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tamius23

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Feb 12, 2011
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Werewolf CLXXIX
The Second Punic War



Saguntum has fallen to Hannibal Barca’s army after a bloody siege. The desperate Saguntines called on Roman aid, but their pleas fell on deaf ears, and the adult population was put to death when the Carthaginians overran.

This marks a blatant breach of the peace treaty agreed upon after the first Punic War - not that the Romans were innocent of any wrongdoing.

218 BC. Hannibal’s army is mobilised and sated on plunder. What will he do next, and can he count on the loyalty of all his generals?

Deadline is 21:30 GMT
Signups closed Wednesday, May 13, 21:30 GMT
Night 0 fell Thursday, May 14, 21:30 GMT
 
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The Rules:

Werewolf For Newbies (by tamius):

You are either a "good" player or a "bad" player. Whichever you are, you are obliged to vote once per day, by posting in bold in the thread. eg. Vote Tamius. You may Unvote and Vote someone else as many times as you want, and the player with the most votes at the end of the day is brutally killed by everyone, that is, "lynched". If you are a werewolf, you may send in a "hunt" order by Private Message to the GM. The GM runs the game.

All orders must be in before the deadline, or they are ignored. It is considered that everyone votes during the "day." and the wolves hunt during the "night." Normally most games begin with a "night deadline", a day in which the votes are ignored (known as "day zero sham voting") and only the orders, by the wolves and other roles which send orders, are considered.

There are a multitude of roles in the game of Werewolf, and they are listed below, with their effects. Some players may also have traits.

For the villagers and other "good" players to win, they must kill all the "bad" players. For the "bad" players to win, they must kill all members of opposing packs (generally there are two packs, occasionally three) and then reach the same numbers as the remaining "good" players. This is called parity, and when baddies of one pack are equal or greater in numbers than goodies, they win.

To sign up to a game of werewolf, post in this thread. A simple "In" will suffice, and you will be added to the player roster by the GM.

Each player must cast his vote (like so: Vote Tamius and it can be changed like so: Unvote Tamius, Vote ese) before 21:30 GMT. Should a player miss a vote, he will be forgiven, but on his second or third non-vote, he will either be replaced with someone else or shot.

Any votes which have the timestamp 21:30 (GMT) will be ignored, and will not count towards the day just finished or the day just starting.
Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may edit for spelling, but it is preferred to make a new post - you can consider the rule against double-posting temporarily suspended in that situation.

For scan and hunt orders, if the timestamp is 21:30, they will be ignored. For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the orderer forgets to send an order, their action will not occur, regardless of backup orders for previous days. If the orderer asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so.

A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.

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 risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour. Stay off #AAAAFF, that's my colour.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, I'll kill you multiple times. You may post PMs from the GM, but I can refuse to confirm it, ignore it, or even deny it, if I want to.

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.


The Roles

Goodies

Villager: Votes. Has no special abilities.

Seer: Scans once per night. Should the Seer scan a Werewolf or an Apprentice, he would be told so, but anything else will give him the result "villager."

Priest: Scans once per night. Should the Priest scan a Cultist, Zealot, Sorcerer, or Apprentice, he would be told so, but anything else will give him the result "villager".

Guardian Angel: Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, can never protect themselves, nor can they protect the same person twice in two nights.

Doctor: Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.

The Doctor, like the GA, may not protect themselves, nor protect someone they protected the previous night.

Padre: Every night may stay with another player and administer unto them their last rites. If the player the Padre stays with is hunted and killed, the Padre receives the name of one of the werewolves who killed him.

The Padre may not stay with someone twice in two nights, as with the GA and Doctor, and for obvious reasons cannot administer last rites to themselves.

The Guardian Angel, Doctor and Padre will not all feature in the same game.

Apprentice: If an apprentice is scanned by a scanning role, ie seer priest or sorcerer, they become claimed by said role. If their master who scanned them dies, or somehow loses his scanner role, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Apprentices will not be aware they are apprentices upon game start, and will be told that they are villagers.

Baddies

Werewolf: Organised into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them. The packs have names and colours, but these have no bearing on them.

Zealot: Another kind of evil player. These will all be organised into packs with werewolves, and hunt along with the pack. However, they will not be seen by witnesses or padres like werewolves will. If all the werewolves in their pack die, they will change into werewolves, and become detectable by the seer rather than the priest.

