Werewolf Lite CCCLXXV: Devil(s) in the White City
The year is 1893. After over a year's worth of preparations, the World's Columbian Exposition, or the 1893 Chicago World's Fair, is open! Hundreds of thousands of people flow in for what promises to be the show of the lifetime.
However, the glow of the White City naturally draws in darkness around it, and this is no more obvious than the actions of a certain H.H. Holmes, who after the Fair will be revealed to have slain several guests who lived in his hotel, after getting them to sign their life insurance in his name.
All of this pales, however, to the conspiracy unfolding inside the Fair itself, in the darkness of the night, one which, if successful, will ruin the fair, and embarrass all those involved.
You are all members of the Chicago Police Department, tasked with ensuring the Fair runs smoothly, and, most importantly, that this conspiracy is stopped. You do need to have haste in this mission, however, as it is believed these conspirators will not settle for just any small target...
Rules:
There shall be 17 players, and the number of players shall be 17.
Roles will only be handed out after sign-ups are closed.
Roles:
12x Police Officers (Villagers): Regular, run-of-the-mill police officers. You aren't getting paid enough for this.
4x Conspirators (Wolves): Men disguised as officers. They'll kill you in a heart beat, but only at night, and only one person per night (don't want to draw suspicion, after all).
1x Police Commissioner (Seer): Your boss. You don't really know what he looks like, though. However, he actually cares about this investigation, and will even work at night to investigate, looking into the activities of one of you each night.
Deadline:
Deadline will be at 21:00 GMT. You are responsible for your own conversions to your own timezone. All vote occurring on and after 21:00 GMT will not be counted. Even if the GM (or another player) does not call deadline at that time, it is still understood to be then, and the rules will still be followed.
Winning the Game:
You win by not losing. You lose if you die, and, in addition, villagers and the seer lose if the number of living wolves equal the number of living villagers plus the number of living seers (note that there can only ever be one living seer). This is known as parity, and villagers are to avoid it at all costs.
General Rules(Stolen from Audren):
The year is 1893. After over a year's worth of preparations, the World's Columbian Exposition, or the 1893 Chicago World's Fair, is open! Hundreds of thousands of people flow in for what promises to be the show of the lifetime.
However, the glow of the White City naturally draws in darkness around it, and this is no more obvious than the actions of a certain H.H. Holmes, who after the Fair will be revealed to have slain several guests who lived in his hotel, after getting them to sign their life insurance in his name.
All of this pales, however, to the conspiracy unfolding inside the Fair itself, in the darkness of the night, one which, if successful, will ruin the fair, and embarrass all those involved.
You are all members of the Chicago Police Department, tasked with ensuring the Fair runs smoothly, and, most importantly, that this conspiracy is stopped. You do need to have haste in this mission, however, as it is believed these conspirators will not settle for just any small target...
Rules:
There shall be 17 players, and the number of players shall be 17.
Roles will only be handed out after sign-ups are closed.
Roles:
12x Police Officers (Villagers): Regular, run-of-the-mill police officers. You aren't getting paid enough for this.
4x Conspirators (Wolves): Men disguised as officers. They'll kill you in a heart beat, but only at night, and only one person per night (don't want to draw suspicion, after all).
1x Police Commissioner (Seer): Your boss. You don't really know what he looks like, though. However, he actually cares about this investigation, and will even work at night to investigate, looking into the activities of one of you each night.
Deadline:
Deadline will be at 21:00 GMT. You are responsible for your own conversions to your own timezone. All vote occurring on and after 21:00 GMT will not be counted. Even if the GM (or another player) does not call deadline at that time, it is still understood to be then, and the rules will still be followed.
Winning the Game:
You win by not losing. You lose if you die, and, in addition, villagers and the seer lose if the number of living wolves equal the number of living villagers plus the number of living seers (note that there can only ever be one living seer). This is known as parity, and villagers are to avoid it at all costs.
General Rules(Stolen from Audren):
§1A. - You sign up to the game by requesting so in a post in this thread. Players can and will be disqualified from signing up at GM discretion.
§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 in the thread.
§1D. - Failure to vote will lead to immediate substitution.
§1E. If you are confused about your role, contact the GM via private message. Do not make a show of it in the thread. Any attempts to discuss role message in the thread are strictly forbidden.
§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 plurality of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed lynch victim(s) should not post anything before the actual update is posted.
§2E. - All dead players must privately request to sub. The GM will keep a private sub list in the normal fashion. Players new to the game may request to sub directly in the thread.
§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 color.
§4C. - A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
§4D. - A subbed player may pass on relevant information to his sub at the distraction and 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.
§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 and posting PMs from the GM and other players is allowed. Screenshots of PMs are not. ID numbers of PMs are not.
§7B. - YOU MAY NOT DISCUSS ROLE PMs. THIS INCLUDES WHETHER YOU HAVE RECEIVED ONE OR NOT. BREAKING THIS RULE WILL RESULT IN YOU BEING SUBBED OUT.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold, oversized text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold, oversized text.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, 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.
§8F. - It is the responsibility of the player to ensure they vote in clear and legal fashion. Failure to do so may result in the GM miscounting; see rule §6B.
§9. - 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.
§10A. - Trust no one. Especially not the GM.
§10B - Always trust the GM.
§11. - Please include the GM in any private conversations you establish that relates to this game.
§12. - This is my GM color. Do not use it.
§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 in the thread.
§1D. - Failure to vote will lead to immediate substitution.
§1E. If you are confused about your role, contact the GM via private message. Do not make a show of it in the thread. Any attempts to discuss role message in the thread are strictly forbidden.
§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 plurality of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed lynch victim(s) should not post anything before the actual update is posted.
§2E. - All dead players must privately request to sub. The GM will keep a private sub list in the normal fashion. Players new to the game may request to sub directly in the thread.
§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 color.
§4C. - A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
§4D. - A subbed player may pass on relevant information to his sub at the distraction and 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.
§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 and posting PMs from the GM and other players is allowed. Screenshots of PMs are not. ID numbers of PMs are not.
§7B. - YOU MAY NOT DISCUSS ROLE PMs. THIS INCLUDES WHETHER YOU HAVE RECEIVED ONE OR NOT. BREAKING THIS RULE WILL RESULT IN YOU BEING SUBBED OUT.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold, oversized text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold, oversized text.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, 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.
§8F. - It is the responsibility of the player to ensure they vote in clear and legal fashion. Failure to do so may result in the GM miscounting; see rule §6B.
§9. - 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.
§10A. - Trust no one. Especially not the GM.
§10B - Always trust the GM.
§11. - Please include the GM in any private conversations you establish that relates to this game.
§12. - This is my GM color. Do not use it.