W W
CX
This has all happened before, and it will happen again.
The Cylons were created by man.
They were created to make life easier on the Twelve Colonies.
And then the day came when the Cylons decided to kill their masters.
After a long and bloody struggle, an armistice was declared.
The Cylons left for another world to call their own.
A remote space station was built......
Where Cylon and Human could meet and maintain diplomatic relations.
Every year the Colonials send an officer.
The Cylons send no one.
No one has seen or heard from the Cylons in over forty years...
CX
This has all happened before, and it will happen again.
The Cylons were created by man.
They were created to make life easier on the Twelve Colonies.
And then the day came when the Cylons decided to kill their masters.
After a long and bloody struggle, an armistice was declared.
The Cylons left for another world to call their own.
A remote space station was built......
Where Cylon and Human could meet and maintain diplomatic relations.
Every year the Colonials send an officer.
The Cylons send no one.
No one has seen or heard from the Cylons in over forty years...
The Rules
§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§1d. If you are not going to be able to play, announce it as soon as possible. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require reliable players.
§1e. Multiple blacklistings may result in you being banned from ever participating again.
§2. The game is split in two phases, night and day. The Baddies hunt during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing VOTE [INSERT NAME] in bold letters at the end of the message.
§2c. DEADLINE FOR VOTES AND OTHER STUFF IS (20:00 GMT, 22:00 CEST)
§2d. A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only, do not show them to others, as this defeats the idea of the game.
§3. SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER REVEAL ANY INFORMATION (COMPILATION INCLUDED).
§3a. ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§3b. When doing ghost/spectator commentary, please use a non-white colour.
§4. The villagers win when all Wolves are dead. The Wolves win when they eliminate the other evil packs and the evil villagers equal or outnumber the good ones.
§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:
- Witnesses
- Sorcerer
- GA/Doc
- Spy
- Seer
- Priest
- Cultist
- Hunter
- Werewolves
- Thief
The Roles & Traits
- Crew and refugees aboard the Battlestar Galactica (villagers):Humanity's last hope of survival rests with the small band of humans who fled the twelve colonies' destruction. In a desperate bid to get rid of the cylon saboteurs in their midst, they have resorted to throwing people out of the airlock by popular vote.
- Scientist (seer): The Scientist can differentiate artificial subjects from genuine biological specimen. However, due to a limited supply of proper measurement material, he may only check one passenger per night to see if they are a Cylon (Werewolf) (20% to determine their exact model number) or apprentice. Every other role will appear as regular passenger (villager).
Wins with the village, and counts as a villager for parity.
- Cylon Agents (werewolf): The Cylons have a plan for the eradication of mankind: The Plan.
This plan calls for the use of specially built Cylons that are almost indistinguishable from real humans, whom will infiltrate the colonies and various military installations and annihilate the human race through subterfuge. Some of them are aboard ..
There are seven models. A war has broken out between some of them.
Will the Cylons' internal squabbles save the fleet?
Werewolves band together in packs. Each werewolf shall know the identity of every other werewolf in the same pack and any attached cultists or other attached roles that win with the werewolves. Each pack will send in a hunt order (plus any backups) at their appointed time. During the night that the hunt order takes effect the target shall be found dead and his role/traits revealed unless other game effects prevent this. Werewolves win the game if all other werewolf packs are annihilated and they achieve parity with the villagers; Parity is achieved when the werewolves plus all attached baddies outnumber or equal the number of remaining villagers and other opponents.
Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).
- Religious Visionary (priest): Due to the 'special' medicine this colonialist takes, he has religious visions that help guide the way to salvation. May check one person each night to see if he is a Cultist, Sorcerer or Apprentice. Any other role will appear as a regular villager to the Priest.
Wins with the village, and counts as a villager for parity.
- Cylon Symphatizer (cultist): These humans have decided to side with the Cylon menace for one reason or other; Either believing that the only way for humanity to survive is as fallow slaves to their new robotic masters, or for reasons of simple greed or lust for power.
Cultists come in two flavors; Attached or unattached.
Unattached cultists can only win the game if they attach themselves to a pack and fulfill the criteria for an attached cultist to win; In order to attach themselves to a pack, at least one member of the pack needs to recieve a PM from said cultist stating the cultists' desire to attach themselves to the pack, with the GM clearly designated as a second recipient to said PM. Upon the next deadline the GM will confirm the attachment to the pack in a PM detailing the new pack composition to all players involved.
Abuse of this rule by sending mass PM's to players will be frowned upon and may result in instant death by random lightning strike, nuclear explosion, or somebody leaving the airlock open at a really unopportune time.
Attached cultists count as wolves in every respect save one; They count for parity, and can send hunt orders for the pack. They win the game when the entire wolf pack wins. Attached cultists that are attached at the start of the game will know every other pack member, as a regular wolf would. An attached cultist can not attach themselves to a different pack after they have become attached to one pack. Switching sides is not an option.
However, an attached cultist does not count as a wolf for the purpose of scan results; See the various scanning roles for more details.
- Brother Cavil (sorcerer): Sorcerers are cultists (and work exactly the same way) that can once per night scan one player to determine if they are a Seer, Priest, Cultist, or unclaimed apprentice.
