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Ironhead 5

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WEREWOLF CLXXVI
Village of the Damned


THE SETTING
This thread represents a Tavern. The Tavern is in the village green of a small, backwards village tucked away in a corner of the Carpathian mountains. You have lived in this village your entire life, living the simple life of a farmer, and you think you know the other patrons at the Tavern. But you don't really know them. Because behind the shifty eyes and hunched backs and angry scowls lies a deep secret that every villager here keeps. For some of them are not just villagers. Some of them are degenerate worshippers of an evil religion, and have transformed themselves into terrible creatures, such as Werewolves and Vampires. There is still hope; for some of these villagers are secretly heroes, hiding an identity that could deliver you and your fellow villagers from certain death at the hands of these foul beasts. A deadly battle must be waged between the forces of good and evil, and only one side will prevail. But this isn't a battle of axes and torches; because you do not really know who is good and who is evil, this will be a battle of wills. Each night, the werewolves will hunt one villager... pray that it is not you. And each day, you and the other survivors must come to this tavern to witness the terrible carnage wrought by the monsters, and to debate amongst your fellow villagers who must pay the ultimate price for this devilry. To defeat this terror, you must find the evildoers from amongst the village, and lynch them.


THE RULES
§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§1d. If you are not going to be able to play, announce it as soon as possible. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require reliable players.
§1e. Multiple blacklistings may result in you being banned from ever participating again.

§2. The game is split in two phases, night and day. The Wolves and Vampires hunt during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing VOTE [INSERT NAME] in bold letters at the end of the message.
§2c. The deadline is 19:00 GMT (7:00pm GMT, 20:00 CET, 3:00pm EST), barring any GM delays. Deadlines will be enforced by time stamp.
§2d. A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not.

§3. SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER REVEAL ANY INFORMATION (COMPILATION INCLUDED).
§3a. ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§3b. When doing ghost/spectator commentary, please use a non-white color.


§4. The villagers win when all Wolves and Vampires are dead. The Wolves or Vampires win when they eliminate the other evil pack and the evil villagers equal or outnumber the good ones.

§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:

1. Lover
2. Sorcerer
3. Seer
4. Priest
5. Doctor
6. Guardian Angel
7. Spy on Neighbor
8. Pass Note
9. Werewolf/Vampire

§6. The Game Moderator is always right.


THE ROLES
Besides the Wolves, Vampires, Villagers, and Seer, no role is guaranteed to be included in the game. The GM decides how many there are to be of each role and then hands them out before the game starts. Significant changes in green.
  • Villager: Good. Has no special abilities.
  • Werewolf: Evil. Hunts Villagers at night.
  • Vampire: Evil. Hunts Villagers at night.
  • Seer: Good. May check one person per night to see if they are a Werewolf or Vampire.
  • Guardian Angel: Good. May protect one person against a nightly attack, but never the same person two nights in a row and never themselves.
  • Doctor: Good. May protect one person each night, but not the same person two nights in a row and never themselves. If that person is attacked, the victim will be treated by the doctor and linger for a day. At the conclusion of that day the doctor has a 50% chance of saving that person. The person will be unable to send in any votes or orders during the day that he is being treated, but can also not be attacked directly by the Werewolves or Vampires (they can only kill the patient by attacking the doctor). If the victim survives, he'll remember one of the Werewolves or Vampires that attacked him as well as the identity of the doctor.
  • Hunter: Good. If the Hunter is hunted by the Werewolves, he has a 100% chance of killing one of them. He may not hunt other players.
    [*]Deacon: Good. If the Deacon is attacked by the Vampires, he has a 100% chance of killing one of them.
  • Witness: Good. Once per game, during a night of the player's choice, the Witness may see the nightly attack. The Witness learns the identity of one attacker, who in turn also learns the identity of the Witness. The odds of a successful witnessing start from zero and increase by 10% each night. If the witness tries to use his ability and fails, his ability is used up. The ability is not used up if no attack took place during that night.
  • Sorcerer: Evil. Can use his powers of sorcery to help the Werewolves and Vampires. He will have one power; that power will be either to protect one person from a lynching each day (he must send in orders for his protection before the start of the day [i.e., the day before], he can never protect the same person twice in a row and can never protect himself; if the person he is protecting is selected to be lynched, that lynch target will disappear right before he is to be hanged, but will reappear in the Tavern the following day, and the person whom otherwise would be lynched will be lynched instead); or that power will be to obfuscate a scanner (he must send in orders to obfuscate a scanner each day; if the player he targets is a Seer or Priest, then that scanner will receive an incorrect scan result).
  • Priest: Good. May check one person each night to see if they are a Cultist or Sorcerer.
  • Cultist: Evil. The human counterparts to the Werewolves and Vampires. They can check one person per night to see if they are the Seer, the Priest, the Hunter, the Deacon, the Guardian Angel, the Doctor, the Sorcerer, or other Cultists. No matter how many Cultists a pack has, it can only send in one scan request. Cultists are pack-specific, but if all of the Wolves/Vampires in the pack die, the Cultists become free agents; if they can find the other pack, they can PM the GM and request to join that pack to count toward baddie parity.
    [*]Old Soldiers: Good. These three players fought together in the war long ago, and trust each other completely. But if two of them die, the third one will harden his heart and become a free agent Cultist.
  • Lover: Good. Each night, the Lover may choose to steal into a player's home and seduce that player in the dark of night. The target is 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 Lover's identity. The Lover will only stop a Werewolf or Vampire hunt if the targeted player is the last member of the pack.
    [*]Village Martyr: Good. This player is so pure of heart that if the village lynches him and realizes that he was a gentle, harmless soul, they will turn on the people responsible for lynching him. Either the first person who voted him (even if that player changed his vote later that day) or the last player who voted him (even if that player changed his vote later that day) will be lynched by the mob as well. Only one of these two players will be lynched as determined by a random 50% chance.

