Rules and Roles
Willkommen, Bienvenue, Welcome
Dorfbewohner, Villageois, Villager
Glücklich zu sehen
Je suis enchanté
Happy to see you
Bleibe, reste, stay
Willkommen, Bienvenue, Welcome
Im Werewolf, au Werewolf, to Werewolf!
Meine Seher und Zauberer
Mes Cultiste et Apprenti
Ladies and Gentlemen!
Guten abend! Bonsoir! Good evening!
Wie geht's? Comment sa va?
Do you feel good?
We are your hosts, and we welcome you to
Werewolf! The Musical
The Rules
Your GMs for this game will be @Dr.Livingstone and @k-59.
The deadline for voting is 14:00 EST/19:00 GMT and shortly after this the lynching takes place. Post submitted 13:59 will count while posts submitted 14:00 will not.
DEADLINE FOR NIGHTLY ORDERS is 14:30 EST/19:30 GMT and shortly after this the nightly order results will be revealed. Orders submitted at 14:29 will be accepted while orders at 14:30 will not.
This will be a pickpoint game. Players or packs will be assigned points at the beginning of the game and must choose which roles/traits they will be use over the course of the game.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
The GMs can and will remove players if the GMs 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 GMs.
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 GMs 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 GMs 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 GMs, 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 GMs 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 GMs are not allowed and anyone caught doing it will be autolynched. If you want to try anything you are unsure of, then ask the GMs 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 GMs are always right.
Trust no one, most of all not the GMs.
Your GMs for this game will be @Dr.Livingstone and @k-59.
The deadline for voting is 14:00 EST/19:00 GMT and shortly after this the lynching takes place. Post submitted 13:59 will count while posts submitted 14:00 will not.
DEADLINE FOR NIGHTLY ORDERS is 14:30 EST/19:30 GMT and shortly after this the nightly order results will be revealed. Orders submitted at 14:29 will be accepted while orders at 14:30 will not.
This will be a pickpoint game. Players or packs will be assigned points at the beginning of the game and must choose which roles/traits they will be use over the course of the game.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
The GMs can and will remove players if the GMs 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 GMs.
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 GMs 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 GMs 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 GMs, 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 GMs 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 GMs are not allowed and anyone caught doing it will be autolynched. If you want to try anything you are unsure of, then ask the GMs 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 GMs are always right.
Trust no one, most of all not the GMs.
Roles.
Goodies. Win when all wolves die or surrender.
Each individual goodie will be given points that they may use to buy themselves roles/traits.
Villager: Can and must vote.
Priest: Scans one person at night to discover if they are a priest, cultist, zealot, Van Helsing, claimed apprentice, or a sorcerer.
Seer: Scans one person at night to discover if they are a werewolf.
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. 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 I 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.
Van Helsing: Once per game, a Van Helsing may Superscan a player. This reveals to the Van Helsing all traits and roles the target has. In addition, once per game, the Van Helsing is able to assassinate a target.
Baddies. Win when a pack reaches parity.
Instead of assigning points individually to baddie roles, each pack will be given a flat amount of points that they may use to buy roles or traits for members.
Wolves: 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.
Cultists: May scan for Seers, Priests, Sorcerers, Zealots, Van Helsings, Police Detective, claimed apprentices, and other Cultists. Every night with 30% effectiveness, every other night at 60% effectiveness, or every third night with 90% efficiency. Scanning with 30% efficiency has a 10% chance of turning up a false positive. Can be unattached or attached. If attached and all the wolves in their pack die they become unattached. If a pack has more than one Cultist only one may scan on a given night. Cultists must be attached to a pack in order to count towards parity/win.
Sorcerer: Similar to a cultist but can have apprentices and their scans are always 100% effective. Sorcerors will begin the game without knowledge of the packs. They must be in contact with a pack in order to count for parity/win.
Zealots: Rank and file of the wolf pack. Starts attached to a pack. If all the wolves in a Zealot's pack die, each Zealot will have a 20% chance of converting into a wolf. If all attempts fail, all Zealots attached to that pack will commit suicide. Only one Zealot will need to convert in order to save their packmates.
