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tamius23

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Werewolf CLIX: Harbingers from the East


We set our scene in 375 AD, in Rome. Dozens of envoys from faraway migrating tribes, living in places as disparate as Scandinavia and Sarmatia, have arrived and wish to speak to the mighty Emperor, Valentinian, seeking passage into the empire, lands to cultivate, or protection from hostile tribesmen, in exchange for suitable concessions, such as military service of some of their warriors in the Roman army. Some are there merely to threaten or warn the emperor, while many are desperate to be allowed to settle. However, among them are imposters, and it is said that others turn into furred beasts during the night and feast on the flesh of innocent people.

Naturally, Valentinian leaves them alone in a building in Rome to sort out their differences and dispatch any imposters before he is willing to negotiate.


I'll (probably) be without internet on the evening of Friday 20th and Saturday 21st. If someone is willing to take over GMship for one deadline in the rather unlikely event the game is still going then, volunteering by PM would be very much appreciated. If you're playing you'll most likely be dead by then. If not, there will be a long deadline for Day 13/14.
 
Last edited:

tamius23

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The Rules:

Werewolf For Newbies (by tamius):

You are either a "good" player or a "bad" player. Whichever you are, you are obliged to vote once per day, by posting in bold in the thread. eg. Vote Tamius. You may Unvote and Vote someone else as many times as you want, and the player with the most votes at the end of the day is brutally killed by everyone, that is, "lynched". If you are a werewolf, you may send in a "hunt" order by Private Message to the GM. The GM runs the game.

All orders must be in before the deadline, or they are ignored. It is considered that everyone votes during the "day." and the wolves hunt during the "night." Normally most games begin with a "night deadline", a day in which the votes are ignored (known as "day zero sham voting") and only the orders, by the wolves and other roles which send orders, are considered.

There are a multitude of roles in the game of Werewolf, and they are listed below, with their effects. Some players may also have traits.

For the villagers and other "good" players to win, they must kill all the "bad" players. For the "bad" players to win, they must kill all members of opposing packs (generally there are two packs, occasionally three) and then reach the same numbers as the remaining "good" players. This is called parity, and when baddies of one pack are equal or greater in numbers than goodies, they win.

To sign up to a game of werewolf, post in this thread. A simple "In" will suffice, and you will be added to the player roster by the GM.

Each player must cast his vote (like so: Vote Tamius and it can be changed like so: Unvote Tamius, Vote ese) before 18:00 GMT. Should a player miss a vote, he will be forgiven, but on his second non-vote, he will either be replaced with someone else or shot.

Any votes which have the timestamp 18:00 (GMT) will be ignored, and will not count towards the day just finished or the day just starting.
Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may edit for spelling, but it is preferred to make a new post - you can consider the rule against double-posting temporarily suspended in that situation.

For scan and hunt orders, if the timestamp is 18:00, they will be ignored. For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the orderer forgets to send an order, their action will not occur, regardless of backup orders for previous days. If the orderer asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so.

A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.

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 risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour. Stay off #AAAAFF, that's my colour.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, I'll kill you multiple times. You may post PMs from the GM, but I can refuse to confirm it, ignore it, or even deny it, if I want to.

Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.


The Roles

Goodies

Villager: Votes. Has no special abilities.

Seer: Scans once per night. Should the Seer scan a Werewolf or an Apprentice, he would be told so, but anything else will give him the result "villager."

Priest: Scans once per night. Should the Priest scan a Cultist, Sorcerer, or Apprentice, he would be told so, but anything else will give him the result "villager".

Guardian Angel: Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, can never protect themselves, nor can they protect the same person twice in two nights.

Doctor: Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.

The Doctor, like the GA, may not protect themselves, nor protect someone they protected the previous night.

Padre: Every night may stay with another player and administer unto them their last rites. If the player the Padre stays with is hunted and killed, the Padre receives the name of one of the werewolves who killed him.

The Padre may not stay with someone twice in two nights, as with the GA and Doctor, and for obvious reasons cannot administer last rites to themselves.

There will not be all three of padre, doctor and guardian angel in a game.

Baddies

Werewolf: Organised into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them. The packs have names and colours, but these have no bearing on them.

Cultist: An evil player, who works with the Werewolves. Some cultists will start as part of a pack, but can never switch to another pack, unless all the wolves in that pack are dead. Some will start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They cannot subsequently switch packs, unless all the pack's wolves are dead. They can only win if they are attached to a pack and that pack is victorious. They will not count for parity if unattached.

Sorcerer: Sends a scan order every night. Should the player be a seer, priest, apprentice, or cultist, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.

Neutral

Thief: Starts Neutral but cannot win if they stay neutral, and while neutral do not count for parity for either side. Once per game, the thief may steal a player's role. He will permanently gain the role and all traits associated with it, and the previous holder will die. The thief's name will not be mentioned in the end-of-day update when he steals the role.

