Werewolf CCXXX: Dracula
It is a New Year in London, during the turn of the century in Victorian Britain. Optimism is everywhere, and in London coffeehouses, there is talk and celebration regarding the upcoming century, which promises Britain's continued dominance across the world at large.
However, in London, not all is well. The Russian cargo ship Demeter ran aground recently, and ever since the crash, there have been disappearances and murders throughout London. Some murmur Jack the Ripper might have returned, though, increasingly, you and several like-minded individuals have come to the conclusion that something even more sinister than that is occurring.
You all agree to band together and figure out what is happening in London, and just how truly evil it is, before it is too late. However, it seems even now, evil has spread its tendrils to you and your new compatriots, as some among you have already been tainted by the evil overtaking London.
SIGN-UPS CLOSE January 2nd at 0:00 GMT!
The deadline for voting is 18:00 CST/0:00 GMT (Midnight) and shortly after this the lynching takes place, along with the nightly activities. Post submitted 17:59 will count while posts submitted 18:00 will not.
Base Rules:It is a New Year in London, during the turn of the century in Victorian Britain. Optimism is everywhere, and in London coffeehouses, there is talk and celebration regarding the upcoming century, which promises Britain's continued dominance across the world at large.
However, in London, not all is well. The Russian cargo ship Demeter ran aground recently, and ever since the crash, there have been disappearances and murders throughout London. Some murmur Jack the Ripper might have returned, though, increasingly, you and several like-minded individuals have come to the conclusion that something even more sinister than that is occurring.
You all agree to band together and figure out what is happening in London, and just how truly evil it is, before it is too late. However, it seems even now, evil has spread its tendrils to you and your new compatriots, as some among you have already been tainted by the evil overtaking London.
SIGN-UPS CLOSE January 2nd at 0:00 GMT!
The deadline for voting is 18:00 CST/0:00 GMT (Midnight) and shortly after this the lynching takes place, along with the nightly activities. Post submitted 17:59 will count while posts submitted 18:00 will not.
The Rules
Your GMs for this game will be myself, @alxeu.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
The GM can and will remove players if the GM believes the player is not participating at their full capacity. 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.
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. Please refrain from using GM colors as well.
All dead players must privately request to sub. The GM will keep a private sublist in the normal fashion. Players new to the game request to sub directly in the thread.
A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
A subbed player may pass on relevant information to his sub at the direction of the GM, and likewise, a sub may request information from the previous player. Any unauthorized contact between the sub and subbed players may result in sanctions for one or both players.
Forged Private Messages (PMs) from players and the GM are allowed.
Discussion of PM numbers is not allowed. Players are encouraged to remove message numbers when sending them to others.
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.
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. Metagaming is bad and you should feel bad for engaging in it.
Going three deadlines without voting will result in autolynching or subbing out at GM's discretion.
Editing Votes will result in an autolynch and a potential ban in future games.
The GM are always right.
Trust no one, most of all not the GM.
Your GMs for this game will be myself, @alxeu.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
The GM can and will remove players if the GM believes the player is not participating at their full capacity. 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.
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. Please refrain from using GM colors as well.
All dead players must privately request to sub. The GM will keep a private sublist in the normal fashion. Players new to the game request to sub directly in the thread.
A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
A subbed player may pass on relevant information to his sub at the direction of the GM, and likewise, a sub may request information from the previous player. Any unauthorized contact between the sub and subbed players may result in sanctions for one or both players.
Forged Private Messages (PMs) from players and the GM are allowed.
Discussion of PM numbers is not allowed. Players are encouraged to remove message numbers when sending them to others.
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.
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. Metagaming is bad and you should feel bad for engaging in it.
Going three deadlines without voting will result in autolynching or subbing out at GM's discretion.
Editing Votes will result in an autolynch and a potential ban in future games.
The GM are always right.
Trust no one, most of all not the GM.
Roles.
Goodies. Win when all wolves (and Dracula) die or surrender.
Londoner (Villager): A concerned citizen, determined to save London from evil. Can and must vote.
Occult Researcher (Seer): A learned man, who has studied supernatural phenomenon before, and whom is a vital member of the research team. Scans one person at night to discover if they are a werewolf.
Anglican Bishop (Priest): Having ministered over the people of London for years, the Bishop knows when one of his parish are acting unusual. Scans one person at night to discover if they are a cultist, Van Helsing, claimed apprentice, or a priest.
Constable (Security Chief): A rather important man within the London Police. Can lock up someone each night, preventing them from being harmed, or causing harm. In game terms, it both protects the Security Chief's target, and blocks them from using their nightly abilities.
