• 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.
The Setting

PanzerCorps

Total War Programmer
57 Badges
Sep 6, 2012
1.165
2.393
  • Crusader Kings II
  • Darkest Hour
  • Pillars of Eternity
  • Europa Universalis III Complete
  • Heir to the Throne
  • Warlock: Master of the Arcane
  • Hearts of Iron IV: Expansion Pass
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Imperator: Rome
  • Magicka 2
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Crusader Kings Complete
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Teleglitch: Die More Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings III
  • Crusader Kings II: Sons of Abraham
  • Imperator: Rome Sign Up
  • Stellaris: Federations
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Shadowrun Returns
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Victoria 2
  • Rome Gold
  • Hearts of Iron III
  • Cities in Motion 2
  • Magicka
  • Knights of Pen and Paper +1 Edition
Werewolf CCXXIX: Jingle Hells

werewolf.jpg



THE SETTING


AVery-Werewolf-Christmas.png


You have always had an image in your mind of a fairytale Christmas. Snow on the ground, crisp night air, groups of friends half-hidden in the steam rising from mugs of hot mulled wine, roast chestnuts, candlelight, and the kind of Christmas decorations we used to have before we discovered plastic and fluorescent green paint.

That is what Lapland promised you.

The travel agency and website were a bit shady. Not to mention the price. It seemed outrageously expensive! Things of quality usually are, you told yourself, but not many people had even heard of this particular village. Your friends refused to join you and all said they had a bad feeling about it, but that didn't stop you.

It's all going to be worth it when the sun goes down and you wind your way through one of the Christmas markets. Christmas in Lapland has taste. Soft lighting, decorations made of wood and straw. You know those wintry Victorian scenes you get on the side of old tins? Exactly. That is what you wanted, and by God, you were going to get it, at least once in your life.

By posting in this thread the magical Christmas word "in", you will book your flight and stay for this holiday season.
 
Rules, Roles and Traits, oh my!
THE RULES

December 5th. Yesterday, you arrived in the Christmas village. You were so tired from the plane and train ride here that you failed to notice the ghostly aura the village had about it, or the fact that there didn't seem to be any shops or facilities: Only accomodations for tourists like yourself, or people who are pretending to be. You did not think of that as you left the organizers and went to bed yesterday, but today waking up cold and alone in a small bedroom, it hit you that something here was really wrong. You decide to walk to the village center to see if you can find anyone else. Luckily, you do. There are exactly 34 other people in this village. And thus, it begins.

Each person will have a role, which will be kept secret. Most will be plain, ordinary tourists, but some amongst them will be someting darker. The tourists will win by surviving until Christmas day, or by finding and eliminating the servants of the darker powers. Meanwhile the demons win by reaching (1:1) parity with the tourists. The demons may be split into packs who worship different dark Gods, in which case only one may remain - and the game is not won until all others are eliminated.


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 demons 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:
1-Votes
2-PM Votes
3-Leaders
4-Brutals
5-Guild Formation

Nightly orders are handled in the following manner:
0-Jester
1-Distiller
2-Infiltrator Scan
3-Sorcerer Scan
4-Seer Scan
5-Priest Scan
6-van Helsing
7-Assassin/Hunter/Medusa
8-Robber
9-Guardian Angel
10-Doctor
11-Demon/Cultist
(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.)

12-Padre
13-Spy

During the day, everyone(including the plotters) 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 at least size 4, 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.


New players may still join after the game has started by taking over zombie spots. Once all zombie spots are gone, 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 keep off the GM colours, green and red - you may use either, just not both in the same post).


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: Has no special abilities.

Werewolf(demon): Assassinates someone each nights. More specific killing rules, aka the hunting pattern, will be given to the plotters but will not be public knowledge.

Seer(Elf): May scan one person per night. He will be told if that person is a demon or unclaimed Apprentice (100% success). Any other role will appear as a regular villager to the elf.

Priest(Fairy): May scan one person per night. She will be told if that person is an Apprentice or a cultist (100% success). Any other role will appear as a regular villager to the fairy.

