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THE THEME:
The Paradox crew got together to play Dungeons and Dragons, but as the adventure began, they noticed a strange glow emanate through the room and suddenly they were transported into the world of the game. As they begin to search for a way out, they realize that not everyone is so eager to leave the game. In our world, we're all just regular people. In the world of Dungeons and Dragons, our characters have power and can use that power to take control. Some forum members have formed groups to secretly work together to stop the others from finding a way to undo this and to rule the lands of the Forgotten Realms.
THE RULES
Welcome to the game of Werewolf, a fun game where you get to slaughter your fellow Paradoxians in cold blood! Theatricality and deception are powerful tools, and must be used wisely if victory is to be achieved! The GM should be included on all pertinent PMs. If you have any questions, send me a PM!
Also, shout out to Ironhide, marty99, and Panzer Commander, whose roles and traits and rules I have stolen quite blatantly, with some modifications.
THE BASICS:
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 fanatics) are counted towards parity.
The game is split into two sections, Night and Day. The Night happens after the deadline on each day, and orders for Night are given before the deadline. 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.
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 order:
0. Cloak of Invisibility
1. van Helsing
2. Seer
3. Sorcerer
4. Priest
5. Hunter
6. Council
7. Robber
8. Werewolf (If multiple attack orders are sent from the same pack, the last order submitted is the one that counts).
9. Witness
10. Spy
11. Psychic
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.
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 19:00 GMT. Posts submitted 18:59 will count while posts submitted 19:00 will not.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
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.
Forged Private Messages (PMs) from players are allowed.
If you want to try anything you are unsure of, then ask the GM first, no exceptions. If I think something you did is against the spirit of the rules, then you get autokilled.
THE ROLES:
The GM will decide what roles will be used and how many of each there will be. The following are the only roles that are guaranteed to be in this game:
Adventurer (Villager): A standard adventurer searching for a way out of the world of the Forgotten Realms. Good. Has no special abilities.
Oathbreaker (Werewolf): An adventurer who has turned against the others and wants to use their powers for personal gain. Evil. Can choose to hunt one person at night. More specific hunting rules might be given to the werewolves but will not be public knowledge.
The rest of the roles may or may not be used in the game.
Divination Wizard (Seer): A wizard who has specialized in the school of divination and can see into others' hearts. Good. May scan someone on occasion to see if they are a Werewolf or an apprentice.
Knowledge Domain Cleric (Priest): A cleric specializing in using their divine connection to find knowledge. Good. Has the ability to scan for cultists, apprentices and sorcerers. Note that the van Helsing will scan as a cultist to the Priest.
Artificer (van Helsing): A skilled inventor who has built both a way to detect the alignments of others as well as a surefire weapon or trap. Good. Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of both One-Eye Open and Hunter. Once his hunter shot is used, he loses his One-Eye Open trait. Scans as a cultist to the Priest.
Pact of the Fiend Warlock (Sorcerer): They've made a deal with a demon lord or archdemon and plan to use its power to expand their own. Baddie - Has the ability to scan for cultists, priests, seer and apprentices.
Power hungry adventurer (Cultists): Adventurers who have been drawn by the allure of power, but not enough to directly attack the others, yet. Baddie; work with the wolves and count for parity if attached to a pack. Can only win if its pack wins. Some cultists may start as part of a pack, but can never switch to another pack, unless all the wolves in their starting pack are dead, at which point the cultist would become unattached. Some may start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They will not count for parity if unattached.
Armorer (Guardian Angel): An artificer skilled at making armor to protect others. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, 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 in two nights.
Druid (Doctor): They realized that no other player took healing spells and so they decide to only take healing spells. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.
THE TRAITS
The traits may or may not be used in the game.
Adventuring Party (Village Council Member): A group of adventurers who specifically travel together, usually with a colorful name. The Council will consist of several members- each member will know the names of the rest. The Council may have several finite miscellaneous powers it can use, at maximum one per night. For it to work, an absolute majority of all those who voted must vote for the same target. If the council goes below two players, the unused powers are rendered null and void.