Doctor (Doctor): While not trained in dealing with medical emergencies of a supernatural origin, the Doctor's knowledge of blood transfusions might yet save a life. May protect one person each night. In the case of an attack, the doctor has a 50% chance of saving that person. The person saved will be unable to do anything, unless they recover but may also not be attacked directly while recovering. If the recovering player posts, PMs, or does anything at all they will be autolynched. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, they will remember one of the attackers. The patient does not learn the identity of the doctor. A doctor can never protect himself.
Doctor Abraham Van Helsing: A Doctor called by one of you, from Amsterdam. Well knowledged in supernatural occurrences, and able to tell a person's character in an instant, Van Helsing is a valuable member of your organization, though his advanced age leaves him needing much rest. Once every third night (nights divisible by three, and night zero), Van Helsing may Superscan a player. This reveals to the Van Helsing all traits and roles the target has, including as to whether or not they are Dracula!
Baddies. Win when a pack (with Dracula) reaches parity, or when Dracula and his cultists reach parity.
Lesser Vampires (Wolves): Creatures of the night either turned by Dracula, or brought from Transylvania with him. Can hunt a person at night. in an order prescribed by the GM. Wolves will optionally be able to add a 'taunt' to a hunt order, that is to say, they will be able to send a message to the village. Such messages can include pictures, songs, insults, or codes, and will be included in updates.
Servants of the Night (Cultists): People of London brainwashed by Dracula, and who are able to answer his call in the fight for London. They work with his Vampiric Underlings, but are not equal in status to them. If attached and all the wolves in their pack die they become unattached. Cultists must be attached to a pack in order to count towards parity/win.
Dracula: The Dark Lord, himself, who has been working in the dark towards the progression of evil. Due to the nature of his schemes and plots, he has fallen out of contact with his minions. May scan for Seers, Priests, Dracula, Van Helsing, claimed apprentices, and Cultists. Scans every night. Dracula will begin the game without knowledge of the packs. He must be in contact with a pack in order to count for parity/win. Should all the packs be destroyed, Dracula will take matters into his own hands, and begin killing each night, in essence, becoming a new pack, but in that case loses his scanning ability. Should Dracula scan an unattached apprentice, they will convert to a cultist, attached to Dracula personally, and will count with him in parity considerations, and this does not change when he starts hunting, and, in fact, Dracula can now pick up cultists of the former wolf packs, too.
If there are two Draculas, they form two separate "packs" unless they are in contact with each other, and indicate wishing to form a singular pack before the last wolf dies.
Neutral Roles:
Apprentice: If unclaimed and scanned by a Seer or Priest, that scanner becomes their master. If an Apprentice has a master and that master dies, they lose their Apprentice role and instead become the role of their master. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. If scanned by Dracula, they become a cultist attached to him.
Traits
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. Once a padre has gained a deathbed confession she will no longer be able to wake with potential targets for the rest of the game. Using padre prevents the use of any other form of scan for that night.
Assassin: Once per game may shoot, bypassing all protections, another player. This will be revealed in the update, along with the assassin's name. If there are multiple assassination attempts on the same target, only the first will use their trait.
Brutal: If lynched or brutalized can select another player to kill.
Vicious: Once per game, can designate a hunt as a "vicious" hunt, and bypass Security Chief, Doctor, and Blessed protection. Those protecting the target of the hunt have a 10% chance to determine who the vicious wolf is. If the target is not protected, the trait is still used up,
Scanner Powers: Once per game may use one of a seer, priest or "Dracula" scan. Will work as a normal scan for that role except they will only they will not detect unclaimed Apprentice. Using scanner powers prevents the use of any other form of scan for that night.
One-eyed open: If hunted by wolves has 50% chance to kill one of their attackers, though it will not change the outcome of the hunt.
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.
Distiller: 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). The Distiller will only stop a wolfpack action if the targeted player is the last member of the pack. Upon usage, it takes a night to recharge.
Nurse: The Nurse trait may, once per game, attempt to save a target using the same powers as a Doctor.
Deputy Constable: The Deputy Constable may, once per game, save a target using the same powers as a Security Chief.
Cursed: If hunted will become a wolf of the same pack which hunted him. Does not know he is cursed. Seers, Priests, Apprentices, and Baddies cannot be cursed.
Blessed: If hunted will survive, the ability is then lost. Does not know he is blessed.
Nightly Orders will be as follows:
1. Distiller
2. Van Helsing scan
4. Dracula scans
5. Seer
6. Priest
7. Assassin
8. Wolf/Dracula Hunt
PROTECTION LAYERS
Different kinds of protections act like layers of shields around a person, and in the case of an attack, the outermost is attacked.
The layers from outermost to innermost: Security Chief, Doctor, Blessed, Cursed.
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