• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EUROO7

EUROO7
30 Badges
Jan 26, 2008
5.088
214
  • Achtung Panzer
  • Victoria 3 Sign Up
Werewolf CLXXXVI
The Republican Field

JTlqXSs.jpg


After languishing in the legislative branch for 8 years,
the Republican Party is poised to
retake the White House.

ARE YOU THE MAN FOR THE JOB?


LAUNCH YOUR PRESIDENTIAL CAMPAIGN HERE





THE RULES
blatantly and completely stolen from johho
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.

Daily actions are handled in the following order:
0. Liar
1. Votes
2. Plotter
3. Alderman
4. Brutal

Nightly orders are handled in the following order:

1. SUPERPAC meeting
2. Distiller
3. van Helsing scan
4. Infiltrator scan
5. Sorcerer scan
6. Seer scan
7. Priest scan
8. Hunter
9. Assassin
10. Robber
11. Guardian Angel
12. Doctor
13. 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 or if a jester cause an additional "wolf" attack), no matter how many werewolves or werewolf packs there are.
14. Padre

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 her vote, she 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 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 14:00 MDT (20:00 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 13:59 will count while posts submitted 14:00 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 colour (and keep off the GM colour, lightgreen).

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: Has no special abilities.

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

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

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

Sorcerer: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if she 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 her 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 her Apprentice. An unclaimed Apprentice does not know that she is one until she 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: 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,she will remember one of the attackers. The patient does not learn the identity of the doctor.

Cultist: Works with the Werewolves, and wins if the Werewolves win. Cultists are full-fledged members of a pack if they start aligned. Free cultists may exist at game start, and can only win by attaching themselves to the winning pack. Cultists attach to a pack by initiating a conversation with the GM and a wolf of that pack. If all werewolves of a pack die, pack cultists become free cultists.

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

Padre: 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 wolf or a hunter, the name of one of the perpetrators will be given to the padre. Once a padre has gained a death bed confession she will no longer be able to wake with potential targets for the rest of the game.


Hunter: If the Hunter is attacked by wolves at night she has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves before succumbing to the attack. She can also send a nightly order to kill someone in which case her ability is used up (including the 50% chance to kill an attacking werewolf).

One Eye Open: If the One Eye Open is attacked by wolves, hunter, assassin or van Helsing at night she has a 50% chance (not caught asleep/off guard) of killing one of her attackers before succumbing to the attack.

Assassin: Can send one nightly order to kill someone. After this her ability is used up.

Robber: Once through the course of the game the Robber can choose to rob a player of all her traits and demote him to basic goodie/baddie role (villager/cultist). The Robber will be given all the victim's traits, including hidden ones. 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.

Distiller: 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 she was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller will only stop a wolfpack or SuperPAC action if the targeted player is the last member of the pack/SuperPAC.

Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued. If no target is chosen, a random player will be brutalized.

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 she is cursed 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 her 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 she is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

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 what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name (if the scanning player is a SuperPAC then the Spiritually Attuned will get the name of one SuperPAC member and be told she is a SuperPAC member.

Plotter: 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: Upon important village decisions may declare (by PM to the GM) that her vote is worth two votes. From this point on, her vote will always be worth two votes.

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.

SUPERPAC Committee Member: Each member of a SuperPAC Committee will know the names of the rest. The SUPERPAC may have several finite miscellaneous powers it can use, maximum one per night. For it to work, an absolute majority must vote for the same target and the same power to be used. Abstaining from voting is equal to voting NO.

Cloak of Invisibility: 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: 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, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Robber. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim SuperPAC member.

* 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.

