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PanzerCorps

Total War Programmer
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Sep 6, 2012
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MapChart_Map.png


The year is 3020. After the rest of the world annihilated itself with weapons of mass destruction, the powers of Europe decided on disarmament. The continent was set for lasting peace... until a dark truth was discovered. Some nations had lied and secretly kept their weapons. Once per year, they could fire them to completely annihilate an enemy territory. The only hope that the other countries had of surviving this was to find out who it was that still possessed these weapons, team up against them, and destroy them one by one. Peace would not return to the continent until the total destruction of the last superweapon.

This is not the werewolf you know - this is new, experimental werewolf.
 
THE RULES

Each person will receive an 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.

Day actions are handled in the following order:
0-Cloak of Invisibility
1-Votes
2-PM Votes
3-Brutals

Nightly orders are handled in the following manner:
0-Cloak of Invisibility
1-Jester
2-Distiller
3-Infiltrator Scan
4-Sorcerer Scan
5-Seer Scan
6-Priest Scan
7-van Helsing
8-Zombie Hunter
9-Assassin/Hunter/Shadow
10-Thief
11-Robber
12-Guardian Angel
13-Doctor
14-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.)
15-Padre
16-Spy
17-Information Broker


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 preferabbly 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 decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.

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.
Abstaining from voting without declaring absence a maximum of 2 times will result in becoming officially a "zombie", falling at the mercy of zombie hunters.

Once the game has started, no new playes may join except if substituting for a player who has missed 3 votes.

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 risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour (and preferrably not either of the GM colors 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 encourage to remove the numbers.



THE ROLES

Villager - European Nation: Your typical european nation. They have been caught up in the crisis and must do everything to survive. They will be eliminated if they lose all their territories. Each territory they hold grants them one vote.

Werewolf - WMD-holding Nation: These nations are harboring weapons of mass destruction! Each night they can use them to fully destroy a european territory.
Attacks a number of territories per night. More specific killing rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.

Seer - Space Race Winner: This nation has dominion over the heavens. They can use their spy satellites to detect hidden WMD sites in enemy nations.
May scan one person per night. They will be told if that person is a werewolf or an unclaimed Apprentice (100% success). Any other role will appear as a regular villager to the seer.


Priest - The Mossad: The remnants of the Mossad relocated to this nation after the war that destroyed the world. They are an elite intelligence service, able to detect traitors in any enemy government.
May scan one person per night. She will be told if that person is an Apprentice, a zealot or a sorcerer (100% success). Any other role will appear as a regular villager to the priest.

Sorcerer - Fallen Empire: This civilization was a European hegemon before the great disarmament. They were under the most international scrutiny and forced to give up their own weapons, but now they seek to locate other disgruntled nations that will help them reclaim their former glory.
Works with the werewolves, and wins if they win. May scan one person per night. He will be told if that person is a seer, a priest, an Apprentice or a zealot(100% success). Any other role will appear as a regular villager to the Sorcerer.


Apprentice - Ivy League Retreat: This nation received scientists from the top Ivy League Universities after the Great War that destroyed the rest of the world. While currently lost and unsure what to do, they will work with any nation that might impress them with its goals... or buy their loyalty.
Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.


Guardian Angel - Iron Dome: This nation has developed incredibly advanced mobile anti-ballistic missile defense systems. They can use them to offer protection to European territories.
May protect a number of territories against werewolf attacks, but can't choose to protect the same territory two nights in a row and can never protect their own lands. Will not protect against hunter/assassin/shadow shots. The number of territories that they can protect each night is equal to the number of territories that they themselves currently hold.

Doctor - Bronze Dome: While this system is not as reliable as the Iron Dome in terms of stopping enemy ballistic missiles and is at risk of letting some through, it compensates with advanced observation capabilities that might allow it to determine the origin point of the missiles it is stopping.
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 is attacked, however, all patients are also attacked. If a patient wakes up again, he/she will remember one of the attackers. The patient does not learn the identity of the doctor. For the day in which they are recovering, the patient must follow Ghost Rules. The doctor does protect against hunter/assassin/shadow shots.

