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Introduction

alxeu

Hunting werewolves.
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Feb 11, 2012
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Werewolf CCXXII -The Bunker
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When President West lost in all competing categories at the Grammys to a K-Pop singer, few imagined it would lead to a global nuclear war. Then again, few thought West would have even been able to win the Presidency, but the unlikely seems to be the norm here.

You all have been living in a fallout bunker in some mountain complex for about a year now, and while it has been peaceful until now, tensions are beginning to build. There's only so many times you can stomach what passes as food around here before you lose it, and it seems some among you have already begun looking for a way out, no matter the cost.

Unfortunately for them, in order to leave, a majority of those present must want to leave, and with the bunker's computer mainframe predicting extremely lethal amounts of radiation outside the bunker, none of those still sane enough to understand really want to leave.

Perhaps they'll have to turn to a more... persuasive method of convincing people to leave...

DEADLINE IS AT 20:00 GMT
 
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Rules
The Rules:
(Stolen from tamius23 with modifications made over time by various GMs)

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 Alxeu. 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 werewolves. Other, special "bad" players who are not wolves don't need to be killed, but their removal generally benefits the village. 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 Alxeu and it can be changed like so: Unvote Alxeu, Vote ClaudeLC) before 20:00 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 at the GM’s discretion.

Any votes cast with timestamp 20:00 (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 20:00 (GMT), 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.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, the GM will strike with lightning more times you can count. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. 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

Goodies

Apocalypse Survivor (Villager): Has no special abilities. Votes each day to decide who to lynch.

Psychologist (Seer): Scans once per night. Should the Seer scan a Werewolf or an unclaimed 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, Sorcerer, or Apprentice, he would be told so, but anything else will give him the result "villager".

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. However, he will not learn the name of his protector.

The Doctor 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 Doctor, and for obvious reasons cannot administer last rites to themselves.

Security Chief: Every night, the Security Chief targets one player to take into custody. Any player in custody can not have nightly actions used on them, however, this comes at the cost of being unable to perform any nightly actions of their own. The Security Chief is not allowed to intern themselves, as they know themselves to be completely clear of any wrong-doing.

Any abilities that the arrested attempted to use that night will be treated as being invalid, and therefore unused. The sole exceptions to this is if the final wolf in a pack hunts the Security Chief, or if a hunter attempts to shoot the Security Chief the night the Security Chief arrests them.

Due to the Double Jeopardy clause of the 5th Amendment, the Security Chief can not intern the same person two nights in a row. Don't question it, that's just how it works.


Jack-of-All-Trades (Apprentice): If an apprentice is scanned by a scanning role, i.e. 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

Restless Citizen (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.


Anarchist (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.

Eavesdropper (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.

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, and Security Chief 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.

Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update.
If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless.


One-Eye-Open: If a player with One-Eye-Open is hunted, he has a 50% chance to kill one of his attackers. He will die regardless.

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.

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.

Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Leader: These players hold positions of authority within the bunker. Organized somewhere between 4-6 members, the leader of the highest remaining authority (i.e. lowest # (1,2,3...)) gets the opportunity to switch the vote from one accused to another, providing the secondary accused has at least half of the votes that the primary accused has. Alternatively, they can sub one or all of the people in a tie for as many people outside the tie, meeting the same above requirements.

The leader retains their ability to leader-lynch after using it, but will be revealed as a leader in the update.

The leader can't use his ability to save himself from being lynched, however, nor make themselves the target of a leader-lynch.


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, 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.

Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.

Deputy: This player is a deputy of the bunker's security team. Due to using fanciful code-names amongst each other, they don't know each other's real identities. Once per game, can arrest someone for a night, preventing said player from being the target of any nightly abilities, but also preventing the player from using any nightly abilities. However, the bunker has only one cell, so the security team has a priority order list. The Security Chief, if he decides to use his power, always takes priority over the deputies, but amongst the deputies, whomever reserves a cell first (PMs the GM with the intent of using their deputy ability) gets to use the cell that night.

Anyone arrested by a deputy has their nightly orders treated as invalid, and therefor unused, with the same exceptions as given for the Security Chief above.

Deputies are able to intern each other, and the Security Chief, and are not safe from internment by the Security Chief. If a deputy is unable to use his power, he retains the ability to use it in future nights.

Deputies can be either good guys or bad guys.


Day actions are as follows:

1. GM autolynch of absent player
2. Votes
3. Plotter

4. Leader
5. Lynch
6. Brutal


Night actions are as follows:

1. Security Chief Arrest
2. Deputy Arrest

3. Hunter hunt
4. Doctor protection
5. Seer scan, including seerish powers
6. Priest scan, including priestly powers
7. Sorcerer scan, including sorcerous powers
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. Most games players should not need to care about this.
 
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Players and Update Links
Bunker Residents:
1. Capibara
2. MatthewFW190
3. Wagonlitz

4. jeray2000 the Cultist with Sorcerous Powers of the Fatalist Pack died Day 4.
5. aedan777 the priest died Night 0.
6. Sleepyhead as an environmentalist the Spiritually Attuned Plotter Wolf of the Fatalist Pack died Day 5.
7. Tornadoli the Cursed 5th Leader died Day 6.
8. Alynkio the Apprentice turned Priest with Sorcerous Powers died Night 4.
9. Eternaly_Lost the Security Chief died Night 5.
10. De Chatillon the Doctor died Day 7.

