10 Seers
If a werewolf is lynched on Day 2 or later, they must submit a single guess to the Werewolf PT. This guess must be in the form of "[SEER] investigated [PLAYER]", where [SEER] can be any seer, alive or dead, and [PLAYER] can be any player, alive or dead. When the guess is correct, the lynched werewolf independently wins, and [SEER] immediately dies an independent loser. After this, the game goes into Night. If the guess is incorrect, the werewolf is eliminated as usual, having a chance to win with the other werewolves.
A guess is correct if [SEER] investigated [PLAYER] at any point in the game. Werewolves must submit unique guesses. Only after the guess has been posted to the PT, the Night officially starts and the other wolves are allowed to talk.
All actions and lynches are compulsive. A Seer cannot investigate the same player twice.
Role PMs:
X, X, and X, you are Werewolves. At Night, you may communicate in the Werewolf PT: link
Every Night, you must perform a factional kill. You win if the Werewolves make up half of the living players.
If you are lynched on Day 2 or later, you must submit a single guess to the Werewolf PT. This guess must be in the form of "[SEER] investigated [PLAYER]", where [SEER] can be any seer, alive or dead, and [PLAYER] can be any player, alive or dead. If the guess is correct, you independently win. If the guess is incorrect, you are eliminated as usual, still having a chance to win with the other werewolves.
You cannot guess the same thing as a previously lynched Werewolf.
You are a Seer. Every Night, you must investigate a different player to learn if they are a Werewolf. If a Werewolf is lynched and correctly guesses that you investigated another player, you immediately die an independent loser.