THE RULES
Each person will receive an alignment - that may be a goodie, an aligned baddie, or an unaligned baddie. The goodies win by eliminating all the baddies. The baddies win by reaching 1:1 parity with the goodies, however they may be split into separate competing packs. In such a case, a pack can only win by eliminating all others and being the last standing.
The game is split into two sections - Night and Day. For practical reasons, these take place at the same time, except for the first deadline, which only represents a night.
During the day, the village gathers and decides who to lynch, the person they think is most likely to be a baddie. During the night, the baddies decide who to kill, and special goodies and baddies will all send their orders to be executed.
Day actions are handled in the following order:
0-Cloak of Invisibility
1-Votes
2-PM Votes
3-Brutals
Nightly orders are handled in the following manner:
0-Cloak of Invisibility
1-Jester
2-Distiller
3-Infiltrator Scan
4-Sorcerer Scan
5-Seer Scan
6-Priest Scan
7-van Helsing
8-Assassin/Hunter/Shadow
9-Thief
10-Robber
11-Guardian Angel
12-Doctor
13-Werewolf/Zealot
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
14-Padre
15-Spy
16-Information Broker
During the day, everyone(including the baddies) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly larger font, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.
Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.
Abstaining from voting without declaring absence a maximum of 2 times will result in becoming officially a "zombie", falling at the mercy of zombie hunters.
Once the game has started, no new playes may join except if substituting for a player who has missed 3 votes.
Spirits 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 colour (and preferrably not either of the GM colors either).
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.
Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
No discussion of PM numbers is allowed. When posting PMs in the thread, players are encourage to remove the numbers.
THE ROLES
Villager - Galactic Community Member: Your typical star nation. They have been caught up in the crisis and must do everything to survive
Werewolf - Extradimensional Invaders: ...feeding ground reached... prey bountiful... at long last... we shall feast... //// shabanash... so this is where you ran... this realm will offer you no shelter... we shall deal with you, and then claim this feeding ground as our own.
Hunts someone each night. More specific killing rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.
Seer - Remnants: The ancient texts from when we once ruled the galaxy mentioned these invaders. We are prepared to root them out again.
May scan one person per night. They will be told if that person is a werewolf or an unclaimed Apprentice (100% success). Any other role will appear as a regular villager to the seer.
Priest - Fanatic Spiritualists: This society has focused on matters of religion and the spirit. Through their rituals and knowledge they have learned to identify those who would bring ruin.
May scan one person per night. She will be told if that person is an Apprentice, a zealot or a sorcerer (100% success). Any other role will appear as a regular villager to the priest.
Sorcerer - Fallen Empire: This civilization greatly predates the current generation of galactic powers. Eons of stagnation gradually reduced their empire to a mere shadow of what it once was.
Works with the werewolves, and wins if they win. May scan one person per night. He will be told if that person is a seer, a priest, an Apprentice or a zealot(100% success). Any other role will appear as a regular villager to the Sorcerer.
Apprentice - Lost Colony: This nation was once connected with another. Perhaps if they could find their progenitors they could learn how to handle this crisis.
Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told 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. Infiltrator scans can not detect Apprentices.
Guardian Angel - Guardian Empire: Long ago, this emperor made an oath to protect the galaxy from outside threat. Many had forgotten about it until now, but the old treaties still hold and they must answer the call.
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. Will not protect against hunter/assassin/shadow shots.
Doctor - Eternal Vigilance: To display weakness is to invite attack. The price of invading our space must be so high that as few as possible are prepared to meet it.
May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. 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. For the day in which they are recovering, the patient must follow Ghost Rules. The doctor does protect against hunter/assassin/shadow shots.
Zealot- Scion: A fallen empire has taken a liking to this civilization. They provide them with advanced tech and powerful fleets, as long as they stay in the good graces of their benefactors.
Works with the werewolves, and wins if the werewolves win. Zealots may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Zealot and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, a zealot will count for parity for their pack and can no longer switch packs. If all wolves of a pack die, the zealots will be promoted to wolves.