Non-pickable roles
Apprentice: If unclaimed and scanned by a Seer, Priest or Sorcerer, 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. Cultists will not know if they scan an unclaimed apprentice. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.
Neutral roles
Claimed Apprentices: If two players 'buy' a scanner role, one will be randomly chosen as a scanner while the rest will become that scanner's apprentices. Apprentices attached to their scanner at the beginning of the game will be preferred in the line of succession over others. If no apprentice has seniority, one will be randomly chosen to succeed the scanner.
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 (except for the invisibility cloak), another player. This will be revealed in the update but the name of the assassin will not. If there are multiple assassination attempts on the same target, only the first will use their trait.
Brutal (baddies only): If lynched or brutalized can select another player to kill.
Scanner Powers: Once per game may use one of a seer, priest, or sorcerer scan. Will work as a normal scan for that role except they will only they will not detect unclaimed Apprentice. The type of scan must be chosen during the role picking period. A player may have more than one of either different scan types or the same type so long as they have the points for them. 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.
Police Detective (Baddie): May scan every night with 30% effectiveness, every other night at 60%, or every third night at 90% effectiveness for cursed, blessed, one eye open, and guardian angels. If a pack has more than one Police Detective, only one may scan on a given night. Scanning at 30 % gives a 10% chance of turning up a false positive. If a pack has more than one police detective, they may choose which can scan. Using police detective prevents the use of any other form of scan for that night.
Curse-Maker (Unattached Baddie Only): Once per game instead of performing any other nightly action they can curse a player. If they attempt to curse a baddie the attempt will fail. They will not be informed if he was successful, and the power is used up even in the case of failure. The Curse-Maker cannot take any other action the night it takes this action.
Pathological Liar: Can each day claim publically in the thread claim a role or trait (excluding non-pickable roles/traits - cursed, blessed, apprentice) from this post. The claim must be direct and positive. (I.e. I am X.) The Liar must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the course of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Sorcerer/Sorcerous powers, A Liar claiming wolf will scan as a wolf but will not 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. May only pick one SA trait per player.
Distiller: Once per game, 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.
Cloak of Invisibility: A player possessing a cloak of invisibility may once during the course of the game become invisible, i.e. scans of them that night will return "Nobody at home," wolf attacks will fail as if the player was GA protected, hunter/assassin attacks will miss, and the player will even be able to dodge the lynch mob making the runner-up lynched instead of them. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity.
Restless: A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every other night, he can perform one of two actions: he can either pass a note or he can spy on his neighbor.
Nurse (goodie only): The Nurse trait may, once per game, attempt to save a target using the same powers as a Doctor.
Savior (goodie only): The Savoir trait may, once per game, save a target using the same powers as a Guardian Angel.
Scout: The Scout may, once per game, PM the GM and ask to receive a list of all targets of activities that occurred in the night. They will not receive a list of what actions occurred or by whom. The scout cannot take any other action the night it takes this action.
Schoolmaster (goodie only): The Schoolmaster may, once per game, attempt to grant a non-hidden trait to a target. The Schoolmaster may not grant Schoolmaster or Curse-Maker, and cannot give traits to targets with the wrong alignment. The schoolmaster will not be told if they succeeded or failed in the attempt. The schoolmaster cannot take any other action the night it takes this action.
Robber: The Robber may, once per game, attempt to steal another player's trait. The trait stolen will be randomly chosen. The robber cannot take any other action the night it takes this action.
Truesight: Once per game, may GM the player asking for the number of goodies and baddies left. Will not be told the identity of those players.
Non-pickable traits
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
3. Restless
4. Sorcerer scans
5. Seer
6. Priest
7. Robber
8. Schoolmaster
9. Assassin
10. Wolf Hunt
11. Cultist scan
12. Police Detective
13. Curse Maker
14. Truesight
15. Scout
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: Guardian Angel, Doctor, Blessed, Cursed.
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