This game is the start of my, if Heavens permit, new series. This game is not planned with narrator indiscretion in mind. I will hold secrets, I will keep some things shady and I will be the ultimate judge in the game. If games where the narrator has The Last Word in any argument aren't to your liking, you can skip the game. That being said, I will keep my decisions ultimately indiscriminate. I might like some people, I might dislike others, but as a narrator, I will be completely evil and malevolent to everyone, without looking at the name/display picture.
Take a moment, hell, take a few, to read all the rules carefully.
THE CONTACT IS EXCLUSIVELY THROUGH THE THREAD. The only game-related contact you can and should have is through the thread and officially issued QT threads. That means no sharing of your own QT, no sharing of the given QTs and no PMs.
Each player will have their own personal QT, to send in night actions and ask questions.
Roles are not revealed on death per say, but might be easier or harder to depict from the narrations.
This is a game with two wolf teams. One is a team of blind wolves, the other is a smaller team of more organized wolves.
Each player will have something to do. Whether it might be a minor or a major power, no one will be left to twiddle their thumbs.
Therefore, a high level of participation/discussion is required! If you aren't posting, you may and will be replaced.
You might edit posts, but you're forbidden to do so in major ways, as in purges and scrubs of large amounts of text. Editing out a spelling mistake or clarifying a sentence is okay, changing the whole point of your post is not. Therefore, you are allowed to edit your post only if there's no new posts after it. Anything later will be penalized, with repeated offenders getting replaced.
When day phase ends and a THIRD of the living players is voting for a player, that player gets lynched. In case of two lynchees having over 1/3 of the votes, the one with majority gets lynched. If no decision is reached by the end of the day or if the decision was for a no-lynch, the executioner player, if alive, may choose a target for the lynch. That player'll be lynched.
It is forbidden for players to post in-thread during the night phase.
Day lasts 72 hours maximum, night lasts 48 hours.
Game ends when one side wipes out the other or when that becomes inevitable.
If there is no kill at night, the reason will not be revealed. In other words, you won't know if the Assailant hit a bane or hit a wolf. The intended target is also not mentioned. All that will be posted is: "No one died tonight."
One city on a major trading route. Two armies. Few good men.
The Inquisition keeps the city under the tight lock of its Command, but its grip is falling apart under the flying inferno being unleashed upon its walls, as well as its citizens. To make matters worse, the enemies have infiltrated the citadel, and now, there have been reports of traitors and deserters, not willing to give their lives for the ultimate cause.
The aim is clear here. Eliminate anyone out of line. Raze the escape tunnels, route the rebels. Behead the spies and gauntlet the traitors with a bloody end. The Inquisition will have it no other way.
The city of Swarok is a bloody place to live in at the moment. Between The Silver Sighted Order and The Inquisition's blade, citizens have to choose their allegiance. Whether to surrender the city to the aggressors in silver or to keep under their crimson watcher's gaze, the events in the citadel will decide. Safe from the stones and famine, safe from starvation and fatigue, the powers of this city lie prey to something far more sinister and deadly. A quick slash, an effective stab, and the balance of power shifts ever so slightly.
Who shall win this struggle for control? Who shall decide the future of this wretched place? That's yet to unravel before your eyes... stay a while and participate.
Some of the more important roles are revealed. Most are not.
The Inquisitive Command: (Town)
The Count: The Count gets the rule in the city, and the allegiance of most men. Under the current state, his power is waning quickly, as the chaos rises. The Count can ask The Narrator to confirm his role openly in the chat via saying I am The Count! The Count also has an extra life.
The Invoked Council: The Council is a group of connected city-men, holding great power in their hands. They know each other. However, one of them is a sleeper agent, woken after certain conditions. The Turncloak will be ignorant of this until it comes to pass.
The Name-keeper: Counting the dead in a siege is hard work to be done. Identifies the details of each player which died during the day stage.
The Commissar: With his big blade, he has the authority of choosing the victim in a state of unrest. Has the ability to choose the lynch if the town doesn't do so, as well as the ability to sacrifice himself to decide that days lynch target.
The Infiltrated: (Wolves 1)
The Commander: Commanding the infiltrated spies, he is the alpha wolf. He can choose a player each night, that player will be killed unless protected. If he targets an ally, they will team up into their own QT. If The Commander gets lynched, he will take an enemy with him. After he dies, his NK goes to another, random wolf. If he dies, the kill will not happen that night.
The Turncloak: One of the Invoked, paid with blood and gold, ready to turn his cloak in the key moment. When he gets called, he'll know.
The Puppeteer: Can identify the roles of men he choses. He also can decide to activate the sleeper agent in the council, and, after The Cleaver dies, can decide lynch results once, in case of inactivity. He and The Commander can have seperate QTs.
The Rebelled: (Wolves 2)
The Instigator: An alpha wolf with two apprentices, he chooses a night target each night. That target will be removed from play until The Instigator wins or dies. If he gets night killed, all his targets die, except the wolves. If he gets lynched, his targets get back into the play, with a random fraction of captured wolves getting killed. It might be none, or it might be all of them.
Ah, that's actually an error. I meant that a third is required for a lynch, but majority decides the target. So wolves could control the lynch at 33% if the town doesn't care.
If I'm not mistaken, the observation was that once the wolves consist of 33% the active players, they win, ie have "lynch control". Following your statement, this does seem to be the case - how can the town avoid a wolf-controlled lynch at 33%, even if they "care", if they day automatically ends when 33% of the votes are in?
Seems like your answer to the question was, "Yes indeed, wolves have lynch control at 33%".
If I sign up for this one, then USB will actually start and I will continue to live in Witch-hunt, just so I don't have the time to really play any of them. This is wild speculation / explaining the circumstances where I could end up not posting the entire first day of this.
Predicting the wolves that don't yet know each other will win.
The BareFoot Programmer
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