Werewolf CCLIX: The City of Wine and Song
Welcome to Teyvat, the beautiful world filled with wonders and dangers. The Seven Nations, each ruled by their own Archon of a special element, abide in relative peace and prosperity. In Mondstadt, known as the City of Freedom or the City of Wine and Song, people are devoted to the anemo (air/wind) archon, Barbados, a gentle archon who does not interfere in the ways of his people but lets them live as freely as they wish. Under the protection of the Knights of Favonius, the land of Mondstadt has flourished for many generations. However, the departure of many of the Knights, including Grand Master Varka, on a grand expedition of indefinite length, has left a dangerous void in the City, as the Knights now are lacking in manpower to fully deal with outside threats. To make matters worse, in the Grand Master's absence, the Fatui, a manipulative diplomatic organisation from Snezhnaya, the land of ice, have tried to exert their influence over the city in its vulnerable state. This, coupled with the new threat of Stormterror and the increase of hilichurl attacks orchestrated by the Abyss Order, presents a grave situation for the city. Will the citizens of Mondstadt be able to preserve their freedom and way of life in the days to come?
Just remember: wherever you go, whatever life throws at you... In Teyvat, the stars in the sky will always have a place for you.
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THE RULES
Welcome to the game of Werewolf, a fun game where you get to slaughter your fellow Paradoxians in cold blood! Theatricality and deception are powerful tools, and must be used wisely if victory is to be achieved! The GM should be included on all pertinent PMs. If you have any questions, send me a PM!
Also, shout out to marty99 and Panzer Commander, whose roles and traits and rules I have stolen quite blatantly, with some modifications.
THE BASICS:
The game is split in two sections, Night and Day. The Night happens after the deadline on each day, and orders for Night are given before the deadline.bThe 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.
Day actions are handled in the following order:
0-Cloak of Invisibility
1-Votes
2-PM Votes
3-Brutals
Nightly orders are handled in the following order:
0. Cloak of Invisibility
1. van Helsing
2. Seer
3. Sorcerer
4. Priest
5. Hunter
6. Council
7. Robber
8. Werewolf (If multiple attack orders are sent from the same pack, the last order submitted is the one that counts).
9. Spy
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 22:00 GMT. Posts 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 color.
Forged Private Messages (PMs) from players are allowed.
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:
Mondstadt Citizen (Villager): A resident of the City of Freedom. Good. Has no special abilities.
Fatui Agent (Werewolf): Although ostensibly a diplomatic agency, the Fatui are notably ruthless in their work for the Tsarista and will not hesitate to manipulate and kill to get their way. Evil. Can choose to hunt one person at night. More specific hunting 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.
Acting Grand Master of the Knights of Favonius (Seer): The commander of the Knights in absence of the Grand Master, with the protection of the city resting on their shoulders. Good. May scan someone on occasion to see if they are a Werewolf or an apprentice.
Cardinal of the Church of Favonius (Priest): the head of the Church of Favonius, the chief religious organisation of the city which worships the god Barbados. Good. Has the ability to scan for cultists, apprentices and sorcerers. Note that the van Helsing will scan as a cultist to the Priest.
Darknight Hero (van Helsing): The vigilante who is not afraid to act outside of the Knights in order to protect Mondstadt. Good. 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. Once his hunter shot is used, he loses his One-Eye Open trait. Scans as a cultist to the Priest.
Harbinger (Sorcerer): An extremely powerful member of the Fatui, whose power dwarfs that of most mortals. Baddie - Has the ability to scan for cultists, priests, seer and apprentices.
Treasure Hoarder (Cultists): Former Those who are already criminals looking to waylay innocent travelers for money, and easily manipulatable into the service of the Fatui. Baddie; work with the wolves and count for parity if attached to a pack. Can only win if its pack wins and dies if the last wolf in the pack dies.
5-Star Outrider (Guardian Angel): The heartbeat of Mondstadt, who will help all those in need. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, can never protect themselves, nor can they protect the same person twice in two nights.
Deaconess (Doctor): No matter the hurt, the Church of Favonius has a healer who will tend the wounds of the people. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.
THE TRAITS
Mondstadt Wine Guild (Village Council Member): members of Mondstadt Society focused around the appreciation and selling of Mondstadt's most famous product, wine. The Council will consist of several members- 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. If the council goes below two players, the unused powers are rendered null and void.
Brutal: Prone to bursts of extreme anger, upon being lynched or brutalised, they may kill one person in addition to themselves.
Gacha luck (Blessed): You keep coming back to roll for more. 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.
Coward (Cursed): Unfortunately, you value life so much you will sell out your city first. 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.
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. Both players will be aware of the name of the other rival, but will not know their role.
Librarian (One-Eye Open): The lazy demeanor of the librarian hides the power which they have if attacked. If this person is attacked in the night, he will manage to kill one his assailants before dying. Holders of this trait will not be aware of it at game start.
Springvale Hunter (Hunter): One of Mondstadt's hunters. Has a one-time ability to shoot someone dead in the night. Their name will be revealed if they choose to do so.
Knight-in-training (Apprentice): These young folk interested in becoming knights will do whatever it takes to accomplish their dream . If an apprentice is scanned by a scanning role, i.e. 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, including 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 unless they start attached.
Reconnaissance Company (Spy): Great at getting information on the other wherabouts, keeping an eye on Mondstadt's borders. 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.
Adventurer (Spiritually Attuned): Adventurer's Guild has a lot of good intel to help protect themselves. If scanned, will sense so. Has a 50% chance to tell the role but not the name of the scanner, a 25% chance to tell the role and the name of the scanner, or 25% for no further result.
Alchemist (Seerish powers): Having an understanding of the art of alchemy, giving insight into the nature of the universe. 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.
Sister of the Church (Priestly powers): The sisters aide with the operation of the Church, and thus have access to some of its intel. 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.
Astrologist (Sorcerous powers): Highly skilled in knowledge of the stars and able to catch glimpses into fate. 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.
Wealthy (Plotter): This person comes from a wealthy family, and can use their connexions to get things dong discreetly. May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Bartender (Alderman): As a bartender, you have the a little clout when it comes to voting. Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Wind Glider (Cloak of Invisibility): Allows for a quick and easy escape. A player possessing a cloak of invisibility may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assassin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.
Bard (Pathological Liar): One who can make up things easily, a master of telling stories and wooing audiences. Can each day claim publicly in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Sorcerer/Sorcerous powers, and Hunter/van Helsing. A Liar claiming wolf will scan as a wolf but will not hunt. If a Liar claims Zombie he will be susceptible to zombie hunting that night.
Raptor (Robber): The criminal known for getting away on his hang-glider. Once through the course of the game the thief can choose a player and steal all their traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night but not who the robber was or who was robbed. The robbed person will be notified of the fact that they have been robbed.
THE RULES:
§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 by pm.
§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 coloured 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. - Any cases of re-voting without un-voting will be ignored until a person has unvoted.
§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.
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