Werewolf LXVII: Flight 67

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Rysz

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Werewolf LXVII: Flight 67

ww-1wlyw.jpg

After defeating the werewolves in the swedish countryside, the tourists are longing to return to their own safe homes again. They book a flight to Amsterdam from which each of them will go their own seperate ways.

The last night in the cottage is spend in silence, and everyone goes to bed early. The next day, suitcases are packed, a cab is ordered, and the driver brings them to the airport. The driver can't remember having seen a holiday group as silent as this one, but as he likes the silence himself while driving, it doesn't bother him the slightest.

After a 2-hour drive, they arrive at the airport. The cab drops them off before the terminal, and drives off to his next customers. The group easily finds the check-in counter. There are already other passengers checking in for their flight, and they wait in line. When it is their turn, they check in their luggage and get their boarding passes. Gate 13. Slightly put-off by this stroke of unluck, the members of the group look at each other, but decide there is nothing to do about it anyway. They quickly go through the security-check. At least no problems there, so not all is bad today. Not really in the mood for some shopping, the tourists go straight to the gate, where the plane already stands.

ww-2fnqk.jpg


Slowly more passengers arrive, and the group wait in silence before the boarding process can begin.​
 
Last edited:

Rysz

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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.

Nightly orders are handled in the following order:

1. Lover
2. Sorcerer
3. Seer
4. Priest
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. 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.
8. 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 preferabbly 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 21:00 CEST (19:00 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 20:59 will count while posts submitted 21:00 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).

Forged Private Messages (PMs) are allowed.

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.

Quoting or forging PMs from the GM is also considered bad style but is allowed even in the thread. If you do this be aware that I might refuse to confirm the PM or even flat out deny the content of the PM (if that happens to please me at the time).

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.


THE ROLES​
(for the theme, the usual roles are substituted with special names. However, each update will contain a footnote with the normal role-names)


Passenger (Villager): Has no special abilities.

Passenger with evil intentions (Werewolf): Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge.

Purser (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 the Seer.

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

Undercover KGB spy (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, a lover or a Cultist (100% success). Any other role will appear as a regular Villager 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 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.

Stewardess (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 in the cabine (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 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. A doctor can never protect himself but has a 33% chance of saving himself in case of an attack.

Sky Marshall (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. 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).

Accomplice (Cultist): Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start but the Werewolves do not know their identity in turn. Cultists can be pack specific and the cultists, sorcerer and werewolves will be given more detailed information.

Passenger with fear of flying (Witness): Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% 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 Game Moderator decides whether the ability is used or not.

Happy couple (Lovers): The lovers have the power to withstand one nightly attack on either one of them. (like being blessed). It will be revealed as a "no kill during the night". If one of them is attacked again, the surviving lover becomes a cultist with the other werewolf group. Wins with goodies, unless turned to cultist.


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

Captain (Leader): May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. If the lynched character is not a baddie the Leader ability is used up. There will never be more than one Leader at any given time.

First Officer (Second in command): Will become the Leader if the current Leader is used up (eg killed or has leaderlynched a goodie)]. There will be no more than one Second in command at game start.

Pilot in Training (Third in command): Will become the Leader if the Leader and Second in command are used up (eg killed or has leaderlynched goodies). There will be no more than one Third in command at game start.

Passenger with a gun (Brutal): If lynched, has the power to immediately kill one person before being subdued.

Unlucky Passenger (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. Seer, Priest, Guardian Angel and Doctor can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood.

Lucky Passenger (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.

Passenger who has sleeping problems (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 the scanner role and if they do a 25% chance to learn of the actual person.




THE DEADLINE FOR SIGNING UP WILL BE MONDAY JUNE 1st, 17:00 GMT (1900 CEST). Roles will be handed out then. Day 0 & nightly orders will begin once all roles have been handed out..

Please read the rules carefully, and if anyone has questions, or remarks, please feel free to post them. I am open to corrections and/or suggestions.
 
Last edited:

Rysz

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Passenger list:

