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Culann

Get your wolf on!
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Mar 22, 2020
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Werewolf CCLX: The Carnivons of Lycan IV


Priority transmission from USS Kongo: Stardate 4366.5 The Kongo has been orbiting the planet of Lycan IV, our scanners have detected intelligent humanoid life - You have better read that with no pauses, I ain't that pretty boy. Preliminary investigations suggested a civilization approximately to that of Victorian era of Earth. I sent an away team down with appropriate measures for sociological studies. The away team reported that this species turns in to humanoid wolves at night sounds like a bad episode of Penny Dreadful. Shortly after the report we lost contact with the team and were contacted by their leader the "Alpha" who identified their species as the Carnivons - What a terrible name for a canine species. They've demanded that we leave orbit immediately, I stalled long enough to send a few shuttle craft down to mount a rescue operation. The rescue team reported back a success and we brought the survivors back on board. Now the doctor tells me that some of the survivors aren't really survivors at all but are Carnivons who can assume the appearance of any humanoid as long as they are not in - I can't believe I'm saying this but werewolf form. Kongo is enroute to Starbase 14 but the werewolves seem to be more advanced than we thought and seem to have a working knowledge of starship technology and disabled the self-destruct mode. Now in homage of some bad 1980's or 1990's horror movie they've begun hunting us! I hope this reaches command soon send help. Capt. Phil Kosnett signing off.

THE RULES

Welcome to the game of Werewolf, a fun game where you get to slaughter your fellow Paradoxians in cold blood! Theatricality and deception are powerful tools and must be used wisely if victory is to be achieved! The GM should be included on all pertinent PMs. If you have any questions, send me a PM!

These rules were copy and pasted from Ironhide G1 who stole and modified them from Marty99 and Panzercorps.

If we have less than 24 players there will be no priest or cultists. The seer and will be adjusted to so the former can scan for the sorcerer. The sorcerer if used will be adjusted to scan for wolves.

Some roles and traits have significant changes.



THE BASICS:
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. After only one pack remains, all baddies (werewolves and fanatics) are counted towards parity.

The game is split in two sections, Night and Day. The Night happens after the deadline on each day, and orders for Night are given before the deadline.bThe 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.

Day actions are handled in the following order:
0-Cloak of Invisibility
1-Votes
2-PM Votes
3-Brutals

Nightly orders are handled in the following order:

0. Cloak of Invisibility
1. Spy
2. Seer
3. Sorcerer
4. Priest
5. Hunter
6. Bodyguard
7. Doctor
8. Robber
9. Werewolf (If multiple attack orders are sent from the same pack, the last order submitted is the one that counts).


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 3 (or clear from other text), 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 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 22:00 GMT. Posts submitted 21:59 will count while posts submitted 22:00 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 color.

Forged Private Messages (PMs) from players are allowed.
If you want to try anything you are unsure of, then ask the GM first, no exceptions. If I think something you did is against the spirit of the rules, then you get autokilled. Players who miss votes in multiple days may be autokilled at GM's discretion.


THE ROLES:
The GM will decide what roles will be used and how many of each there will be. The following are the only roles that are guaranteed to be in this game:

Crewman (Villager): Good. Has no special abilities.

Carnivon (Werewolf): Evil. Can choose to hunt one person at night. More specific hunting rules might be given to the werewolves but will not be public knowledge.

The rest of the roles may or may not be used in the game.

Science Officer (Seer): Good. May scan someone on occasion to see if they are a Werewolf or an apprentice.

Ship's Counselor (Priest): Good. Has the ability to scan for cultists, apprentices and sorcerers.

Adaptist (Sorcerer): Evil - Has the ability to scan for cultists, priests, seer and apprentices. For a smaller game size the role will scan for just seer, apprentices and wolves if used.


Infected (Cultists): Evil; work with the wolves and count for parity if attached to a pack. Can only win if its pack wins and will turn in to wolves if the last wolf of its pack dies. This role may or may not be used depending on game size. If used in a smaller game will scan as a werewolf.

Security Chief (Bodyguard): May protect one other player a night, that player has a 50% chance of survival if the player attacked survives, they bodyguard and player attacked will know the attacker's name. If the bodyguard is attacked directly, has a 50% chance to survive and will know the attacker's name if they survive. Once the bodyguard is attacked the player loses their self-protection but may still protect others. May not protect themself at all or another player two nights in a row.

Doc (Physician): Sends in a protection order once per night. The player protected has a 50% chance to survive, if they survive they may post or do any nightly activity. The patient will not know the attacker's name. May not protect themself at all or another player two nights in a row.

THE TRAITS
Traits may or may not be used in the game. A / indicates change of trait name depending on what team the player is on.

Brutal: Prone to bursts of extreme anger, upon being lynched or brutalised, they may kill one person in addition to themselves. Order must be sent to gm as to who is to be brutalised, no conditional allowed.

Vengeful: Upon being lynched, hunted, brutalised, or hunter shot, the player can kill one person. The order must be sent to gm and a conditional is allowed i.e vengeful on player who hunts me.

Lucky (Blessed): If the blessed person is hunted by werewolves during the night, they will have a 50% chance to survive the attack. The player will lose their trait if attacked. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

Canine gene (Cursed): Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. The Seer, Priest, Bodyguard, Doctor, and any apprentices of them cannot be cursed. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.


