Werewolf CIII: Kleptocratic Overlords and the Worldwide Revolution

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AOK. 11

The Chancellor
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May 4, 2005
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Werewolf CIII: Kleptocratic Overlords and the Worldwide Revolution

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The Setting

The setting is the fall of 2011. Five years prior, in 2006, the Bush Administration, consistent with promises made at the prior G8 Summit, enunciated a policy specifically intended to internationalize an effort to resist, pursue, and prosecute kleptocracies. The White House stated intended commitments to: denying safe haven, bringing together major financial centers vulnerable to exploitation in order to develop preventive anti-corruption practices, enhance international information sharing on corrupt officials, uncover, seize, and return stolen funds and prosecute those criminals involved, and ensure greater multilateral action in helping to develop and repair those areas of the world stricken by high-level corruption.

Of course this was all bullsh*t, designed to keep the sheep in line while the kleptocratic coup was carried out and the loot was gathered. And oh what loot did they get indeed. Over the next 5 years, in a kleptocratic orgy of treason and corruption, the kleptocrats ransacked public treasuries worldwide under the cover of a financial crises created by the bankster wing of the Kleptocratic Alliance. The Trojan Horse named Obama had worked perfectly, lying his worthless, corporatist, kleptocratic self into the White House, and the looting went on.

It all was going according to plan and the kleptocrats were enriching themselves at the expense of everyone else. The idiot populations were too busy yelling at one another about stupid meaningless things to notice what was right in front of their eyes. But alas, things started going wrong for the Kleptocratic Alliance. A crisis in Egypt, and then Libya. Then, things began falling apart. While the kleptocrats were busy indulging their God complexes and celebrating what they thought was kleptocratic victory, the fires of revolution had burned out of control worldwide. Revolution was upon us!

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By the fall of 2011 the revolution had spread worldwide and full blown civil war was everywhere. The truth of their moral depravity made known, the kleptocrats now had to wage war against the people of the world to preserve their power.
 
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. After only one pack remains, all baddies (werewolves and fanatics) are counted towards parity.

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. Cultist Fanatic (if used on that night)
3. Seer
5. Hunter
6. Guardian Angel
7. Doctor
8. Werewolf
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts.
9. Witness

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 who to vote for, they type vote Player X in bold font and preferably at least size 3 (or clear from other text), this to ensure that your GM notices the vote. If they decide to change their vote, they type 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 15:00 CST (Central Standard Time, I think that’s GMT -6) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 16:59 will count while posts submitted 17:00 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 color.

Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed and anyone who tries gets autokilled.


Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. If you want to try anything you are unsure of, then ask the GM first, no exceptions. If I think something you did is against the spirit of the rules, then you get autokilled.



THE ROLES (All listed will be represented, and no others)​

The Revolutionaries (Baddies):


Revolutionary (Werewolf): Will choose a victim to eat each night. Is part of a werewolf pack, and will be informed of all packmembers and the pack’s cult fanatic (Below)

Revolutionary Intelligence Agent (Cultist Fanatic): Works with a Werewolf pack, and wins if that pack wins. Again, pack specific. Full fledged member of the pack and is known to all wolves of the pack at the start of the game, and he knows them as well. Can only win with starting pack. Has limited sorcerer like powers that build over time. He can do the equivalent of a sorcerer’s scan to see if the target is the Seer or non-Seer, but not every night, and it is not a 100% scan until he waits for three nights. Starting at 0%, increasing 33.33% thereafter every night until used. Once used, the chance goes back to 0% and the cycle starts over. (Similar to how the witness trait works, except that it is an ability that is repeatable for as long as the fanatic is alive.) If the final wolf of his pack is lynched or hunted, then the cultist fanatic launches a suicidal kamikaze attack on the target of his choice, killing both the target and himself.

The Kleptocratic Alliance (Goodies)

Kleptocrat (Villager): Most GMs list the villager as “having no abilities” or something similar, but that is not true. The villager has the ability to vote, and that is more powerful than most people realize. Use this ability wisely.

