The Setting

It's the year 2018 and werewolf is running rampant. It has become one of the most famous games on parties and forums, played by millions. A real party game. As it happens in such cases, communities started bragging about their abilities and achievements and it didn't take long before seperate communities started competing. This led to the first ww world cup and much coverage across the media.
It was during this time that a former werewolf player and a hungarian billionaire named Daffius decided to do a 'reality show' with coverage across the world. TV channels immediately bought the idea and a plan was formulated. Daffius bought a small Island in the Indian ocean and created a small village by the beach. It was cramed with cameras with online streaming and he started the recruitment of the candidates to participate.
As can be expected, there were candidates from several countries and diverse skill levels. The grand prize was €1m tax free, but more importantly it was a luxury all included holiday on a beautiful Island. He hand picked 25 of those that would take part in his little game on the island. The players were then given their vaccinations, travel papers and transported to the little Island.
The first thing the players noticed was that the little village was abandoned. It could be seen that it was built recently, however there was noone there, no bartenders, no lifeguards, nothing, only them. The next strange thing was that the jeeps that brought them from the boat all had military personel with guns by their sides.
Upon entering the village the jeeps turned around and left towards the boats they came from without a word. An uneasy feeling decended on the participants as they stood in the town square with no idea what to do. Someone suggested to go into the neighbouring town hall, perhaps there is someone there that can give directions.
As could be expected the town hall was empty, however they did find an envelope on the table. One of the players openned it and read it out loud:

The players heart sank and they slowly made their way to their designated residence. The first night was dark and full of horrors.
Standard Big Rules
All roles will be handed out after the last person signs up, with all players receiving a private conversation containing the information they know of. The game will then proceed to a night deadline.
The game is divided into two periods, night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.
Each day all players vote to lynch one of the players - the person they think is most likely to be a Werewolf. Each night the Werewolves decide who to kill. In each 24 hour period the village will lynch and the Werewolves will hunt. The players can try to lynch multiple people by creating a glorious, Lemeard-approved tie; and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips!
Day time actions are carried out in the following order:
Werewolves will be divided into one or more packs, with one pack hunting each night. The order the packs hunt in will be known only to them. Also 1 wolf of each pack will hunt.
The Werewolves of a pack win if they eliminate all rival packs and, along with Sorcerers manage to reach parity with the rest of the village. The Sorcerers win with them.
The Villagers, Seers, Doctors, Padres, goodies win if they manage to destroy all the packs.
§1A. - You sign up for the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution. This might be reduced based on the discreetion of the GM.
§2A. - Players will vote daily. See Rule 1D.
§2B. - Invalid votes (e.g. on the Game Moderator or Ghosts) will not be accepted and will be considered to be in violation of Rule 2A.
§2C. - In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed lynch victim(s) should post in green text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (e.g. scans, hunts) are to be sent to the Game Moderator via private conversation.
§3C. - Players are responsible for any private messages missed due to their inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action or reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and feuds between players which aren't based on your characters or roles in the game are forbidden. Alliances and feuds which continue from one game to another undermine the whole idea of the game.
§6A. - The Game Moderator has the last word on all matters.
§6B. - If the Game Moderator makes a mistake (e.g. with the vote count or hunt/scan orders) and if critical information has been revealed, the mistake will be kept.
§7A. - Forging private conversations is allowed. Screenshots of private conversations are not.
§7B. - Posting or quoting of private messages from the Game Moderator is not allowed - real or forged.
§7C. - Discussion of PM numbers is forbidden. Players are encouraged to remove message numbers when sending them to others.
§8A. - Voting must be done in the following way: Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote.
§8D. - Do not edit posts with votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.
§9. - The Game Moderator can and will remove players if they believe that player is adversely affecting the game, for example through failure to fulfil voting obligations or deliberate violation of the rules. This may be done by killing the player, or using substitutes if they are available. All such decisions are made solely at the discretion of the Game Moderator.
The game is divided into two periods, night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.
