The Rules:
(Stolen from tamius23 with modifications of my own)
Werewolf For Newbies (by tamius):
Each player must cast his vote (like so: Vote deathbywombat and it can be changed like so: Unvote deathbywombat, Vote ClaudeLC) before 17:00 Eastern Time (21:00 GMT). Should a player miss a vote or two, he will be forgiven – by the GM. There might be a role in the game which is less forgiving of non-participation, On the third non-vote, he will be shot at the GM’s discretion (NOT resubbed).
Any votes cast with timestamp 17:00 or thereafter but before the update goes up 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 17:00, 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, unless there is an order from previous days which states it must be used in case of no order. 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 color.
You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. You can analyze PM numbers to your heart's content but don't expect it to get you anywhere.
Alliances between players which aren't based on your roles in the game are frowned upon. Alliances which continue from one game to another undermine the whole idea of the game.
The Roles:
Goodies:
Astronaut (Villager): An astronaut and explorer of the Human Empire. He may have other traits, as well.
Research Scientist (Seer): This scientist is able to isolate the W-36 gene, allowing him to analyze the bloodwork of an individual each night and determine whether or not he is a shifter. Should he scan a Werewolf or an unclaimed Apprentice, he would be told so, but anything else will give him the result "villager."
Mission Commander (Priest): As commander of the expedition, can detect aberrant behavior, especially on the part of young shifters and non-human residents of the planet. Scans once per night. Should the Priest scan a Cultist, Zealot, Sorcerer or Apprentice, he would be told so, but anything else will give him the result "villager."
Medic (Guardian Angel): Charged with the health and protection of the mission. Sends in a protection order once per night. Should the selected person be attacked by Werewolves OR by hunt or assassin shot, 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 two nights in a row.
Recordkeeper (Padre): Keeps the logbook for the mission. Every night, may stay with another player and record their last words. 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 for obvious reasons cannot administer last rites to themselves.
Officer (Apprentice): A young member of the expedition, capable of taking on a leadership role - or being seduced by the words of the Watcher. If an apprentice is scanned by a scanning role, i.e. 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 when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice 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, and will be told that they are villagers.
Baddies:
Shifter (Werewolf): Members of a race of shapeshifters who are hostile to the Human Empire. Organized 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 colors, but these have no bearing on them.
Young Shifter (Zealot): These are not fully developed shifters, although they can accelerate their aging process in the absence of a shifter. They will all be organised into packs with werewolves, and hunt along with the pack. However, they will not be seen by witnesses or padres like werewolves will. If all the werewolves in their pack die, they will change into werewolves, and become detectable by the seer rather than the priest.
The Watcher (Sorcerer): The Watcher is an ancient resident of PL4X15A. It views the shifters as a superior species due to their unique ability to shapeshift, and will work to ensure that the shifters are victorious. Sends a scan order every night. Should the player be a seer, priest, apprentice, zealot 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.
The Purger (Zombie Termination Specialist): This shapeshifting denizen of Planet PL4X15A scorns apathetic souls as unworthy of the blessings of the Living Planet. He, like the Watcher, views the shifters as a superior species, and will strive for their victory. Each night, he is able to choose one player who does not vote and kill that player during the night. His kill cannot be stopped by the Medic, nor can the Padre reveal his name if protecting the player to be killed. He will scan as a cultist.
Traits:
There are two types of traits: starting and evolved. Each night, at least one goodie player and one baddie player of all packs still remaining in the game will randomly gain one of the following 10 "evolved" traits during the night:
Assassin (Night Hunter): Can send in a nightly order to kill someone, but only once. His/her name will not be revealed in the update. This ability can be prevented by the guardian angel.
Brutal: Upon being lynched, may kill one person in addition to themselves.
Clairvoyant: Once per game, may scan one player to find out the player's role and traits.
Distiller (Dreamweaver): 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, unless only one player in a pack remains. The distiller can not distill the same person two nights in a row.
Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.
One-Eye Open: Passive ability. Will die to a WW attack BUT will take one of the aggressors with him.
Psychic: Once per game, may find out how many evil players are still alive.