    The following are TRAITS and can be had in addition to the above roles:
  • Leader: Once per game, may declare that someone else will be hanged instead of the mob's choice. He may not use his ability when he himself is the target of the lynch, and the person he selects for the lynch must have at least two votes. Using this ability will always reveal him as a Leader. He may not be protected by the Doctor. If there is more than one leader in the game, and multiple leaders try to change the same lynch, then the leader who sends in his order first will carry out his action; the other leader(s) retain their ability.
  • Cursed: If attacked by a Werewolf or Vampire, this person becomes one himself. It will be revealed as a "no kill during the night". Nobody, not even the person himself, will know that he is Cursed until he's bitten. Only Villagers, Leaders, Lovers, and Witnesses may be Cursed. If the same person is scanned by both seer and priest in the same night, he becomes cursed.
  • Blessed: This person will survive one attack from a Werewolf or Vampire. It will be revealed as a "no kill during the night". The next time this person is attacked, it will be fatal as usual. Nobody, not even the person himself, will know that he is Blessed or that he has been attacked.
  • Brutal: Can only be had by Werewolves, Vampires, and Cultists. If a Werewolf or Vampire with this trait is lynched, he has the power to immediately kill one person before being subdued.
  • Apprentice: Can be detected by the Seer or the Priest, but not the Sorcerer. The first scanning ever of this character always adds the "[scanner]'s Apprentice" trait. This role is lost when the character inherits a profession. Only Villagers can get this trait. The trait remains unknown to the character until he is scanned.
  • 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 what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.
    [*]Scout: A scout can examine the footprints in the morning mud and know who was targeted for nightly actions. He will not know what actions, or who performed the actions, but he will receive a list of all the players who had been targeted the previous night.
  • Restless: A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every other night, he can perform one of two actions: he can either pass a note or he can spy on his neighbor.

