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Vainglory

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Werewolf CXXI: Deus Omnia Vincit
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The Setting

IT IS THE 41st millenium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

YET EVEN IN his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Greatest amongst His soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defense forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

TO BE A MAN in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of the thirsting gods.


AMONG THE MILLION worlds loyal to the God-Emperor is Camperdown, sitting at a crossroads between theaters of war. In the Cochineal Subsector an Ork Waaagh! rages, while in the neighboring Spiciel Subsector Chaos has overtaken several worlds, and perhaps most terrifying of all a splinter of Hive Fleet Behemoth approaches. Camperdown, though its founding population was drawn from the Waakzaamheid Subsector, is a polyglot world, with refugees from worlds in neighboring subsectors, a draft of citizens to boost its industry taken from the overpopulated hives of Hypatian and Acasta, as well as veterans from disbanded Guard regiments. Camperdown is a civilized world, acting as a staging post for campaigns, a fleet base for the subsector's ships, a manufactory of assorted military materiel, and a nexus of trade for worlds within and without the subsector. Camperdown is proud, too, having raised many regiments for the campaigns in the sector, and the Imperial Annals have recorded the exploits of Camperdown regiments more frequently than the world's population, though large, would normally merit. But now Camperdown faces an uncertain future...



Deadline is at 21:00GMT
 
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The Rules

Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small Packs of Werewolves looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers and Priests, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.

Standard Big Rules

All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:

1. Roleblocker
2. Seer
3. Priest
4. Sorceror
5. Spy
6. Hunter
7. Guardian Angel
8. Blessed
9. Cursed
10. Padre
11. Self-defense
12. Werewolf

Werewolves will be divided into one or more packs, with one pack hunting each night. The order the packs hunt in will be known only to them.

The Werewolves and attached Cultists of a pack win if they eliminate all Wolves in rival packs, and if they, along with the cultists and sorcerers, are equal to the remaining villagers.
The Villagers, Seer, Priest, Guardian Angel, Doctor and unclaimed Apprentices win if they manage to destroy all the wolves.
Claimed Apprentices win under the same conditions as their master.

Standard Werewolf Rules

§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution.

§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.

§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.

§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.

§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

The Roles

Imperial Citizen (Villager): a common citizen of the Imperium of Mankind, loyal to the regime, he will do what he can to preserve his world as he knows it. Has no special abilities except for traits, if any.

Heretic (Werewolf): a Chaos worshiper, or a Genestealer, both wish to undermine Imperial society, but the goals of either are anathema to the other. Chaos wishes to turn Camperdown into a monument to Chaos, a world of pleasure, pain, sorcery, violence, and pestilence. The Genestealers wish to plunge Camperdown into anarchy so that it is defenseless by the time the fleet arrives to strip it of resources. Heretics will be allocated to a specific pack, which wins if its achieves parity with the rest of the village. Each night one pack will choose a victim to hunt. The order in which packs hunt will be given to them in private.

Inquisitor (Seer): a member of the Holy Order of the Emperor's Inquisition, this man is extremely powerful, intelligent, and talented - and hellbent on hunting down any and all threats to the integrity of the God-Emperor's realm. May scan one person per night to see if he is a Heretic or unclaimed Apprentice. Any other role will appear as a regular Imperial Citizen.

Chastener (Priest): a member of the Adeptus Arbites, the organization responsible for enforcing the Lex Imperialis - the Emperor's Law - on all Imperium worlds. The Chastener has spent years keeping order on Camperdown, and intends to keep things orderly. Like all Imperial citizens, the Chastener is technically subordinate to an Inquisitor conducting an investigation, the Arbites are a law unto themselves, and will conduct their own investigation. May scan one person each night to see if he is an Eldar Witch, an Apprentice or a Cultist. Any other role will appear as a regular Imperial Citizen.

Cultist: some people find no succor in the Imperial cult, and look elsewhere for their salvation from their hard lives. These people have been seduced by the Ruinous Powers, or else fallen under the hypnotic sway of the Genestealer infestation. As they are not themselves fully conversant with the Dark Gods, and are not genetically part of the Genestealer brood, they cannot themselves bring down Imperial society. Their loyalty to the cult is strong nonetheless, and they will not betray their masters, but should Camperdown fall into anarchy the cultists will revel in it so long as it lasts. Cultists have no special powers, apart from traits, if any. They will win with their pack, and cannot change their loyalties, but they count for parity for all heretical groups.