Each day all players vote to lynch one of the players - the person they think is most likely to be a Werewolf. Each night the Werewolves decide who to kill. In each 24 hour period the village will lynch and the Werewolves will hunt. The players can try to lynch multiple people by creating a glorious, Lemeard-approved tie; and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips!
Day time actions are carried out in the following order:
- Pathological Liar
- Votes
- Plotter
- Leader
- Secret Council actions
- Lover
- Thief
- Sorcerer
- Seer
- Assassin
- Doctor
- Werewolf hunt
- Padre
- Spy
- Tracker
- Ghost Whisperer
Werewolves will be divided into one or more packs, with one pack hunting each night. The order the packs hunt in will be known only to them. Also 1 wolf of each pack will hunt.
The Werewolves of a pack win if they eliminate all rival packs and, along with Sorcerers manage to reach parity with the rest of the village. The Sorcerers win with them.
The Villagers, Seers, Doctors, Padres, goodies win if they manage to destroy all the packs.
Standard Werewolf Rules
§1A. - You sign up for the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution. This might be reduced based on the discreetion of the GM.
§2A. - Players will vote daily. See Rule 1D.
§2B. - Invalid votes (e.g. on the Game Moderator or Ghosts) will not be accepted and will be considered to be in violation of Rule 2A.
§2C. - In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed lynch victim(s) should post in green text until their true role is confirmed.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (e.g. scans, hunts) are to be sent to the Game Moderator via private conversation.
§3C. - Players are responsible for any private messages missed due to their inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action or reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and feuds between players which aren't based on your characters or roles in the game are forbidden. Alliances and feuds which continue from one game to another undermine the whole idea of the game.
§6A. - The Game Moderator has the last word on all matters.
§6B. - If the Game Moderator makes a mistake (e.g. with the vote count or hunt/scan orders) and if critical information has been revealed, the mistake will be kept.
§7A. - Forging private conversations is allowed. Screenshots of private conversations are not.
§7B. - Posting or quoting of private messages from the Game Moderator is not allowed - real or forged.
§7C. - Discussion of PM numbers is forbidden. Players are encouraged to remove message numbers when sending them to others.
§8A. - Voting must be done in the following way: Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote.
§8D. - Do not edit posts with votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.
§9. - The Game Moderator can and will remove players if they believe that player is adversely affecting the game, for example through failure to fulfil voting obligations or deliberate violation of the rules. This may be done by killing the player, or using substitutes if they are available. All such decisions are made solely at the discretion of the Game Moderator.
The Roles
Werewolves (Werewolf) and Vampires (Werewolf): Allocated to specific packs and cannot change allegiance. A pack may have any mix of Werewolf varieties within it. Each night one pack may choose a victim to hunt. The pack which gets to hunt is determined by an order known only to the packs. The victim is determined by the last order for that day sent by any Werewolf of the pack. The pack can chose the wolf to go on the hunt.
Evil Scientist (Sorcerer) : Win along with any one pack, and count towards parity for the Werewolves. Each night may scan one player. A Sorcerer will find out if they are a Werewolf, Vampire, FBI Agent or Religious Detective. All other players will appear as Villagers.
FBI Agent (Seer) and Religious Detective (Seer): Each night may scan one player. A FBI Agent will find out if they are a Werewolves; a Religious Detective will find out if they are a Vampire. All other players will appear as Villagers.
Doctors: 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 100% 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.
Chaplains (Padre): Each night may choose one player to visit. If that player dies during the night the Padre will arrive in time to learn the name of one of those responsible. If the player was killed by the actions of a Secret Council, the Padre will learn the name of one of the players who voted to perform the action. Cannot protect the same player twice in a row and may never protect themselves.
Settlers (Villager): No special abilities other than traits and their own skills as players.
The Traits (choosable)
Werewolf Killer (Assassin): Once per game may choose one player to kill during the night. The Assassin's name is not revealed in the update.