Cultist: An evil player, who works with the Werewolves. Some cultists will start as part of a pack, but can never switch to another pack, unless all the wolves in that pack are dead. Some will start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They cannot subsequently switch packs, unless all the pack's wolves (and zealots) are dead. They can only win if they are attached to a pack and that pack is victorious. They will not count for parity if unattached.

Sorcerer: Sends a scan order every night. Should the player be a seer, priest, apprentice, cultist or zealot, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.

Neutral

Thief: Starts Neutral but cannot win if they stay neutral, and while neutral do not count for parity for either side. Once per game, the thief may steal a player's role. He will permanently gain the role and all traits associated with it. The previous holder will die if he is not a wolf or cultist, and become a traitless, unattached cultist if he was a wolf or cultist.

The thief's name will not be mentioned in the end-of-day update when he steals the role causing the death of a non-wolf/cultist, and nothing will be mentioned if he steals a wolf or cultist's role.

The Traits

Brutal: Upon being lynched, may kill one person in addition to themselves.

Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

Cursed: Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. The Seer, Priest, Padre, and Guardian Angel will not be cursed. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.

If a player who is not a werewolf (a pathological liar or a person whose abilities have been affected by jestering) werewolf-hunts a cursed player, that cursed player will start a new werewolf pack, which will affect hunt order for the other packs.

Hunter: If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless. He may also sacrifice his trait to kill a person during the night, regardless of anything that would stop him doing so, except if he is blocked by the Lover or Distiller.

Witness: By asking by PM, the witness may see the nightly hunt and record the name of one of the werewolf attackers. The chance of the witness recording the name of one of the wolves is the day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.

Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.

In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.

The leader may not use his ability to save himself.

Second in command: Becomes leader if the leader is dead or has lost his ability.

Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.

There are more players further down the chain of command.

Spiritually Attuned: If scanned, will sense so. Has a 25% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner.

Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost. An innkeeper using his trait will have his role revealed in the update.

Distiller: Can use his distiller powers on a player, which blocks any action for them that night. This trait is not lost when used and cannot stop werewolf packs from hunting.

Rivals: If a player's Rival is still alive at the end of the game, the player loses. Rivals will not necessarily be a pair.

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. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, zealot, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, zealot, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not.

Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.

Pathological liar: The Pathological Liar lies so much he forgot that some of lies are true. To use his abilities, which he may three times per game and once per day, the Pathological Liar must both post openly in the thread and send a PM to the GM (containing a method for the GM to access the post, such as a link, post-number or quote-link) claiming one role or one trait, listed on the front page (i.e. listed in this post). He then gains the role (or trait) until immediately after the next deadline. He cannot use this power to change his allegiance to another side nor will it affect how he counts for parity.
By way of an example, were a villager pathological liar claim to be a wolf, he would scan as a wolf and be able to eat people that night (two hunts would happen), but would not count for parity on the wolves' side or learn names of a pack.

Jester: The Jester may play tricks on a player and have an effect on their nightly actions or their traits. The effects of the jester are detailed in a separate post. The jester’s target will only be informed if they are affected.

Day actions are as follows:

1. GM autolynch of absent player
2. Innkeeper
3. Leader
4. Lynch
5. Brutal

Night actions are as follows:

1. Jester and Distiller
2. Hunter hunt
3. GA protection
4. Doctor protection
5. Thief attack
6. Seer scan, including seerish powers
7. Priest scan, including priestly powers
8. Sorcerer scan, including sorcerous powers
9. Werewolf hunt
10. Spiritually attuned
11. Padre, including single-use
12. Witness

If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.

This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. Most games players should not need to care about this.
 
