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Thread: Werewolf CXX - Shipwrecked

  1. #1
    Enchanted johho888's Avatar
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    Werewolf CXX - Shipwrecked

    Werewolf CXX: Shipwrecked




    THE SETTING
    (Role Playing Background only - skip if you are not interested)


    In 1766, the Royal Society, backed by a generous anonymous doner, put up a prize for any ship that could travel to the Pacific Ocean to observe and record the transit of Venus across the Sun. Lured by the prospect of adventure and profit several expeditions set out and when the time came for the passage of Venus they were all anchored off the isolated Pacific island of Lupo Lupo (or Ulvřya as the captain of the first European ship named it).

    But on the night before the event disaster struck and the Storm of Storms bore down on the wooden ships. As daylight came the few survivers found themselves shipwrecked on the sandy beaches.

    If you want to play just say so in a post in this thread. Game rules can be found in post #2 and list of players in post #3.


    Sign up is now closed!

    Preliminary Roles were handed out 20:30 CET (19:30 GMT) Tuesday the 17th.
    Final Roles were handed out 20:30 CET (19:30 GMT) Wednesday the 18th.
    First Night fell 21:30 CET (20:30 GMT) Thursday the 19th.

  2. #2
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    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:

    1. Cloak of Invisibility
    2. Distiller

    3. Lover
    4. Sorcerer scan
    5. Seer scan
    6. Priest scan
    7. Hunter
    8. Guardian Angel
    9. Doctor
    10. Werewolf
    If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all), no matter how many werewolves or werewolf packs there are.
    11. Witness
    /Spiritual Witness
    12. Touch of good/evil


    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).

    The deadline for nightly orders as well as voting is 21:30 CET (20:30 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 21:30 will count while posts submitted 21:31 will not.

    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).

    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.

    Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
    Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.

    THE ROLES

    Villager: Has no special abilities.

    Werewolf: Will choose a victim to eat each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.

    Seer: May scan one person per night to see if he is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

    Priest: May scan one person each night to see if he is a Sorcerer, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

    Sorcerer: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

    Apprentice: Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. If another scanner scans the now taken Apprentice, the scanner will have a 20% chance of converting the Apprentice to his own on the first scan, and a 50% chance on later scans.
    An apprentice can only get stolen once. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role.

    Guardian Angel: May protect one person against a Werewolf attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

    Doctor: May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the Doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor.
    removed the doc's ability to save himself.

    Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists are not pack specific even though they start in contact with one pack.


    THE TRAITS

    The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).

    Witness: Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.

    Hunter: If the Hunter is attacked by wolves at night he has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves
    before succumbing to the attack. He can also send a nightly order to kill someone in which case his ability is used up (including the 50% chance to kill an attacking werewolf).

    Lover: Each night, the Lover may choose to stay with a player (the target). The Lover and the target are unable to perform any other action during the night. Scans against the Lover or the target will scan both without revealing the identity of either.
    Touch of good/evil is handled like scans. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected if staying at home. Attacks against the Lover will fail if the Lover is out. Attacks against the target kills the Lover as well (barring protection). The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the lovers identity (since the Lover sneaks about in the dark). A lover may not make love to a doc's patient.

    Leader: May declare that the victim/all victims of a lynching will not be lynched, and pick one other character to be lynched instead. However the Leader's charisma can only do so much so he can only redirect the lynch to someone with at least 1/3 of the votes of the lynchee. If the lynched character is not a baddie the Leader ability is used up. There will never be more than one Leader at any given time.

    Second in command: Will become the Leader if the current Leader is used up (eg killed or has leaderlynched a goodie). There will be no more than one Second in command at game start.

    Third in command: Will become the Leader if the Leader and Second in command are used up (eg killed or has leaderlynched goodies). There will be no more than one Third in command at game start.

    Fourth in command, Fifth in command etc.: should be obvious, no?

    Brutal: If lynched, has the power to immediately kill one person before being subdued.

    Cursed: If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses his apprenticehood.

    Blessed: A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed.
    If a Blessed and Cursed player is hunted, the Blessed trait has priority.

    Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn the scanner role and if they do a 25% chance to learn of the actual person.


    Cloak of Invisibility: A player possesing a cloak of invisibilty may once during the cause of the game become invisible, ie scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter hunts will miss, witnesses will fail to identify him and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans and even counting for parity etc.

    Spiritual Witness: Once during the game this player may attempt to feel (one of) the scans that happen(s) during the night. He will have a 10% chance on the very first night of pinging a scanner and a 2,5% chance of finding out his role as well. Every night thereafter will increase this chance by another 10% and 2,5% respectively.

    Touch of Good: Goodie scanner/apprentice trait only. Once during the cause of the game the player may instead of scanning put a Bless on any other player.

