Werewolf 68: The Clonus Horror, Signups

In the year 2074, the Trump dynasty maintains its stranglehold on America under the newest “fairly elected” president, Barron William Trump, Jr. Allowed for decades to operate with few regulations and even fewer repercussions, pharmaceutical giant Medtopia has made astonishing strides in human cloning technology, perfecting a technique to create Demesnes, exact genetic copies of those wealthy enough to afford the service (minus a few tweaks to appearance, to make things more comfortable for the clients, known as Primes). After “hatching” from their synthetic wombs, Demesnes are handed over to their Executors – sometimes the Primes themselves, sometimes a relative, as many Demesnes are ordered as gifts for wealthy newborns – to raise as they see fit. Some prefer to keep their Demesnes close, even part of the family; others, more squeamish, prefer to board them at schools designed to keep Demesnes’ bodies fit and their minds placid. Regardless, the existence of clones becomes a rallying cry for activists hoping to break the status quo and overthrow the oligarchy before the rich become functionally immortal. However, the majority of Americans – whether because they belong to the ruling class themselves or because they’ve convinced themselves that at long last the wealth and technology will begin to trickle down – are determined to root out these rabble-rousers before they ruin America: The Greatest Country on Earth™ (Copyright © in perpetuity, Trump, Trump, & West Conglomerate, Inc.).

A focus group representing a “cross section of real Americans” has been convened to discuss the issue at a summit in Palm Beach, Florida, the new American capital. The Activists have managed to infiltrate the group, as has one Dr. Dick Jameson, who has his own agenda. As they arrive in Palm Beach, some participants are about to discover they have more in common than they know.

This is Werewolf LXVIII: The Clonus Horror

 Starting Factions

15 Status Quo (Town)
4 Activists (Wolves)
1 Disgruntled Scientist (SK)

Starting Roles

Status Quo (SQ)

  • 12 Vanilla SQ (no special powers)
    • 1 Vanilla SQ will become the SQ Propagandist if the SQ Propagandist dies, and Dr. Jameson is still alive and unrecruited
  • 1 SQ Bodyguard (jailkeeper)
    • The SQ Bodyguard cannot jailkeep themselves.
    • The SQ Bodyguard cannot jailkeep the same person two nights in a row.
  • 1 SQ Reporter (investigator)
    • The SQ Reporter can ask their sources for information on one player per night. The investigation will return a result of [Activist]/[Status Quo] or [unpaired]/[Prime]/[Demesne] (note that Activists and Status Quo members can be unpaired, Prime, or Demesne; Dr. Jameson will always return a result of [Status Quo] even if recruited by the Activists).
    • The SQ Reporter can investigate the same person two nights in a row (results may vary).
  • 1 SQ Propagandist (special recruiter)
    • The SQ Propagandist can recruit Dr. Jameson to the SQ.
    • Attempting to recruit anyone other than Dr. Jameson will result in a 50/50 chance of either the SQ Propagandist or the failed recruit dying.
    • If successfully recruited, Dr. Jameson (now SQ) will have a new role/power.
    • If the SQ Propagandist or targeted recruit is blocked, it will result in no attempt. The SQ Propagandist can make unlimited attempts to recruit Dr. Jameson (once Dr. Jameson is dead or recruited by either Propagandist, the SQ Propagandist becomes Vanilla SQ).
    • If the SQ Propagandist is killed, and Dr. Jameson is still alive and unrecruited, a new SQ Propagandist will be tapped from amongst the Vanilla SQ.

Activists

  • 1 Vanilla Activist
  • 1 Activist Bodyguard (jailkeeper)
    • The Activist Bodyguard cannot jailkeep themselves.
    • The Activist Bodyguard cannot jailkeep the same person two nights in a row.
  • 1 Activist Reporter (false investigator)
    • The Activist Reporter can falsify an investigation result on a specific player (including self) each night. If the SQ Reporter or their target is targeted by the Activist Reporter, the report received by the SQ Reporter will be a lie.
    • The Activist Reporter cannot target the same player two nights in a row.
  • 1 Activist Propagandist (special recruiter)
    • The Activist Propagandist can recruit Dr. Jameson to the Activists.
    • The first attempt to recruit anyone other than Dr. Jameson will result in a 50/50 chance of the attempted recruit dying or being recruited as a Vanilla Activist. After that, the Activist Propagandist has a 50% chance of dying if they attempt to recruit anyone but Dr. Jameson (the attempted recruit will be unaffected).
    • If successfully recruited, Dr. Jameson (now an Activist) will have a new role/power.
    • If the Activist Propagandist or targeted recruit is blocked, it will result in no attempt. The Activist Propagandist can make unlimited attempts to recruit Dr. Jameson (once Dr. Jameson is dead or recruited by either Propagandist, the Activist Propagandist becomes Vanilla Activist).
    • If the Activist Propagandist is killed, and Dr. Jameson is still alive and unrecruited, a new Activist Propagandist will be tapped from amongst the Vanilla Activists if any (if there is no Vanilla Activist, a roled Activist will be given the choice to remain in that role or become the Propagandist).

Disgruntled Scientist

  • Dr. Dick Jameson pioneered human cloning technology but was defamed and shut out of the profits by Medtopia. Now too poor to order a Demesne of his own, he is dying and has only one goal left: Kill the CEO of Medtopia’s clone, rumored to be at the summit. The only problem is, he doesn’t know who it is. Guess he’ll just have to kill everyone.

Other Rules

Five players are clones of five other players. If their Prime is killed (day or night), the Demesne dies instead. Each pair shares a QT, but they do not know each other’s faction or role (if any).

Demesnes can attempt to preemptively kill their Prime at night if they want. There will be a 30% chance of tripping an alarm, causing the clone to flee. The alarm will also be tripped if the Prime is protected that night. A fled Demesne is in hiding and out of the game. However, if the Demesne’s Prime is killed, the Prime dies (with no clone to harvest), and the Demesne returns to the game.

Factions will only be revealed upon death (not fleeing). Faction numbers will only be updated upon death or recruitment. Demesnes and Primes can be of any faction, in any pairing (it’s completely RNG [random]).

Other standard Avocado Werewolf rules apply (will be listed on Day One). New players may find this Avocado Werewolf Wiki helpful.


Please comment here if you’d like to play. New players are not only welcome but encouraged! If the list fills up, you can sign up as a backup. We invariably need 1-2 backups per game, so don’t be deterred.

The game is expected to begin either this weekend or Monday, depending on how quickly people sign up and the group’s preference. Days will likely be 24 hours, and nights 12 hours.

Role-playing is welcome but not required.

Note: As usual, I haven’t bothered to completely think through or road test this game. If you notice a real lack of balance or potentially game-breaking mechanism, please let me know. There’s still room to tinker with the setup.

Players

1. BannerThief
2. Captain Video
3. Creeper
4. dw
5. E-Dog
6. the god king snugglewumps
7. The Hayes Code
8. hohopossum
9. Hols
10. InnDEEEEEEE…D
11. Lamb Dance
12. Lindsay (Disaster Lesbian)
13. Lord Stoneheart
14. MacCrocodile
15. moonstermash
16. notevenanerd
17. Owen
18. Spiny Creature
19. spooky
20. subsaharan

Backups

D. Goat
A Winged Potato
April