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 italics
11: Seer
10: van Helsing, Guardian Angel
9: Priest, Pathological Liar
8: Doctor,
7: Padre, Hunter
6: Assassin
5: Robber, One Eye Open, Brutal, Cloak of invisibility
4: Distiller, Seerish powers
3: Priestly powers, Sorcerous powers,
2: Healing powers, Angelic powers, Spiritually Attuned, Alderman, SUPERPAC member,
1: Plotter,
0: Villager

For baddies a similar table will be provided. All pack specific baddies will have the same pick point table. The table for unaligned baddies might look differently. Here they are, in all their glory:

Pack Specific Baddie, roles in italics
6: Assassin, Pathological Liar
5: Robber, One Eye Open, Brutal
4: Distiller, Alderman,
3: Sorcerous powers, Padre
2: Werewolf, Spiritually Attuned, SuperPAC member, Priestly powers, Seerish powers
1: Plotter, Healing powers, Angelic powers
0: Cultist

Unaligned baddie, roles in italics:
6: Assassin, Pathological Liar
5: Robber, One Eye Open, Brutal
4: Sorcerer, Distiller,
3: Sorcerous powers, Alderman, Padre
2: Spiritually Attuned, Priestly powers, Seerish powers
1: Plotter, Healing powers, Angelic powers, SuperPAC member
0: Cultist

A player not satisfied with her 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".

A player that doesn't select anything using her pick points will get something the GM selects.

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.
You can not claim more than ONE instance of the following traits: Brutal, SuperPAC member, Plotter, Alderman.
 
Last edited:
Assuming Hillary Clinton wins the Democratic Nomination, are you willing to support:

1.- Arkasas is Carly Fiorina
2.- Madchemist is Chris Christie

3.- Aedan is Rand Paul
4.- k-59 is Rick Perry
5.- Capt. Kiwi is John McCain
6.- Dexander is Michelle Bachman
7.- Wagonlitz is James Inhofe
8.- Daffius is Mitch McConnell
9.-
Esemesas Rovsea II is Marvin Prescott Bush

10.- Sleepyhead is Sarah Palin
11.- Falc Jacksonian 2.0 is Joe Biden
12.- Mder1 is Richard Nixon
13.- Cliges GeneralHannibal is Ted Cruz
14.- Audren is Ron Paul
15.- Alxeu Randakar is Vermin Supreme
16.- Yakman is Lindsey Graham
17.- the_hdk is Aaron Schock

18.- Jacksonian is Newt Gingrich
19.- Ironhide is Rick Santorum
20.- Tonkatoy is Donald J. Trump
21.- Rovsea is Mia Love
22.- Marty is Al Gore
23.- al-Aziz is not Sarah Palin
24.- Johho is John Wayne
25.- Tamius is Ben Carson
26.- Lemeard is Jeb!
27.- CaesarCzech Snoopdogg is Zombie Patton
28.- Gen. Skobelev is U.S. Grant


Night 1: Mder1, spiritually attuned robber cultist and member of CokePAC is hunted
Day 1: al-Aziz, villager with cloak of invisibility is lynched
Night 2: Rovsea, Doctor is hunted

Day 2: Ironhide, spiritually attuned cultist (Tea Party Pack) and member of the Right Answers 4 America PAC is lynched
Night 3: No Hunt

Day 3: Tamius, villager assassin lynched, k-59, RINO Pack Werewolf and member of Americans for America SuperPAC lynched
Night 4: Sleepyhead, Tea Party Pack Werewolf and Pathological Liar assassinated, General Skobelev, Spiritually Attuned villager with Sorcerous powers hunted

Day 4: Dexander, a Spiritually Attuned Villager is lynched
Night 5: Jacksonion, an Assassin Villager is hunted

Day 5: Aedan the RINO cultist and member of the Americans for Americans SuperPAC is lynched
Night 6: Audren the Plotter Priest is hunted

Day 6: Snoppdogg a potter villager and member of the CokePac is lynched
Night 7: No Hunt
 
Last edited:
I love you.

In as some Democrat.
 
In
 
In as a climate change unbeliever.


Also looks nice with that pickpoints; lets just hope one of the new guys don't make a DG and choose something silly like brutal van Helsing.
 
IN as Marvin P. Bush. The other other Bush candidate.
 
In as Nixons Head.
 
IN as Ron Paul