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    Real Strategy Requires Cunning

happycats517

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April 9th, 2019 - You work for the famed freelance spy agency, ODIN and you've just taken on the biggest mission of your career. It's a large scale operation involving multiple teams that, if it succeeds, will shock the foundations of the espionage community. However as you walk to the agency to prepare for the mission, a folder is handed off to you in the street. The folder contains one small handscrawled note that reads "We have been infiltrated, find them before they stop the mission". You know there's no way to put the mission on hold while you gather data on the others, the mission must begin soon. You'll just have to figure out who the infiltrators are during the mission and hope against hope that you can stop them in time.

Deadline is 22:00 GMT, please convert to your timezone to avoid confusion


The Rules (shamelessly lifted from the last big, with some minor changes):


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 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 EURO and it can be changed like so: Unvote EURO, Vote Aziz) before 22:00 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 cast with timestamp 22:00 (GMT) 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 22:00, 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 color, that's not this pink. This is my pink.

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 NOT role PMs. You can analyze PM numbers to your hearts' 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. These alliances which continue from one game to another undermine the whole idea of the game.

The Roles (See these parts for new rule changes)
Not all Roles and Traits may be used in a game

Goodies

Villager: 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, Police Detective, 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, and will be told that they are villagers.

Baddies

Werewolf: 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.


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. When a cultist is first hunted, one of two things happen. If they are unattached, they are attached to the hunting pack. If they are attached, they are treated as blessed and do not die. After this first hunt, this protection is lost, even if they change from attached to unattached or vice versa.

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. A sorcerer will receive protection equivalent of being blessed (i.e. one use no kill) when hunted. This protection does not extend to his apprentices.

Police Detective: Works with the werewolves, and wins if the werewolves win. Can send in a scan order every night; will learn if a player is blessed, cursed, apprentice, OEO, cultist, or Guardian Angel. Anyone else will give the Police Detective the result "villager". Counts for parity with both packs, as do his apprentices, like the Sorcerer.

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, Doctor, 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: Once per game, the hunter may, kill a person during the night, regardless of anything that would stop him doing so. If he does so, his name will be revealed in the nightly update.

OEO: When hunted, the OEO kills one wolf from the pack that hunted him before dying in the attack. Holders of this trait will not be aware of it at game start.

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.

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, Police Detectice, 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.

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. Leader
3. Lynch
4. Brutal


Night actions are as follows:

1. Hunter shot
2. GA protection
3. Doctor protection
4. Seer scan, including seerish powers
5. Priest scan, including priestly powers
6. Sorcerer scan, including sorcerous powers
7. Police Detective scan
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. In most games, players should not need to care about this.
 
Last edited:

happycats517

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Player List:
1. Tamius as RRS Boaty McBoatface
2. Spockyt as Illya Kuryakin a villager, lynched D6

3. Tornadoli as Double Oh Seven (Not to be confused with EUROO7), the blessed priest brutalized on D8
4. Jacksonian Missionary, a cultist of the Latverian Spy Agency, lynched D1
5. Yahmik as Antoni Macierewicz
6. Audren as Codename: Kids Next Door
7. De Chat as Cthulhu
8. Kaisersohaib as Steve Buscemi, a police detective, hunted N1

9. LatinKaiser as 711, a villager, lynched D2
10. General Marshall as Helmut Kruger
11. aedan777
12. Capibara a guardian angel, lynched D7

13. Hazbot the fourth in command villager, hunted D7
14. Sleepyhead as Julian Sark, an apprentice villager, lynched D2
15. Dr. Livingstone
16. k-59
17. Lemeard, leader wolf of the Latverian Spy Agency, lynched D5

18. Madchemist as Jack Ryan, the seer, hunted N2
19. Ironhide subbed by Wagonlitz as a D&D nerd, the brutal wolf of the Latverian Spy Agency, lynched D8
20. Chieron as a vole, a brutal wolf of the Borginian Spy Agency, hunted N4
21. npstr, a SA wolf of the Borginian Spy Agency, hunted N0
22. CaesarCzech, the 2nd in command villager, shot N0
23. Al-Aziz as a "super secret" Russian spy, the villager with used up priestly powers, hunted N9
24. Cliges, the villager with an unused hunter shot, was lynched D9
25. Yakman as Pamela Poovey
26. Comm Cody as The Thin White Duke, the villager with a used hunter shot, lynched D1

