Howling Hugs - The Werecleaner
(Blood on the Forums XXXVI)
This game is storytold on @Hearth by:
@Magnus and
@Silviu200530!
Official characters are the property of The Pandemonium Institute.
Bootlegger’s Anthology characters are credited to Icibalus.
Howling Hugs is a specialised wolf-centric plushie and accessory company — Build-A-Were gone corporate, imposing devilish regulations and malpractice upon its highly committed and loyal staff. Despite the affection and camaraderie these coworkers share for one another, their efforts to unionise have met with frequent challenge from their oppressive CEO’s stare, who mocks their inability to enact change with a nearly supernatural power to turn workers against one another when it counts most. Lawsuits can take months to get off the ground, and the workers’ income is ebbing. In this climate, many a money jar may rattle loosely.
Unpaid overtime is the straw which broke the camel’s back. Threats of ruination whispered amidst the tide of dissent, a call for revolution none could ignore! Yet the risks were tremendous, and for any successful rebellion to get underway, conspirators must learn to distinguish the wheat from the chaff by mobilising like-minded employees. If corporate catches wind of these schemes, any and all suspected conspirators may be laid off; and with coworkers vanishing under the cover of nightfall, anyone might desperately throw each other to the wolves to spare themselves from the ire of establishment.
Phase Lengths
Night Start
Day Phase: 48 hours.
Votes Lock: Final 30 minutes.
During these times, players may freely talk and whisper to each other. You may scheme, lie, share information, or stay quiet and try to puzzle out who is who. Then, you vote on who will be executed. This is the main part of the game, mostly handled by the players themselves.
Night Phase: 24 hours. (Option for 12 hrs w/ 12+ Players)
Actions Lock: Final hour.
During the night phase, players may not communicate with one another. Some players will wake to learn information or use powerful abilities. Typically the Demon attacks at night, killing one or more players or otherwise causing havoc.
Nominations & Voting
Nomination — First living vote on a player
Voting — Multi-Voting (For living players only)
Execution — Plurality (Most votes at EOD)
Draws — Results in No Execution
Sleep — Valid Vote
Dead Players: Can only vote on nominees once. Cannot nominate.
Players must be nominated before they may be voted on that day. Each player may only nominate / be nominated once per day. Illegal nominations or vote will shall discounted.
Living players may vote freely on any nominated players. At the end of the day, the player with the highest counts of vote that day will be executed.
Players may cast votes or nominations using the vote tags described in the Voting Guide.
Whispers
Whisper Template —
/whisper @Players
+ /accept [@Player]
- Whispers — Day-Exclusive, Publicly Announced, Mutual Consent
- Whisper Restriction — (# of Minions) + 2 per Day
- Whisper PMs — Player-Created (Include Hosts)
- Neighbour Whispers — Unannounced, 15 daily words per Neighbour
Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper.
Death
- Rolecard Reveals — Flipless, but flavour is shown upon death.
- Dead Interaction — Public communication + 1 vote (but no ability unless otherwise stated)
If a player is killed in the night before they would perform their ability, they will not do so (see “Night Action Resolution”). Any ability with a persistent effect will end upon that player’s death.
Dead players may vote freely until they end the day voting a player. Once this happens, their “vote token” is spent, and they may no longer vote.
Setup
Rolelist
Loyal Staff — Uninformed Majority
- Townsfolk — Village, Beneficial abilities.
- Outsiders — Village, Harmful abilities.
The Rebellion — Uninformed Minority
- Minions — Mafia, Supportive/Deceptive abilities.
- Demon — Mafia, Flagbearer.
Specific players change characters or teams depending on different abilities. There will only be one Demon whilst the game continues, who may or may not be alive depending on circumstances.
Players Townsfolk Outsiders Minions Demon 7 5 0 1 1 8 5 1 1 1 9 5 2 1 1 10 7 0 2 1 11 7 1 2 1 12 7 2 2 1 13 9 0 3 1 14 9 1 3 1 15 9 2 3 1
- Mafia Setup Info — The evil team will not learn each other’s names at the beginning of the game.
- Demon Setup Info — The Demon learns 3 out-of-play Good characters.
- Private Chat — Evil players have no method of communication besides whispers.
Setup Modification — Characters with [square brackets] can only affect the game if in-play. In this script, the only characters that can modify the setup are the Village Idiot, Huntsman, Atheist, Baron, and theoretically the Cryptid.