SOME NEW TWISTS...
  • Passing Notes: This ability allows a player to contact another player while remaining anonymous. A player who can pass a note will PM the GM with the message they want passed along, and the name of the one player to whom they want to pass the note. Once the note is slid under the door of that player's house, there is no taking it back; in other words, once a player PMs the GM the note, he cannot retract or change the note. Recipients of notes will receive them after the nightly update.
  • Spying on Neighbors: Not everyone can be as prescient as a Seer. But that doesn't mean that players are unable to keep a watchful eye on their neighbors. Someone who can spy on his neighbor can send in a Spy order to the GM; that Spy order will reveal:
    1. 100% chance of whether someone is home that night, or whether the place is deserted because the player is out performing a nightly action
    2. 100% chance of whether someone else is performing a nightly action on that player
    3. If someone else is performing a nightly action on that player, then the Spy has a 50% chance of knowing who it is that is performing the nightly action (50% per player performing a nightly action on that target)
    4. If the target of the Spy is not at home, the Spy has a 50% chance of learning of a trait that the target may have (if no traits, or if he fails the 50% chance, then it is revealed as "no further information was available")
    5. If the target of the Spy is home, then the Spy has a 33% chance of learning the role of the target (67% chance of "no further information was available")
  • Messages from the Undead: If the Werewolves or Vampires want to send a message to the village -- perhaps to taunt them, perhaps to let someone know that he is next, or perhaps to mislead them during the next day's lynch -- then they may do so in the manner in which they kill their victim. They must send a PM to the GM with the context of the message (ie, text written in blood? Body cleaved open and left on another player's front stoop? Etc). This message will be part of the nightly update.
THE PLAYERS
Game Moderator: Ironhead 5
01: EUROO7 the formerly Cursed Restless Vampire was lynched on Day 8
02: Wagonlitz the Scout Villager was lynched on Day 7
03: aedan777
04: Dexander the Scout Villager was lynched on Day 5
05: LatinKaiser the Leader Villager was hunted on Night 4
06: Dr.Livingstone v2 (formerly Arkasas)
07: tamius23 the Scout Villager was brutalized on Day 10
08: Kaisersohaib
09: Osteles the Blessed Restless Villager was brutalized on Day 4
10: k-59
11: Nautilu the Cursed Scout Villager was brutalized on Day 11
12: J. Passepartout
13: son of liberty the Brutal Vampire was lynched on Day 4
14: Dexander v2 (formerly Korona)
15: LatinKaiser v2 (formerly Paendrag)
16: randakar the Restless Villager was lynched on Day 6
17: Rovsea as a Werebuffalo
18: Cymsdale the Restless Villager was hunted on Night 6
19: Tornadoli (formerly the_hdk)
20: DutchGuy the Leader Villager was lynched on Day 3
21: Falc as the local telegraph operator
22: Sand3r205
23: madchemist the Leader Villager was hunted on Night 1
24: Olaus Petrus as Tad "The Tad" Taddington III, Esq
25: Eternaly_Lost
26: Raczynski
27: Comm Cody the Priest was hunted on Night 2
28: Dadarian the Brutal Spiritually Attuned Wolf Cultist was lynched on Day 9
29: Gorganslayer
30: Sleepyhead as sleepy Ironhead, a sockpuppet
31: madchemist v2 (formerly esemesas) the Scout Apprentice was hunted on Night 11
32: sexytoes
33: Rysz
34: Gen. Skobelev
35: Slinky
36: johho888
37: GrimPagan the Seer was hunted on Night 7
38: THE_SPLIT the Restless Hunter was brutalized on Day 9
39: DutchGuy v2 (formerly alxeu [formerly okyriosy]) the Brutal Vampire was lynched on Day 11
40: marty99 the Scout Villager was hunted on Night 9
41: Yakman the Guardian Angel was lynched on Day 12
42: Rendap the Restless Villager was autolynched on Day 9
43: Hax as Arnold Schwarzenegger
44: skynet464
45: Cliges
46: Bagricula the Restless Villager was hunted on Night 5
47: Adamus (formerly Lord Strange)
48: HJ Tulp the Restless Old Soldier was autolynched on Day 9
49: Lemeard
50: Citizen1oo1 the Priest was hunted on Night 12
51: Ithvan
52: Dr.Livingstone the Scout Villager was hunted on Night 0
53: al-Aziz as a werewolf
54: enkhuush the Restless Apprentice was lynched on Day 1
55: Edzako
56: brovahkiin the Blessed Leader Apprentice was lynched on Day 2
57: drxav (formerly GreatUberGeek)
58: Xarkan
59: Ciryandor (formerly JohnKjeken)
60: Jensthemens
61: Galbatorix994 the Brutal Spiritually Attuned Vampire Cultist was lynched on Day 10
62: reis91 as Vlad, the Manpire
63: Sedracus
64: Daffius the Lover was hunted on Night 8
65: The Super Pope

Sub:
01:

Night 0: Dr.Livingstone the Scout Villager is hunted.
Day 1 & Night 1: enkhuush the Restless Apprentice is lynched and madchemist the Leader Villager is hunted.
Day 2 & Night 2: brovahkiin the Blessed Leader Apprentice is lynched and Comm Cody the Priest is hunted.
Day 3 & Night 3: DutchGuy the Leader Villager is lynched, but no one is hunted.
Day 4 & Night 4: son of liberty the Brutal Vampire is lynched and brutalizes Osteles the Blessed Restless Villager, while LatinKaiser the Leader Villager is hunted.
Day 5 & Night 5: Dexander the Scout Villager is lynched in a bizarre twist involving a leader and a sorcerer, while Bagricula the Restless Villager is hunted.
Day 6 & Night 6: randakar the Restless Villager is lynched by a leader, while Cymsdale the Restless Villager is hunted.
Day 7 & Night 7: Wagonlitz the Scout Villager is lynched after the sorcerer saved another, while GrimPagan the Seer is hunted.
Day 8 & Night 8: EUROO7 the formerly Cursed Restless Vampire is lynched, while Daffius the Lover is hunted.
Day 9 & Night 9: Dadarian the Brutal Spiritually Attuned Wolf Cultist is lynched, but brutalized THE_SPLIT the Restless Hunter; HJ Tulp the Restless Old Soldier and Rendap the Blessed Restless Apprentice die of the dreaded autolynch, while marty99 the Scout Villager is hunted.
Day 10 & Night 10: Galbatorix994 the Brutal Spiritually Attuned Vampire Cultist is lynched, but brutalized tamius23 the Scout Villager, while no one is hunted.
Day 11 & Night 11: DutchGuy the Brutal Vampire is lynched, but brutalized Nautilu the Cursed Scout Villager, while madchemist the Scout Apprentice is hunted.
Day 12 & Night 12: Yakman the Guardian Angel is lynched, while Citizen1oo1 the Priest is hunted.
 