The Traits

Brutal: Upon being lynched, may kill one person in addition to themselves.

Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

Cursed: Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. The Seer, Priest, Padre, and Guardian Angel will not be cursed. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.

If a player who is not a werewolf (a pathological liar or a person whose abilities have been affected by jestering) werewolf-hunts a cursed player, that cursed player will start a new werewolf pack, which will affect hunt order for the other packs.

Hunter: If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless. He may also sacrifice his trait to kill a person during the night, regardless of anything that would stop him doing so, except if he is blocked by the Lover or Distiller.

Witness: By asking by PM, the witness may see the nightly hunt and record the name of one of the werewolf attackers. The chance of the witness recording the name of one of the wolves is the day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.

Apprentice: If an apprentice is scanned by a scanning role, ie seer priest or sorcerer, they become claimed by said role. If their master who scanned them dies, or somehow loses his scanner role, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Apprentices will not be aware they are apprentices upon game start.

Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.

In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.

The leader may not use his ability to save himself.

Second in command: Becomes leader if the leader is dead or has lost his ability.

Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.

There are more players further down the chain of command.

Spiritually Attuned: If scanned, will sense so. Has a 25% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner.

Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost. An innkeeper using his trait will have his role revealed in the update.

Distiller: Can use his distiller powers on a player, which blocks any action for them that night. This trait is not lost when used and cannot stop werewolf packs from hunting.

Rivals: If a player's Rival is still alive at the end of the game, the player loses. Rivals will not necessarily be a pair.

Insanity: Will only apply to scanning roles, those with a scanning trait, or apprentices, and holders will be unaware of it. When scanning, regardless of the role of the player scanned, the insane scanner will receive the result "villager".

Seerish powers: Once per game, may scan a player. He will be told if they are a werewolf or apprentice, and if they are neither he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not.

Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.

Pathological liar: The Pathological Liar lies so much he forgot that some of lies are true. To use his abilities, which he may three times per game and once per day, the Pathological Liar must both post openly in the thread and send a PM to the GM (containing a method for the GM to access the post, such as a link, post-number or quote-link) claiming one role or one trait, listed on the front page (i.e. listed in this post). He then gains the role (or trait) until immediately after the next deadline. He cannot use this power to change his allegiance to another side nor will it affect how he counts for parity.
By way of an example, were a villager pathological liar claim to be a wolf, he would scan as a wolf and be able to eat people that night (two hunts would happen), but would not count for parity on the wolves' side or learn names of a pack.

Jester: Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. The target will only be informed if the Jester trick actually affects anything, unless it is a trait the holder would be unaware of, such as blessed or insane.

The jester can have the following effects:

Seer scan: 20% priest scan, 20% sorcerer scan, 20% GA visit, 20% padre visit, 20% insane scan
Priest scan: 20% seer scan, 20% sorcerer scan, 20% doctor visit, 20% padre visit, 20% insane scan
Sorcerer scan: 33% seer scan, 33% distiller, 33% priest scan

GA protection: 25% doc protection, 25% padre visit, 25% distiller, 25% gain a new rival pair
Doc protection: 25% GA protection, 25% padre visit, 25% distiller, 25% gain a new rival pair
Padre visit: 25% GA protection, 25% doc protection, 25% distiller, 25% gain a new rival pair

Blessed: 33% Cursed, 33% Spiritually Attuned, 33% Insane
Cursed: 33% Blessed, 33% Spiritually Attuned, 33% Insane
Insane: 50% Sane (not insane), 25% Cursed, 25% Spiritually Attuned
Spiritually Attuned: 20% Cursed, 20% Blessed, 20% Apprentice, 40% Witness
Apprentice: 50% Blessed, 50% Spiritually Attuned

Hunter:
If attacking: 33% werewolf attack, 33% distiller, 33% jester
If defending: 33% blessed, 33% cursed, 33% gain new rival pair
Wolf attack: 1 in pack size chance of giving the target the cursed trait
Thief attack: 66% Wolf hunt, 33% sorcerous scan

Innkeeper: 50% blessed, 50% witness
Distiller: 100% Jester
Witness: 66% Spiritually Attuned, 33% Blessed
Jester: 10% Distiller, 10% Seer scan, 10% Priest scan, 10% doctor visit, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% form rival pair

Players with more than one role or trait when they have tricks played on them will have a separate roll for distortion of each trait.

Leader, plotter and villager votes or brutal attacks cannot be affected by the jester.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.

Overnight, the orders take place in this order:

1. GM autolynch of absent player
2. Innkeeper
3. Leader
4. Lynch
5. Brutal
6. Jester
7. Distiller
8. Hunter hunt
9. GA protection
10. Doctor protection
11. Thief attack
12. Seer scan, including seerish powers
13. Priest scan, including priestly powers
14. Sorcerer scan, including sorcerous powers
15. Werewolf hunt
16. Spiritually attuned
17. Padre, including single-use
18. Witness

If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.