11. Arkasas
12. Rovsea the One Eye Open, Spiritually Attuned Villager died Night 2.
13. johho888 formerly F72Voyager as Overseer Alphonse Almodovar
14. ClaudeLC the Brutal Deputy Wolf of the Fatalist Pack died Night 1.
15. k-59 as President Adam West
16. Emperor Ike as Fallout Boy the Blessed Sorcerer was lynched Day 3.
17. Black_Griffin as the Obligatory Dog the Villager with Seerish Powers died Day 4.

18. Happycats517 as Carl Jung
19. DeathNoteForCutie the Plotter Leader Villager died Night 6.
20. JacksonianMissionary
21. Tamius23

22. enkhuush the Deputy Plotter Wolf of the Curious Pack died Night 3.
23. BlackCrown the Hunter with Padreous Powers died Day 1.

24. BlackCrownV2 formerly EUROO7 the Spiritually Attuned 3rd Leader Wolf of the Curious Pack died Day 8.
25. ramius3443 the Padre died Day 1.
26. Health the Hunter Apprentice died Night 1.
27. Hax as Dragonborn the Villager with Priestly Powers died Night 8.

28. Audren as First Lady in Exile, Kim Kardashian the Blessed Plotter Cultist with Seerish Powers died Day 2



Past Events:

Day 0: Audren wins the shamvote.
Night 0:
Aedan777 the priest is killed.

Day 1: Ramius the Priest and BlackCrown the Hunter are lynched.
Night 1:
Health the Hunter is hunted, but kills Claude LC the Wolf.

Day 2: Audren the Cultist is lynched.
Night 2:
Rovsea the Villager is hunted.

Day 3: Emperor Ike the Sorcerer is lynched.
Night 3:
Enkhuush the Wolf is hunted.

Day 4: Jeray2000 the Cultist is lynched and Black_Griffin the Villager is removed forcibly.
Night 4:
Alynkio the priest is killed.

Day 5: Sleepyhead the Wolf is lynched.
Night 5:
Eternaly_Lost the Security Chief is hunted.

Day 6: Tornadoli the Villager is lynched.
Night 6:
DeathNoteForCutie the Villager is hunted.

Day 7: De Chatillon the doctor is lynched.
Night 7: Nothing happens?

Day 8: BlackCrown the Wolf is lynched.
Night 8:
Hax the Villager is hunted.
 
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What does everyone think of the Security Chief role and Deputy traits?

If everyone agrees they are over/under-powered, I'll remove them in favor of GA and Distiller.
 
What does everyone think of the Security Chief role and Deputy traits?

If everyone agrees they are over/under-powered, I'll remove them in favor of GA and Distiller.
Seems like the old lovers trait (well, one of them. There was a time we had multiple roles called lover, with radically different powers). Couple questions- If the SC is hunted while they have a person in jail, what happens? Do both the SC and the other player die? Just the SC? Neither? The old lovers role had both dying.

Also are the deputies confirmed goodies, or can they be bad too?
 
Seems like the old lovers trait (well, one of them. There was a time we had multiple roles called lover, with radically different powers). Couple questions- If the SC is hunted while they have a person in jail, what happens? Do both the SC and the other player die? Just the SC? Neither? The old lovers role had both dying.

Also are the deputies confirmed goodies, or can they be bad too?

The Security Chief is very much a GA/Distiller synthesis, so the person they "arrest" isn't killed with them.

Deputies can be either good or evil, I'll clarify that right now.
 
in.
Unfortunately, since Alxeu is the GM, it's entirely possible that the game itself is specifically designed to kill me.
 
in.
Unfortunately, since Alxeu is the GM, it's entirely possible that the game itself is specifically designed to kill me.

I'm not allowed to do that. :p
 
IN as First Lady in Exile, Kim Kardashian

@alxeu I'm assuming the Security Chief is a goodie role?
 
IN as First Lady in Exile, Kim Kardashian

@alxeu I'm assuming the Security Chief is a goodie role?

Yep. The Security Chief is also blocked from being cursed, much like the GA it replaces. Deputies might be cursed, but since deputy is a trait, they will not stop being deputies. Mind you, a deputy trait is one-use only.
 
Hmm a 12 Cloverfield Lane theme, don't know if I have time yet.
 
Hmm a 12 Cloverfield Lane theme, don't know if I have time yet.

You'll have about a week before anything really starts, so you will always have the opportunity later to join.:)
 
In
 
In

If a deputy uses their power the same night as a Security Chief, do they lose their power or can they use it on a later night?

The deputies do not lose their power if they are unable, for any reason, to use them. If the Security Chief arrests someone, the Deputies will retain their ability to arrest someone later.

The idea is, the Security Chief is likely to come in contact with the JL at some point, and he might not want to use his power every night. The Deputies will be able to act on nights the Security Chief does not wish to act.

Will clarify rules, thanks!