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johho888

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Werewolf CXXXIX: Pining for the fjords

vi1d.jpg

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

It was in the spring in the year when Eirik had sat in Ubsola for four years and two years after the sack of Jomsborg when the king's nephew Ingvar gathered a fleet of longships. Far away they were going to search for glory, gold and good plunder, far away where the silver coins have inscriptions that crawl like snakes, far away in the land of men in skirts.

Three summer solstices have now past and Ingvar's fleet have melted down to just three longships heavenly laden with silver, magnificent swords, darkhaired beauties and battlehardened vikings. There is enough riches to set up every one of us as a chieftain, a ring-giver for our own hird of warriors in a mighty hall. Praise be to Frej the plentyful!

Only, once we turned the longships north again mighty vikings have started to die for no reason and last night we lit up Ingvar's own ship laden with riches, darkeyed slaves, weapons and Ingvar himself. Tonight he will feast in Valhall with Oden. Tonight we will feast here on the accursed plains of Stora Svitjod. Tomorrow two longships will set sail north again hoping the sacrifices were enough to turn our luck around again.

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 closed!

Roles were handed handed out 20:0 CET (19:00 GMT) Friday the 22nd.
First Night fell 21:30 CET (20:30 GMT) Saturday the 23rd.
 
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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. Padre

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. 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.
Cultist scans can not detect Apprentices nor can an Apprentice be claimed by a Cultist.

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.

Cultist: Works with the Werewolves, and wins if the Werewolves win.
Always start attached and knows the identity of all Werewolves of the pack at game start. Can scan a player to get one of the player's trait, excluding hidden traits, on the night his pack does not hunt. Cultists belonging to a pack that has lost all wolves can still win by outnumbering the remaining players, provided there are no wolves still alive in the game.

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

Padre: Chooses a person each night, if that person is hunted and killed by a wolf or a hunter, the name of one of the perpetrators will be given to the padre.

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: At 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. After a night of loving the lover must stay home one night (the Lover needs its beauty sleep to keep its good looks).

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.
A leader that lynches a baddie that is not detected by any scan is promoted to King. A King can redirect the lynch to anyone he wishes regardless of votes. It is good to be the King.

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.

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.

Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection 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.

Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what).

Removed the folowing traits: Witness, Touch of Good, Touch of Evil

* 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.

THE NICKNAMES​
Specifically for this game setting the following nicknames for the roles will be used to enhance role playing for those of us who enjoy that:

Villager = Viking
Werewolf = Varulv

Seer = Völva
Priest = Godi
Guardian Angel = Fylgjur
Doctor = Healer
Padre = Stallare
Sorcerer = Seiðmaðr
Leader = Chieftain
Brutal = Berserker


Changes to the originally posted rules are highlighted using lime.
 
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The Vikings​

marty99 as Marty Bloodaxe (7th in command hunter villager with healing powers)
Cymsdale as Cymsdale Bonesmasher (brutal werewolf, lynched)
Xarkan as Xarkan Bluebeard (blessed villager padre, lynched)
Cliges as Klaustr in djupuða (ghost whisperer werewolf, lynched)
Lord Dalek as The Doctor (ghost whisperer guardian angel, lynched)
tamius23 as Tamius Half-Hand (distiller villager, lynched)
Capt. Kiwi as Kiwi the Timorous (plotter seer, stand in lynched)
reis91 as Reis, the One Who Cannot Swim (turned werewolf with cloak of invisibility, lynched)
telesien as Telesien the Turncoat (6th in command priest's apprentice, lynched)
Trinitrotoulen as TNT the Far-Travelled (spiritually attuned cultist, eaten)
Adamus as Adamus Aagrothorn the Brave (plotter priest, eaten)
The Super Pope as Pope the Inebriated (3rd in command villager, survived but lost)
Paendrag as Morten Bughugger subbed by Boris ze Spider as Boris Spindeln (distiller cultist, lynched)
Rendap as Ragnar One-Ear (plotter cultist, lynched)
walrus as Valross Johhobane (villager with priestly and sorcerous powers, eaten)
Deo89 as Deo Twohead (4th in command werewolf, lynched)
Nautilu as Nautilu Greentooth (ghost whisperer villager, eaten)
Cromelex as Cromelex the smith (cursed spiritually attuned villager, lynched)
THE_SPLIT as Split the Humble (spiritually attuned villager, lynched)
esemesas as Ese the Messy (spiritually attuned doctor, lynched)
Syber as Syber Hairy-Cheek subbed by That One Duke as Duke Enhärjaren (brutal werewolf, eaten)
Falc as Leif the Bloody Falcon (blessed brutal villager, eaten)
the_hdk as Ferretcrusher the Ferretcrusher subbed by Lord Dalek2 as Dalek Twobeard (leader villager, survived but lost)
Funnyman230 as Karl the Manly (2nd in command sorcerer, winner!)
enkhuush as Enkhuush Stoneface (5th in command seer, eaten)
Lord Strange as Strange Bloodeagle (spiritually attuned werewolf, lynched)
OrangeYoshi as Oy Skullsplitter subbed by gigau2 as Hardegigau Grosbafsson (turned werewolf with seerish powers, winner!)
Delta107 as Delta the Runecarver (ghost whisperer werewolf, lynched)
gigau as Grosbaf the Seasick Seaman (plotter ghost whisperer villager, eaten)