Eldar Witch (Sorcerer): an agent of the enigmatic Eldar, who desires the fall of Camperdown. The Eldar appear throughout the galaxy, acting without apparent rhyme or reason, sowing discord and destruction one day, subtly aiding the Imperium the next. For whatever reason, the Eldar have dispatched one of their psyker agents to Camperdown to bring about its destruction by any means, and he will surely align himself to one of the Heretical factions, and he will win if any of the Heretical factions wins. May scan one person each night to see if he is an Inquisitor, a Priest, an Apprentice or a Cultist. Any other role will appear as a regular Imperial Citizen.

Chirurgeon (Guardian Angel): the Chirurgeon is a healer, a proper surgeon, not a pill-administering, pulse-taking Physicus. The privileged position of the Chirurgeon in Imperial society gives him all the incentive anyone could need to preserve Camperdown's stability, let alone a natural inclination to save lives. May protect one person against a Heretic attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

Confessor (Padre/Doctor/Witness): one of the Adeptus Ministorum clergy, a dogmatic follower of the Imperial Cult, his remit is the spiritual health of the Imperium. Nonetheless this man takes an interest in assisting those Adepta whose task is to protect the physical realm of the God-Emperor, when not distracted with tending his flock. May target one person each night with his powers: in the event the target is attacked during the night the Confessor will perform the Last Rites on the victim, who will identify his attacker before dying.

Apprentice: the next generation need to carry on the skills of the previous one, and so the highly trained among the Imperial citizens often have an apprentice learning from them (and performing the less enjoyable tasks wherever possible). In Imperial society there is no shortage of moderately educated people asking for training to elevate themselves from menial duties, if only someone is willing to share their skills. The apprentice may already have a mentor, or they may be looking for one, and will take the first person to offer them a job. In the event their mentor dies an untimely death the apprentice will carry on their work. If the mentor had more than one apprentice, only the first inherits the role, the others will become apprentices to the new mentor.

The Traits

Blessed: a blessed person will survive a single Heretic attack if no other protection is placed on them. The attacker will not know why the attack failed, nor will the victim be aware of his blessing.

Cursed: if a cursed person is successfully attacked by the Heretics they lose their existing role and instead become a Heretic of the pack that hunted them. The cursed will be unaware of his affliction until successfully attacked by a heretic. Inquisitors, Chasteners, Chirurgeons and Confessors cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a heretic loses his apprenticeship, but this is not revealed to their mentor.

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

Hunter: the hunter has the ability to place a night attack order on a person, once per game. This attack will bypass all forms of protection and kill the target. The hunter's identity will not be revealed.

One Eye Open (Self-defense): this person has the proverbial ability to sleep with one eye open. If they are attacked they will succeed in mortally wounding their assailant before they are killed.

Leader: once per game this person may change the outcome of the day's vote from the player with the most votes to anyone with half the number of votes of the leading candidate. Thus if the most popular contender had 11 votes, the leader could change it to someone with 6, but not to 5 or less. There is no second in command, et cetera, for this game: any leader may change the lynch outcome on any given day. In the event of multiple orders it will be randomly determined which order applies.

Latent Psyker (Spiritually Attuned): a latent psyker isn't strong enough to have been detected by the Black Ships, but nonetheless his powers are strong enough that he'll know if someone's watching him. Half the time they're strong enough to understand the intentions of the watcher, and a quarter of the time they'll actually know who is watching them.

Untouchable (Roleblocker): very rare humans are psychic nulls. They have no presence in the Warp, and cannot be affected by it. This unnatural lack of psychic connection is distressing to normal humans, and disruptive to psykers. An Untouchable can target a person, and thereby block their ability to perform any nightly action due to the distress they cause.

Spy: if a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and/or traits of that player, but never the role or trait itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.

Rivals: these players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, if their rival is killed, they will in turn win if alive at endgame, and their side wins. They will know the name of their rival from the start.
 
