• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

alxeu

Hunting werewolves.
100 Badges
Feb 11, 2012
1.797
360
  • Crusader Kings II
  • Victoria: Revolutions
  • Semper Fi
  • March of the Eagles
  • Magicka
  • Sengoku
  • Victoria 2: A House Divided
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Darkest Hour
  • Tyranny: Gold Edition
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Monks and Mystics
  • Arsenal of Democracy
  • Stellaris
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Victoria 2
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings Complete
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Tyranny: Archon Edition
  • Europa Universalis IV: Mandate of Heaven
  • Tyranny: Archon Edition
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron 4: Arms Against Tyranny
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Age of Wonders III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis III Complete
  • Tyranny - Bastards Wound
Werewolf CCLIII - Pathological Liars


The village you have lived in all your lives is well-known for being a village of liars. So convincing are the lies your people tell that they fall for it, themselves! While this has created a great potential for good in the village, a few have decided to use this power for evil, using their lies to grant themselves great strength at the cost of needing to feast on their fellow villager.

Those with you that remain unswayed to evil are already planning to use your powers for good, but whether or not it will be able to stop those lying wolves, it remains to be seen...
 
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-Security Chief
1-Distiller
2-Sorcerer Scan
3-Seer Scan
4-Priest Scan
5-van Helsing
6-Zombie Hunter
7-Assassin/Hunter
8-Guardian Angel
9-Doctor
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.)
11-Padre

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:
Normal player in the game. Wins by eliminating all the wolves, as well as all Pathological Liars who have "become" wolves.

Werewolf:
Chooses one player to kill per night. Wins by reaching parity with the village and eliminating all competing wolfpacks.

Seer:
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.


If there are multiple seers, the power of the scan is reduced. This results in a reduction of scanning efficiency. This is rate is 100%/n, where n is the number of seers. Therefore, 2 seers will each have a 50% chance of having a successful scan. Seers will be informed if their scan fails, but not how many other seers there are.

Priest:
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.


If there are multiple priests, the power of the scan is reduced. This results in a reduction of scanning efficiency. This is rate is 100%/n, where n is the number of priests. Therefore, 3 priests will each have a 33% chance of having a successful scan. Priests will be informed if their scan fails, but not how many other priests there are.

Sorcerer:
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.


If there are multiple sorcerers, the power of the scan is reduced. This results in a reduction of scanning efficiency. This is rate is 100%/n, where n is the number of sorcerers. Therefore, 4 sorcerers will each have a 25% chance of having a successful scan. Sorcerers will be informed if their scan fails, but not how many other sorcerers there are.

Apprentice:
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.

Guardian Angel:
May protect one person per night from wolf hunts, assassin shots, and hunter shots. Cannot protect the same person on consecutive nights.

Security Chief:
May protect one person per night from wolf hunts, assassin shots, and hunter shots. People protected cannot utilize their nightly abilities. Cannot protect the same person on consecutive nights.

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 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 shots.

Zealot:
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.


THE TRAITS

Pathological Liar:

Everyone is a Pathological Liar. Can each day claim publicly 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. The post the claim is in cannot directly claim more than three different roles/traits.

The Liar can act in only one of two ways, and once they act in a way to pick one of these two options, they cannot use the other:


1) Can only claim the same role/trait once for the course of the game. 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. This ability can be used any number of times.

2) Can claim a role/trait to become. The Liar, therefore, uses that trait/role, and that trait/role, alone, for the rest of the game. If a Liar uses this to become a wolf, they act as a singular wolf without a pack, getting to hunt at the same frequency of existing wolfpacks, and also scanning as a wolf. They win alone, or with any attached zealots/sorcerers. Wolves and attached Zealots who use this ability cannot use it to become any role other than wolf. Unattached Zealots can only use this ability to become a sorcerer. Villagers cannot use this to become a zealot or sorcerer.

The wolves are not alerted to the creation of new packs in this manner, as the new packs do not affect existing hunt order.


Padre:
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, the name of one of the perpetrators will be given to the padre.

One-Eye Open:
Has a 50% chance of killing an attacker on the night they die.

Assassin:
Can send in a nightly order to kill someone, but only once. His name will be revealed in the update.

Hunter:
Has both the One-Eye Open and Assassin abilities, but once he uses up his shot he loses the One-Eye Open ability as well.

Distiller:
Each night, 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).


If the distiller distills a wolf, and the wolf is the only member of the pack, then the nightly hunt is cancelled. Alternatively, if all wolves are distilled, the hunt is cancelled. If even one wolf from a pack is not distilled, the hunt can continue as normal.

Brutal:
If lynched or brutalized, has the power to immediately kill one person before being subdued.

Cursed:
If hunted, becomes a wolf of the same pack as the one that hunted them.

Blessed:
Will survive being hunted once.

Spiritually Attuned:
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:
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.

Rivals:
Two players may start as rivals, in which case neither of them can win as long as the other remains alive.

Zombie:
A person becomes a zombie by missing at least 2 votes, at which point they are susceptible to zombie hunter hunts.

