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 and cultists) 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 (if present):
1. Cultists(if used on that night)
2: Seer
3. Priest
4. Doctor
5. Guardian Angel
6. Spy
7. Hunter
8. Werewolf (If multiple attack orders are sent from the same pack, the last order submitted will be used)
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).
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.
Sharing any PMs from the GM (forged or not) is NOT allowed and anyone who tries gets autokilled.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. 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 deadline for nightly orders as well as voting is 21:00 GMT (Forum time, GMT timezone, no DST) and shortly after this the lynching takes place and the result of the Nightly activities is presented. Orders and votes submitted at 20:59 will count, the same submitted at 21:00 will not.
Roles (All listed will be represented, and no others)
"The Baddies":
The Unbelievers (Werewolves): Will choose a victim to eat each night. Is part of a werewolf pack, and will be informed of all pack-members and the packs cultist, if they have one.
The Wicked (Cultists): Works with a Werewolf pack, and wins if that pack wins. Again, pack specific. Full fledged member of the pack and is known to all wolves of the pack at the start of the game, and he knows them as well. Can only win with starting pack. Has limited scanning powers that build over time. He can do a scan to see if the target is a Seer, or an Apprentice, but not every night, and it is not a 100% scan until he waits for three nights. Starting at 0%, increasing 33.(3)% thereafter every night until used. Has a 9/17/25% of revealing ONE trait of the target, regardless of role.
Apprentices will only show as claimed or unclaimed, but always 100% accurate, and they will maintain their current state (cultists cannot claim them). Once used, the chance goes back to 0% and the cycle starts over. (Similar to how the witness trait works, except that it is an ability that is repeatable for as long as the cultist is alive.) If the final wolf of his pack is lynched or hunted, the cultist dies.
"The Goodies"
Saint (Villager): Has the ability to vote everyday, to kill the baddies and win.
His Holiness (Seer): May scan one person per night to see if he is a Werewolf or an apprentice. Will get the role of the apprentice if he is claimed. Other roles will appear as a Villager to the Seer.
The Clairvoyant (Priest): May scan one person per night to see if he is a Seer, a cultist or an apprentice. Will not get the role of the apprentice if he is claimed, unlike the Seer.
The Miracle-worker (Doctor): May protect one person each night. In case of an attack, the Doctor has a 66,(6)% chance (rolled on the night of the attack) of saving that person. The person saved will be unable to DO ANYTHING AT ALL (Ghost rules will apply), unless they recover but may also not be attacked directly while recovering. If the recovering player breaks the previous rule, they will be autokilled with extreme prejudice. 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.
Traits
Scholarly (Apprentice): May start already claimed by a role*, or start unclaimed. In the latter case, they will still be aware of their role, and will be assigned a Villager role, until they are claimed or killed.
Apprentices that have acquired their master's role cannot claim any apprentice.
*List of roles able to get apprentices : Hunter (if they use the hunt on an unclaimed apprentice, they will claim them and keep their power intact), Seer, Priest, Spy.
Protective (Guardian Angel): May protect one person against a nightly attack, but can't choose to protect the same person two nights in a row and can never protect themselves.
Wise (Spy): If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and orders of that player (50% success on clue, 35% useless information, 15% misdirected information), but never the role itself. The spy may spy on the same person repeatedly. Can claim unclaimed apprentices.
Far-sighted (Witness): Once per game, a player with the Witness trait may try to see the nightly attack. Witness success rate increases by 12.5% each night (12.5% on Night 1, 25% 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 may produce unexpected results.
Wavering (Cursed): Will not die if hunted by a wolfpack, and will instead join them as a wolf. Hidden trait, will not be known to the player, and will only be revealed on death if it has not been triggered.
Unyielding (Blessed): Will survive one wolf attack. Hidden trait, only known to the player after he is the target of a hunt. Will only reveal on death if it has not been triggered.
Martial (Brutal): Has the power to, when voted to be lynched, kill one other player before he is subdued.
The Zealot (Hunter): May choose, once per game, to hunt someone at night (subjected to all protections bar Blessed/Cursed). They have a 33,(3)% chance of taking down one of the attackers, only if fatally wounded, if they have not yet used their power. The update will not display the author of the hunt. This role will return villager to all but to the successful Spy scans.
Order of protection-layers is, starting from the first to be triggered: GA ->Doctor -> Blessed -> Cursed