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So Claude robbed his own packmate!?

Claude the Villager robbed Hax the Werewolf and, due to my misreading of the Robber trait, stole his role as well as his traits. Thus Claude became a wolf himself.
 
Claude the Villager robbed Hax the Werewolf and, due to my misreading of the Robber trait, stole his role as well as his traits. Thus Claude became a wolf himself.
lol
 
gg
 
I was an apprentice? Of what?

Also, oh yesterday was the only day I actually voted a baddie (Health) in game
 
See aedan, you had no reason not to trust me. Great game Aud, had quite a bit of fun.
 
I was an apprentice? Of what?

Also, oh yesterday was the only day I actually voted a baddie (Health) in game

Nobody. The Apprentice acts like a normal Villager until they are scanned by some sort of scanner (Seer, Priest, or Sorcerer [although that does make me want what happens if somebody with X-ish powers scans an Apprentice? Nothing? Does the Apprentice gain X-ish powers? @aedan777 ]) You were never scanned by any of them, so you stayed a normal Villager.
 
GM AAR #1: THE SETUP

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I wanted to do a more traditional setup this time instead of my Werewolves and Vampires setup last year, so I threw in Cultists. Not a fan of the rules I used; they seemed somewhat pointlessly obstructionist, though cultists being more able to sell their packs out did turn out to be relevant this game. I cut down on the traits compared to last game, removing Leader, Padre, and some other traits I used last game. Robber I threw in somewhat at the last minute cause I thought it would be cool. Minus my misreading of the role with Claude, I like it. Vengeful and Witness both came from one of Jackson's old games. Witness seems more powerful than it did before, but I approved.

The baddies got a little too much firepower with their Brutals and Assassinations. Probably should've given the cultists scans and moved their traits to one of the wolves, kept one of them as a killer, and left the other traitless. Otherwise, I feel pretty good about the trait balance.

Excel spreadsheets are super nice and I wish I had used one last time.
 
Nobody. The Apprentice acts like a normal Villager until they are scanned by some sort of scanner (Seer, Priest, or Sorcerer [although that does make me want what happens if somebody with X-ish powers scans an Apprentice? Nothing? Does the Apprentice gain X-ish powers? @aedan777 ]) You were never scanned by any of them, so you stayed a normal Villager.
The apprentice doesn't gain anything if scanned by an x-ish power, only if they are scanned by a full scanner. X-ish powers do reveal apprenticeships though, usually.
 
Claude the Villager robbed Hax the Werewolf and, due to my misreading of the Robber trait, stole his role as well as his traits. Thus Claude became a wolf himself.
Creating effectively a 5 man pack... with cultists that swing to either pack for parity and which could have potentially given the baddies a truly stupid number for parity.

However, mostly the village lost today because I'm assuming I was scanned.
 
Creating effectively a 5 man pack... with cultists that swing to either pack for parity and which could have potentially given the baddies a truly stupid number for parity.

However, mostly the village lost today because I'm assuming I was scanned.
Nah, you weren't scanned. Health was though, and I got him to give me your name, and then Johho's when he got added to a pack conversation with you and Johho.
 
I wanted to do a more traditional setup this time instead of my Werewolves and Vampires setup last year, so I threw in Cultists. Not a fan of the rules I used; they seemed somewhat pointlessly obstructionist, though cultists being more able to sell their packs out did turn out to be relevant this game. I cut down on the traits compared to last game, removing Leader, Padre, and some other traits I used last game. Robber I threw in somewhat at the last minute cause I thought it would be cool. Minus my misreading of the role with Claude, I like it. Vengeful and Witness both came from one of Jackson's old games. Witness seems more powerful than it did before, but I approved.

The baddies got a little too much firepower with their Brutals and Assassinations. Probably should've given the cultists scans and moved their traits to one of the wolves, kept one of them as a killer, and left the other traitless. Otherwise, I feel pretty good about the trait balance.
I think your setup was balanced enough, like you said possibly you shouldn't have given the baddies an assassin in a game this small. Having baddie brutals isn't really that problematic since that can only be used when lynched so as a baddie you would rather not use it...

I think the best team won, I just wish it hadn't happened this fast because that GM mistake. Instead of favouring the goodies - Claude getting brutal from his Hax robbery should have gotten Hax lynched. And then that pack would have been one member weaker, not two member stronger.

Health selling us out I guess was because we didn't involve him early enough, which is one way to get your cultists loyal with these set of cultist rules.

The goodies were just too disorganized and passive to stand a chance without scanners to rally to and our team too was rather lethargic.
 
The apprentice doesn't gain anything if scanned by an x-ish power, only if they are scanned by a full scanner. X-ish powers do reveal apprenticeships though, usually.

Gotcha, thanks.

I think your setup was balanced enough, like you said possibly you shouldn't have given the baddies an assassin in a game this small. Having baddie brutals isn't really that problematic since that can only be used when lynched so as a baddie you would rather not use it...

I think the best team won, I just wish it hadn't happened this fast because that GM mistake. Instead of favouring the goodies - Claude getting brutal from his Hax robbery should have gotten Hax lynched. And then that pack would have been one member weaker, not two member stronger.

Health selling us out I guess was because we didn't involve him early enough, which is one way to get your cultists loyal with these set of cultist rules.

The goodies were just too disorganized and passive to stand a chance without scanners to rally to and our team too was rather lethargic.

The odds were so strongly stacked in favour of the Thralls that I'm pretty sure Health would've sold you out anyway. If he knew your traits maybe he'd think to use your killing power to make it a proper scrap, but I doubt it.
 
I think every single goodie scan in this game scanned a baddie, but the wrong scanner scanned the wrong baddie.
I at least solely scanned baddies---unfortunately it was solely wolves I scanned. Cliges night 0, though I was distilled. So Cliges again night 1. Then Hax night 2, and night 3 I was supposed to scan Rovs, but got lynched while asleep.

Amusing. The one baddie scan on the other hand found the exact one person we hoped to find. We going to get a GMAAR?
Health?
 
Yeah, cliges scanned him with his sorcerous scan, exactly what we had been hoping for (and really the only thing left of value that a sorcerous scan could find)
 
I at least solely scanned baddies---unfortunately it was solely wolves I scanned. Cliges night 0, though I was distilled. So Cliges again night 1. Then Hax night 2, and night 3 I was supposed to scan Rovs, but got lynched while asleep.

Health?

Sorry, Daleksbane scanned EURO Night 0 and would've scanned Arkasas Night 1. So he at least was on point.

I'll get the rest of the AAR done soon-ish. It's mostly just the Thralls of Sauron catching every lycky break they could.
 
Werewolf CCXIX: Blade Runner: replicant werewolves.

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Early in the 21st Century, THE TYRELL CORPORATION advanced robot evolution into the NEXUS phase - a being virtually identical to a human - known as a Replicant. The NEXUS 6 Replicants were superior in strength and agility, and at least equal in intelligence, to the genetic engineers who created them. Replicants were used Off-World as slave labor, in the hazardous exploration and colonization of other planets. After a bloody mutiny by a NEXUS 6 combat team in an Off-World colony, Replicants were declared illegal on earth - under penalty of death. Special police squads - BLADE RUNNER UNITS - had orders to shoot to kill, upon detection, any trespassing Replicant This was not called execution. It was called retirement.