Murderhobo (Brutal): Yes, you can attack the defenseless villager, but why do you want to? Prone to bursts of extreme anger, upon being lynched or brutalised, they may kill one person in addition to themselves.
Scroll of True Resurrection (Blessed): They found a resurrection scroll and have a cleric on hand to use it if they die. 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.
Easily tempted (Cursed): They aren't good at following their oaths and can easily end up becoming oathbreakers. 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, and van Helsing, and any apprentices of them cannot 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.
Rival: The Player has a rival. The player only wins if said rival is dead at end of game, and they are on the winning side. In a quest to find some kind of meaning in life, these players have decided they must kill each other. Both players will be aware of the name of the other rival, but will not know their role.
Wand of fireball (One-Eye Open): They have a plan if anyone attacks them. That plan? Cast fireball in a 10ftx10ft room. They won't survive, but their attacker won't either. If this person is attacked in the night, he will manage to kill one his assailants before dying. Holders of this trait will not be aware of it at the game start.
Dagger coated with purple worm poison (Hunter): They have a very deadly weapon at the ready. Has a one-time ability to shoot someone dead in the night. Their name will be revealed if they choose to do so.
Multi-classing (Apprentice): Their character has four levels in barbarian and five in wizard, but you could probably convince them to add another class to the mix. 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, 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, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, including 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. Will not be told they are apprentices at game-start unless they start attached.
High insight score (Spy): They have a really high insight score and constantly ask the DM to check the intentions of those around them. If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player, but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
Wand of detect magic (Spiritually Attuned): This adventurer can use detect magic to see if someone is casting a spell on them. If scanned, will sense so. Has a 50% chance to tell the role but not the name of the scanner, a 25% chance to tell the role and the name of the scanner, or 25% for no further result.
Scroll of detect good and evil (Psychic): This adventurer can detect how many evil beings are around them, but can't specifically determine who they are. Once per game, may find out how many evil players are still alive.
Scry (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 day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait. Success of this trait does not depend on whether the hunt succeeded, unless the wolves chose not to hunt at all, in which case the witness roll always fails.
Scroll of divination (Seerish powers): A one use scroll that copies the powers of a divination wizard. 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.
Scroll of knowledge (Priestly powers): A one use scroll that copies the powers of a knowledge domain cleric. Once per game, may scan a player. He will be told if they are a cultist, sorcerer, or apprentice, and if they are not 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.
Deal with a devil (Sorcerous powers): This adventurer made a minor deal with a fiend and can act as a pact of fiend warlock one time. Once per game, may scan a player. He will be told if they are a seer, priest, cultist, or apprentice, and if they are not 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.
High deception (Plotter): This adventurer is good at not letting others know what they think. May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Tome of leadership and influence (Alderman): After reading this tome, this adventurer is really good at convincing others. Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Scroll of invisibility (Cloak of Invisibility): This scroll makes it nearly impossible to find this adventurer for a short time. A player possessing a cloak of invisibility 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/assassin 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.
Min-maxer (Pathological Liar): They've built their character so they can do almost anything Can each day claim publicly 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, Sorcerer/Sorcerous powers, and Hunter/van Helsing. 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. Pathological liars cannot claim a Cloak of Invisibility.
Build stealer (Robber): An adventurer who has no plans for their character and will just copy what someone else did. Once through the course of the game the thief can choose a player and steal all their 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 but not who the robber was or who was robbed. The robbed person will be notified of the fact that they have been robbed.
THE 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 by pm.
§1D. - Failure to vote on three occasions 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 coloured 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. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.
§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 allowed. Except for the role pm.
§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. - Any cases of re-voting without un-voting will be ignored until a person has unvoted.
§8D. - Do not edit votes after posting them. If you make a mistake, 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.