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The Events on Camperdown:​

- As far as anyone could tell, nothing at all happened on Night 0.
- Falc [Roleblocker-Hunter Cultist] as Frankis Falc was denounced by his neighbors as a cultist, and righteously burned at the stake for it. Lynched Day 1.
- Humancalculator [Rivalrous Villager] as Claricea was murdered by Falc in a Chaos ritual. Hunted Night 1.
- Esemesas [Rivalrous Cursed Villager] as Sergeant Douglas Parts of the Camperdown PDF whose ancestor James Henry Parts III helped defeat the SS near La Haye du Puits didn't know his religion well enough to avoid suspicion. Lynched Day 2.
- Boris ze Spider [Brutal Werewolf] as an embittered mercenary, who was actually a Genestealer, got caught by random searches, and went out with a bang. Lynched Day 2.
- EUROO7 [Rivalrous Self-defense Villager] as Jan de Winter experienced Boris's fangs plunging into his neck as the last sensation prior to death. Brutalized Day 2.
- Johho888 [Roleblocker Villager] as Duncan St June couldn't find somewhere safe to spend the night. Hunted Night 2.
- Lord_D [Hunter Villager] as Lord Damocles embarrassed his House by being the object of suspicion, and took the honorable way out. Lynched Day 3.
- Rendap [Brutal Werewolf] as Colonel Rendap II von Rabenstrange, of the Camperdown PDF cousin of the ill-fated Colonel Rendap von Rabenstrange of the Saumarez PDF unluckily stopped an assassin's bullet with his chest. Shot Night 3.
- jonti-h [Leader Villager] as the sole heir to the von Algpung dynasty the rightful ruler of Scandanavia was cruelly slain in his own mansion. Shot Night 3.
- Perhaps due to Imperial vigilance, there were no overtly Heretical movements on Night 3.
- Paendrag [Guardian Angel] as Artur Tanreall died in a crossfire, wrongfully suspected of Heresy. Lynched Day 4.
- Kriszo [Leader Sorcerer] as Kri-Szo was cornered by the Arbites and was blown to pieces. Lynched Day 4.
- Randakar [Self-defense Apprentice Priest] as Rand van Braam found himself set upon at night, but didn't die alone. Hunted Night 4.
- Enkhuush [Spiritually Attuned Werewolf] as Rames Smith chose the wrong man to mess with, and paid with his Heretical life. Repelled Night 4.
- Mr. G [Expended Hunter Werewolf] as shadowy secret policeman "Mr. G" found himself entrapped by a sting operation, and was burned at the stake for his Heresies. Lynched Day 5.
- Capt. Kiwi [Rivalrous Unclaimed Apprentice] as Stephen Maléter died far too young, having never shown his potential. Hunted Night 5.
- Slinky [Cursed Brutal Villager] as Michiel de Ruyter burned at the stake still praising his God. Lynched Day 6.
- Walrus [Rivalrous formerly Blessed Apprentice Seer] as Penny Valderaz proved that the Heretics fear not even the Most Holy Ordos of the Inquisition. Hunted Night 6.
- Taiisatai54 [Spy Hunter Cultist] as Commisar Mikhail Gorvacheg elder brother of that poor sod who died on Saumarez turned to Heresy out of grief, and paid the ultimate price. Lynched Day 7.
- Snoopdogg [Priest] as Tomass Wiltshire went out with a whimper, the way his apprentice went out with a bang. Hunted Night 7.
- Kingepyon [Rivalrous Brutal Werewolf] as Major Pym Madsen of the Camperdown PDF orchestrated many evil deeds on Camperdown, but was exposed and died locked in battle with the Emperor's Finest. Lynched Day 8.
- Najs [Brutal Villager] as Isador Akios, Librarian of the Blood Ravens and hero of St Peters Port clashed with the Heretic Madsen, and gave his life for the Emperor. Brutalized Day 8.
- jacob-Lundgren subbed by EUROO7 [Spy Villager] as Radament Bey lived dangerously, and died quietly. Hunted Night 8.


The latest census of Camperdown:​

10. Trinitrotoluen as ???
11. Tamius23 as ???
12. Suirantes as Commander Boreale of the Blood Ravens
13. pevergreen subbed by Humancalculator as Claricea, a harlot
14. Yakman as a squat
18. Lemeard as ???
21. marty99 as ???
23. reis91 as ???
27. the_hdk as "Hardanahalli Deve Kumaraswamy"
 
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Open or closed set-up?
 
Open or closed set-up?

Sorry, I don't quite understand the question. I assume you mean "Will you post the rules, roles, and traits"? I'll have a normal rules post up ASAP, with roles and traits. Apologies for the current state, King just said to put the thread up, and I figured most people will sign up without seeing specifics anyway.
 
Any idea when the deadline will be?
 
Kiwi gets a cookie for being first person to be unquestionably in.

Reis, you get a slap upside your coolie-hatted head for not liking WH40K.

I have added the traits. Pay particular attention to hunters, "one eye open", and leaders. Also, check out cultists. I want some discussion on this. I'm also thinking I should change the leader formula to leading candidate -50%, as Reis had it set for Springtime of Nations. I have removed witness and spiritual witness, the latter because everyone hates it, the former because it's a % chance and I prefer to minimize those for this game (only SA will be % chance). I was considering whacking an altered Thief into the game. I have dispensed with all xly powers, since they're an added complication that isn't very frequently useful. Nothing wrong with them, they're a good thing, but I don't want to micro the damn things and they're not often a game-changer.
 
So cultists can only win with their starting pack, but count towards parity for all other packs?

Edit: Does one eye open work against hunters? And yes, I do think the 50% variant of leader is better.
 