Zealot - Rogue Nation: While these nations could not avoid the destruction of their own WMDs, they resented the treaties that forced them to do so. Now they will work with any nation that seeks to bring the old ways back - especially if their words are backed by Nuclear Weapons.
Works with the werewolves, and wins if the werewolves win. Zealots may start attached to a pack, or may start unattached, in which case they may attach with one once they make contact with them(Both Zealot and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, a zealot will count for parity for their pack and can no longer switch packs. If all wolves of a pack die, the zealots will be promoted to wolves.
In a pickpoint game, a pack of only zealots cannot be created. If an entire pack picks zealot, the pack will be dissolved and they will all start unattached.
If all packs pick only zealots, the nuclear disarmament will have been successful and the game will instantly end in a goodie victory (with all zealots losing).
NOTE: The current game is not a pickpoint game


van Helsing - European Union President: It is their responsibility to identify any external or internal threats to the Union, and make sure they are swiftly dealt with.
Has a one-time super-scan ability which reveals all roles and traits of a targeted player, and has the equivalent ability of Hunter.



THE TRAITS

Padre - Observation Arrays: This society has mobile observation arrays that they can deploy in certain european territories. Should these territories be attacked, they will be able to determine the origin point of the attack.
May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a werewolf or an assassin/hunter/shadow, the name of one of the perpetrators will be given to the padre.


Infiltrator - U2 Spy Planes: These planes allow them to perform airborne surveillance of other nations to determine their capabilities.
Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

Spy - Intrepid Reporters:
This nation has intrepid investigative journalists who will occasionally visit other countries, putting their lives on the line to uncover any dark truths they might hold.
Can spy on a player to get a clue to one of the player's traits or the player's role. They may get strong hints, weak hints, complete fluff with no hints, or red herrings, with variable probabilities. Spying is not detectable by a Spiritually attuned (since it's not a scan).

One-Eye Open - Large Conventional Missile Array: While this nation did give up their WMDs, they have kept their own convetional missiles. These can be used either to attempt to intercept incoming enemy missiles, or to counter-strike at their origin destination.
Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter/asssassin/shadow attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him.

Assassin - Grand Army:
This nation has kept a large conventional army. They can use it to invade an enemy territory.
Can send in a nightly order to kill someone, but only once. His name will be revealed in the update.

Shadow - Drone Army:
This nation has the capability to destroy others using unmanned drones.
Can send in a nightly order to kill someone, but only once. Her name will not be revealed in the update.

Hunter - Nuclear Submarine:
Whilst wanting to comply with the spirit of the disarmament rules, this nation thought it wise to keep one secert nuclear submarine. They can use it for second strike capability, or to launch a first attack on an enemy nation.
Has both the One-Eye Open and Shadow abilities, but once he uses up his shot he loses the One-Eye Open ability as well.

Robber - Unsustainable Investments: This rich nation has propped up a poorer one for decades with economic investments. This has essentially turned the weaker nation into a vassal state without its own identity. When this nation decides to threaten them with economic ruin, they will be able to get anything they want out of them.
Once through the course of the game the robber can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/zealot). The robber will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.


Thief - Proxy Political Parties: This nation has propped up proxy political parties in another. When it calls on them, they will plunge the weaker nation into civil war, siphoning all its wealth to the thief, and removing the weaker nation from the picture.
Once through the course of the game the thief can choose to kill a player and steal all their traits, including hidden ones. The thief's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Thief was.

Distiller - Byzantine Bureaucracy:
This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for.
Each night, the Distiller may choose to embroil the target into bureaucratic nightmare. The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The distiller cannot block the same person two nights in a row. The target will not learn the Distiller's identity (because the bureaucrats will refuse to answer any calls or return any emails).

