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WW CCXXXVII: The Road to Veracruz

Capibara

Werewolf Huēyi Tlahtoāni
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Mar 28, 2007
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Werewolf CCXXXVII: The Road to Veracruz
uppsala1.jpg


Somewhere in central Mexico, mid-17th century. More than 100 years ago, Hernán Cortés managed to conquer one of the greatest civilizations the New World had ever seen: the Aztec Empire. Land was divided among the conquistadores, temples were destroyed, missionaries came along and Spanish rule was imposed. One would think that after so many years, the former crown jewel of the Spanish Empire would've been thoroughly Christianized and any native religions banished to the realm of memories.

However, it wasn't so. Some beliefs still linger, beliefs that still require sacrifices to the darkest deities of Mesoamerica that threaten to bring down the viceroyalty. Ever since the crown of Castille began its expansion across the Americas, a secret society within the Order of Santiago was formed to combat heresies, witchcraft and pagan beliefs across the Empire.

Recently, the Mexican cell of this society, the Knights of St. Michael, have been gathering evidence about unusual activity among natives and others person of interest followed by the Order. This comes at the same time as the discovery of an Aztec idol. Information and research gathered show that this particular piece has powerful magical properties that could unleash ancient calamities. If it were to fall in the wrong hands, who knows what could happen?

A group of the most trustworthy members of the order, along with Indian allies and hired mercenaries has been tasked with taking the piece back to Spain, where it will be far away from any potential threat that exists in the viceroyalty and can be studied more carefully.

You are part of this group which must travel from Mexico City to Veracruz, where you will take a boat to Cuba and from there all the way to Spain. Little you know that the Order was recently infiltrated and people interested in this artifact are aware of your trip, perhaps they're even part of the expedition and will stop at nothing until they get their hands on the coveted idol.

Now you're on a race against time to reach Veracruz before you are all killed and the artifact brings death and destruction to New Spain. Good luck, knights!


Deadline is 13:30 Central Standard Time
SIGN UPS ARE NOW CLOSED
PM me if you wish to join the sub list
 
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Rules
The Rules:
(Stolen from tamius23 with modifications of my own)

Werewolf For Newbies (by tamius):
You are either a "good" player or a "bad" player. Whichever you are, you are obliged to vote once per day, by posting in bold in the thread. eg. Vote Capibara. You may Unvote and Vote someone else as many times as you want, and the player with the most votes at the end of the day is brutally killed by everyone, that is, "lynched". If you are a werewolf, you may send in a "hunt" order by Private Message to the GM. The GM runs the game.

All orders must be in before the deadline, or they are ignored. It is considered that everyone votes during the "day." and the wolves hunt during the "night." Normally most games begin with a "night deadline", a day in which the votes are ignored (known as "day zero sham voting") and only the orders, by the wolves and other roles which send orders, are considered.

There are a multitude of roles in the game of Werewolf, and they are listed below, with their effects. Some players may also have traits.

For the villagers and other "good" players to win, they must kill all the "bad" players. For the "bad" players to win, they must kill all members of opposing packs (generally there are two packs, occasionally three) and then reach the same numbers as the remaining "good" players. This is called parity, and when baddies of one pack are equal or greater in numbers than goodies, they win.

To sign up to a game of werewolf, post in this thread. A simple "In" will suffice, and you will be added to the player roster by the GM.
Each player must cast his vote (like so: Vote Capibara and it can be changed like so: Unvote Capibara, Vote ClaudeLC) before 13:30 Central Time. Should a player miss a vote, he will be forgiven, but on his second or third non-vote, he will either be replaced with someone else or shot at the GM’s discretion.

Any votes cast with timestamp 13:30 or thereafter but before the update goes up will be ignored, and will not count towards the day just finished or the day just starting.

Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may edit for spelling, but it is preferred to make a new post - you can consider the rule against double-posting temporarily suspended in that situation.

