Werewolf XCIX: The Seer Academy
Episode I: The Introduction Days
Episode I: The Introduction Days

The next year at the universally renowned Seer Academy will start in a few weeks, and as the zealous soon-to-be scholars you are, you have decided to sign up for the introduction camp. Spending summer in a remote location somewhere in the European highlands to form long-lasting friendships and embark on amorous escapades seemed like a great idea. What could possibly go wrong?
A few days into camp you wake up to find that question answered: your sweet little camp could be infiltrated by wolves and its organizers missing. But as true seers-to-be you stay calm and put, as this is exactly what you were looking forward to.
Enjoy..
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. When checking for parity neutrals are not taken into account, and only baddies that are actually in contact with a wolfpack are counted for the baddies. Contact between two players is established when both send a pm to eachother – AND to the GM – with what they claim their role to be. If both are speaking the truth, the baddie will be counted for that pack when parity is calculated.
The game is split in two sections: Day and Night. The 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 preferably 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. If you don’t vote twice on a row you’re be out as well.
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. Sorcerer (and sorcery powers)
2. Seer (and seerish powers)
3. Guardian Council
4. Doctor
5. Hunter
6. 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.
IV. DEADLINE:
The deadline for ALL NIGHT ORDERS and VOTES is 21:00 CET (20:00 GMT), votes made at :59 count while those made at :00 don’t. After this, the vote results and the night's events will be posted, along with an RP update (all real information these updates contain will be found at the bottom, the rest is pure RP and deriving any conclusions from it is frankly just insane).
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).
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.
VIII. The GM is Infallible, Omnipotent, Omnipresent and Omniscient
Any mistakes made by the GM will be kept. Taking the name of the GM in vain will be severely punished. Also, it would be appreciated a lot if the players were to keep the GM informed of what is happening in pm-universe, so a nice little AAR may be arranged by yours truly.
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