27. Health as a weirdo in a trench coat
28. Jerman as 420 (Bond's stoner cousin), sorcerer, lynched D4

29. Gorganslayer as Archer, a witness villager, lynched D5
30. Eternaly_Lost, the village with unused seerish powers, was hunted N8
31. Togee as Johnny English, a blessed villager, lynched D3
32. deathbywombat as Perry the Platypus the villager, hunted D6
 
Last edited:

happycats517

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100% transparency here. I pretty much did this as fast as possible to get sign ups started. Please point out any weird inconsistencies with rules and give any feedback on the suggested changes or suggest any changes for the roles. Not all of these roles may be in the final ruleset and I might (slight chance) add others. Sign Ups are just sort of open and I'll decide to put an end date depending on when I get invitations and other advertising done and how sign ups go.
 

Jacksonian Missionary

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So we have a game where cultists are first cursed and then blessed? Oh boy.

In
 

Audren

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IN as Codename: Kids Next Door
 

Audren

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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. If an unattached cultist is hunted they are immediately added to the hunting pack. An attached cultist will receive protection equivalent of being blessed (i.e. one use no kill) when hunted. A cultist only receives this protection once per game, so in the case of A starts attached to pack 1, A gets hunted, Pack 1 gets wiped out, A becomes unattached, A joins pack 2, A gets hunted by pack 3, then A would die since his protection would be used up when he was hunted the first time.
If an unattached cultist is hunted by Pack 1, he attaches to Pack 1. If he's then hunted by Pack 2, does he die?
 

Audren

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Yes, that should be quite clear from the description.
Just making sure that unattached cultists are intentionally meant to be that hard to hunt.
 

Audren

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How are they harder to hunt than attached cultists?
A cultist that starts unattached would have to be hunted three times to die. A cultist that starts attached would only have to be hunted twice. Now, obviously baddies are meant to be killed primarily by goodies, not each other, but it's still noteworthy.
 

Kaisersohaib

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In as Steve Buscemi.
 

LatinKaiser

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This game needs to be advertised!

In as 711
 

AVN

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First of all thanks for getting up a game on such a short notice :)

However I don't like the following rule proposals at all.

from the rules said:
If an unattached cultist is hunted they are immediately added to the hunting pack. An attached cultist will receive protection equivalent of being blessed (i.e. one use no kill) when hunted. A cultist only receives this protection once per game, so in the case of A starts attached to pack 1, A gets hunted, Pack 1 gets wiped out, A becomes unattached, A joins pack 2, A gets hunted by pack 3, then A would die since his protection would be used up when he was hunted the first time.

from the rules said:
A sorcerer will receive protection equivalent of being blessed (i.e. one use no kill) when hunted. This protection does not extend to his apprentices.

Cultists have already the big advantage that they can win with any pack (once their original pack is dead). Giving them an automatic bless only increases that advantage. I really don't see the need for that.

Automatic blesses for cultists and sorcerer will result in lots of no hunt nights. This will slow down the game, which IMO is not good, especially not when this game will have more than 25 players, which I hope it will have.

Of course a lot of the real effects of these changes depends on the set-up. If you don't have cultists and/or a sorc in your game the effect of these rule changes is zero. But because I can't assume that they are not in the game I think it's better to address my concerns.


 

Jacksonian Missionary

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Jul 20, 2015
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First of all thanks for getting up a game on such a short notice :)

However I don't like the following rule proposals at all.





Cultists have already the big advantage that they can win with any pack (once their original pack is dead). Giving them an automatic bless only increases that advantage. I really don't see the need for that.

Automatic blesses for cultists and sorcerer will result in lots of no hunt nights. This will slow down the game, which IMO is not good, especially not when this game will have more than 25 players, which I hope it will have.

Of course a lot of the real effects of these changes depends on the set-up. If you don't have cultists and/or a sorc in your game the effect of these rule changes is zero. But because I can't assume that they are not in the game I think it's better to address my concerns.

+1000.