Robber: Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The thief will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.
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.
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 number of days from the day when they received the power, multiplied by 20% (i.e. 0 on night 0 after obtaining the power, 20% on night 1 after obtaining the power, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.
List of Possible Starting Traits:
Blessed (Lucky): 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.
Seerish powers (W-36 Gene Isolator): 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 (Portable Lie Detector): Once per game, may scan a player. He will be told if they are a cultist, zealot, sorcerer, or apprentice, and if they are not any of these, 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 (Shifter Technology): Once per game, may scan a player. He will be told if they are a seer, priest, zealot, cultist, or apprentice, and if they are not any of these, 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.
Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update. This ability can be prevented by the guardian angel. If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die, regardless of whether he kills the wolf or not. The hunter loses his nightly ability to kill werewolves that attack him after he shoots a player.
Instant Medkit – Able to heal a player attacked by werewolves or by hunt for one night. A player attacked by hunt or by assassin/hunter shot who receives an instant medkit will be incapacitated for one turn and cannot vote, comment, or communicate by PM during that time period). Upon waking up, the player will reveal the identity of one of his attackers. The player will not learn the identity of who used the medkit.
Day actions are as follows:
1. GM autolynch of absent player
2. Votes
3. Lynch
4. Brutal
Night actions are as follows:
1. Distiller
2. GA/medkit protection
3. Hunter/Assassin
4. Seer scan, including seerish powers
5. Priest scan, including priestly powers
6. Sorcerer scan, including sorcerous powers
7. Clairvoyant Scan
8. Spiritually attuned
9. Werewolf hunt
10. Padre
11. Witness
12. Psychic
13. Ghost Whisperer
14. Robber
15. Evolution of new traits
If multiple uses 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 e.g.: "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.
Picking a character and roleplaying is completely optional. However, if you don't pick one, the GM may pick one for you.
(Stolen from tamius23 with modifications of my own)
Werewolf For Newbies (by tamius):
Each player must cast his vote (like so: Vote deathbywombat and it can be changed like so: Unvote deathbywombat, Vote ClaudeLC) before 17:00 Eastern Time (21:00 GMT). Should a player miss a vote or two, he will be forgiven – by the GM. There might be a role in the game which is less forgiving of non-participation, On the third non-vote, he will be shot at the GM’s discretion (NOT resubbed).
Any votes cast with timestamp 17:00 or thereafter but before the update goes up 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 17:00, 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, unless there is an order from previous days which states it must be used in case of no order. 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 color.
You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. You can analyze PM numbers to your heart's content but don't expect it to get you anywhere.
Alliances between players which aren't based on your roles in the game are frowned upon. Alliances which continue from one game to another undermine the whole idea of the game.
The Roles:
Goodies:
Astronaut (Villager): An astronaut and explorer of the Human Empire. He may have other traits, as well.
Research Scientist (Seer): This scientist is able to isolate the W-36 gene, allowing him to analyze the bloodwork of an individual each night and determine whether or not he is a shifter. Should he scan a Werewolf or an unclaimed Apprentice, he would be told so, but anything else will give him the result "villager."
Mission Commander (Priest): As commander of the expedition, can detect aberrant behavior, especially on the part of young shifters and non-human residents of the planet. Scans once per night. Should the Priest scan a Cultist, Zealot, Sorcerer or Apprentice, he would be told so, but anything else will give him the result "villager."
Medic (Guardian Angel): Charged with the health and protection of the mission. Sends in a protection order once per night. Should the selected person be attacked by Werewolves OR by hunt or assassin shot, 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 two nights in a row.
Recordkeeper (Padre): Keeps the logbook for the mission. Every night, may stay with another player and record their last words. 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 for obvious reasons cannot administer last rites to themselves.
Officer (Apprentice): A young member of the expedition, capable of taking on a leadership role - or being seduced by the words of the Watcher. If an apprentice is scanned by a scanning role, i.e. 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 when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice 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, and will be told that they are villagers.
Baddies:
Shifter (Werewolf): Members of a race of shapeshifters who are hostile to the Human Empire. Organized 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 colors, but these have no bearing on them.
