Okay, let's try this again. This game is similar to Mafia; the major differences are the names of the roles and the theme. Also, all of the rules I'm about post are shamelessly ripped from here. If you're ever on freenode, go join their channel. It's good fun.
Rules:
There are two teams: The werewolves and the villagers, both of whom attempt to kill each other. The game ends when the villagers have found all wolves or when the werewolves equal or outnumber the number of alive villagers.
Whereas the werewolves are aware of their fellows, the villagers are unaware of others' roles and must figure out these either by guessing or through the use of special roles.
The game follows a cycle of two phases: night and day. The game starts with a night, which lasts up to 24 hours or when all night specials have acted. During the night, the werewolves pick a victim, and the other special roles use their abilities. When nighttime ends, the village is informed of the victim and other deaths. Day lasts up to 24 hours, as well, or when a majority votes to lynch one player. Day is also when the detective role and the gunner can use their special abilities.
When a majority has been reached, the target is killed and the village is informed of their actual role. The game enters another night phase if there are werewolves remaining. The game ends if all wolves have been killed or if the wolves are equal to or outnumber the remaining villagers.
Safe Roles:
Seer: The seer chooses someone to see at night. This will reveal their role. Werewolves and werecrows will be seen as a "wolf"; villagers, gunners, and the traitor will be seen as a "villager"; any other village role will be seen as what they are e.g. the drunk is seen as a drunk.
Cursed villager: The cursed villager is a normal villager who appears as a wolf to the seer. Anyone who is not a wolf, werecrow or seer (i.e. villagers, traitor and other special roles) can be the cursed.
Village drunk: The village drunk has no special powers, save being the sole drunk person in the game. As such, it can be assumed that the only drunk claim is the real drunk and therefore a safe.
Harlot: The harlot can escape a wolf attack by visiting another player each night. As the harlot dies if they visit a Werewolf, the harlot can prove players to not be Werewolves by visiting them. However, the harlot also dies if they visit the victim of the Werewolves. In most cases, the harlot should be the public safe and direct the village, as the wolves cannot directly kill them. Villagers should also make hints in the thread on the first night e.g. "Visiting X" to throw off the wolves.
Gunner: The gunner has the ability to shoot other players with silver bullets during daytime. The gunner usually has two bullets (three in large games), but village drunk-gunners have six. If the gunner shoots a werewolf, it will die. If the gunner shoots an innocent villager, the villager will be unable to vote that day and will also count towards the player tally. This means that the gunner should refrain from shooting if there is only one more villager than werewolves. There is also a small chance that the gunner accidentally headshots a villager, killing them; or accidentally kills themselves by exploding. If the wolves kill the gunner, they can steal one bullet from them and use it against the village. However, a wolf-gunner cannot kill another wolf, which means that a gunner who successfully kills a werewolf is always fullsafe.
Detective: The detective's role in the game is to investigate players during the day. Compared to the seer, the detective has the advantage of being able to detect the true roles of the traitor and cursed villager; however, they risk (2/5 chance) revealing themselves to the werewolves every time they investigate someone. The detective is an important asset to the village, which is why the guardian angel (if present) should almost always guard the detective.
Guardian angel: The Guardian angel is roughly the opposite of the harlot; rather than escaping attack, they protect other players. Guardian angels can still be killed by Werewolves in the normal way, as well as having a 50% chance of dying if they choose to guard a werewolf. Their true identity will not be revealed to the person they are guarding. The guardian angel will also die if the person they are guarding is targeted by a werewolf.
Werewolf Roles:
Wolf: The wolf forms the backbone of the wolfteam. One game can have up to four wolves; the wolves' special ability is to select a target at night and kill them. The wolves can discuss whom to kill, and the target with most votes will be killed.
Traitor: The traitor has an important role in that they appear to be a normal villager until all other werewolves have died. This ensures "half-safes" (i.e. people who are visited or seen while the traitor is alive) aren't completely safe as they could be a traitor. Whereas the seer sees the traitor as a villager, the traitor can still be cursed and therefore be seen as wolf. Also, the detective can find out the true role of a traitor.
Werecrow: The werecrow has two special abilities. Like the normal wolves, the werecrow can vote to kill a selected target. However, the werecrow has another, more important ability that they should use whenever applicable. The werecrow can observe players, finding out whether they have night roles or not. This means that the werecrow can find out if a player is seer, guardian angel, or harlot. The werecrow should always observe a player when there is one or more alive wolf. However, if all other wolves are dead, the werecrow should kill rather than observe. A seer sees a werecrow as a wolf, but a detective IDs them as a werecrow.
Okay, that's it. I swear. I know it sounds very technical, but it's fairly simple once we get started. Just post if you have any interest in joining. The joining will be cutoff once we reach 17 or once the joining slows down. If anyone wants to see any changes to things, namely the length of day/night phases, let me know.