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Rendap

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Werewolf CLXXIV: Trouble on The Stockholm

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Harwich, 29th of January 2065​

From: Terran Federation Navy, Personel Office
To: All Crewmembers of the TFN Battlecruiser Stockholm

All Crewmembers assigned to TFN Stockholm are required to present themselves for briefing and boarding at Harwich Naval Base no later than 1900 GMT, Monday, 2nd of February 2065.

Any crewmembers failing to follow these instructions will be subject to investigations by TFN AG under §4296 in the TFN CMJ.

Signed,

Rear Admiral the Honorable Sir Malcolm Wallace
TFN Bureau of Personel


Signups closed Monday 2nd of February, 1900 GMT.
Liftoff will be 25 hours later
 

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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, 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.

Never do anything, because anything you do will be interpreted as being either wolfish or JLish and will get you killed. - Falc, CLXXIV: Trouble on The Stockholm


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. Priest/Priestly powers
3. Seer/Seerish powers
4. Sorcerer/Sorcery powers
5. Cultist powers
6. Hunter
7. Guardian Angel
8. Medic
9. Werewolf
10. 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, manage to reach parity with the rest of the village.
The Villagers, Seer, Guardian Angel 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.

§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.

§11. - EUROO7 will deal with all medical problems, you know.
§11.1 - Sadly, even EUROO7 can't cure stupidity.

Deadline

The deadline of this game is 20:00 GMT.
Votes and orders made on 19:59 will count, while those made on 20:00 WILL NOT.


The Roles

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

Crewmember(Villager): Member of the crew of TFN Stockholm and Citizen of the Federation. Wins when all Werewolves are eliminated.

Dissident(Werewolf): A person unhappy with life in the Federation, one way or the other. Works in packs and wins when they reach parity with the goodies and there are no rival packs left.

IA Investigator (Seer): An undercover agent of the TFN Attorney General. With access to full military and civilian databases, he may scan once every night to see if a person is a Dissident or unclaimed Apprentice(will be claimed). All other roles will appear as Crewmember. Wins when all Werewolfs are eliminated.

Criminal (Cultist): A Citizen of the Empire, who believes there is an easier way and do not follow rules easily. May start in contact (attached) to a pack of dissidents or unattached. Needs to be attached to count for parity. Wins with the wolves. If the Criminal is unattached or his entire pack dies, he may scan for a new pack. If he succeeds in scanning a Dissident, he will automatically attach to the pack.

Security Officer (Guardian Angel): Internal Security Officer of The Stockholm. May choose to protect one Citizen against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves. Wins when all Werewolves are eliminated.

Ship's Chaplain (Priest) : The Lord's shephard among the Stars. Can scan person each night to see if they are a Seer, Sorcerer, Cultist or unclaimed Apprentice(will be claimed). Any other role will appear as a regular Villager. Wins when all Werewolves are eliminated.

Mercenary (Sorcerer): A person who IS in it for the Money! Can send in a scan each Night to check if someone is a Seer, Priest, Cultist or unclaimed Apprentice(will be claimed). All other roles will return as Villager. Wins with the Werewolves and counts for parity.

Ship's Doctor (Doc): Medical Officer prepared to handle all emergencies in Space (Physical only). Can send in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.

The Traits

Playboy (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. 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).

Lucky (Blessed): a blessed person will survive a single Werewolf 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.

Unhappy Citizen (Cursed): if a cursed person is successfully attacked by the Werewolves they lose their existing role and instead become a Werewolf of the pack that hunted them. The cursed will be unaware of his affliction until successfully attacked by a Werewolf. Seers, Priests, Sorcerers and Guardian Angels cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a Werewolf loses his apprenticeship, but this is not revealed to their mentor.

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

Trainee (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 or Priest, 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. If a scanner scans a claimed Apprentice, he/she will get "Villager" as a scan result.

Guard Officer (Hunter): Carrying a small gun in his pocket, 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 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.

Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 60% chance to learn the scanner role. If they succeed at identifying the scanner role, they have a 30% chance to learn the identity of the actual person. One shot powers will show as full roles.

Priestly Powers: Has a one time Priest scan that will show if the target is a Sorcerer, Cultist or Seer. All others will show up as villagers.

Seerish powers: Has a one time Seer scan that will show if the target is a Werewolf. All others will show up as villagers.

Sorcery powers: Has a one time Sorcerer scan that will show if the target is a Cultist, Seer or Priest. All others will show up as Villagers.