Characters
Every character ability is unique and can only be distributed once (unless otherwise specified). The Storytellers may decide which characters are in play, or shuffle them at random.
(Fifth Wind.json link)
Night* = Not the first night.
§ = Homebrew character.
(Click the arrowed buttons to view ability text.)
Possible Townsfolk Ability Text Clockmaker “You start knowing how many steps from the Demon to the nearest Minion.” Shugenja “You start knowing if your closest Evil player is clockwise or anti-clockwise. If equidistant, this information is arbitrary.” General “Each night, you learn which alignment the Storyteller thinks is winning: Good, Evil, or neither.” Snake Charmer “Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.” Village Idiot “Each night, choose a player: you learn their alignment.” [+0 to +2 Village Idiots. 1 of the extras is drunk.] Fortune Teller “Each night, choose 2 players: you learn if either is a Demon. There is a Good player who registers as a Demon to you.” Town Crier “Each night*, you learn if a Minion nominated today.” Beachcomber
- §“Each day, visit the Storyteller to learn a fact no other on-script Townsfolk could learn with their ability.” Grandmaster
- §“Once per game, visit the Storyteller to learn your most important ally, but not why they’re important.” Fisherman “Once per game, visit the Storyteller to learn some advice to help your team win.” Seamstress “Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.” Huntsman “Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk.” [+ The Damsel] Atheist “The Storyteller can break the game rules, and if executed, Good wins, even if you are dead.” [No Evil Characters]
Possible Outsiders Ability Text Snitch “Minions start knowing 3 out-of-play characters.” Occultist
- §“You might be executed unless you are mad about learning something new every day. Once per game, when you visit the Storyteller, you learn a fact.” Puzzlemaster “1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.” Saint “If you die by execution, your team loses.” Damsel “All Minions know you are in play. If a Minion guesses you (once), your team loses.”
Possible Minions Huli Jing
- §“You start knowing 5 out-of-play characters. Each night, choose 1 of them: until dusk, gain its’ ability & you might register as it would.” Cryptid
- §“You only know part of your ability. 1 good player knows the rest of it.” Miasma
- §“Once per game, at night, choose that all Townsfolk are poisoned & their abilities yield false info until dusk.” Mastermind “If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.” Baron “There are extra Outsiders in play.” [+ 2 Outsiders]
Possible Demon Ability Text Au’Wre
- §“Each night*, guess your Minions: learn which are correct. If all are, Good learns this, and must kill Evil today or lose.” [Evil don’t learn each other]
Night Action Resolution
All actions are processed in the following order each night. If a player is dead during their turn in action resolution, their turn is skipped (unless stated otherwise).
1st Night (Pregame) | Subsequent Nights | |
---|---|---|
Dusk | ||
— | — | |
1. | Snitch | Huli Jing |
2. | Demon info | Miasma |
3. | Huli Jing | Cryptid |
4. | Miasma | Au’Wre |
5. | Cryptid | Snake Charmer |
6. | Snake Charmer | Huntsman |
7. | Huntsman | Damsel |
8. | Damsel | Fortune Teller |
9. | Fortune Teller | Town Crier |
10. | Clockmaker | Seamstress |
11. | Seamstress | Village Idiot |
12. | Shugenja | General |
13. | Village Idiot | |
14. | General | |
15. | — | — |
Storyteller
The Storyteller is a term used to refer to us, the hosts of this game. We are not players and can neither win nor lose the game. Our purpose is to fairly facilitate the game for both teams.
We will decide what happens with any open-ended ability behaviours, and will try to keep the game fun and balanced.
The extent of our ability to affect on the game is outlined above. We cannot break any existing rules, only decide what happens within the bounds of the characters’ abilities and base game rules.
Malfunction
Synonyms: Drunk / Poison
Antonyms: Sober / Healthy
A malfunctioning character cannot affect the gamestate in any way using their ability. If a malfunctioning character would receive feedback, the information they learn is arbitrary (Storytellers decide).
The malfunctioning status lasts indefinitely, unless stated otherwise.
Victory
The Loyal Staff (Good) wins when all Demons are dead.
The Rebellion (Evil) team wins when only 2 players live, or more likely when the Au’Wre guesses their Minions and no evils die the following day.
In the event of a tie (both teams win at the same time), Good wins.
The Atheist, Mastermind and theoretically Cryptid are the only alternate routes to victory or defeat that may exist in this game.