So cultists can only win with their starting pack, but count towards parity for all other packs?

Yeah. It might seem odd, but it was a compromise that I think is elegant in a way. When cultists are unattached packs tend not to trust them, even if they start affiliated as with Johho's game, my pack wouldn't trust me (with good reason - if I could have, I'd have sold them out because Swedenborg cultists + Rousseau Pack would have been much more likely to win than Swedenborg alone). It's annoying for the cultist, and it's boring, and it hampers baddie coordination. On the other hand, cultists being able to count for parity for any group adds to their usefulness.

This should allow packs to trust their cultists, but still make parity a bit easier for the baddies.
 
Kiwi gets a cookie for being first person to be unquestionably in.

Reis, you get a slap upside your coolie-hatted head for not liking WH40K.

I have added the traits. Pay particular attention to hunters, "one eye open", and leaders. Also, check out cultists. I want some discussion on this. I'm also thinking I should change the leader formula to leading candidate -50%, as Reis had it set for Springtime of Nations. I have removed witness and spiritual witness, the latter because everyone hates it, the former because it's a % chance and I prefer to minimize those for this game (only SA will be % chance). I was considering whacking an altered Thief into the game. I have dispensed with all xly powers, since they're an added complication that isn't very frequently useful. Nothing wrong with them, they're a good thing, but I don't want to micro the damn things and they're not often a game-changer.

Padre is good, Leader with my ruleset is good (anything in my rules is good, btw), roleblock is good, minimizing % is good, altered thief is probably not good.

So, cultists will count for parity but will not win unless their pack wins. So they kinda get to choose between screwing the village or screwing the other pack. May I suggest a new idea?

Make Cultists cursed when all the wolves die in their pack. This way, the other pack can hunt them, if they identified them, and get closer to parity, but without tipping it so much towards the wolves as making them automatically count towards parity. Of course, the village can defend against that by figuring out the cultists and protecting them, which opens up interesting possibilities. It even fits well with WH40K, you can have the cultists be possessed for chaos or absorbed by Tyranids.
 
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Padre is good, Leader with my ruleset is good (anything in my rules is good, btw), roleblock is good, minimizing % is good, altered thief is probably not good.

I was thinking of making it so that the thief could steal during the day, before the lynch took place. As it stands I've never seen a Thief work, and I'd find being one rather irksome: how are you meant to know who to steal from, and why bother? Okay, if the wolves seem to have the upper hand you could try to defect to their side, or if you're a wolf and losing pick anyone else to thieve from. But how do you pick a wolf? Granted analysis/intuition, but still. By allowing them to steal during the day they could steal from mouthpieces and outed wolves, which would greatly aid their ability to defect. A graverobber would be a more interesting role, allowing a person to steal the role of a dead player. But too much innovation is a bad thing. I've already put enough changes in with the leader, hunter, and padre I think.

So, cultists will count for parity but will not win unless their pack wins. So they kinda get to choose between screwing the village or screwing the other pack. May I suggest a new idea?

Make Cultists cursed when all the wolves die in their pack. This way, the other pack can hunt them, if they identified them, and get closer to parity, but without tipping it so much towards the wolves as making them automatically count towards parity. Of course, the village can defend against that by figuring out the cultists and protecting them, which opens up interesting possibilities. It even fits well with WH40K, you can have the cultists be possessed for chaos or absorbed by Tyranids.

Hmm... I'll see what other people think about the current and proposed models before making any decision.
 
F- just realize I goofed the title. It's CXXI not CCXI. I believe I need to Blade!phone to fix it or something?

Players picking on each side they want to be is a bad idea. Lacks fair play, and is likely to aggravate imbalances. Perhaps a watered down version that steals traits...

Mmm, I'm not going to add it as I've made enough changes as it is. It seems to have died out since I joined, and maybe it deserved to, but I'd be interested in seeing it work. As it stood I can only imagine veterans using it for amusement value, since running a 33% chance of dying, when you have no way of knowing for certain what you'll become, isn't a chance someone who's really interested in winning is going to take. And then who would run a 66% chance of dying, except if they had some really strong reason to want to change, and furthermore a really good idea of what they were becoming? The stars would need to align for anything to happen. I can't see it affecting balance too much: the thief kills the target, so if you targeted a baddie it would only affect parity by subtracting 1 villager. It would be more problematic if a baddie was to thieve a goodie role, since he could sell out his group as well as pushing parity further back.

Trait stealing's a more interesting idea. Traits tend to become known: hunters declare themselves, SAs out people, that sort of thing. It would be more likely to see usage than role stealing.
 
In as Rendap II von Rabenstrange - Another Colonel of the local PDF, cousin of the one dead in previous game.