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johho888

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Werewolf CXCV: Elves!

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THE SETTING
(Role Playing Background only - skip if you are not interested)
Christmas 2015 was a disaster! The production from Santa's workshops had plummeted throughout the year and the only reason some kids hadn't have to go without was the favourable shift in the naughty:nice ratio and even with that Santa had had to leave his hat as a present on one of the last stops. For 2016 something has to be done!

There had been many rumours as to what had caused the drop in production. It seemed to be a combination of missing elves and lower productivity but why? Some said elves had been spotted among the migrants in Europe, seeking a better future. Santa transferred means from on-shore banking accounts to increase the gingerbread and glögg breaks to 15 minutes an hour but still elves disappeared. Some said the climate change had made the polar bears more desperate in their hunt for food and had started to hunt for elves. Santa moved all the southern workshops to a new complex closer to the pole, increased security by fencing in the area and finally, a breakthrough!

Last night Security heard a scream and rushed to scene only to find an elf with his throat open and in the snow, tracks, lots of track. But not from bears, from wolf paws. Wolves on the polar cap!? Who ever heard of that? Come morning the fence was inspected and was found untouched but inside the compound there were no wolves. So now what? Some say we are waiting for Santa himself to come down and lead the investigation but in the meantime - back to work.

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


Sign up is now closed!


Signup closed 20:00 CET (19:00 GMT) Wednesday the 6th.
First Night fell 21:30 CET (20:30 GMT) Thursday the 7th.
 
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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.

Daily actions are handled in the following order:
1. Guild meeting

2. Liar
3. Votes
4. Plotter
5. Alderman
6. Cloak of Invisibility

7. Lynch
8. Brutal

Nightly orders are handled in the following order:
1. Distiller
2. Santa/Krampus handout

3. Infiltrator scan
4. Krampus scan

5. Sorcerer scan
6. Seer scan
7. Priest scan
8. Assassin
9. Guardian Angel
10. Doctor
11. 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.
12. 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 4, 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. 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 21:30 CET (20:30 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 21:30 will count while posts submitted 21:31 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.
Discussion of PM numbers is forbidden. Players are encouraged to remove message numbers when sending them to others.


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.

Santa: May each night give one of his traits away as a present to some other player (this is done by PM to the GM, not by directly talking to that player). On any given day/night cycle Santa can only use one of his non-hidden traits or give a present but can give any particular player no more than one present during the whole game. A player receiving a gift from Santa will not be told the identity of Santa. A passive trait, e.g. SA, will be activated immediately when received while an active trait that demands sending in an order to the GM will be activated the next day.


Krampus: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Santa, a Sorcerer or a Cultist (100% success). Any other role will appear as a regular Villager to a Krampus. May instead of scanning give away one of his traits to some other player (this is done by PM to the GM, not by directly talking to that player).

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 a 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. Infiltrator and Krampus scans can not detect nor claim Apprentices.


Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists are not pack specific even though they may start in contact with one pack.

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

Moved Seer, Priest, Guardian Angel and Doctor from Role to Trait. Removed van Helsing, Hunter, Jester, Robber, Damsel in Distress, Knight in Shining Armor.


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 a 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 a Priest.

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, he/she will remember one of the attackers. The patient does not learn the identity of the doctor.

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 he will no longer be able to wake with potential targets for the rest of the game.

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

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

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 he 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 Guild action if the targeted player is the last member of the pack/guild.

Brutal: If lynched or brutalized, 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. Santa and Werewolves can not be cursed. 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 will be unaware he 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 Guild then the Spiritually Attuned will get the name of one guild member and be told he is a guild 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 his vote is worth two votes. May use double votes unlimited times.

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.

Guild member: Each member of a guild will know the names of the rest. The Guild may have several finite miscellaneous powers it can use. For it to work, at least two members must vote for the same target and the same power to be used. Santa/Krampus may not be an active part of a Guild but can give away guild memberships if they hold any. The new member will then be introduced to the rest of the guild but Santa/Krampus is never informed about who the rest of the guild members are. A guild can never have more than five active members so if Santa/Krampus hands out guild cards like there is no tomorrow the card holder might be put on a waiting list until there is an opening.


Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.

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, 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. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild 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.

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 = Elf
Werewolf = Werelf
Cultist = Dark elf

Alderman = Foreman
Seer = Bookeeper

Changes to last johho game (Mob Rule) rules are highlighted in lime.
Changes to the rules after first day they were posted are highlighted in cyan.
 
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The Elves

Gen.Marshall as Jelfemy Corbyn (ghost whisperer werewolf, eaten)
Ithvan as Zwarte Piet (turned werewolf and guild member, winner)
Ironhide G1 as Feanor, the greatest Elvish crafter ever (distiller villager with one eye open, eaten)
madchemist as Keebler Elf (spiritually attuned alderman Santa with a cloak of invisibility, eaten)
deathbywombat as Elfis Presley (doctor villager, eaten)
Jacksonian Missionary as Buddy the elf (guild member villager. lynched)
Wagonlitz as elf #7 (blessed guild member villager, lynched)
De Chatillôn as communist elf (werewolf, eaten)
Rovsea as Camel Elf (padre villager, eaten)
Mder1 as Dobby the house elf(cursed villager, shot by assassin)

LatinKaiser subbed by Rovsea2 as Peter Dinklage (villager, lynched)
aedan777 as Celebrimbor (alderman werewolf, lynched)
k-59 as shrimpy Neptunian (cultist with sorcerous powers, lynched)
Comm Cody as fascist elf (ghost whisperer Krampus with healing powers and a guild membership card, eaten)