Brutal - Fanatic Population:
The citizens of this country will never accept enemy occupation. If they should lose their own country, they will exact revenge on whoever they deem responsible.
If lynched or brutalized, has the power to immediately kill one person before being subdued.

Cursed - Weak-Willed: This nation will buckle and join the enemy if put under threat of elimination.
When a cursed nation's territories are attacked by werewolves for the first time, they will not become unusable (the second attack will succeed as usual). Once every territory in a cursed nation has been targeted by werewolves at least once, the cursed nation will join the werewolves.

Blessed - Terrible Weather: The terrible weather above this nation will sometimes make attacks on them fail, without the defending army even knowing they had been planned.
The first time a territory in a blessed nation is attacked, it will survive and not become unusable. However if attacked again, it will fall as usual.

Spiritually Attuned - Counter-Espionage: This nation has good double-agents that will inform them of any attempts to spy on them.
A SA person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.

Strongly Spiritually Attuned - Elite Counter-Espionage: This nation has elite double-agents that will inform them of any attempts to spy on them.
When being scanned, one of 3 things will happen: 50% chance of learning only that they are being scanned, 25% chance of learning the role of the person scanning them, and a 25% chance of learning the actual scanning player's name as well as their role.

Plotter - Cutthroat Politics:
The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.
May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Alderman - Diplomatic Corps:
This society has a long tradition of rhetoric and debate and celebrate those who are able to get their way using only words.
Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Seerish Powers* - Spy Satellite:
This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

Priestly Powers* - Intelligence Agency:
This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

Sorcerous Powers* - Monarchy with Connections:
This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

Infiltrating Powers* - Spy Planes:
This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.

Healing Powers - Copper Dome:
This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.

Angelic Powers - Stone Dome:
This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game. That means that on one specific night, they can protect a number of territories equal to the number of territories that they currently hold, from a werewolf attack.


Spying Powers - Single-Use Bug in Embassy:
This player has some spying talent. Not enough to become a Spy but enough to give him one single fully functioning Spy action during the span of the game.

Rivals:
These two nations have a deep seated hate for each other. While the crisis demands attention, both of them are secretly planning the other's downfall.
Two players may start as rivals, in which case neither of them can win as long as the other remains alive. Rivals must be expedient in getting rid of their rival. Starting on Night 4, a rival has a 10% chance of dying at night if their rival is alive, increasing by 10% each night. So it will be 20% on Night 5, 30% on Night 6, etc... Until the rival is eliminated.

Cloak of Invisibility - Charismatic:
This society is naturally likeable. They're capable of talking others out of almost anything.
A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.

Pathological Liar - Enormous Hadron Collider:
Technologies that would have been indistinguishable from magic mere generations ago are now within our reach. A new age of technology has begun.
Can each day claim publically in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Spy/Spying powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Zombie hunter, Robber/Thief. A Liar claiming wolf will scan as a wolf but will not hunt. If a Liar claims Zombie he will be susceptible to zombie hunting that night.

Zombie - Civil Disorder:
A nation that does not perform an action in 1 year will be considered in civil disorder.
A person becomes a zombie by missing at least 1 vote, at which point they are susceptible to zombie hunter hunts.

Zombie hunter - Peackeeping Forces:
This nation will take it upon themselves to invade territories from countries in civil disorder to restore order.
Can send one order per night to take a territory from a nation that has missed a vote. The zombie hunter's name will be made public when using his trait. This ability can be reused on multiple nights, even against the same nation

Alchemist - Travel Bloggers: This society has a travel blogging culture. Their people go to other countries and try to find out about their cultural identities.
Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.

* Seer scans can detect but not claim unclaimed apprentices. Claimed apprentices appear as villagers.
* Priest and sorcerer scans can detect but not claim apprentices, they will not be told whether they are attached or not.

Roles and traits subject to change until game has started. All suggestions are welcome and appreciated.

Unusual/new roles/traits highlighted in purple.
A trait or role being in this list does not guarantee it will be in the game.

