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reis91

E pur si muove
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Jan 12, 2010
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Werewolf CIV : When the saints go marching in

B000JJ4T9A_01_SL75_.jpg


The setting

You are in a religious gathering, with the most holy missions of canonization and beatification. However, before the gathering began, a Voice spoke to each of you, about the evil in your midst, seeking to subvert the holy purpose of the Assembly. The barriers between Good and Evil shall be utterly shattered, and your goal is to win, by whatever means necessary.
 
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Rules

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 cultists) 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 (if present):

1. Cultists(if used on that night)
2: Seer
3. Priest
4. Doctor
5. Guardian Angel
6. Spy
7. Hunter
8. Werewolf (If multiple attack orders are sent from the same pack, the last order submitted will be used)
9. Witness

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).

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 deadline for nightly orders as well as voting is 21:00 GMT (Forum time, GMT timezone, no DST) and shortly after this the lynching takes place and the result of the Nightly activities is presented. Orders and votes submitted at 20:59 will count, the same submitted at 21:00 will not.


Roles (All listed will be represented, and no others)

"The Baddies":

The Unbelievers (Werewolves): Will choose a victim to eat each night. Is part of a werewolf pack, and will be informed of all pack-members and the packs cultist, if they have one.

The Wicked (Cultists): Works with a Werewolf pack, and wins if that pack wins. Again, pack specific. Full fledged member of the pack and is known to all wolves of the pack at the start of the game, and he knows them as well. Can only win with starting pack. Has limited scanning powers that build over time. He can do a scan to see if the target is a Seer, or an Apprentice, but not every night, and it is not a 100% scan until he waits for three nights. Starting at 0%, increasing 33.(3)% thereafter every night until used. Has a 9/17/25% of revealing ONE trait of the target, regardless of role.
Apprentices will only show as claimed or unclaimed, but always 100% accurate, and they will maintain their current state (cultists cannot claim them). Once used, the chance goes back to 0% and the cycle starts over. (Similar to how the witness trait works, except that it is an ability that is repeatable for as long as the cultist is alive.) If the final wolf of his pack is lynched or hunted, the cultist dies.



"The Goodies"

Saint (Villager): Has the ability to vote everyday, to kill the baddies and win.

His Holiness (Seer): May scan one person per night to see if he is a Werewolf or an apprentice. Will get the role of the apprentice if he is claimed. Other roles will appear as a Villager to the Seer.

The Clairvoyant (Priest): May scan one person per night to see if he is a Seer, a cultist or an apprentice. Will not get the role of the apprentice if he is claimed, unlike the Seer.

The Miracle-worker (Doctor): May protect one person each night. In case of an attack, the Doctor has a 66,(6)% chance (rolled on the night of the attack) of saving that person. The person saved will be unable to DO ANYTHING AT ALL (Ghost rules will apply), unless they recover but may also not be attacked directly while recovering. If the recovering player breaks the previous rule, they will be autokilled with extreme prejudice. 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. A doctor can never protect himself.


Traits


Scholarly (Apprentice): May start already claimed by a role*, or start unclaimed. In the latter case, they will still be aware of their role, and will be assigned a Villager role, until they are claimed or killed.

Apprentices that have acquired their master's role cannot claim any apprentice.


*List of roles able to get apprentices : Hunter (if they use the hunt on an unclaimed apprentice, they will claim them and keep their power intact), Seer, Priest, Spy.

Protective (Guardian Angel): May protect one person against a nightly attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

Wise (Spy): If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and orders of that player (50% success on clue, 35% useless information, 15% misdirected information), but never the role itself. The spy may spy on the same person repeatedly. Can claim unclaimed apprentices.

Far-sighted (Witness): Once per game, a player with the Witness trait may try to see the nightly attack. Witness success rate increases by 12.5% each night (12.5% on Night 1, 25% 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 may produce unexpected results.

Wavering (Cursed): Will not die if hunted by a wolfpack, and will instead join them as a wolf. Hidden trait, will not be known to the player, and will only be revealed on death if it has not been triggered.

