Werewolf CCCXVIII: Akallabêth
A great evil has swept over the island of Númenor. Once home to men of valour and wisdom, Númenor has crept, slowly but surely, under the influence of the Dark Lord Sauron. Now the False King, corrupted under Sauron's lies, prepares for crimes unspeakable against the Valar. Some Faithful Númenoreans remain, but can they survive and defeat those who have fallen to darkness? Or will Númenor be drowned for its sins?
THE RULES
Blatantly and completely stolen from johho by way of Jackson
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.
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.
Daily actions are handled in the following order:
1. Votes
2. Alderman
3. Brutal
Nightly orders are handled in the following order:
1. Distiller
2. Sorcerer scan
3. Seer scan
4. Priest scan
5. Assassin
6. Guardian Angel
7. Doctor
8. Werewolf
9. Vengeful
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all) no matter how many werewolves or werewolf packs there are.
10. Padre
11. Witness
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 whom to vote for, they type vote Player X in bold font and preferably at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change her vote, she types unvote Player X - vote Player Y.
Abstaining from voting without declaring absence two times during the game will result in autolynching (or being substituted by another player).
The deadline for nightly orders as well as voting is 24:00 GMT and shortly after this the lynching takes place and the result of the Nightly activities is presented. Post submitted 23:59 will count while posts submitted 24:00 will not.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts. If one wishes to sub one must privately PM the GM, who will keep a private sub list.
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 (and keep off the GM color, light blue).
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 allowed. Discussion or quoting of role PMs is not allowed, real or forged.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. GM MUST be included in inter-game PMs
The Roles
Some or all of the following roles may be in the game.
Faithful Númenorean (Villager): Has no special abilities. Votes each day to decide who to lynch.
King's Men (Werewolf): Will choose a victim to eat each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.
Servant of Melkor (Cultist): Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists are not pack specific even though they may start in contact with one pack.
True Queen of Númenor (Seer): May scan one person per night to see if she is a Werewolf or unclaimed Apprentice. Any other role will scan as a Villager.
Leader of the Faithful (Priest): May scan one person per night to see if he is a Cultist, Sorcerer, or unclaimed Apprentice. Any other role will scan as a Villager.
False King of Númenor (Sorcerer): Works with the werewolves and vampires, and count for parity. May scan one person each night to see if she is a Seer, a Priest, an Apprentice, or a Cultist. Any other role will scan as a Villager.
Apprentice: Only becomes active if her 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 her Apprentice. An unclaimed Apprentice does not know that she is one until she is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.
Lord of Andúnië (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.
Gil-galad (Doctor): May protect one person each night but can't choose to protect the same person two nights in a row and can never protect themselves. 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,she will remember one of the attackers. The patient does not learn the identity of the doctor.
The Traits
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).
Padre: 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 wolf or a hunter, the name of one of the perpetrators will be given to the padre.
Assassin: Can send one nightly order to kill someone. After this her ability is used up. Name of Assassin will be named in the update of the death of the person shot.
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). Werewolf / Vampire hunts will only be blocked if a single wolf is remaining in the pack.
Robber: 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/cultist). The Robber will be given all the victim's traits, including hidden ones. 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.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued. If no target is chosen, a random player will be brutalized.
Vengeful: If attacked by the wolves, the player may kill one person of their choice to go down with them. Must set orders before one is hunted.
Cursed: If a Cursed person is targeted by the Werewolves or Vampires, they become one themselves, of a random variety. It will be revealed as a "no kill during the night". The Cursed will be unaware she is cursed until attacked by a Werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses her apprenticehood.
Blessed: 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 she is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
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.
Alderman: Upon important village decisions may declare (by PM to the GM) that her vote is worth two votes. From this point on, her vote will always be worth two votes.
Witness: The Witness may try to see the nightly Werewolf attack. Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not. Can be used more than once, however, cannot be used for two Nights in a row. After a use, succesful or not, the chances of witnessing a hunt reset.
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.
