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Second Lieutenant
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Jul 14, 2009
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Hong Kong - 2013

qnfr.jpg

The Imperial Crown Colony - The Pride of Southern China.

Hong Kong have been called lots of things over the years. Specifically in the years up to the transfer of sovereignity from UK to China. The transfer was smooth and Hong Kong remains a Jewel. Plenty of western traders, business people and other workers. Business remains booming and everything seems quiet and as normal as prior to the transfer.

Yet is the Jewel so bright? And is everything as normal as it seems?

Or are there things going on behind the scenes?

---

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. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers and Priests, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as 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, the 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 PM containing their role and (known) traits. 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 or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers 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. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:
1. Lover
2. Sorceror
3. Seer
4. Priest
5. Hunter
6. Guardian Angel
7. Werewolf
8. Doc
9. Padre
10. Witness/Ghost Wisperer


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.

The Werewolves and attached Cultists of a Pack win if they eliminate all rival Packs and, along with unattached Cultists and Sorcerors, manage to reach parity with the rest of the village. The unattached Cultists and Sorcerors win with them.
The Villagers, Seer, Priest, Guardian Angel, Padre, Doctor 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 to 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 two occasions will lead to immediate substitution.

§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and 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 dead player(s) should post in green text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.

§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players 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, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.

§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit 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 GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

§10. - Failure to vote on 2 occasions without prior notice will result in automatic substitution. If no substitution have been found 6 hours before deadline, the player will be autolynched at next deadline.


The Roles

Except for Villager and Werewolf, all other Roles MAY, not will, be in the game

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

Apprentice: Apprentices have the potential to become truly great if taken under the wing of one of the masters. If unclaimed and scanned by a Seer, Priest or Sorceror, that scanner becomes their Master. If an Apprentice has a Master and that Master dies, they lose any traits and their Apprentice role and instead become the role of their Master. 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 and Master. Will always know their master if claimed. Apprentice can't change masters. Should a claimed apprentice be scanned the result will be claimed apprentice, but not by whom or which role.

Werewolf: Allocated to a specific Pack, and cannot change allegiance. The Pack wins if, having eliminated all other Packs, its members + Sorcerors and unattached Cultists reach parity with the rest of the Village. Each Night, one Pack will choose a victim to hunt. The order in which Packs hunt will be given to them in private.

Cultist: Works with the Werewolves, and wins if the Werewolves win. If attached, the cultist learns the identity of a Werewolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists may attach themselves and become members of a Pack if both they and a member of that pack send a PM to the Game Moderator requesting to do so. Such a PM may not be revoked. Can both start attached and unattached. May not switch packs. If a non-cultist attempts to attach to a pack, but sides will be informed during night, that attachment was not possible.

Sorceror: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if they are a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

Guardian Angel: May choose to protect one person against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves.

Padre: This man of faith will move swiftly to administer the last rites to any victims of attacks. In doing so, he may hear the last words of the victim. May choose one person each night. If that person is successfully hunted by werewolfes and die, the Padre has a 100% chance of identifying one of the victim's assailants first. The victim will then die of their wounds. The Padre can't choose the same person twice in a row.

Villager: Has no special abilities outside of any traits and their own abilities as a player.

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.


The Traits


The Traits (extra abilities) MAY be had in addition to any of the above roles (except for "Cursed", see below).

Witness: Once per game, the Witness may try to see the nightly Werewolf attack. Witness success rate increases by 10% each night if more than 30 players - If not, 7% (10/7% on Night 1, 20/14% 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 ability is still used.

Hunter: The Hunter can send a one time nightly order to kill someone. A Hunter's identity is revealed in the update.

One Eye Open: If this player is attacked by Werewolves at night and not saved by the Doc or GA he has a 100% chance of killing one of the assailants. The player with One Eye Open will still die.

Rival: The Player has a rival. The player only wins if said rival is dead at end of game, regardless of result. If a Rival dies, the Rival will gain the Blessed Trait.

Lover: Each night, the Lover may choose to visit a player (the target). The Lover 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 Lovers identity (since the Lover sneaks about in the dark). Should one Lover target a second Lover who has chosen to use their trait (perhaps even on the first Lover), their orders will be resolved simultaneously. The first Lover will visit the second absent Lover's tent. The first Lover will not be made aware that the second Lover was absent; perhaps it was the wrong tent? Any orders targeting the Lover will resolve normally, including scans and hunts.