Witness: 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. Can be used more than once, however, cannot be used for two Nights in a row. After a use, succesful or not, the chances of witnessing a hunt reset.

Medic: Once per game, can send in the name of the person they wish to protect. If that person is attacked by the Werewolves, he/she is saved by the Medic instead of dying. The person cannot vote, send orders or speak in public the following day and cannot be directly attacked by the Werewolves. The patient wakes up the next day and is given the identity of one of his attackers. If the Medic is attacked and has a patient, the patient dies. If a person the Medic attempts to save is not attacked or is saved by the Guardian Angel, this trait is wasted.

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 there is a TIE, the Leader must pick as many people to leaderlynch as there are participants in the TIE. If not enough people are available, the Leader's power may not be used. If the lynched character is not a baddie (Werewolf or 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?

Rival: this person has a rival, which they must kill before the end of the game in order to win. Can be good or bad. If both rivals are alive at the end of the game, even if they are on the winning side, they will count for parity, but still lose.
 
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Crewmembers:

1. esemesas as John Isaac Parts, great-great-grandson of the war hero James Henry Parts III, the Previous Unclaimed, then Claimed Seer's Apprentice, Now Seer with a Rival is hunted Night 10
2. Wagonlitz as Christian Glücksburg, Descendant of The King of Denmark, the 6th in command previous unclaimed, now priests apprentice is hunted night 8.
3. Rysz as Jean-Luc Picard, the Blessed Priest, Brutalized by Aedan777 Day 10
4. Arkasas as Spock the Leader had his throat slit and was almost launched at an asteroid Night 2.
5. Sleepyhead as Terran Marine
6. Falc as Tycho Durante, Guardian Angel with a Rival, Hunted Night 7
7. Happycats517 as the Ships oversized Cat, the Bruiser Crewmember with spent Priest Powers is hunted Night 4
8. Aedan777 as Mats Hass, the Unclaimed Brutal Apprentice, Lynched Day 10
9. Madchemist as Buzzz Lightyear, Brutal Communist Dissident, Lynched Day 9
10. Gen. Skobolev as Rom, Formerly unattached Criminal Playboy Gen. Skobelev of the Alien Pack, Lynched Day 4
11. Panzer Commander as Wheatly, the Cursed Crewmember with spent Priest Powers, Lynched Day 6
12. Sand3r205 as Obvious the 5th in command Sorceror, Lynched Day 3
13. GreatUberGeek as K-9, the One Eyed Open Crewmember is Autolynched, Night 6
14. Dexander as Feodor Carran The Criminal trained in Self-Defence (OEO) was returned to Earth to stand trial on Day 2.
15. Ironhead 5 as Ladislaus Buchvarov, the former Second in Command Dissident of the Alien Pack, Shot by Tamius the Hunter night 6
16. Marty99 as Ingolf Horvath, Crewmember with One Eye Open, Brutalized by al-Aziz Day 10
17. Nautilu as Timo Hendricks, Former blessed Seer, Hunted night 6
18. al-Aziz as Deanne Troi, the Brutal Dissident of the Alien Pack. Lynched Day 10
19. Yakman as Mr. Dog from the Uralic region, the 4th in Command Crewmember with a Rival, Leaderlynched Day 5.
20. Eternal_Lost Tõnis Freud the Unlucky Crewmember with a Rival, Shot by Sedracus the Hunter Night 1
21. Johho888 as J'Hho the Narn
22. Randakar as Data subbed by Dr.Livingstone, the Playboy Crewmember, Brutalized by Madchemist Day 9.
23. Tamius23 as Christoffer Klien, the previous Hunter, Lynched Day 12
24. Sedracus as Hologram, the previous Hunter is hunted Night 11
25. Alxeu subbed as ArkasasV2 as Scotty, The Doctor with a Rival, Hunted Night 9
26. Adamus as Mr. Wolf from the Middle Eastern region, Crewmember with Medic Powers, Lynched Day 7
27. Brovahkiin as Squid the Formerly unattached former Lucky Criminal of the Alien Pack is autolynched Night 4.
28. EUROO7 as Argyros Uberti the Third in Command Communist Dissident Lynched Day 1
29. Hax as Yuri Gagarin, The Crewmember with used Medic Powers, Lynched Day 11
30. DutchGuy as Stowaway, the Crewmember with used Seer's Powers, Hunted Night 12
31. Rovsea as Elephant, Unlucky Unclaimed Apprentice, Lynched Day 8
32. Capt. Kiwi as Mazer Rackham the Spiritually Attuned Communist Dissident hunted Night 1
33. Daffius as Borg
34. Kaisersohaib as Bernt Franklin, Crewmember with Medic Powers is autolynched Night 4.