Priestly Powers: 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: 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.

A great evil has swept over the island of Númenor. Once home to men of valour and wisdom, Númenor has crept, slowly but surely, under the influence of the Dark Lord Sauron. Now the False King, corrupted under Sauron's lies, prepares for crimes unspeakable against the Valar. Some Faithful Númenoreans remain, but can they survive and defeat those who have fallen to darkness? Or will Númenor be drowned for its sins?
THE RULES
Blatantly and completely stolen from johho by way of Jackson
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.
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.
Daily actions are handled in the following order:
1. Votes
2. Alderman
3. Brutal
Nightly orders are handled in the following order:
1. Distiller
2. Sorcerer scan
3. Seer scan
4. Priest scan
5. Assassin
6. Guardian Angel
7. Doctor
8. Werewolf
9. Vengeful
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all) no matter how many werewolves or werewolf packs there are.
10. Padre
11. Witness
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 whom to vote for, they type vote Player X in bold font and preferably at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change her vote, she types unvote Player X - vote Player Y.
Abstaining from voting without declaring absence two times during the game will result in autolynching (or being substituted by another player).
The deadline for nightly orders as well as voting is 24:00 GMT and shortly after this the lynching takes place and the result of the Nightly activities is presented. Post submitted 23:59 will count while posts submitted 24:00 will not.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts. If one wishes to sub one must privately PM the GM, who will keep a private sub list.
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 (and keep off the GM color, light blue).
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 allowed. Discussion or quoting of role PMs is not allowed, real or forged.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. GM MUST be included in inter-game PMs
The Roles
Some or all of the following roles may be in the game.
Faithful Númenorean (Villager): Has no special abilities. Votes each day to decide who to lynch.
King's Men (Werewolf): Will choose a victim to eat each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.
Servant of Melkor (Cultist): Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists are not pack specific even though they may start in contact with one pack.
True Queen of Númenor (Seer): May scan one person per night to see if she is a Werewolf or unclaimed Apprentice. Any other role will scan as a Villager.
Leader of the Faithful (Priest): May scan one person per night to see if he is a Cultist, Sorcerer, or unclaimed Apprentice. Any other role will scan as a Villager.
False King of Númenor (Sorcerer): Works with the werewolves and vampires, and count for parity. May scan one person each night to see if she is a Seer, a Priest, an Apprentice, or a Cultist. Any other role will scan as a Villager.
Apprentice: Only becomes active if her 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 her Apprentice. An unclaimed Apprentice does not know that she is one until she is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.
Lord of Andúnië (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.
Gil-galad (Doctor): May protect one person each night but can't choose to protect the same person two nights in a row and can never protect themselves. 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,she will remember one of the attackers. The patient does not learn the identity of the doctor.
The Traits
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).
Padre: 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 wolf or a hunter, the name of one of the perpetrators will be given to the padre.
Assassin: Can send one nightly order to kill someone. After this her ability is used up. Name of Assassin will be named in the update of the death of the person shot.
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). Werewolf / Vampire hunts will only be blocked if a single wolf is remaining in the pack.
Robber: 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/cultist). The Robber will be given all the victim's traits, including hidden ones. 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.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued. If no target is chosen, a random player will be brutalized.
Vengeful: If attacked by the wolves, the player may kill one person of their choice to go down with them. Must set orders before one is hunted.
Cursed: If a Cursed person is targeted by the Werewolves or Vampires, they become one themselves, of a random variety. It will be revealed as a "no kill during the night". The Cursed will be unaware she is cursed until attacked by a Werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses her apprenticehood.
Blessed: 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 she is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
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.
Alderman: Upon important village decisions may declare (by PM to the GM) that her vote is worth two votes. From this point on, her vote will always be worth two votes.
Witness: The Witness may try to see the nightly Werewolf attack. Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not. Can be used more than once, however, cannot be used for two Nights in a row. After a use, succesful or not, the chances of witnessing a hunt reset.
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.
Priestly Powers: 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: 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.
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