Leader: May select one person who was not chosen to be lynched, and have them lynched in place of one person who was a lynch target. The Leader's charisma can only do so much, and so they can only redirect the lynch to someone with at least 1/3 of the original lynch target's votes. If the lynched character is not a baddie (Werewolf, Sorceror, Sorceror's Apprentice, Cultist) or if the Leader dies, the Leader ability is used up. There will never be more than one Leader at any given time. A Leader's identity is revealed in the update if they successfully leader lynch someone of any role.

Second in Command: Will become the Leader immediately if the current Leader ability is used up (eg killed or has leaderlynched a goodie). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Second in Command at game start.

Third in Command: Will become the Leader immediately if the Leader and Second in Command abilities are used up (eg killed or have leaderlynched goodies). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Third in Command at game start.

Fourth in Command, Fifth in Command etc: Should be obvious, no?

Brutal: If lynched, has the power to immediately kill one person before being subdued. The Target of a Brutal attack can't be saved.

Cursed: If a Cursed person is succesfully attacked by the Werewolves, they lose their existing role and instead become a Werewolf of the pack that hunted them. It will be revealed as a "no kill during the night". The Cursed will be unaware he is Cursed until successfully attacked by a Werewolf. Seers, Priests and Guardian Angels cannot be cursed at game start. A claimed Apprentice that is Cursed and turns into a Werewolf loses his apprenticehood, but this is not revealed to their Master.

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 person might be unaware he is Blessed, in which case they will not know if it has been used up. If they are aware of it, they will know if it has been used up. If a Blessed Rival succeeds in living longer than his Rival and gains the Blessed Trait, both will be removed in case of an attack.

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. If they succeed at identifying the scanner role, they have a 25% chance to learn the identity of the actual person.

Seerish Powers: Once per game, may scan a player. He will be told if they are a Werewolf or Apprentice, and if they are neither he will be told they are simply a villager. He will not be told if an Apprentice has been claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Priestly Powers: Once per game, may scan a player. He will be told if they are a Cultist, Sorcerer, or Apprentice, and if they are not he will be told they are simply a villager. He will not be told whether an Apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Sorcerous Powers: Once per game, may scan a player. He will be told if they are a Seer, Priest, Cultist, or Apprentice, and if they are not he will be told they are simply a villager. He will not be told if an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

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.

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.

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).



Deadline


The deadline for this game shall be:

20.00 GMT

Votes and orders posted at 19.59 GMT will count, those posted at 20.00 GMT will not.

Voting ends at the deadline even if the GM is not present. All players except the presumptive lynchee(s) are permitted to post analysis of the game between the deadline and the update.



All GM posts will be made in Lime. Use this colour at your peril.
SIGNUP CLOSED - Night 0 falls Saturday 6th of July 20.00 GMT
 
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Inhabitants of Hong Kong:

1.
2.
3. Tonkatoy5, Honored Foreign Exchange Student studying Eurodynamics
4.
5. Teep
6.
7. Esemesas, Honored Random Businessman no. 45672.
8. Nautilu
9. Eidur
10.
11.
12. Adamus as Honored Mister Adam Sir
13. K-59
14.
15. Xarkan subbed by Gliomarto v2, Honored and Drunken Russian Tourist
16.
17.
18. Slinky subbed by Humancalculator v2
19.
20.


Actions in Hong Kong, courtesy of South China Post

Nothing happened Night 0
You Lynch Tamius the Villager Day 1
Falc the Villager is hunted Night 1
Sol of Liberty the Apprentice with a Rival was Lynched Day 2
Gliomarto the Cursed Apprentice was Lynched Day 2

Humancalculator the Brutal Villager was hunted Night 2
Chieron the Ghost Whispering Villager was Lynched Day 3
Ketchum the MI6 Operative Cultist with a Rival was hunted Night 3
You lynch Tamius v2 the Blessed Turned MI6 Werewolf with a Rival Day 4

Jpr123 the Plotter Triad Cultist was hunted Night 4

Comm Cody the Cursed Villager was Lynched Day 5
Nothing Happened Night 5
Cymsdale the Spiritually Attuned Triad cultist was Lynched Day 6
Nothing Happened Night 6
 
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See above.
 
In, but starting on July 4th might be an issue for some Americans. I know I have plans most of that day.
 
In as Tonka, Foreign exchange student studying Eurodynamics

edited- for better RP
 
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I'll see later if I can join. I'd like to, but it seems a little unlikely. :sad:

Totally unrelated: If anyone wants a free Steam version of the Ruler Designer DLC for CK II, send me a PM. Requires the Steam version of the game to work, of course. Goes to the first asker.
 
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In as a businessman who runs a company that... In fact, no-one really knows what his company does.
 
in