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esemesas

Disobedient, but expert
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Apr 21, 2011
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Werewolf CCXII: Fur


Late 17th century, somewhere in the remote wilderness of Canada, a group of British colonists with the help of some local indians set up a camp to trap animals and make a fortune trading fur. Seduced by the promise of riches, you find yourself arriving at this camp to find only a handful of men still alive from what was once nearly a hundred. On top of that, you are greeted with paranoid ramblings about shapeshifters and a warning not to trust anyone. With an unexpected storm trapping everyone in the camp, you can't help but wonder if you can survive the next few nights. For you see, you are about to meet the most dangerous furry animal Canada has to offer.


Sign-ups close Sunday, 20:30 GMT
 
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.


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. Hunter
6. Guardian Angel
7. Medic
8. Werewolf
9. 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 21:00 GMT.
Votes and orders made on 20:59 will count, while those made on 21:00 WILL NOT.


The Roles

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

Colonist (Villager): A colonist seeking fame and riches in the new world. Has the power of the vote. Wins when all Werewolves are eliminated.


Werewolf (Werewolf): A shape-shifting spirit who has possessed some poor unfortunate soul, turning them into bloodthirsty werewolves at night. Works in packs and wins when they reach parity with the remaining players and all other packs are eliminated. Parity is checked twice per day - after ALL daily actions are completed and after ALL nightly actions are completed.


Seer (Seer): A wise native helping the colonists rid the land of the evil spirits. Each night may enter a vision trance to see if someone is a Werewolf or an unclaimed Apprentice. If the Seer scans an unclaimed Apprentice, the Apprentice will be claimed. Any other role will appear as a regular Villager. Wins when all Werewolves are eliminated.


Infiltrator (Cultist): A native infiltrator who seeks to drive the colonists away using the evil spirits. May start attached to a pack or unattached. Needs to be attached to count for parity. Wins with the wolves. If the cultist is unattached or his entire pack dies, he may attach himself to a pack by sending a PM to the GM and having at least one of that pack's wolves confirm the attachment. If one of the parties involved is not a wolf or a cultist, the order will not go through. Both parties will be informed of this.


Captain of the Guard (Guardian Angel): A retired soldier who has taken it upon himself to protect all of his comrades. May choose to protect one person 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.


Priest (Priest): A holy man who can judge the moral character of others. Can scan one 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.


Spiritcaller (Sorcerer): A powerful native chief who has unleashed the werewolf spirits upon the camp. 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.


The Traits

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 medic'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).

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.

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.

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

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.

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 50% chance to learn the scanner role. If they succeed at identifying the scanner role, they have a 33% chance to learn the identity of the actual person.

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 15% each night (15% on Night 1, 30% 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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Players

1.
Rovsea the Spiritually Attuned Werewolf of the Full Moon pack lynched on Day 1
2.
F72Voyager as Chris the Werewolf with priestly powers of the Full Moon pack lynched on Day 4
3.
Health as a lumberjack (he's OK) the Werewolf with used seerish powers of the Bloody Fang pack killed by madchemist Night 6
4.
Capibara subbed by Sand3r205 the Villager with seerish powers brutalised Day 15
5.
Jacksonian Missionary as an Elder of the Raspberry Forest the formerly blessed apprentice Villager hunted Night 3
6.
JCan the Werewolf of the Bloody Fang pack (formerly Cursed Villager with sorcery powers) killed by JermanTK on Night 15
7.
jeray2000 the Cursed Villager with seerish powers won!
8. npstr the Leader hunter Villager hunted on Night 0
9.
ramius3443 as George Washington the 9th in command Villager autolynched Day 10
10.
De Chatillon as the Canadian Foreign Minister the Brutal Villager with a rival lynched Day 15
11.
aedan777 the 4th in command blessed Villager brutalised by Kaisersohaib Day 11
12.
madchemist as Alex Trebek the Villager with One Eye Open hunted Night 6
13.
Spockyt as Sir Francis Drake the Spiritually Attuned Villager hunted Night 7
14.
EUROO7 as Trudeau the Younger the Witness Cultist of the Full Moon pack lynched Day 7
15.
LatinKaiser as The Zodiac Killer the Spiritually Attuned Werewolf of the Bloody Fang pack lynched Day 6
16.
Tornadoli the 6th in command Guardian Angel hunted Night 5
17.
Yakman as Mad Dog Vachon the 8th in command Witness Villager brutalised Day 13
18.
Canadian_95_RTS as Big Joe Mufferaw the Werewolf with used seerish powers of the Full Moon pack lynched Day 5
19.
k-59 the Lover Villager with a rival lynched Day 2
20.
Wagonlitz the Villager with a rival lynched Day 5
21.
JermanTK as an American Refugee fleeing Donald Trump's Regime the Seer with One Eye Open hunted Night 15
22.
Kaisersohaib the Brutal Werewolf of the Bloody Fang pack lynched Day 11
23. johho888 the Brutal Spiritually Attuned Villager leaderlynched Day 13
24. Cliges the Brutal Werewolf of the Full Moon pack lynched Day 8
25.
tonkatoy5 subbed by npstr 2.0 the 7th in command SA Cultist of the Full Moon pack autolynched Day 7.
26.
jcucc subbed by Dr.Livingstone subbed by Spockyt 2.0 the 5th in command Sorcerer with a rival lynched Day 11
27.
al-Aziz as a fur hunter person the 2nd in command Cultist with sorcery powers lynched Day 10
28.
Steed the Priest with a rival hunted Night 14
29.
deathbywombat the 10th in command Apprentice Villager lynched Day 10
30.
enkhuush the Werewolf of the Bloody Fang pack (formerly cursed Villager with used priestly powers) lynched Day 14
31.
Gen. Marshall as the Canadian Bureau for Etiquette, sorry the Medic Villager hunted on Night 4
32.
DragonofAtlantis the 3rd in command Cultist with priestly powers of the Bloody Fang pack lynched Day 9
33.
Corman50 the Medic Villager with used seerish powers autolynched Day 6
34.
Audren as Kill Me Quickly the Villager lynched Day 12
35.
Nautilu the Medic Villager with priestly powers brutalised Day 8
36. THE_SPLIT the Lover Cultist of the Bloody Fang pack lynched Day 3
37. Hax as Leonardo DiCaprio the Blessed Villager with priestly power won!
38. Duke Dan "the Man" subbed by Jacksonian Missionary 2.0 the Apprentice Villager hunted Night 9
39.
jacob-Lundgren the Villager with a rival hunted Night 13
40.
DutchGuy the Werewolf of the Bloody Fang pack (formerly Cursed Villager) lynched Day 12


