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Dadarian

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loupGarou.jpg

It's a werewolf game. You're addicted. This'll be fun.

Deadline is 19:00 GMT
Signups closes Thursday, May 28, 19:00 GMT
Night 0 falls Friday, May 29, 19:00 GMT
 
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IN AS PM NUMBER 24601.

Do I get yelled at now?
 
The Rules:

Werewolf For Newbies (stolen from 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 Tamius. 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 Tamius and it can be changed like so: Unvote Tamius, Vote ese) before 19:00 GMT. 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.

Any votes which have the timestamp 19:00 (GMT) 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 19:00, 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, regardless of backup orders for previous days. 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 colour. Stay off this colour and
this colour, they're my colours.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, I'll kill you multiple times. You may post PMs from the GM, but I can refuse to confirm it, ignore it, or even deny it, if I want to.

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.



The Roles

Goodies

Villager: Votes. Has no special abilities.

Seer: Scans once per night. Should the Seer scan a Werewolf or an Apprentice, he would be told so, but anything else will give him the result "villager."

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".

Guardian Angel: 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 in two nights.

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.

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.

The Guardian Angel, Doctor and Padre will not all feature in the same game.

Apprentice: If an apprentice is scanned by a scanning role, ie 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.

Baddies

Werewolf: Organised 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 colours, but these have no bearing on them.

Cultist: An evil player, who works with the Werewolves. 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 (and zealots) 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.

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.

Sorcerer: Sends a scan order every night. Should the player be a seer, priest, apprentice, cultist or zealot, 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.

Neutral

Thief: Starts Neutral but cannot win if they stay neutral, and while neutral do not count for parity for either side. Once per game, the thief may steal a player's role. He will permanently gain the role and all traits associated with it. The previous holder will die if he is not a wolf or cultist, and become a traitless, unattached cultist if he was a wolf or cultist.

The thief's name will not be mentioned in the end-of-day update when he steals the role causing the death of a non-wolf/cultist, and nothing will be mentioned if he steals a wolf or cultist's role.

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 a player who is not a werewolf (a pathological liar or a person whose abilities have been affected by jestering) werewolf-hunts a cursed player, that cursed player will start a new werewolf pack, which will affect hunt order for the other packs.

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.


Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost. An innkeeper using his trait will have his role revealed in the update. Can't be used to save self.

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.

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.

Jester: The Jester may play tricks on a player and have an effect on their nightly actions or their traits. The effects of the jester are detailed in a separate post. The jester’s target will only be informed if they are affected.

Day actions are as follows:

1. GM autolynch of absent player
2. Innkeeper
3. Leader
4. Lynch
5. Brutal

Night actions are as follows:

1. Jester and Distiller
2. Hunter hunt
3. GA protection
4. Doctor protection
5. Thief attack
9. Werewolf hunt
10. Spiritually attuned
11. Padre, including single-use
12. 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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Jester effects:

Seer scan: 66% Priest scan, 33% Sorcerer scan
Priest scan: 66% Seer scan, 33% Sorcerer scan
Sorcerer scan: 33% Seer scan, 33% Priest scan, 33% distiller

Blessed: 50% cursed, 50% Spiritually Attuned
Cursed: 50% blessed, 50% Spiritually Attuned
Spiritually Attuned: No effect

Guardian Angel visit: 66% Doctor save, 33% Padre visit
Doctor visit: 66% Guardian Angel visit, 33% Padre visit
Padre visit: 33% Guardian Angel visit, 33% Doctor visit, 33% Jester

Hunter attack: 75% Werewolf attack, 25% Distiller
Hunter defence: 100% blessed
Wolf attack: No effect
Thief attack: 100% Werewolf attack
Brutal: No effect

Innkeeper: No effect
Distiller: 100% Jester
Witness, if inactive: 50% Spiritually Attuned, 50% Blessed
Witness, activated: 100% Spiritually Attuned
 
Ban Hammer: alexu, PM numbers discussion within the thread, kaisohaib, SoL, whatever else I say

Player list:

1. 2kNikk the PL villager lynched day 2
2. Comm Cody the PL villager hunted night 0
3. k-59 the PL villager was brutalised by Hax day 1

4. E_L
5. Aedan
6. Rovsea
7. TJDS
8. DutchGuy the PL villager hunted night 0
9. Lord_D
10. Audren
11. Mder1
12. Tornadoli
13. Dexander the PL villager hunted night 2
14. LatinKaiser
15. Korona
16. Falc
17. DeathNoteforCutie
18. tamius
19. Euro the PL villager was lynched day 1
20. Sleepyhead
21. Hacks the PL villager was lynched day 1
22. Gen. Skobelev
23. I-5 was tiefed night 1
24. Thandros
25. madchemist

Submarines:

k-59

Events:

Night 0 - DutchGuy the PL villager and Comm Cody the PL villager are both hunted
Day 1 - Hax the PL villager and EURO the PL villager are lynched, Hax brutalised k-59
Night 1 - I-5 was tiefed and died
Day 2 - 2kNikk the PL villager was lynched
Night 2 - Dexander the PL villager was hunted
 
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Multiple and serious violations of ghost rules, See two games ago for more info.

I don't like him anyways, on the list he goes.
 
And just when I thought about coming back, too.

Ah well, can't blame you for keeping me out, I did have a bad track record my last few games.

Surprising you remembered me. I thought I was a rather forgetful player. I guess I'll watch, since I can't play.

Cheers.
 
And just when I thought about coming back, too.

Ah well, can't blame you for keeping me out, I did have a bad track record my last few games.

Surprising you remembered me. I thought I was a rather forgetful player. I guess I'll watch, since I can't play.

Cheers.

It's just that you join and quit in the first turn. Sorry m8.
 
It's just that you join and quit in the first turn. Sorry m8.

Wish I could disagree with you. I was pretty terrible my last few games. I really overstayed in Werewolf, got bored of it and kept playing for some reason.
 
In as the man who hasn't yet owned up to his addiction problems.