happycats517

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Werewolf CXCIV: There is No Game

Setting: What? Why are you still reading? Didn't you look at the title? There's no game here. You can just close the thread and go somewhere else. I heard there's some other nice games on this forum. Maybe you could try some Resistance or Battlestar Galactica? Wait, no, no, no, no. Don't scroll down. I don't know what you're expecting to see. Didn't EURO tell you? Werewolf is dead. Yup. So no need to look here anymore. . . . Why are you still reading? Ok, fine, so maybe there's something like a game here, but it'd be boring to play. You don't want to try it. Just go. Trust me. Wait, what are you doing? You know what? Fine. Keep scrolling. See if I care. But don't really. This isn't the game for you. But if you insist, then read on.

Deadline is 20:00 GMT, please convert this to your own timezone to prevent confusion. A vote made at 19:59 GMT will count, a vote made at 20:00 GMT will not.
Sign-ups will close at 20:00 GMT on Sunday, December 20th.
First deadline will be 24 hours after that.




The Rules
Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant Villagers are small packs of Werewolves looking to eat them. The Villagers outnumber the Werewolves, but they don't know who to trust. The Werewolves know their fellow pack members and can work together to even the odds. The Werewolves want to kill enough Villagers in the darkness of night to reach parity and be able to move against the village openly; the Villagers want to destroy the Werewolf menace by uncovering their secret identities and lynching them.

If that wasn't a dire enough situation for the village, amongst the ordinary Villagers there are people cursed to become Werewolves if attacked. Fortunately the village has the aid of Seers and Priests, who can determine the true allegiance of the village dwellers; there are also Guardian Angels, who might be able to protect them. These players must hide their identity just as the Werewolves must, for they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote a Villager can reveal much about the motives of others. But they must be cunning or more than a little lucky, if they are to survive.


Standard Big Rules
All roles will be handed out after the last person signs up, with all players receiving a private conversation containing the information they know of. The game will then proceed to a night deadline.

The game is divided into two periods, night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day all players vote to lynch one of the players - the person they think is most likely to be a Werewolf. Each night the Werewolves decide who to kill. In each 24 hour period the village will lynch and the Werewolves will hunt. The players can try to lynch multiple people by creating a glorious, Lemeard-approved TIE; and the Werewolves can also decide not to hunt anyone at all at night.

Daytime actions are carried out in the following order:
  1. Votes
  2. Leader
  3. Brutal

Nighttime actions are carried out in the following order:
  1. Distiller
  2. Sorcerer
  3. Framer
  4. Seer
  5. Assassin
  6. Guardian Angel
  7. Werewolf hunt
  8. Witness
  9. Padre

If multiple orders of the same type are received, any conflicts will be resolved by performing those orders in random order.

Werewolves will be divided into one or more packs, with one pack hunting each night. The order the packs hunt in will be known only to them. And the GM, of course.

The Werewolves of a certain pack win if they eliminate all rival packs and, along with Sorcerers and Sorcerers' Apprentices, manage to reach parity with the rest of the village.

The Villagers, Seers, Priests, Guardian Angels, Padres and unclaimed Apprentices win if they manage to destroy all the packs.

Claimed Apprentices win under the same conditions as their master.

Standard Werewolf Rules
§1A. - You sign up for the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution.
§1E. - When a player is substituted, the GM can and will share with the substitute the contents of any and all Private Conversations the GM and substituted player were part of. Players who were in a conversation with the substituted player, which the GM was not part of, are encouraged to do so as well.

§2A. - Players will vote daily. See Rule 1D.
§2B. - Invalid votes (e.g. on the Game Moderator or Ghosts) will not be accepted and will be considered to be in violation of Rule 2A.
§2C. - In the event of a TIE all TIEd players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed lynch victim(s) should not post anything before the actual update is posted.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (e.g. scans, hunts) are to be sent to the Game Moderator via private conversation, or publicly in the thread if a player feels stupid courageous enough to do so.
§3C. - Players are responsible for any private messages missed or not read.

