The Rules:
(Stolen from tamius23/Capibara with modifications of my own)
Werewolf For Newbies (by tamius):
Each player must cast his vote (like so: Vote Capibara and it can be changed like so: Unvote Capibara, Vote ClaudeLC) before 12:30 Central Time. Should a player miss a vote, he will be forgiven, but on his second or third non-vote, he will either be replaced with someone else or shot at the GM’s discretion.
Any votes cast with timestamp 12:30 or thereafter but before the update goes up will be ignored, and will not count towards the day just finished or the day just starting.
Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may edit for spelling, but it is preferred to make a new post - you can consider the rule against double-posting temporarily suspended in that situation.
For scan and hunt orders, if the timestamp is 12:30, they will be ignored. For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the orderer forgets to send an order, their action will not occur, unless there is an order from previous days which states it must be used in case of no order. If the orderer asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so.
A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.
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 risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color. Stay off the GM’s color.
You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, the GM will strike with lightning more times you can count. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. You can analyze PM numbers to your heart's content but don't expect it to get you anywhere.
Alliances between players which aren't based on your roles in the game are frowned upon. Alliances which continue from one game to another undermine the whole idea of the game.
The Roles
Goodies
Celebratory Villager (Villager): Happy participant in the New Year's Festivities, though this joy is not to last long. Has no special abilities. Votes each day to decide who to lynch.
Party Planner (Seer): Organized the village-wide celebration. While he can't match names to faces well, he will remember who the wolves are after visiting them at night. Scans once per night. Should the Seer scan a Werewolf or an unclaimed Apprentice, he would be told so, but anything else will give him the result "villager."
Parish Priest (Priest): Has deep spiritual conversations with several inhabitants of the village. Knows the people well enough to pick out bad apples. Scans once per night. Should the Priest scan a Cultist, Sorcerer or Apprentice, he would be told so, but anything else will give him the result "villager".
Village Constable (Security Chief): Arrests people who get a bit too rowdy each night, both for their own protection, and for others. Sends in a protection order once per night. Anyone protected will lose the ability to perform any actions that 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. Similarly, they cannot be harmed by hunters or assassins, who will still lose their shot. The Security Chief can never protect themselves, nor can they protect the same person twice two nights in a row. Other nightly actions, such as scans, will still go through to them. Finally, should a person without a nightly ability be jailed, they will not be informed.
Doctor: 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 Doctor, like the Security Chief, may not protect themselves, nor protect someone they protected the previous night.
Undertaker (Padre): Every night may stay with another player and administer unto them their last rites. If the player the Padre stays with is hunted and killed, the Padre receives the name of one of the werewolves who killed him.
The Padre may not stay with someone twice in two nights, as with the Security Chief and Doctor, and for obvious reasons cannot administer last rites to themselves.
Literate Villager (Apprentice): Because they can read, they can perform many other duties for the village, if called upon. However, they don't consider their ability to be of particular use to others, so refrain from saying they are literate openly. 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, or somehow loses his scanner role, 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 when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, 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. Apprentices will not be aware they are apprentices upon game start, and will be told that they are villagers.
Baddies
Partycrashing Werewolf (Werewolf): Despite being kindly invited to the festivities, the werewolves haven't given the kind villagers a break! Organized into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them. The packs have names and colors, but these have no bearing on them.
Fun-hating Townsfolk (Cultist): Angry members of the village seeking revenge for some slight or another, and are willing to sell out their fellow townsfolk to the evil werewolves to do so. Some cultists will start as part of a pack, but can never switch to another pack, unless all the wolves in that pack are dead. Some will start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They cannot subsequently switch packs, unless all the pack's wolves are dead. They can only win if they are attached to a pack and that pack is victorious. They will not count for parity if unattached.
Isolated Sorcerer (Sorcerer): Was unfortunately uninvited to the festivities because the party planner forgot. Having snuck into the festivities by disguising himself as another guest, he swears vengeance. Sends a scan order every night. Should the player be a seer, priest, apprentice, or cultist, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.
The Traits
Brutal: Upon being lynched, may kill one person in addition to themselves.
Blessed: 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.
Cursed: 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, Padre, and Guardian Angel will not 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.
If the pathological liar werewolf-hunts a cursed player, said player will start a new werewolf pack, which will affect hunt order for the other packs.
Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update.
If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless.
Assassin: May shoot a player once. If he does so, his name will not be revealed in the nightly update.
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 starts at 0%, but each night is increased by 10% until the trait is used, upon which, the odds of success return to 0% for the next night (i.e., Night 3 might be at 30%, but, if used, Night 4 will be 0%). This can be used repeatedly.
Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.
In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.
The leader may not use his ability to save himself.
Second in command: Becomes leader if the leader is dead or has lost his ability.
Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.
There may be more players further down the chain of command.
Spiritually Attuned: If scanned, will sense so. Has a 25% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner.
Distiller: Can use his distiller powers on a player, which blocks any action for them that night. This trait is not lost when used and cannot stop werewolf packs from hunting. The distiller can not distill the same person two nights in a row.
Plotter: 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: Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.
Seerish powers: 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.
Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, zealot, 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.
Sorcerous powers: 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.
Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.
Pathological liar: The Pathological Liar lies so much he forgot that some of lies are true. To use his abilities, which he may three times per game and once per day, the Pathological Liar must both post openly in the thread and send a PM to the GM (containing a method for the GM to access the post, such as a link, post-number or quote-link) claiming one role or one trait, listed on the front page (i.e. listed in this post). He then gains the role (or trait) until immediately after the next deadline. He cannot use this power to change his allegiance to another side nor will it affect how he counts for parity.
By way of an example, were a villager pathological liar claim to be a wolf, he would scan as a wolf and be able to eat people that night (two hunts would happen), but would not count for parity on the wolves' side or learn names of a pack.
Jester: 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 the next post. The target will only be informed if the Jester trick actually affects anything.
Day actions are as follows:
1. GM autolynch of absent player
2. Liar
3. Votes
4. Plotter
5. Alderman
6. Leader
7. Lynch
8. Brutal
Night actions are as follows:
1. Jester
2. Distiller
3. Hunter/Assassin hunt
4. GA protection
5. Doctor protection
6. Seer scan, including seerish powers
7. Priest scan, including priestly powers
8. Sorcerer scan, including sorcerous powers
9. Werewolf hunt
10. Spiritually attuned
11. Padre, including single-use
12. Witness
If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.
This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. Most games players should not need to care about this.
Levels of Protection are as follows:
1. Security Chief
2. Doctor
3. Blessed
4. Cursed
This is used should a person be hunted and have multiple layers of protection. The first layer protecting a person is the one which has its effects resolved.