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Jester effects:

Seer scan: 66% Priest scan, 33% Sorcerer scan
Priest scan: 66% Seer scan, 33% Sorcerer scan
Sorcerer scan: 33% Seer scan, 33% Priest scan, 33% distiller

Blessed: 50% cursed, 50% Spiritually Attuned
Cursed: 50% blessed, 50% Spiritually Attuned
Spiritually Attuned: No effect

Guardian Angel visit: 66% Doctor save, 33% Padre visit
Doctor visit: 66% Guardian Angel visit, 33% Padre visit
Padre visit: 33% Guardian Angel visit, 33% Doctor visit, 33% Jester

Hunter attack: 75% Werewolf attack, 25% Distiller
Hunter defence: 100% blessed
Wolf attack: No effect
Thief attack: 100% Werewolf attack
Brutal: No effect

Innkeeper: No effect
Distiller: 100% Jester
Witness, if inactive: 50% Spiritually Attuned, 50% Blessed
Witness, activated: 100% Spiritually Attuned

Jester: 12.5% Seer scan, 12.5% Priest scan, 12.5% Sorcerer scan, 12.5% Doctor visit, 12.5% Guardian Angel visit, 12.5% Padre visit, 12.5% Distiller, 12.5% Wolf attack.
 
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I suggest that players role-play as Carthaginian generals in Hannibal’s army, or commanders of mercenary detachments.

Typical kinds of soldiers in a Carthaginian army:

Cavalry
Spearmen and pikemen
Archers
Slingers
Swordsmen
War elephants
Mercenaries - largely Numidians, Gauls and Iberians. Some Italian socii and Greeks defected to Hannibal once he arrived in Italy.

A selection of Carthaginian names:

Hanno
Hannibal
Hasdrubal
Mago
Gisgo
Adherbal
Bomilcar
Hamilcar
Maharbal
Himilco

Hanno and Hannibal were particularly common Carthaginian names.

Mercenary detail:

Numidians were largely fast, light cavalry, armed with javelins and a short sword. There were also Libyans who tended to be foot soldiers, although it is unclear whether these were phalangists or swordsmen.

Gauls were generally a mixture of foot soldiers, such as spearmen. There were also Gallic cavalry that relied on charging as opposed to the skirmishing nature of the Numidians.

Iberians were swordsmen armed with javelins that fought in a dense formation, not too dissimilarly to Roman soldiers of the time.






Player list:

1. Rovsea as a camel the Leader Wolf of Massinissa's Pack, lynched Day 4
2. k-59
3. Tornadoli as Hanno Hannibal the Spiritually Attuned ex-Hunter Villager, hunted Night 6
4. Wagonlitz as Bjørn Blodøkse, lost and confused Scandinavian warrior the Wolf of Scipio's Pack formerly with Seerish Powers, lynched Day 6
5. LatinKaiser as Asterix, Gallic mercenary commander the Distiller Wolf of Massinissa's Pack, lynched Day 8
6. Mder1 as a Roman traitor the Cursed Apprentice Villager with Seerish Powers and a Rival, lynched Day 1
7. aedan777 the ex-Blessed Priest, hunted Night 9
8. Eternaly_Lost
9. Sleepyhead as Hannibal Lector the Brutal Cultist with Sorcerous Powers, hunted Night 3
10. Falc as one of the Belgae who got drafted while on holiday in Djerba the Jester Villager with Padreous Powers, hunted Night 7
11. Hax as the ghost of Alexander the Great the Spiritually Attuned Cultist of Massinissa's Pack, hunted Night 2
12. Ironhead 5
13. Korona Mder1 as Queen Dido of Carthage the Wolf of Scipio's Pack formerly with Sorcerous Powers, lynched Day 9
14. jonti-h the Distiller Villager with Priestly Powers, lynched Day 7
15. seamus2008 as a Carthaginian pikeman the 7th in Command Jester Zealot of Scipio's Pack, hunted Night 0
16. Dexander as stupido the Sixth in Command Cursed Villager, lynched Day 5
17. Gen. Skobelev as Biggus Dickus, Roman mercenary in Punic service the Fourth in Command Sorcerer with a Rival, lynched Day 3
18. Lord_D
19. EUROO7 as HannibalBarca, retired Werewolf player the Villager, brutalised Day 2
20. Delta21 as Mago, Balearic slinger and slayer of all named "David" the Villager, lynched Day 10
21. Dadarian as Cato the Elder the Brutal Blessed Werewolf of Massinissa's Pack, lynched Day 2
22. Comm Cody as Dickus Biggus, Punic mercenary in Roman service the Second in Command Blessed Padre with a Rival, shot Night 3
23. Kaisersohaib Dr.Livingstone the Brutal Villager, lynched Day 5
24. Cliges the Third in Command Innkeeper Villager, hunted Night 10
25. Yakman the Cultist with Sorcerous Powers, Sorcerous Powers and a Rival, hunted Night 1

Submarines:

Winners: 2​

Events:

On Night 0 seamus2008 the 7th in Command Jester Zealot of Scipio's Pack was hunted.