For scan and hunt orders, if the timestamp is 13:30, they will be ignored. For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the orderer forgets to send an order, their action will not occur, unless there is an order from previous days which states it must be used in case of no order. If the orderer asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so.

A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.

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 risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color. Stay off #AAAAFF, that's this GM’s color.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, the GM will strike with lightning more times you can count. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. You can analyze PM numbers to your heart's content but don't expect it to get you anywhere.

Alliances between players which aren't based on your roles in the game are frowned upon. Alliances which continue from one game to another undermine the whole idea of the game.

The Roles

Goodies

Knight of St. Michael (Villager): A member of the Order of Santiago devoted to God and King. Part of the group tasked with protecting the Aztec Idol. Has no special abilities. Votes each day to decide who to lynch.

Grand Master (Seer): The leader of the order, tasked with guiding and leading the rest of the knights. He's deep knowledge of the order and his subordinates allows him to detect impostors. Scans once per night. Should the Seer scan a Werewolf or an unclaimed Apprentice, he would be told so, but anything else will give him the result "villager."

Monk (Priest): Scans once per night. Should the Priest scan a Cultist, Zealot, Sorcerer or Apprentice, he would be told so, but anything else will give him the result "villager".

Mercenary (Guardian Angel): A soldier hired to give additional protection to the caravan. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, can never protect themselves, nor can they protect the same person twice two nights in a row.

Doctor: Sends 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 Doctor, like the GA, may not protect themselves, nor protect someone they protected the previous night.

Friar (Padre): Every night may stay with another player and administer unto them their last rites. If the player the Padre stays with is hunted and killed, the Padre receives the name of one of the werewolves who killed him.

The Padre may not stay with someone twice in two nights, as with the GA and Doctor, and for obvious reasons cannot administer last rites to themselves.

Skillful Knight (Apprentice): A knight that besides being a member of the order, has other abilities that he practices from time to time. 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, or somehow loses his scanner role, 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 when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, 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. Apprentices will not be aware they are apprentices upon game start, and will be told that they are villagers.

Baddies

Nahual (Werewolf): Devious shapeshifters who still follow the old Aztec religion. Their missions is to kill enough knights in order to get hold of the idol. Organized into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them. The packs have names and colors, but these have no bearing on them.

Old Believer (Cultist): A follower of the old gods, but lacks the supernatural skills of the nahuales. Some cultists will start as part of a pack, but can never switch to another pack, unless all the wolves in that pack are dead. Some will start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They cannot subsequently switch packs, unless all the pack's wolves are dead. They can only win if they are attached to a pack and that pack is victorious. They will not count for parity if unattached.

Shaman (Sorcerer): Sends a scan order every night. Should the player be a seer, priest, apprentice, zealot or cultist, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.

Junior Nahual (Zealot): Another kind of evil player. These will all be organised into packs with werewolves, and hunt along with the pack. However, they will not be seen by witnesses or padres like werewolves will. If all the werewolves in their pack die, they will change into werewolves, and become detectable by the seer rather than the priest.

The Traits

Brutal: Upon being lynched, may kill one person in addition to themselves.

Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

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, Padre, and Guardian Angel will not 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.

If the pathological liar werewolf-hunts a cursed player, said player will start a new werewolf pack, which will affect hunt order for the other packs.

Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update.
If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless.

Witness: By asking by PM, the witness may see the nightly hunt and record the name of one of the werewolf attackers. The chance of the witness recording the name of one of the wolves is the day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.

Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.

In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.

The leader may not use his ability to save himself.

Second in command: Becomes leader if the leader is dead or has lost his ability.

Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.

There are more players further down the chain of command.

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

Distiller: Can use his distiller powers on a player, which blocks any action for them that night. This trait is not lost when used and cannot stop werewolf packs from hunting. The distiller can not distill the same person two nights in a row.

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.

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

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.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, zealot, 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.

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.

Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.