Kleptocrat Secret Service (Seer): May scan one person per night to see if he is a Werewolf. Other roles will appear as a Villager to the Seer.

Kleptocrat Secret Service Trainee (Seer’s apprentice): Only becomes active if his master is killed. Apprentices works just like their former master. The master and apprentice will know each other at the start of the game.

Kleptocrat Armed Escort (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.

Kleptocrat Physician (Doctor): May protect one person each night. In case of an attack, the Doctor has a 50% chance of saving that person. The person saved will be unable to DO ANYTHING AT ALL, NOT EVEN POST IN THE THREAD, unless they recover but may also not be attacked directly while recovering. If the recovering player posts, PMs, or does anything at all they will be autokilled with extreme prejudice. This means everyone. Especially Ironhead. 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 doctor. A doctor can never protect himself.


THE TRAITS (Listed may or may not be represented, but no others)​

The traits may be had in addition to any of the above roles.


Witness: Once per game, a player with the Witness trait may try to see the nightly attack. Witness success rate increases by 12.5% each night (12.5% on Night 1, 25% 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 ability is used up nonetheless

Hunter: If the Hunter is attacked by wolves at night he has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves (the hunter will die regardless). He can also send a nightly order to kill someone in which case his ability is used up (including the 50% chance to kill an attacking werewolf).

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 (50% success on clue, 35% useless information, 15% misdirected information), but never the role itself. Some clues may be useless, others not. Other clues could be misleading. The spy may spy on the same person repeatedly.

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

Cursed: If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf.

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, but if attacked he will be notified of this.

Priestly Powers:
Has a one time priest scan that will show if the target is a Cultist Fanatic. All others will show up as villagers.



PROTECTION LAYERS: I consider different kinds of protections like layers of shields around a person, and in case of attack, the outermost is attacked. In the case of the doc protection, which has a chance to succeed, if it fails, the next protection layer is attacked. The layers from outermost to innermost: GA, Doc, Bless, Curse

One finial rule: THE GM IS GOD. SCREW WITH GOD AND YOU DIE. HORRIBLY. HORRIBLY!! AND IF HE FINDS THE SURVIVORS UNWORTHY OF LIFE, THEN HE SHALL DESTROY THEM!

 
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Players:

1. The Brutal Werewolf Leader jacob-Lundgren
2. HDK subbed by Reis, as Marcus Licinius Crassus, Marxist Revolutionary, was killed by drxav on day 11.
3. Velasco as Her Royal Highness Camilla, Duchess of Cornwall, AWOL Marxist Revoltionary, was shot on day 5.
4. Tskb18 As Mo "Sticky Fingers" Ganuchi, the Incredibly Incompetent Kleptocrat Secret Service, was shot on day 4.
5. Ciryandor as Alan "Head of the Committee to Save the World" Greenspan, The Marxist Intellegence Agent was murdered on night 2
6. Jopi, loyal Kleptocrat, was shot by the mob on day 10.
7. Lemeard, subbed by syber, loyal spying Kleptocrat, was murdered on night 11.
8. jonti-h as Gideon Osborne
9. reis as Cavaco Silva, loyal Kleptocrat, was shot by the mob on day 8.
10. Ironhead 5 as Barney Frank, Blessed Kleptocratic Physician, was shot by the mob on day 7 killing him and his patient, Kaetje.
11. marty99 as Sir Fred Goodwin
12. Tornadoli, the loyal but also very stupid kleptocrat was shot on Day 2.
13. Lurken as Uncle Sam, the loyal kleptocrat was shot on Day 1
14. Adamus as Darth Vadar, loyal Kleptocrat, was murdered on night 10.
15. Randakar as Bill Gates, the Marxist Revolutionary, was shot by the mob on Day 9.
16. Sedracus as Friend Computer, subbed by Ironhead
17. Rysz as CEO and Chairman of Rysz and Co, former trainee and Head of Kleptocratic Secret Service, was murdered on night 7.
18. trespoe as Guillaume Brune, The Anarchist Revolutionary was shot on day 6
19. enkhuush as The Official Spokesman of Amnesty International, the normal Kleptocrat, was murdered on Night 0
20. Eternaly_Lost as THE OVERLORD, a loyal kleptocrat was murdered on night 3.
21. K-59 as King Rahmses The Corrupt of Chicago
22. Kaetje as Evil Kleptocratic Apple, The Kleptocratic Physician survived an assassination attempt on Night 6, but was then murdered by the retarded mob when they killed her physician on Day 7.
23. OrangeYoshi as Timothy "The Bank Bitch" Geithner, the Kleptocrat Armed Escort was shot on Day 3.
24. theFreeman, loyal Klepocrat with Priestly powers, was shot by the mob on day 10.
25. Slinky, subbed by johho
26. drxav
27. walrus, Marxist Revolutionary, was murdered on night 8.
28. johho888 as Head of the Creative Accounting Division of Rysz & Co, the loyal witness kleptocrat was murdered on night 1.
29. White Daimon, the Anarchist Revolutionary, was tortured and murdered on night 9.
30. Najs as Muammar Gaddafi, the Anarchist Revoltionary, was killed by Marty on day 11.
31. THE_SPLIT
32. EURO as Joseph Cassano, The Man Who Crashed the World, The Anarchist Intelligence Agent was shot by the mob on Day 11.
33. sbr, Marxist Revolutionary, was murdered on night 4.
34. TheExecuter as The...Black Adder!@$%, loyal kleptocrat, was murdered on night 5.

