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the_hdk

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Dec 6, 2003
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Werewolf CXXVII - The First Crusade​

first-crusade.jpg


The muslims hold the Holy City of Jerusalem and they keep on marching further into Christian lands. The Roman Empire under Emperor Alexius has sent for help to other Christian Lords of Europe
Now men and women all over Europe assemble an army to get Jerusalem back from heathen joke. Not only nobles but also peasants and city dwellers choose the road to the Kingdom of Heaven.



Signup is Closed
 
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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.

<copied from last game>

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. Doctor
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.

Doctor: Has a 50% chance to save a player of their choice after they are hunted. Said player may not act the next day. Can have most traits.

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 killed, 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.


/Only change I did was edited out Padre, and got back the Doc/

Deadline


The deadline for this game shall be:

18.00 GMT (20:00 CET)
edit on 17-6

Votes and orders posted at 17.59 GMT will count, those posted at 18.00 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.
 
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List of Players:

Alive: 15 (8 winners)

Alive:
1. rendap as ze Templar Knight Rendap von Rabenstrange the brutal Byzantine wolf got lynched on day six
2. Slinky the hunter got brutalized on night three
3. randakar
4. tamius23 the villager with hunter trait got shot on day five
5. Suirantes as Sir Milsum von Demmahom the Fatimid Wolf was lynched on day 4.
6. reis91 the Fatimid cultist got lynched on day five
7. humancalculator as Gandalf the White
8. Boris ze Spider as Louis XV
9. Paendrag as Paendrag the Peasant
10. johho888 as Guinevere the brutal villager got hunted on night three
11. Falc as Godfried van Bouillon the seer got brutalized by a Fatimid wolf
12. esemesas as an embittered squire
13. gigau as Sieur Gilles d'Obaix, royal cartographer
14. Steed
15. Eternaly_Lost as the King's Horse the Brutal Fatimid wolf got shot by a hunter
16. walrus
17. telesien the Fatimid wolf got lynched on day 2
18. Jensthemens as Trygve the Smelly subbed by Slinky v2
19. XenomorphII the villager and former rival, lynched on day one
20. Capt. Kiwi
21. Ciryandor as Cardinal Sin the cursed villager and former rival got lynched on day six
22. snoopdogg as Genghis Khan, the Guardian Angel, hunted on night one
23. Hearth as Pope Randy XXX the Byzantine wolf, got hanged on day seven
24. Taklagarn As Eduardo The Lame
25. Adamus, the villager, hunted on night 0
26. muttoneer as Roger de Livestock subbed by snoopdogg v2 the villager with Sorcerous got lynched on day 8
27. Sedracus as Robin of Loxley
28. Yakman as Walter Sans Avoir, Captain of the People's Crusade subbed by tamius23 v2
29. The Arch Mede as Gellert
30. jacob-Lundgren as the one most likely to die
31. EUROO7 the villager with One Eye Open and the Leader got lynched on day three
32. marty99 as Brother Daniel St.Brown the priest got brutalized by rendap on day six
33. Najs the fatimid cultist got hunted on night two


On Night 8 the Crusade Ended.

Winners:​

The Byzantine Pack

tamius23 - original wolf
randakar - turned wolf (former villager)
humancalculator - turned wolf (former Apprentice)

Slinky - cultist with Priestly Powers
Boris ze Spider - cultist

walrus - Sorceror
Taklagarn - Sorc's 1st Apprentice (former Priest and former Seer Apprentice)
Paendrag - Sorc's 2nd Apprentice (claimed on last night and thus giving parity)
 
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In
 
In.

Note to self: Read rules.
 
Ach So! Ze Templar Knight Rendap von Rabenstrange will fight to restore the holy city to it's rightfull Christian faith!

If Needed, by the Sword!

Of course IN!
 
In as Sir Milsum von Demmahom
 
I have returned!

IN! as King Arthur

EDIT: On second thought, screw King Arthur.

IN! as Gandalf the White
 
IN as an embittered squire.