Werewolf CLXIX: After Brighton

Setting: In 1984, in October, the Conservative Party held its conference in order to decide on matters high and low. In attendance was Margaret Thatcher, the Prime Minister, and her cabinet. On the 12th of October, the IRA set off a bomb at the Grand Hotel in order to eliminate the Prime Minister and the cabinet. In the attack, several people were killed and yet more were injured. The Prime Minister, Margaret Thatcher narrowly escaped death and the Conservative Party continued its conference. The terrorists/separatists/freedom-fighters/etc. appear to have failed. The big question, however, was if they would stop here or if they thought that additional attacks on the cabinet and parliament are needed in order to achieve their goals...
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.
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.
Daily actions are handled in the following order:
0. Votes
1. Plotter
2. Alderman
3. Brutal
Nightly orders are handled in the following order:
0. Party meeting
1. Distiller
2. van Helsing scan
3. Infiltrator scan
4. Sorcerer scan
5. Seer scan
6. Priest scan
7. Hunter
8. Assassin
9. Robber
10. Guardian Angel
11. Doctor
12. Werewolf
0. Votes
1. Plotter
2. Alderman
3. Brutal
Nightly orders are handled in the following order:
0. Party meeting
1. Distiller
2. van Helsing scan
3. Infiltrator scan
4. Sorcerer scan
5. Seer scan
6. Priest scan
7. Hunter
8. Assassin
9. Robber
10. Guardian Angel
11. Doctor
12. 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.
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 whom to vote for, they type vote Player X in bold font and preferabbly at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.
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 CST (01:00 GMT)
Shortly after the deadline, the lynching takes place and the result of the Nightly activities is presented. Post 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 colour (and keep off the GM colour, gold).
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.
Forged Private Messages (PMs) are allowed.
Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
THE ROLES
Villager: Has no special abilities.Werewolf: Will choose a victim to eat each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.
Seer: 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: May scan one person each night to see if he is a Sorcerer, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.
van Helsing: Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of Hunter.
Sorcerer: 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 Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.
Apprentice: 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. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.
Guardian Angel: 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: May protect one person each night but can't choose to protect the same person two nights in a row. 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.
Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start and that Werewolf knows the cultist's identity in turn. When the wolf master dies, the cultist will take their place.
THE TRAITS
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).Infiltrator: Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.
Hunter: 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 before succumbing to the attack. 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).
One Eye Open: If the One Eye Open is attacked by wolves, hunter or assassin at night he has a 50% chance (not caught asleep/off guard) of killing one of his attackers before succumbing to the attack.
Assassin: Can send one nightly order to kill someone. After this his ability is used up.
Robber: Once through the course of the game the Robber can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The Robber will be given all the victim's traits, including hidden ones. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.
Distiller: Each night, the Distiller may choose to share a bottle of rum with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller will only stop a wolfpack or Party action if the targeted player is the last member of the pack/party.
Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued.
Cursed: 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. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses his apprenticehood.
Blessed: 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. If a Blessed and Cursed player is hunted, the Blessed trait has priority.
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 what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name (if the scanning player is a Party then the Spiritually Attuned will get the name of one party member and be told he is a party member.
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: Upon important village decisions may declare (by PM to the GM) that his vote is worth two votes. From this point on, his vote will always be worth two votes.
Seerish Powers*: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.
Priestly Powers*: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.
Sorcerous Powers*: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.
Infiltrating Powers*: This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.
Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.
Angelic Powers: This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.
Party member: Each member of a party will know the names of the rest. The Party may have several finite miscellaneous powers it can use, maximum one per night. For it to work, an absolute majority of all those who voted must vote for the same target and the same power to be used. Abstaining from voting is equal to voting NO.
Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.
Cloak of Invisibility: A player possesing a cloak of invisibilty 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/assasin 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.
* Xxxly powered scans can detect but not claim apprentices.
* only one Xxxly powered scan of each type will be effectuated on any given night. Should several scan orders be issued the same night one random scan will go through and the rest of the Xxxly powered scanners will have to wait until another night.
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