Werewolf Lite CCLXII Psychic Convention!
Backstory(Has no effect on game, just the theme):
In Reno Nevada, the twenty second annual psychic convention had begun and dozens of supposed psychics and Marks from across the globe had gathered in a super eight motel lobby. Things seemed to be going well, and much enjoyment was being had, marks had their futures read, and psychics had their pockets filled, Though the convention goers did not know that due to overcrowding in the local mental hospitals, hundreds of psychopaths had been released on the streets just days earlier, and so a few illiterate psychopaths saw the massive banner hanging from the motel, and thought it said “Psychopath Convention”, instead of “Psychics Convention” and made their way in.
Standard Lite Rules

Backstory(Has no effect on game, just the theme):
In Reno Nevada, the twenty second annual psychic convention had begun and dozens of supposed psychics and Marks from across the globe had gathered in a super eight motel lobby. Things seemed to be going well, and much enjoyment was being had, marks had their futures read, and psychics had their pockets filled, Though the convention goers did not know that due to overcrowding in the local mental hospitals, hundreds of psychopaths had been released on the streets just days earlier, and so a few illiterate psychopaths saw the massive banner hanging from the motel, and thought it said “Psychopath Convention”, instead of “Psychics Convention” and made their way in.
Standard Lite Rules
There shall be 17 players. Roles will be handed out shortly after the last person signs up. Everyone will get a PM, regardless of role.
GM will then declare the date of the first deadline.
The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.
Each day, all players gather and decide to lynch one of the players - the person they think is most likely to be a werewolf. Each night, the werewolves decide who to kill. In each 24 hour period, the village will lynch, and the werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved, TIE, and the werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!
The werewolves win if they manage to reach parity with the villagers.
The villagers and seer win if they manage to kill all the werewolves.
Standard Werewolf Rules
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote will lead to immediate substitution.
§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - 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.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.
§9. - 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.
The deadline for nightly orders as well as voting is 21:00 GMT +1 (This is the time used by the forum, scroll to the bottom of the page to see current time) and shortly after this the lynching takes place and the result of the Nightly activities is presented. Post submitted 21:00 will not count.
THE ROLES
*Only werewolves and Villagers are confirmed roles
Fake Psychic(Villager): Has no special abilities.
Psychopath(Werewolf): Will choose a victim to eat each night. ((I suggest for wolves to make a hunting Order, in case the person they hunt dies, or they miss deadline))
Actual Psychic(Seer): May scan one person per night to see if he is a Werewolf(100% success). Any other role will appear as a regular Villager to the Seer. Cannot Scan For seerish powers, or Protection Powers
THE TRAITS
*none of these are confirmed to be in the game
Very Aware and Observant Fake Psychic(Spiritually Attuned): A Spiritually Attuned person has a 100% chance to sense when someone is scanning them, or Protecting them.
Very Weak Psychic Powers(Seerish Powers): 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. Can Scan For Protection Powers unless they have been used Only Gets One Order
If you are new to Werewolf and would like to join you are of course welcome to, just post in this thread before the game starts, also if you need help understanding any of these rules or anything else, either PM me, or post in this thread, and I'll try and help
RP is encouraged but not mandatory!
Credits to Johho, and Najs I copied most of this from their games
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