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Introductory Post

alxeu

Hunting werewolves.
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Feb 11, 2012
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Werewolf CCXLIII: Councilism
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Following the fall of the oppressive regional government, the people of the villages banded together and declared a regional anarchist council, where all matters are decided by majority vote of the delegates who are themselves elected by a majority vote of their village. All Matters are decided by the votes of councils. The system has been stable enough, hearing matters too big for the village councils to solve, and ensuring every village gets an equal share of the region's resources, but recent voting sessions have been disrupted by those wanting to bring an end to the anarchist experiment, those favoring a hierarchical system, and others calling for the end of communal living and village councilsm, to be replaced with a capitalistic system.

Your job is to find those delegates responsible for disrupting the regional council and banish them from the organization, to be replaced by additional, untainted delegates at the next session.

Deadline is 12:00 CST (17:00 GMT).
 
Rules Post
The Rules:
(Stolen from tamius23 (and others) with modifications of my own)

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 Capibara. 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 Alxeu and it can be changed like so: Unvote Alxeu, Vote aedan777) before 12:00 Central Time. 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 at the GM’s discretion.

Any votes cast with timestamp 12:00 or thereafter but before the update goes up 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 12:00, 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, unless there is an order from previous days which states it must be used in case of no order. 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 color. Stay off #E25041, that's this GM’s color.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, the GM will strike with lightning more times you can count. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. You can analyze PM numbers to your heart's content but don't expect it to get you anywhere.

Alliances between players which aren't based on your roles in the game are frowned upon. Alliances which continue from one game to another undermine the whole idea of the game.

The Roles

Goodies

Councilor (Villager): A member Regional Council. Desires nothing more to ensure the revolution endures, no matter the cost.

Councilor of the Revolutionary Committee (Seer): Councilors who partook in the initial revolution. They know a reactionary when they see one. Scans once per night, based off of a result via majority vote. Should they scan a Werewolf, they would be told so, but anything else will give them the result "villager." The size of the Committee is determined by the number of remaining players, and the village will be informed when the minimum membership is reduced. Whenever the Committee falls beneath it's minimum capacity, a new member shall be inducted.

Councilor of the Ideology Committee (Priest Committee): The councilors most knowledgeable of the party line, and most able to detect those who hold differing ideas. Scans once per night, based off of the result of a majority vote. Should the Priest Committee scan a Cultist, Zealot, or Sorcerer, they would be told so, but anything else will give them the result "villager". The size of the Committee is determined by the number of remaining players, and the village will be informed when the minimum membership is reduced. Whenever the Committee falls beneath it's minimum capacity, a new member shall be inducted.

Councilor of the Protection Committee (Guardian Angel Committee): A member of the Protection Committee. Members decide one player to protect each night via a majority vote. 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 Committee, aka GAC, can never protect themselves, nor can they protect the same person twice two nights in a row. The size of the Committee is determined by the number of remaining players, and the village will be informed when the minimum membership is reduced. Whenever the Committee falls beneath it's minimum capacity, a new member shall be inducted.

Doctor: Responsible for the health of the regional council. 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.

The Record-Keeper (Padre): A special member of the council delegated to record notes of dying or expelled council members. 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.

Baddies

Reactionaries (Werewolf): Delegates of the Regional Council who seek to replace the existing council with a new form of government. Organized 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 colors, but these have no bearing on them.

Misguided Party Member (Cultist): Manipulated delegated who believes he is truthfully aiding the revolution by supporting the traitorous factions. Even should he discover the truth, he'll be in too deep to give up his support, further down the line. 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 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.

Populist Demagogue (Sorcerer): This delegate doesn't particularly favor either form of replacement government, just as long as he has power within it. Sends a scan order every night. Should the player be a member of a sub-council, zealot or cultist, the Sorcerer will be told what their role (or sub-council) 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.

Opportunistic Party Member (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.

The Traits
Assassin:
Can send in a nightly order to kill someone, but only once. His/her name will not be revealed in the update.

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. Initial members of each council will not be cursed. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.

Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update.
If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless.

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.

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.

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. The distiller can not distill the same person two nights in a row.

One-Eye Open: Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him. Is inactive by default. Can be turned on and off at will, as many times as desired.

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: Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Seerish powers: Once per game, may scan a player. He will be told if they are a werewolf, and if they are not he will be told they are simply a villager. After the trait is used, it is lost.