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In
 
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This looks like a really interesting old school game. And nice to see the high sorc back. Can the scout scout every night? What is the difference between wolves/vampires? The sorc can still claim apprentices?7

In

I won't be as active as normally in this game, but I also cannot pass an I5 old school game.
 
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In

Also you don't need to send me an invite. I haven't missed a werewolf game since I started playing.
 
Can the scout scout every night?
Yes.
What is the difference between wolves/vampires?
None, except that the hunter cannot kill vampires and the deacon cannot kill wolves. I am also giving you advance notice that there are only two packs in the game.

The sorc can still claim apprentices?
No, that function seems superfluous. Once the sorc is in touch with wolves, he doesn't need to fear being hunted, so he usually only dies by being lynched. Makes being the sorc apprentice a boring part of the game, and an easy +1 for baddie parity.

Also you don't need to send me an invite. I haven't missed a werewolf game since I started playing.
You're on the Werewolf Group mailing list, you get the flyer just like everyone else :)
 
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In

The deadline isn't ideal, but this game looks too good to pass up.
 
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Against my better judgment,

IN

though it will be necessary for me to either sub out or be killed after next Saturday.
 
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Thanks for the invite, although I've been reading the rules anyway. Seem interesting. I'll definitely sub at some point but I'm pondering whether to join straight away.

Also, if you want as many players as possible, I could give you some ideas on whom to pm. The mailing list is probably missing quite a lot.
 
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Thanks for the invite, although I've been reading the rules anyway. Seem interesting. I'll definitely sub at some point but I'm pondering whether to join straight away.

Also, if you want as many players as possible, I could give you some ideas on whom to pm. The mailing list is probably missing quite a lot.
Perhaps post those names in the thread; then we can add to those in case you are missing some.
 
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Also, if you want as many players as possible, I could give you some ideas on whom to pm. The mailing list is probably missing quite a lot.
Yes, I would like to kickstart a Werewolf Renaissance with this game. Can you PM me a list of user names to invite?
 
Yes, I would like to kickstart a Werewolf Renaissance with this game. Can you PM me a list of user names to invite?
Send me a list of who you have already, and I'll try and supplement it. I have lists from previous games. I got up to 53 and you may be able to exceed that (although 45 or so is probably best for balance).
 
Send me a list of who you have already, and I'll try and supplement it. I have lists from previous games. I got up to 53 and you may be able to exceed that (although 45 or so is probably best for balance).
I'm just hitting up the members of the Werewolf Group... Paendrag, General Jac, Thistletooth. You know, the regulars. From 2007.

OK, so if you have a more updated list, I would greatly appreciate it. I will PM you the full list of names I've PMed.

Also, if we go over 50, then I will greatly increase the numbers of Brutal, Village Martyr, etc, so it is a tremendous bloodbath.
 
Paendrag, General Jac, Thistletooth
Neither of those have played while I have (a little over a year). On the other hand General di Tuti was back last summer. AOK is back (but has personal business at the moment). You could also try K 59, HumanCalculator and snoopdog all of whom have played within the last year.
 
You could also try K 59, HumanCalculator and snoopdog all of whom have played within the last year.
Eh, all three of these are in the group.

Just leave it to me. I'm on this.

That said, pm'ing everyone in the group is a very good start.
 
in

I am invited to an Ironhead game? What is this? Have I become good enough for the gods?
 
I'm in.
And I have just noticed my archnemesis, if he has time, he will join aswell, good old times come back!
 
Turns out with 155 the group is quite useful actually. I've sent you about 15-20 or so more ones. Hopefully you'll get at least a couple extra from there.