This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. Most games players should not need to care about this.
 
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tamius23

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Role-play:

Players wanting to role-play in this setting are recommended to pick a historical tribe from the period for which to act as an envoy.

A list of tribes from which you are welcome to pick:

Angles
Saxons
Frisians
Lombards
Burgundians
Franks
Alemanni
Chatti
Marcommanni
Suebians
Quadi
Vandals
Huns
Iazyges
Visigoths
Ostrogoths
Gepids
Carpi
Rugians
Fenni
Sarmatians
Roxolani
Alans
Slavs
Hephthalites
Nabataeans
Picts
Garamantes
Moors


Players:
1. Falc as Rockix, the envoy from the Belgae, bravest of all the Gauls the Brutal Werewolf of the Vandal Pack, hunted Night 9
2. Teep as Fritigern, Chief of the Thervingian Goths the turned Werewolf of the Vandal Pack, lynched Day 9
3. Gen. Skobelev as Alex, leader of the tribe of droogs the ex-Blessed Villager with Padreous Powers, hunted Night 6
4. Hax as Bob Marley, leader of the tribe of Rastafarians.
5. alxeu as Theodoric the Goth the Blessed Leader Doctor with a Rival, shot Night 3
6. J. Passepartout as Poenulus the Puny Punic who is definitely not seeking revenge against the Romans for events of 146 BC the turned Werewolf of the Vandal Pack, hunted Night 10
7. randakar the Seer, hunted Night 3
8. Arkasas as Hrabnaz, envoy of the Sweboz the Spiritually Attuned Distiller Cultist of the Vandal Pack, hunted Night 1
9. marty99 as Nigelius Faragian, of the Senate's Romanum Libertas Imperium Pars the Werewolf of the Hunnic Pack, lynched Day 2
10. AsdfeZxcas the Spiritually Attuned Fourth in Command Villager, lynched Day 6
11. narref as Biggus Dickus.
12. johho888 as Johhodolf of the Heruli the Cursed ex-Apprentice Seer with a Rival and formerly with Seerish Powers, shot Night 10
13. aedan777
14. Eternaly_Lost the Jester Villager, lynched Day 8
15. Yakman
16. madchemist as Flavius Stilicho.
17. Dr. Livingstone as Tariq ibn Ziyad of the Moors the Priest with a Rival, hunted Night 2
18. Cliges the Hunter Villager, lynched Day 10
19. gigau as Ambrones, the Deciates Ligurian envoy of Heremigaric, king of the Quadi people the Brutal Sorcerer, lynched Day 4
20. Ithvan the Distiller Villager, lynched Day 5
21. GreatUberGeek as the decadent, corrupt governor of Britannia the Brutal Priest's Apprentice, lynched Day 1
22. Gen. Marshall as Marshal Viljælmus Aurantiacus of the Batavians the Werewolf of the Vandal Pack, lynched Day 3
23. walrus oyoyoy as a time-travelling Japanese housewife.
24. seamus2008 the Second in Command unattached Cultist, autolynched by GM Day 9
25. pjnlsn the Werewolf with Sorcerous Powers of the Vandal Pack, lynched Day 7
26. the_hdk Wagonlitz as Durtha of the Sclaveni of the Steppes.
27. Steed alxeu as "the messiah" aka Brian the Villager formerly with Seerish and Priestly Powers, hunted Night 7
28. Sleepyhead as Tapio Metsäläinen of the Fenni.
29. EUROO7 the ex-Apprentice Priest, brutalised Day 4
30. Chieron as not a Sassanid spy.

Players alive: 12

Substitutes:

None, sign up today!

Requires a sub:

Nobody (at the moment)

List of events so far:

On Day Zero Alphabet Soup was elected as recipient of a present that may or may not exist.
On Night Zero nobody was killed.

On Day One GreatUberGeek the Brutal Priest's Apprentice was lynched.
On Night One Arkasas the Spiritually Attuned Distiller Cultist of the Vandal Pack was hunted.

On Day Two marty99 the Werewolf of the Hunnic Pack was lynched.
On Night Two Dr.Livingstone the Priest with a Rival was hunted.

On Day Three Gen. Marshall the Werewolf of the Vandal Pack was lynched.
On Night Three randakar the Seer was hunted.
On Night Three alxeu the Blessed Leader Doctor with a Rival was shot by aedan777 the Hunter.

On Day Four gigau the Brutal Sorcerer was lynched.
On Day Four EUROO7 the ex-Apprentice Priest was brutalised by gigau the sorcerer.
On Night Four nobody was killed.

