
Welcome to Gotham, a city overrun by devious criminals and filthy maniacs.
Where a corrupt law force barely manages to keep the criminals out of the daylight.
A self-proclaimed hero enters the nightlife. Is he the hero Gotham deserves?
Discover the fate of Gotham in yet another instalment of
Werewolf CCXI
No other experience will twist your mind and force you to look into the deep recesses of your own soul like the anarchy and chaos of this game. All are welcome to join, but beware: that haunting melody of laughter you hear dancing on the wind can quickly turn into the ferocious growl of a beast from Hell.

General Werewolf Rules:
§1A. - You sign up to the game by requesting so in a post in this thread. Players can be disqualified from signing up at GMs discretion.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time ask the GM by PM to be substituted out.
§1D. - Repeated failure to vote will lead to forced substitution or autolynch.
§1E. - All players who want to resub into the game must request the GM by PM.
§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 plurality 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 colored text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored. Exceptions to this are explicitly stated in role PMs.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via the provided role PMs.
§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, non-GM color.
§4C. - A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
§4D. - A subbed player may pass on relevant information to his sub at the distraction and direction of the GM, and likewise a sub may request information from the previous player. Any unauthorized contact between the sub and subbed players may result in sanctions for one or both players.
§5A. - 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.
§5B. - Meta gaming is highly discouraged by this GM. It is ok to talk about a players usual behaviour but any other information and arguments based on things outside the thread, especially nitpicking around wording in role PMs, are not ok.
§6A. – The GM has the last word on all matters.
§7A - The GM has to be included in every PM.
§7B – Players may PM other players at will and forum limits. No other communication about this game is allowed, it is NOT allowed to talk about the game in IRC, at phone, at the bar etc. Forging of PMs is allowed. Role PMs will be revealed by the GM. Screenshots of PMs are not allowed. ID numbers of PMs are not allowed in the thread.
§7C – If there are any issues with the game contact the GM by PM. Do NOT talk about issues in the thread. Do NOT talk about GM PMs in the thread. The GM will announce any information in the thread that he deems necessary for everyone to know.
§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. - UNVOTEs are not necessary (GM will always count your latest vote) but are considered good manners.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, 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.
§10A - Always trust the GM.
§10B. - Trust no one. Especially not the GM.
§11. – These rules are complete and will not be changed once the game has begun.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time ask the GM by PM to be substituted out.
§1D. - Repeated failure to vote will lead to forced substitution or autolynch.
§1E. - All players who want to resub into the game must request the GM by PM.
§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 plurality 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 colored text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored. Exceptions to this are explicitly stated in role PMs.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via the provided role PMs.
§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, non-GM color.
§4C. - A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
§4D. - A subbed player may pass on relevant information to his sub at the distraction and direction of the GM, and likewise a sub may request information from the previous player. Any unauthorized contact between the sub and subbed players may result in sanctions for one or both players.
§5A. - 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.
§5B. - Meta gaming is highly discouraged by this GM. It is ok to talk about a players usual behaviour but any other information and arguments based on things outside the thread, especially nitpicking around wording in role PMs, are not ok.
§6A. – The GM has the last word on all matters.
§7A - The GM has to be included in every PM.
§7B – Players may PM other players at will and forum limits. No other communication about this game is allowed, it is NOT allowed to talk about the game in IRC, at phone, at the bar etc. Forging of PMs is allowed. Role PMs will be revealed by the GM. Screenshots of PMs are not allowed. ID numbers of PMs are not allowed in the thread.
§7C – If there are any issues with the game contact the GM by PM. Do NOT talk about issues in the thread. Do NOT talk about GM PMs in the thread. The GM will announce any information in the thread that he deems necessary for everyone to know.
§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. - UNVOTEs are not necessary (GM will always count your latest vote) but are considered good manners.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, 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.
§10A - Always trust the GM.
§10B. - Trust no one. Especially not the GM.
§11. – These rules are complete and will not be changed once the game has begun.
