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Thread: Werewolf CXXVI - Werewolf Wagon Train

  1. #1
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    Werewolf CXXVI - Werewolf Wagon Train

    Werewolf CXXVI - Werewolf Wagontrain




    So you have also heard that story about "The Land of Milk and Honey"? The Land where Gold is plentifull and everyone can start anew?

    It is all true - I have been there but it is not an easy journey! Lenghty and Dangerous. Across the praerie and the Rockies! The is not for the faint of hearted!

    Passing through Indian Terrritory and with Desperados and Gunmen willing to sell their own mothers preying on the Wagon Trains, I can't guarantee that anyone arrives safely!

    Yet, there are always some that are willing to take that chance for a better life. Are you among them? Do you have what it takes to travel on the Werewolf Wagon Train??




    Signup is now closed!
    First Night Deadline Thursday 10th of May 19.00 GMT
    Last edited by Rendap; 09-05-2012 at 22:00.
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  2. #2
    Second Lieutenant Rendap's Avatar
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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.

    §10. - Failure to vote on 2 occasions without prior notice will result in automatic substitution. If no substitution have been found 6 hours before deadline, the player will be autolynched at next deadline.


    The Roles

    Except for Villager and Werewolf, all other Roles MAY, not will, be in the game

    Seer: 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.

    Priest: 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: 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. Will always know their master if claimed.

    Werewolf: 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.

    Cultist: Works with the Werewolves, and wins if the Werewolves win. If attached, the cultist learns the identity of a Werewolf master at game start and that Werewolf knows the cultist's identity in turn. 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. Can both start attached and unattached.

    Sorceror: 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: 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: 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 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 saved otherwise by GA.

    Rival: The Player have a rival. The player only wins if said rival is dead at end of game, regardless of result.

    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:

    19.00 GMT

    Votes and orders posted at 18.59 GMT will count, those posted at 19.00 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 Lime. Use this colour at your peril.
    Last edited by Rendap; 09-05-2012 at 13:15.
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    Games Archive and Active Games: Link

    Come and play Werewolf with us! We Bite and Growl and are looking for more meat! Link


    PAY ATTENTION WHEN DRIVING!

  3. #3
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    Night 0: Cakravarti as The Lone Ranger - Blessed Seer with a Rival - Was shot in the back by Johho.
    Noone was hunted by the wolves.
    Day 1: The Settlers found a tree with a convenient Branch and Falc - Guardian Angel with a Rival - was lynched there
    Night 1: A scream haunted the Settlers and Slinky - Previous Cursed, now Brutal Werewolf of the Sioux Tribe - was found with a Bowie Knife in his heart
    Day 2: The Settlers threw Suirantes, Generic Miner no. 1 - Blessed Padre - into a mine shaft and closed it with explosives
    Night 2: Noone was hunted by the wolves.
    Day 3: Capt. Kiwi as James T. Kirk - Priest Extraordinaire - returned to the Bridge of The Enterprise with Mr. Spock
    Night 3: The Captive Indian Taiisatai64, Unclaimed Cursed Apprentice, was shot in a Hunting Accident by Snoopdogg the Hunter
    Night 3: Mr. G the Brutal Villager was shot in the Head by the Wolves.
    Day 4: Adamus the Cursed Villager was shot down in a duel over a run over Dog at High Noon.
    Night 4: The_Split the previously blessed, previously Priests Apprentice, now Priest was found dead in his wagon by causes unknown.
    Day 5: Yakman the Spiritually Attuned Desperado with a rival of the James Hill Gang was thrown in a Cell in Notting Gulch.
    Day 5: Reis91 the Villager Witness who sleeps with One Eye Open was thrown in a Cell in Notting Gulch
    Night 5: Noone was hunted by the wolves.
    Day 6: Gigau the Third in Command Desperafo of the James Hill Gang was sent into the Sunset in a unpleasant way.
    Night 6: Noone was hunted by the wolves.
    Day 7: Tamius the Brutal Desperado of the James Hill Gang was dipped in Tar and rolled in Feathers!
    Night 7: Paendrag the Brutal Baby Eating Indian of the Sioux Nation was found with a Bowie Knife in his chest!
    Day 8: Boris ze Spider disguised as a Tumbleweed, The Spiritually Attuned Sioux Indian, was burned to Death on a cooking fire!
    Day 8: Xaldin31 as Generic Cowboy #1, the formerly blessed Sorceror, turned into a Raven and left the Wagon Train for good!
    Night 8: Deaghaidh as Jayne, The Hero of Canton, Formerly Cursed Desperado of the James Hill Gang with a Rival as shot in the Chest with a Sioux Arrow.
    Day 9: the_hdk, Second in Command Indian of the Sioux Tribe, was shot by Wyatt Earp in Tombstone, Arizona!

