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Lord_D

Tohu Wabohu
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Jun 25, 2006
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Werewolf XCIX: The Seer Academy
Episode I: The Introduction Days


seer1.jpg

The next year at the universally renowned Seer Academy will start in a few weeks, and as the zealous soon-to-be scholars you are, you have decided to sign up for the introduction camp. Spending summer in a remote location somewhere in the European highlands to form long-lasting friendships and embark on amorous escapades seemed like a great idea. What could possibly go wrong?
A few days into camp you wake up to find that question answered: your sweet little camp could be infiltrated by wolves and its organizers missing. But as true seers-to-be you stay calm and put, as this is exactly what you were looking forward to.
Enjoy..

The Rules:
I. Overview:

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. When checking for parity neutrals are not taken into account, and only baddies that are actually in contact with a wolfpack are counted for the baddies. Contact between two players is established when both send a pm to eachother – AND to the GM – with what they claim their role to be. If both are speaking the truth, the baddie will be counted for that pack when parity is calculated.

The game is split in two sections: Day and Night. The game starts with a NIGHT Deadline.

II. Lynching:

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 an autolynching or more likely, a substitution. If you don’t vote twice on a row you’re be out as well.

III. Night Events and Orders:

The 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.

Nightly orders are handled in the following order (if the role is present):

1. Sorcerer (and sorcery powers)
2. Seer (and seerish powers)
3. Guardian Council
4. Doctor
5. Hunter
6. Werewolf
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all), no matter how many werewolves or werewolf packs there are.


IV. DEADLINE:

The deadline for ALL NIGHT ORDERS and VOTES is 21:00 CET (20:00 GMT), votes made at :59 count while those made at :00 don’t. After this, the vote results and the night's events will be posted, along with an RP update (all real information these updates contain will be found at the bottom, the rest is pure RP and deriving any conclusions from it is frankly just insane).

V. Absence and Substitution:

No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.

VI. Non-Player Participation:

Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and keep off the GM colour).

VII. Player Actions:

Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed.

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.

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
VIII. The GM is Infallible, Omnipotent, Omnipresent and Omniscient
Any mistakes made by the GM will be kept. Taking the name of the GM in vain will be severely punished. Also, it would be appreciated a lot if the players were to keep the GM informed of what is happening in pm-universe, so a nice little AAR may be arranged by yours truly.
 
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The Roles:
The Good:
Extremely Talented Scholar (seer): A scholar that is so talented he can function as a seer without even haven given proper education. May scan one person per night to see if he is a werewolf or an apprentice (100% success). Any other role will appear as a regular villager.
Talented Scholar (apprentice): Has enough talent that he can put to use once taught how to. When scanned by a scanner with no apprentice he'll become the apprentice of the scanner, but only becomes active if his master is killed. A scanner can only have one apprentice, he can pick up further unclaimed apprentices but can't claim them. Already claimed apprentices will appear as such to a scanner. An apprentice will not know he is one until he is claimed by a scanner.
Seer Scholar(villager): Only mediocre in talent, may one day be a seer but can't do anything just yet. Has no further special abilities
Medically Talented Scholar (doctor): Started a medical education before his talents as a seer were discovered, and can thus function as a doctor. May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the Doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. If the doctor dies (be it during night or day) any patients he has die as well. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. A doctor can never protect himself but has a 33% chance of saving himself in case of an attack.


The Bad:
Werewolf: Infiltrated the group and is intent on destroying it. Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge.
Cultist: Works with the Werewolves, and wins if the Werewolves win.
Sorcerer: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, an Apprentice, a lover or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

The Neutral:
Lover: Is in love with another lover, and if one of them dies the other will die of grief. Wins if still alive at the end, no matter which faction wins the game.
Egomaniac (rival): Only cares for himself, but has a list of people who wronged him during the early days of camp and who he now intensely hates. Wins if he's alive at the end and those on the list are dead. If it is ever made public (posted in the thread, by himself or anyone else) that he is an egomaniac he will die of shame. Or made die of shame. However since it's a heavy allegation to call someone an egomaniac, a false one bears with it a 50% chance of dying under "unclear" circumstances.