§4A. - Spectators and ghosts may comment, but never suggest a course of action or reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game. Failure to do so will lead to exclusion from future games!
§4B. - When doing ghost/spectator commentary, please use a non-white color, but do not use the GM color.

§5. - Alliances and feuds between players which aren't based on your characters or roles in the game are forbidden. Alliances and feuds which continue from one game to another undermine the whole idea of the game.

§6A. - The Game Moderator has the last word on all matters.
§6B. - If the Game Moderator makes a mistake (e.g. with the vote count or hunt/scan orders) and if critical information has been revealed, the mistake will be kept.

§7A. - Forging private conversations is allowed. Screenshots of private conversations are not.
§7B. - GM PMs can be forged, except for role PMs
§7C. - Discussion of PM numbers is forbidden. Players are encouraged to remove message numbers when sending them to others.
§7D. - Discussion or posting of role PMs is forbidden

§8A. - Voting must be done in the following way: Write "VOTE" and the person you are voting for, both in bold text and in a preferably larger character size.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text, and in a preferably larger character size. You must unvote before voting a new candidate: otherwise your new vote won't count.
§8C. - In case of re-voting without un-voting, the original vote will be the counted vote, your new one will not.
§8D. - Do not edit posts with votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.

§9. - The Game Moderator can and will remove players if they believe that player is adversely affecting the game, for example through failure to fulfil voting obligations or deliberate violation of the rules. This may be done by killing the player, or using substitutes if they are available. All such decisions are made solely at the discretion of the Game Moderator.

§10. - Bar’s closed when the barkeep’s not around. Them’s the rules.

The Roles (Under Construction)
Werewolf
and Vampire: A pack may have any mix of the two varieties within it. Each night one pack may choose a victim to hunt. The pack which gets to hunt is determined by an order known only to the packs and the GM. The victim is determined by the last order for that day sent by any Werewolf of the pack.

Sorcerer and Witch: Win along with any one pack, and count towards parity for the Werewolves. Each night may scan one player. A Witch will find out if they are a Werewolf, Priest, or Apprentice; a Sorcerer will find out if they are a Vampire, Seer, or Apprentice. Unclaimed Apprentices will be claimed. Claimed Apprentices will be revealed as such but not have the role of their master revealed. All other players will appear as Villagers.

Seer and Priest: Each night may scan one player. A Seer will find out if that player is a Werewolf, Witch, or Apprentice; a Priest will find out if that player is a Vampire, Sorcerer, or Apprentice. Unclaimed Apprentices will be claimed. Claimed Apprentices will be revealed as such but not have the role of their master revealed. All other players will appear as Villagers.

Apprentice: If unclaimed and scanned by a Sorcerer, Witch, Seer or Priest, that scanner becomes their master and the Apprentice becomes claimed. An Apprentice might instead begin the game claimed by a particular scanner, who will be aware of them. If their master dies the Apprentice loses their role and replaces it with that of their master. An unclaimed Apprentice is unaware of their role until they are claimed, and is counted as a Villager for matters such as parity and winning. A claimed Apprentice is told the role of their master, winning with and counting towards parity on the same side as them, but is not told their master's name. In the case of a scanner dying while having multiple living Apprentices only the first to be claimed assumes their role; the other Apprentices become unclaimed.

Guardian Angel: Each night may protect one player from Werewolf attacks. Cannot protect the same player twice in a row and may never protect themselves.

Padre: Each night may choose one player to visit. If that player dies during the night, the Padre will arrive in time to learn the name of one of those responsible. Cannot protect the same player twice in a row and may never protect themselves.

Villager: No special abilities other than traits and their own anti-lycanthropic skills as players.

All, none or not all of these roles may be present during the game.


The Traits
Assassin
: Once per game may choose one player to kill during the night. The Assassin's name is not revealed in the update.

Brutal: May set orders so that when lynched one other player is killed with them. If the brutalised player has Brutal, the latter’s trait will be triggered in turn.