01. johho888
02. Hellvink, as Rodrigo de la Horços
03. Teep II, the Australian tourist and terrorist wolf, hunted on the 5th night.
04. Justinian_A, hijacking cultist, the American student, lynched on Day 6.
05. muttoneer, as Wulf "Wolfie" Wulfsson
06. the_hdk, seer, as Kate, hunted on the 6th night.
07. Lord Strange, terrorist cultist, as the British Lord of Strange upon Odle, brutalised by PhilleP on the 5th day.
08. Slinky
09. okyriosy
10. Jensthemens, hijacker wolf, killed by a hunter on the 3rd night
11. PhilleP, brutal hijacker wolf, as Philip von Sültzurg, South African suicide bomber and wine tourist, lynched on the 5th day.
12. Kriszo, the Hungarian astronaut
13. theFreeman, as Freeman Duke of Isle of Man, dcotor, lynched on the 4th day.
14. Hax, blessed villager, as the famous movie actor from Miami, lynched on the 3rd day.
15. Ahura Mazda
16. jonti-h, Spiritually Attuned Villager, as Ted Striker from Airplane, hunted on the 2nd night.
17. Thistletooth, as Samuel L. "mother******" Jackson
18. EUROO7, Hijacker wolf, as Evil Lite GM, lynched on the 4th day.
19. Lord_D, terrorist wolf, as the very happy and amicable drunkard, lynched on the 7th day.
20. XenomorphII, as incognito Greek royalty
21. J. Passepartout
22. humancalculator, witness, as George W. Bush, lynched on the 1st day.
23. Jingles, lover, as Dick Cheney, lynched on the 2nd day.
24. OrangeYoshi, hunter, as the gunshot victim wanting a nice quiet flight home, hunted on the 3rd night.
25. Avernite, hijacking cultist, as Jean Francois de Mouselle Morinier, a Dutch business trainer, is leaderlynched by Slinky on day 6.
26. sbr, as the stow-away
27. THE_SPLIT
28. Paendrag
29. Nautilu, unclaimed apprentice, hunted by the wolves at the 4th night.
30. Jester180

sub list:
1. Cuthuthulu
2. jonti-h
3. humancalculator


Flight report:

Night 1: Nothing happened at the night.
Day 1, Night 2: humancalculator, witness, is lynched. jonti-h, SA villager, is hunted.
Day 2, Night 3: Jingles, lover, is lynched. OrangeYoshi, hunter, is hunted, Jensthemens, wolf is killed by the hunter.
Day 3, Night 4: Hax, blessed villager, is lynched. Nautilu, unclaimed apprentice is hunted.
Day 4, Night 5: theFreeman, doctor, and EUROO7, hijacker wolf, are lynched. Teep, brutal terrorist wolf is hunted.
Day 5, Night 6: PhilleP, brutal hijacker wolf, is lynched, brutalising Lord Strange, terrorist cultist. the_hdk, seer, is hunted.
Day 6, Night 7: Avernite, hijacking cultist, is lynched. Justinian_A, hijacking cultist is leader lynched by Slinky, instead of Paendrag. Nothing happened at night.
Day 7, Night 8: Lord_D, terrorist wolf, is lynched. No kill at night.
 
Last edited:

Hellvink

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Sorry :p
I'm in ur forums, watching you create werewolf threads

In as Rodrígo de la Horços, the revived Zorro and the seeker of hot swedish blondes.

from ze rules said:
More specific eating rules might be given to the werewolves but will not be public knowledge.

Hmhmm, intruiging!
 
Last edited:

Teep

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In as Teep II the Australian tourist.
 

Justinian_A

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In as an American student.
 

muttoneer

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In, though I need a new character...

Young Wulf "Wolfie" Wulfsson was looking for a new start. Tired of the name-calling and the pointing he had decided to leave his little village to see the world. Life had been cruel to Wolfie. Being born with an amusing name was bad enough, but when he developed hirsutism from a young age he became covered in hair from head to foot, making his name even more of an embarrassment.

Before he left his mother had been kind and had packed him a bag with his favourite food and books. His father had told him to put a brave face on when he strode out into the world, and had given him a leaving present - a t-shirt which stated "Yes, I am a wolf. Don't make me eat you." Wolfie had laughed, and wore that t-shirt now. Maybe things would be better in the big city - people would have wider horizons.

There we go. Wonder what role I'll get...
 

johho888

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It appears like I'm in already!? :)

Will try to think of some character later (or should I continue as Ulf or Ylva? Hm.)

Also if this game starts before Monday I declare absense until then.
 

Lord Strange

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Oh waht the hell IN!
 

Slinky

Master of the stairs
38 Badges
Dec 23, 2007
727
3
  • Cities in Motion
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In, I should have guessed you would come up with a theme like this :p
 

Jensthemens

Second Lieutenant
114 Badges
Nov 23, 2008
117
0
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In :D

Hopefully this game will last long so that me and Hellvink get as much time as possible to prepare us :p
 

unmerged(121713)

Kaiserliche Oberbefehl
12 Badges
Oct 30, 2008
957
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In

As Philip von Sültzurg, South African Suicide Bomber and Wine Tourist.
 

Kriszo

Kaiser
23 Badges
Nov 18, 2003
223
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<wakes up from unconsciousness>

Yoohoo werewolf again! :cool:
Sign me up please!

EDIT: All right, I've thought of a character: I'll be the Hungarian astronaut ;)
 
Last edited:

unmerged(67185)

Lt. General
Feb 5, 2007
1.496
3
Hmm so the KGB is with the werewolfs :eek:


In as Freeman Duke of Isle of man.
 

jonti-h

Evil overlord
7 Badges
Jun 21, 2006
2.358
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  • Hearts of Iron II: Armageddon
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In