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Introduction

MAWofdoom

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Jul 18, 2020
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Werewolf CCLI: The Werewolf's Maw
View attachment 729515

“Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
The frumious Bandersnatch!”

  • Part of “Jabberwocky” by Lewis Carroll

Indeed all these must cause thee fear.
Yet more so fear that cursed, fell beast
with claws of doom, with piercing fangs,
A maw for all to feast.

A fearsome foe, this evil beast,
Known far and wide as the werewolf.
If ever one thou shouldst meetest,
Thou he willest engulf.

Go therefore, yet thou must know,
Any thou seest might not be moved.
Appearing friend, they may be foe,
For werewolves shrewd art proved.

Depend alone upon thy wits,
And learn all that thy skill might show.
Speak with those that might helpest thee.
Beware of hidden foes.

So go now with thy vorpal sword,
From thy fell foes do not withdraw.
Go and seek out the Jabberwock,
And face the werewolf’s maw.
 
Rules
Rules (as stolen from Panzer’s game)
Each person will receive a role with a specific alignment - that may be a goodie, an aligned baddie, or an unaligned baddie. The goodies win by eliminating all the baddies. The baddies win by reaching 1:1 parity with the goodies, however they may be split into separate competing packs. In such a case, a pack can only win by eliminating all others and being the last standing.

The game is split into two sections - Night and Day. For practical reasons, these take place at the same time, except for the first deadline, which only represents a night.

During the day, the village gathers and decides who to lynch, the person they think is most likely to be a baddie. During the night, the baddies decide who to kill, and special goodies and baddies will all send their orders to be executed.

Daily Actions are handled as follows

1-Votes
2-PM votes
3-Brutals

Nightly orders are handled in the following manner:

1-Distiller
2-Sorcerer Scan
3-Seerish Scan
4-Priestly Scan
5-Assassin/Guardian Angel shot
6-Guardian Angel
7-Robber
8-Jabberwock
9-Bandersnatch
10-Werewolf/Zealot
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)

During the day, everyone(including the baddies) will meet together to discuss and decide who to lynch. When a player has decided whom to vote for, they type vote Player X in bold font and preferably larger font, this to ensure that your GM notices the vote. It is not allowed to edit a vote(though you can edit vote posts). If a player decides to change his vote, he types unvote Player X - vote Player Y.

Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.

Once the game has started, no new playes may join except if substituting for zombies or players who have requested a substitute.

Spirits 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 (and preferably not the GM color either).

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.

Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.
No discussion of PM numbers is allowed. When posting PMs in the thread, players are encouraged to remove the numbers.



Roles (new/changed roles/traits in this grayish color):

Beamish Boys (villagers): These individuals must seek to survive the ravages of the evil creatures of the forest.

Tum-tum-ist: Though himself preferring to rest in most cases, his music may be a powerful tool for causing others to act. This player may use their ability on another player in order to allow this person to use their ability the next day one more time than they normally would. (For example, if this ability is used on a wolf the night they do not hunt, they will hunt two players the next night. If it is used on a wolf the night before that wolf’s pack would not normally hunt, the pack may hunt that night as well. If it is used on a player with a used one time ability, that ability will be replenished). This trait may also replenish the traits of players incapacitated (though living) by the Jabberwock. This ability may not be used on the same person twice in a game.

Vorpal bladesman (Guardian Angel): Armed with a powerful weapon, certain individuals may fight off fell creatures that they meet in order to protect those being preyed upon by these beasts. This player will choose another player to protect each night. Should that player be attacked by any of the fell creatures that night, they will fight them off, preventing them from werewolf hunts, jabberwock incapacitations, or the grave wounds dealt by the bandersnatch (should the player die from a bandersnatch wound inflicted on a previous night, the vorpal bladesman will not be able to prevent this death, even if they protect that person on the night the wound kills the player). This player is also given the equivalent assassin trait, though should they use this ability, they will give up their Guardian Angel abilities. Finally, this player has a 50% chance to fight off a werewolf or Jabberwock attack, though they will not be aware of a bandersnatch wound inflicted on themself.

Werewolves: The most terrifying of all foes, these creatures may destroy their prey through their terrible maw. Thus they fear nothing and will seek to hunt any they can find too close to their ever-unsatiated maws. Each night, werewolves of one pack will choose an individual to hunt. The goal of the werewolves is to join other fell creatures and reach equal numbers with the villagers while ensuring that werewolves of only one pack remain alive.

Jabberwock (cultist): Though terrifying in their own right, these creatures pale in comparison to the werewolves. Thus they are made mere servants of the werewolves as they bring destruction in their wake. They are however not bound by ties of loyalty as are the wolves. The Jabberwocks work with the wolves and are attached to a pack at the beginning of the game, though they may join another pack should the wolves of their original pack die. In addition, once per game a Jabberwock may incapacitate a player, taking away all that person’s traits. The player also has a 10% chance of dying the night they are attacked.