Zombie hunter:
Can kill one player who has become a zombie following the above conditions.

Rule changes are
bolded and in a slightly different color.
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 21:59 will be accepted, one showing 22:00 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.
 
Last edited:
Sign-Up List:
1. Panzer Corps
2. Arkasas
3. Caillean
4. Ironhide G1
5. aedan777
6. Team Wombat
7. EmergentAlt/Jam
8. Wagonlitz
9. Captain Grimlock
10. Avernite
11. MAWofdoom
12. Randakar
13. Paendrag
14.
15.
16.
17.
18.
19.
20.


Subs:
1.
2.
3.



Events:
Day 0 - The wolves begin their schemes.
 
Last edited:
In, as long as I'm not lying about it.
 
In

3456789
 
In as the most trustworthy guy in the UNIVERSE.
 
You probably want to extend the same rules that you are currently using for Seers/Priests/Sorcs to GAs/Doctors/Padres (although security chiefs are fine). This is to prevent "Let's form a chain and everyone protect the person above you in sign up order" and then the wolves either can't hunt or reveal one of their own by hunting. You should also clarify how/if distiller affects wolves.
 
You probably want to extend the same rules that you are currently using for Seers/Priests/Sorcs to GAs/Doctors/Padres (although security chiefs are fine). This is to prevent "Let's form a chain and everyone protect the person above you in sign up order" and then the wolves either can't hunt or reveal one of their own by hunting. You should also clarify how/if distiller affects wolves.
The person meant to protect the hunt target can always just claim being distilled. Heck, he could legit have been distilled. That'd be the way to get around such protection chains.
If you know who protects, then it's trivial to foil it if you have distiller.
 
The person meant to protect the hunt target can always just claim being distilled. Heck, he could legit have been distilled. That'd be the way to get around such protection chains.
If you know who protects, then it's trivial to foil it if you have distiller.
And then everyone will hunt for posts claiming distiller.

Also, @alxeu, if I make 5 posts in a row can I claim 15 roles? :p

(also: in)
 
And then everyone will hunt for posts claiming distiller.
True. Which means you need to be good at hiding it.

Also, @alxeu, if I make 5 posts in a row can I claim 15 roles? :p
To not have this fun idea get watered down and meaningless, then I suggest that it's not allowed to outright claim a role.
I.e. you can't say stuff like: I'm a seer.
Since otherwise the optimal strategy would be to claim every single role and trait every day and nobody would know what you actually used.

Rather I suggest that you actually have to hide the claim in a post, like how liars usually have to. That als will encourage activity, since the more posts you make the more posts to hide the claim in.
 
You probably want to extend the same rules that you are currently using for Seers/Priests/Sorcs to GAs/Doctors/Padres (although security chiefs are fine). This is to prevent "Let's form a chain and everyone protect the person above you in sign up order" and then the wolves either can't hunt or reveal one of their own by hunting. You should also clarify how/if distiller affects wolves.

The intent is to prevent gamey scans of all players, making wolves unable to hide.

If everyone is a protection role, hunts may be prevented, yes, but the village is no closer to winning because of that.

And if not everyone is a protection role, then holes will, naturally, exist.

And then everyone will hunt for posts claiming distiller.

Also, @alxeu, if I make 5 posts in a row can I claim 15 roles? :p

(also: in)

The intent with that rule is to make it more transparent who is claiming a bunch of roles/allow wolves to identify goodies who might be good hunt targets. i.e., that guy who claimed only scanner roles Night 1 and hasn't made a claim since.

I was hesitant to outright require hidden role claims, but I'm undecided whether to opt for my original rule, or Wagon's suggestion.
 
S other 'obvious' loophole.

Everyone, and I mean everyone, claims seer. On average one person will succeed at scanning. This person reveals their result publically, because eh, not like hunting that person is particularly relevant. Unkillable seer, good information sharing => Village wins!

Only counter: wolves kinda all share a claimed result too - there's obviously a chance of 2 or 0 per night, or even more, so it CAN be true... but still, that would reduce the suspect pool rather quickly.
 
  • 1Like
Reactions:
S other 'obvious' loophole.

Everyone, and I mean everyone, claims seer. On average one person will succeed at scanning. This person reveals their result publically, because eh, not like hunting that person is particularly relevant. Unkillable seer, good information sharing => Village wins!

Only counter: wolves kinda all share a claimed result too - there's obviously a chance of 2 or 0 per night, or even more, so it CAN be true... but still, that would reduce the suspect pool rather quickly.

This is fine. There exists counters for a village full of seers, the wolves just need to identify them. ;)


There's been slight rule edits:

1) Distiller now specifies how it interacts with a wolf pack.
2) PLs becoming wolves now further clarified.

If anyone has any concerns regarding the rules as they exist, I will continue to clarify/make adjustments as needed. Trying to avoid the most obvious broken plays, especially ones that have no counter. I do not believe a village full of protectors or a village full of scanners is invincible in the current setup.