Sorcerer(Grim reaper): Works with the demons, and wins if the demons win. May scan one person per night. He will be told if that person is an elf, a fairy, an Apprentice or a cultist (100% success). Any other role will appear as a regular villager to the Grim reaper.

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. Infiltrator scans can not detect Apprentices.


Guardian Angel(Nymph): May protect one person against a demon attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

Doctor(Pixie): 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 Pixie 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 pixie 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 pixie. For the day in which they are recovering, the patient must follow Ghost Rules.

Cultist: Works with the demons, and wins if the demons win. Cultists 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 Cultist 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, can only switch allegiance if all demons of that pack are killed. Cultists must be attached to a pack to count for parity.

van Helsing(Santa Claus): Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of Hunter.



THE TRAITS

Padre(Travel Blogger): 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 demon or an assassin, the name of one of the perpetrators will be given to the padre.

Infiltrator: 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: Can spy on a player to get a clue to one of the player's traits or the player's role. There will be three equally likely different levels of clues; fluff/no info, obscure and strong hint. A spy can't claim an apprentice. Spying is not detectable by a Spiritually attuned (since it's not a scan).


One-Eye Open: Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter 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: Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.


Medusa: Can send in a nightly order to kill someone, but only once. Her 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.

Robber(Doppelganger): Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The Envious person 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.


Jester(Goblin): Each night the Goblin may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. Exactly what a Jester trick will have for effect on each nightly action will be detailed in a separate post. The target will only be informed if the Jester trick actually affects anything.

Distiller(Mermaid): Each night, the Mermaid may choose to share a bottle of rum, and perhaps a bit more, with a player (the target). 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 target will not learn the Distiller's identity (because of the memory loss).

Leader: May declare that the victim/all victims of a lynching will not be lynched, and pick one other character to be lynched instead. However the Negotiator's charisma can only do so much so he can only redirect the lynch to someone with at least 1/2 of the votes of the lynchee, and he can not save himself. If the lynched character is not a baddie this ability is used up. There will be a maximum of one leader in the game, and no "X in command"s. ...Forgot to actually do someting with this


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


Cursed: If a Cursed person is targeted by the Demons, they become one themselves. It will be revealed as a "no kill during the night". The cursed person will be unaware he is that until attacked by a demon. Elves and fairies can not be cursed at game start. A cursed apprentice that turns into a demon loses her apprenticehood.

Blessed: A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

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(Mystic): 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: 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: Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Seerish Powers*: 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*: 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*: 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*: 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: 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: 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.

Spying Powers: 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.

Damsel in Distress: If this player is saved from lynch by a leader, a plotter or a vote snipe (within five minutes of the deadline) or from hunt by a protector or jester then the saviour will be the Damsel's Knight in Shining Armor. The Damsel and the Knight will get eachother's names and the Knight will get a random extra trait. A Damsel can only have one Knight but if her Knight dies she can again be saved and a new Knight will then emerge. A Damsel may or may not start the game with a Knight already at her side.

Knight in Shining Armor: A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.

Lovers: They are given each others' name at the start and told they are lovers. They do not, however, know each other's roles or traits, but do know they are in love. If a lover dies, the other will die of broken heart alongside him. If both lovers survive the game however, both will win, presuming at least one is on the winning side.

Rivals: Two players may start as rivals, in which case neither of them can win as long as the other remains alive. If both are still alive at game end, they both lose. This happens even if the game reaches Christmas day.

Innkeeper Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost.

Cloak of Invisibility: 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: 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. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild member and if claiming Knight in Shining Armor will only protect himself from Robber unless he also specifies a valid Damsel in Distress. If a Liar claims Zombie he will be played by the GM that day/night using a random zombie rule set.

Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.

