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Dadarian

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Mar 4, 2011
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WEREWOLF CLXXII​
CHERRY PIE LANE, FAIRFIELD


denver_suburbs.jpg

Welcome to Fairfield, Colorado.

A newly built suburb outside of Denver, hundreds of families are pouring into the cheap and seemingly perfect homes. Jobs from the city provide a life of ease in town, while the large lawns and larger homes provide each and every family the space they need. However it is not as it seems, as even though the crime commonly found in the inner city is no where to be seen, disappearances are happening.

At first it was the teenage hoodlums from Jenkos, the rival suburb that commonly used Fairfields as their stomping ground. However it seems that now that the entire football team from Jenkos High School is gone, whatever powers that be have turned on Fairfields itself.

The members of Cherry Lane are terrified out of their minds, but does the darkness that strikes hide within the very lane, and is anyone safe?

Deadline is 15:00 EST
Signups closed Saturday, January 3rd.
Night 0 deadline falls Sunday, January 4th, 15:00 EST
 
The Rules:

Werewolf For Newbies (ripped 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 Jonti-h) before 15:00 EST. 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 15:00 (EST) 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 15:00, 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 #00FFFF, that's my colour.

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, 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.

There will not be all three of padre, doctor and guardian angel in a game.

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. In a pack, a wolf will know the other wolves' names and may know the name of one cultist.

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 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. In a pack, a cultist will know the name of one wolf, but not the other cultists' names.

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

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.

Hunter: If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless. He may also sacrifice his trait to kill a person during the night, regardless of anything that would stop him doing so, except if he is blocked by the Lover or Distiller.

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.

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, 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, 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.

Leader: Once in the game, can choose to save the duly elected lynch victim and choose someone else to be lynched.

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.

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.

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.

Rivals: If a player's Rival is still alive at the end of the game, the player loses. Rivals will not necessarily be a pair.

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, 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.

Overnight, the orders take place in this order:

1. GM autolynch of absent player
2. Innkeeper
3. Leader
4. Lynch
5. Brutal
6. Distiller
7. Hunter hunt
8. GA protection
9. Doctor protection
10. Thief attack
11. Seer scan, including seerish powers
12. Priest scan, including priestly powers
13. Sorcerer scan, including sorcerous powers
14. Werewolf hunt
15. Spiritually attuned
16. Padre, including single-use
17. 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.


Haven't read the rules?

This ruleset is based on WW CLXXI (the game I ripped these rules off of). Rules are (right now) identical to those, except the jester and insane traits have been removed and the cultist rules have been changed, and are fairly standard as WW rulesets go.

Deadline is 15:00 EST, which is somewhat flexible if lots of players would prefer it at a different time.
Not properly unvoting will mean your vote isn't counted.
I keep the "GM does what he likes" rule: you're welcome to publicly post PMs (but never screenshots) purporting to be from the GM, but I can declare them true or false at whim.

Sub rules:
Players who miss lots of votes will generally be subbed after three missed votes.
If there are no subs and the absent player continues to miss votes, they will be autolynched.
If the game is in its ending stages (seven or fewer players; I'll make an announcement at the time) missing your vote will result in an autolynch.
No role will be subbed twice.​
 
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Players:

Kaisersohaib in 101 - banished Day 6
General Skobelev in 102
Arkasas in 105 - banished in Day 7
Sleepyhead as the Québécois in 103 - murdered in Night 0
alexu as the Grumpy Old Man in 104
aedan777 in 106
GreatUberGeek brovahkiin as the punk kid in 107A - banished Day 6
Rovsea as the Tibetan in 107B
randakar in 108
madchemist in 109 - murdered in Night 7
brovahkiin in 200 - banished in Day 1
EURO as Mary J. Jane in 201 - banished in Day 4
Latinkaiser in 202
al-Aziz as online addict in 203 - banished in Day 7
JohnKjeken as a Norwegian immigrant in 204 - banished in Day 2
Dexander as a logical impossibility in 205
esemesas as Alonso Hamilton in 206
Daffius as an unbeliever in 207
Rysz in 208
tamius23 in 209 - Brutalised on Day 4
Falc in 202
Sedracus in house 300 1337
Sand3r205 as the n00b13 in 301 - Banished in Day 4
sohaib26 as His Haibliness in 302 - Banished in Day 5
AOK. 11 Latinkaiser as that old reference the GM doesn't get in 303 - Murdered in Night 1
Gorganslayer in 304 - Murdered Night 5
johho88 as that WW player that needs to make his "in" more obvious in 305 - Murdered in Night 2
Capt. Kiwi as the man that the GM forgot in 306 - banished in Day 1

Subs:
Brovahkiin

Events:

Night 0: The Wolf Sleepyhead of the Mirror Demon Pack was murdered

Day 1: The villagers Capt. Kiwi and brovahkiin were banished

Night 1: The Wolf Latinkaiser of the Alien Invasion Pack was murdered

Day 2: The villager JohnKjeken was banished

Night 2: The Pathological Lying Wolf johho88 of the Poltergeist Pack was murdered

Day 3: The villager Dexander was banished

Night 3: The villager Rysz was murdered and Gorganslayer was blessed to have survived

Day 4: Euro the brutal wolf of the Sentiant Rot Pack and Sander the Villager were banished. Euro brutalizes Tamius the villager.

Night 4: No one is hunted

Day 5: sohaib26 the wolf of the Anarchist Pack is banished and Daffius the villager claims innkeeper to save himself

Night 5: Gorganslayer the villager is murdered

Day 6: Kaisersohaib the wolf of the Something Something Pack and brovahkiin the villager are banished

Night 6: Sedracus was blessed to have survived

Day 7: Arkasas the villager and al-Aziz the villager are banished

Night 7: madchemist the pathological lying villager was murdered
 
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In
 
In.
 
In
 
In as the Grumpy Old Man
 
In
 
In as a punk kid that probably annoys Split and always carries a phone.
 
In
 
In.
 
yea, but I am not in, its just a long standing thing about split complaining about neutered leaders...

Too bad, I like those rules more. Leader rule has been changed.