The Paradox crew got together to play Dungeons and Dragons, but as the adventure began, they noticed a strange glow emanate through the room and suddenly they were transported into the world of the game. As they begin to search for a way out, they realize that not everyone is so eager to leave the game. In our world, we're all just regular people. In the world of Dungeons and Dragons, our characters have power and can use that power to take control. Some forum members have formed groups to secretly work together to stop the others from finding a way to undo this and to rule the lands of the Forgotten Realms.
THE RULES
Welcome to the game of Werewolf, a fun game where you get to slaughter your fellow Paradoxians in cold blood! Theatricality and deception are powerful tools, and must be used wisely if victory is to be achieved! The GM should be included on all pertinent PMs. If you have any questions, send me a PM!
Also, shout out to Ironhide, marty99, and Panzer Commander, whose roles and traits and rules I have stolen quite blatantly, with some modifications.
THE BASICS:
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 fanatics) are counted towards parity.
The game is split into two sections, Night and Day. The Night happens after the deadline on each day, and orders for Night are given before the deadline. 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.
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 order:
0. Cloak of Invisibility
1. van Helsing
2. Seer
3. Sorcerer
4. Priest
5. Hunter
6. Council
7. Robber
8. Werewolf (If multiple attack orders are sent from the same pack, the last order submitted is the one that counts).
9. Witness
10. Spy
11. Psychic
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.
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 19:00 GMT. Posts submitted 18:59 will count while posts submitted 19:00 will not.
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
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.
Forged Private Messages (PMs) from players are allowed.
If you want to try anything you are unsure of, then ask the GM first, no exceptions. If I think something you did is against the spirit of the rules, then you get autokilled.
THE ROLES:
The GM will decide what roles will be used and how many of each there will be. The following are the only roles that are guaranteed to be in this game:
Adventurer (Villager): A standard adventurer searching for a way out of the world of the Forgotten Realms. Good. Has no special abilities.
Oathbreaker (Werewolf): An adventurer who has turned against the others and wants to use their powers for personal gain. Evil. Can choose to hunt one person at night. More specific hunting rules might be given to the werewolves but will not be public knowledge.
The rest of the roles may or may not be used in the game.
Divination Wizard (Seer): A wizard who has specialized in the school of divination and can see into others' hearts. Good. May scan someone on occasion to see if they are a Werewolf or an apprentice.
Knowledge Domain Cleric (Priest): A cleric specializing in using their divine connection to find knowledge. Good. Has the ability to scan for cultists, apprentices and sorcerers. Note that the van Helsing will scan as a cultist to the Priest.
Artificer (van Helsing): A skilled inventor who has built both a way to detect the alignments of others as well as a surefire weapon or trap. Good. Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of both One-Eye Open and Hunter. Once his hunter shot is used, he loses his One-Eye Open trait. Scans as a cultist to the Priest.
Pact of the Fiend Warlock (Sorcerer): They've made a deal with a demon lord or archdemon and plan to use its power to expand their own. Baddie - Has the ability to scan for cultists, priests, seer and apprentices.
Power hungry adventurer (Cultists): Adventurers who have been drawn by the allure of power, but not enough to directly attack the others, yet. Baddie; work with the wolves and count for parity if attached to a pack. Can only win if its pack wins. Some cultists may start as part of a pack, but can never switch to another pack, unless all the wolves in their starting pack are dead, at which point the cultist would become unattached. Some may start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They will not count for parity if unattached.
Armorer (Guardian Angel): An artificer skilled at making armor to protect others. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, 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 in two nights.
Druid (Doctor): They realized that no other player took healing spells and so they decide to only take healing spells. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.
THE TRAITS
The traits may or may not be used in the game.
Adventuring Party (Village Council Member): A group of adventurers who specifically travel together, usually with a colorful name. The Council will consist of several members- each member will know the names of the rest. The Council may have several finite miscellaneous powers it can use, at maximum one per night. For it to work, an absolute majority of all those who voted must vote for the same target. If the council goes below two players, the unused powers are rendered null and void.