Pathological liar: The Pathological Liar lies so much he forgot that some of lies are true. To use his abilities, which he may three times per game and once per day, the Pathological Liar must both post openly in the thread and send a PM to the GM (containing a method for the GM to access the post, such as a link, post-number or quote-link) claiming one role or one trait, listed on the front page (i.e. listed in this post). He then gains the role (or trait) until immediately after the next deadline. He cannot use this power to change his allegiance to another side nor will it affect how he counts for parity.

By way of an example, were a villager pathological liar claim to be a wolf, he would scan as a wolf and be able to eat people that night (two hunts would happen), but would not count for parity on the wolves' side or learn names of a pack.

Day actions are as follows:

1. GM autolynch of absent player
2. Liar
3. Votes
4. Plotter
5. Alderman
6. Leader
7. Lynch
8. Brutal

Night actions are as follows:

1. Distiller
2. Hunter hunt
3. GA protection
4. Doctor protection
5. Seer scan, including seerish powers
6. Priest scan, including priestly powers
7. Sorcerer scan, including sorcerous powers
8. Werewolf hunt
9. Spiritually attuned
10. Padre, including single-use
11. Witness


If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.

This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. Most games players should not need to care about this.
 
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Player list and events
Roster:
1. Claude LC, the Alderman Padre, was hunted on Night 1.
2. Arkasas, the Villager, was lynched on Day 1.
3. Yvanoff, the brutal Werewolf of the Xolotl pack, was lynched on Day 8.
4. johho888, the Werewolf of the Xipe Totec pack, was lynched on Day 6.
5. alxeu as Hasekura Tsunenaga, the Werewolf with used priestly powers of the Xipe Totec pack, was hunted on Night 9.
6. Avernite as an ex-Dutch merchant, the Spiritually Attuned Villager, lost the game on Day 10.
7. aedan777, the Sorcerer, won the game on Day 10.
8. Panzer Commader as zombie Panzer, the cursed Spiritually Attuned Villager, was lynched on Day 9.
9. MatthewFW190, the Villager, lost the game on Day 10.
10. Dedonus, the formerly blessed Seer, was brutalized by Yvanoff on Day 8.
11. beartjah subbed by JermanTK, the 3rd in command Guardian Angel, was hunted on Night 9.
12. happycats517 subbed by Castor94 2.0, the formerly blessed Cultist of the Xipe Totec pack, was lynched on Day 5.
13. Wagonlitz, the Priest, was hunted on Night 2.
14. DeathNoteForCutie subbed by Arkasas 2.0, the Villager, lost the game on Day 10.
15. alynkio, the Leader former Zealot turned Werewolf of the Xipe Totec Pack, was lynched on Day 10.
16. De Chatillôn, the 3rd in command Werewolf of the Xolotl Pack, was lynched on Day 4.
17. Sleepyhead as Cabron el Pedo Wey, the Villager, was lynched on Day 3.
18. Hax as Paco de Lucía, the formerly blessed Sorcerer's apprentice, won the game on Day 10.
19. Audren as Tezcatlipoca, the Villager with used padreous powers, was hunted on Night 6.
20. Chieron as a misplaced talking llama, the Villager with padreous powers, was hunted on Night 5.
21. Castor94, the Villager, was lynched on Day 2.
22. Chefjones, the unclaimed apprentice Villager, was hunted on Night 3.
23. enkhuush subbed by Claude LC 2.0, the former Zealot turned Werewolf of the Xipe Totec Pack with used seerish powers, won the game on Day 10.
24. randakar, the 2nd in command Villager, was lynched on Day 9.

If you wish to join the sub list, please let me know via PM.

