The Rules
Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small Packs of Werewolves looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.
If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.
It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.
Standard Big Rules
All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.
Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!
There are also other things that go bump in the night. The order these will be resolved in is as follows:
1. Sympathizer
2. Intelligence Agent
3. Hunter
4. One Eye Open
5. Bodyguard
6. Revolutionary
7. Doctor
8. Witness
Werewolves will be divided into one or more Packs, with one Pack hunting each night. The order the Packs hunt in will be known only to them.
The Werewolves and attached Cultists of a Pack win if they eliminate all rival Packs and, along with unattached Cultists and Sorcerors, manage to reach parity with the rest of the village.
The Villagers, Seer, Priest, Guardian Angel, Doctor and unclaimed Apprentices win if they manage to destroy all the Packs.
Claimed Apprentices win under the same conditions as their master.
Standard Werewolf Rules
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution.
§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.
§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.
§10. - Failure to vote on 2 occasions without prior notice will result in automatic substitution. If no substitution have been found 6 hours before deadline, the player will be autolynched at next deadline.
Deadline
The deadline of this game is 20:00 CEST.
All votes and orders after (20:01 and forward) the deadline are invalid. Votes and orders posted on the deadline are valid.
The Roles
Except for Loyal Societé and Revolutionary, all other Roles MAY, not will, be in the game
Loyal Societé (Villager): An important member of the British society, invited to this occasion. Lacks special abilities except for traits, if any.
Revolutionary (Werewolf): A highly dangerous element of society, this person is devoted to a cause and will stop at nothing to make it happen. Belongs to a group, a pack, and has the ability to kill someone on the pack's designated hunting nights.
Intelligence Agent (Seer): An agent of the British counter-espionage, this person has the special ability to scan one person per night to see if they are a Revolutionary or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Intelligence Agent.
Sympathizer (Cultist/Sorcerer): Sympathetic to the cause of the Revolutionaries, this person is attached to a pack and works with it to eliminate the oppostition. Has the one-time ability to thoroughly investigate a target of their choice and learn their role, whatever it is. Can claim apprentices. If the last Revolutionary in the pack dies the Sympathizer turns into a Revolutionary himself, losing all traits in the progress.
Bodyguard (Guardian Angel): May choose to protect one person against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves.
Doctor: Has the ability to select a target to protect each night. If the target is hunted the Doctor has a 50% chance of saving the target. If saved, said player may not act the next day. The saved player will, after the next day, learn the name of one of the attackers. Can have most traits.
Apprentice: Apprentices have the potential to become truly great if taken under the wing of one of the masters. If unclaimed and scanned by an Intelligence Agent or Sympathizer, that scanner becomes their Master. If an Apprentice has a Master and that Master dies or changes role (e.g. a Sympathizer becoming a Revolutionary), they lose any traits and their Apprentice role and instead become the role of their Master. 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. Will always know their master if claimed.
The Traits
Blessed: a blessed person will survive a single Revolutionary attack if no other protection is placed on them. The attacker will not know why the attack failed, nor will the victim be aware of his blessing.
Cursed: if a cursed person is successfully attacked by the Revolutionaries they lose their existing role and instead become a Revoltutionary of the pack that hunted them. The cursed will be unaware of his affliction until successfully attacked by a Revolutionary. Intelligence Agents, Bodyguards and Doctors cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a Revolutionary loses his apprenticeship, but this is not revealed to their mentor.
Brutal: if lynched, has the power to immediately kill one person before being subdued.
Hunter: Carrying a small gun in his pocket, the hunter has the ability to place a night attack order on a person, once per game. This attack will bypass all forms of protection and kill the target. The hunter's identity will be revealed.
One Eye Open (Self-defense): this person has the proverbial ability to sleep with one eye open. If they are attacked they will succeed in mortally wounding their assailant before they are killed.
Spiritually Attuned: A Paranoid person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn the scanner role. If they succeed at identifying the scanner role, they have a 50% chance to learn the identity of the actual person.
Priestly Powers: Has a one time priest scan that will show if the target is a Sympathizer. All others will show up as villagers.
Rivals: these players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, if their rival is killed, they will in turn win if alive at endgame, and their side wins. They will know the name of their rival from the start.
Witness: Once per game, the Witness may try to see the nightly Revolutionary attack. Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc). If successful, he learns the identity of one Revolutionary in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.
Leader: May select one person who was not chosen to be lynched, and have them lynched in place of one person who was a lynch target. The Leader's charisma can only do so much, and so they can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If the lynched character is not a baddie (Revolutionary, Sympathizer, Sympathizer's apprentice) or if the Leader dies, the Leader ability is used up. There will never be more than one Leader at any given time. A Leader's identity is revealed in the update if they successfully leader lynch someone of any role.
Second in Command: Will become the Leader immediately if the current Leader ability is used up (eg killed or has leaderlynched a goodie). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Second in Command at game start.
Third in Command: Will become the Leader immediately if the Leader and Second in Command abilities are used up (eg killed or have leaderlynched goodies). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Third in Command at game start.
Fourth in Command, Fifth in Command etc: Should be obvious, no?