Murderhobo (Brutal): Yes, you can attack the defenseless villager, but why do you want to? Prone to bursts of extreme anger, upon being lynched or brutalised, they may kill one person in addition to themselves.
Scroll of True Resurrection (Blessed): They found a resurrection scroll and have a cleric on hand to use it if they die. 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.
Easily tempted (Cursed): They aren't good at following their oaths and can easily end up becoming oathbreakers. 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, and van Helsing, and any apprentices of them cannot 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.
Rival: The Player has a rival. The player only wins if said rival is dead at end of game, and they are on the winning side. In a quest to find some kind of meaning in life, these players have decided they must kill each other. Both players will be aware of the name of the other rival, but will not know their role.
Wand of fireball (One-Eye Open): They have a plan if anyone attacks them. That plan? Cast fireball in a 10ftx10ft room. They won't survive, but their attacker won't either. If this person is attacked in the night, he will manage to kill one his assailants before dying. Holders of this trait will not be aware of it at the game start.
Dagger coated with purple worm poison (Hunter): They have a very deadly weapon at the ready. Has a one-time ability to shoot someone dead in the night. Their name will be revealed if they choose to do so.
Multi-classing (Apprentice): Their character has four levels in barbarian and five in wizard, but you could probably convince them to add another class to the mix. 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, 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, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, including 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. Will not be told they are apprentices at game-start unless they start attached.
High insight score (Spy): They have a really high insight score and constantly ask the DM to check the intentions of those around them. If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player, but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
Wand of detect magic (Spiritually Attuned): This adventurer can use detect magic to see if someone is casting a spell on them. If scanned, will sense so. Has a 50% chance to tell the role but not the name of the scanner, a 25% chance to tell the role and the name of the scanner, or 25% for no further result.
Scroll of detect good and evil (Psychic): This adventurer can detect how many evil beings are around them, but can't specifically determine who they are. Once per game, may find out how many evil players are still alive.
Scry (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 day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait. Success of this trait does not depend on whether the hunt succeeded, unless the wolves chose not to hunt at all, in which case the witness roll always fails.
Scroll of divination (Seerish powers): A one use scroll that copies the powers of a divination wizard. 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.
Scroll of knowledge (Priestly powers): A one use scroll that copies the powers of a knowledge domain cleric. Once per game, may scan a player. He will be told if they are a cultist, sorcerer, or apprentice, and if they are not 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.
Deal with a devil (Sorcerous powers): This adventurer made a minor deal with a fiend and can act as a pact of fiend warlock one time. Once per game, may scan a player. He will be told if they are a seer, priest, cultist, or apprentice, and if they are not 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.
High deception (Plotter): This adventurer is good at not letting others know what they think. May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.
Tome of leadership and influence (Alderman): After reading this tome, this adventurer is really good at convincing others. Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Scroll of invisibility (Cloak of Invisibility): This scroll makes it nearly impossible to find this adventurer for a short time. A player possessing a cloak of invisibility 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/assassin 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.
Min-maxer (Pathological Liar): They've built their character so they can do almost anything Can each day claim publicly 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, Sorcerer/Sorcerous powers, and Hunter/van Helsing. 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. Pathological liars cannot claim a Cloak of Invisibility.
Build stealer (Robber): An adventurer who has no plans for their character and will just copy what someone else did. Once through the course of the game the thief can choose a player and steal all their 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 but not who the robber was or who was robbed. The robbed person will be notified of the fact that they have been robbed.
THE 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 by pm.
§1D. - Failure to vote on three occasions 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 coloured 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. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.
§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 allowed. Except for the role pm.
§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. - Any cases of re-voting without un-voting will be ignored until a person has unvoted.
§8D. - Do not edit votes after posting them. If you make a mistake, 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.
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