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randakar

The doomsayer
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Jan 14, 2010
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Werewolf CI: It has babies

multiple-babies.jpg

THE SETTING
(Role Playing Background only - skip if you are not interested)


Once upon a time there was a daycare centre.
There were many babies, big and small.
It was renowned throughout the land as a place of joy and delight, as well as for it's distinct pungent odour.

The babies were happy, played, laughed and were generally well cared for.
They had no complaints, and thus decided not to eat their nannies.
Unfortunately, one especially dreary day something stirred amongst them. Some of the babies suddenly started showing a more sinister side. There was no telling what set it off. These babies were not just normal human babies - they were .. something else.

This is their story.​


If you want to play just say so in a post in this thread. Game rules can be found in post #2 and the list of players in post #3.

That is not dead which can eternal lie,
And with strange aeons even death may die.

.. Yet across the gulf of space, intellects vast and cool and unsympathetic regarded our planet with envious eyes and slowly, and surely, drew their plans against us.

It's time to play the music. It's time to light the lights. It's time to meet the Muppets on the Muppet Show tonight!
 
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THE RULES

The players represent a village where each member has a role that is kept secret. Most of them are just plain, ordinary Villagers, but there are some Werewolves lurking in their midst. The goal of the Villagers is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to achieve 1:1 parity* with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game). Of course only one pack can remain.

The game is split in two sections, Night and Day.

The game begins with a Night, the time when the Werewolves decide among themselves who to eat and special abilities are used. The Werewolves and the "special villagers" submit their choices/orders to the Game Moderator. Any orders not delivered in time will be IGNORED.

Nightly orders are handled in the following order:

1. Seducer
2. Spy
3. Sorcerer
4. Seer
5. Priest
6. Hunter
7. Guardian Angel
8. Doctor
9. Werewolf
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all), no matter how many werewolves or werewolf packs there are.
9. Witness
10. Waking from unconsciousness

During the Day, the Villagers (including the Werewolves, who have assumed a human form) meet together to decide who is the Werewolf and therefore to be lynched for the greater good of the village. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change his vote, he types unvote Player X - vote Player Y.

Abstaining from voting without declaring absence three times during the game will result in autolynching (or being substituted by another player).

The deadline for nightly orders as well as voting is 22:30 CEST (21:30 GMT) (moved from 21:30 CEST) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 21:29 will count while posts submitted 21:30 will not.

No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.

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 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, lightgreen).

Forged Private Messages (PMs) are allowed.

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.

Quoting or forging PMs from the GM is also considered bad style but is allowed even in the thread. If you do this be aware that I might refuse to confirm the PM or even flat out deny the content of the PM even if it is true (and if that happens to please me at the time).

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.



THE ROLES​
Villager: Has no special abilities.

Werewolf: Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge.

Cultist: Works with the Werewolves, and wins if the Werewolves win. May learn the identity of a wolf master at game start but the Werewolves may or may not know their identity in turn. Cultists can be pack specific and the cultists, sorcerer and werewolves will be given more detailed information.

Seer: May scan one person per night to see if he is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

Priest: May scan one person each night to see if he is a Sorcerer, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

Sorcerer: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

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 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.

Unfaithful cultist: Good. This player starts out as part of a group of baddies and everyone else in that group of baddies is told that he's a normal cultist, but he secretly works for the good guys. Cannot out baddies in his pack to goodies outright without becoming a real cultist himself. Scans as whatever side the scanner doing the scanning is on, unless he turns into a real cultist.



THE TRAITS​
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).

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.

Cursed: If a Cursed person is hunted by the Werewolves, they become one themselves. If he or she already is a werewolf he will join the pack that hunted him. If he or she is hunted by a hunter he will gain the role of the hunter. In all cases the trait is lost afterwards. It will be revealed as a "no kill during the night", unless additional hunts take place in which case nothing may be said about it at all. The Cursed will be unaware he is cursed until hunted. Seer and Priest can not be cursed at game start. A cursed apprentice that turns into a werewolf loses his apprenticehood.

Witness: Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% 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.

