Werewolf CLVIII: Cascadian Revolt
It's been two years since Peto Contreas doomed revolt the citizens of the Pacific Northwest have moved on with their lives, but whispers of Peto's Knight Corps still linger. The federal government ended military occupation and left internal security to various three letter agencies and local police. No secessionist activity for the past few years has lulled law enforcement into a false sense of security, the time for independence may be near again. Will the rebels succeed? Or is this just another doomed attempt by fools who believe in the glory of Cascadia.
THE RULES
Blatantly and completely stolen from Jacksonian Missionary who stole them from Johho
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.
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.
Daily actions are handled in the following order:
1. Votes
2. Plotter
3. Alderman
4. Leader
5. Brutal
Nightly orders are handled in the following order:
1. Distiller
2. van Helsing scan
3. Sorcerer scan
4. Seer scan
5. Priest scan
6. Assassin
7. Robber
8. Guardian Angel
9. Doctor
10. Werewolf
11. Vengeful
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all) no matter how many werewolves or werewolf packs there are.
11. Padre
12. Witness
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 whom to vote for, they type vote Player X in bold font and preferably at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change her vote, she types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.
Abstaining from voting without declaring absence two 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 and shortly after this the lynching takes place and the result of the Nightly activities is presented. Post submitted 00:59 will count while posts submitted 1:00 will not.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts. If one wishes to sub one must privately PM the GM, who will keep a private sub list.
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 (and keep off the GM color, light blue).
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.
Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. GM MUST be included in inter-game PMs
The Roles
Cop (Villager): Has no special abilities. Votes each day to decide who to lynch.
Militia (Werewolf): Will choose a victim to eat each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.
Special Agent in Charge (Seer): May scan one person per night to see if she is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.
NSA Advisor (Priest): May scan one person each night to see if she is a Sorcerer, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.
Operative (van Helsing): Has a one-time super-scan ability which reveals all roles and traits, and has an assassin shot and OEO.
Future Founding Father (Sorcerer): Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if she is a Seer, a Priest, Werewolf, or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer. Will not start in contact with wolves but will count towards parity.
Specialist (Apprentice): Only becomes active if her 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 her Apprentice. An unclaimed Apprentice does not know that she is one until she is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.
CIA Agent (Guardian Angel): May protect one person against a Werewolf attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
Doctor: May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the Doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again,she will remember one of the attackers. The patient does not learn the identity of the doctor.
Turncoat (Cultist): Works with the Werewolves, and wins if the Werewolves win. Cultists are full-fledged members of a pack if they start aligned. Free cultists may exist at game start, and don't count towards parity, until they are attached. Cultists attach to a pack by initiating a conversation with the GM and a wolf of that pack. If all werewolves of a pack die, cultist become wolves.
The Traits
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).
Padre: May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a wolf or a hunter, the name of one of the perpetrators will be given to the padre.
One Eye Open: If the One Eye Open is attacked by wolves, hunter, assassin, marksman or van Helsing at night she has a 50% chance (not caught asleep/off guard) of killing one of her attackers before succumbing to the attack. Like Blessed and Cursed traits, the player will not know if she has the OEO trait.
Assassin: Can send one nightly order to kill someone. After this her ability is used up. The player's name will not be revealed.
Marksman: Can send one nightly order to kill someone. After this her ability is used up. The player's name will be revealed with the update.
Distiller: Each night, the Distiller may choose to share a bottle of rum with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if she was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). Can't target the same player two nights in a row.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued. If no target is chosen, a random player will be brutalized.
Vengeful: If attacked by the wolves or assassin shots, the player may kill one person of their choice to go down with them. Must set orders before one is hunted.
Cursed: If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware she is cursed until attacked by a Werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses her apprenticehood unless claimed beforehand.
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 might be unaware she is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.
Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Alderman: Upon important village decisions may declare (by PM to the GM) that her vote is worth two votes. From this point on, her vote will always be worth two votes.
Seerish Powers: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully functioning seer scan during the span of the game.
Priestly Powers: This player have some divine talent. Not enough to become a priest but enough to give him one single fully functioning priest scan during the span of the game.
Sorcerous Powers: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully functioning sorcerer scan during the span of the game.
Witness: trait allows players to see one Werewolf hunt take place. The chance of success for witnesses increases by 10% each night, starting at 10% on Night One.
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. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it. The leader's name will be revealed when he decides to leaderlynch someone.
PLAYER LIST:
1. Arkasas
2
3.
4.
5.
6.
7.
8.
9. Ironhide G1 as a Starbucks employee
10. Randakar. The formerly cursed villager turned werewolf surrendered day 7.
11.
12.
13.
14.
15. Dedonus
16.
17. Caillean
18.
19.
20.
21.
22.
23.
24.
25.
Sub List:
EVENTS:
Night 0: No hunt took place
Day 1: PanzerCorps the blessed sorcerer lynched, Yakman the brutal werewolf lynched, and Happycats517 the spiritually attuned plotter seer brutalized.
Night 1: Wagonlitz the formerly blessed villager was hunted.
Day 2: Euroo7 the apprentice was lynched.
Night 2: No hunt took place.
Day 3: HistoryDude the alderman werewolf was lynched.
Night 3: Capage the distiller villager was hunted.
Day 4: CaptainGrimlock the apprenctive villager was lynched, Jacksonian Missionary the marksman villager was lynched.
Night 4: Alxeu the villager with used seerish powers was hunted.
Day 5: Aedan the distiller cultist was lynched.
Night 5: Wagonlitz 2.0 was hunted and killed the_hdk during the attack.
Day 6: Sleepyhead the assassin cultist with a used shot was lynched.
Night 6: Mawofdoom the alderman villager was hunted. Liefwarrior the villager with used priestly powers was shot by Dedonus.
Day 7: Randakar the formerly cursed villager turned werewolf surrendered day 7.
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