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esemesas

Disobedient, but expert
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Apr 21, 2011
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Werewolf CCXXXII: Sannikov's Land


For over a century, Sannikov's Land was considered a myth, a legend created by failed explorers trying to justify the costs of their expedition. But as humanity advances and the number of dark spots on the world map lessens, there is more and more incentive to explore the far north. It is now 1925, and the fires of the bolshevik revolution are dying down. Explorers from all over the world are flocking to Siberia, attempting to find glory by being the ones to locate the mythical Sannikov's Land. The journey is treacherous, with polar winds and frozen seas, ready to crack open and swallow anyone not careful enough. But nature would be the least of your worries if you only knew the true goals of some of your companions. Will you find Sannikov's Land before those wanting to keep it secret find your tent in the night?



Sign-ups close Sunday, 18:00 GMT
First Night falls on Monday, 18:00 GMT
 
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The Rules


Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small Packs of Werewolves looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.


Standard Big Rules



All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:
1. Lover
2. Priest/Priestly powers
3. Seer/Seerish powers
4. Sorcerer/Sorcery powers
5. Hunter
6. Guardian Angel
7. Medic
8. Werewolf
9. Witness


Werewolves will be divided into one or more Packs, with one Pack hunting each night. The order the Packs hunt in will be known only to them.

The Werewolves and attached Cultists of a Pack win if they eliminate all rival Packs and, along with unattached Cultists, manage to reach parity with the rest of the village.
The Villagers, Seer, Guardian Angel and unclaimed Apprentices win if they manage to destroy all the Packs.
Claimed Apprentices win under the same conditions as their master.

Standard Werewolf Rules


§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution.

§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.

§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.

§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.

§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.

§11. - EUROO7 will deal with all medical problems, you know.
§11.1 - Sadly, even EUROO7 can't cure stupidity.

Deadline

The deadline of this game is 18:00 GMT.
Votes and orders made on 17:59 will count, while those made on 18:00 WILL NOT.


The Roles

Except for Villager and Werewolf, all other Roles MAY, not will, be in the game

Explorer (Villager): A daring explorer, attempting to conquer the frozen north.


Communist Spy(Werewolf): A cold-blooded killer who works to ensure the island remains a secret. Wins when reaching parity with the village and all other packs are eliminated


Retired general (Seer): A veteran soldier, with an eye for revealing deception. May scan once every night to see if a person is a Wolf or unclaimed Apprentice(will be claimed). All other roles will appear as Villager. Wins when all the Werewolves are eliminated.


Onkylon schemer (Cultist): A member of the Onkylon tribe who, like the government, wishes to keep Sannikov's Lan secret. Will start attached to a Werewolf and die when their master dies. If the cultist dies as a result of their master dying, will fly into a brutal rage and can take any player down with them before dying. Wins with the Werewolves and counts for parity.


Sled dog handler(Guardian Angel): Can choose where to tether their dogs, who are very alert and will guard that tent fiercely. May choose to protect one person against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves. Wins when all the Werewolves are eliminated.


Chukchi mystic (Priest): A person who is at home in the frozen wastes. Has a keen eye and can distinguish who is accustomed to Siberia and who is not. Can scan one person each night to see if they are a Sorcerer, Cultist or unclaimed Apprentice(will be claimed). Any other role will appear as a regular Villager. Wins when all the Werewolves are eliminated.


Onkylon shaman (Sorcerer): Shaman of the Onkylon, seeking not only his kin but also those who might stop their nefarious plans. Can send in a scan each Night to check if someone is a Seer, Priest, Cultist or unclaimed Apprentice(will be claimed). All other roles will return as Villager. Wins with the Werewolves and counts for parity.


The Traits

Lover: At night, the Lover may choose to stay with a player (the target). The Lover and the target are unable to perform any other action during the night. Scans against the Lover or the target will scan both without revealing the identity of either. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected if staying at home. Attacks against the Lover will fail if the Lover is out. Attacks against the target kills the Lover as well (barring protection). The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the lovers identity (since the Lover sneaks about in the dark). A lover may not make love to a doc's patient. After a night of loving the lover must stay home one night (the Lover needs its beauty sleep to keep its good looks).

Blessed: a blessed person will survive a single Werewolf attack if no other protection is placed on them. The attacker will not know why the attack failed, nor will the victim be aware of his blessing.

Cursed: if a cursed person is successfully attacked by the Werewolves they lose their existing role and instead become a Werewolf of the pack that hunted them. The cursed will be unaware of his affliction until successfully attacked by a Werewolf. Seers, Priests, Sorcerers and Guardian Angels cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a Werewolf loses his apprenticeship, but this is not revealed to their mentor.

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

Apprentice: Apprentices have the potential to become truly great if taken under the wing of one of the masters. If unclaimed and scanned by a Seer or Priest, that scanner becomes their Master. If an Apprentice has a Master and that Master dies, they lose any traits and their Apprentice role and instead become the role of their Master. An unclaimed Apprentice does not know 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. Will always know their master if claimed. If a scanner scans a claimed Apprentice, he/she will get "Villager" as a scan result.

Hunter: Carrying a small gun in his pocket, the hunter has the ability to place a night attack order on a person, once per game. This attack will bypass all forms of protection and kill the target. The hunter's identity will be revealed.

One Eye Open (Self-defense): this person has the proverbial ability to sleep with one eye open. If they are attacked they will succeed in mortally wounding their assailant before they are killed.

Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn the scanner role. If they succeed at identifying the scanner role, they have a 33% chance to learn the identity of the actual person.

Priestly Powers: Has a one time Priest scan that will show if the target is a Sorcerer, Cultist or Seer. All others will show up as villagers.

Seerish powers: Has a one time Seer scan that will show if the target is a Werewolf. All others will show up as villagers.

Sorcery powers: Has a one time Sorcerer scan that will show if the target is a Cultist, Seer or Priest. All others will show up as Villagers.

Rivals: these players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, if their rival is killed, they will in turn win if alive at endgame, and their side wins. They will know the name of their rival from the start.

Witness: The Witness may try to see the nightly Werewolf attack. Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not. Can be used more than once, however, cannot be used for two Nights in a row. After a use, succesful or not, the chances of witnessing a hunt reset.

Medic: Once per game, can send in the name of the person they wish to protect. If that person is attacked by the Werewolves, he/she is saved by the Medic instead of dying. The person cannot vote, send orders or speak in public the following day and cannot be directly attacked by the Werewolves. The patient wakes up the next day and is given the identity of one of his attackers. If the Medic is attacked and has a patient, the patient dies. If a person the Medic attempts to save is not attacked or is saved by the Guardian Angel, this trait is wasted.

Leader: May select one person who was not chosen to be lynched, and have them lynched in place of one person who was a lynch target. The Leader's charisma can only do so much, and so they can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If there is a TIE, the Leader must pick as many people to leaderlynch as there are participants in the TIE. If not enough people are available, the Leader's power may not be used. If the lynched character is not a baddie (Werewolf or Cultist) or if the Leader dies, the Leader ability is used up. There will never be more than one Leader at any given time. A Leader's identity is revealed in the update if they successfully leader lynch someone of any role.

Second in Command: Will become the Leader immediately if the current Leader ability is used up (eg killed or has leaderlynched a goodie). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Second in Command at game start.

Third in Command: Will become the Leader immediately if the Leader and Second in Command abilities are used up (eg killed or have leaderlynched goodies). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Third in Command at game start.

Fourth in Command, Fifth in Command etc: Should be obvious, no?
 
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Players

1.
johho888 as Sven Hedin the Villager hunted Night 0
2.
Arkasas as Artiom, a student from Moscow Polytechnic the brutal 3rd in command Werewolf of the Red Army pack lynched Day 7
3.
alynkio as Henri d'Alynkio, French socialist and explorer the 5th-in-command Villager hunted Night 5
4.
Yvanoff as a stranded survivor of the Czech Legion the 4th in command apprentice Villager lynched Day 2
5.
Wagonlitz as Jack Donaldson, an Alaskan Husky breeder the Sorcerer won!
6. Yakman as a Tunguskan space alien the cursed Villager overrun by the wolves Day 8
7.
Sleepyhead as a Norwegian explorer the hunter Cultist of the NKVD pack died due to being masterless Night 5
8. Hax as a Zimbabwean spy the Werewolf with used Sorcerous powers of the Red Army pack won!
9. beartjah as Pavel, a bear hunter the Medic Villager hunted Night 7
10.
alxeu as Sam McGee from Tennessee the Werewolf with used Seerish powers of the Red Army pack won!
11. Rovsea as Boris the Brutal Werewolf of the NKVD pack hunted Night 3
12. aedan777 as Dr. Maxim Trinovskiy the ex-Hunter Villager hunted Night 6
13.
Capibara as Hmm, a very introspective seal hunter the cursed Villager with used Seerish powers lynched Day 5
14.
Avernite as secret princess Anastasia Romanova the ex-Blessed Villager with used Sorcerous powers hunted Night 4
15.
randakar as the cookie monster the Priest brutalised Day 7
16.
brovahkiin as the entire white army (all of it, at once) the Villager hunted Night 1
17.
Dedonus as Outis the Seer overrun Day 8
18.
k-59 subbed by alynkio 2.0 as Oliaksandr Chuto, Ukrainian pilot the Villager with Priestly powers lynched Day 6
19.
OrangeYoshi as Girts Karlsons, famous Latvian aviator the Villager leaderlynched Day 3
20.
Caillean subbed by Claude LC 2.0 as Caillean the blessed SA Villager overrun Day 8
21.
Tus3 as a belgian arms merchant the 2nd-in-command Werewolf of the NKVD pack shot by aedan the hunter Night 5
22.
Claude LC as Halina Pavlova, local mystic and healer the leader Villager lynched Day 1
23.
TheFatWombat as famed alpinist Sir Gregory Hemsworth the Medic Villager lynched Day 4
 
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Feel free to sign up now. The roles and traits are not final, but I do not intend to make massive changes
 
In.
 
in.... as tunguskan space alien!
 
Thursday as in: today? Or only next week?

IN

It would be a little weird if signups closed in 55 minutes, so presumably next week, but perhaps ese has forgotten his days of the week.
 
You're both adorable... Yes, thursday in exactly seven days and 52 minutes
 
In as Sam McGee from Tennessee
 
In as Boris.

How does the hunter/lover interaction work? Is a lover still immune to hunter when out even though the hunter ignores all protection?
 
In as Boris.

How does the hunter/lover interaction work? Is a lover still immune to hunter when out even though the hunter ignores all protection?
Since the hunter presumably does not know the lover's orders, he can only kill the lover directly if the lover stays home.
 
In