Distiller: Each night may choose one player to visit. Both that player and the Distiller are unable to perform any further actions during the night. Werewolf hunts will only be blocked if the target or Distiller are the last Werewolf of the hunting pack. The target will only learn they were blocked if they attempted an action and will not learn the Distiller's name.

Leader: May set orders to choose one player who was not lynched, and have them lynched in place of one player who was going to be. The leader can only redirect the lynch to someone with at least 50% of the original lynch target's votes. A leader may not save themselves. If the player lynched by the Leader is not a baddie (Werewolf, Sorcerer, Sorcerer's Apprentice) the Leader ability is used up. A Leader's identity is revealed in the update if they successfully lynch someone of any role.

One Eye Open: If attacked during the night one of their attackers will be killed with them.

Spiritually Attuned: If scanned has a 100% chance to sense it occurred. They will then have a 50% chance to learn the scanner's role. If they succeed at identifying the scanner's role they have a 50% chance to learn the name of the player scanning them.

Witness: Each night may try to see the Werewolf attack. The Witness success rate starts at 0% on Night 0 and increases by 10% each night (10% on Night 1, 20% on Night 2 etc). It is reset to 0% after each use. If successful the Witness learns the identity of one Werewolf in the pack that hunted that night. If no successful attack takes place, it is treated as if the Witness ability went unused.

Framer: A baddie only trait that allows a baddie to frame a player each night. If that player is scanned by a seer/priest on the night they are framed, they turn up as a wolf of the appropriate type. If a wolf is framed, they will turn up as a villager on sorcerer scans for that night.

Blessed: If attacked by Werewolves, will survive in the first instance. Any future attacks will succeed. A player will not be aware they are Blessed. Neither the cause nor the target of the failed hunt will be revealed in the update.

Cursed: If successfully attacked by Werewolves will become a Werewolf of that pack, of a variety determined at random. A player will not be aware they are Cursed. Neither the outcome nor the target of the hunt will be revealed in the update.

All, none or not all of these traits may be present during the game.

EVENTS

Day 1:

Final Vote Count

Health: 6
aedan [127]
deathbywombat [141]
Sleepyhead [161]
Capt. Kiwi [162]
k-59 [189]
Wagonlitz [120 DBW -> 190]


Wagonlitz: 3
Jacksonian Missionary [126]
Ironhide [150]
tamius23 [167]


LatinKaiser: 3
Hazbot [158]
Yakman [165]
kaisersohaib [176]


Kaisersohaib: 2
Gen. Marshall [121]
Rovsea [133]

Deathbywombat: 1
JermanTK [137]


Madchemist: 1
LatinKaiser [123]

Hazbot: 1
Audren [129]

Teep: 1
Health [131]

Tamius: 1
De Chat [135]

Jacksonian Missionary: 1
Teep [146]


Audren: 1
madchemist [147]

Ironhide: 1
Black_Griffin [157]

Health the cursed villager is lynched
Teep the SA Vampire of the red pack was hunted

Day 2:
Final Vote Count
Wombat: 9
Audren [236]
Jerman [241]
Wagonlitz [243]
Hazbot [257]
Rovsea [263]
Jacksonian Missionary [Rovsea -> 265]
LatinKaiser [214 Wagon -> 267]
k-59 [240 Wagon -> 268]
madchemist [237 Kiwi -> 269]

Rovsea: 5
Marshall [208]
Kaisersohaib [210]
Capt. Kiwi [247]
Aedan [225 Jerman -> 272]
Wombat [238 Jackson -> 273]


Yakman: 4
Sleepyhead [197]
De Chatillon [207]
Tamius [224]
Ironhide [245]


Kaisersohaib: 1
Yakman [200]


Not Voted: 1
Black_Griffin

Deathbywombat the apprentice was lynched

LatinKaiser the GA was hunted

Day 3:
Final Vote Count

Yakman: 6

De Chat [286]
Jerman [295]
Hazbot [306]
Sleepyhead [329 Jerman -> 334]
k-59 [337]
Tamius [338 BG -> 343]


