Werewolf LXXII: 007

Having had their plans foiled once too many by that pesky Bond fellow, all super villains decide to work together to get rid of him. Of course an evil scheme must be devised first, but it's difficult to reach an agreement. Will we destroy the world or will we subjugate it? Wreak havoc on the world economy or steal untold riches. Whatever the final plan will be, it will be seriously evil. Unfortunately the intelligence agencies have gotten wind of something big going on and have infiltrated your vulcanic lair. Now it's a battle of wits and muscle to see who will win, the secret agents or the villains.
The Rules
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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. Independent cultists and sorcerors count to parity only if they are in contact with the remaining wolf pack.
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.
Nightly orders are handled in the following order:
1. Sorcerer
2. Seer
3. Priest
4. Hunter
5. Guardian Angel
6. Doctor
7. 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.
8. Witness
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 who to vote for, they type vote Player X in bold font and preferably at least size 4, this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y.
Abstaining from voting without declaring absence twice in a row or 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 21.00 GMT sharp (20.59 timestamp is accepted, 21.00 is not and shortly after this the lynching takes place and the result of the Nightly activities is presented.
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. Neither are they allowed the outcome of the game in any way. Anyone caught doing it risk being permanently banned from all Werewolf games. When making a ghost/spectator comment, please use a non-white colour.
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.
Players may not reproduce the contents of a PM from the Game Moderator either publicly or privately. If you want to reveal your role or the results of an order, fine. But you must tell them yourself, not forward my PMs as "proof." Characters found to have done so will meet an unfortunately aimed rotten tomato when they are dancing on the tight rope without a safety net.
The Roles
The world is not enough
(villager): Super villain bend on world domination or other such nefarious schemes.
On het majesty's secret service
(werewolf): 00's, secret agents who have infiltrated the villains and try to keep them from completing their evil plot.
Goldeneye
(seer): Can check one person each night to see if he is a secret agent or apprentice (100% success). Any other role will appear as a regular villain to the seer.
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).
Goldfinger
(priest): May check one person each night to see if he is a sorcerer, a seer, an apprentice or a cultist (100% success). Any other role will appear as a regular villain to the priest.
For your eyes only
(sorcerer): Works with the secret agents. May check 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 villain to the sorcerer.
Diamonds are forever
(apprentice): An apprentice will be unaware he is an apprentice until he is claimed. The first person to find the apprentice will claim him. An apprentice will take over his master´s role in case his master dies.
Die another day
(Guardian Angel): May protect one person each night from secret agents, but can´t choose to protect the same person two nights in a row and can never protect himself.
Dr. No
(doctor): Has a 50% chance of preventing permanent harm to a person from a secret agent. The patient will be under narcosis till the secret agents that attacked him have had the chance to hunt again and will be safe from attack. During this time he will not be able to send in orders or votes. After the secret agents have hunted again, the patient will live or die. If he lives he will remember one of the secret agents, but will not learn the identity of the doctor. The doctor has a 33% chance to save himself from an attack. Can´t choose to protect the same person two nights in a row and can never protect himself. If the doctor is killed so are any patients still in his care.
Octopussy
(cultist): Works with the secret agents. If the group of secret agents the cultist was working with is destroyed , the cultist can still win if he manages to make contact with another group of secret agents.
A view to a kill
(witness): Once per game, the witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc). If successful, he learns the identity of one secret agent in the group that was active that night. If no secret agent was active the GM decides if the ability is used or not.
From russia with love
(lover): Comes in pairs. Wins if he and his lover survive. Will turn cultist if his lover is removed from the village and can still win as a cultist. Automatically dies if he has a part in killing his lover.
The spy who loved me
(rival): Counts as an independent cultist. Wins if he survives and one of his lovers die. At game start he doesn't know the identity of his lovers, but each night he will recieve two random names of people who are not his lovers.
The Traits
The traits (extra roles) may be had in addition to any of the above roles (except as specifically noted).
The man with the golden gun
(hunter): If the hunter is killed (both lynched or hunted) he has a 50% chance of killing one of those responsible. He also may once during the game kill one person at night, but he has a chance of 50% to die in the attempt.
Live and let die
(leader): Can once change one lynch target to another person, but only if that person has 50% or less of the votes. If multiple leaders use their ability at the same time all orders will be executed.
Licence to kill
(brutal): If lynched, has the power to kill one other person. Secret agent trait only.
The living daylights
(cursed): A cursed person doesn´t know he is cursed until hunted by the secret agents. In that case the cursed becomes a secret agent themselves. It will be revealed as a "no one died during the night". A cursed apprentice that turns into a secret agent loses his apprentice hood.
You only live twice
(blessed): Will survive an attack by the secret agents, but only once. It will be revealed as a "no one died during the night". The person does not know he is blessed.
Quantum of solace
(spiritually attuned): Will know when he is scanned. When scanned he has a 50% chance to learn the scanner role and a seperate 25% chance to learn who was scanning him.
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