Tough: If this person is attacked in the night, they have a 50% chance to survive, if they do, they will know their attacker's name. They lose their protection after being attacked.

Security Training/Hunter (Hunter): Has a one-time ability to shoot someone dead in the night. Their name will be revealed if they choose to do so.

Ensign (Apprentice): If an apprentice is scanned by a scanning role, i.e. seer, priest or sorcerer, they become claimed by said role. If their master who scanned them dies, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, including if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Will not be told they are apprentices at game-start unless they start attached.

Technician (Spy): If a player has the Spy trait, he will have the ability to spy on another player, revealing that player's traits (including hidden ones) but not roles.

Spiritually Attuned: If scanned, will sense so. Has a 50% chance to tell the role but not the name of the scanner, a 25% chance to know the name of the scanner.

Telepath: If scanned, will sense so and know what role scanned them, a 50% chance to know the name of the scanner.

Science training (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. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not.

Empathic (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. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not.

Psychic (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. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not. Will be adjusted for a small game if used.

Yeoman/Shapeshifter (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. Will allow conditional order.

Supply clerk/Changeling (Alderman): Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Tactical Transport (Cloak of Invisibility): A player possessing a cloak of invisibility may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assassin attacks will miss 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, attacks and even counting for parity etc.

Requisition Officer/ Thief (Robber): Once through the course of the game the thief can choose a player and steal all their traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night but not who the robber was or who was robbed. The robbed person will be notified of the fact that they have been robbed.

THE 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 by pm.
§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 coloured 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. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.

§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 allowed. Except for the role pm.

§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. - Any cases of re-voting without un-voting will be ignored until a person has unvoted.
§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.
 
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Player List:
1. Ironhide G1 as a doctor, not a bricklayer, engineer, mechanic, escalator, magician or coal miner
2. Arkasas
3. Aedan777
4. EUROO7
5. Alxeu
6. Dedonus as as a really confused Corellian pilot
7. Randakar
8. Caillean
9. Wagonlitz
10. Witch Agatha
11. Sleepyhead as Dr Gaius Baltar
12. MawofDoom
13. CaptainGrimlock as a normal dude
14. Marty99
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.


Events:



Sub List:
 
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In.
 
In
 
In

Thanks for hosting again!
 
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In
 
IN as a really confused Corellian pilot.

Hopefully EURO and I won't be dying on the same day for the third time in four games...
 
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In
 
Gratias tibi ago for reserving me a spot! Let's have a great game.

In as a doctor, not a bricklayer, engineer, mechanic, escalator, magician or coal miner.
 
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Gratias tibi ago for reserving me a spot! Let's have a great game.

In as a doctor, not a bricklayer, engineer, mechanic, escalator, magician or coal miner.

I'm rolling here brother.
 
Adaptist (Sorcerer): Evil - Has the ability to scan for cultists, priests, seer and apprentices. For a smaller game size the role will scan for just seer and wolves if used.
Sorc can't scan for apps in small games, or is that just an oversight? Because seer still can.
Doctor: Sends in a protection order once per night. The player protected has a 50% chance to survive, if they survive they may post or do any nightly activity. The patient will not know the attacker's name. May not protect themself at all or another player two nights in a row.
So the patient can't do stuff now? What's the reason for that?


Also, just to avoid possible confusion: If a GA, Doc, or somebody else who can't target the same person two days in a row cloaks and yet had an order sent in for that night, will they then be blocked from targeting that person the next night?
Vengeful/Brutal: Prone to bursts of extreme anger, upon being lynched or brutalised, they may kill one person in addition to themselves.
Shouldn't that just be called brutal? I don't see any vengeful parts.

No problem, I'm a terrible player anyways.
You're not a terrible player.
Thanks for hosting.
 
Everyone is a terrible player.
Most of us are just faking it. I know I am.
 
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Also, just to avoid possible confusion: If a GA, Doc, or somebody else who can't target the same person two days in a row cloaks and yet had an order sent in for that night, will they then be blocked from targeting that person the next night?

That thing is very hateable, I tell you.
 
Sorc can't scan for apps in small games, or is that just an oversight? Because seer still can.

It was an oversight they can. No gurantee they'll be in game though.
So the patient can't do stuff now? What's the reason for that?

You read it wrong the patient can do whatever if they're injured, previous doctor patient had to wait I believe a day to recover.
Also, just to avoid possible confusion: If a GA, Doc, or somebody else who can't target the same person two days in a row cloaks and yet had an order sent in for that night, will they then be blocked from targeting that person the next night?

No.

Shouldn't that just be called brutal? I don't see any vengeful parts.

I should probably add in hunted or shot or make another one.
Thanks for hosting.

Yup!
 
previous doctor patient had to wait I believe a day to recover.
I know. I wondered if that was what you meant, as I see no reason why the patient should be allowed to walk the next day. They're meant to be bedridden, after all, plus how will the kill doc and patient to prevent release of wolf name even work then, as if the patient is out of bed how would you then be able to kill both in a single hunt to prevent release of the name?
Honestly think that's bad, as people can easily cancel an order if they decide to cloak.
But at least it's cleared up pre game.

should probably add in hunted or shot or make another one.
I'd make another one to avoid people thinking brutal covers hunts and vengeful lynchings.