Werewolf CII: From the Files of Police Squad - Werewolf in Colour
THE SETTING
My name is Sergeant Frank Drebin, Detective Lieutenant Police Squad. There'd been a recent wave of criminals using state-of-the-art technology to hack into ATMs on the West Side of the city, causing them to eject endless amounts of untraceable cash. Unfortunately, I was assigned to investigate a wave of small fry night-time burglaries happening in the downtown area.
THE SETTING
I was across town at Wal-Mart buying duffel bags when I got the call on the radio - there'd been a murder. It took me twenty minutes to get there. My boss was already on the scene.....
THE RULES
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, all cultist, sorcerers, and sorc. apprentices) are counted towards parity.
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.
Nightly orders are handled in the following order (may be subject to change before game start):
0. Scan Redirector
1. Lover
2. Sorcerer
3. Seer
4. Priest
5. Hunter
6. Guardian Angel
7. Doctor
8. Werewolf
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.
9. 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 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 22:00 GMT and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted X:59 will count while posts submitted X: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 colour (and keep off the GM colour, sandybrown).
Sharing any PMs from the GM (forged or not) is NOT allowed.
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.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
THE ROLES
Villager (Resident): Citizen of Downtown, with no special powers. Trying to help the police with their investigations.
Werewolf (Criminal): Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge. Responsible for the recent crime wave, but are able to blend into the background of the neighbourhood.
Seer (Captain Ed Hacken): May scan one person per night to see if he is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.
Priest (Officer Norberg): May scan one person each night to see if he is a Seer, a Sorcerer, an unclaimed Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.
Sorcerer (Mob Boss): Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, a Priest, an unclaimed Apprentice, a lover or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.
Apprentice (Graduated from the Academy): Only becomes active if his 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 his Apprentice.
Guardian Angel (Lt. Frank Drebin): 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.
Doctor (Ted Olsen): May protect one person each night. 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, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. A doctor can never protect himself.
Cultist (Street Thug): Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start but the Werewolves do not know their identity in turn. Cultists can be pack specific and the cultists, sorcerer and werewolves may be given more detailed information. Pack-specific cultists can only win with the pack, but if their pack is eliminated, they can switch packs by being in contact with an other one.
Witness (Johnny the Snitch): Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% 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 ability is used up nonetheless (but the Game Moderator might decide in special cases that the ability is not used).
Lovers: The lovers have the power to withstand one nightly attack on either one of them. (like being blessed). It will be revealed as a "no kill during the night". If one of them is attacked again, the surviving lover becomes a cultist with the other werewolf group. Wins with goodies, unless turned to cultist.
THE TRAITS
The traits (extra roles) may be had in addition to any of the above roles.Leader (Citizen of High Regard): Knows the word on the street, and is able persuade the village to change the lynch target. In the event of a tie, only one person had be switched away from, and can only be used to save themselves if they have less than 35% of the total village vote. If used to lynch a non-criminal, they lose the trust of the village and can no longer use the trait.
Second in command: Will become the Leader if the current Leader is used up (eg killed or has leaderlynched a goodie). There will be no more than one Second in command at game start.
Third in command: Will become the Leader if the Leader and Second in command are used up (eg killed or has leaderlynched goodies). There will be no more than one Third in command at game start.
Fourth, Fifth in command, etc.:
Hunter (Officer of Police Squad): If the Hunter is attacked by wolves at night he has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves (the hunter will die regardless). He can also send a nightly order to kill someone in which case his ability is used up (including the 50% chance to kill an attacking werewolf).
Brutal (Psycopath): If lynched, has the power to immediately kill one person before being subdued.
Cursed (In need of Cash): If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf.
Blessed (Lucky Bastard): 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 he is blessed, but if attacked he will be notified of this.
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 the scanner role and if they do a 25% chance to learn of the actual person.
Scan Redirector: Once in the game, he may redirect the scan of either a Seer, a Priest, or a Sorcerer to the target of his choosing. Can target scanners by role. If there are multiple scanners of that type, the victim will be chosen randomly. The scanner will know the scan was redirected, and at who. In case of conflicting redirections none will be executed. In case of no living scanner of the specified type, the order has no effect, but will use up the trait. The Redirector will only be notified if his action was successful or not, and that his trait has been used up or not.
Traits and roles are still being worked on and are likely to be changed before game start.
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