Alive at start: 24
Remaining: 3

Events:
Day 0 & Night 0: Nothing happened.
Day 1 & Night 1: Arkasas the Villager is lynched, while Claude LC the Alderman Padre is hunted.
Day 2 & Night 2: Castor94 the Villager is lynched, while Wagonlitz the Priest is hunted.
Day 3 & Night 3: Sleepyhead the Villager is lynched, while Chefjones the unclaimed apprentice Villager is hunted.
Day 4 & Night 4: De Chatillôn the 3rd in command Werewolf of the Xolotl Pack is lynched, while nothing happens at night.
Day 5 & Night 5: Castor94 2.0 the formerly blessed Cultist of the Xipe Totec Pack is lynched, while Chieron the Villager with padreous powers is hunted.
Day 6 & Night 6: johho888 the Werewolf of the Xipe Totec Pack is lynched, while Audren the Villager with used padreous powers is hunted.
Day 7 & Night 7: Yvanoff the Brutal Werewolf of the Xolotl Pack is lynched, but he brutalizes
Dedonus the formerly blessed Seer, while nothing happens at night.

Day 8 & Night 8: Panzer Commader the Spiritually Attuned Cursed Villager is lynched, while
alxeu the Werewolf with used priestly powers of the Xipe Totec pack is hunted.

Day 9 & Night 9: randakar the 2nd in command Villager is lynched, while JermanTK the 3rd in command Guardian Angel is hunted.
Day 10: alynkio the Leader former Zealot turned Werewolf of the Xipe Totec is lynched, while Claude LC 2.0 the former Zealot turned Werewolf with used seerish powers of the Xolotl pack, aedan777 the sorcerer and Hax the formerly blessed sorcerer's apprentice overwhelm Arkasas 2.0 the Villager, MatthewFW190 the Villager and Avernite the Spiritually Attuned Villager and win the game.


WINNERS
Claude LC 2.0
aedan777
Hax

Votecounts:
Day 1
Arkasas: 5
aedan777 [103]
DeathNoteForCutie [123]
Wagonlitz [139]
beartjah [102 alxeu -> 134 De Chatillôn -> 149]
Avernite [98 De Chatillôn -> 150]

Panzer Commader: 4
MatthewFW190 [109]
Hax [119]
Claude LC [143]
Chieron [105 alxeu -> 151]

Avernite: 3
De Chatillôn [97]
Sleepyhead [118 Hax -> 132]
Dedonus [127 Claude -> 136]

MatthewFW190: 3
Yvanoff [110]
Castor94 [130]
alxeu [94 Claude LC -> 146]

beartjah: 1
Panzer Commader [104]

Wagonlitz: 1
Arkasas [106]

De Chatillôn: 1
randakar [112]

Audren: 1
alynkio [117]

alynkio: 1
Audren [122]

DeathNoteForCutie: 1
happycats517 [124]

johho888: 1
Chefjones [125]

Not voted: 2
johho888
enkhuush

Day 2
Castor94: 6
Wagonlitz [184 johho888 -> 229 De Chatillôn -> 245]
Chieron [219 alxeu -> 251 enkhuush -> 252]
beartjah [169 alxeu -> 253]
De Chatillôn [173 Hax -> 239 alxeu -> 255]
alxeu [193 Chieron -> 232 De Chatillôn -> 256]
Dedonus [185 Wagonlitz -> 209 Yvanoff -> 221 Chieron -> 235 De Chatillôn -> 258]

Dedonus: 4
aedan777 [179]
Audren [189]
Yvanoff [192]
happycats517 [196]

Chieron: 4
johho888 [161 enkhuush -> 204]
Avernite [160 randakar -> 194 DeathNoteForCutie -> 200 alxeu -> 206]
Panzer Commader [183 Avernite -> 210]
Castor94 [222]

alxeu: 2
MatthewFW190 [176]
DeathNoteForCutie [198]

De Chatillôn: 1
Sleepyhead [174]

Chefjones: 1
alynkio [190]

enkhuush: 1
randakar [162 johho888 - > 186 Wagonlitz -> 203 DeathNoteForCutie -> 223 De Chatillôn -> 243 unvote -> 247 enkhuush -> 249 Castor94 -> 263]

