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marty99

a world to win
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Apr 21, 2009
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Werewolf CXCVIII - Purgatorio

Purgatorio.jpg


Welcome to the game of Werewolf. No other experience will twist your mind and force you to look into the deep recesses of your own soul like the anarchy and chaos of this game. All are welcome to join, but beware: that haunting melody of laughter you hear dancing on the wind can quickly turn into the ferocious growl of a beast from Hell.



You are dead. You were always a committed atheist, but you are dismayed to discover yourself waking up in a bland, white dreamspace. After much investigation it becomes apparent you are neither forgiven nor condemned - you are in Purgatory.
After a while, you begin to like the place. You make friends, start working out, and take a night class in medieval european history at the local community college, which was always a deeply-held dream of yours.
However, all is not well in Purgatory. A multi-national oil community has announced plans to use eminent domain to buy up the local village and turn it into a refinery!
Can you band together with the rest of the village to save Purgatorio from destruction!???


Players are encouraged (though it is not mandatory) to roleplay and pick a character, the character can be made up or taken from real-life or a fictional work - any character is fine, the setting allows literally any dead character from all of history so pick your favourite character that you think you can roleplay, at least a little. Alive characters are also allowed allow they make slightly less sense.
 
THE SETUP


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. After only one pack remains, all baddies (werewolves and fanatics) are counted towards parity.

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. van Helsing
2. Lover
3. Seer
4. High Sorcerer
5. Priest
6. Hunter
7. Guardian Council
8. Thief
9. Cultist
10. Werewolf
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts.
11. Witness
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 who to vote for, they type vote Player X in bold font and preferably 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 GMT 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 color.

Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed and anyone who tries gets autokilled.

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched. If you want to try anything you are unsure of, then ask the GM first, no exceptions. If I think something you did is against the spirit of the rules, then you get autokilled.



THE ROLES

The GM will decide what roles will be used and how many of each there will be. The following are the only roles that are guaranteed to be in this game:

Normal Officer (Villager): Good. Has no special abilities.

Mole (Werewolf): Evil. Can choose to hunt one person at night. More specific eating rules might be given to the werewolves but will not be public knowledge.

The rest of the roles may or may not be used in the game.

Seer: May scan someone on occasion to see if they are a Werewolf or an apprentice. Depending on the size of the game, the seer may have an apprentice at the start of the game. If that is the case they may not scan for another apprentice while their original apprentice lives.

van Helsing: Goodie. Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of both One-Eye Open and Hunter. Scans as a cultist to the Priest.

Priest: Has the ability to scan for cultists, apprentices, seer and sorcerers. Note that the van Helsing will scan as a cultist to the Priest.

High Sorcerer: Has the ability to scan for cultists, priests, seer and apprentices. May also choose to place a curse on someone instead of his scanning ability for the night, which will make them cursed. Doing this will mean they cannot perform any nightly action the next night. A curse cannot be placed on the Seer, Priest, either of their apprentices, cultists, wolves or van Helsing. If the High-Sorcerer tries to put a curse on someone and fails i.e. it is not an applicable role, nothing will happen but he will not lose his ability for the next night.

Cultists: Work with the wolves and count for parity if attached to a pack, cultists can start attached or not at game-start. If all the wolves in it's pack dies it can become part of another pack. Can only win if its pack wins.

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, and van Helsing, and any apprentices of them cannot 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.

Hunter: Has a one-time ability to shoot someone dead in the night. Their name will be revealed if they choose to do so.

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.

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, 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, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, 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.

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. Once the leader uses the trait, 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 may be more players further down the chain of command.

Spiritually Attuned: If scanned, will sense so. Has a 50% 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.

Padre: a member of the Catholic clergy, this man's realm is spiritual, not the temporal affairs of the justice system. Yet it is his duty to perform the last rites for all he can reach - even though who have strayed in their lives - and he will endeavor to do so. May target one person each night with his powers: in the event the target is attacked during the night the Confessor will perform the Last Rites on the victim, who will identify his attacker before dying. The Confessor cannot choose to target the same person two nights in a row. They can target themselves - it just won't do anything.

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. Should multiple players use this trait on one night, only one will occur, but those whose 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. After the trait is used, it is lost. 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 whose do not succeed will not lose the trait.

(Spy): If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player, but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.


Village Council Member: The Council consist of 7 members at start - each member will know the names of the rest. The Council may have several finite miscellaneous powers it can use, maximum one per night. For it to work, an absolute majority of living members must vote for the same target.

THE 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 three 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. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.

§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.
 
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Dramatis Personae:
1. Wagonlitz
2. K-59
3. Audren
4. De Chatillon
5. Delta21
6. Aedan777
7. Madchemist
8. Jacksonian Missionary
9. Rovsea
10. Alxeu subbed by JermanTK
11. LatinKaiser
12. Eternaly_Lost
13. Sleepyhead
14. JCan
15. Ultikana Re subbed by Mder1
16. Gen. Marshall
17. Cliges.
18. Johho888
19. Kaisersohaib
20. Hazbot
21. Tamius23
22. Comm Cody
23. RepBentley
24. The Super Pope
25. Gorganslayer
26. Yakman
27. Emperor Ike
28. Health
29. Al-Aziz
30. Daird
31. DeathbyWombat
32. Hax
33. AVN
34. Npstr
35. Ithvan
 
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Do you feel in charge?
 
nKDri8k.jpg


IN as Puss n' Boots, ready to save Purr-gato-rio.
 
Do you feel in charge?
I certainly don't want to be.

For further clarification, I will set up the game, and EUROO7 will adminster it. This is an oversimplification of course, as both of us will have large input into both sides. However EURO will largely be the one doing updates and receiving orders, though I expect at least a few guest appearances.


To avoid any issues of crossed wires, it will be recommended that any players' orders be sent in a conversation titled 'ORDERS' addressed to both of us. All other discussion can go in other conversations.

In.

Could we axe the thief?
The roles I have not even touched yet. They are copied over from Infernal Affairs. I guess I better do them soon though, before to many complains get underway.


Update: The list of roles and traits has been changed. It is now close to what will be in the final product. You are now welcome to discuss if any roles should be removed, added, or altered.
 
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In
 
After much investigation it becomes apparent you are neither forgiven nor condemned - you are in Purgatory.

Is this the right place to mock the GM's apparent confusion of Purgatory and Limbo?

Also, in.

I guess I'll be Edmund Burke again. It's been a while.
 
Is this the right place to mock the GM's apparent confusion of Purgatory and Limbo?

Yes, but only if my multi-lingual pun can be maintained in Limbo.
 
In as a Giant Floating Babyhead

latest
 
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In as a camel.
 
I'll think sit this one out, since I don't have the time to play a proper WW game.
 
I'll think sit this one out, since I don't have the time to play a proper WW game.
I assume you didn't see my more or less simultaneous post in the Lite asking you to join, as while it would make sense I don't think you could have replied in time. Thanks for posting anyway. Hope you can play a Lite or two soon.
 
In as The Peasant Who Couldn't Afford An Indulgence