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reis91

E pur si muove
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Jan 12, 2010
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The Theme


Horace_Vernet-Barricade_rue_Soufflot.jpg


The year is 1848. The fires of revolution spread throughout Europe, with the rise of several political ideologies who seek to challenge the establishment. Propaganda has spread like malaria, and by now several political movements were formed to topple the governments and force reforms through force of arms. Barricades are raised, arms are distributed, and the governments steel themselves for the inevitable conflict. Who will get to make history? Embark on this journey to find out...

The Rules

The players represent a village where each member has a role that is kept secret. Most of them are just plain, ordinary Villagers, but there are some Werewolves lurking in their midst. The goal of the Villagers is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to achieve 1:1 parity with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game). Of course only one pack can remain.

The game is split in two sections, Night and Day.

The game begins with a Night, the time when the Werewolves decide among themselves who to eat and special abilities are used. The Werewolves and the "special villagers" submit their choices/orders to the Game Moderator. Any orders not delivered in time will be IGNORED.

Nightly orders are handled in the following order:

Faction formation
Seer scan
Sorcerer scan
Priest scan
Cultist scan
Guardian Angel
Hunter
Doctor
Cultist Subversion
Wolf Hunt
Witness


During the Day, the Villagers (including the Werewolves, who have assumed a human form) meet together to decide who is the Werewolf and therefore to be lynched for the greater good of the village. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change his vote, he types unvote Player X - vote Player Y.

Abstaining from voting without declaring absence three times during the game will result in autolynching (or being substituted by another player).

No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.

Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and keep off the GM colour, lightgreen).

Forged Private Messages (PMs) are allowed.

Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.

Quoting or forging PMs from the GM is also considered bad style but is allowed, even in the thread. If you do this be aware that I might refuse to confirm the PM or even flat out deny the content of the PM even if it is true (and if that happens to please me at the time).

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be auto-lynched.

The Deadline

The deadline for votes and nightly orders is 20:30 GMT, votes and orders submitted at 20:29 will count, votes and orders submitted at 20:30 will not.

The Roles and Traits


Roles



Conservatives (villagers) : Can vote every day to try to kill the enemies of the village. They seek to uncover and stomp down the dangerous political ideas that are being spread throughout our society. This is not an easy task, as the dissenters, to avoid persecution, have chosen to pose as conservatives. They have the right to form a jury to purge the dissent from our society.

Head of the Secret Police (Seer) : Can scan every night for wolves. Can take apprentices.Has a network of operatives out on the field, to follow suspects and attempt to find what they are up to. His resources are limited however, and he can only get one suspect followed each night.

Infiltrator (Priest) : Can scan every night for cultists and sorcerers. Can take apprentices. Will attempt to infiltrate the various dissenter groups, to try to figure out who are the most subversive elements.

Elite Bodyguard (GA) : Can send one protection order every night, cannot protect same target in two consecutive nights. Will protect one important figure every night, if he so chooses, guarding him against assassination attempts.

The above roles win by taking out all Wolves and Cultists in a faction.




Heads of Illegal Political Parties (wolves) : Can send one hunt order every night, and wins if they wipe out every other wolf and obtain parity with the remaining players. These are the leaders of the illegal movements that want to achieve supremacy. Having organized their followers into a fearsome force, they are now capable of conducting assassination attempts on enemies of the Party.

Double Agent (Sorcerer) : Can send one scan order each night to find out the Seer, Priest, Cultists. He will be able to scan for wolves, but after returning a wolf ping, he will lose that ability (and so will any following apprentices). Can take apprentices. Wins with any of the packs, but not with the cultist faction. A former high-ranked police officer who has become disillusioned with the current state of affairs, and now chooses to help topple the Regime from within.

Subversive Elements (Cultists) : Scans for Sorcerer and other cultists. Cannot take apprentices. All cultists start the game unaligned with any political party. They can be recruited into the political parties by a mutual acknowledgement of membership (sent to the GM by both parties) from one of the wolves and the candidate cultist. They can also decide to form a cultist faction, by a mutual agreement between two or more cultists (sent to the GM by all elements). When joining a faction, cultists will lose all their traits. Factions and packs will only have the ability to order one cultist scan per night, regardless of the number of cultists in it, and factions will gain the ability to issue a subvert order every two nights, counting from the second night after the pack was formed. Factions are officially formed right after the lynch and before the Night period. The subvert order, if targeted at non-aligned cultists or villagers, will be successful, and the target will join the pack as a cultist, but losing their traits in the process. Every other role will result in a failed subversion. If aligned to a pack, it wins with the Pack, if unaligned, at alive at end, they will lose, regardless of which side wins. If every wolf in his pack is wiped out, he will become a lone wolf. If there is more than one cultist in a pack, only the first cultist to join will become a wolf. If in a faction, they will win if they take out every wolf and obtain parity with the remaining players. These are highly persuasive elements of society that are unhappy at the state of affairs and are willing to put their skills to good use.

Addendum : Rules of acknowledgement : Acknowledgement communications sent to the GM are binding and definitive, if they are valid. The GM will confirm them after the next deadline, if they are valid.

Addendum 2 : There can be only one faction, and once every member of that faction is killed, no more factions can be created.


Traits

Note : Not all of these may be actually included in the game.

Paranoid (SA) : Will have a 100% chance of detecting when he has been scanned, 50% chance to learn the role of the scanner, and 25% chance to learn the identity.

