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    Real Strategy Requires Cunning

brovahkiin

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Werewolf CCXXXIII: The Council of Nikea


The Setting

It is 001.M31. The peerless psychic being known as The Emperor, Master of Mankind, Has taken a break from wrapping up his Great Crusade to reunite the scattered worlds of man and conquer the stars to convene a council. A council on the use on Psykers and the use of their power in the Imperium, and in particular in the Eight Legio Astartes, the Space Marine Legions. The Primarchs, the Emperor's demi god like 'children' and their legions, in addition to select elite unenhanced humans, have gathered on the sleepy little world of Nikea to debate whether psykers should be banned. But not everyone assembled seeks a clean debate. Fanatics, Madmen, and worst of all Agents of the Chaos Gods, have wormed their way into the proceedings, and seek by hook or by crook to disrupt them as part of their master plan to bring the Imperium to civil war and ruin, and leave humanity slaves to darkness.
Will these perjurious few triumph? Or will open debate and nobility carry the day? Time will Tell.
 

Panzer Commader

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THE RULES

Each person will have a role, which will be kept secret. Most will be plain, ordinary Space marines, but some amongst them will be someting darker. The Space Marines win by eliminating all the prejurers. Meanwhile the prejurers win by reaching (1:1) parity with the Space Marines. The prejurers may be split into several groups with different agendas, 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 council gathers and decides who to lynch, the person they think is most likely to be a baddie. During the night, the prejurers 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
8-Robber
9-Guardian Angel
10-Doctor
11-Werewolf/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 prejurers) 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.

Daemons and Warp Entities ("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 colour, Gold is solely reserved for the Emperor).

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(Space Marine): Has no special abilities.


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


Seer(Librarian): May scan one person per night. He will be told if that person is a prejurer or unclaimed Psyker (100% success). Any other role will appear as a regular Space Marine to the Librarian.


Priest(Praetor): May scan one person per night. Will be told if that person is a Psyker or a Lodge Member (100% success). Any other role will appear as a regular Space Marine to the Praetor.


Sorcerer: Works with the prejurers, and wins if they do. May scan one person per night. He will be told if that person is a Librarian, a Praetor, a Psyker or a Lodge Member (100% success). Any other role will appear as a regular space marine to the sorcerer.


Apprentice(Psyker): 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(Legion Champion): May protect one person against a prejurer attack, but can't choose to protect the same person two nights in a row and can never protect themselves.


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


Cultist(Warrior Lodge Member): Works with the prejurers, and wins if they do. Prejurers 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 prejurers of that pack are killed. Lodge Members must be attached to a pack to count for parity.


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



THE TRAITS

Padre(Word Bearer): 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 prejurer or an assassin, the name of one of the perpetrators will be given to the padre.

Infiltrator(Eye of the Emperor): 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(Raven Guard): 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(Death Guard): 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(Night Lord): Can send in a nightly order to kill someone, but only once. His name will not be revealed in the update.

Hunter(Luna Wolf): 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(Iron Warrior): 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 Iron Warrior 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(White Scar): Each night the White Scar 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(Space Wolf): Each night, the Space Wolf may choose to share a bottle of rum 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). The Distiller cannot distill the same person two nights in a row.

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

Cursed(Emperor's Children): If a Cursed person is targeted by the prejurers, 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 prejurer. Librarians and Praetors can not be Emperor's Children at game start. A cursed apprentice that turns into a prejurer loses her apprenticehood.

Blessed: A Blessed person will survive a prejurer 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(Repressed Psyker): 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(Thousand Sons): 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(Dark Angel): 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(Ultramarine): 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(Solar Auxilia): 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(Salamander): A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.

Innkeeper(Imperial Fist): 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(Cameleoline Cloak): 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(Alpha Legionnaire): 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(Haunted): 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(Blood Angel): 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(Ejected from the proceedings): 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(Usher): 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(Mutated Maw): 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.

Con-man(Deceptive): Once per game, may change another player's vote to something else. Identity will be revealed when used.

