WEREWOLF CXCII: BURNING MAN

Burning Man behooves no introduction. A celebration of life, joy, music and hedonism (even if most attending would not know what that word means) in the middle of the Nevadan desert, fuelled only by what a person can bring by himself, and what a man can dispose of himself. Selfless giving of one's unique talents for the enjoyment of all is encouraged and actively reinforced. Everyone here present is an artist and a unique human being. It helps that much uniqueness is fuelled by… adequate chemicals.
But this edition of the festival, something worrying is afoot. There is talk of strange creatures wandering the desert, more sinister than the strange creatures actually populating the festival. There is talk of ritual murders, of entrails left to dry and mummify in the desert. There is talk of howling creatures intent on destroying all life out in this vicious, hostile, arid land. But surely that’s just the acid talking…
Deadline is 21:00 GMT, please convert this to your own timezone to prevent confusion. Incorrectly converted timezones are considered void of warranty and will not be reimbursed.
Sign-ups will close at 21:00 GMT on Saturday, November 21st.
First deadline will be 24 hours after that.
The Rules
Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant Villagers are small packs of Werewolves looking to eat them. The Villagers outnumber the Werewolves, but they don't know who to trust. The Werewolves know their fellow pack members and can work together to even the odds. The Werewolves want to kill enough Villagers in the darkness of night to reach parity and be able to move against the village openly; the Villagers want to destroy the Werewolf menace by uncovering their secret identities and lynching them.
If that wasn't a dire enough situation for the village, amongst the ordinary Villagers there are people cursed to become Werewolves if attacked. Fortunately the village has the aid of Seers and Priests, who can determine the true allegiance of the village dwellers; there are also Guardian Angels, who might be able to protect them. These players must hide their identity just as the Werewolves must, for they are the greatest threat to the forces of evil and will surely be killed if revealed.
It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote a Villager can reveal much about the motives of others. But they must be cunning or more than a little lucky, if they are to survive.
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.
Daytime actions are carried out in the following order:
- Votes
- Leader
- Brutal
Nighttime actions are carried out in the following order:
- Distiller
- Sorcerer
- Framer
- Seer
- Assassin
- Guardian Angel
- Werewolf hunt
- Witness
- Padre
If multiple orders of the same type are received, any conflicts will be resolved by performing those orders in random 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. And the GM, of course.
The Werewolves of a certain pack win if they eliminate all rival packs and, along with Sorcerers and Sorcerers' Apprentices, manage to reach parity with the rest of the village.
The Villagers, Seers, Priests, Guardian Angels, Padres and unclaimed Apprentices win if they manage to destroy all the packs.
Claimed Apprentices win under the same conditions as their master.
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.
§1E. - When a player is substituted, the GM can and will share with the substitute the contents of any and all Private Conversations the GM and substituted player were part of. Players who were in a conversation with the substituted player, which the GM was not part of, are encouraged to do so as well.
§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 not post anything before the actual update is posted.
§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, or publicly in the thread if a player feels stupid courageous enough to do so.
§3C. - Players are responsible for any private messages missed or not read.
§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. Failure to do so will lead to exclusion from future games!
§4B. - When doing ghost/spectator commentary, please use a non-white color, but do not use the GM color.
§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, both in bold text and in a preferably larger character size.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text, and in a preferably larger character size. You must unvote before voting a new candidate: otherwise your new vote won't count.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote, your new one will not.
§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.
§10. - Bar’s closed when the barkeep’s not around. Them’s the rules.
The Roles
Werewolf and Vampire: Lurk in the sparse undergrowth surrounding the hallowed grounds of the festival, ready to pounce on any sign of perceived weakness or inadequacy on the part of the feastgoers to deal with this environment. May blend in with the other participants because of the generally substance-addled atmosphere. Allocated to specific packs and cannot change allegiance. A pack may have any mix of the two 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 and the GM. The victim is determined by the last order for that day sent by any Werewolf of the pack.
B2B Consultant (Sorcerer) and Brand Manager (Witch): Are here with one purpose, and one purpose only: stifling the art and spontaneous creativity of all partecipants. Will stop at nothing to bind vitality and immediacy with contracts and licences. Win along with any one pack, and count towards parity for the Werewolves. Each night may scan one player. A Witch will find out if they are a Werewolf, Priest, or Apprentice; a Sorcerer will find out if they are a Vampire, Seer, or Apprentice. Unclaimed Apprentices will be claimed. Claimed Apprentices will be revealed as such but not have the role of their master revealed. All other players will appear as Villagers.
Transcendentalist (Seer) and Enlightened Being (Priest): Both have seen immortal truth (or have been dropping acid for too long) and see beyond mere facade and appearances. Each night may scan one player. A Seer will find out if that player is a Werewolf, Witch, or Apprentice; a Priest will find out if that player is a Vampire, Sorcerer, or Apprentice. Unclaimed Apprentices will be claimed. Claimed Apprentices will be revealed as such but not have the role of their master revealed. All other players will appear as Villagers.
First-timer (Apprentice): Wide-eyed and woefully unprepared for life in the desert, these beings have left conformist society for the first time in order to widen their minds. But they are in need of guidance, if they are to make it back to their sheltered lives of condos and cocktails. If unclaimed and scanned by a Sorcerer, Witch, Seer or Priest, that scanner becomes their master and the Apprentice becomes claimed. An Apprentice might instead begin the game claimed by a particular scanner, who will be aware of them. If their master dies the Apprentice loses their role and replaces it with that of their master. An unclaimed Apprentice is unaware of their role until they are claimed, and is counted as a Villager for matters such as parity and winning. A claimed Apprentice is told the role of their master, winning with and counting towards parity on the same side as them, but is not told their master's name. In the case of a scanner dying while having multiple living Apprentices only the first to be claimed assumes their role; the other Apprentices become unclaimed.
