they learn.
 * Beware that if you stay at home, then the game mechanic interprets that as you visiting yourself. In that case, if a Bodyguard visits a live werewolf at night, then both of them will die.
 * Try to get a lot of attention at you if you're doing it, you'll most likely kill Investigators, Doctors, Sheriffs, Consiglieres and others visiting you.
 * One downside to this is that anyone who visits you might name you in their will as the next person they're visiting. If just one person does so, you'll be all right (because they could have been the one the Werewolf targeted), but if multiple people do and you aren't visited by a doctor, then your status as a werewolf will be obvious.
 * It's generally a bad strategy to act like a Jester, as that will make you an obvious target to the Town Killing. The jester will be shot and killed but you will appear to be immune at night, which generates suspicion.
 * Targeting a revealed Mayor carries some danger, since Bodyguards can still kill you, but if you're sure there's no Bodyguard in the game, it can be an effective way to get Transporters, Lookouts, the Jailor, and anyone else taking a shot at the Mayor that night.
 * If you get attacked, you could be in trouble, since whoever attacked you is very likely to call you out for your night immunity in their next death note or will. There's no perfect way to deal with this.
 * One option is to immediately claim survivor and say you vested. Survivor is a common werewolf claim, and the Town loses little by hanging one, so this may not work, but if you're going to do it it's better to do it before you're accused rather than after.
 * Another option is to immediately start acting like an executioner, which might discourage them from calling you out and could make the Town dismiss the accusation if they do; but this risks getting you hung as an executioner.
 * If the next night is a Full Moon night, you can claim Sheriff or Lookout, accuse someone of being Mafia, then kill them yourself, which will both explain your night immunity (by making it look like you were an Executioner) and make people assume you've become a Jester, causing them to ignore you; as a side benefit, accusing someone may make people visit them, netting you additional kills. And if they do coincidentally turn out to be Mafia, then the Town is likely to believe you're a real Investigative and ignore Mafia death notes saying you're immune.
 * A third option is just to say that whoever called you out is lying, if they're likely Mafia or a Serial Killer. Unfortunately, the Mafia and Serial Killer have an incentive to truthfully call out rival night immune roles, so they tend to be believed.
 * Under certain limited circumstances, it can be advantageous to claim to be a Witch, especially if your Investigative results are known. The Witch is not a target for the Mafia (so they're more likely to focus on someone else, possibly hanging a Survivor claim or an actual witch in your stead), and while they're an enemy of the Town, they're less dangerous than you are.  Survivor is such a common claim for werewolves that both the Mafia and Town, when seeking a Werewolf with no other leads, are very likely to hang a Survivor claim over a Witch one.  If it's nearing the end of the game and the Town needs to hang a killer immediately to win or the Mafia just gained a majority, claiming Witch can sometimes buy you the small amount of time you need to win.  Note that this will not work if your Night Immunity has been discovered.

If your target was...

 * If your target was jailed, you will kill the Jailor and the Town will likely suspect the jailed target of being the Werewolf.
 * If you kill Escort or Consort, that effect will be the same with the townies.
 * If your target was investigated, roleblocked or framed, you will kill these dangerous roles without needing to know their identities.

Behavior with other roles

 * Serial Killers will rarely attack suspicious targets. If you want to kill the Serial Killer, try to predict who they will attack next.
 * Try to work with Witches, Survivors and Executioners.
 * You have a leg-up on the Arsonist: If you keep attacking targets who aren't doused, you may kill the Arsonist directly or indirectly. Furthermore, the Arsonist will usually save their incineration until the end, giving you plenty of time to kill them even if you get doused yourself. Therefore, if you're doused (or just want to kill the Arsonist), keep note of who else has claimed to be doused, and focus on the ones who haven't.  You might even ask the Town who was doused each morning; this is normal behavior for a number of roles, so it's unlikely to make anyone suspect you.
 * Escorts and Consorts are dangerous to you because they force you to stay home, killing all visitors; if one visits you and puts you in their will, you may come under suspicion.
 * Investigators are very dangerous to you, since your Investigative result contains no Town roles (making it easy for the Town to lynch you once they know there's a Werewolf active.) You can eliminate the danger they pose by claiming Survivor early on, but this carries the risk of getting you lynched immediately.
 * Sheriffs are somewhat dangerous; if they investigate you on a full moon night, they'll see you're a werewolf. Fortunately, few Sheriffs remember this, and few Town remember to parse a Sheriff will with that in mind, so a Sheriff who investigated you on an odd-numbered night and found you NS may provide a degree of protection for you.
 * Doctors, Lookouts and Transporters are not dangerous. If they heal, watch or transport your target, they will die. However, Lookouts can be dangerous if there is a Medium or Retributionist. That way, they could inform the town of who the Werewolf is.
 * Although Veterans may end up killing you, they're mostly harmless once you've identified them. Consider them as the last ones to kill, to increase the likelihood that they waste their alerts or get killed by someone else.
 * Serial Killers are less dangerous to you than they are to most other roles, since they can't kill you at night; but they can still call you out for your night immunity, so it's worth trying to eliminate them if you can figure out who they are.

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