Werewolf CLXXVIII: Pub Crawl
[insert Ptirdy shenanigans here]
Old college friends meet up, and decide to indulge in a night of debauchery and indulgence. They set off on a tour of the city streets and watering holes, but being more responsible adults, at the back of their mind lies a desire to get home safe instead of getting hammered and passing out in dark alleys and their own puke.
Some of them however, have turned their backs on alcohol and gluttony. And they want to spoil everyone else's fun by making everyone swear off doing it ever again.
HOW MANY SURVIVE THE NIGHT?
WILL DRUNKENNESS PREVAIL?
HOW MANY SURVIVE THE NIGHT?
WILL DRUNKENNESS PREVAIL?
The Basics: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 their 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). Different wolfpacks cannot win together; all wolves from opposing packs must be eliminated for a victory to be achieved.
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.
The Rules
§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§1d. If you are not going to be able to play, announce it as soon as possible. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require reliable players.
§1e. Multiple blacklistings may result in you being banned from ever participating again.
§2. The game is split in two phases, night and day. The Baddies hunt during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing VOTE [INSERT NAME] in bold letters at the end of the message.
SPECIAL RULE:
Given the theme of this game, every player except for those with the Hesitant and Plotter Traits can only vote once per day in the thread.
§2c. DEADLINE FOR VOTES AND OTHER COMMUNICATION IS (0800 UTC+8/0100 UTC+1/0000 UTC/1900 UTC-5)
§2d. A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only, do not show them to others, as this defeats the idea of the game.
§3. SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER REVEAL ANY INFORMATION (COMPILATION INCLUDED).
§3a. ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§3b. When doing ghost/spectator commentary, please use a non-white colour.
§4. The villagers win when all Wolves are dead. The Wolves win when they eliminate any other evil pack/s and the evil villagers equal or outnumber the good ones.
§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:
- Witness
- Sorcerer
- GA
- Spy
- Seer
- Priest
- Werewolves
The Roles & Traits
- PubCrawler (villagers): Just someone who wants to have fun and get drunk. A vanilla villager unless traits show up and are revealed to them.
- Host (Seer): You are the Host, the One Contact of EVERYONE. You have a nose for finding drinkers and non-drinkers. Seers scan for wolves. All non-wolf players will return a Villager result.
- Sober Boys (Werewolf): Tee-totaling bastards, bane of the party. Are actually a more sinister entity than you would think. Will overwhelm others in their party when they reach parity. Wolves may hunt every so often as given by GM order. Wins on reaching parity with village and having no other opposition to contend with.
Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).
- Spirit of the Glass (Priest): That guy that everyone knows can outdrink everyone else. May check one person each night to see if he is a Seer, Cultist, Sorcerer or Apprentice. Any other role will appear as a regular villager to the Priest.
- Lightweights (Cultist): People who cannot hold their fair share of alcohol. The bane of any party who wants to get completely hammered. Cultists turn to wolves when all wolves of their pack members are dead. Until then, they can be scanned by the Priest or the Sorcerer. Counts for parity.
- Cuckold (Sorcerer): He's the poor guy who needs to get home because his girlfriend doesn't want him out on the town. Wants to find the drunks because he wants out. Scans for Cultists, Wolves, Priest and Seer. Counts for parity if proven to be in contact with a pack. Loses on a Village win.
- Wallflowers (Apprentice): Only becomes active if his master is killed. Apprentices works just like their former master. If an Apprentice is in the game, the first one who scans him will make him his apprentice. All further scans on them will only return as "Villager" until their master dies. The apprentice does not know that he is one until he is scanned; and will NOT be informed of the role until he takes the scanner's place.
- The Bro (Guardian Angel): He'll keep you company if you feel sick, and take your shots for you. May protect one person against an attack, by taking them aside that night so they can freshen up, but can't choose to protect the same person two nights in a row and can never protect themselves.
TRAITS
- Loudmouth (Leader): Likes to call the bartender for another round, and can do a rousing speech. May declare, once per game, that he wishes someone else to die in the place of a vote leader. A leader may only leaderlynch someone with at least 1/5th of the village's vote, rounded upwards. Their identity will be revealed if the power is used. In the event of a tie, the number of people in the tie must equal the number of people who must die. The leader can substitute one or as many of the lynch targets. If multiple Leaders use their ability, NONE of them will go through and the trait will be used.
- Scout (Witness): Checks out everything, whether it be the next drinking spot, the dance floor, or that hot chick dancing by herself. Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 15% each night (15% on Night 1, 30% 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 Game Moderator decides whether the ability is used or not.
- Best Buddies (Old Soldiers): They know each others' limits from being with them too often. If they are forcibly split up however, they will become bitter to everyone else in the group. The group of three players are initially all good, but if two of them die, the third becomes a Wolf and is randomly assigned to a surviving pack. They will know the name of their colleagues from the start.
- Unreadable (Scrambler): They keep the same poker face all night, and they know it. The player possessing this trait knows about having this trait, but cannot reveal it via PM or in the thread. Their role will show up in the opposite alignment of what role/alignment they possess. Goodies will show up as baddies to any scanner, while baddies show up as goodies. They will be informed on the next morning if somebody scanned them during the prior night, and have a 50% chance of discovering the name of the scanner who pinged them.
- Observant (Spy): Though not as adventurous as the Scout, he likes to look at other players if they're hiding anything. If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and/or traits of that player, but never the role or trait itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
- Gullible (Cursed): Can be easily convinced to stop drinking. 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. The Seer, Priest, Guardian Angel and Doctor can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood.
- Alcoholic (Blessed): Likes to drink way too much. 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 will be unaware he is blessed, even after an attack.
- Bad Drunk (Brutal): Too much drinking makes him an unruly person, and requires someone to get him home. If lynched, has the power to immediately kill one person before being subdued.
- Hot Headed (One Eye Open): You don't want to provove this guy to go home. If the wolves hunt this person, this person loses the trait, and one of the wolves will be randomly killed.
- Thinker (Hesitant): They cannot commit decisively enough on who's really drunk and needs to go home. Hesitant players can change their vote after they have cast it. The vote change must be public. They can only use this twice during a single day. All vote changes after the second will be ignored. After five uses, they will no longer have the trait.
- Silent (Plotter): Some people simply are too silent to commit to any one thing. These players can change their vote once a day via PM to the GM after they have cast their vote. Their changed vote/s will be revealed during the daily vote.
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