Jubjub bird (sorcerer): Watching and waiting high in the treetops, this fell creature is able to discern the nature of some of those creatures moving below. However, even such a beast is unable to detect werewolves in their slyness and all their might. Once per night, the Jubjub bird may scan another player. Should that player be a Jabberwock (cultist), a Bandersnatch, or the Vorpal Bladesman (Guardian Angel), the Jubjub bird will be told so. Any other player will simply be seen as a villager.

Bandersnatch: This fell creature occasionally goes to seek out prey. When finding a worthy foe, the bandersnatch will deal a grave wound, one which can be imperceptible to the target and which may grow in intensity if untreated. Every third night, the bandersnatch may choose a player to attack. The night of said attack, the player has a 10% chance of dying, followed by a 20% chance of death the next night, a 40% chance the third night, and finally a 20% chance again the fourth night following the attack.

Traits:
Uffish Thinker (clairvoyant): These individuals spend much of their time thinking, but in their thinking they are sometimes able to discern what others cannot. Once per game, a player with this trait may choose to scan someone. This scan will return and give all of the target’s traits (both hidden and visible) and their role. Once per game, this player may also learn either the hunt order, or the current number of baddies.

Burblers (seerish powers): The clever ways of the werewolves are not invisible to all. Those that are themselves especially perplexing may be able to understand the confusing actions of werewolves. Once per game, a player with this trait may choose to scan someone. If the target is a wolf, the player will be told so, while any other role returns as a villager.

Tove (priestly powers): Sometimes known as toves due to their ability to dig up evidence like badgers, these searchers are able to detect the tracks of the lesser fell beasts, as even the werewolves escape their careful look. Once per game, a player with this trait may choose to scan someone. If the target is a Jabberwock, a Bandersnatch, or a Jubjub bird, the scanner will be told so, while any other role will return as a villager.

Slithy (spiritually attuned): These active individuals have developed a strong awareness of their surroundings, and may be able to determine when something is off around their environment. If this player is scanned, they have a 50% chance of learning only that they were scanned, or a 25% chance of learning the role of the person that scanned them, or a 25% chance of learning the actual scanner's name as well as their role.

Outgraber (plotter): Some individuals may not be as well understood if they are only capable of speaking in light squeaks. Some may use this to their advantage to hide their plans, while others fake having difficulty in speaking to gain the same advantage. This trait allows a player to cast or change their vote via PM, in which case the vote target is not revealed until the final vote count.

Frumious (brutal): Those that are especially violent may be caused to attack those around them should their anger be stimulated. Should a person with this trait be lynched, they may choose another player to kill before their own death.

Galumpher (alderman): These triumphant fellows can be rather persuasive, being able to sway others towards their opinion over that of others. After activating this trait, this player’s votes will be worth two votes for the rest of the game.

Borogove (pathological liar): Just as a parrot may mimic the sounds it hears around itself, some individuals have developed quite a talent for mimicking the actions they see around them. Many have learned to perform a variety of actions, of which most people could only perform one. This trait allows a player each day to claim publicly in the thread a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. They must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. They may only claim the same role/trait once for the cause of the game. A Liar claiming wolf will scan as a wolf but will not hunt. A liar claim must be explicit, though it can use either traditional or roleplaying terms. Creativity is encouraged, the final approval is up to the GMs. Whoever is able to play this role well despite so many of these words being ones that are not used… at all…, you will be most impressive in my eyes indeed.

Whiffling:
There are some that are particularly evasive and may avoid detection by even the most observant searchers. This trait gives a player a 50% chance to not be detected by either a sorcerer, seerish or priestly scans or a 50% chance to only show either one’s traits or one’s role when scanned by a clairvoyant. An unsuccessful scan will simply give the scanner the message “nobody at home.”

Raths (blessed): These individuals are especially hearty, allowing them to survive an enemy attack. Their ability to be protected against severe wounds has caused many to nickname them raths as if they are protected like a shell protects such turtles. Should a player with this trait be hunted by the wolves or die from a Jabberwock attack or a Bandersnatch wound, they will survive but their trait will be removed. (If the Bandersnatch wound kills them before the fourth night, they may still die on the later nights before the wound’s effects run out).

Mimsy (cursed): These miserable individuals are willing to take out their misery on others by aiding those that would desire to hurt others. If given the chance, they are more than willing to join the forces of evil. Should a player with this trait be hunted by the wolves, they will join the pack that hunted them as equivalent to a wolf. Any other death will simply kill them as it normally would.

Gimbler (distiller): Some are rather talented at undermining others. They may be able to prevent the completion of other’s ideas as if they could bore holes into their very plans. If used on a player who takes a nightly action, this trait prevents that effect from taking place. This trait may not be used on the same player twice in a row. Stopped scans will return as “nobody at home” (like the whiffling trait).