Spy: If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player (60% success on clue, 30% useless information, 10% misdirected information), but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information. If the spy scans an unclaimed apprentice that apprentice will be claimed and gain the same role as the master.

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.

Sorcery 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.

Spying powers: This player has some ability in covert operations. Not enough to gain the Spy trait, but enough to give him one single fully** functioning spy scan during the span of the game.


Sees dead people: Once per game, as a nightly order this person can use his spirit board to contact the spirit of one dead scanner in the afterlife to discern the scan order and scan result of said scan the night the targeted scanner died.

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 and if they do a 25% chance to learn of the actual person.

Scan Redirector: Once in the game, he may redirect the scan of a Seer, a Priest, Sorcerer or Spy to the target of his choosing. Can target scanners by role/trait. If there are multiple scanners of that type, the victim will be chosen randomly. The scanner will know the scan was redirected, and at who. In case of conflicting redirections none will be executed. In case of no living scanner of the specified type, the order has no effect, but will use up the trait. The Redirector will only be notified if his action was successful or not, and that his trait has been used up or not.

Rival: Only cares for himself but has a list of people who wronged him somehow and who he now intensely hates. He is on the side stated by their role but additionally can only win if he's alive at the end and those on the list are dead.

Lover: Is in love with one or more other lovers, and if one of them dies the others will die of grief. Wins if still alive at the end, no matter which faction wins the game. The Lovers have the power to withstand one nightly attack on one of them. (Like being blessed). It will be revealed as a "no kill during the night", after which the protection is lost. Lovers can win with either side regardless of role but count for parity as per their role. If all remaining wolves are lovers the village automatically wins the game.

Seducer: Each night, the seducer may choose to stay with a player (the target). The Seducer and the target are unable to perform any other action during the night. Scans against the Seducer or the target will scan both without revealing the identity of either. Protection aimed at the target affects the Seducer as well, but the Seducer can only be directly protected if staying at home. Attacks against the Seducer will fail if the Seducer is out. Attacks against the target kill the Seducer 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 Seducers identity (since the Seducer sneaks about in the dark). A Seducer may not make love to a doc's patient.

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

Doctor: May protect one person each night but can't choose to protect the same person two nights in a row. When attacked the target will fall unconscious: 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 dies or falls unconscious himself before a patient wakes up all patients will die.
At the end of the next day the patient has a 50% chance to either wake up or succumb to the effects of the attack. If a patient wakes up again he/she will remember one of the attackers. The patient does not learn the identity of the doctor.
A doctor can never protect himself. When attacked the doctor will fall unconscious (as above) and have a 33% chance of not succumbing to the effects of this attack one deadline later.
When an unconscious person is attended by another doctor before the end of the next day and the person does not wake up as per their own survival chance the unconscious person will stay unconscious for another day and have the usual 50% chance of waking up at the end.

Hunter: If the Hunter is attacked by wolves at night he has a 50% chance (not caught asleep/off guard) of hunting one of the attackers instead of succumbing to the effects of the hunt. He can also send a nightly order to hunt someone. If the hunter attacks anyone using either the explicit hunt or by means of the 50% chance the hunter trait is used up and neither effect applies any longer. If the hunter kills somebody by either method the nightly update will announce the identity of the hunter responsible for the kill.

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

Conman: Can switch one persons vote to someone else, once per game. The update will not show whos vote was switched by whom, though the official votecount at the deadline will account the changed vote as normal.

Plotting: Can PM his vote to the GM. Can be used more than once. Vote will be revealed during final vote count. The update will not say that this person silently changed their vote.

Leader: May declare that the victim/all victims of a lynching will not be lynched, and pick one other character to be lynched instead. If the lynched character is not a baddie the Leader ability is used up. There will never be more than one Leader at any given time. If used the identity of the Leader will be announced in the daily update.

Second in command: Will become the Leader if the current Leader is used up (eg killed or has leaderlynched a goodie). There will be no more than one Second in command at game start.

Third in command: Will become the Leader if the Leader and Second in command are used up (eg killed or has leaderlynched goodies). There will be no more than one Third in command at game start.