Jerman: 5
Yakman [315]
aedan [278 MC -> 330 Jerman -> 345 k-59 -> 347]
Black_Griffin [333]
Rovsea [335]
Ironhide [342]


k-59: 2
kaisersohaib [344]
Audren [327 Jerman -> 358]


Wagon: 1
Gen. Marshall [282 MC -> 311]

Tamius: 1
Jacksonian Missionary [284]

De Chatillon: 1
Capt. Kiwi [300]

Ironhide G1: 1
Wagonlitz [305]

Hazbot: 1
madchemist [290 Marshall -> 321]

Day 4:
k-59: lots
just about everyone

k-59 the framer wolf of the orange pack was lynched
kaisersohaib the one eye open villager was lynched
Jacksonian Missionary the brutal wolf of the red pack was killed by him


Day 5:
Final Vote Count

Wagonlitz: 4
Audren [465]
Sleepyhead [480]
tamius [498]
madchemist [475 Audren -> 510 Rovsea -> 514]

madchemist: 3 <- Leader lynched
De Chat [468]
aedan [504]
Rovsea [481 Wagon -> 505]


Ironhide: 2
Wagonlitz [471]
JermanTK [472]


Audren: 1
Marshall [473]


Not Voted: 3
Black_Griffin [484 Tamiua -> 486 BG -> 487 unvote]
Ironhide G1
Hazbot

madchemist the red wolf was leader lynched
aedan the padre was hunted
 
Last edited:

happycats517

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Player List:
1) Jacksonian Missionary the brutal wolf of the red pack was killed by kaisersohaib on N4 as the Ghost of Werewolves Past
2) Wagonlitz the villager was hunted N6

3) General Marshall as the void
4) aedan the padre was hunted on N5
5) deathbywombat as a wombat shaped blackhole the apprenticed lynched D2
6) Audren the witness as Friedrich Nietzsche was hunted N8
7) k-59 the framer wolf of the orange pack as Godot
8) Health as a Yak the cursed villager lynched D1

9) JermanTK as the guy Audren made mad
10) Teep as a pale horse the SA vampire of the red pack was hunted N1
11) De Chatilon the leader villager as a non-player was hunted N7
12) Ironhide the villager as Divide by Zero was shot N8

13) Tamius the sorcerer as a camel was lynched D6
14) Capt. Kiwi as someone who doesn't play anymore the seer hunted N3

15) Black_Griffin subbed for by Wagon2.0 if he can
16) kaisersohaib the OEO vilager was hunted N4
17) Sleepyhead the priest as someone with Alzheimer's disease was brutalized D7
18) Madchemist the wolf of the red pack was leader lynched D4
19) LatinKaiser as Meursalt the guardian angel hunted N2
20) EUROO7 the villager was hunted N0
21) Hazbot the villager was lynched D8

22) Rovsea the brutal vampire of the orange pack as a Bactrian Camel was lynched D7
23) Yakman the villager lynched D3
 
Last edited:

Jacksonian Missionary

Recovering Werewolf Addict
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In as the ghost of Werewolf's past
 

aedan777

The Untieable
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In
 

Wagonlitz

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In as a Wombat-shaped black hole.
Vote Wombat
for having unphysical thoughts and advocating nonsense.
Wombat shaped black hole... As if such shapes were allowed for black holes.
 

Audren

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IN as Friedrich Nietzsche.
 

Audren

the Gravedigger
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VOTE AUDREN

to make Jerman mad.
 

Jacksonian Missionary

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Is that a revenge vote I smell?

Vote wombat
 

Wagonlitz

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Vote wagon for pedantry
It is not being pedantic; it is plain and simple general relativity. The Schwarzschild metric only allows spherical black holes (if you use the Schwarzschild radius as its shape; otherwise it is just a singularity). Though perhaps you have found something novel in the Einstein equations?:)
 

Jacksonian Missionary

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hmmm should we let this 4 way tie stand?
 

Health

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In as a yak
 

EnvyDemon

Do Not Click Palmyra
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