I am the fifth star.
- May 17, 2006
Welcome to the world of Werewolf!
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 is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to achieve 1:1 parity with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game). Of course only one pack can remain. After only one pack remains, all baddies (werewolves and others) are counted towards parity.
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.
Nightly orders are handled in the following order:
PROTECTION LAYERS: I consider different kinds of protections like layers of shields around a person, and in case of attack, the outermost is attacked. In the case of the doc protection, which has a chance to succeed, if it fails, the next protection layer is attacked. The layers from outermost to innermost:The layers from outermost to innermost: GA, Doc, Bless, Curse
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 who to vote for, they type vote Player X in bold font and preferably at least size 3 (or clear from other text), this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y. Do not edit any part of posts which contain votes after posting them. If you make a mistake, unvote and revote in a new post. Bold your votes. Make your votes oversized. Set your votes apart from the rest of you post. Don’t do these things and the GM may not count your vote, and it will be your fault. Yes, I just repeated all of that, now do it!
Abstaining from voting without declaring absence three times during the game will result in autolynching (or being substituted by another player).
The deadline for nightly orders as well as voting is 14:00 CST/20:00 GMT and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 13:59 will count while posts submitted 14:00 will not.
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.
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 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.
The GM is always right.
Trust no one, most of all not the GM.
Villager: Can and must vote.
Priest: Scans one person at night to discover if they are a priest, cultist, zealot or a sorcerer.
Seer: Scans one person at night to discover if they are a werewolf or a seer.
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 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 autokilled with extreme prejudice. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. A doctor can never protect himself.
Wolves: Can hunt a person at night. In an order prescribed by the GM.
Cultists: May scan for Seers, Priests, Sorcerers, Police Detective, and other Cultists. every night with 50% effectiveness or every other night at 100% effectiveness. 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 give night. They may chose which scans.
Sorcerer: Like a cultist but can have apprentices and their scans are always 100% effective.
Zealots: Become wolves if all the wolves in their pack die.
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. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.
Witness: Once per game can witness a wolf attack and may learn the identity of one of the wolves. His chance of doing so starts at 0% percent on night zero and increases by 12.5% every night.
Assassin: Once per game may shoot, bypassing protections, another player this will be revealed in update but the name of the assassin will not.
Brutal: If lynched or brutalized can select another player to kill.
Scanner Powers: Once per game may use one of seer, priests, or sorcerer scan. Will work as a normal scan for that role except they will only detect not claim 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.
Leader: Can switch the lynch victim with someone who has at least half as many votes as the lychee. If he redirected the lynch to a goodie he loses the trait, otherwise he may use as often as he likes. If valid are orders received from more than one leader one order will be picked randomly and executed, the others will be ignored. In the event of a tie, the leader may switch one or both of the lychees. Can not save him self.
One eye open: If hunted by wolves has 50% chance to kill one of their attackers. They will die in any case.
Police Detective: May scan every night with 33% effectiveness, every other night at 66%, or every third night at 100% 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 give night. They may chose which scans.
Curse Maker: once per game instead of performing any other nightly action he can curse a player. If he attempts to curse a baddie the attempt will fail. He will not be informed if he was successful, and the power is used up even in the case of failure.
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. (Ie I am X.) The lair 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 cause 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. A Liar can't claim Secret Council member.
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 (if the scanning player is a Secret Council then the Spiritually Attuned will get the name of one Secret Council member and be told she is a Secret Council member.
Secret Council: The Council will start with 5 members. These will be the 5 who bid the most points to be on the council, players who bid less will be put on a waiting list for the council in the order of their bids. If they are few than 3 members it will be dissolved. A majority of votes for an action is required to undertaken that action. Members may vote either in the present of the other members or privately to the GM. The GM will provided no information about how the members have voted and will only reveal if the action was undertaken at deadline.
Distiller: Each night, 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.
Cursed: If hunted will become a wolf of the same pack which hunted him. Does not know he is cursed. Seers, Priests, and Sorcerers can not be cursed.
Blessed: (If hunted will survive, the ability is then lost. Does not know he is blessed.
*An ineffective scan will return a result of "no information."
All players will get a basic alignment (goodie, pack specific baddie, unaligned baddie) and a number of "pick points" at preliminary role assignment. The player then has almost 24 hours to decide how to spend those pick points from the list of roles and traits.
Goodie pick point table, with roles underlined:
10: Pathological Liar
7: Doctor, Priest,
5: OEO, Leader, Witness
4: Scanner Powers
2: Secret Council (Minimum bid), SA
Pack Specific Baddie, roles underlined:
10: Pathological Liar
5: Cultist, Leader
4: Brutal, Police Detective
2: Wolf, Secret Council (Minimum bid)
Unaligned baddie, roles underlined:
10: Pathological Liar
4: Curse Maker, Distiller
2: Sorcerer, Secret Council (Minimum bid)
A player not satisfied with her choices can always appeal to Lady Luck and will then get some randomized trait(s), might be better, might be worse and can even be "nothing". (Note that lady luck may be rigged by the GM for game balance)
A player that doesn't select anything using her pick points will get something the GM selects.
There will be at most one Seer, one Priest and one Sorcerer at game start. Should more than one player pick the same scanning role all but one will start as apprentices to one of them.
You must claim exactly ONE role.
You may only pick the following traits once: Witness, OEO, SA, Curse maker.
Non-pickable roles and traits will be assigned after players assign their points.