Fourth in command, Fifth in command etc.: should be obvious, no?


Hidden Traits​
(Not known to the players at the start of the game.)

Pathological Liar. This player's real talent is the ability to lie.
Three times per game, if he publicly lies and says that he has a certain role or a certain trait, he will have that trait - but only for one night, and only the night after he claims to have it.
He can also claim to have abilities that aren't listed as actual roles or traits, and it is up to the GM's discretion to determine whether or not that ability is too overpowered.
Note that the player MUST send a PM to the GM quoting the post where he made his claims in order to activate this trait, and the GM decides if the lie qualifies for activation of this trait.
If the claim is deemed outrageous or brilliant enough the GM may award further uses of the trait.



Lies​

Universally Spiritually Attuned: Once per game this player may choose to activate this power. When this power is activated that person experiences a state of expanded consciousness during the night, in which he is aware of everyone who uses a nightly action during that night. After the deadline the GM will send that player a list of all players who performed nightly actions, sorted alphabetically. One random wolf of the pack that hunted that night is added to the list, but the rest of his pack is not listed unless those players performed some other nightly action.

Fallen Hero: When lynched this player turns out to have been a Hero, making all who feel responsible for killing that person bow their heads in shame. The Hero can designate up to 10 people who he feels are in some way responsible for his death. Those people must post a short lament of the Hero's choosing in at least one post on the next day; If they forget to post this lament, they are summarily killed at the next deadline.



THE NICKNAMES​
Specifically for this game setting the following nicknames for the roles will be used to enhance role playing for those of us who enjoy that:

Villager = Baby
Werewolf = Very much like but not quite a baby.
Cultist = Angry Baby
Seer = Psychic Baby
Priest = Empathic Baby
Sorcerer = Insane Baby
Apprentice = Promising Baby

Blessed = Lucky
Cursed = Sickly
Witness = Perceptive
Spy = Paranoid
Seerish Powers = Sudden impulses
Priestly Powers = Symphatizes
Sorcery Powers = Psychotic tendencies
Sees dead people = Drugged
Spiritually Attuned = Attentive
Scan Redirector = Distracting
Rival = Jealous
Lover = Friend
Seducer = Cuddly
Guardian Angel = Big
Doctor = Caring
Hunter = Destructive
Brutal = Violent
Plotting = Plotting
Conman = Has cookies
Leader = Has candy




The Big Red Button​

A Big Red Button is placed in a corner of the room with a large sign above it, reading "DO NOT PUSH UNDER ANY CIRCUMSTANCES". This button can be pressed in more than one way, but the most obvious way is to vote it. If The Big Red Button gains enough votes to win the lynch (had it been a player) the button is pressed. In this case the button does not count as a player for the purposes of lynching and therefore whoever else has the most votes after the BRB is discounted will get lynched as normal.
Pressing the Big Red Button sounds like a really bad idea. Doing this is bad for your health. You have been warned.




NOTES​

LAYERS OF PROTECTION:
I consider different kinds of protections like layers of shields around a person. In case of attack, the outermost is attacked first.
The doc protection will delay penetration to the next protection layer, which is attacked only on the next day if the doc protection fails to save the patient.
The layers from outermost to innermost are: Seducer, GA, Doc, Hunter, Lover, Bless, Curse

* BADDIE CONTACT RULE:
For a baddie to count for parity he must be in contact with a wolfpack. For the GM to know if any "free" baddie is in contact, the wolfpack and the baddie must PM each other with the GM in the recipient field, clearly stating their allegiance as baddies, unless this contact was provided in the initial role PM.
A "free" baddie can be in contact with more than one pack but since parity check only applies once only one pack remain this probably won't matter much.

** SCANNERISH POWERS:
If the one-time scan is used to scan an unclaimed apprentice the apprentice will be revealed as such to the one-time scanner, but he won't be claimed. Remember you can only use this ability once, so use it wisely.