In a pickpoint game, a pack of only zealots cannot be created. If an entire pack picks zealot, the pack will be dissolved and they will all start unattached.
van Helsing - Defender of the Galaxy: As star nations vie with one another in petty disputes, sinister forces of unimaginable power are arraying themselves against all sapient life. Who will protect us?
Has a one-time super-scan ability which reveals all roles and traits of a targeted player, and has the equivalent ability of Hunter.
THE TRAITS
Padre - Death Cult: This society's religion is built on periodic, ritual sacrifices.
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 werewolf or an assassin/hunter/shadow, the name of one of the perpetrators will be given to the padre.
Infiltrator - Listening Post: These posts have been attached to their starbases and allow them to listen in and learn about what abilities the other nations have.
Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.
Spy - Sentry Array: This civilization has built a megastructure capable of providing vast amounts of information. They now use it to learn about how the others are handling the crisis.
Can spy on a player to get a clue to one of the player's traits or the player's role. They may get strong hints, weak hints, complete fluff with no hints, or red herrings, with variable probabilities. Spying is not detectable by a Spiritually attuned (since it's not a scan).
One-Eye Open - Star Fortresses: These mighty space forts will provide a focal point for all military activity in a star system, and their presence is sure to deter all but the most stubborn attackers.
Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter/asssassin/shadow attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him.
Assassin - Distinguished Admiralty: The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.
Can send in a nightly order to kill someone, but only once. His name will be revealed in the update.
Shadow - Terravore: Our Hive Mind exist only to consume and grow stronger. We will devour the very worlds of the galaxy!
Can send in a nightly order to kill someone, but only once. Her name will not be revealed in the update.
Hunter - Fanatic Militarist: This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle.
Has both the One-Eye Open and Shadow abilities, but once he uses up his shot he loses the One-Eye Open ability as well.
Robber - Necrophage: This species of near-immortals procreates by consuming pops of other species.
Once through the course of the game the robber can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/zealot). The robber 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.
Thief - Barbaric Despoilers: This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.
Once through the course of the game the thief can choose to kill a player and steal all their traits, including hidden ones. The thief'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 Thief was.
Jester - Criminal Heritage: This megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government.
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. Exactly what a Jester trick will have for effect on each nightly action will be detailed in a separate post. The target will only be informed if the Jester trick actually affects anything.
Distiller - Byzantine Bureaucracy: This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for.
Each night, the Distiller may choose to embroil the target into bureaucratic nightmare. The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The distiller cannot block the same person two nights in a row. The target will not learn the Distiller's identity (because the bureaucrats will refuse to answer any calls or return any emails).
Brutal - Colossus: Keep the local systems in line with fear of the new “Colossus” planet-killer weapon – a technological terror that eliminates entire worlds from the universe.
If lynched or brutalized, has the power to immediately kill one person before being subdued.
Cursed - Machine Consciousness: A civilization of sentient robots, this society cares little about what happens to some meat puppets. They will work with them for now, but if the invaders come for them, perhaps a better deal can be struck.
If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a werewolf (these are very realistic androids). Seers and priests can not be cursed at game start. A cursed apprentice that turns into a werewolf loses her apprenticehood.
Blessed - Robust: Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
Spiritually Attuned - Latent Psionic: This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.
A SA 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.
Strongly Spiritually Attuned - Psionic: All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.
Plotter - Cutthroat Politics: The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.
May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Alderman - Diplomatic Corps: This society has a long tradition of rhetoric and debate and celebrate those who are able to get their way using only words.
Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Seerish Powers* - Relic World: Once teeming with life, these Relic worlds now lie dead, covered with desolate ruins and dormant mysteries. Players can create archaeological sites to explore these remains and bring to light powerful relics and artifacts.
This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.
Priestly Powers* - Spiritualist: There are those think it behooves us to remember how tiny we are, how pointless our lives in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share.