Not voted: :mad:
Hax
Chefjones
enkhuush*

*Second missed vote

Day 3
Sleepyhead: 5
Hax [308]
Yvanoff [319]
Audren [321]
Avernite [299 randakar -> 322]
Claude LC

Chieron: 3
aedan777 [300]
Sleepyhead [302]
De Chatillôn [306]

Yvanoff: 3
alynkio [317]
beartjah [318]
randakar [303 beartjah -> 331]

beartjah: 2
johho888 [305]
Dedonus [311]

Hax: 1
Chieron [304]

Not voted:
alxeu
Panzer Commader
MatthewFW190
happycats517
DeathNoteForCutie
Chefjones*

*Second missed vote.

Day 4
De Chatillôn: 10
alxeu [379 Avernite -> 402]
Avernite [349 Panzer Commader -> 397 Audren -> 403]
Dedonus [367 Avernite -> 407]
randakar [354 Audren -> 408]
MatthewFW190 [378 Yvanoff -> 409]
beartjah [386 Audren -> 410]
Yvanoff [385 Panzer Commader -> 411]
Chieron [360 Panzer Commader -> 413]
aedan777 [353 Avernite -> 418]
Claude LC [383 Avernite -> 423]

Avernite: 4
Panzer Commader [380]
Castor94 [390]
alynkio [396]
Hax [364 Audren -> 405 De Chatillôn -> 415 Chieron -> 416]

Audren: 2
Arkasas 2.0 [365]
johho888 [382]

Panzer Commader: 1
Audren [359]

Yvanoff: 1
De Chatillôn [372]

Not voted:
None

Day 5
Castor94 2.0: 5
Avernite [448 Arkasas -> 490]
Dedonus [465 Claude LC 2.0 -> 485 Castor94 2.0 -> 489 Yvanoff -> 494]
Hax [461 Arkasas -> 495 Dedonus -> 514]
randakar [444 Arkasas -> 455 unvote -> 458 MatthewFW190 -> 492 Castor94 2.0 -> 509 MattewFW190 -> 520]
Arkasas 2.0 [469 Dedonus -> 525]

Yvanoff: 3
Audren [457]
alxeu [462]
MatthewFW190 [471]

Dedonus: 3
aedan777 [467]
Panzer Commader [470 MatthewFW190 -> 474]
Castor94 2.0 [526]

beartjah: 2
Yvanoff [487]
Claude LC [488]

MatthewFW190: 2
johho888 [477 Dedonus -> 478 MatthewFW190 -> 482 unvote -> 496 beartjah -> MatthewFW190 506 -> 511 Claude LC 2.0 -> 512]
Chieron [451 Arkasas -> 499 Castor94 -> 513]

Chieron: 1
beartjah [447]

Claude LC 2.0: 1
alynkio [456 MatthewFW190 -> 471]

Not voted:
None

Day 6
johho888: 7
Hax [592]
Audren [603]
Claude LC 2.0 [605]
aedan777 [591 randakar -> 607]
alxeu [594 Audren -> 604 alynkio -> 623]
alynkio [595 Audren -> 626]
Avernite [601 alynkio -> 627]

alynkio: 2
randakar [581]
Arkasas 2.0 [608]

Audren: 2
Yvanoff [576]
MatthewFW190 [602]

aedan777: 1
johho888 [575]

Panzer Commader: 1
Dedonus [580]

Not voted:
Panzer Commader
JermanTK
OBJECTIONS?

Day 7
Yvanoff: 8
randakar [670]
alynkio [671]
Claude LC [683]
alxeu [652 Arkasas -> 686]
MatthewFW190 [689]
Hax [674 Arkasas -> 696 Panzer Commader -> 707 Arkasas -> 719 Avernite -> 723]
Panzer Commader [736]
JermanTK [663 alynkio -> 665 Panzer Commader -> 738]

Panzer Commader: 5
aedan777 [653]
Arkasas 2.0 [678]
Dedonus [681]
Yvanoff [697 Arkasas -> 702]
Avernite [654 alynkio -> 668 Arkasas -> 718]

Not voted:
None

OBJECTIONS?