Police Patrol Officer(Witness) : Can choose a night to be on the lookout (once per game), and able to witness both hunts and subversions. Success chance increases by 15% per day (starting at 0 in the first night).

Charismatic figure (Leader) : Once per game, can save one of the lynch targets, replacing him with another who must have half or more of the first lynch target votes.

2nd most charismatic figure (2nd in command) : Will become leader when the leader uses his power.

3rd most charismatic figure (3rd in command) : Will become leader when the 2nd most charismatic figure becomes leader and uses the leader power.

Doctor : Can attempt to save a victim of a hunt. 50% chance of success, if patient survives, he will be in coma, unable to post (only ghost posting allowed) or vote. When the patient wakes up, he will remember one of the attackers. Cannot protect same person on two consecutive nights.

Martyr (Brutal) : Can choose someone to die with him when he is lynched.

Sharpshooter (Hunter) : Can choose someone and attempt to hunt him at night, once per game. If a GA saves the target, the GA will die, but he will still protect the target against wolf hunts. Doctors are unable to save the target of the Hunter. The identity of the hunter will not be revealed in the update.

Cursed : If hunted by a pack, he will join said pack as a wolf. Holders of this trait will not be aware of it.

Blessed : If hunted by a pack, he will survive, but lose the trait. Holders of this trait will not be aware of it.

Apprentice : Is aware of trait, can be claimed by certain roles. When claimed, he will gain the role of his master upon the master's death. Before his master's death, he will have the same winning conditions as their master. Cultists cannot have this trait.

Seers, Sorcerors, Priests and Wolves cannot be cursed at game start. Apprentices can be cursed and will retain their curse when promoted. Cultists will lose their cursed trait when joining a pack or a faction.

IMPORTANT : If inbox is full, send an email to pdox.werewolf@hotmail.com and your orders will be acknowledged. PM CC's should also be email'ed instead of PM'ed if they do not contain relevant orders. Also, password is ridiculously complicated, so no point in trying to get in :).

 
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Player Roster

1. Capt. Kiwi as Garibaldi, the Seer was leader-lynched by Randakar on Day 1.
2. Bagricula as Radetzky von Radetz, the village Hunter, has passed from hunter to prey on Night x.
3. Kingepyon
4. Enkhuush as Sakuma Shōzan, the former Sorceror-claimed apprentice, subverted by the Anarchist Front, was lynched on Day x.
5. Boris ze Spider as the Maldives, the Village Doctor was forced to drink poison on Night 3.
6. Cakravarti as Otto von Bismarck, the Reactionary Wolf was lynched on Day x.
7. Vainglory as Sir Jonh Quick, the Witness Cultist of the Anarchist Faction, was made into mince-meat on Night 5.
8. Najs as Pierre Joseph Proudhon, the Communist Pack cultist, was eviscerated on Night x.
9. Adamus as Louis Phillipe, the Anarchist Faction cultist, was hunted on Night x.
10. davisx3m as Hermann Dönnhoff
11. sedracus as Karl Marx
12. Rysz as King William II of the Kingdom of the Netherlands, the villager, incurred in GM wrath and was autolynched on Day 7.
13. TheExecuter as Ian MacNab
14. randakar as Baruch Spinoza, the villager, was hunted on Night 8
15. Trinitrotoluen as Felix zu Schwarzenberg, the 2nd in command cultist, was assassinated on Night 2.
16. Drxav as Louis-Napoleon Bonaparte, the Unaligned Cultist was stabbed in the back on Night 4.
17. tamius23 as Lyndon Trott, the Sorcerer-claimed Apprentice, was subject to a popular trial on day 5.
18. XenomorphII, the former SA villager, subverted into the Anarchist Front, was thrown to an angry mob on Day 5.
19. Lord Strange as Grantaire, the Priest was lynched on Day 3.
20. Rockingluke as 19th century idiot villager, the villager (subbed by AOK. 11), was leaderlynched on day x
21. Tornadoli (subbed by AVN)
22. Eternaly_Lost, the Reactionary Pack Wolf, was lynched on Day x
23. Paendrag as August von Hartmansdorff (subbed by Walrus), was hunted on Day x

24. TheFreeman
25. esemesas as Eugene Delacroix, the villager, was tied to a pole and filled with lead on Day 2.
26. OrangeYoshi as Ulm, the GA, was murdered on Night 1.

27. Rendap as Queen Victoria
28. Johho888 as Bo Ek i Å, the Communist wolf, was shot in the head on Night 6.
29. Trespoe as "Bob"
30. Snoopdogg as Von Metternich
31. humancalculator as Sir Arthur Wellesley, the Duke of Wellington.

Subs
1. Walrus
2. AVN
3. AOK. 11

Events
 
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IN as something I will decide once I've had a think.
 
IN as Bismarck!
 
What are the roles and traits in this game ?
And how are they exactly defined ?

I like to know the rules, before I decide if I participate or not.
And maybe I have some comments ...
 
In as Hermann Dönnhoff
 
In as King William II of the Kingdom of the Netherlands
 
Najs will be Pierre Joseph Proudhon.

What are the roles and traits in this game ?
And how are they exactly defined ?

I like to know the rules, before I decide if I participate or not.
And maybe I have some comments ...

Sure thing, I just got the thread up first to allow for more time to signups. So, if you will be a little patient, I will proceed to edit in the roles and traits. The main game concepts were already approached in last Big's thread though.
 
In.