Technical stuff:
Deadline at 22.00 GMT (https://www.timeanddate.com/time/zones/gmt)
Votes at :59 are fine, votes at :00 are not
Always include @npstr in game related PMs
Distributing ASAP
Win conditions:
Village wins if all threats to it have been removed (pack aligned baddies).
For a baddie win these conditions have to be met:
- No other pack is alive.
- Parity is reached (baddie scanner, his apprentice, and aligned cultists count for parity; unaligned cultists do not)
- Village has no way to come back from parity
Setup:
This is going to be a semi-open setup. Most of the roles will be known with all details about them, some will be known with general mechanics or have a publicly unknown trait (may or may not be hidden from the player himself), for a few not even the name is publicly known, and neither are their abilities. This is for two reasons: their actions lose their effect if known publicly, and/or can be easily countered. Expect some highly unique and game enriching roles here!
Balancewise I'm aiming to have every baddie with a unique role that has some kind of ability. In turn the goodie squad centered around Batman as a seer on steroids will be strong and hard to take out, with some mechanics in place to stop them from running the thread.
Daily actions:
0. Votes
1. Voting shenanigans: Two-Face
2. Brutal
3. Healer
4. Ventriloquist
5. Cultists align to packs
Nightly orders:
0. Scanners: Seer/Priest/Sorc
1. Healer Protection
2. Execute any council orders.
3. Hunt (last valid order in the pack PM of the hunting pack counts)
4. Baddies executing orders (Joker turning a cultist, Poison Ivy poison, Man-Bat supersonic roar (stealthy))
5. Zsasz shot (stealthy)
6. Black Mask kill
7. Hunter shot
8. Police Scanners: Detective/Investigator/Technician (they will see each other executing their orders)
9. Baddie special orders (Black Mask planning a kill, Ventriloquist)
Protection layers:
0. Bodyguard
1. Healer (Guardian Angel)
2. Blessed/Cursed
Keep in mind when reading this list, that depending on player amount not every role might be seen in the game, and some roles/traits will be kept hidden from public knowledge until a bearer of them dies.
Goodies:
Batman (Seer on steroids) - Scans players and locks villains up. Can scan one player per night - if that player is a Villain (wolf) or the Joker (sorcerer) he will be locked up (=die) (unless otherwise indicated in that Villains role PM. Batman will get the role name of the Villain if he scans an unlockable one). After locking up a villain Batman needs to repair his equipment for one turn. If the Lover is dead he will be furious and no cooldown will be required, but he won't be able to lock Villains up at all (he works like the regular seer + learns Villain role names). Does not know the identity of the Lover.
Police Commissioner (Priest) - Looks out for Batman and for corruption in the GCPD. Scans will return "Batman" for Batman, "Corrupt Cop" for Cultists, "Apprentice" for an apprentice and "Citizen of Gotham" for everyone else.
The Sidekick (Backup Seer) - If Batman happens to die, will become Batman.
Healer (new role, modified Guardian Angel) - may decide to heal a poisoned player during the day OR protect a player at the following night. Cannot protect the same player on following nights.
Bodyguard (new role)- If Batman is poisoned or hunted at night will suffer the effects in his place.
Lover (new role) - meets up every odd night (n1, n3 etc.) with Batman (trackable by police scanners). Cannot be hunted on these nights. Will die with Batman if he is hunted to death while she is meeting him. Does not know the identity of Batman.
Both alignments:
Various police scanners (Cultists if baddie allegiance):
Police Detective (new role) - Surveils a target at night. Will be told if the target left it's home. May learn where it went (probability dependent on skill of the Detective).
Police Inspector (new role) - Surveils a target at night. Will be told if it was visited. May learn some of the names of nightly visitors (probability dependent on skill of the Inspector).
Police Technician (new role) - Surveils a target at night. Abilities are classified
Apprentice (not known by the bearer): If scanned by Priest or Joker (Sorc) will be attached to the scanner and take over his role in case the scanner dies. Counts for parity if baddie.
Baddies:
Hunts have to be assigned - additionally to the hunt target the packs have to assign one of them to carry out the hunt, otherwise RNG decides. Example: "npstr hunts Euro". A pack can't have the same wolf carry out its consecutive hunts unless it's the last wolf left. A pack may leave a message of their liking with their hunt victim, which will be published in the nights update together with the victims death (not published if there is no hunt related victim in the update).
