• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Raczynski

Beautiful and Unique Snowflake
76 Badges
Jan 2, 2002
2.437
341
Visit site
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Victoria 2
There already was a fallout-themed werewolf game. But I like my title better.
fallout.jpg


War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage.
In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war, war never changes.


The story of the Vault 97.

Commissioned by the United States government as part of Project Safehouse, Vault-Tec built 122 such Vaults over the country. However, when the storm of nuclear war came in 2077, the Vaults were sealed without many of their dwellers due to the Cry Wolf effect training drills had on the populace.
The first Vault was built in Los Angeles, intended to demonstrate the viability of such a facility. The demonstration Vault was built beneath the city, within its limits and unlike other Vaults, wasn't part of the experiment. Most Vaults were completed by 2063, except for Vault 13, which was the last one to be completed.
True purpose

Officially, the Vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such Vaults. The real reason for the existence of these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they re-colonize Earth after the Vault opens.
The shadow government, the Enclave, responsible for the experiment (officially known as the "Societal Preservation Program"), have considered themselves prime candidates for recolonizing the world after a nuclear holocaust and to this end commissioned the construction of their own shelters, isolated from the Vault network. The purpose of the Vault experiments was to help prepare the Enclave for either re-colonizing Earth or colonizing another planet if Earth turned out to be uninhabitable by unmutated humans.
The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. Information on whether Vault-Tec was an international corporation and were there vaults made by them in other parts of the world, or were they strictly U.S. based, cannot be released due to Vault-Tec and US Government regulations.
Of the 122 Vaults, only 17 were control, meaning that only 17 were made to public expectations, all others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants.
The few Vaults that survived intact for more than 80 years came to serve another, unanticipated purpose: they were an excellent source of pure human stock, uncontaminated by the mutated airborne strain of FEV and prime candidates for conversion into Super Mutants.

In the Vault 87, part of the population was infected with Lycanthropy - a result of failed experiments to create the super soldier...
 
Last edited:
The Rules

Sign up by posting to that effect in this thread.

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. Independent cultists count to parity only if they are in contact with the remaining wolf pack.

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. Sorcerer
2. Seer
3. Priest
4. Hunter
5. Guardian Angel
6. Doctor
7. 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.
8. Witness

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 who to vote for, they type vote Player X in bold font and preferably at least size 4, this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y.

Abstaining from voting without declaring absence twice in a row or 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 21.00 CET (Central European Standard Time) sharp (21.00 timestamp is accepted, 21.01 is not) and shortly after this the lynching takes place and the result of the Nightly activities is presented.

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. Neither are they allowed the outcome of the game in any way. Anyone caught doing it risk being permanently banned from all Werewolf games. When making a ghost/spectator comment, please use a non-white colour.

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.

Players may not reproduce the contents of a PM from the Game Moderator either publicly or privately. If you want to reveal your role or the results of an order, fine. But you must tell them yourself, not forward my PMs as "proof." Characters found to have done so will meet an unfortunately aimed rotten tomato when they are dancing on the tight rope without a safety net.
Screenshots of any kind of PM's are forbidden.

The Roles:

Vault Dweller (Villager): A regular inhabitant of Vault 97. No special abilities.

Werewolf (Werewolf): A vault dweller that was infected with lycanthropy

Overseer (Seer): Leader of the Vault, can run a backrground check to see if someone is infected with lycanthropy

Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).

Enclave Agent (Sorcerer): Person sent by the enclave to ensure that the social experiment won't end prematurely. Can spend the night either scanning people to see if they're werewolves or cultist, or blocking the nightly action of other person, but never the same person two nights in row.

Cultist (cultist): A member of outlawed sect which believes that after the apocalypse, the Earth belong to werewolfs and their faithul servants.

Vault Community Leader (Priest): Can run a check to see if a person is a member of a cult

Vault Security Chief (Hunter): If the hunter is hunted, he has a 50% chance of killing one of the attackers. He also may once during the game kill one person at night. Loses all his powers when his identify is revelaed, either by himself or others (Please note that in the later case it might be genuine outing, based on in-game knowledge, no random shooting in the dark).

Vault Medical Officer (Doctor): Has a 50% chance of preventing permanent harm to a person from a wolf hunt. The patient will be under narcosis till the persons that attacked him have had the chance to hunt again and will be safe from attack. During this time he will not be able to send in orders or votes. After the wolves have hunted again, the patient will live or die. If he lives he will remember one of the wolves, but will not learn the identity of the doctor. The doctor has a 33% chance to save himself from a wolf attack. Can´t choose to protect the same person two nights in a row and can never protect himself. If the doctor is killed so are any patients still in his care. Patient under the doctor's care do not count toward parity.

Mysterious Stranger (Guardian Angel): May protect one person each night from the wolves, but can´t choose to protect the same person two nights in a row and can never protect himself.

The Traits/Perks:

Living Anatomy (Blessed): Will survive one (and only one) assasination attempt by the wolves

Fast Shot (Brutal): Will be able to kill one person when lynched.

Child (Child): Person deemed responsible for killing them will get Childkiller trait. If the child is hunted, randomly selected member of the pack doing the hunt will be deemed responsible. If child is lynched, randomly selected member of the village who voted for the child.

Childkiller (Childkiller): Automatically dies in the same update as child. Because everyone hates childkillers.

Smooth Talker (Leader): Can talk people out of lynching them/other people and to lynch someone else instead, but can do so only once during the game.

Mutation! (Mutation!): Will gain/change trait randomly during the course of the game, but not the childkiller trait. The GM will make a dice roll each day to determine the change.

Latent Lycanthropy (Cursed): Will become a Werewolf when (if) hunted.

Computer Whiz (Computer Whiz): Once in the game, can hack the vault database to receive the complet informations about one (and only one) person.


Players list:

1. Jopi the Hunter brutalized on day VII
2. walrus the brutal werewolf of the jackals pack, lynched on day VI
3. Emperor Walter, Sorceror huntered V
4. jonti-h the Blessed Wolf of the Vipers Pack is lynched on Day III
5. snoopdogg
6. trespoe
7. randakar, the Priest hunted on night V
8. Syber_sid, the Brutal Werewolf of the Vipers pack lynched on day VII
9. Sudaxe
10. Orange Yoshi, the villager with Mutation trait brutalized on day VI
11. Yakman as the PostMan
12. Calamity as a Radioactive pet kitty, the seer hunted on night VI
13. Tornadoli the villager lynched on day I
14. the_hdk as Elvis, the Guardian Angel lynched on day IV
15. Slinky the Cultist of the Vipers pack, hunted on night II
16. Teep the Leader wolf of the Jackals pack, hunted on night I
17. Paendrag the Cursed Villager lynched on day V
18. Saintis the villager lynched on day I
19. Hax the villager lynched on Day VI
20. XenomorphII, the cultist of the Jackals pack lynched on day II
21. Polar Mongoose the villager hunted on night VII
22. J. Passepartout the villager with the computer whiz trait is hunted on night IV

Sub list.
1. Saintis.
2. EURO
 
Last edited:
in
 
Out, or I would like to be dead within a week (or subbed).

Seriously, I would like IN, but I will go on a week-long holiday starting next monday, so I will have to be dead before then, or be subbed out.

I'll let the GM decide on whether to accept me or not.
 
Inne
 
In. As the shirtless awesome leader of the People's Justice League.

Put your shirt back on, furry one. No one wants to see that.

and, IN.
 
Correction, it should be Vault 87, it's not yet WW 97! :rofl:
 
In!
Also: Hunt Rysz :p