    Touch of Evil: Baddie scanner/apprentice trait only. Once during the cause of the game the player may instead of scanning put a Curse on any other player.

    Distiller: Each night, the Distiller may choose to share a bottle of rum with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss).

    Seerish Powers: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

    Priestly Powers: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

    Sorcerous Powers: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

    Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

    * Xxxly powered scans can detect but not claim apprentices.
    * only one Xxxly powered scan of each type will be effectuated on any given night. Should several scan orders be issued the same night one random scan will go through and the rest of the Xxxly powered scanners will have to wait until another night.

    Roleplaying traits

    These traits (extra roles) may be had in addition to any of the above roles and have no affect on the actual game play. More details will be given to the holder of each RPing trait.

    Foreigner: Has a problem with the English language

    Religious: Firm believer in the Lord Almighty
    Proud: Don't take insults lightly
    Nationalist: Right or wrong, my country!
    Lisp: Has a problem with the letter "S"
    Womanizer: Really, really likes women
    Drunk: Likes rum
    Plain: Nothing to see here, move along

    Role assignment

    In the preliminary role assignment phase everyone will get a chance to affect his/her role/trait.

    Ex.
    "You are a baddie of pack X. You can be either A) a werewolf or B) a cultist with two random traits."
    "You are a class 1 villager. You can either the trait A) plotter or B) spiritual witness."
    "You are a class Alpha villager. You can either the trait A) lover or B) two traits of your chosing."
    "You are a class A villager. You can either A) a role playing trait or B) appeal to Lady Luck and get something else (or nothing)."
    "You are a goodie. You can either be A) seer or B) guardian angel with the hunter trait."

  3. #3
    Enchanted johho888's Avatar
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    The Shipwrecked


    tamius23 as M. Coque (Spiritually Attuned Villager, lynched)
    Yakman as srta. Madonna (Plotter Werewolf, lynched)
    walrus as mr Tusk (Brutal Villager, lynched)
    Rendap as Il Capitano Piero Calamai of The Andrea Doria (Religious Seer, eaten)
    Suirantes as sr Suirantes (4th in command Lover Villager, lynched)
    randakar as Dr. Zachary Smith (Proud Plotter Sorcerer, winner)
    Falc as Gerardus Mercator the Flemish cartographer (Foreign Sorcerer's Apprentice with Touch of Evil (winner)

    esemesas as Thursday (Womanizer Villager, lynched)
    humancalculator as dr Abacus (Blessed Werewolf, lynched)
    Paendrag as Honeycombe Afterport the kitchenboy (Blessed Guardian Angel, lynched)
    Capt. Kiwi as herr Vogel (Lover Cultist, shot by hunter)
    Kingepyon as M. Pyon (Blessed Villager, survived but lost)
    reis91 as Il Corsaro Nero (Spiritual Witness Villager, eaten)
    Najs as mr Lambchops (5th in command Spiritually Attuned Villager, autolynched)
    pevergreen as herr doktor Ultrawar (Blessed 8th in command Distiller Cultist, lynched)
    Vainglory as Lt. Jack Aubrey of HM Sloop Sophie (Spiritually Attuned Hunter Cultist, brutalized)
    Trinitrotolouen as M. Tolouen (Brutal werewolf, winner)
    Kriszo as kapitány Kriszo (Cursed Brutal Spiritually Attuned Sorcerer's Apprentice with the Touch of Evil, autolynched)
    Rockingluke as Luke the boatswain (Plotter Villager, survived but lost)
    Taiisatai64 as Rikugun Shōi Satai (Spiritually Attuned Hunter Cultist)
    Boris ze Spider as a looting pirate (Doctor with Cloak of Invisibility, eaten)
    Bagricula subbed by Boris ze Spider2 as Lothario Pinns, Cabin Boy the Blessed Spiritually Attuned Distiller Villager (survived but lost)
    OrangeYoshi as a kuli (Spiritually Attuned Villager, lynched)
    Lord_D as Lord D, traveling incognito (3rd in command Werewolf, winner)
    AOK.11 subbed by tamius24 as mr Crowley (Proud Villager with Priestly Powers and Cloak of Invisibility, shot by hunter)
    EUROO7 as Kapitan Zeurovilidovich (Brutal Nationalist Werewolf, eaten)
    jacob-Lundgren as Styrman Lundgren (Guardian Angel, eaten)
    sbr as mr Steinbrenner (Hunter Villager, survived but lost)
    Adamus as mr Adams(Cursed Leader Villager, lynched)
    the_hdk subbed by walrus2 as herr doktor Kant (Plotter Werewolf, eaten)
    snoopdogg as Sub the ship's dog (6th in command Brutal Foreigner Werewolf, eaten)
    Slinky as Dhr. van Slink (Cursed 2nd in Command Spiritually Attuned Villager, lynched)
    enkhuush as a Bengal lancer (7th in command Seer's Apprentice with a Touch of Good, shot by hunter)
    Nautilu as il dottore Nautilu (Plotter Cultist, winner)