Day 8
Panzer Commader: 5
MatthewFW190
Hax
alxeu
Avernite
alynkio

alynkio: 4
aedan777
randakar
Arkasas 2.0
Claude LC 2.0

Avernite: 1
JermanTK

aedan777: 1
Panzer Commader

Not voted:
None

Day 9
randakar: 4
aedan777
Hax
Claude LC
alynkio

aedan777: 2
randakar
Arkasas 2.0

alynkio: 2
JermanTK
Avernite

Not voted:
MatthewFW190

Day 10
alynkio:
Hax
Claude LC 2.0
aedan777
Avernite
Arkasas 2.0

Claude LC: 1
alynkio

Not voted:
MatthewFW190
 
Last edited:
In.
 
Central Time as per the OP is CET or something else?

14.30 as deadline sounds interesting, in that case.

Also, IN as a Dutch ex-merchant.
 
Central Time as per the OP is CET or something else?

14.30 as deadline sounds interesting, in that case.

Also, IN as a Dutch ex-merchant.

As in Central Standard Time, meaning 20:30 CET.
 
In
 
Also, assuming you mean Central Standard Time in the US, could we either push the deadline back an hour (1:30 CST) or move it up by thirty minutes (3:00 CST)? I won't be around at deadline if we don't have the deadline changed (like the last game).
 
In.

This deadline is 19:30 GMT if I'm not mistaken?


Some minor things/questions on the setup(prolly reading too much into the details for most of this :p):
The zealot trait mentions that, once they turn into a werewolf, they are scannable by the seer rather than the priest. But the priest's description does not mention the zealot as a role he can scan for? Is a zealot scannable by the priest or not?

Is it supposed to be possible for the distiller to distill the same target multiple nights in a row?

On the wording of the liar being described has having to claim one trait/role: Does this mean that the liar has to claim only one single trait(and the old copy-pasta claiming every role and trait in existance no longer counts), or am I overthinking the wording of this now?

Spiritually attuned mentions that it can reveal the role of the scanner. From what I've seen of this trait in the past it only reveals the type of scan but not the role(so you don't get told if it was a vill or a seer that just scanned you, just that it was a seer scan), was it intended that this trait tells us the actual role rather than just the type of scan?
 
In.

This deadline is 19:30 GMT if I'm not mistaken?

Yes.

Some minor things/questions on the setup(prolly reading too much into the details for most of this :p):
The zealot trait mentions that, once they turn into a werewolf, they are scannable by the seer rather than the priest. But the priest's description does not mention the zealot as a role he can scan for? Is a zealot scannable by the priest or not?

Yes he is, I forgot to add that part.

Is it supposed to be possible for the distiller to distill the same target multiple nights in a row?

No, it isn't possible. Rule amended.


On the wording of the liar being described has having to claim one trait/role: Does this mean that the liar has to claim only one single trait(and the old copy-pasta claiming every role and trait in existance no longer counts), or am I overthinking the wording of this now?

Indeed, the pathological liar can only claim one role or trait each given time.


Spiritually attuned mentions that it can reveal the role of the scanner. From what I've seen of this trait in the past it only reveals the type of scan but not the role(so you don't get told if it was a vill or a seer that just scanned you, just that it was a seer scan), was it intended that this trait tells us the actual role rather than just the type of scan?

SA players will always sense if someone scanned them. In this case, said person would receive something akin to "You sense someone scanned you", without revealing role nor type of scan. Afterwards, yes, there is a possibility of telling the specific role that scanned him. However, if people wish to, it can be modified as to resemble the other rule variant, where SAs have 50% chance of telling scan type and, in case of sucess, a subsequent 25% of telling the name of the scanner, without revealing his or her role.