    WINNERS:
    Steed as Mongo, Guardian Angel with a Rival
    Johho888 as Zeb Macahan, Villager with the Hunter Trait
    Snoopdogg as a Banker from the Oregon Trail, Villager with the Hunter Trait
    Telesien as Sam Hawkins, Fourth in Command Villager
    Falc the Wagon Train First in Command Villager

    Nautilu, Formerly Unclaimed Apprentice, Next Priests Apprentice, Now Priest with a Rival.
    Last edited by Rendap; 19-05-2012 at 22:17.
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    PAY ATTENTION WHEN DRIVING!

  4. #4
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    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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  9. #9
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  11. #11
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  12. #12
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    Oh good, i get to kill Paendrag..
    Olaus's death always brings me happiness. 21

    - However....it seems the only guy more popular for scanning now than me is Steed - Jinnai
    - Let me also say that Steed is one paranoid bastard..., well, I can't really blame Steed - Zoston

  13. #13
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    Quote Originally Posted by Steed View Post
    IN as Mongo (from Blazing saddles)


    Oh good, i get to kill Paendrag..
    *Gets in fetal position*

    Now ya'll wouldn't hurt da baby would you...
    *sucks on thumb*
    WW Roles: To many to mention . And just twelve (12) victorys !!


  14. #14

  15. #15
    Most Valuable Dogg snoopdogg's Avatar
    Crusader Kings IIHearts of Iron IIIRome Gold500k club

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    In. As a Banker from the Oregon Trail game.
    On such a bright day who needs underwear or socks?

  16. #16
    One Arsene Wenger! Cakravarti's Avatar
    Crusader Kings IIEU3 CompleteDivine WindHeir to the Throne500k club
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    Quote Originally Posted by gigau View Post
    In as Bret Maverick
    Damn you gigau! I was gonna be maverick!
    "As a boy growing up in Hungary, there was only one club for me - Arsenal"- The Legendary Ferenc Puskas on a youth spent looking up to the greatest football team of the era... Herbert Chapman's Arsenal Football Club

    May 15 2004: P 38 W 26 L 0 Unbeaten. Invincible.

  17. #17

  18. #18
    (Retired) pixie hunter Steed's Avatar
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    Quote Originally Posted by Paendrag View Post
    *Gets in fetal position*

    Now ya'll wouldn't hurt da baby would you...
    *sucks on thumb*
    It didnt stop me hunting you when you were a little pixie.. I could easily hang up my pixe hunting boots for baby hunting ones.
    Olaus's death always brings me happiness. 21

    - However....it seems the only guy more popular for scanning now than me is Steed - Jinnai
    - Let me also say that Steed is one paranoid bastard..., well, I can't really blame Steed - Zoston

  19. #19
    (Retired) pixie hunter Steed's Avatar
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    Here comes Mongo...
    Olaus's death always brings me happiness. 21

    - However....it seems the only guy more popular for scanning now than me is Steed - Jinnai
    - Let me also say that Steed is one paranoid bastard..., well, I can't really blame Steed - Zoston

  20. #20
    One Arsene Wenger! Cakravarti's Avatar
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    In as The Lone Ranger!

    "As a boy growing up in Hungary, there was only one club for me - Arsenal"- The Legendary Ferenc Puskas on a youth spent looking up to the greatest football team of the era... Herbert Chapman's Arsenal Football Club

    May 15 2004: P 38 W 26 L 0 Unbeaten. Invincible.

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