Young Shifter (Zealot): These are not fully developed shifters, although they can accelerate their aging process in the absence of a shifter. They will all be organised into packs with werewolves, and hunt along with the pack. However, they will not be seen by witnesses or padres like werewolves will. If all the werewolves in their pack die, they will change into werewolves, and become detectable by the seer rather than the priest.
The Watcher (Sorcerer): The Watcher is an ancient resident of PL4X15A. It views the shifters as a superior species due to their unique ability to shapeshift, and will work to ensure that the shifters are victorious. Sends a scan order every night. Should the player be a seer, priest, apprentice, zealot 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.
The Purger (Zombie Termination Specialist): This shapeshifting denizen of Planet PL4X15A scorns apathetic souls as unworthy of the blessings of the Living Planet. He, like the Watcher, views the shifters as a superior species, and will strive for their victory. Each night, he is able to choose one player who does not vote and kill that player during the night. His kill cannot be stopped by the Medic, nor can the Padre reveal his name if protecting the player to be killed. He will scan as a cultist.
Traits:
There are two types of traits: starting and evolved. Each night, at least one goodie player and one baddie player of all packs still remaining in the game will randomly gain one of the following 10 "evolved" traits during the night:
- Assassin (Night Hunter)
- Brutal
- Clairvoyant
- Distiller (Dreamweaver))
- Ghost Whisperer
- One Eye Open
- Psychic
- Robber
- Spiritually Attuned
- Witness
- A player cannot gain the same ability twice.
- A player who has already received an evolved trait will not receive another trait so long as another traitless player of similar allegiance remains.
Assassin (Night Hunter): Can send in a nightly order to kill someone, but only once. His/her name will not be revealed in the update. This ability can be prevented by the guardian angel.
Brutal: Upon being lynched, may kill one person in addition to themselves.
Clairvoyant: Once per game, may scan one player to find out the player's role and traits.
Distiller (Dreamweaver): 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, unless only one player in a pack remains. The distiller can not distill the same person two nights in a row.
Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.
One-Eye Open: Passive ability. Will die to a WW attack BUT will take one of the aggressors with him.
Psychic: Once per game, may find out how many evil players are still alive.
Robber: Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The thief will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.
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.
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 number of days from the day when they received the power, multiplied by 20% (i.e. 0 on night 0 after obtaining the power, 20% on night 1 after obtaining the power, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.
List of Possible Starting Traits:
Blessed (Lucky): 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.
Seerish powers (W-36 Gene Isolator): 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 (Portable Lie Detector): Once per game, may scan a player. He will be told if they are a cultist, zealot, sorcerer, or apprentice, and if they are not any of these, 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 (Shifter Technology): Once per game, may scan a player. He will be told if they are a seer, priest, zealot, cultist, or apprentice, and if they are not any of these, 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.
Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update. This ability can be prevented by the guardian angel. If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die, regardless of whether he kills the wolf or not. The hunter loses his nightly ability to kill werewolves that attack him after he shoots a player.
Instant Medkit – Able to heal a player attacked by werewolves or by hunt for one night. A player attacked by hunt or by assassin/hunter shot who receives an instant medkit will be incapacitated for one turn and cannot vote, comment, or communicate by PM during that time period). Upon waking up, the player will reveal the identity of one of his attackers. The player will not learn the identity of who used the medkit.
Day actions are as follows:
1. GM autolynch of absent player
2. Votes
3. Lynch
4. Brutal
Night actions are as follows:
1. Distiller
2. GA/medkit protection
3. Hunter/Assassin
4. Seer scan, including seerish powers
5. Priest scan, including priestly powers
6. Sorcerer scan, including sorcerous powers
7. Clairvoyant Scan
8. Spiritually attuned
9. Werewolf hunt
10. Padre
11. Witness
12. Psychic
13. Ghost Whisperer
14. Robber
15. Evolution of new traits
If multiple uses 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 e.g.: "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.
Picking a character and roleplaying is completely optional. However, if you don't pick one, the GM may pick one for you.
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