Werewolf CLXXXV: Gay Pride Parade in Swedish suburb with anti-racist and Islamist threat.

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PanzerCorps

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(The only reason the title is so long is in keeping with the tradition set by PBTCM and... Spanish Kings? Oh darn.)

WEREWOLF CLXXXV: Gay Pride Parade in Swedish suburb with anti-racist and Islamist threat.

gay-pride.jpg


THE SETTING


(Roleplaying Background Only - Skip if you aren't interested)

Swedish nationalists are planning a gay 'pride' march through Muslim-majority districts in the country's capital, according to media reports and a dedicated Facebook page.

The march, called 'Pride Järva,' is scheduled to take place on July 29, and will pass through Tensta and Husby, majority-Muslim districts in Stockholm's north. (Järva is the name of an adjacent area.) Husby was the center of the 2013 Stockholm riots, which began in response to allegations of police brutality.

Leftists have accused the nationalists of pitting two minority groups against each other, and have therefore decided to organize a counter-march, pitting the same minority group against itself! To sign up for participation in this brilliant move, post below including your name and phone number.
 
THE RULES

The players represent the people parading in support of the muslim population of Sweden. Each person will be given a role, which will be kept secret. Most will be plain, ordinary protestors, but some amongst them will be dirty rightists. The "leftists" will win once they have found all the rightists and eliminated them. While the rightists (and their "allies") win by reaching (1:1) parity with the leftists. The rightists may be split into packs, 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 march gathers and decides who to lynch, the person they think is most likely to be a baddie. During the night, the rightists 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

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-Assassin
7-Robber
8-Guardian Angel
9-Doctor
10-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.)
11-Padre

During the day, everyone(including the rightists) will meet together to discuss and decide who to lynchh. 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(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 2 or 3 times(to be determined depending on number of players) will result in being auto-lynched or subbed out, if a substitute player can be found.

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

People Onlooking From Their Homes ("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, Golden Rod).

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.


THE ROLES

Villager(Leftist): Has no special abilities.

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


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


Priest(Psychologist): May scan one person per night. He will be told if that person is an Apprentice or a Cultist (100% success). Any other role will appear as a regular courtier to the court chaplain.


Sorcerer(MRA): Works with the wolves, and wins if the plotters win. May scan one person per night. He will be told if that person is the seer, a priest, an Apprentice or a cultist (100% success). Any other role will appear as a regular courtier 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 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(SJW): 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. In case of an attack, the Doctor 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 doctor.


Cultist(Social Darwinist): Works with the wolves, and wins if they win. Cultists may start attached to a pack, in which case they can never break free, 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 not switch, either. If all plotters(werewolves) of a pack die, the heretics(cultists) will gain the ability to hunt.

(So basically the cultists are the same as the werewolves, except scanned by different people, and may start unattached)

THE TRAITS

Padre(Stalker): 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 plotter or a assassin, the name of one of the perpetrators will be given to the padre.

Infiltrator(Judgmental): Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

One-Eye Open: Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him.

Assassin(Came with a gun): Can send in a nightly order to kill someone, but only once.


Feminist(Also?): Can send in a nightly order to kill someone, but only once. If he kills a goodie he kills himself in grief. If he kills a wolf he becomes blessed.

Robber: Once through the course of the game this envious Person can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The Envious person will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.

Jester(Drug dealer): Each night the Jester 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(Drunkard): Each night, the distiller 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).

Leader(Prominant Leftist Politician): May declare that the victim/all victims of a lynching will not be lynched, and pick one other character to be lynched instead. However the Leader's charisma can only do so much so he can only redirect the lynch to someone with at least 1/3 of the votes of the lynchee, and he can not save himself. If the lynched character is not a baddie this ability is used up. There will be a maximum of one leader in the game, and no "X in command"s. A leader that lynches a baddie is promoted to King. A King can redirect the lynch to anyone he wishes regardless of votes(but still cannot save himself). It is good to be the King.