Chortler (Robber): After performing acts of great mischief, these individuals are known to be caught up in fits of laughing and snorting. Once per game, this trait allows a player to rob another of all abilities. This will remove all abilities, those obtained by the player’s role or by their traits (including hidden traits), from the player that is robbed. The traits of the robbed player will be passed onto the robber, but the robber’s role (and any abilities held by the robbed player that were given by the role but removed by the robbery) will not be changed in any way. If a robbing occurs, the update will reflect that.

Snicker-snacker (assassin): Some may be willing to arm themselves with knives and venture out to the depths of the forest to protect their world from enemy forces. Once a game, this trait allows a player to choose someone to kill. Their name will be revealed as the killer in the update.


Deadline falls at 20:00 GMT. Votes or actions being posted at 19:59 will be accepted, while those being posted at 20:00 will not.
If you are lynched, you must follow ghost rules immediately following deadline, while other kills will not take place until after deadline.
 
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Players
The Players: (10)
5. Aedan777
7. Witch Agatha
9. Avernite
10. Wagonlitz
11. Sleepyhead as Dobby
12. PanzerCorps
13. Chieron
15. Alynkio
16. Caillean
17. Capage


Deceased players: (8)
18. Madchemist
14. The_hdk
8. CaptainGrimlock as Old Man Grimlock
6. Dedonus
4. Arkasas
3. Team Wombat as Stefan Butler
2. Ironhide G1 as a Frabjous Day
1. Culann as a Mad Hatter


The events so far:
Captain Grimlock the formerly rath, burbling, snicker-snacker beamish boy (formerly blessed villager with used seerish powers and an assassin shot) was lynched day 1

Arkasas the tum-tumist was hunted night 1
Culann the mimsy, slithy, burbling beamish boy (spiritually attuned villager with used seerish powers) was shot by Ironhide G1 night 1
Ironhide the tove snicker-snacker werewolf (werewolf with used priestly powers and used assassin shot) was slain day 2
Madchemist the galumphing gimbling tove beamish boy (alderman, distiller villager with used priestly powers) was hunted night 2
Dedonus the outgraber Jabberwock (plotter cultist) was slain by Avernite night 2
A robbery occurred during night 2
The_hdk the shuffling tone and beamish boy (whiffing villager with priestly powers was lynched day 3

Team Wombat the jubjub bird was hunted night 3

The subs:

The GM will keep a hidden list of subs. If you were a player that has died and wants to sub back in, please ask to do so in private.
Currently there are (1) subs available.

The hall of shame:

Missed 1 Vote:
Wagonlitz

Missed 2 Votes (can be replaced by a sub):
Capage

Missed 3 Votes (needs a sub or will be autolynched):
 
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Also for Context since this is based off the poem Jabberwocky by Lewis Carrol:
"’Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe.

“Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
The frumious Bandersnatch!”

He took his vorpal sword in hand;
Long time the manxome foe he sought—
So rested he by the Tumtum tree
And stood awhile in thought.

And, as in uffish thought he stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
And burbled as it came!

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.

“And hast thou slain the Jabberwock?
Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!”
He chortled in his joy.

’Twas brillig, and the slithy toves
Did gyre and gimble in the wabe:
All mimsy were the borogoves,
And the mome raths outgrabe."
- Jabberwocky by Lewis Carrol

I also attempted to post a glossary of all the word definitions to help explain why I chose particular words as the traits, but it appears you may have to find that yourself. You should just be able to look up "jabberwocky word meanings" or something similar if you want that.
 
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Mods, this thread should be moved to OT Forum Games.

Also in as a frabjous day
 
Also maybe it's just me, but the roles are really wonky to me. The villagers will need to be on top of one time scans with no permanent scanners.
 
In
 
In

Question, when the Jabberwock takes away a player's traits, do they gain them, or are they just lost?
 
In

Question, when the Jabberwock takes away a player's traits, do they gain them, or are they just lost?
Incapacitation is not the same as the robber trait, so the trait is not stolen by the Jabberwock. I don't know if I've specified this but basically the trait becomes permanently used by the player, meaning the tum-tum-ist may reactivate it.
 
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Reactions:
So much RNG possibility in this game. I love it!
Unfortunately RNG may also end up being problematic to some, But yes indeed. I did try to design it though that the RNG parts are meant to be low chances enough that they should rarely change the game too much at points when that would make it unfair to one side.
 
In as old man Grimlock
I ain’t having these stinking werewolves on my gosh darn lawn any longer!
 
Apologies, but due to travels, I won't be available to join the game.

I can sub for another player, if need be, but I don't feel comfortable enough with how active I'd be in the next week to fully participate.
 
Apologies, but due to travels, I won't be available to join the game.

I can sub for another player, if need be, but I don't feel comfortable enough with how active I'd be in the next week to fully participate.
Hey, for all we know, this game may not start for another week!