Miscellaneous
Travellers
A Traveller is a player character that can enter or exit a game at any point. Their identity and ability are known to all players, but their alignment is decided by the Storyteller.
Traveller characters will be selected from this wiki page, in regards to factoring balance and entertainment for both the player in question, and everyone else in the game. Note that recommended travellers aren’t listed for Fifth Wind, and so thusly certain requests may be rejected.
Travellers may be exiled by majority vote at any time, without requiring execution. Nor do they count as “players” for any rules or win conditions.
If a Traveller is evil-aligned, they learn who the Demon is.
Jinxes
These are special effects given to problematic character interactions to make them more palatable for gameplay purposes. Jinxes take priority over ability wording in the case of a contradiction.
Djinn’s Jinxes | |
---|---|
Au’Wre + Mastermind | If Au’Wre is executed and the Mastermind ability activates, it is announced Au’Wre guessed who their Minions are. |
Fabled
(Hint: You can skip this part.)The Fabled are special modifiers that the Storyteller can put in play to tweak the game. The fabled will be selected from this wiki page.
Fabled will always be announced when they are in play, along with their effect upon gamestate. The most likely fabled to be included are below.
Fabled Ability Bootlegger This script has homebrew characters or rules. Hell’s Librarian Something bad might happen to whomever speaks when the Storyteller calls for silence. Fiddler Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game.
Flavour
This game references characters, screenshots and events from the Werecleaner, developed by Howlin’ Hugs and published by USC Games for Windows, iOS, and Android. Play an arcade stealth-comedy game about cleaning messes and fighting your own instincts, a werewolf janitor forced to work overnights for unpaid overtime as your coworkers revolt in the background. Explore an ever-expanding office space and master an arsenal of gadgets to clean the office of messes, accidents… and the carnage of your own ongoing rampage.
Werecleaner can be played at no cost on Steam, IOS and Google Play. Note: The WereCleaner features cartoon depictions of violence in gameplay, including low-poly blood, gore, and corpses.
Rolecard flavour is neither character-type nor role-indicative. There is no flavour anticlaim, although attempting to solve the game through flavour is not recommended.
Example Rolecards
Dear Howling Hugs employee, {Player Name}! You are:
Moose is an early proponent for the CEO’s unpaid overtime project, as can be observed on Monday when he’s uniquely tasked with coaching fellow employees on their workplace responsibilities throughout the upcoming weekly night shift. Whilst he attends office on neither the following night nor Friday, Moose’s diligence can be observed throughout the other nights as he cycles between cubicles and later, seemingly his very own green office. Moose evidently possesses a small artistic side which is overshadowed by a candid spirit to provide direction to others.
Dear Howling Hugs employee, {Player Name}! You are:
Howling Hugs’ labour violations weren’t to be quietly accepted. Although it may never be known which employees were directly involved in leading the rebellion, Harrison is a prime suspect as its ringleader. After missing the extra work memo on Monday and feeling evidently disgruntled over the decision, Harrison seemingly communicated his woes with any number of staff with the express purpose of saving the company from itself — with the only remaining evidence of such being the microphone on his desk. News of the rebellion were later heard at the state level.
Welcome to Fifth Wind. This script is an experience wholly unique to itself. There’s only one possible Demon, and it doesn’t kill at night. The evil team don’t even learn who each other are. But powerful misinformation abounds, and both teams must solve the ultimate puzzle, while frustrating the other’s attempts to solve it.
Basically Combinatorics—
Good players excel at determining people’s alignments but struggle to determine exact characters. Expect long chains of logic, and the ever-present threat of an Atheist making the whole thing a farce. Even the Outsiders get in on the information-gathering, although not without significant risk. And even though nobody’s going to die at night, there’s ample reasons to lie – evil can turn good’s information against them! Evil players, meanwhile, spread misinformation while learning information themselves. If the evil team can find each other, they unleash a brutal time limit on good, where the good team loses if they make a single mistake. Co-ordinating in the howling dark is difficult, but entirely possible. And don’t underestimate the Huli Jing and their tricks – you’d be surprised how effectively they can turn good’s abilities against them. |
Sign up using /in, seat [X] or /travel in, seat [X] and pinging this account.
Employees:
- Zugzwang
- Childe
- Hippopablompoyeetus
- Atlas
- Chomps
- Jarek
- Daeron
- Amelia
- Zone_Q11
Reserves:
Spectators: