THE RULES
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 (and allies) is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to defeat the other werewolf packs and then achieve 1:1 parity with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game).
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. Con-man
3. Leader
4. King
5. Lynch
6. Brutal
7. Lie-detector (removed)
Nightly orders are handled in the following order:
1. Tramp
2. Clairvoyant and Alchemist
3. Priest
4. Sorcerer
5. Warlock
6. Seer
7. Changeling
8. Zombie hunter
9. Hunter
10. Werewolf
11. Doctor, Witness and Psychic
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 clear from other text and preferabbly also bold and oversized, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change his vote, he 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.
The deadline for nightly orders as well as voting is 21:00 CET (20:00 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 21:00 will count while posts submitted 21:01 will not.
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. When making a ghost/spectator comment, please use a non-white colour (and keep off the GM colour, lightgreen).
Forged Private Messages (PMs) from conversations are allowed although players are encouraged to remove message numbers when resending or posting them.
Screenshots of Conversations with players or the GM are not allowed and anyone caught doing it will be autolynched.
THE ROLES
Villager: Good. Has no special abilities.
Seer: Good. Each night, may scan one person to see if he is a Werewolf or unclaimed Apprentice. Any other role will appear as a regular Villager to the Seer.
Priest: Good. Each night, may scan one person to see if he is a Sorcerer, a Sorecerer's Apprentice, an unclaimed Apprentice or a Cultist. Any other role will appear as a regular Villager to the Priest.
Doctor: Good. Each night, may protect one person from nightly attacks but can't choose to protect himself or the same person two nights in a row. In case of an attack, the Doctor has a 50% chance of saving that person. The Doctor's patient 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. However, if the doctor is killed all his patients also die. If the patient manages to follow the ghost rule while recovering he will remember one of the attackers as well as the doctor's identity.
Changeling: Good. Each night, may protect one person from nightly attacks but can't choose to protect himself or the same person two nights in a row. Protection is done by redirecting any attacks from the protected player to another player.
Apprentice: Good (unless claimed by the Sorcerer/Warlock). Starts unaware he is an Apprentice. First time scanned by a scanner that survives the night, becomes claimed by that scanner. If the Apprentice's master is killed the oldest Apprentice gets the role of the master and also inherits any younger Apprentices.
Werewolf: Evil. Each night his pack hunts, may eat a victim. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge. If multiple attack orders are sent from the same pack, the last order submitted is the one that counts.
Sorcerer: Evil. Each night, may scan one person to see if he is a Seer, a Priest, a Warlock, an Apprentice or a Cultist. Any other role will appear as a regular Villager to the Sorcerer.
Warlock: Evil. Each night, may scan one person to see if he is a Werewolf, an unclaimed Apprentice or has any of the traits Cursed, Blessed, Brutal or Hunter.
Cultist: Evil. At game start, learns the identity of a Werewolf and that Werewolf knows the Cultist's identity in turn.
THE TRAITS
The traits may be had in addition to any of the above roles (except for "Cursed", see below).
Cursed: If attacked by the Werewolves, become a Cultist bonded to the attacking Wolfpack. A bonded Cultist will die with the last Werewolf of her pack. Werewolves can not be Cursed. Starts unaware she is Cursed.
Blessed: First time attacked by Werewolves, will survive the attack. Starts unaware she is Blessed.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued.
Witness: Each night, may attempt to see a nightly attack. Success rate starts at 0% night 0 and increases by 10% every night. If used, success rate resets to 0% for next attempt.
Hunter: If attacked at night, has a 50% chance (not caught asleep/off guard) of killing one of her attackers before succumbing to the attack. Can also send a nightly order to kill someone in which case her ability is used up (including the 50% chance to kill an attacker). The Hunter's identity will not be revealed if used.
Leader: Once per game, may declare that all lynch victims will be saved and instead lynch someone with at least 50% of the votes the lynchee(s) had. Identity will be revealed when used.
King: Once per game, may declare that all lynch victims will be saved and instead lynch someone else. It is good to be the King. Identity will be revealed when used.
Con-man: Once per game, may change another player's vote to something else. Identity will be revealed when used.
Tramp: After recuperating one night, may sleep with one player (the target) thereby blocking any nightly activities of that player and herself. Attacks and protections on the target will affect also the Tramp. Attacks and protections on the Tramp will have no effect if the Tramp is out. Scans and tests on the Target or the Tramp will give the results for both mixed together without revealing the second person's identity. May not sleep with a Doctor's patient. The target will only be informed of a Tramp visit if any nightly action was blocked.
Removed: Lie detector: Each day, may check one post to see if it contains any lies (to the best of the GM's knowledge).
Alchemist: Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.
Clairvoyant: Once per game, may scan one player to find out the player's role and traits.
Psychic: Once per game, may find out how many evil players are still alive.
Zombie: A player that misses two lynch votes becomes a Zombie.
Zombie hunter: Once per game, may kill a Zombie. The Zombie hunter's identity will not be revealed if used.
Siamese twin: A role played by two players.
EDIT: Two last minute changes to the original rules highlighted in lime.