On Day 1 Mder1 the Cursed Apprentice Villager with Seerish Powers and a Rival was lynched.
On Night 1 Yakman the Cultist with Sorcerous Powers, Sorcerous Powers and a Rival was hunted.

On Day 2 Dadarian the Brutal Blessed Werewolf of Massinissa's Pack was lynched.
On Day 2 Dadarian brutalised EUROO7 the Villager.
On Night 2 Hax the Spiritually Attuned Cultist of Massinissa's Pack was hunted.

On Day 3 Gen. Skobelev the Fourth in Command Sorcerer with a Rival was lynched.
On Night 3 Comm Cody the Second in Command Blessed Padre with a Rival was shot by Tornadoli the Hunter.
On Night 3 Sleepyhead the Brutal Cultist with Sorcerous Powers was hunted.

On Day 4 Rovsea the Leader Wolf of Massinissa's Pack was lynched.

On Day 5 Dexander the Sixth in Command Cursed Villager was lynched.
On Day 5 Dr.Livingstone the Brutal Villager was lynched.

On Day 6 Wagonlitz the Wolf of Scipio's Pack formerly with Seerish Powers was lynched.
On Night 6 Tornadoli the Spiritually Attuned ex-Hunter Villager was hunted.

On Day 7 jonti-h the Distiller Villager with Priestly Powers was lynched.
On Night 7 Falc the Jester Villager with Padreous Powers was hunted.

On Day 8 LatinKaiser the Distiller Wolf of Massinissa's Pack was lynched.

On Day 9 Mder1 the Wolf of Scipio's Pack formerly with Sorcerous Powers was lynched.
On Night 9 aedan777 the ex-Blessed Priest was hunted.

On Day 10 Delta21 the Villager was lynched.
On Night 10 Cliges the Third in Command Innkeeper Villager was hunted.

On Day 11 k-59 the Hunter Wolf of Scipio's Pack was lynched.
On Day 11 Eternaly_Lost the ex-Apprentice Seer with a Rival was lynched.

On Day 11 Ironhead the Seer formerly with Padreous Powers and Lord_D the Fifth in Command ex-Witness Villager with a Rival won the game.
 
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In as a camel.
 
In










I will be RPing as Bjørn Blodøkse; a warrier from Scandinavia who doesn't know how he ended up here, but since there are battles why not make Odin (Woden) proud.
 
In as Asterix, a Gallic mercenary commander.

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In










I will be RPing as Bjørn Blodøkse; a warrier from Scandinavia who don't know how he ended up here, but since there are battles why not make Odin (Woden) proud.
I'm confused is wagon in this game?
 
I might and might not be online at this deadline, as it is rather late my time---23:30.


Tamius as far as I remember you live in York---i.e. are an Englishman. Many Brits tend to forget that GMT doesn't move, so you are aware that 21:30 GMT is 22:30 BST?

Also you didn't alter the deadline here.
For scan and hunt orders, if the timestamp is 22:00, they will be ignored.
 
In as roman traitor,
 
In
 
Tamius as far as I remember you live in York---i.e. are an Englishman.

That doesn't follow. ;)

I might and might not be online at this deadline, as it is rather late my time---23:30.

Many Brits tend to forget that GMT doesn't move, so you are aware that 21:30 GMT is 22:30 BST?

Yes, I am aware of how GMT works. Deadline is 22:30 BST, so you are right that it is supposed to be 23:30 CEST.

Also you didn't alter the deadline here.

Thanks.
 
Tamius perhaps you should advertise in OT.

That doesn't follow. ;)
Good point; it is likely though.
Yes, I am aware of how GMT works. Deadline is 22:30 BST, so you are right that it is supposed to be 23:30 CEST.
I just wanted to make sure you were aware; many Brits think Britain is on GMT all year round.
 
Which OT advertisement thread are we using these days?
Don't know. Marty talked about making a new one which properly introduced the game to new people, but since his big big hasn't been yet he hasn't made it yet. I think a new thread could be a good idea, but it would need to have some effort put into it.