One Eye Open: If attacked during the night one of their attackers has a 50% to be killed with them. If visited by the thief or the lover, has a 50% chance of killing them during the visit
Pathological Liar: Once per day may claim in the game thread any role or any trait except Blessed, Cursed and Secret Council Member, and send a quote of this to the Game Moderator by private conversation explaining what has been claimed. For the next update only they will be treated as having this role or trait and may use it accordingly. Exceptions to this are that claiming Werewolf will only change how the Pathological Liar appears to scanners and cannot result in them performing a hunt. Who the Pathological Liar counts towards for parity and their personal winning condition never changes. A particular role or trait may only be chosen once in the entirety of the game.
Plotter: May send their votes to the Game Moderator by private conversation. Any such votes will only be revealed in the final update, immediately prior to the lynch target being selected.
Paranoid (Spiritually Attuned): Has cameras all over his house. If scanned has a 100% chance to sense it occurred. They will then have a 50% chance to learn the scanner's role. If they succeed at identifying the scanner's role they have a 50% chance to learn the name of the player scanning them. They will not know if they were visited by the a mad seer or normal seer.
Lover: The lover visits players during the night. Whoever the lover visits cannot use their action that night. The visited will know that they have been visited by the lover, however they will not know the lovers name. Lovers can block hunts, if they block the hunting wolf the given night. Hunts on the lover will not fail.
Thief: A thief can steal traits (but not roles) each night, in which case the trait will be gained by the thief. If a role is 'stolen', the person that it was stolen from wil be demoted to basic goodie villager role, but the thief will not gain the role, wolves will remain wolves, sorc loses scan ability. Whoever the thief visits will become a rival to the thief. If the thief steals from a buddie, all other buddies will also become rivals. The update will only say if a stealing had occured. If the thief is lynched, all traits will be returned to their recipients, if however the thief is hunted, the traits are lost.
Framer: A baddie only trait. Can frame someone each night, if investigated, it turns up as a wolf.
Ghost Whisperer: Once during the game can get the planned action(s) of the person/people killed during the night.
Secret Council Member: Council will have 5 members and will be extremely powerful. You can get in the council by spending bidding points. The 5 people that had the highest bid will join the council. If more then a random selection occurs, points are not lost. Eg: 3 people bid 3 points, 3 people bid 2 points and 3 people bid 1 point. This results in the first 3 people who bid 3 points joining the council and from the 3 bidding 2 points only 2 will join the council (random), the third will be shortlisted and will be the first in line to fill in the next empty slot in the council seat. The 3 bidding 1 point will be randomly allocated the 2nd, 3rd, 4th empty seats in the council. If no further council members available the council will remain unfilled. The council will only function with a minimum of 3 people. If no more subs to the council and only 2 players remain, the council will be dissolved and this will be told in the update (the names of the remaining council members will remain hidden). An absolute majority is needed for the council to use their powers. Council will have undisclosed special powers that may not be among the rules.An example of one such power is; once during the game, the council can throw a party, where everyone is invited. The council will get a report on anyone that did not attend (aka: anyone using their power that night), but no their roles. The fact that there will be a party will be revealed in the update, so players will have a day to cancel their nightly orders if they so wish.
Tracker: Special rules apply. See spoiler below
CIA agent (Spy): special rules apply. See spoiler below
Traits (Not Choosable)
Blessed: If attacked by Werewolves will survive in the first instance. Any future attacks will succeed. A player might not be aware they are Blessed. Neither the cause nor the target of the failed hunt will be revealed in the update.
Cursed: If successfully attacked by Werewolves will become a Werewolf of that pack, of a variety determined at random. A player will not be aware they are Cursed. Neither the outcome nor the target of the hunt will be revealed in the update.
Mad FBI Agent (mad seer) and Mad Religious Detective (mad seer): If more than one player chooses seer roles, all players except one will become Mad. Mad seers scan completely randomly, they will scan the player but the result will be random. Mad seers will not be aware that they are mad.
Buddies: These are 3 friends who know each others alignment. If 2 of them gets killed, the third will become an Evil scientist (sorcerer) trying to revive them.
