The Battle of Königsberg
It is April 1st 1945. The Dastardly Soviet army has penetrated into our homeland, and has cut our beloved city off from the rest of the Reich. But all is not lost! With a fanatical belief in victory, and faith in our commanders, we shall eliminate the communist threat once and for all! The Russians shall take not one more inch of our land, and you, men of the 1st Division, shall be the ones to halt them! But our task will not be made easy by the presence of traitors, spies, and cowards amongst our ranks, but they shall be ruthlessly weeded out, and with only our most fanatical warriors remaining, we shall take final victory.
Go forth into battle my brave warriors.
Lieutenant General Von Thadden
The players represent a village where each member has a role that is kept secret. Most of them are just plain, ordinary Villagers, but there are some Werewolves lurking in their midst. The goal of the Villagers is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to achieve 1:1 parity with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game). Of course only one pack can remain. After only one pack remains, all eligible baddies (werewolves, affiliated cultists, sorcerers, and sorc. apprentices) are counted towards parity.
The game is split in two sections, Day and Night. Game starts with a NIGHT Deadline.
During the Day, the Villagers (including the Werewolves, who have assumed a human form) meet together to decide who is the Werewolf and therefore to be lynched for the greater good of the village. When a player has decided who to vote for, they type vote Player X in bold font and preferabbly at least size 3 (or clear from other text), this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y.
Abstaining from voting without declaring absence three times during the game will result in a substitution.
III. Night Events and Orders:
The game begins with a Night, the time when the Werewolves decide among themselves who to eat and special abilities are used. The Werewolves and the "special villagers" submit their choices/orders to the Game Moderator. Any orders not delivered in time will be IGNORED.
Nightly orders are handled in the following order (if the role is present):
The deadline for ALL NIGHT ORDERS and VOTES is 21:15GMT. After this, the vote results and the night's events will be posted, along with an RP update. Votes posted at 21:14 WILL COUNT, those at 21:15 WILL NOT.
V. Absence and Substitution:
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
VI. Non-Player Participation:
Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour.
VII. Player Actions:
Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed. (Orders from your commander are SECRET private!)
Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
Besides the villagers and werewolves, no role is guaranteed to be included in the game. The GM decides how many there are to be of each role and then hands them out before the game starts. Anyone can be good. Anyone can be evil. Trust no one. There may be some hidden roles and traits, depending on whether I feel they can be balanced.
The GM holds to right to add, modify, delete, or otherwise screw around with the roles and traits before the game starts. After the start, the roles and traits are locked solid. So please give me feedback before the start, otherwise it'll be too late.
German Soldier (Villager): Good. Has no special abilities.
5th Column Participator (Werewolf): Evil. Kills soldiers at night.
Major of the Gestapo (Seer): Good. Able to scan players and detect wolves. Sends in one scan order each night.
Intelligence Gatherer (cultist): Evil. Each night they can scan a chosen player, and they will receive information on the order the player sent in, but not the players role or traits. Has pack affliation
Resistance Co-ordinator: Evil. Each night can send in a scan order, but can only detect Wavering Warriors and Intelligence Gatherers. Will begin with no pack allegance, but once in contact with a particular pack works for them. Can also overrule all orders placed by members of his pack and replace them with his own.
Priest: Good. Can choose to protect one player each night by allowing them to billet inside his church. Choses player to save via PM to the GM. Cannot protect the same player two nights in a row, and cannot protect themselves.
Surgeon: Good. The doctor can protect one player each night from attack by sending a PM with that player's name to the GM. If the protected player is attacked, the doctor has a 50% chance of saving him that night. If the doctor fails, the player dies; if the doctor succeeds, the player lives
Field Medic: Good. At the start of the game, PM's the GM a list of 5 names. This list is unchangable. If any of these 5 people are attacked, due to the quick response of the medic, they have a 45% chance of merely being wounded, rather than killed.
Sentry (Witness): Good. Whenever the player is on sentry duty, he/she has a 15% of stumbling across nightly actions by saboteurs. In the event they do, they have a 5% chance of killing the enemy, a 5% chance of being killed by the enemy, a 10% chance of being wounded, and an 80% chance of escaping with the identity of one of the baddies.
Colonel: Good. Once during the game, can order 12 players confined to their billets, watched over by feldgendarmerie. This renders their lynch vote void, and any nightly orders of theirs cancelled. However, if the removal of these 12 players votes alters the outcome of the lynch, and the new lynchee turns out to be an ordinary German Soldier, the Colonel is stripped of his rank for incompetance. If hunted, there is a 25% chance that one of the wolves is killed by his headquarter guards. Has a one time only super scan, which reveals everything about the chosen player with 100% accuracy.
There are also TRAITS which can be had in addition to roles.
Wavering: Only applicable to goodies. At any point in the game, if they request it, they can 'defect' to a random wolf pack (if there is more than one) where upon they become a cultist. If contacted directly by a member of a specific pack, they can chose to join them. They can also out the pack member who contacted them immediately, where upon they will lose this trait.
Wounded - Spends a day back from the frontline to recover. Cannot vote or send in orders while wounded. After being wounded 3 times, the player dies of their wounds.
Shell-shocked: If held by a scanner, all their scans come back incorrect. If held by anyone else, they have a 2.5% chance of becoming 'wounded' that night, which increases by 2.5% each day until they are permanantly incapacitated and removed from the front line.
Foreign Volunteer: All your posts (except for the vote) must be typed in laughably bad grammar to simulate someone speaking broken German.
Old Comrades: The old comrades are long time friends. They are not given each others names to begin with (there's lots of people in a division after all), but once one of them is killed, the other is given a one off 'hunt' that he can use to target anyone.
Paranoid: Once in the game, can kill another player in a paranoid frenzy. Done by sending an order to the GM. Cannot vote the next day as he will be recovering from the shock. The other players will not know of this however.
Brutal: If lynched, can choose to kill one other player before dying.
Conscripted: If this person is hunted, he will not die, but instead defect to the enemy.
Blessed: A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed will be unaware he is blessed, but if attacked he will be notified of this.
Last Stand: If hunted, the player pulls a pin on his final grenade. Has a 75% chance of wounding the player doing the hunting, or a random member of the wolf pack hunting him.
Snitcher: Can PM his vote to the GM, can be used more than once. Vote will be revealed during final vote count.
Apprentice: Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Players who start out as baddies cannot be apprentices.
NCO: Once during the game, can declare a victim of a lynch saved, and redirect the lynch to another player. Can save himself
Game moderator: walrus
1. Yakman as Colonel Kilnk
15. OrangeYoshi as Radulf Hrodwulf
20. randakar as Battalion Adjutant Siegfried Knappe
25. AOK. 11
28. Snow White
30. Emperor Walter
33. dublish as Dietrich von Ahn
34. Lord Strange
36. von Loch Ness