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

Cursed(Undecided): 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 that until attacked by a werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses his apprenticehood.

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

Spiritually Attuned: A SA person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.

PM Voter: May use PM to the GM for voting in which case the count's vote will not be revealed until the final vote count.

Seerish Powers: Has one single fully* functioning seer scan to use during the span of the game.

Priestly Powers: Has one single fully* functioning priest scan to use during the span of the game.

Sorcerous Powers: Has one single fully* functioning sorcerer scan to use during the span of the game.

Infiltrating Powers: Has one single fully* functioning infiltrator scan to use during the span of the game.

Healing Powers: Has one one single fully functioning doc protection to use during the span of the game.

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

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

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

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

Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost. An innkeeper using his trait will have his role revealed in the update.

* Xxxly powered scans can detect but not claim apprentices.
* only one Xxxly powered scan of each type will be effectuated on any given night. Should several scan orders be issued the same night one random scan will go through and the rest of the Xxxly powered scanners will have to wait until another night.

Roles and traits subject to change until game has started. All suggestions are welcome and appreciated, especially from more experienced players.
Potentially confusing role bits(ones that generally differ from game-to-game) highlighted in bold.

THE DEADLINE

The deadline for votes and other stuff is 17:00 GMT. Any vote showing the timestamp 17:00 will be accepted, one showing 17:01 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.
 
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Player List:
1-Audren as Conchita Wurst
2-Arkasas as George Takie, a cursed feminist, killed himself night 1. (Update)
3-Aedan
4-RB33 as a SA blessed villager, killed by Arkasas night 1. (Update)
5-Sleepyhead as a general swedish leftist
6-Wagonlitz as rightwinger
7-Gorganslayer as a follower of the Borkpocalypse
8-Mder1 as Gamergater.
9-K-59, spiritually attuned priest with a rival, is hunted night 0. (Update)

10-EUROO7 as a dutchgay
11-Tonkatoy5
12-Daffius
13-Yakman
14-CaesarCzech as a leader with a rival, lynched day 1. (Count)
15-Jacksonian Missionary as a blessed Damsel in Distress, lynched day 1. (Count)


Sub List:

1-Al-Aziz

Event List:

Night 0: K-59 is hunted.

Day 1: CaesarCzech is lynched.
Day 1: Jacksonian Missionary is lynched.


Night 1: Arkasas kills RB33.
Night 1: Arkasas kills himself.


Latest Votecounts:

Day 1: Here.
Day 2:
Here.

Hall of Shame:
 
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Jester effects

Seer scan: 25% priest scan, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% seer scan, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% priest scan
Sorcerer scan: 33% seer scan, 33% infiltrator scan, 33% 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, 50% Spiritually Attuned
Cursed: 50% Blessed, 50% Spiritually Attuned
Spiritually Attuned: 33% Cursed, 33% Blessed, 33% One-Eye Open
One-Eye Open: 33% blessed, 33% cursed, 33% spiritually attuned

Assassin: 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
Jester: 10% Distiller, 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

Leader, 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.
 
IN as Conchita Wurst
 
In as a Stonewall rioter who moved to a Swedish suburb because he couldn't find any pants in the Village
 
In
 
In
 
In as rightwinger.

o_O

Hell no. Sitting this one out.
You don't like leftists demonstrating against a gay parade marching through a Muslim neighborhood?
 
Panzer given the theme you almost should include the feminist from tonka's 12 angry men; you know the role EURO had when he shot me as seer on day 1.
 
in as a follower of the Borkpocalypse
 
In as Gamergater.
 
Panzer given the theme you almost should include the feminist from tonka's 12 angry men; you know the role EURO had when he shot me as seer on day 1.

Wasn't that just a hunter?

So left good, right bad?

For the purposes of this game, yeah. Although you might be surprised...
 
No the feminist wasn't just a hunter; among other things---might have been the only extra thing---she killed herself if she shot a goodie.