Sub List:
1. Kaetje


Alive: 8
Dead 26




Night 0: enkhuush the loyal kleptocrat (villager) was murdered by the Revolutionaries.

Day 1: Lurken, the loyal kleptocrat (villager), was shot by the kleptocratic mob.

Night 1: johho, the loyal witness kleptocrat (witness villager), was murdered by the revolutionaries.

Day 2: Tornadoli, a loyal but stupid kleptocrat (villager) was shot by the mob.

Night 2: Ciry, the Marxist Intelligence Agent (Red Cultist Fanatic), was murdered by revolutionary rivals.

Day 3: OY, kleptocratic armed escort (Guardian Angel), was tortured and shot by the mob.

Night 3: Eternaly_Lost, loyal kletpcrat (villager), was murdered by the revolutionaries.

Day 4: Tskb, the utterly incompetent Kleptocrat Secret Service (Blessed Seer), was shot by the mob.

Night 4: Sbr, the Marxist Revolutionary (Red Wolf), was murdered by revolutionary rivals.

Day 5: Velasco, the Marxist Revolutionary (Red Wolf), was shot by the mob.

Night 5: TheExecuter, loyal kletopcrat (villager), was murdered by the revolutionaries.

Day 6: Trespoe, Anarchist Revolutionary (black wolf), was shot by the mob.

Night 6: Kaetje was the victim of an attempted revolutionary assasination, but survived.

Day 7: Ironhead, Blessed Kleptocratic Physician (Blessed Doctor) was shot by the mob. Kaetje, also a Kleptocratic Physician (Doctor), died of her wounds without Ironhead to care for her.

Night 7: Rysz, fomer trainee and Head of Kleptocrat Secret Service (Seer, formerly Seer's apprentice), was murdered by the revolutionaries.

Day 8: Reis, loyal Kleptocrat (villager), was shot by the mob.

Night 8: walrus, Marxist Revolutionary (Red Wolf), was tortured and murdered by revolutionary rivals.

Day 9: Randakar, Marxist Revolutionary (Red Wolf), was shot by the mob.

Night 9: White Daimon, Anarchist Revolutionary (Black Wolf), was tortured and murdered by revolutionary rivals.

Day 10: Jopi, loyal kleptocrat (villager) and TheFreeman, loyal Kleptocrat (villager with UNUSED priestly powers) were both executed by the mob.