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

Sorcerous powers: Once per game, may scan a player. He will be told if they are a sub-council member or cultist, and if they are not he will be told they are simply a villager. After the trait is used, it is lost.

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.

Translator: Once per game, may change another player's vote to something else. Identity will be revealed when used.

Day actions are as follows:

1. GM autolynch of absent player
2. Votes
3. Plotter
4. Alderman
5. Leader
6. Lynch
7. Brutal

Night actions are as follows:

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

Picking a character and roleplaying is completely optional. However, if you don't pick one, the GM might pick up one for you for update flavor reasons.
 
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Roster and Sequence of Events
Roster:
1. Capibara as the Council of Chalcedon the Seerish Villager and Member of the Revolutionary Committee was lynched Day 2.
2. Arkasas the Distiller Wolf of the Hierarchy Pack was hunted Night 1.
3. aedan777 the Villager and Member of the Protection Committee was hunted Night 8.
4. Dedonus the plotter villager and Member of the Protection Committee was hunted Night 4.

5. MatthewFW190 the Wolf of the Bourgeoisie Pack and Member of the Revolutionary Committee was lynched Day 5.
6. Culann the Witness Zealot turned Wolf of the Hierarchy Pack and Member of the Revolutionary Committee was lynched Day 8.

7. LatinKaiser as Rosa Luxembourg
8. the_hdk as Putin the cursed villager was lynched Day 4.
9. De Chatill
ôn as Buenaventura Durruti the Cultist with a used Seerish Scan of the Hierarchy Pack was lynched Day 5.
10. Sleepyhead as a Straussian Progressive
11. Claude LC the Plotter Wolf of the Bourgeoisie Pack was lynched Day 3.
12. Liefwarrior as Aris Velouchiotis
13. Wagonlitz the villager was hunted Night 5.
14. Audren as Glorfindel, the forgotten Councillor of Elrond the Villager and Member of the Revolutionary Committee was hunted Night 6.
15. Alynkio the Hunter Villager was brutalized Day 6.
16. Avernite as the certificate salesman the Villager with used Seerish Powers was lynched Day 7.

17. Witch Agatha the Brutal Wolf of the Hierarchy Pack was lynched Day 6.
18. EUROO7 the Hunter Wolf of the Bourgeoisie Pack was hunted Night 2.

19. R.Graymarch
20. Beartjah subbed by Wagonlitz 2.0 the Translator Zealot turned Wolf of the Bourgeoisie Pack was lynched Day 6.
21. Yvanoff as the Paris Commune the Villager and Member of the Protection Committee was hunted Night 3.

22. Johho as Pippi Långstrump
23. MarcoRossolini

24. Panzer Commader as the Council of Nikea the Blessed Villager and Member of the Revolutionary Committee was lynched Day 1.
25. Spockyt
26. TheFatWombat as Pjotr Kropotkin
27. deathbywombat as an autonomous collective (of wombats)
28. Yakman

29. Emperor Ike as Emiliano Zapata the Zealot with Priestly Powers of the Bourgeoisie Pack was hunted Night 0.

Sequence of Events:
Night 0: Emperor Ike the Zealot was hunted.
Day 1:
Panzer Commader the Villager was lynched.
Night 1:
Arkasas the Wolf was hunted.
Day 2:
Capibara the Villager was lynched.
Night 2:
EUROO7 the Wolf was hunted.
Day 3:
Claude LC the Wolf was lynched.
Night 3:
Yvanoff the Villager was hunted.
Day 4:
the_hdk the Villager was lynched.
Night 4:
Dedonus the Villager was hunted.
Day 5:
MatthewFW190 the Wolf and De Chatillon the Cultist were lynched.
Night 5:
Wagonlitz the Villager was hunted.
Day 6:
Wagonlitz the Wolf and Witch Agatha the Wolf were lynched. Alynkio the Villager was brutalized.
Night 6:
Audren the Villager was hunted.
Day 7:
Avernite the Villager was lynched.
Night 7: No hunt occurred in the night.
Day 8:
Culann the Wolf was lynched.
Night 8:
aedan777 the Villager was hunted.
 
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What have I done?

Anyway, in.
 
In
 
Hoo boy time to flex the severity of my short term memory problems

IN
 
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Reactions:
In as Rosa Luxemburg.
 
In as Aris Velouchiotis
 
IN as Glorfindel, the forgotten Councillor of Elrond