This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.
Sorcerous Powers* - Advanced Empire: While not quite being eons old, this empire did have a headstart over most others in its development.
This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.
Infiltrating Powers* - Small Listening Post: This nation has only managed to attach listening posts to some of their starbases, but not all.
This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.
Healing Powers - Starhold: As space traffic increases, larger and more defensible starbases are needed to maintain control over system spacelanes.
This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.
Angelic Powers - Custodian of the Galaxy: Far from being an ancient Guardian, this budding empire has nevertheless been declared custodian in the fight against the crisis, and is expected to help protect others.
This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.
Spying Powers - Sentry Spire: This nation's sentry array has not yet been fully upgraded.
This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.
Rivals: These two civilizations have a deep seated hate for each other. While the crisis demands attention, both of them are secretly planning the other's downfall.
Two players may start as rivals, in which case neither of them can win as long as the other remains alive. Rivals must be expedient in getting rid of their rival. Starting on Night 4, a rival has a 10% chance of dying at night if their rival is alive, increasing by 10% each night. So it will be 20% on Night 5, 30% on Night 6, etc... Until the rival is eliminated.
Cloak of Invisibility - Charismatic: This society is naturally likeable. They're capable of talking others out of almost anything.
A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. 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 etc.
Pathological Liar - Fanatic Materialist: Technologies that would have been indistinguishable from magic mere generations ago are now within our reach. A new age of technology has begun.
Can each day claim publically in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. 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, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter, Robber/Thief. A Liar claiming wolf will scan as a wolf but will not hunt. If a Liar claims Zombie he will be susceptible to zombie hunting that night.
Ghost Whisperer - Memorialists: This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy.
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.
Oracle - Empath: The Hive Mind can reach out and touch the minds of others, giving them a glimpse of our will that helps them understand.
Has a one time possibility to speak with the dead. He can ask a single question to any player that is no longer in the game via PM. The player is obligated to respond however is NOT obligated to tell the truth. So asking a werewolf who his mates are isn't the best idea. (Special rules apply: The question must be asked to the GM stating who the question is aimed at. The GM will then approve the question and forward to the recipient, whose response will then be forwarded on. The GM will not tinker with the response as long as it is a single question, to keep balance)
Zombie: A person becomes a zombie by missing at least 2 votes, at which point they are susceptible to zombie hunter hunts.
Zombie hunter - Reanimated Armites: Within this society, death is no bar to the call of arms. Masters of the art of necromancy reanimate deceased corpses to raise a dread host that strikes fear into the hearts of lesser mortals.
Can send one nightly order to kill a Zombie or someone that has missed two votes. After this his ability is used up. The zombie hunter's name will be made public when using his trait.
Alchemist - Science Nexus: At this society's science nexus, new experiments allow them to learn all about new species.
Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.
Information Broker - Shroudwalker: This empire walks the shroud, gaining information that they otherwise would never know.
Each night, may ask the GM one question from a pre-approved list (find the list in the post below). May only ask 3 questions total over the course of the game, and may not ask questions two nights in a row.
* Seer scans can detect but not claim unclaimed apprentices. Claimed apprentices appear as villagers.
* Priest and sorcerer scans can detect but not claim apprentices, they will not be told whether they are attached or not.
Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.
Unusual/new roles/traits highlighted in purple.
A trait or role being in this list does not guarantee it will be in the game.
THE DEADLINE
The deadline for votes and other stuff is 20:00 GMT. Any vote showing the timestamp 20:00 will be accepted, one showing 20:01 however will NOT.
A lynched player is considered dead at the deadline(and must start following ghost rules then) - All other kills take place after the update has been posted.
The deadline for votes and other stuff is 20:00 GMT. Any vote showing the timestamp 20:00 will be accepted, one showing 20:01 however will NOT.
A lynched player is considered dead at the deadline(and must start following ghost rules then) - All other kills take place after the update has been posted.
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