Rivals: Two players may start as rivals, in which case neither of them can win as long as the other remains alive. If both are still alive at game end, they both lose. If a player kills a rival, they will be granted a minor trait. The kill only counts if theirs is the first or last vote on the rival.
Special Spy Tracker Rules
Spieas and trackers have special rules. Each night the players (depending on role) roam around the village. The spies have a map of the village (see below) and have 3 options:
Option 1) They can visit any given player and follow the player during the night if he moves.
Option 2) They can visit any players house and try to find clues of their roles/traits
Option 3) They can visit any of the public locations and can spy on the players visiting those locations.
Note: Not all players will visit all locations that night. Players will visit at least 1 location during the night, these locations will be assigned at random. Spies can run into other players as well if they cross path during the night. Due to the RP aspect, spy reports will take longer to write and post, so expect delays in posting spy reports. Also due to the intensity of the spy reports (who went were and bumped into who) the GM exercises the right to a maximum number of spies during the game.
Trackers can also choose between option 2) and option 3). They will find out who was visited and have a 25% chance to discover by whome.
Werewolves (Werewolf): Seen near the house of his victim during the night. Also seen lurking near the well sometimes and has a strange pull towards the church.(out during night)
Vampires (Werewolf): Seen near the house of his victim during the night. Also seen lurking near the pharmacy sometimes and has a strange pull towards the cemetery.(out during night)
Evil Scientist (Sorcerer) : Often seen near the clinic or the house he is scanning during the night. He might also check on the mental asylum. (out during night)
FBI Agent (Seer): Has a house in town, but prefers to stay in the hotel. Out investigating during the night. Knows about the well and hangs out on the watch there.(out during night)
Religious Detective (Seer): Has a house in town, but can be seen at the location he is investigating. Sometimes frequents the pub to get a drink. Also frequents the church. (out during night)
Doctors: Often seen at the patients house or clinic. Sometimes he picks up medicine at the pharmacy. (out during night)
Chaplains (Padre): If not visiting someone then often seen around the church or the mental asylum. (out during the night)
Settlers (Villager): Are at home
Werewolf Killer (Assassin): Some nights he can be seen in the forest practicing (out during night)
One Eye Open: At home
Pathological Liar: Often seen around the church, repenting for their sin. They also like to brag about at the pub. (Out during the night)
Plotter: They are seen near the town hall, forging their vote. (Out during the night)
Paranoid (Spiritually Attuned): Are at home
Lover: Visits someone but also often drops by the pharmacy for medicine and sometimes the clinic. Can stop hunt if with hunting wolf (out during night)
Thief: Hides his stash, he could be anywhere. (out during night)
Framer: He is seen forging documents at the town hall. Also hides fake documents in the forest. (out during night)
Ghost Whisperer: Often seen near the cemetery or the church during the night (out during night)
Secret Council Member: Usually meet in the town hall. If they feel they are being watched they can opt to go to the hotel conference room.(out during night)
Blessed: Hidden trait, no info
Cursed: Hidden trait, no info
Mad FBI Agent (mad seer): Often seen around the Mental asylum or the well when not scanning (out during night)
Mad Religious Detective (mad seer): Often seen around the cemetery or wondering the forest when not scanning. (out during night)
Buddies: They often meet at one of the buddies house during the night, but sometimes they might opt for the pub (out drinking during the night)
Rivals: At home
Option 1) They can visit any given player and follow the player during the night if he moves.
Option 2) They can visit any players house and try to find clues of their roles/traits
Option 3) They can visit any of the public locations and can spy on the players visiting those locations.
Note: Not all players will visit all locations that night. Players will visit at least 1 location during the night, these locations will be assigned at random. Spies can run into other players as well if they cross path during the night. Due to the RP aspect, spy reports will take longer to write and post, so expect delays in posting spy reports. Also due to the intensity of the spy reports (who went were and bumped into who) the GM exercises the right to a maximum number of spies during the game.
Trackers can also choose between option 2) and option 3). They will find out who was visited and have a 25% chance to discover by whome.