Unyielding (Blessed): Will survive one wolf attack. Hidden trait, only known to the player after he is the target of a hunt. Will only reveal on death if it has not been triggered.

Martial (Brutal): Has the power to, when voted to be lynched, kill one other player before he is subdued.

The Zealot (Hunter): May choose, once per game, to hunt someone at night (subjected to all protections bar Blessed/Cursed). They have a 33,(3)% chance of taking down one of the attackers, only if fatally wounded, if they have not yet used their power. The update will not display the author of the hunt. This role will return villager to all but to the successful Spy scans.


Order of protection-layers is, starting from the first to be triggered: GA ->Doctor -> Blessed -> Cursed
 
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Player List

1. Najs as a Boondock Saint the Wicked Infidel was lynched on Day 4.
2. Boris ze Spider as Heresy the Scholarly Saint was hunted on Night 8.
3. Rysz as Paul Desmond
4. AOK. 11 as His Holiness Pastor Ted "AOK" Haggard was hunted on Night 0.
5. Sedracus as Cardinal Ximénez the Atheist Unbeliever was lynched on Day 2.
6. randakar as Richard Dawkins
7. Jopi
8. Adamus as Charlie Sheen's soul the Zealot Saint was unjustly killed by the GM on Night 2.
9. walrus the Protective Schismatic Unbeliever was lynched on Day 5.
10. Lord Strange as Saint George the Wicked Atheist was autolynched by God on Day 6.
11. enkhuush subbed by Kaetje the Saint was hunted on Night 5
12. drxav as Saint Denis the Miracle-worker was hunted on Night 10.
13. Paendrag as father O'Shenanigan the Wise Saint was hunted on Night 1.
14. Lurken as the Emperor the Zealot Saint was zealot-killed on Night 4.
15. jonti-h the Scholarly Saint was lynched on Day 8.
16. Kehaar as Father Ted Crilly the Infidel Zealot Unbeliever was lynched on Day 10.
17. Slinky
18. Jolt as Jorge Jesus the Blessed Scholarly Saint was lynched on Day 2.
19. Cyriandor as Cardinal Sin
20. Eternaly_Lost as "someone who has time to play WW again" the Schismatic Unbeliever was lynched on Day 1.
21. Raczynski as Aeron Damphair.
22. joebthegreat as Ms Bush
23. EUROO7 as "Col. Qaḏḏāfī and the Tripolis" the Infidel Unbeliever was autolynched by God on Day 6.
24. Jackpot15 as Comrade Conrad the Atheist Unbeliever was executed on Day 5.
25. johho888 as Jeanne d'Arc the Infidel Unbeliever was unjustly killed by the GM on Night 2.
26. k-59 as The Goddamn Batman the Saint was autolynched by God on Day 6.
27. jacob-Lundgren the Schismatic Unbeliever was lynched on Day 9.
28. Orange Yoshi as "the one who is left no choice but to join" the Saint was lynched on Day 3.
29. the_hdk the Atheist Unbeliever was lynched on Day 7.
30. J. Passepartout as Ecumenical Patriarch of Constantinople the Clairvoyant was hunted on Night 5.

Alive : 2
Dead : Everyone else

Winners

Rysz the turned Schismatic werewolf
Jopi the Schismatic cultist


Sub List

1. Kaetje - Subbed Enkhuush
 
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In as Paul Desmond, writer of "Take Five" one of my most favourite pieces of Jazz.
 
In, again. I was first, remember that!
Actually, make that In as one of the Boondock Saints. Love that movie.
 
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You are in a religious gathering, with the most holy missions of canonization and beatification.

tedhaggard1.jpg



Pastor Ted "AOK" Haggard said:
Good morning fellow soldiers in Christ. My name is Pastor Ted Haggard, and I am the former head of the National Association of Evangelicals. I unfortunately lost my position when rumors began spreading that I frequently engaged in sinful behavior involving homosexual prostitutes and huge amounts of methamphetamine.