Corrupt Cop (Cultist) - Abilities see police scanners. Unaligned cultists may align to a pack by PM request. Example: "I want to join the pack of <other players name>". <other player> has to do the same in their pack PM: Example: "let <cultist name> join our glorious pack". Abusing this mechanism by spamming all possible names in the game will result in an autolynch. Aligned cultists will become unaligned if all wolves of their pack are dead. Cultists may start out aligned or unaligned.
Joker (unique sorcerer = unaligned baddie scanner) - Scans for Batman (Seer), Police Commissioner (Priest), Apprentices and Corrupt Cops (Cultists). Can't pester the jester: Immune to being locked up by Batman. Corrupting personality: Can forgo his scan for two days and instead make a recruitment of Harvey Dent aka Two-Face as an unaligned cultist. Non-recruitable roles: Batman (seer), Police Commissioner (priest), Lover, Villains (wolf).
Looses this ability once he recruited Harvey Dent. Will be visiting the recruitee on both nights. If he can't be recruited, will learn it after the second night. Apprentices do not inherit this ability.
Harvey Dent/Two-Face: (unique cultist) - Only in the game if recruited by the Joker. If he has any of the following roles or traits upon recruitment, he loses them: Sidekick (backup Seer), Apprentice (eventually attached scanner will not be told that his apprentice isn't an apprentice anymore), Bodyguard, Cursed. Twice the fun: His vote counts double. This will only be reflected in the votecount if it changes the lynch outcome (it will be shown which wagon had the additional votes)
Poison Ivy (unique wolf) - Sweet Agony: Each night poisons a player. The poisoned player will be announced in the thread with the nights update. If he isn't healed by a Healer until the following deadline he will die right after the lynch. Plants don't bite themselves: Immune to poison.
Ventriloquist (unique wolf) - abilities unknown
Bane (unique wolf) - This dude is strong: When the hunt is assigned to him, he will kill a target through all protections (blessed, protected, Bodyguard will die with target). Drug tolerance: Immune to poisoning.
Victor Zsasz (unique wolf) - Fuck these guys: Each night may kill a non-voter. And these too: May kill a player with 3 posts or less during the game day if non-voters aren't available.
Man-Bat (unique wolf) - Supersonic Roar: Three charges (may use one per night) that will mute a player for 2 game days, barring him from communicating in PMs with other players. Muted player may still give orders in his original role PM and may ask the GM game related questions in his role PM. Can't mute the same player more than once. Blind, or I can't see you so you can't see me: Possesses the Stealthy trait
Black Mask (unique wolf) - Strategic killer: Can take shots at other players. Needs X days to prepare it, X starting at 3 and decreasing by 1 after each shot (min one day) (example: order given at n0 -> d1 + d2 + d3 preparing -> n3 shot taken; order given at n3 -> d4 + d5 preparing -> n5 shot taken; order given at n5 -> d6 preparing -> n6 shot taken). If the target dies during the preparation phase he has to restart (should keep backup orders each night). Police scanners will only track his crimes on the night of the killing. Can't cask the mask: Immune to being locked by Batman.
Ra's al Ghul (unique wolf) - Hot grill: Has a daughter that is romantically involved with Batman. As long as he is alive, Batman will behave as if a Lover is in the game. This Lover is not trackable by Police Scanners. Does not die with Batman like the original Lover.
Traits (all alignments can have these):
Stealthy (unique) : Will not be followed/seen by Police Scanners
Blessed (not known by the bearer) - If hunted/poisoned/shot at, will lose the blessed trait and survive/suffer no effect
Cursed (not known by the bearer) - If hunted will join the pack that hunted him as a villain (wolf) and lose the cursed trait
Brutal: If lynched may kill another player.
Hunter: May shoot a player once. Name will not be published in the update.
There will most likely be a GCPD Commission (Council).
Depending upon player size GM will lump together a setup that he deems balanced™
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