CONDITIONAL ORDERS
Orders can be send with trigger conditions attached that apply for the order in question. Triggers must be observable events that happen before the ability occurs. Example: "If jonti-h is lynched and he turns out to not be a baddie, scan EUROO7 the probably fake seer" is acceptable because the lynch occurs during the day, before nightly orders take effect. The quite similar order "Scan jonti-h unless he is hunted tonight" is not acceptable because the scan occurs before the trigger condition - a nightly hunt - happens.

BACKUP ORDERS
Whenever a target is declared in an order, any number of backups may be specified that go into effect if for some reason the original target is no longer a valid target. Examples of this include scan orders on people who got lynched or hunt orders on people that turn you into their apprentice during the night.
(This actually happened once. It takes an especially cruel GM to let the apprentice shoot their master in this fashion.)
This is HIGHLY RECOMMENDED for people with nightly actions to use backups in their orders.

STANDING ORDERS
Standing orders are special conditional orders that stay in effect for the duration of the game or until the user changes them - whichever comes first.
It is HIGHLY RECOMMENDED that players with traits like brutal or leader send in a standing order for their trait or ability at the start of the game. The same goes for special roles like werewolf or seer - sending in a list of default targets at the start of the game conditioned on these people still being valid targets or not targeted before goes a long way towards securing against the eventuality where a forgotten order can break the game for you.


GM Notice​
Kaetje's baby is due somewhere around february 20. Give or take a week or 3.
So, there is a pretty good chance I'll have a sudden bout of semi- or even complete absense somewhere during the game. If this happens I'll probably post an announcement along these lines and postpone the deadline until further notice. If for some reason I can't I will ask Rysz to do so for me.

I'm sure I can count on your understanding.

 
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The Babies​

01. Paendrag formerly known as Lord Strange as a baby
02. Eternaly_Lost as a baby
03. Lemeard as a baby
04. Rysz as baby Uncle Rysz
05. Kaetje as Purk
06. jonti-h as a baby the Plotting Visitor from Outer Space (Plotting Alien Pack Werewolf)
07. Trespoe as baby Great Uncle Tres
08. k-59 as Dream of the Endless, the spying villager.
09. reis91 as Fatso baby
10. Lurken as Maggie the Plotting Angry Baby who worships Great Old Ones (Plotting Chtulhu Pack Cultist)
11. the_hdk as Stewie the Destructive Great Old Muppet from Outer Space (Hunter Werewolf from the Ancient Evil Muppets From Outer Space Pack, formerly of the Chuthulu Pack)
12. White Daimon as a baby
13. Hax as a baby the Attentive Great Old Baby (Spiritually Attuned Chthulu Pack Werewolf)
14. Ironhead 5 as a dirty diaper
15. Adamus as blanket
16. walrus as a baby
17. Kriszo as a prematurely alcoholic baby the Attentive Muppet (Spiritually Attuned Muppet Pack Werewolf)
18. Trinitrotoluen as the baby building strange constructions with the duplo blocks the ADHD inflicted baby (Unfaithful cultist)
19. EUROO7 as an ananas baby the Cursed Doctor Great Old One(Cursed Doctor Chutulu Pack Werewolf)
20. Lord_D as a kitten
21. OrangeYoshi as a ovably cute wittle baby
22. AOK. 11 as CHUCKY
23. marty99 as a baby the Angry Doctor baby who loves Muppets (Doctor Muppet Pack Cultist
24. TheExecutor as a newbie baby
25. J. Passepartout as a a rather dull baby called John.
26. slinky as a baby
27. THE_SPLIT as a baby
28. jacob-lundgren as john madden to broadcast about the various baby sporting events. And yes...there will be blood....
29. johho888 as a baby
30. Tornadoli as a baby
31. Ciryandor as the baby who has risk factors for SIDS (Sudden Infant Death Syndrome) named Dronebabo the Violent Visitor from Outer Space (Cursed Brutal Alien Pack Werewolf)
32. sbr as a baby

At start: 32
Alive: 22
Dead: 10


Events​

Nobody died on Night 0

Hax as a baby the Attentive Great Old Baby (Spiritually Attuned Chthulu Pack Werewolf) was lynched on Day 1
Nobody died on Night 1