The Traits:
Guardian Council Member: The Guardian Council consists out of 5 members who know eachother from a sports tournament in the beginning of the camp where they found eachother to be worthy competitors. Now that the camp has plunged into chaos they decided to take up a role of guardianship. To choose who to protect each of the members cast a vote by PMing it to the GM. The vote winner is then protected, unless the outcome is invalid. The outcome will be invalid if the vote winner has just 1 vote or if he is tied with another. The name of the vote winner, if any, will be PMed back to the council members. But the specifics of the voting will not.
Blessed: A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed will be unaware he is blessed.
Cursed: If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf.
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, and a (seperate) 25% chance to learn the identity of the scanner.
Seerish powers: Once during the game this player can do a fully fledged seer scan.
Sorcery powers: Once during the game this player can do a fully fledged sorcerer scan.
Hunter: Although strictly forbidden, this player managed to sneak in his beloved gun. He can use it to attempt to kill one person at night with it - will be shown in the update as 'player X shot player Y' - after which his trait will be used up.
Brutal: If lynched, has the power to immediately kill one person before being subdued. Only werewolves can have this trait.

Notes on scannerish powers: If the one-time scan is used to scan an unclaimed apprentice the apprentice will be revealed as such to the one-time scanner, but he won't be claimed. Remember you can only use this ability once, so use it wisely.

Notes on protection: Each protection only helps against one nightly attack, the order of protections will be (GC -> Blessed -> Doctor) and that of nightly attacks (Hunter -> Werewolf).
 
Scholars-to-be at the Seer Academy:
1. Kriszo the apprentice with sorcery powers is lynched on Day 6.
2. walrus as Frank Drebin the seer is hunted at Night 5.
3. jonti-h as Topper Harley the doctor survives and wins.
4. Eternaly_lost as Detective Conan the spiritually attuned cultist survives but loses.
5. Hax as van Helsing the sorcerer was lynched on day 4.
6. Jopi the spiritually attuned lover is hunted on Night 6.
7. Adamus the cursed spiritually attuned villager was lynched on day 3.
8. reis91 the Guardian Council cultist with sorcery powers is hunted at Night 2.
9. the_hdk as the Joker the cursed villager with sorcery powers survives and wins.
11. trespoe as Inspector Clouseau the blue wolf is lynched on Day 1.
12. Kaetje as the chick from legally blonde the apprentice with sorcery powers is hunted at Night 1.
13. randakar as Professor T the spiritually attuned cultist is hunted at Night 0.
14. AOK. 11 the blessed hunter rival survives and wins.
15. EUROO7 as the Ananas the Red wolf is brutalized on Day 5.
16. TheExecuter as a watcher from Atlantis the Guardian Council lover dies from a broken heart at Night 6.
17. Ayeshteni the spiritually attuned cultist survives but loses.
18. Slinky the turned Blue Guardian Council wolf is hunted at Night 4.
19. k-59 the Red brutal wolf is lynched on the final day.
20. General di tuti subbed by Kaetje (II) the GC villager with sorcery powers survives and wins.
21. Polar Mongoose the blessed Guardian Council villager is lynched on Day 2.
22. jacob-Lundgren as Relief Tactical Officer Lieutenant Kelly the brutal Blue wolf is lynched on Day 5.
23. Thistletooth as the Tad the blessed hunter rival survives but loses.
24. Ciryandor as random K-Pop chic the (former apprentice) seer with sorcery powers is brutalized on the final day.


Sub list:

 
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In
 
Inne
 
Welcome, all of you! :D:D
 
In... exquisite rules by the way, but might work

Exquisite is an interesting choice of words, what exactly do you mean by this? :)
 
Exquisite is an interesting choice of words, what exactly do you mean by this? :)

The GM color for a start... :D

Then we have these "allegations" who can kill someone that just uttered them (not really the spirit of the WW I know, where throwing accusations around is our bread and butter), and where mere accusations have the power to kill. Also, I suspect the neutrals to lean towards the side of the baddies, so they are not hunted, and then shift back towards the good if the baddies get pounded.

That council mechanic looks quite interesting, but what happens on their deaths? Do they still retain their power even if there's only one left, making him a pseudo-GA?