On Day Five Ithvan the Distiller Villager was lynched.
On Night Five nobody was killed.

On Day Six AsdfeZxcas the Spiritually Attuned Fourth in Command Villager was lynched.
On Night Six Gen. Skobelev the ex-Blessed Villager with Padreous Powers was hunted.

On Day Seven pjnlsn the Werewolf with Sorcerous Powers of the Vandal Pack was lynched.
On Night Seven alxeu the Villager formerly with Seerish and Priestly Powers was hunted.

On Day Eight Eternaly_Lost the Jester Villager was lynched.
On Night Eight nobody was hunted.

On Day Nine seamus2008 the Second in Command Cultist was autolynched by the GM for persistent absence.
On Day Nine Teep the turned Werewolf of the Vandal Pack was lynched.
On Night Nine Falc the Brutal Werewolf of the Vandal Pack was hunted.

On Day Ten Cliges the Hunter Villager was lynched.
On Night Ten johho888 the Cursed ex-Apprentice seer with a Rival and formerly with Seerish Powers was shot by madchemist the hunter.
On Night Ten J. Passepartout the turned Werewolf of the Vandal Pack was hunted.
 
Last edited:

Falc

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In as the envoy from the Belgae, bravest of all the Gauls.
 

Teep

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In as Fritigern, Chief of the Thervingian Goths.
 

Gen. Skobelev

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In

as Alex, being dressed in the height of the Roman fashion,




leader of the tribe of droogs.
 

Falc

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I've even come up with a name: Rockix, famed fist fighter :rolleyes:
 

randakar

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No pathological liar means out.
 

alxeu

Hunting werewolves.
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In as Theodoric the Goth, of the Goths.
 

randakar

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What's to say the rules post is finalised? I can add the trait if you'd like me to.
If you do, I'm in :)
Your choice, really. I can imagine you not wanting to try it for an experiment, but I am trying to incentivise you to consider it :)
 

J. Passepartout

Shah Space Invader
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In as a special character, Poenulus The Puny Punic. Everyone should be aware that I am a patriotic subject of Rome who in no way will lend support to Germanic and other eastern barbarians who seek to destabilize the empire, as my family has lived under Roman rule since 146 BC. Also, there is no possible reason that I could conceivably be bitter about anything which may have happened prior to 146 BC and I certainly not am seeking revenge for any such thing (which probably wasn't a bad thing at all anyway, and even if it was, it happened a long time ago.)
 

tamius23

Indefatigable Psychotic
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We're doing well on signups and roleplay.

If you do, I'm in :)
Your choice, really. I can imagine you not wanting to try it for an experiment, but I am trying to incentivise you to consider it :)
Consider it done, then. I also like Teep's idea of the thief, though I've changed it somewhat.
 
Last edited:

Arkasas

Werewolf Historian
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In as Hrabnaz, envoy of the Sweboz.

For those of you haven't played EB, that's the Suebians.
 

marty99

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In, as Nigelius Faragian, of the Senate's Romanum Libertas Imperium Pars (RLIP)* Faction.

"Here in Rome we think that the Osismii, Seduni, Venelli, Helvetii and Hercuniates tribes should ensure that the best and brightest of the Osismii, Seduni, Venelli, Helvetii and Hercuniates people stay in their own migratory regions outside Imperial Jurisdiction and focus on making it economically prosperous."
The Empire has become a bloated, bureaucratic mess, and we believe the people of Italy should not be forced to subsidise lazy, job-stealing Gauls and Iberians!



Tamius, you should consider send out some pms. With the amount of players we got last game, the new players coming in the past 6 months, and the activity we've had in Lite, we have a lot of good momentum to bring forward. It'd be great if we could get at least 34 players for this game.


*Pedants should note: I couldn't care less how poorly that translates.
 

marty99

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JesterStuff said:
Hunter:
If attacking: 33% werewolf attack
What if someone - let's say me, because I have a feeling I will be a hunter in this game - hunts a cursed and this happens? Is the player turned? To what pack? Does he become a lone werewolf?
And I also assume a witness that used his powers would incorrectly be told that, say, I was a werewolf?

So many questions...

Pathological liar: The Pathological Liar lies so much he no longer believes some of lies were true. Three times per game, the Pathological Liar may both post openly in the thread and send a PM to the GM claiming one role on the front page (i.e. further up this post). He then gains the role until immediately after the next deadline. He cannot use the power to change allegiance - by way of an example, were a villager pathological liar claim to be a wolf, he would scan as a wolf and be able to eat people that night (two hunts would happen), but would not count for parity on the wolves' side or learn names of a pack
Surely he can also claim traits, as well as roles? At least that's how it's always been in previous games.

Also, I'm really not a big fan of the 'Insanity' trait but I guess I'll have to live with it.
 

AsdfeZxcas

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in