First Aid Crew (Guardian Angel): Each festival has its safety measures, however elementary they may seem. Those who seem inadequate to deal with the revelries and revelations may be sheltered for their spiritual well-being. Each night may protect one player from Werewolf attacks. Cannot protect the same player twice in a row and may never protect themselves.
Lord of the Desert (Padre): Possesses age-old knowledge of wildlife and the moon, but was not corrupted by gaining it. 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. Cannot protect the same player twice in a row and may never protect themselves.
Participant (Villager): No special abilities other than traits and their own anti-lycanthropic skills as players.
All, none or not all of these roles may be present during the game.
The Traits
Assassin: Once per game may choose one player to kill during the night. The Assassin's name is not revealed in the update.
Brutal: May set orders so that when lynched one other player is killed with them. If the brutalised player has Brutal, the latter’s trait will be triggered in turn.
Distiller: Each night may choose one player to visit. Both that player and the Distiller are unable to perform any further actions during the night. Werewolf hunts will only be blocked if the target or Distiller are the last Werewolf of the hunting pack. The target will only learn they were blocked if they attempted an action and will not learn the Distiller's name.
Leader: May set orders to choose one player who was not lynched, and have them lynched in place of one player who was going to be. The leader can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If the player lynched by the Leader is not a baddie (Werewolf, Sorcerer, Sorcerer's Apprentice) the Leader ability is used up. A Leader's identity is revealed in the update if they successfully lynch someone of any role.
One Eye Open: If attacked during the night one of their attackers will be killed with them.
Spiritually Attuned: 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.
Witness: Each night may try to see the Werewolf attack. The Witness success rate starts at 0% on Night 0 and increases by 10% each night (10% on Night 1, 20% on Night 2 etc). It is reset to 0% after each use. If successful the Witness learns the identity of one Werewolf in the pack that hunted that night. If no successful attack takes place, it is treated as if the Witness ability went unused.
Framer: A baddie only trait that allows a baddie to frame a player each night. If that player is scanned by a seer/priest on the night they are framed, they turn up as a wolf of the appropriate type. If a wolf is framed, they will turn up as a villager on sorcerer scans for that night.
Blessed: If attacked by Werewolves, will survive in the first instance. Any future attacks will succeed. A player will 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.
All, none or not all of these traits may be present during the game.
Deadline
The deadline for this game will be at 21:00 GMT. Votes and orders posted at 20:59 GMT will count; those posted at 21:00 GMT will not.
Voting ends at the deadline even if the Game Moderator is not present. All living players except the assumed lynch victim(s) are permitted to post about the game between the deadline and the update. TL;DR: Don't post when you're the lynch result.
Aftermovie
Night 0: Rovsea, a Framer Werewolf, of the Tomorrowland Pack, was hunted.
Day 1/Night 1: De Chatillôn, a Witness Villager, was lynched; Wagonlitz, a Seer, was hunted.
Day 2/Night 2: Gen. Marshall, a Padre, and Yakman, an SA Villager, were lynched; Audren, a Priest, was shot; Sleepyhead, a Guardian Angel, was hunted.
Day 3/Night 3: brovahkiin, a Blessed Villager, was lynched; aedan777, an SA Vampire, of the Coachella Pack, was hunted.
Day 4/Night 4: billy bob, a Villager with a used up Assasin shot, and Jacksonian Missionary, a 3rd-in-line Villager, were lynched; Hax, the OEO Villager was hunted, he took Velasco, the Brutal 2nd-in-line Leader Werewolf, of the Coachella Pack, with him.
Day 5/Night 5: Ironhide G1, an SA Werewolf, of the Tomorrowland Pack and Health, a Cursed Villager were lynched; Hazbot, a Witch, was hunted.
Day 6: Cliges, a Brutal Leader Vampire, of the Tomorrowland Pack, was lynched. k-59, a Blessed Villager, and JermanTK, a Villager, were overpowered by the mob of baddies.
THE WINNERS ARE
tamius23, a Distiller Vampire of the Coachella Pack
Dexander, a Sorcerer
deathbywombat, the first Sorcerer's Apprentice
LatinKaiser, the second Sorcerer's Apprentice
Day 1/Night 1: De Chatillôn, a Witness Villager, was lynched; Wagonlitz, a Seer, was hunted.
Day 2/Night 2: Gen. Marshall, a Padre, and Yakman, an SA Villager, were lynched; Audren, a Priest, was shot; Sleepyhead, a Guardian Angel, was hunted.
Day 3/Night 3: brovahkiin, a Blessed Villager, was lynched; aedan777, an SA Vampire, of the Coachella Pack, was hunted.
Day 4/Night 4: billy bob, a Villager with a used up Assasin shot, and Jacksonian Missionary, a 3rd-in-line Villager, were lynched; Hax, the OEO Villager was hunted, he took Velasco, the Brutal 2nd-in-line Leader Werewolf, of the Coachella Pack, with him.
Day 5/Night 5: Ironhide G1, an SA Werewolf, of the Tomorrowland Pack and Health, a Cursed Villager were lynched; Hazbot, a Witch, was hunted.
Day 6: Cliges, a Brutal Leader Vampire, of the Tomorrowland Pack, was lynched. k-59, a Blessed Villager, and JermanTK, a Villager, were overpowered by the mob of baddies.
THE WINNERS ARE
tamius23, a Distiller Vampire of the Coachella Pack
Dexander, a Sorcerer
deathbywombat, the first Sorcerer's Apprentice
LatinKaiser, the second Sorcerer's Apprentice
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