Welcome to Witches & Warlocks II:
Double Double Toil and Trouble!
Narrator - Deathslayer7
CoNarrator - The Bookworm
Basic Werewolf Rules for Beginners:
Werewolf Games, commonly abbreviated as WW, are strategy games, where the players have to lie, trick, deceive and backstab as much as they possibly can.
The basic procedure is like this: Werewolf players are given a role via Private Message. This role is secret and is only known to the player and the narrators. The premise is to keep that role secret from the rest of the players.
There are two basic teams: The Wolves and the Villagers. The Villagers have as their winning condition to find out who among them are Wolves. Since everyone's role is a secret, it takes a while of guesswork and strategy to manage this. The Wolves, on the other hand, have as their goal to hide among the Villagers and make the villagers suspect each other while surviving until they eliminate enough villagers so that the villager number equals their own.
The game is divided in two Phases: The Day Phase and the Night Phase. During the Day Phase, everyone, Wolves and Villagers alike, Point at someone to vote on who is going to be lynched that day. As a general rule, this is done by writing the person's name in red text. The player with the most votes will be lynched, that is to say eliminated from the game. Day Phases generally last 48 hours.
The Night Phase is for stuff that happens under the table. Some people have roles other than simple "Villager" and "Wolf". I'll get to them in a moment. People with these special roles usually have "night actions" that require targeting a certain player. This is done by PM'ing the narrator with the action. During the Night Phase, the wolves send in an action to kill one player of their choice. The Player's death is announced at the end of a Night Phase, and then the Next Day Phase starts. Night Phases generally last 24 hours.
On Power Roles: As mentioned before there are several Roles. "Wolf" and "Villager" are the most basic of roles, but games usually include more. The basic power roles are:
A Seer, who sends in an action every night to the narrator to "scry" another player, one per night. The narrator will tell the Seer what role that player has.
A Baner, who protects one person from being killed each night.
A Fool, who is told he is the Seer, but actually gets results for scries at Random.
A Devil, who is the Seer for the Wolf Team.
The Masons who are a group of Villagers who start off knowing each other's roles. (They're all working together.)
Those are the rules of the Classic Werewolf game. Usually, however, games have several variations and other roles. The special roles and variations for this game are defined below in the Roles section.
In another note: Players must vote, they cannot abstain. If a player fails to vote for two days in a row, he or she will be automatically disqualified, known as an Auto-lynch.
When a player is lynched, Killed, or Auto'd, his death is announced, he is removed, and his role is made public. While players are allowed (and encouraged) to communicate with each other outside the main thread by PM or IM, Dead Players cannot be contacted and cannot attempt to influence the game in any way.
Different narrators have different definitions of what constitutes as cheating in their games. However, there are some actions that are considered cheating by most rules and shoud be avoided.
A) Requesting or bullying other players into forwarding the PM with their role from the narrators. After long discussion in WW Central, the general concensus was that this is considered cheating.
B) Likewise, using your role PM as proof of your identity. Your Role PM serves for one purpose only: to tell you your role. Not to tell it to everyone else.
C) Attempting to help your team after dying. Within the universe of the game, dead players are DEAD. Dead men tell no tales. Eliminated players who attempt to provide information or to influence the voting or night actions in the game are cheating.
D) Attempting to extract information from dead players. Just as dead players cannot interfere with the game, living players cannot try to use them to obtain data, e.g., "Hey, you were the seer, right? Can you tell me who was scried?" or "You were a mason, weren't you? Can you get me in contact with the others?".
That explains the basics of Werewolf Games. I hope you enjoy this game!
The Roles: Good Guys
The Wizard of Oz (Baner): The Wizard of Oz knows everything that goes down in his land. He's the man to go to when you need help. Once per night, he can bane one person from night kills.
The Good Witch(Seer): This little fairy is one of the few good ones. She knows what people think and who they are and what they will do. Once per night, she can scry someone to determine their true role.
The Scarecrow (Fool): Have you seen my brain? With no brain, it makes it hard for the Scarecrow to think right. As such, he thinks he is the seer. Once per night, he can scry a person, thinking he knows what they are. Result is random.
The Lion (Special Role/to be edited): Lions are supposed to be strong, scary and fierce, but this one seemed to go the opposite direction. Any actions or night kills that target the Lion take effect one day later.
The Tinman (special role/to be edited): A body made of metal can withstand a lot more then a normal human body. The Tinman has a special ability that lets him try and save one person from a night kill. The Tinman chooses one person targeted at night, if that same night that person is targeted, he sacrifices himself instead to save that person.
If successful, people will know that the Tinman stepped in to save the day, and who was protected, but not their role.
Note- If the baner banes the same person as the Tinman tries to save and the Witches attack that person, the ability is not used.
Dorothy + Toto (Voiders): Can you help this little girl and her dog find their way home? Once per night, they can either choose to change a person's point the next day phase to match their own, or negate any ability that a person might have that night. Both Dorothy and Toto start seperated. Part of their win condition is to find each other.
Munchkins (Villagers): These are the normal everyday law-abiding little loveable people who pay their taxes in candy. Unfortunately, they are stuck in the crossfire.
Wizards (Masons): A small select group of individuals who help the Wizard of Oz maintain peace in Oz. Start off knowing each other.
The Roles: Bad Guys
The Wicked Witch of the West(Alpha + Beast): The Wicked Witch is not to be taken lightly. Whenever she is lynched, she can choose one person who pointed at her and takes them down with her.
The Wicked Witch of the East (Disguiser): A house kill her? Yeah right! Faking her own death, she can choose someone and change their role to her choosing for the night.
Flying Pet Monkey (Devil): Watch what you say. This little critter is a master of treachery. Once per night, it can spy on a person to determine their true nature.
The Nome King (Voider): Once King of Oz but no longer, he still refers to himself as a King. Behind the scenes, he can choose certain people he wants. He can either change their point for the next day to match his own or their night ability, if they have one.
Witches (Wolves): These are witches, who for their own reasons, choose to follow the Wicked Witches.
Player List (29/30)
lynched day 1
lynched day 2
killed night 2
killed night 1
fluff to come later. edits to roles as well.
Not wearing your seat belt? See you soon!
Thanks to Kwarkpudding for this excellent avatar.
Originally Posted by Lady Tialait
This is perhaps the most amazing idea I have heard in eons. Thank you kind slayer of Death.
Last edited by Deathslayer7 : 07-29-2009 at 01:36 PM.