Oracle: Has a one time possibility to speak with the dead. He can ask a single question to any player that is no longer in the game via PM. The player is obligated to respond however is NOT obligated to tell the truth. So asking a demon who his mates are isn't the best idea. (Special rules apply: The question must be asked to the GM stating who the question is aimed at. The GM will then approve the question and forward to the recipient, whose response will then be forwarded on. The GM will not tinker with the response as long as it is a single question, to keep balance. Eg: asking a dead Seer who he scanned is a multiple question that will not be approved, asking the seer if he scanned XY is a valid question)

Zombie: This is a dummy player played by the GM because not enough players signed up. A Zombie will act according to a predefined rule set. Not all Zombies will use the same rule set. Any living player in the same wolfpack, knight/damsel duo or scanner/apprentice team as a Zombie will be informed about the rule set used for the Zombie. A van Helsing scan will also reveal the zombie rule set. At the "death" of a zombie the name of the rule set will be made public but not the exact content.

Zombie hunter: Can send one nightly order to kill a Zombie or someone that has missed two votes. After this his ability is used up. The zombie hunter's name will be made public when using his trait.

Warg: Baddie only. Up to 3 times per game, may choose to fully eat the night's hunt. The target's role and traits will not be publicly revealed in the update, but will be sent privately to the Warg instead.

Guild member: At any point in the game, 3 players may decide to get together and start a guild by all asking the GM together. They will be assigned a random guild (name+powers) from a preconstructed list.
Formation of a guild will always come with a price, however, for at least one of the three members . The update for the night will reveal that a guild was created and what its name is, but not what its powers or members are. NOTE: THIS IS NOT A TRAIT THAT YOU PICK. ANYONE MAY BECOME A GUILD MEMBER OVER THE COURSE OF THE GAME.

* Seer scans can detect but not claim unclaimed apprentices.
* 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.
Potentially confusing trait bits(ones that generally differ from game-to-game) highlighted in red.

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 21:00 GMT. Any vote showing the timestamp 21:00 will be accepted, one showing 21:01 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.
 
Last edited:
Jester Effects and Pick Point Table
Jester effects

Seer scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% spy report
Spy report: 25% seer scan, 25% sorcerer scan, 25% priest scan, 25% infiltrator scan
Sorcerer scan: 33% van Helsing scan, 33% infiltrator scan, 33% spy report
van Helsing scan: 50% seer scan, 50% priest scan

GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

Blessed: 50% Cursed, 25% Spiritually Attuned, 25% Mystic
Cursed: 50% Blessed, 25% Spiritually Attuned, 25% Mystic
Spiritually Attuned: 33% still SA but 100% get scanner's name and 0% get scan type, 33% blessed, 33% get Warged upon death
Cloak of Invisibility (night part): 50% Mystic, 50% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned

Hunter: 100% Robber
Assassin: 100% Robber
Zombie hunter: 100% Robber
Medusa: 100% Robber
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Medusa, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)

Distiller: 100% Jester
Jester: 10% spy report, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed

Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan. All scans on a random player.
Oracle: 100% Ghost whisperer.

Warg activation: 100% assassin hunt.

Guild member: 1 in guild size chance to affect the guild's nightly action. If affected the whole guild will get to know the effect but not exactly who in the guild that got targeted by the jester.

Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.

ROLE ASSIGNMENT


All players will get a basic alignment (goodie, pack specific baddie, unaligned baddie) and a number of "pick points" at preliminary role assignment. The player then has almost 24 hours to decide how to spend those pick points from the list of roles and traits.

Goodie pick point table, with roles in bolded italics
11: Seer, Guardian Angel

10: van Helsing
9: Priest, Pathological Liar, Doctor
8: Spy
7: Padre, Hunter
6: One Eye Open, Infiltrator
5: Robber, Cloak of Invisibility, Assassin, Medusa
4: Jester, Seerish powers, Innkeeper
3: Priestly powers, Sorcerous powers, Infiltrating powers, Distiller, Healing powers, Angelic powers, Mystic
2: Spiritually Attuned, Alderman, Brutal, Spying powers, Oracle
1: Plotter, Ghost Whisperer, Damsel in Distress, Zombie hunter
0: Villager, Lover*
-1: Rival*