The Odalmen (substitute players)
EUROO7 as Euro the Black Prince
THE_SPLIT as Split Vision

At start: 29
Alive: 4
Dead: 25

Timeline

On Day 0 twentynine hangover vikings pushed their longships back into the river.
On Day 0 someone won something.
On Night 0 gigau the plotter ghost whisperer villager got his life thread cut short.
On Day 1 esemesas the spiritually attuned doctor called in sick.
On Night 1 nothing happened. Or did it?
On Day 2 taimus23 the distiller villager had too much to drink.
On Night 2 Trinitrotoulen the spiritually attuned cultist fell victim to an even more evil plan than his own.
On Day 3 Deo89 the 4th in command werewolf's and Lord Dalek the ghost whisperer guardian angel's double act fell flat to the floor.
On Night 3 nothing happened. Or did it?
On Day 4 telesien the 6th in command priest's apprentice's and Xarkan the formerly blessed villager padre's double act was even less successful.
On Night 4 Falc the formerly blessed brutal villager cuddled a little too closely with varulv pelts.
On Day 5 Cromelex the cursed spiritually attuned villager got lady company.
On Night 5 Nautilu the ghost whisperer villager got spirited away.
On Day 6 Boris ze Spider the distiller cultist got a wedgie, viking style.
On Night 6 enkhuush the 5th in command seer cleared his throat, viking style.
On Day 7 Rendap the plotter cultist and Cymsdale the brutal werewolf wouldn't part.
Also on Day 7 marty99 the 7th in command hunter villager with healing powers got dragged into a threesome.
On Night 7 Adamus the plotter priest joined the village people.
On Day 8 THE_SPLIT the spiritually attuned villager got his length adjusted.
On Night 8 walrus the villager with priestly and sorcerous powers became Freja's bitch.
On Day 9 Lord Strange the spiritually attuned werewolf was put in the comfy chair.
On Night 9 nothing happened. Or did it?
On Day 10 Cliges the ghost whisperer werewolf quoted Röde Orm.
On Night 10 nothing happened. Or did it?
On Day 11 Delta107 the ghost whisperer werewolf fed the ravens.
On Night 11 That One Duke the brutal werewolf walked the zombie walk.
On Day 12 Capt. Kiwi the plotter seer got more than she could swallow.
On Night 12 nothing happened. Or did it?
On Friday 13 reis91 the turned werewolf with seerish powers was really unlucky.
On Night 13 the Jomsvikinga pack got filthy rich.​

GM AAR #1
GM AAR #2
 
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Forum sluggish, will finnish tomorrow.

Also when signing up pick some cool viking name to add to your normal forum name like Marty Bloodaxe, Marty Bluetooth or Marty Twobeard.
 
In as Klaustr in djupuða, the solitary and pensive Viking who'd rather be a monk.
 
In as Kiwi the Timorous

If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice.

Is the bolded part necessary?
 
It changes things... it could happen that a scanner scanned an apprentice and then got hunted, making that apprentice his immediate replacement.

In as Reis, the One Who Cannot Swim.

Without that clause, that's what would happen. With it, scanning the apprentice then getting hunted is essentially the same as getting no scan at all. Better to have the apprentice claimed but the scanlist disappear, imo. That way would reward both the good scan and good hunt.
 
Is the bolded part necessary?
Maybe not, I just thought it would make sense role playing wise. If a master is to educate his apprentice they should spend at least a day together. Game wise I could remove it or keep it.
 
I'll give it a whirl. In as Pope the Inebriated
A new face! Welcome! :)

Now everyone behave, we have guests! Remember, no biting below the belt and no backstabbing with pitchforks!