Lurken as Maggie the Plotting Angry Baby who worships Great Old Ones (Plotting Chtulhu Pack Cultist) was lynched on Day 2
Nobody died on Night 2

Kriszo as a prematurely alcoholic baby the Attentive Muppet (Spiritually Attuned Muppet Pack Werewolf) was lynched on Day 3.
Nobody died on Night 3

You lynch Ciryandor the Violent Visitor from Outer Space (Cursed Brutal Alien Pack Werewolf) on Day 4.
Ciryandor Brutalizes EUROO7 the Cursed Doctor Great Old One(Cursed Doctor Chutulu Pack Werewolf) on Day 4.
Trinitrotoluen the ADHD inflicted baby (Unfaithful cultist) is hunted on Night 4

You lynch marty99, Angry Doctor baby who loves Muppets (Doctor Muppet Pack Cultist on Day 5
Nobody died on Night 5

Ironhead 5 leaderlynches jonti-h the Plotting Visitor from Outer Space (Plotting Alien Pack Werewolf) on Day 6.
THE_SPLIT The Hunter hunted The Big Red Button in Night 6
Nobody died on Night 6

You lynch the_hdk the Destructive Great Old Muppet from Outer Space (Hunter Werewolf from the Ancient Evil Muppets From Outer Space Pack, formerly of the Chuthulu Pack) on Day 7
k-59, the spying villager is hunted in Night 7.

Baby substitute list​
1.
2.
3.
 
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In.
 
In,

And in this theme, what else can I be than "Uncle Rysz" :D
 
In,

And in this theme, what else can I be than "Uncle Rysz" :D

Welcome.
Rules and RP fluff are up. The doc has seen a few changes, but hopefully nobody will think it too dramatic.
There are a few spots that I'm still looking at - notably, the spy - I'm probably going to filch the one posted in the General Thread for this - and the lovers, where I am thinking I want both the "sleep with someone every night" and the "natural allies" version in the rules list.

One warning up front: I do not guarantee any of the roles or traits will be in the game, except villagers and werewolfs.

Completely unrelated:
[video=youtube;mVMv4RPSOko]http://www.youtube.com/watch?v=mVMv4RPSOko[/video]
 
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In like Lemeard in a wolf suit.
 
Welcome.
Rules and RP fluff are up. The doc has seen a few changes, but hopefully nobody will think it too dramatic.
There are a few spots that I'm still looking at - notably, the spy - I'm probably going to filch the one posted in the General Thread for this - and the lovers, where I am thinking I want both the "sleep with someone every night" and the "natural allies" version in the rules list.

One warning up front: I do not guarantee any of the roles or traits will be in the game, except villagers and werewolfs.

Don't even guarantee that villagers will be in the game. See how long it takes for us to realize there is 6 packs going around and everyone is a werewolf.
 
I could be Great Uncle Tres.

Note that you are all supposed to be babies. How you get to be a greatuncle at that age .. :p

Don't even guarantee that villagers will be in the game. See how long it takes for us to realize there is 6 packs going around and everyone is a werewolf.

If I had some inkling on how to make that work and be at least a little bit balanced I would, but so far I haven't worked it out yet. :p
Nonetheless, if we are going to go that route, I may not even guarantee there to be any wolves, even :D
 
In. Can't say I like the Lover rules as they stand. I am much more a fan of the neutral lovers than this mainly useless ability.

That is very much subject to change. As I may change other things over the next few days - I am still busy nicking stuff from Kriszo's game, for instance :p

edit: It is far from useless, though.

edit: What the .. is this?


hamburgerbaby.jpg
 
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The hunter has a 50% chance of killing a wolf AND not dying? You might want to look over that...

Yes. Johho's rules were a bit unclear on that point so I've clarified it - as far as I'm aware this is how it's always worked.
Though I probably should add that if this happens the hunter trait is used up, as well.
 
In.

babies-baby-blood-death-horrible-evil-demotivational-poster-1231335031.jpg