Werewolves (Werewolf): Seen near the house of his victim during the night. Also seen lurking near the well sometimes and has a strange pull towards the church.(out during night)
Vampires (Werewolf): Seen near the house of his victim during the night. Also seen lurking near the pharmacy sometimes and has a strange pull towards the cemetery.(out during night)
Evil Scientist (Sorcerer) : Often seen near the clinic or the house he is scanning during the night. He might also check on the mental asylum. (out during night)
FBI Agent (Seer): Has a house in town, but prefers to stay in the hotel. Out investigating during the night. Knows about the well and hangs out on the watch there.(out during night)
Religious Detective (Seer): Has a house in town, but can be seen at the location he is investigating. Sometimes frequents the pub to get a drink. Also frequents the church. (out during night)
Doctors: Often seen at the patients house or clinic. Sometimes he picks up medicine at the pharmacy. (out during night)
Chaplains (Padre): If not visiting someone then often seen around the church or the mental asylum. (out during the night)
Settlers (Villager): Are at home
Werewolf Killer (Assassin): Some nights he can be seen in the forest practicing (out during night)
One Eye Open: At home
Pathological Liar: Often seen around the church, repenting for their sin. They also like to brag about at the pub. (Out during the night)
Plotter: They are seen near the town hall, forging their vote. (Out during the night)
Paranoid (Spiritually Attuned): Are at home
Lover: Visits someone but also often drops by the pharmacy for medicine and sometimes the clinic. Can stop hunt if with hunting wolf (out during night)
Thief: Hides his stash, he could be anywhere. (out during night)
Framer: He is seen forging documents at the town hall. Also hides fake documents in the forest. (out during night)
Ghost Whisperer: Often seen near the cemetery or the church during the night (out during night)
Secret Council Member: Usually meet in the town hall. If they feel they are being watched they can opt to go to the hotel conference room.(out during night)
Blessed: Hidden trait, no info
Cursed: Hidden trait, no info
Mad FBI Agent (mad seer): Often seen around the Mental asylum or the well when not scanning (out during night)
Mad Religious Detective (mad seer): Often seen around the cemetery or wondering the forest when not scanning. (out during night)
Buddies: They often meet at one of the buddies house during the night, but sometimes they might opt for the pub (out drinking during the night)
Rivals: At home

Pickpoint Table
Role assignment
All players will get a basic alignment (goodie, pack specific baddie, unaligned baddie) and a number of "pick points" at preliminary role assignment. The player then has almost 24 hours to decide how to spend those pick points from the list of roles and traits.
Goodie pick point table, with roles in italics
9: Pathological liar
7: Doctor, Thief
6: Assassin, Padre
5: OEO
4: Lover, Spy, SA
3: Tracker, Seer roles
1: Plotter, Ghost whisperer
0: Villager, Council member (depending on bidding points)
Baddie pick point table
6: Evil Scientist (Sorc), Thief, Pathological liar
4: Assasin, Framer
3: SA, Lover, OEO, Spy
2: Tracker
1: Plotter, Ghost whisperer
0: Council member (depending on bidding points)
For baddies a similar table will be provided. All pack specific baddies will have the same pick point table. The table for unaligned baddies might look differently.
A player not satisfied with her choices can always appeal to Lady Luck and will then get some randomized trait(s), might be better, might be worse and can even be "nothing".
A player that doesn't select anything using her pick points will get something the GM selects.
There will be at most one Seer and one Sorcerer at game start. Should more than one player pick the same scanning role all but one will start as mad seer or mad Sorcerer.
You must claim exactly ONE role. You can claim multiple instances of traits, where it makes sense (eg assassin).
When choosing Seer, you only need to choose a generic seer and it will be assigned by the GM.
Deadline
The deadline for this game will be at 2100 GMT. Votes and orders posted at 2059 GMT will count; those posted at 2100 GMT will not.
Voting ends at the deadline even if the Game Moderator is not present. All living players except the assumed lynch victim are permitted to post about the game between the deadline and the update.
Last edited: