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Capt. Kiwi

Nights? Warm. Days? Young.
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Jan 22, 2009
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Werewolf CXXIII: Murder Mystery

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The Setting

In a quaint country manor, the brightest minds and hardest boiled eggs of the world of sleuthing have gathered. Coming together from the four corners of the world and from across decades of history, they plan on having a quiet little get together for old times' sake. With so many of the world's cleverest brains and sharpest eyes under one roof, what could possibly go wrong?


Signup will close at 2130 GMT on Monday the 26th of March.
The first night deadline will be at 2130 GMT on Tuesday the 27th of March.
 
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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. Lover
  2. Sorceror
  3. Seer
  4. Priest
  5. Hunter
  6. Guardian Angel
  7. Werewolf
  8. Padre
  9. Witness


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 rival Packs and, along with unattached Cultists and Sorcerors, manage to reach parity with the rest of the village. The unattached Cultists and Sorcerors win with them.
The Villagers, Seer, Priest, Guardian Angel, Padre and unclaimed Apprentices win if they manage to destroy all the Packs.
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.

§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

Seer: Whether through a brilliant mind or hardboiled determination, this person is particularly adept at finding criminals. May scan one person per night to see if they are a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

In this game there will be different varieties of Werewolf, with an individual Seer only able to identify one kind.

Priest: While others may catch criminals through finding clues or chasing the suspect down, this detective relies more on understanding the psychology of the criminal. May scan one person each night to see if they are a Sorcerer, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

Apprentice: Although all present are more or less talented at catching murderers, Apprentices have the potential to become truly great if taken under the wing of one of the masters. If unclaimed and scanned by a Seer, Priest or Sorceror, that scanner becomes their Master. If an Apprentice has a Master and that Master dies, they lose any traits and their Apprentice role and instead become the role of their Master. 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.

Werewolf: Most are here for a quiet get together. However, it seems some have gone to the dark side. Allocated to a specific Pack, and cannot change allegiance. The Pack wins if, having eliminated all other Packs, its members, Sorcerors and unattached Cultists reach 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.

In this game there will be different varieties of Werewolf, with an individual Seer only able to identify one kind.

Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a Werewolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists do not start attached to a Pack even though they start in contact with one Pack. However, Cultists may attach themselves and become members of a Pack if both they and a member of that pack send a PM to the Game Moderator requesting to do so. Such a PM may not be revoked.

Attached Cultist: An Attached Cultist may only win with the Pack they are attached to. An Attached Cultist may not leave a Pack once attached. A Pack with Cultists but no Werewolves is treated as destroyed for the purposes of determining which Pack hunts, but as not destroyed for the purposes of ending the game.

This game will not use Cultists.

Sorceror: This person has a deep understanding of the psychology of the human mind. However, be it out of boredom or malice, they have chose to turn this gift to devious ends. Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if they are a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

Guardian Angel: Every master detective needs a trusted ally, someone they know will save them if they look set to be the murderer's next victim. May choose to protect one person against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves.

Padre: This man of faith will move swiftly to administer the last rites to any victims of attacks. In doing so, he may hear the last words of the victim. May choose one person each night. If that person is successfully attacked and is not cursed, the Padre has a 100% chance of identifying one of the victim's assailants. The victim will then die of their wounds.

Villager: A regular, run of the mill detective, private investigator, assistant or the like. Has no special abilities outside of any traits and their own abilities as a player.

The Traits

The traits (extra abilities) 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 Werewolf 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: The Hunter can send a one time nightly order to kill someone. A Hunter's identity is not revealed in the update.

One Eye Open: If this player is attacked by Werewolves at night he has a 100% chance of killing one of the assailants. The player with One Eye Open will still die, unless the assailant they killed was the only attacker present.

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's target will scan both without revealing the identity of either. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected or scanned 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). Should one Lover target a second Lover who has chosen to use their trait (perhaps even on the first Lover), their orders will be resolved simultaneously. The first Lover will spend the night alone in the second absent Lover's house, and will be subject to any orders targeted on the second Lover. The first Lover will not be made aware that the second Lover was absent; perhaps it was the wrong address?

Leader: May select one person who was not chosen to be lynched, and have them lynched in place of one person who was a lynch target. The Leader's charisma can only do so much, and so they can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If the lynched character is not a baddie (Werewolf, Sorceror, Sorceror's Apprentice, Cultist) or if the Leader dies, the Leader ability is used up. There will never be more than one Leader at any given time. A Leader's identity is revealed in the update if they successfully leader lynch someone of any role.

Second in Command: Will become the Leader immediately if the current Leader ability is used up (eg killed or has leaderlynched a goodie). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Second in Command at game start.

Third in Command: Will become the Leader immediately if the Leader and Second in Command abilities are used up (eg killed or have leaderlynched goodies). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. 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 succesfully attacked by the Werewolves, they lose their existing role and instead become a Werewolf of the pack that hunted them. It will be revealed as a "no kill during the night". The Cursed will be unaware he is Cursed until successfully attacked by a Werewolf. Seers, Priests and Guardian Angels cannot be cursed at game start. A claimed Apprentice that is Cursed and turns into a Werewolf loses his apprenticehood, but this is not revealed to their Master.

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 person might be unaware he is Blessed, in which case they will not know if it has been used up. If they are aware of it, they will know if it has been used up.

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. If they succeed at identifying the scanner role, they have a 50% chance to learn the identity of the actual person.

