Dr. Duality

  • Has the ability once per game to give someone the gift of doubles but must select at night.
  • The player chosen has their ability doubled on the next suitable phase (including the phase chosen).
  • Abilities that have been gifted by other players cannot be doubled.
  • The player chosen may not “save” their doubles for another time.
  • If an ability has been used Dr. Duality can refresh it for that phase only.
  • The only exception for these rules are abilities that are items.
  • Ex: Dr. Duality picks the Seer. That night the Seer is allowed to see two players.
  • Ex: Dr. Duality picks the used Necromancer N2. That same night the Necromancer may act again but not on any other phase.
  • If the role has two abilities such as Alchemist then a coin will be flipped to determine which ability is doubled.
  • Ex: Dr. Duality picks the Alchemist. The host flips a coin. The corresponding potion is what they receive. As in, two life potions, one death, and may keep them as long as desired.
  • If the role is a wolf with a secondary ability they may use that ability twice that night.
  • Ex: Dr Duality picks the Silencer, that night they can silence two people.
  • If the role is a normal werewolf then they are given a prime kill. (See Wolverine)
  • Ex: A regular Werewolf is picked. The night kill cannot be saved but the kill can be redirected.
  • Any wolf roles with extra kill, passive, or investigative tricking abilities gain nothing from Dr. Duality.
  • Ex: The Furry Bastard is picked. The player gains no secondary kill or prime kill.
  • If Dr. Duality is blocked the night they use their ability they are allowed to try again.
  • Appears at home unless it’s the night they’re using their ability.
  • This is a larger game role.

  • Creator: Elyse.