Tramp(Venerable Ancient): After recuperating one night, may spend all night regaling a player (the target) with tales of the olden times, thereby blocking any nightly activities of that player and himself. Attacks and protections on the target will affect also the Tramp. Attacks and protections on the Tramp will have no effect if the Tramp is out. Scans and tests on the Target or the Tramp will give the results for both mixed together without revealing the second person's identity. May not sleep with a Doctor's patient. The target will only be informed of a Tramp visit if any nightly action was blocked.

Alchemist(Deductive): Each night, may test the hypothesis that a player has a particular role or trait. During the cause of the game, may only make one test against each role or trait.

Clairvoyant: Once per game, may scan one player to find out the player's role and traits.

Psychic(Intuitive): Once per game, may find out how many evil players are still alive.

Witness: Each night, may attempt to see a nightly attack(learning the identity of one attacker). Success rate starts at 0% night 0 and increases by 10% every night. If used, success rate resets to 0% for next attempt.

Restless: A restless player sometimes has trouble falling asleep at night and finds himself wandering the village at odd hours. Every night, he can pass a note.

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.

Special abilities:

Passing Notes: This ability allows a player to contact another player while remaining anonymous. A player who can pass a note will PM the GM with the message they want passed along, and the name of the one player to whom they want to pass the note. Once the note is slid under the door of that player's house, there is no taking it back; in other words, once a player PMs the GM the note, he cannot retract or change the note. Recipients of notes will receive them after the nightly update.

Messages from the Undead: If the Werewolves or Cultists want to send a message to the village -- perhaps to taunt them, perhaps to let someone know that he is next, or perhaps to mislead them during the next day's lynch -- then they may do so in the manner in which they kill their victim. They must send a PM to the GM with the context of the message (ie, text written in blood? Body cleaved open and left on another player's front stoop? Etc). This message will be part of the nightly update.

* 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:

Panzer Commader

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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/Clairvoyant 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% SSA
Cursed: 50% Blessed, 25% Spiritually Attuned, 25% SSA
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% SSA, 50% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned
Strongly Spiritually Attuned: 33% blessed, 33% cursed, 34% OEO

Hunter: 100% Robber
Assassin: 100% Robber
Zombie hunter: 100% Robber
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Assassin, 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
Tramp: 25% distiller, 25% jester, 25% padre, 25% doctor protection
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.
Psychic: 25% warg, 25% SA, 25% seer scan, 25% priest scan (all scans against a random target)
Witness: (successful witness chance)% OEO, (failed witness chance)% Psychic

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
10: van Helsing, Guardian Angel
9: Priest, Pathological Liar
8: Spy, Doctor
7: Padre, Hunter
6: One Eye Open, Infiltrator
5: Robber, Cloak of Invisibility, Assassin, Clairvoyant
4: Jester, Seerish powers, Innkeeper, Alchemist
3: Priestly powers, Sorcerous powers, Infiltrating powers, Distiller, Tramp, SSA, Witness, Restless
2: Spiritually Attuned, Alderman, Brutal, Spying powers, Oracle, Healing powers, Angelic powers
1: Plotter, Ghost Whisperer, Damsel in Distress, Zombie hunter, Conman, Psychic
0: Villager

Attached baddie pick point table, with roles in bolded italics
8: Pathological Liar
7: Infiltrator, Spy, Hunter
5: Robber, Cloak of Invisibility, Innkeeper, Assassin, One Eye Open, Tramp, Clairvoyant
4: Jester, Distiller, SSA, Padre, Brutal, Warg, Alchemist
3: Alderman, Seerish Powers, Spying powers
2: Werewolf, Spiritually Attuned, Priestly powers, Sorcerous powers, Infiltrating powers, Zombie hunter, Healing powers, Witness, Restless
1: Plotter, Ghost Whisperer, Oracle, Damsel in Distress, Angelic powers, Conman, Psychic
0: Cultist

Unattached baddie pick point table, with roles in bolded italics
8: Pathological Liar
7: Sorcerer, Infiltrator, Spy, Hunter
5: Robber, Cloak of Invisibility, Assassin, One Eye Open, Tramp, Clairvoyant
4: Jester, Distiller, Padre, Innkeeper, Brutal, Alchemist
3: Alderman, Seerish Powers, Spying powers, SSA, Restless
2: Spiritually Attuned, Priestly powers, Sorcerous powers, Infiltrating powers, Witness, Zombie hunter
1: Plotter, Ghost Whisperer, Oracle, Damsel in Distress, Healing powers, Angelic powers, Conman, Psychic
0: Cultist


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.


