THE SETUP
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 baddies (werewolves and fanatics) are counted towards parity.
The game is split in two sections, Night and Day.
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:
1. van Helsing
2. Seer
3. High Sorcerer
4. Priest
5. Hunter
6. Guardian Council
7. Spy
8. Robber (Thief)
9. Werewolf
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts.
10. Witness
11. Padre
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 preferably 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 autolynching (or being substituted by another player).
The deadline for nightly orders as well as voting is 20:00 GMT Post submitted 19:59 will count while posts submitted 20:00 will not.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color.
Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed and anyone who tries gets autokilled.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. If you want to try anything you are unsure of, then ask the GM first, no exceptions. If I think something you did is against the spirit of the rules, then you get autokilled.
THE ROLES
The GM will decide what roles will be used and how many of each there will be. The following are the only roles that are guaranteed to be in this game:
Philosopher (Villager): Good. Has no special abilities.
Turncoat (Werewolf): Evil. Can choose to hunt one person at night. More specific eating rules might be given to the werewolves but will not be public knowledge.
The rest of the roles may or may not be used in the game.
Sage (Seer): May scan someone on occasion to see if they are a Werewolf or an apprentice. Depending on the size of the game, the seer may have an apprentice at the start of the game. If that is the case they may not scan for another apprentice while their original apprentice lives.
Ubermensch (van Helsing): Goodie. Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of both One-Eye Open and Hunter. Scans as a cultist to the Priest.
Epistemologist: (Priest): Has the ability to scan for cultists, apprentices and sorcerers. Note that the van Helsing will scan as a cultist to the Priest.
Nihilist (High Sorcerer): Baddie - Has the ability to scan for cultists, priests, seer and apprentices.
Also, can use his powers of sorcery to protect one person from a lynching each day. He must send in orders for his protection before the start of the day (i.e., the day before). He can never protect the same person twice in a row and can never protect himself. If the person he is protecting is voted to be lynched, that lynch target will disappear right before he is to be hanged, but will reappear in the Tavern the following day and thus cannot be hunted during the night.
Slaves (Cultists): Work with the wolves and count for parity if attached to a pack, cultists will start attached to a pack. Can only win if its pack wins and dies if the last wolf in the pack dies.
Traits:
Vicious (Brutal): Prone to bursts of extreme anger, upon being lynched or brutalised, they may kill one person in addition to themselves.
Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.
Cursed: Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. The Seer, Priest, and van Helsing, and any apprentices of them cannot be cursed. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.
Absurdist (Rival): The Player has a rival. The player only wins if said rival is dead at end of game, and they are on the winning side. In a quest to find some kind of meaning in life, these players have decided they must kill each other.
Armed (One-Eye Open): This person sleeps with a knife under their pillow. If this person is attacked in the night, he will manage to kill one his assailants before dying.
Marksman (Hunter): Has a one-time ability to shoot someone dead in the night. Their name will be revealed if they choose to do so.
Photographer (Witness): Has an amateur camera and photographic processor. This restless sleuth is always looking around for something out of the ordinary. By asking by PM, the witness may see the nightly hunt and record the name of one of the werewolf attackers. The chance of the witness recording the name of one of the wolves is the day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.
Existentialist (Apprentice): If an apprentice is scanned by a scanning role, ie seer priest or sorcerer, they become claimed by said role. If their master who scanned them dies, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Will not be told they are apprentices at game-start.
Socratic Dialectician (Spy): If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player, but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
Will to Power (Thief): this lost child has three chances at improving his life to the detriment of others. At night he can choose to rob one character of all their traits (excluding hidden ones) - the target will survive, but will lose their known traits. The robber will become a rival of whomever he robs. If a rival hunts or lynches the robber, they retrieve their traits.
Philosopher King (Leader): At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Once the leader uses the trait, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.
In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.
The leader may not use his ability to save himself.
Second in command: Becomes leader if the leader is dead or has lost his ability.
Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.
There may be more players further down the chain of command.
Spiritually Attuned: If scanned, will sense so. Has a 50% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner.
Knight of Faith (Padre): A member of the Catholic clergy, this man's realm is spiritual, not the temporal affairs of the justice system. Yet it is his duty to perform the last rites for all he can reach - even though who have strayed in their lives - and he will endeavor to do so. May target one person each night with his powers: in the event the target is attacked during the night the Confessor will perform the Last Rites on the victim, who will identify his attacker before dying. The Confessor cannot choose to target the same person two nights in a row. They can target themselves - it just won't do anything.
Seerish powers: Once per game, may scan a player. He will be told if they are a werewolf or apprentice, and if they are neither he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.
Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.
Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.
Padreous power: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.
Village Council Member: The Council consist of 7 members at start - each member will know the names of the rest. The Council may have several finite miscellaneous powers it can use, maximum one per night. For it to work, an absolute majority of all those who voted must vote for the same target.
THE 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. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.
§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 allowed. Except for the role pm.
§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 I WILL COUNT THE NEW VOTE, but I don't appreciate having to do it.
§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.