The Rules
The plotters are Werewolf, the non-plotters are Village. Pretty straithforward, eh? 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.
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.
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 autolynching (or being substituted by another player).
The deadline for nightly orders as well as voting is 22:00 CEST (20:00 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 21:59 will count while posts submitted 22:00 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 colour (and keep off the GM colour, lightgreen).
Forged Private Messages (PMs) are allowed.
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.
Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
The Roles:
Loyal German (Villager): That’s it, got no special abilities. Just regular Heinz or Franz or Fritz.
Plotter (Werewolf): Member of the conspiracy to kill Fuhrer.
Intelligence Officer (Seer): May scan one person per night to see if he is a Plotter.
Devoted Intelligence Officer (SuperSeer): This officer is a devoted Nazi who has dedicated his life for the National-Socialist Germany. Plotters, Shameless oportunists and anti-Nazi intelligence officers (including Dismal Enigma) will all scan as "enemies of the Reich" for him. However, there's a 20% than an innocent person will also scan as such.
Anti-Nazi Intelligence officer (Sorcerer): Members of the intelligence who's secretly against the Nazi regime. May scan one person per night to see if they're Plotters, Intelligence Officers, or Shameless Oportunists.
Dismal Enigma (SuperSorcerer): This old admi.... person is the opponent of National-Socialist who managed to get to the very top. Instead of using his normal sorcerer abilities he can choose to sabotage the actions of other player (i.e. cause all the actions as scans, protections, etc. to fail), but he can't sabotage the same player two nights in row.
Adjutant (Apprentice): Takes over the role of his master after his death. All people with scanning abilities can get one.
Security Officer (Guardian Angel): May protect one person against a Infiltrator attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
Troops Commander (Hunter): This officer has armed soldiers on his disposal. Once per game, he can use them to arrest the member of conspiracy (or not).
Shameless Oportunist (Neutral) This person can decide which site their support by PM's the GM. To do so, they must prove they're in contact either with a pack or with the JL. Remember, there's no going back once you choose to support one side over another.
The Traits
Witness : Once per game, the Witness may try to see the nightly 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 Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.
Rivals: No fancy name for these players, they don’t deserve one. These players hate each other obsessively, and must do everything in their power to kill 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, no matter which side wins. They will know the name of their rival from the start.
Party Leader (Leader): May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. If the lynched character is not a baddie the Leader ability is used up. There will never be more than one Leader at any given time.
Reichsminister (Second in command): Will become the Leader if the current Leader is used up (eg killed or has leaderlynched a goodie)]. There will be no more than one Second in command at game start.
Gauleiter (Third in command): Will become the Leader if the Leader and Second in command are used up (eg killed or has leaderlynched goodies). There will be no more than one Third in command at game start.
Armed (Brutal): If lynched, has the power to immediately kill one person before being subdued.
Lost faith in the Fuhrer (Cursed):This person no longer believes in the Nazi cause and will join the conspirators when confronted by them (i.e. "hunted")
In a bunker (Blessed):This person currently occupy a high-security bunker and thus will be hard to kill by the members of conspiration. First hunt against this person automatically fails.
The Artifact
Suitcase with a Bomb: One of the plotters start as a owner of this powerfull artifact. During the night, the suitcase can be given to other player. The owner decides when to detonate the bomb, with the exception that a player who's up to lynching can't use it. When the bomb goes off, many different things can happen; the best outcome for the baddies is that the bomb kills 3 players specified by the plotters, while the assassin escapes and goes into hidding*; but it can also kill wrong people, kill the assassin, some people might only get injured, or it might fail to explode at all.
*Practically it's like getting killed, but the person still get's victory if his team win.
Players list
1.Jonti-h the Seer, hunted on Night II
2. Slinky
3. Exadus (subbed by OrangeYoshi), blessed villager lynched on Day VI
4. Morpheus506 the wolf, lynched on Day I
5. hebelecan (subbed out by Ahura Mazda), the superseer and leader hunted on Night IV
6. the_hdk
7. theFreeman the neutral, lynched on Day II
8. warlus
9. Rysz, neutral lynched on Day III
10. EURO
11. XenomorphII
12. snoopdogg, the blessed villager lynched on Day V
13. Jester180, blessed villager lynched on Day V
14. Lord_D
15. J. Passepartout, Blessed Villager killed on Night VI
16. THE_SPLIT
17. Teep the Guardian Angel, hunted on Night III
18. muttoneer, villager and a witness was hunted on Night V
19. dublish
20. JMJ
21. Cuthuthulu the wolf who was carrying bomb was lynched on Day IV