Attached baddie pick point table, with roles in bolded italics
8: Hunter, Pathological Liar
7: Infiltrator, Spy
6: Assassin
5: Robber, Cloak of Invisibility, Innkeeper, Medusa, Brutal, Warg, One Eye Open
4: Jester, Distiller, Mystic, Padre
3: Zombie hunter, Alderman, Seerish Powers, Spying powers
2: Werewolf, Spiritually Attuned, Priestly powers, Sorcerous powers, Infiltrating powers

1: Plotter, Ghost Whisperer, Oracle, Damsel in Distress, Healing powers, Angelic powers, Lover*
0: Cultist

-1: Rival**

Unattached baddie pick point table, with roles in bolded italics
8: Hunter, Pathological Liar
7: Sorcerer, Infiltrator, Spy

6: Assassin
5: Robber, Cloak of Invisibility, Medusa, Brutal, One Eye Open
4: Jester, Distiller, Padre, Innkeeper
3: Alderman, Seerish Powers, Spying powers, Mystic
2: Spiritually Attuned, Priestly powers, Sorcerous powers, Infiltrating powers, Zombie hunter
1: Plotter, Ghost Whisperer, Oracle, Damsel in Distress, Healing powers, Angelic powers, Lover*
0: Cultist

-1: Rival*

A player not satisfied with his choices can always appeal to Lady Luck and will then get some randomized trait(s), might be better, might be worse and can even be "nothing". Any hidden traits a Lady Luck appealer has will be redristributed among the Lady Luckers.


A player that doesn't select anything using his pick points will get something the GM would have picked if he was in the player's shoes. A player not wanting to choose may also simply request this GM's choice selection for himself. This selection will be made without taking into account what other people took(to the best of my ability).

There will be at most one Seer, one Priest and one Sorcerer at game start. Should more than one player pick the same scanning role all but one will start as apprentices to one of them.

You must claim exactly ONE role.
* You will receive a lover or rival from among other people who selected the same trait. If a non-even number of people select this, one of them won't actually get it. In the case of rivals, they will be allowed to keep the extra point anyway
** An attaced baddie taking rival will not be allowed to hunt his rival through his wolf pack
 
Last edited:
Player and events list
This game will have exactly 35 players, no more, no less. Signups will close on Saturday at deadline (21:00 GMT) regardless of how many have signed up. The players will then have 24 hours to select roles and traits from their pickpoints tables. Day 0 and the actual gameplay will officially start Sunday at 21:00 GMT.

The Players:

Living: 8

2- Arkasas
3- Yvanoff as a stereotypical Brit subbed by Caillean v2.0
13- Sleepyhead as a Forest Finn
14- K-59
19- Avernite
22- Xarkan
28- Emperor Ike as Ron Jeremy the most wanted gift of every Christmas
30- Hax as Santa Marley

Dead: 27

1- Dr. Livingstone, robbed villager formerly with used sorcerous powers, hunted night 5

4- Alxeu, ex-angelic powers, ex-guild member villager, lynched day 10
5- Aedan777, werewolf of the Lucifer Pack and member of a guild, hunted night 8
6- Jeray the lover ex-robber now ghost whisperer villager with a rival and guild member, died of heartbreak day 4
7- Dedonus, known as a train with square wheels on his caboose, spiriutally attuned plotter villager, hunted night 10
8- Caillean, a mystic lover villager, hunted night 2
9- Beartjah, ex-apprentice, seer, hunted night 9

10- Health, an innkeeper villager with a lover and a rival, died of a broken heart night 2
11- Wagonlitz, plotter apprentice with a rival, lynched day 5

12- Randakar the alderman villager, lynched day 7
15- Tris2, alderman ghost whisperer cultist of the Lucifer pack, lynched day 8
16- Alynkio the Damsel in Distress Seer's apprentice, was hunted night 4
17- Eternaly_Lost, werewolf of the Lucifer Pack, hunted night 0
18- Johho888 the seer zombie hunter, hunted night 6