 
Last edited:

Panzer Commader

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This game has 27 players, of which 1 is currently a GM Zombie.

The Players:

1-Alxeu, spiritually attuned plotter cultist of the Servants of Chaos pack, lynched day 3

2-Beartjah
3-Jeray
4-Claude LC, brutal apprentice, hunted night 1

5-EUROO7
6-Capibara as Emperor Constantine I, Witness Spiritually Attuned Zombie Hunter Guild Member, hunted night 3

7-Arkasas
8-Aedan, seer, shot night 1

9-Audren as Empress Elagabalus
10-Eternaly_Lost
11-BiPolarBear
12-Wagonlitz
13-alynkio, infiltrator villager, hunted night 2

14-Johho
15-Hax as a light blue space marine, hunted night 0

16-Yvanoff
17-Avernite
18-Chefjones
19-Emperor Ike as Monkey in Council of Ikea
20-the_hdk
21-DutchGuy
22-Cymsdale
23-Yakman as SPACE WOLVES, a space werewolf with restless, lynched day 2

24-Sleepyhead as Veternucapitus De Mon, warg alchemist cultist of the Anti-Psyker pack, lynched day 1
25-Claude 2.0 as Ahzek Ahriman, Chief Librarian and Captain of the 1st Fellowship of the XV Legion
26-DeathNoteForCutie as Dante, First Captain of the IX Legion

27-Promos, Chief Librarian of the XIII Legion

The events so far:

Day 0: DeathNoteForCutie won a little prize
Night 0: Hax went missing, body never found

Day 1: Sleepyhead the deductive lodge member with a mutated maw was found out and executed. A guild was formed, named Hands of the Emperor.
Night 1: Claude LC the World Eater Psyker was found mutilated. Aedan the librarian was found shot through the head.
Day 2: Yakman the restless werewolf of the Anti-Psykers agitators pack was lynched
Night 2: Alynkio the infiltrator villager was hunted
Day 3: Alxeu the spiritually attuned plotter cultist was lynched
Night 3: Capibara the Witness SA ZH GM was hunted

The votes so far:

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

Day 1: 1st - Final

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


Day 3: 1st - Final

Day 4: 1st - 2nd - 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:
Emperor Ike, DutchGuy

Missed 2 Votes(evicted, ushers please attend):
None yet

Missed 3 Votes (needs a sub):
None yet
 
Last edited:

alxeu

Hunting werewolves.
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In

I'll do better activity-wise, this time guys. :oops:
 

beartjah

The meh-bear
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in

The rival trait is still talking about the game reaching chistmas. It might be a bit optimistic to expect enough players for the game to last till christmas :p
 

EUROO7

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In
 

Claude LC

Zombiism at its finest
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The rival trait is still talking about the game reaching chistmas. It might be a bit optimistic to expect enough players for the game to last till christmas :p
I like the way you think
Let's hope this game lasts till next year
 

Arkasas

Werewolf Historian
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In!
 

aedan777

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In
 

Audren

the Gravedigger
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IN as Empress Elagabalus
 

Panzer Commader

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in

The rival trait is still talking about the game reaching chistmas. It might be a bit optimistic to expect enough players for the game to last till christmas :p
Oh... Well, I mean, it's still technically correct :D

Hello, boys and girls.

In as Emperor Constantine I.

Ave, imperator! I'm afraid you have the wrong council. Nevertheless, make yourself comfortable. Bit late to go back to Nicaea now anyway


Thanks to everyone who has signed up so far :)
 
Last edited:

Panzer Commader

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Made some changes to the pick point tables. Feel free to comment if you feel anything is not priced fairly