Seerish Powers: Once per game, may scan a player. He will be told if they are a Werewolf or Apprentice, and if they are neither he will be told they are simply a villager. He will not be told if an Apprentice has been claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Priestly Powers: Once per game, may scan a player. He will be told if they are a Cultist, Sorcerer, or Apprentice, and if they are not he will be told they are simply a villager. He will not be told whether an Apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Sorcerous Powers: Once per game, may scan a player. He will be told if they are a Seer, Priest, Cultist, or Apprentice, and if they are not he will be told they are simply a villager. He will not be told if an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Deadline

The deadline for this game shall be:

2130 GMT

Votes and orders posted at 2129 GMT will count, those posted at 2130 GMT will not.

Voting ends at the deadline even if the GM is not present. All players except the presumptive lynchee(s) are permitted to post analysis of the game between the deadline and the update.



All GM posts will be made in pale green. Use this colour at your peril.
 
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The Guest List

  1. tamius23 as Sultan Jani Muhammad II
  2. Boris ze Spider as Polonium-210
  3. snoopdogg as Odd Job
  4. reis91 as the Raven
  5. johho888 as Marcus Didius Falco
  6. Don Qvixote as Miss Marple
  7. am300307 as Goku
  8. Taiisatai64 as Abram Romanovich
  9. Suirantes as Oda Nobunaga
  10. Rendap as DCI Barnaby
  11. Cakravarti as Sergeant Frank Drebin
  12. randakar as B.A. Baracus
  13. walrus as Sherlock Holmes
  14. tigerkid as the new guy
  15. Falc as Hercule Poirot
  16. Paendrag as Kato
  17. OrangeYoshi as Dr Watson
  18. Kingepyon as Professor Moriarty
  19. Yakman as Professor Plum
  20. Trinitrotoluen as Col. Mustard
  21. Adamus as a suspicious spice rack
  22. Slinky as the butler
  23. esemesas as myself esemesas
  24. Lemeard as The Doctor
  25. Najs as Captain Blackadder
  26. the_hdk as Philip Marlowe

Late Arrivals

  1. enkhuush

The Events



The Winners
 
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All you quick people jumping in before I'm done :p

Anyway, that's the rules about right. Hopefully nothing needs to be fixed.

GM Announcement

Pay special attention to the rule on voting - votes must be made to a players chosen or assigned RP name, or a (very) easily recognisable variation. There will be no enforcement on RP itself. The players who got in early may or may not wish to consider their RP names in light of this - Odd Job is fine, Mysterious Mysterian Mysterionaut less so.
 
Y U NO like my name?

I'll be Jean Bodin.


Besser?

I like your post ninja edit one even better again :)

There are reasons for forcing people to vote RP names, but I'd rather not make that any more difficult than necessary. Especially as there are more people in Big than in the Lite where the rule was used successfully.
 
After how well the last one went, I would not mind joining this one.

I would have to think up a proper name.
 
In as Goku
 
After how well the last one went, I would not mind joining this one.

I would have to think up a proper name.

Oh, don't worry, your newbie-immunity probably lasts another game or two.
And if I were you I'd be tempted to choose the character of a certain Windmill-chasing Spanish gentleman, but that's just me... :p
 
In as The Castle
 
Say keewee, what's the best Super15 team? And what's the best NZ team? I got myself into it and I'm looking for a team to root. Nothing Australian or SA please.

Hm. The two best teams overall last year were the two that made the final, the Queensland Reds and Canterbury Crusaders. Both are just as strong this year and they'd probably be the safe bets, altough a few noteworthy players are out injured for now. None of the Aussie teams apart from the Reds and the Waratah's will be up to much, and I don't think the South African teams have finished rebuilding yet. It's hard to say how the Highlanders and Blues will do, they got most of the players the Hurricanes ditched last year, so it will come down to how well their players gel. The Hurricanes are mainly a bunch of no names with only a few of the older players left, so I doubt they'll last the whole season, but they'll probably make a good effort. Waikato will be Waikato, and not be consistant enough to make the final.

As for a New Zealand team to support, I'd say the Highlanders. They've got a good squad, without being favourites in every match. They play entertaining rugby, but are more physical up front than the other NZ teams. They could make the final, they could just miss the play offs, but whichever way it turns out they'll try their hardest along the way and play good rugby getting their. Case in point being their narrow wins over Canterbury and the Waratahs.

Supporting Canterbury in Rugby is like supporting Barcelona in football. They're skillful, entertaining, consistant, successful, yawn. They might struggle this year, I think they're still feeling the effects of last year's Super XV and world cup, but knowing them they'll recover to have another boringly successful year. Waikato have a lot of potential in their back line, but they're weak in the forwards - and that was before their whole front row went out injured. The replacements did fine against Canterbury, but I suspect they're in for a rough season. If you like Sonny Bill Williams, you'll probably like them, but I'm not an SBW fan. Wellington are an unknown after losing something like 9 All Blacks after last season. I can only name two players in their team off the top of my head. Probably a lot of future stars, but they won't last the distance.

If supporting Canterbury is like supporting Barcelona, supporting Auckland is like supporting Real Madrid. It's been a long time since they've had success, as a succession of flaky prima donnas have passed through the team on their way to Europe. The solution they seem to have come up with is to import a whole bunch of flaky prima donnas at once, picking up most of the players fleeing Wellington. It remains to be seen how it will come together.
 
Was just watching the Highlanders VS Crusaders game. I was tempted by rooting for the crusaders since they got the same colours as my club. But I must say I was more than impressed by the highlanders's game. They play fast enough and always on the attack.

What we enjoy in the North are strong front packs and fast and inspired backs. A good kicking game is crucial, but it isn't as exiciting as a good scrum or a full-back making his way through a bunch of guys.