    At start: 34
    Alive: 10
    Dead: 24

    On Day 0 thirty shipwrecked men, one woman, one dog and two boys crawled up onto the sandy beach.
    On Day 0 AOK. 11 and pevergreen got some extra traits.
    On Night 0 nothing much happened. Or did it?
    On Day 1 tamius23 the Spirtually Attuned villager with a Lisp got bullied.
    On Night 1 reis91 the Spirtual Witness villager got gutted.
    On Day 2 Yakman the Plotter Werewolf was found out.
    on Night 2 Boris ze Spider the Doctor with a Cloak of Invisibility will loot no more.
    On Day 3 Slinky the Cursed 2nd in Command Spiritually Attuned Villager acted stand-in for the intended victim.
    On Night 3 nothing much happened. Or did it?
    On Day 4 lazy Adamus the Cursed Leader Villager failed at self preservation.
    On Night 4 EUROO7 the Brutal Nationalist Werewolf became the unlikely wolf victim.
    On Day 5 pevergreen the Blessed 8th in command Distiller Cultist died for telling The Truth.
    On Night 5 enkhuush the 7th in command Seer's Apprentice with a Touch of Good was shoot by sbr the hunter
    On the same night Capt. Kiwi the Lover Cultist was also shoot by sbr the hunter
    Also on the same night no wolves were spotted.
    On Day 6 Suirantes the 4th in command Lover Villager received no love back.
    On Night 6 Rendap the Religious Seer found himself in a bad neighbourhood.
    On Day 7 OrangeYoshi the Spiritual Attuned Villager kicked and danced.
    On Night 7 nothing much happened. Or did it?
    On Day 8 walrus the Brutal Villager told you so (in no uncertain terms).
    Also on Day 8 Vainglory the Spiritually Attuned Hunter Cultist was brutalized by walrus.
    On Night 8 snoopdogg the 6th in command Brutal Foreigner turned Werewolf got into a dogfight.
    On Day 9 esemesas the Womanizer Villager and Paendrag the formerly Blessed Guardian Angel. got tied Lemeard style.
    On Night 9 jacob-Lundgren the Guardian Angel. got eaten.
    Also on Night 9 Najs the 5th in command Spiritually Attuned Villager was struck by lightning.
    Also on Night 9 Kriszo the Cursed Brutal Spiritually Attuned Sorcerer's Apprentice with the Touch of Evil was struck by lightning.
    On Day 10 humancalculator the formerly Blessed Werewolf was backstabbed.
    On Night 10 tamius24 the Proud Villager with Priestly Powers and a Cloak of Invisibility was shot by Taiisatai64
    Also on Night 10 walrus2 the Plotter Werewolf was betrayed.
    On Dawn of Day 11 the winners went native.

    GM AAR part 1 - Player Choice and Lady Luck
    GM AAR part 2 - Roles and Rules
    GM AAR part 3 - The Setup
    GM AAR part 4 - The Roleplaying Traits
    GM AAR part 5
    GM AAR part 6
    GM AAR part 7
    GM AAR part 8
    GM AAR part 9

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    Quote Originally Posted by Suirantes View Post
    In, although I have never palyed a WW game before
    Welcome! Just dive right in, we are a relatively friendly crowd and only tear the guts out of living newcomers or torch them when we really have to. Or when we feel it's only right and proper.

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  18. #18
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    Johho, you're going with backstabbing apprentices, after what happened in EURO's game?
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  19. #19
    EURO's game was mainly a problem because cultists could turn apprentices, and cultists were more tightly wound up in a pack's goings ons than a sorceror.

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  20. #20
    General reis91's Avatar
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    Quote Originally Posted by Capt. Kiwi View Post
    EURO's game was mainly a problem because cultists could turn apprentices, and cultists were more tightly wound up in a pack's goings ons than a sorceror.
    Nevertheless, apprentices in a JL being turned are quite nasty too. And sorc apprentices turning and divulging scanlists are also unbalancing. The main problem, however, is that there is no limit to being turned. So, it can happen, like in EURO's game, that an apprentice will refuse to change sides after being stolen, and will work against their game objective, just so he doesn't betray his former side.
    Come and hunt your fellow Paradoxians in the Werewolf Forum

    What this means is that no one technically voted on the first day and we have all been auto-lynched. Since none of us were following ghost rules from that point forward, we are all banned from werewolf for life. - Cymsdale

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