Werewolf Lite CCCLV: X-Com UFO Defense
You are the Sectoids, an alien race in search for a new planet. After settling a base on Mars, you and your fellow aliens have come to Earth, intent to make it your new home.
However, the local populace is not so eager for your rule. A small band of humans, who call themselves X-Com, have gathered to fight the Sectoids. They work in the night, shooting Sectoids from the shadow. You have numbers on your side, but they have secrecy.
Will the Sectoids, with the aid of their wise Ethereal Leader, win their invasion and secure a new home? Or will the X-Com Agents succeed in repelling the Sectoids?
RULES:
There will be 17 players, no more, no less. Roles will be handed out after #17 signs up.
The game will then proceed to the First Night (after I have handed you your roles).
The Roles:
1x Ethereal (Seer): The psionic Leader of the invading alien force, the Ethereal uses its powers to ferret out the X-Com Agents from the shadows (May scan a player each night to determine whether they are a Sectoid or X-Com Agent).
4x X-Com Agents (Werewolves): A small squad of humans rebelling against proper Sectoid rule, the X-Com Agents work in the shadows and prey on the poor, feeble Sectoids (The X-Com Agents start in contact with each other and may hunt a player each night).
12x Sectoids (Villagers): The ground troops of the invading alien force, the Sectoids must rely on nothing but their own wits and the wisdom of their Ethereal Leader to defeat the hated X-Com Agents (The Sectoids know nothing except their own role).
Deadlines for votes and hunts is 22:00 GMT – (PLEASE CONVERT THIS TO YOUR OWN TIME ZONE IMMEDIATELY TO AVOID FUTURE CONFUSION). A vote at 21:59 will count, whereas a vote at 22:00 will not.
Game starts with a nocturnal deadline.
Winning:
The Sectoids win by eliminating the X-Com Agents. The X-Com Agents win by achieving numerical parity with the other players, at which point they can overpower the Sectoids and force them to abandon their invasion.
Various rules:
§1A. - You sign up to the game by requesting so in a post in this thread. Players can and will be disqualified from signing up at GM discretion.
§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 will lead to immediate substitution.
§1E. If you are confused about your role, contact the GM via private message. Do not make a show of it in the thread. Any attempts to discuss role message in the thread are strictly forbidden.
§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and 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 plurality 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.
§2E. - All dead players must privately request to sub. The GM will keep a private sub list in the normal fashion. Players new to the game may request to sub directly in the thread.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action, 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 color.
§4C. - A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
§4D. - A subbed player may pass on relevant information to his sub at the distraction and direction of the GM, and likewise a sub may request information from the previous player. Any unauthorized contact between the sub and subbed players may result in sanctions for one or both players.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players 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, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging and posting PMs from the GM and other players is allowed. Screenshots of PMs are not. ID numbers of PMs are not.
§7B. - YOU MAY NOT DISCUSS ROLE PMs. THIS INCLUDES WHETHER YOU HAVE RECEIVED ONE OR NOT. BREAKING THIS RULE WILL RESULT IN YOU BEING SUBBED OUT.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold, oversized text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold, oversized text.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, 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.
§8F. - It is the responsibility of the player to ensure they vote in clear and legal fashion. Failure to do so may result in the GM miscounting; see rule §6B.
§9. - The GM can and will remove players if the GM believes the player is not participating at their full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.
§10A. - Trust no one. Especially not the GM.
§10B - Always trust the GM.
§11. - Please include the GM in any private conversations you establish that relates to this game.
§12. - This is my GM color. Do not use it.

You are the Sectoids, an alien race in search for a new planet. After settling a base on Mars, you and your fellow aliens have come to Earth, intent to make it your new home.
However, the local populace is not so eager for your rule. A small band of humans, who call themselves X-Com, have gathered to fight the Sectoids. They work in the night, shooting Sectoids from the shadow. You have numbers on your side, but they have secrecy.
Will the Sectoids, with the aid of their wise Ethereal Leader, win their invasion and secure a new home? Or will the X-Com Agents succeed in repelling the Sectoids?
RULES:
There will be 17 players, no more, no less. Roles will be handed out after #17 signs up.
The game will then proceed to the First Night (after I have handed you your roles).
The Roles:
1x Ethereal (Seer): The psionic Leader of the invading alien force, the Ethereal uses its powers to ferret out the X-Com Agents from the shadows (May scan a player each night to determine whether they are a Sectoid or X-Com Agent).
4x X-Com Agents (Werewolves): A small squad of humans rebelling against proper Sectoid rule, the X-Com Agents work in the shadows and prey on the poor, feeble Sectoids (The X-Com Agents start in contact with each other and may hunt a player each night).
12x Sectoids (Villagers): The ground troops of the invading alien force, the Sectoids must rely on nothing but their own wits and the wisdom of their Ethereal Leader to defeat the hated X-Com Agents (The Sectoids know nothing except their own role).
Deadlines for votes and hunts is 22:00 GMT – (PLEASE CONVERT THIS TO YOUR OWN TIME ZONE IMMEDIATELY TO AVOID FUTURE CONFUSION). A vote at 21:59 will count, whereas a vote at 22:00 will not.
Game starts with a nocturnal deadline.
Winning:
The Sectoids win by eliminating the X-Com Agents. The X-Com Agents win by achieving numerical parity with the other players, at which point they can overpower the Sectoids and force them to abandon their invasion.
Various rules:
§1A. - You sign up to the game by requesting so in a post in this thread. Players can and will be disqualified from signing up at GM discretion.
§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 will lead to immediate substitution.
§1E. If you are confused about your role, contact the GM via private message. Do not make a show of it in the thread. Any attempts to discuss role message in the thread are strictly forbidden.
§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and 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 plurality 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.
§2E. - All dead players must privately request to sub. The GM will keep a private sub list in the normal fashion. Players new to the game may request to sub directly in the thread.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action, 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 color.
§4C. - A subbed player is considered a ghost when the GM declares him to be subbed and must obey all relevant rules of that status.
§4D. - A subbed player may pass on relevant information to his sub at the distraction and direction of the GM, and likewise a sub may request information from the previous player. Any unauthorized contact between the sub and subbed players may result in sanctions for one or both players.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players 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, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging and posting PMs from the GM and other players is allowed. Screenshots of PMs are not. ID numbers of PMs are not.
§7B. - YOU MAY NOT DISCUSS ROLE PMs. THIS INCLUDES WHETHER YOU HAVE RECEIVED ONE OR NOT. BREAKING THIS RULE WILL RESULT IN YOU BEING SUBBED OUT.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold, oversized text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold, oversized text.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, 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.
§8F. - It is the responsibility of the player to ensure they vote in clear and legal fashion. Failure to do so may result in the GM miscounting; see rule §6B.
§9. - The GM can and will remove players if the GM believes the player is not participating at their full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.
§10A. - Trust no one. Especially not the GM.
§10B - Always trust the GM.
§11. - Please include the GM in any private conversations you establish that relates to this game.
§12. - This is my GM color. Do not use it.
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