Night 10: Adamus, loyal Kleptocrat (villager), was murdered by the revolutionaries.

Day 11: Joseph Cassano, Anarchist Intelligence Agent (Black Cultist Fanatic), was shot by the mob. And the world wept. drxav kills reis, the Marxist Revolutionary (Red Wolf). marty kills Najs, the Anarchist Revolutionary (Black Wolf).

Night 11: Syber, loyal kleptocrat ( Spy villager), was murdered by the revolutionaries.



 
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Signup is now open. I am still working on the rules, but since signup takes a while lets get it started.

Everyone join my game. Now.
 
Signup is now open. I am still working on the rules, but since signup takes a while lets get it started.

Everyone join my game. Now.
No
 
You are in whether you want in or not.
You can't treat me this way! I have GMed more games than you and only I am allowed to mistreat players when GM!
 
In!
 
In.

As Mo "Sticky Fingers" Ganuchi.

  • Current partner at the prestigious firm of Dewey, Skrewem, & Howe LLC.
  • Formerly assistant deputy director of Corporate Liaison and Information Services branch of the SEC.
  • Formerly vice-president of Innovative Financial Instruments division of Cooper-Blythe-Goldsacks.
  • Formerly Treasurer of the al-Fugazi Muslim-Sicilian Benevolent Outreach and Charitable Trust.
 
In as Alan Greenspan, former Federal Reserve Chairman and Head Chamber of the Neo-Illuminati branch of New York.
 
In as Alan Greenspan, former Federal Reserve Chairman and Head Chamber of the Neo-Illuminati branch of New York.

Thank you. I look forward to writing your death scene.

In.

As Mo "Sticky Fingers" Ganuchi.

Good to see you Tskb. :)

Rules are up now. Pretty basic but no priest. The one big change I want to try is that the baddie supporting roles are now combined into a pack specific hybrid. I wanted to breath some life into the wolf supporting part of the game, and I think this unscannable suicidal culty/sorc will do it.
 
In.
 
Well if Lem's in I'm in too!!
 
Revolutionary Intelligence Agent (Cultist Fanatic): Works with a Werewolf pack, and wins if that pack wins. Again, pack specific. Full fledged member of the pack and is known to all wolves of the pack at the start of the game, and he knows them as well. Can only win with starting pack. Has limited sorcerer like powers that build over time. He can do the equivalent of a sorcerer’s scan to see if the target is the Seer or non-Seer, but not every night, and it is not a 100% scan until he waits for three nights. Starting at 0%, increasing 33.33% thereafter every night until used. Once used, the chance goes back to 0% and the cycle starts over. (Similar to how the witness trait works, except that it is an ability that is repeatable for as long as the fanatic is alive.) If the final wolf of his pack is lynched or hunted, then the cultist fanatic launches a suicidal kamikaze attack on the target of his choice, killing both the target and himself.

This is my hybrid, pack specific culty/sorc like role to replace the individual culty and sorc roles. I think it will work well and truly "fix" the culty type role that has become an afterthought. This will change that.

What say the players?
 
In as Cavaco Silva, Portugal's disgrace of a Kleptocrat President... caught buying stocks of a now broke bank at 1/3 the market price. Yes, he was caught. And yes, around 51% of the voters chose him on the first round of the elections. And we're going to have a neo-con as PM next year. I'm starting to look for a nice country to flee to.

About the cultist role, you need to be quite careful with pack balance then. Too likely to blow up the Seer on day4 if there are a lot of cultists. If it's a 4+1/3+2 pack setup, it's alright. If packs got 3 cultists, it is a bit over the top, I think.

Or... you could balance it with a blocker trait on the side of the goodies, working a bit like the GA, but protecting from all scans (including priest, too)
 
Should I shelve the fanatic's kamikaze ending if the wolves die and just make him an official pack member that the village must kill in order to win?

I want it to be pack specific, but do not want to leave a packless fanatic with no chance of winning.