20- Claude LC, cursed, blessed, damsel in distress, ex-robber, spy, guild member, with 2 rivals, villager, lynched day 9
21- Cymsdale the hunter + zombie hunter, died hunting night 6
23- Capibara the werewolf with used up sorcerous powers from the anticrhist pack, lynched day 6
24- DeChat the cursed plotter alderman villager and guild member, lynched day 4
25- JermanTK, spiritually attuned distiller werewolf from the Antichrist pack, lynched day 2
26- Nikk2k as a Grinch, hunted and warged night 3
27- ramius3443 as the village drunk, hunted and warged night 1
29- TheFatWombat, cursed villager, was lynched day 3

31- Adamgerd the hunter alderman with a rival, zombie hunted night 6
32- Hohoho888 the cursed zombie villager with healing powers and zombie hunter and guild member, died of heartbreak day 4
34- NotOK.12, oracle zombie villager, lynched day 1
33- BohemianJulius, ex-ghost whisperer robbed villager, lynched day 10

35- Horny99, cultist warg of the Lucifer pack, zombie hunted night 10

Note: Players in italics are zombies

The events so far:

Day 0: The village put Santa Claus on his own Nice List and themselves in his good graces.
Night 0: Eternaly_Lost the Mystic Plotter Ghost Whisperer Werewolf from the Lucifer Pack was hunted.
Day 1: NotOK.12 the villager oracle zombie was lynched.
Night 1: Ramius was hunted and warged, BohemianJulius was robbed.
Day 2: JermanTK the spiritually attuned distiller werewolf from the Antichrist pack was lynched.
Night 2: Caillean the mystic lover villager was hunted and her lover health the rival innkeeper died.
Day 3: TheFatWombat the cursed villager was lynched.
Night 3: Nikk2k was hunted and warged, Dr. Livingstone was robbed. The Friends of Lapland guild was formed.
Day 4: DeChat the cursed plotter alderman villager was lynched. Jeray the lover ex-robber now ghost whisperer villager with a rival and Hohoho888 the cursed zombie villager with healing powers and zombie hunter die of heartbreak. The Friends of Lapland guild is dissolved as all its members are dead.
Night 4: Alynkio the Damsel in Distress Seer's apprentice was hunted.
Day 5: Wagonlitz the plotter apprentice with a rival was lynched.
Night 5: Dr. Livingstone the robbed villager formerly with used sorcerous powers was hunted.
Day 6: Capibara the Werewolf with used up sorc powers from the Antichrist pack is hunted
Night 6: Johho the seer zombie hunter is hunted. Adamgerd the hunter alderman with a rival is zombie hunted by Cymsdale the hunter zombie hunter villager who dies in the process.
Day 7: Randakar the villager alderman is lynched
Night 7: Nothing seems to happen in the night
Day 8: Tris2 the alderman ghost whisperer cultist of the Lucifer pack is lynched

Night 8: Aedan the werewolf of the Lucifer pack and member of the Mythical Creatures Research Society was hunted. Avernite was robbed
Day 9: Claude the cursed, blessed, damsel in distress, ex-robber, spy, member of the mythical creatures research society guild, with two rivals, villager, was lynched.
The Mythical Creatures Research Society Guild was dissolved due to having only one member left.

Night 9: Beartjah the ex-apprentice seer with spiritually attuned was hunted
Day 10: Alxeu the ex-angelic powers ex-guild member villager is lynched. BohemianJulius the ex-ghost whisperer robbed villager is lynched.
Night 10: Dedonus the spiritually attuned plotter villager was hunted. Horny99 the cultist warg of the Lucifer pack was zombie hunted by Hax.



The votes so far:

Day 0: 1st - 2nd - 3rd - 4th - Final

Day 1: 1st - 2nd - 3rd - 4th - 5th - 6th -Final

Day 2: 1st - Final

Day 3: 1st - 2nd - 3rd - Final

Day 4: Final

Day 5: Final

Day 6: 1st - 2nd - 3rd - Final

Day 7: Final

Day 8: Final

Day 9: Final

Day 10: 1st - Final

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 no (0) subs available. Please note that in extreme cases, players who need to be subbed out may be replaced by zombies instead.