Events:​

On the 2nd of February, the 34 Crewmembers reported for duty
3 Remains.

On night 0, the Ship launched without problems.
On Day 1 You Lynch Euroo7 the 3rd in Command Communist Dissident
On Night 1 Sedracus the Hunter shoots Eternaly_Lost the cursed Crewmember with a Rival.
Also on Night 1, Capt. Kiwi the Spiritually attuned Communist Dissident is hunted.
On Day 2 The Criminal trained in Self-Defence (OEO) Feodor "Dexander Carran was returned to Earth to stand trial.
On Night 2 Cadet Arkasas Spock the Leader had his throat slit and was almost launched at an asteroid.

On Day 3 Sand3r205 the 5th in command Sorceror is lynched
On Night 3 Wagonlitz is saved by the Doctor.
On Day 4 You lynch the Formerly unattached Criminal Playboy Gen. Skobelev of the Alien Pack.
On Night 4 Happycats517 the Bruiser Crewmember with spent Priest Powers is hunted.
Also on Night 4, Brovahkiin the Formerly unattached former Lucky Criminal of the Alien Pack is autolynched.
Also on Night 4 Kaisersohaib the Crewmember with Medic Powers is autolynched.
On Day 5, You attempt to Lynch Ironhead, the current leader - He redirects you:
You therefore Lynch Yakman the 4th in Command Crewmember with a Rival.
Nothing happened Night 5
On Day 6 You lynch Panzer Commander the Cursed Crewmember with spent Priest Powers.
On Night 6 Tamius the Hunter shoots Ironhead 5 the former Second in Command Dissident of the Alien Pack.
Also On Night 6, Naitulu the former Blessed Seer with a Rival is hunted.
Also on Night 6, GreatUberGeek, the One Eyed Open Crewmember is Autolynched.
On Day 7, Adamus the Crewmember with Medic Powers is lynched.
On Night 7, Falc the Guardian Angel with a Rival is hunted.
On Day 8, Rovsea the Cursed unclaimed Apprentice is lynched.
On Night 8, Wagonlitz the 6th in command previous unclaimed, now priests apprentice is hunted.
On Day 9, MadChemist the Brutal Communist Dissident is Lynched.
As a Result, on Day 9 Madchemist Brutalizes Dr.Livingstone the Lover Crewmember.
On Night 9 Arkasas v2 the Doctor with a Rival was hunted
On day 10, al-Aziz the Brutal Dissident of the Alien Pack is lynched.
As a result, al-Aziz brutalized Marty99 the Crewmember with One Eye Open.
Also on Day 10, you Lynch Aedan777 the Unclaimed Brutal Apprentice.
As a result, Aedan777 Brutalizes Rysz the Blessed Priest.
On Night 10, Esemesas the Previous Unclaimed, then Claimed Seer's Apprentice, Now Seer with a Rival is hunted.
On day 11, You Lynch Hax the Crewmember with used Medic Powers.
On Night 11, Sedracus the previous Hunter is hunted.
On Day 12, You Lynch Tamius the previous Hunter.
On Night 12, DutchGuy the Crewmember with used Seer's Powers is Hunted.

 
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And double emu'ed... :)

I'm getting slower! :D

Rules will be updated over the coming days (stolen from Ese)

 
Commander Spock, reporting for duty.
 
And double emu'ed... :)

I'm getting slower! :D

Rules will be updated over the coming days (stolen from Ese)


I am willing to delete my post and re-apply.
I'm sure the same goes for Wagonlitz
 
I am willing to delete my post and re-apply.
I'm sure the same goes for Wagonlitz

For consistency, please do so... :)
 
In!
 
In
 
In.
 
This game is taking place on the Stockholm and somebody needs to be executed, so what would be a more appropriate RP than Christian II? And to you pesky Swedes. He wasn't a tyrant!:mad:

Background
http://en.wikipedia.org/wiki/Stockholm_Bloodbath

For consistency, please do so... :)

Done.

And I better say in a second time then now that the original post before the roster is gone.
 
I'll be reviewing rules over the coming days. Please note that if you do not select a RP character, I'll assign one to you at my convenience!
 
I'll be reviewing rules over the coming days. Please note that if you do not select a RP character, I'll assign one to you at my convenience!


Fine.

Captain Jean-Luc Picard reporting in.
 
In.give me a good one, Rendap!