Subs:
1. Jacksonian Missionary 3.0

Events:

Day/Night 0:
npstr wins the shamvote and gets a prize

npstr the Leader hunter Villager is hunted

Day/Night 1

Rovsea the Spiritually Attuned Werewolf of the Full Moon pack is lynched
No one is killed during the Night.

Day/Night 2

k-59 the Lover Villager with a rival is lynched
No one is killed during the night.

Day/Night 3
THE_SPLIT the Lover Cultist of the Bloody Fang pack is lynched
Jacksonian Missionary the formerly blessed apprentice Villager is hunted.


Day/Night 4
F72Voyager the Werewolf with priestly powers of the Full Moon pack is lynched
Gen. Marshall the Medic Villager is hunted by the wolves


Day/Night 5
Wagonlitz the Villager with a rival and Canadian_95_RTS the Werewolf with used seerish powers of the Full Moon pack are lynched
Tornadoli the 6th in command Guardian Angel is hunted by the wolves


Day/Night 6

LatinKaiser the Spiritually Attuned Werewolf of the Bloody Fang pack is lynched.
Corman50 the Medic Villager with used seerish powers is autolynched for leaving the game.
madchemist the Villager with One Eye Open is hunted by the wolves. Before dying, he takes Health the Werewolf with used seerish powers of the Bloody Fang pack with him.


Start of Day 7

npstr the 7th in command SA cultist of the Full Moon pack is autolynched

Day/Night 7
EUROO the Witness Cultist of the Full Moon pack is lynched.
Spockyt the Spiritually Attuned Villager is hunted.


Day/Night 8
Cliges the Brutal Werewolf of the Full Moon pack is lynched. He brutalised Nautilu the blessed Medic Villager with used priestly powers.
No one dies during the night.

Day/Night 9
DragonofAtlantis the 3rd in command Cultist with used priestly powers of the Bloody Fang pack is lynched.
Jacksonian Missionary 2.0 the Apprentice Villager is hunted by the wolves.


Day/Night 10
deathbywombat the 10th in command Apprentice Villager and al-Aziz the 2nd in command unattached Cultist with sorcery powers are lynched.
ramius3443 the 9th in command Villager is autolynched.

There is no hunt during the night.

Day/Night 11
Spockyt 2.0 the 5th in command Sorcerer with a rival and Kaisersohaib the Brutal Werewolf of the Bloody Fang pack are lynched. Kaisersohaib brutalizes aedan777 the 4th in command blessed Villager.
There is no hunt during the night.

Day/Night 12
Audren the Villager and DutchGuy the Werewolf of the Bloody Fang pack (formerly Cursed Villager) are lynched.
No one is hunted during the Night.

Day/Night 13
Yakman the 8th in command (effective leader) leaderlynches
johho888 the Brutal Spiritually Attuned Villager. johho888 brutalizes Yakman the 8th in command Witness VIllager.
jacob-Lundgren the Villager with a rival is hunted.


Day/Night 14
enkhuush the Werewolf of the Bloody Fang pack (formerly cursed Villager with used priestly powers) is lynched.
Steed the Priest with a rival is hunted.


Day/Night 15
Werewolf CCXII: Fur ended with a
goodie victory!
 
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In.
 
In as a lumberjack
 
A no nonsense game will be a nice breath of fresh air indeed.

In.
 
In, please.

Looking forward to this!

Seduced by the promise of riches, you find yourself arriving at this camp to find only a handful of men still alive from what was once nearly a hundred.

Can we please get 100 players in to prove the game introduction wrong?
 
In as George Washington
 
In, please.

Looking forward to this!



Can we please get 100 players in to prove the game introduction wrong?
Just send invites to all of the players who played in Infernal Affairs and Village of the Damned.
 
In, please.

Looking forward to this!



Can we please get 100 players in to prove the game introduction wrong?

I'll be happy if we can get 50. If you can get 100, I'll buy you a beer (or a beverage of your choice).
 
Ramius your sig triggers me.
 
Hmm, on the one hand Canada. On the other hand GMing Secret Trump and having school. Hard decision. Don't have an answer yet.
 
In