The hall of shame:

Missed 1 Vote:
None yet lives

Missed 2 Votes:
Yvanoff/Caillean, K-59

Missed 3 Votes (needs a sub):
None yet lives
 
Last edited:
In
 
In, but should I be offended that I am not represented amongst the zombies?
 
Why did you feel compelled to add that to the rules, I wonder :D

Well, I've not even read the traits yet (and do I read right that villagers can win by time ?)

But why not,

I'm In

Heh, I've actually had that since Spanish Kings - over 4 years ago! I was pleasantly surprised to find it there, though.

And, yes, the idea is that if the villagers can delay til Christmas they win. That is why it is so important to start the game on Saturday, it is "balanced" with that in mind. However this isn't something that has been tried a lot (I've tried it once before in a lite - I think that was it), so if people really don't want to play with that I'm fine with changing it and rebalancing some things.


Added!
 
@Panzer Commader iirc, we are allowed to advertise in the OT; given that it's been some time since the exhibition, perhaps we should resurrect one of these threads?
 
In
 
In

Though you'll have to make the baddie pickpoint tables public eventually, since otherwise the baddies can use them as a means to establish certain trust in claims to each other, especially between unaligned baddies.
 
Hmm I'm not opposed, but at this point it might be better to start a new thread?

I have no particular objection to that idea, though if we were to do so we should probably hash out what needs to be in the initial post.
 
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(Mystic): 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.
Are these backwards?

Also In.
 
Are these backwards?

I don't think so. The first one says that you will always know that you are scanned and 50% of the time you will know the role you were scanned by and of that 50% you'll have a 25% of actually getting the name, so probabilities for the regular SA would be:

50% just know you were scanned
37.5% chance know you were scanned and the type of scan
12.5% chance know you were scanned, the type of scan, and the player's name


Strong SA gives you this distribution:

50% just know you were scanned
25% know you were scanned and the role of the person
25% know you were scanned and the person's name (and presumably role/type?)


Strong SA will actually give you the person's name more often which is probably what you want because otherwise you just know if you were scanned and (if you get the type of scan) how much trouble you're in. Also another wording difference is that regular just tells you the type of scan while strong tells you the role, which presumably means that to regular a seerish powers scan and a seer scan will look the same but for strong it might look different. Not sure if that's intentional or a wording issue though.
 
In

Though you'll have to make the baddie pickpoint tables public eventually, since otherwise the baddies can use them as a means to establish certain trust in claims to each other, especially between unaligned baddies.

True, I'll work on getting it up sometime later today.

I have no particular objection to that idea, though if we were to do so we should probably hash out what needs to be in the initial post.

I agree yeah, and I don't really know. Maybe take this to the General Werewolf Thread?

I don't think so. The first one says that you will always know that you are scanned and 50% of the time you will know the role you were scanned by and of that 50% you'll have a 25% of actually getting the name, so probabilities for the regular SA would be:

50% just know you were scanned
37.5% chance know you were scanned and the type of scan
12.5% chance know you were scanned, the type of scan, and the player's name


Strong SA gives you this distribution:

50% just know you were scanned
25% know you were scanned and the role of the person
25% know you were scanned and the person's name (and presumably role/type?)


Strong SA will actually give you the person's name more often which is probably what you want because otherwise you just know if you were scanned and (if you get the type of scan) how much trouble you're in. Also another wording difference is that regular just tells you the type of scan while strong tells you the role, which presumably means that to regular a seerish powers scan and a seer scan will look the same but for strong it might look different. Not sure if that's intentional or a wording issue though.

Both of these interpretations are correct and intentional, yeah. I got the idea for this in the exhibition game, where Capibara used what I call here Strong SA as SA while I had always used my own weak SA as SA.

Also, I guess naming a zombie after you still wasn't enough bribery to get you to join? :(


Lovers and rivals, that's the true Christmas spirit!

In

Yep, indeed! :D

Everyone added.