THE DEADLINE


The deadline for votes and other stuff is 22:00 GMT. Any vote showing the timestamp 22:00 will be accepted, one showing 22:01 however will NOT.

A lynched player is considered dead at the deadline(and must start following ghost rules then) - All other kills take place after the update has been posted.
 
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MapChart_Map (3).png


The Players:
1- (4) MawOfDoom as Mawlta, plotter villager with used GA powers, hunted night 2.
2- (3) Ironhide as AEIOU, Pathological Liar villager, hunted night 1.
3- (5) Team Wombat as the reconstituted Papal States
4- (5) Alxeu as the Polish Commonwealth, seer, robbed and killed night 2.
5- (5) Wagonlitz as Kingdom of Denmark
6- (3) CaptainGrimlock as the former Canadian colony of Spain.

7- (4) Aedan777 as Russia, villager, robbed and killed night 1.
8- (1) Arkasas as Ireland
9- (5) Culann as Monaco
10- (4) Avernite as Moresnet
11- (3) Johho888 as Montenegro

12- (3) MarcoRossolini as Free City Of Danzig, villager assassin, hunted night 0.
13- (3) Hazbot as the Former Former Yugoslav Republic of Macedonia Republic of North Macedonia
14- (4) EmperorIke as the Truly Serene, Neutral and Free Merchant Republic of Åland, SSA villager, lynched day 2.
15- (5) Randakar as the Ottoman Empire
16- (4) Alynkio as Georgia

17- (3) EmergentAlt as France, wolf of the Lycan Alliance, lynched day 1.
18- (1) DeChatillon as Andorra, alchemist villager, hunted night 1.
19- (4) Sleepyhead as the Green German Reich
20- (3) Jeray2000 as Greece
21- (2) R.Graymarch as Liechtenstein

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 is one (1) sub available.

The hall of shame:

Missed 1 Vote:

Arkasas, Hazbot

Missed 2 Votes:
None yet

Missed 3 Votes (needs a sub or will be autolynched):
None yet
 
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Changes from Regular Werewolf Games - This game is a bit of an experiment.

The main idea is that territory matters.


1- When you sign up, please pick a starting territory. Otherwise you will be assigned one randomly. You are also free to choose a country name and color, but otherwise I can pick those for you.
2- After everyone has signed up unassigned territories will be distributed to the nations closest to them.
3- You will have a number of votes each day equal to the number of territories that you control.
4- When a nation is "lynched", its territory will be distributed to its closest neighbors.
5- When a nation is killed in any other way (wolf hunt, assassin hunt, brutalized) its territory will become unusable.
6- Zombie hunters do not outright kill zombies, they are allowed instead to take one territory at a time from them. Should two zombie hunters try to steal the same territory at the same time, it will be assigned to one of them randomly.
7- Similarly, wolf hunts do not outright kill countries. Instead they will get a set amount of territories that they can destroy each night. A nation is destroyed (ie a player is killed) when it loses all its territories. The specific amount of territories that can be destroyed each night will be known only to the wolves themselves.
8- Additionally, since wolves hunt territories and not people, GAs protect territories and not people. Each night they can protect as many territories as they themselves have. They cannot protect the same territory two nights in a row or protect a territory that they control.
9- Read the specific blessed and cursed rules above.

10 - Parity actually falls when the number of votes held by villagers is equal to the number of votes held by wolves.

As an experiment, this might turn out fun, or not. I don't know yet! If you would like any changes to the ruleset simply say so, it is by no means set in stone as this will be the first test. If it is successful I have some ideas for future games to build on this and make it much more unique, but if it fails we can go back to regular werewolf games in a few weeks :)
 
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In as the Polish Commonwealth

Starting in Poland, ofc, but I hope that is a mere temporary size.
 
I am in as the former Canadian colony of Spain.
 
In as Russia
 
In as Ireland, I guess
 
In as Moresnet (claiming the Netherlands as territory, because it's almost close enough)