Audren as Maglor, son of Fëanor (brutal plotter Santa, overwhelmed)
Health as Yak Elf (distiller werewolf, lynched)
kaisersohaib as Jenny Greenteeth (brutal werewolf, lynched)
Sleepyhead as Neo-Nazi Elf (sorcerer, lynched)

al-Aziz as a Tolkien-esque elf (cultist guardian angel with sorcerous powers, winner)
Cliges as Winky Zwarte Holly Do'Urden the Accursed (guild member villager, lynched)
Quark8 as Perchaladon (villager with priestly powers, eaten)
Hazbot as Satan Claws (villager, lynched)
EUROO7 as Horror Elf (spirtually attuned werewolf, lynched)

alxeu as Legolas (ghost whisperer guild member plotter villager with priestly powers, overwhelmed)
Yakman as Kith-Kanan (brutal werewolf, winner)
Teep as Pale Elf (cursed spiritually attuned villager, lynched)
Gen. Skobelev as Nuuttipukki (ghost whisperer sorcerer's apprentice, eaten)
Lord_D as Malekith the Accursed (cursed apprentice, shot by assassin)
Hax as the black elf (villager, brutalized)
Ironhead 5 as Oberon (assassin seer villager, eaten)

tamius23 as Santa's little helper (one eye open villager with infiltrating powers, overwhelmed)
JCan as Hrinmeer the Flame (cultist with infiltrating powers, lynched)
Arkasas subbed by JermanTK as Ingwe Ingweron, High King of the Elves (villager, autolynched)
Slinky as elf #88 (blessed plotter sorcerer, lynched)


The Elf Resources Consultants

brovakiin as elf consultant #2


At start: 34
Alive: 6
Dead: 28

On Day 0 thirtyfour elves gathered at the workshop for the morning shift.
On Day 0 alxeu received a gift
On Night 0 De Chatillôn the werewolf lost more than his fake ears.
On Day 1 Health the distiller werewolf should have stayed sober.
On Night 1 Gen. Marshall the ghost whisperer werewolf got what was coming to him.
On Day 2 Wagonlitz the blessed guild member villager talked himself into a corner.
On Night 2 Lord_D the cursed apprentice was shoot by Ironhead 5 the assassin.
Also on Night 2 Ironhide G1 the distiller one eye open villager interned for a lightning rod.
On Day 3 EUROO7 the spiritually attuned werewolf was speedlynched.
On Night 3 Mder1 the cursed villager was shot by Audren the assassin.
Also on Night 3 Rovsea the padre villager met some pagans.
On Day 4 Slinky the blessed plotter sorcerer almost survived.
On Night 4 Comm Cody the ghost whisperer Krampus with healing powers and a guild membership card got eaten
On Day 5 kaisersohaib the brutal werewolf sprinted to the lead.
Also on Day 5 Hax the villager got it right back.
On Night 5 Gen. Skobelev the ghost whisperer sorcerer's apprentice felt unappreciated.
On Day 6 Sleepyhead the sorcerer's speech was cut short.
On Night 6 nothing happened. Or did it?
On Day 7 JCan the cultist with infiltrating powers got left behind.
On Night 7 Ironhead 5 the assasin seer villager didn't see the light.
On Day 8 k-59 the cultist with sorcerous powers took one for the team.
On Night 8 nothing happened. Or did it?
On Day 9 time caught up with aedan777 the alderman werewolf.
On Night 9 music died with deathbywombat the doctor villager.
On Day 10 Cliges the guild member villager got a serious headache.
On Day 10 Hazbot the villager got an equally serious headache.
On Day 10 Teep the cursed spiritually attuned villager got just as bad a headache as the rest.
On Night 10 madchemist the spiritually attuned alderman Santa with a cloak of invisibility had a mouthfull.
On Day 11 Rovsea2 the villager got bullied by the JL
On Day 11 Jacksonian Missionary the guild member villager got bullied by the JL
On Night 11 Quark8 the villager with priestly powers became the last supper

GM AAR - Setting up the game
GM AAR - Role assignment
GM AAR - Day 0, 1, 2
GM AAR - Day 3, 4, 5
GM AAR - Day 6, 7, 8
GM AAR - Day 9, 10, 11
 
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In as Feanor, the greatest Elvish crafter ever. He's immortal too. But he still died:(
 
In as Buddy the Elf and the 4th MC clan member in a row to sign up for this game
 
In.


Any other role will appear as a regular Villager to the Sorcerer.
This you meant Krampus here.

Does Santa have loads of traits?
 
In as the improbable Camel Elf!

When is Santa on the Nightly Order list. If I'm giving somebody OEO, does this come before hunt?
 
In as the improbable Camel Elf!
Welcome! Because of the lack of presents last year and Santa having to improvise the last presents for the kids there is now an opening next to Rudolph. How are your flying skills, improbable Camel?

When is Santa on the Nightly Order list. If I'm giving somebody OEO, does this come before hunt?
Good question, I think I'll put him in just after Distiller so that Santa can be blocked and also can not give out any presents that will affect the lynch of the day.
 
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Welcome! Because of the lack of presents last year and Santa having to improvise the last present for there is now an opening next to Rudolph. How are your flying skills, improbable Camel?
Well, I tried the whole magic carpet thing, but the handling on those is atrocious (you have to manually adjust it's flying angle in turns, which makes it far too easy to go flying off). Since then, I've tried the good old elven fairy magic, but, alas, doesn't work for camels. My pilot's license is up for renewal, but I could probably work something out here if you want.
 
Good question, I think I'll put him in just after Distiller so that Santa can be blocked and also can not give out any presents that will affect the lynch of the day.
Sounds good. Also I am assuming that when handing out scanning traits they only work from the next day?
 
In.
 
In as Peter Dinklage