Werewolf XCIII: Defense of the Ancients
SETTING: Enter a land where the Sentinel and Scourge fight in a clash for the ages. Defend your base from hordes of darkness or legions of light, and face champions on both sides who can be your most implacable foe or reliable ally.

SETTING: Enter a land where the Sentinel and Scourge fight in a clash for the ages. Defend your base from hordes of darkness or legions of light, and face champions on both sides who can be your most implacable foe or reliable ally.
THE RULES
I. Overview:
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. After only one pack remains, all baddies (werewolves, all cultists, sorcerers, and sorc. apprentices) are counted towards parity.
The game is split in two sections, Day and Night. Game starts with a NIGHT Deadline.
II. Lynching:
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 preferabbly at least size 3 (or clear from other text), 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 three times during the game will result in an autolynching or more likely, a substitution.
III. Night Events and Orders:
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 (if the role is present):
1. Lover
2. Spy
3. Sorcerer
4. Seer
5. Priest
6. Hunter
7. Guardian Angel
8. Doctor
9. Changeling
10. 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.
11. Witness
IV. DEADLINE:
The deadline for ALL NIGHT ORDERS and VOTES is 2300 UTC+8/1600 CET/1000 EST After this, the vote results and the night's events will be posted, along with an RP update.
V. Absence and Substitution:
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
VI. Non-Player Participation:
Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and keep off the GM colour, #FFFF99).
VII. Player Actions:
Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed.
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.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
THE ROLES
Roles will have an RP name, but will also have their ordinary names attached to them to help players distinguish their role/s.
These roles will ALWAYS be present in this game.
Sentinel Member (Villager): Has no special abilities. Just another hero in the game of DotA.
Scourge Member (Werewolf): Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge. Standard opponents of the regular heroes.
Carry Player (Seer): May scan one person per night to see if he is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer. Is expected to bring their side to victory through his power-levelled skills.
All roles below MAY or MAY NOT exist in this game.
Wardbitch (Priest): May scan one person each night to see if he they have a nightly action. (100% success). All villagers and wolves will ping as villager. Important to any line-up, he provides scouting information for everyone else to act on.
Protective Support (Guardian Angel): May protect one person against a Werewolf attack, but can't choose to protect the same person two nights in a row and can never protect themselves. Has the protection and defensive duties for the team, heals and buffs them so they can survive.
Defensive Support (Doctor): May protect one person each night. In case of an attack, the Doctor has a 50% 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. A doctor can never protect himself. Keeps offensive attacks away from one's base through unit clearing and delay skills.
Disabler (Sorcerer): Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, a Priest, a Lover or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer. Can alternatively choose a player and void their actions for that night. Is focused on disabling the capabilities of the opponent.
Slower (Cultist): Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start. Cultists can be pack specific and the cultists, sorcerer and werewolves will be given more detailed information. Useful in chasing down wounded enemies, they can deal significant amounts of damage and disable opponents.
Illusionist (Lover/s): May choose someone every night to be with and protect. If he is the target of a hunt, has a 50% chance of surviving one attack, otherwise becoming the hunting pack's Cultist. In either case: "No hunt during the night." or some variation thereof will be posted. If the hunt target is the same as his, nobody dies during the night. Uses duplicates of themselves to mislead opponents.
Morphling (Changeling): Will send in an order every night. If hunt target is the same as that of the Changeling, it will redirect it to the Changeling's chosen target. Can use his skill to substitute himself with someone else.
THE TRAITS
The traits (extra roles) MAY be had in addition to any of the above roles. They may NOT necessarily be present in the game.
Leader: May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. May change ONLY ONE target to another. If another leader order is sent in, all orders will be ignored.
Dagon-Armed (Brutal): If lynched, has the power to immediately kill one person before being subdued.
QQ-er (Cursed): 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. A cursed apprentice that turns into a werewolf loses his apprenticehood.
Mekansm-powered (Blessed): 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 might be unaware he is blessed, but if attacked he will be notified of this.
Ganker (Hunter): Can send a ONE TIME hunt order on a person. Does NOT go through any sort of protection. The kill is NOT credited to the person doing the hunting.
Caller (Witness): Once per game, the Witness may try to see the nightly attack. Witness success rate is 25% during the first 3 nights, 50% in the succeeding 3 nights, and 80% thereafter. The witness may see a hunter hunt instead of a wolf hunt if both hunt at the same night.
Troll (Rival): Is partner to someone else, who if alive at game's end, will cause this player to lose, even if he/she is part of the winning team.
Invisible (Plotting): Can PM his vote to the GM, can be used more than once. Vote will be revealed during final vote count.
Silencer (Silencer): May choose a single person every night, the vote of that person for the that day is not counted. The invalidation of the vote is revealed in the update. May not choose the same person consecutively.
Special Rules:
Only one random level of protection (Bless/GA/Doc) will be active at any time; if more than one hunt order is sent in for that person by different sources, they are considered GANKED and will be auto-killed. Only one random hunt order will occur though (i.e. a wolf and hunter shot ganking the same person may result in a no-hunt by the wolves or the hunter shot being used up).
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