If the sorcerer is not attached to a pack they can also determine if that player is a werewolf or not.
Any other role will appear as a regular villager to the Sorcerer.
- Apprentice: An apprentice is either Claimed or Unclaimed. Unclaimed apprentices will not know they are an unclaimed apprentice. Unclaimed apprentices win with the village and count for parity as a villager.
The first person who scans an unclaimed apprentice will claim him as his apprentice. Apprentices can be claimed at the start of the game.
A claimed apprentice will count for parity and win as if he were his master. Once his master is killed he gains his master's former scanner role and is no longer an apprentice.
If another scanner scans a claimed apprentice, the scanner will have a 20% chance of converting the apprentice to his own on the first scan, and the master of the apprentice will also have a 20% chance of discovering his apprentice is being stolen, and a 50% chance on the second scan, as well as the master having a 50% chance of discovering his apprentice is trying to leave.
- Guardian Angel: May protect one person against an attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
- Physician: May protect one person each night. In case of an attack, the physician has a 50% chance of saving that person. The person saved will have no voting rights for the next day as they lie in their dormitory recovering from their wounds. They are also forbidden from publicly speaking and sending PM's to other players or people on the sub list. The survivor learns of the physician's identity and of the identity of one Lycanthrope attacking him.
Cannot choose to protect the same person two nights in a row and can never protect themselves.
TRAITS
- President (Leader): May declare, once per game, that the victim of a lynching will not be lynched, and pick another character to be lynched instead. His identity will be revealed if he uses his power. In the event of a tie, two (or more, depending on the size of the tie) people must die. The leader can substitute one or more of the lynch targets.
A leader can never use his power to save himself.
- Vice President (Second-in-command): Will become the Leader if the current Leader is dead. There will be no more than one second-in-command at game start.
- Opposition Candidate (Third-in-command): Will become the Leader if the Leader and Second in command are dead. There will be no more than one third-in-command at game start.
- Witness: Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 15% each night (15% on Night 1, 30% 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.
- Spiritual Witness: Once per game, the Spiritual Witness may try to see the nightly scans. Spiritual Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one scanner that scanned that night. If no scan takes place, the Game Moderator decides whether the ability is used up or not.
- Rivals: 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, and their side wins. They will know the name of their rival from the start.
- Thief: The player possessing this trait will be able to rob another player of his role and traits. The robbed player will die due to complications in the act of being robbed (read: He was killed by the thief). The Thief retains his Thief trait for the duration of the game, ie, he can keep robbing roles until the end of the game, or until he is dead. The Thief has a 33% chance to be caught, which would mean instant lynching. The chance of being caught doubles every time he steals a role. When he robs a role, his previous role will disappear, meaning he cannot go back to the role he had before.
- Spy: If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and/or traits of that player, but never the role or trait itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
- 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 he is cursed until attacked by a Werewolf. Seer, Priest, Guardian Angel and Doctor can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood.
- 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 will be unaware he is blessed, even after an attack.
- Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. If they do, they will have a 50% chance to learn the name of the person and a 33% chance to learn of the actual role.
- Brutal: If lynched, has the power to immediately kill one person before being subdued.
- Armed (Hunter): Carries a loaded gun with him at all times. He may decide to use his one shot to kill anyone he wants, once per game. This shot will bypass all forms of protection save the Doctor's. The name of the hunter who shot this person will be provided in the update.
- Trained in Self Defence (Martial Artist): This (ex-)soldier has been part of an elite marine corps and is trained to defend himself from werewolf attacks (50% chance of killing one of his attackers). If he manages to protect himself during an attack, he will kill a werewolf with his bare hands or whatever makeshift weapon happened to be close at hand. The attacking pack will flee in panic as a result and he will not be killed, but will no longer have the trait. The result of his self defense will be public knowledge (posted in the update) and as a consequence the wolves will be better prepared, next time.
- The Final Five (Guardian Council Member)
Adama: What were you looking for, doctor? What were you looking for?
Baltar: Their faces but they wouldn't show them to me.
Roslin: Their faces? Whose faces?
Baltar: Five. Final Five.
Roslin: The Final Five.. Cylons?
Baltar: I thought I might be one of them. I told them I wanted to be one of them.
Roslin: A Cylon? Why?
Baltar: All my sins forgiven. A new beginning.
Roslin: Are you a Cylon, doctor Baltar?
Baltar: [After a lengthy pause] No..
The Final Five (Guardian Council) consists of 5* members at the start who know each other. The Council has the power to protect a player from nightly harm. To choose who to protect each of the members cast a vote by PMing it to the GM. The vote winner is then protected (as if protected by a Guardian Angel), unless the outcome is invalid. The outcome will be invalid if the vote winner has just 1 vote or if he is tied with another. The name of the vote winner, if any, will be PMed back to the council members. But the specifics of the voting will not.
Due to their nature as hidden Cylons members of the Final Five will detect as Cylons to the Scientist and as Cylon Symphatizers to the Religious Visionary. John Cavil, however, is not so easily confused..
*) The actual number of Council Members at game start may be less than five, at the GM's utter whim, just to confuse you.
Natalie: Why haven't the Final Five come forward?
What if they're watching, judging us by our actions?
We're about to resort to violence and coercion.
What if they refuse to come with us?
We can't do this.
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