These false allegations are totally untrue. All the homosexual prostitutes I frequented were troubled young men who needed enlightenment in the ways of the Lord. I purchased the large amounts of methamphetamine to keep it off the streets and away from our schools and neighborhoods.

For the children. Everything I do is for the children. And I offer one on one counseling for attractive young boys at no charge to you. Just bring them by my office.

I continue to dedicate myself to the work of the Good Lord and will do whatever it takes to rid our most holy gathering of evil doers.
 
Also, some feedback on the changes I made and a fitting name for the cultist role would be appreciated. And feedback on the deadline too, is forum behaving good enough at that time?

Complain now, or forever shut up.

@boris : The roles and traits are fully explained in the second post. Read it carefully.
 
Also, some feedback on the changes I made and a fitting name for the cultist role would be appreciated. And feedback on the deadline too, is forum behaving good enough at that time?

Complain now, or forever shut up.

@boris : The roles and traits are fully explained in the second post. Read it carefully.

Sorry, when i posted, it wasn't there.
 
Also, some feedback on the changes I made and a fitting name for the cultist role would be appreciated. And feedback on the deadline too, is forum behaving good enough at that time?

Complain now, or forever shut up.

Since the theme is Heaven and Hellish, Cultist could work. Otherwise I suggest satanist,evil minion or imp. :D
 
NO NO NO!

That kills the fanatic role. Giving them the option of blowing up their own pack and becoming a villager is absof**kinglutely not acceptable. Give them an all purpose brutal when they die.

Being untrustworthy is one of the things that destroys the cultist role. One of the main purposes of my variant was to both make the cultist relevant, but also trustworthy. If the cultist becomes a villager when the pack is destroyed, then that completely defeats the purpose of what I tried to do.

Change it or it defeats the purpose of the role.
 
NO NO NO!

That kills the fanatic role. Giving them the option of blowing up their own pack and becoming a villager is absof**kinglutely not acceptable. Give them an all purpose brutal when they die.

Being untrustworthy is one of the things that destroys the cultist role. One of the main purposes of my variant was to both make the cultist relevant, but also trustworthy. If the cultist becomes a villager when the pack is destroyed, then that completely defeats the purpose of what I tried to do.

Change it or it defeats the purpose of the role.

You're right. And yet I do not fancy having someone that for all effects has just lost the game, kill someone out of spite/revenge.

Cultist role changed.

@ Najs : The theme goes beyond good and evil, heaven and hell. It is a play on human morality. But yes, cultist might work.
 
NO NO NO!

That kills the fanatic role. Giving them the option of blowing up their own pack and becoming a villager is absof**kinglutely not acceptable. Give them an all purpose brutal when they die.

Being untrustworthy is one of the things that destroys the cultist role. One of the main purposes of my variant was to both make the cultist relevant, but also trustworthy. If the cultist becomes a villager when the pack is destroyed, then that completely defeats the purpose of what I tried to do.

Change it or it defeats the purpose of the role.
However dangerous it is, I agree with AOK.

In, as Cardinal Ximénez.

monty-python-spanish-inquisition.jpg



Nobody expects the Spanish inquisition!
 
Back in the good old days, we used to discuss significant role changes as a community before implementing them. Not anymore, I guess.

So what I want to know is, why was the hunter's chance of bringing down an attacking wolf set at 1/3 of a chance instead of 1/2?

And why was the doctor's chance of saving a patient increased to 2/3 of a chance from 1/2?

I am suspicious of any role change that results in less bloodshed. Why was this necessary?

And what does 9/17/25% chance mean under the cultist role?
 
In.
 
1) To make hunters more willing to use their power, and wolves less afraid of trying to take down someone who claimed hunter.
2) To reward effective orders, making it less dicey, more brainy. Also, slightly boosts the power of an organized JL, which is needed to counteract the powerful cultists.
3) Cultists have a small chance of getting 1 trait of their scan target. Why? Because, with AOK's rules, after the Seer is dead, there's not much for the cultists to do. This gives them an incentive to keep sending orders until the end. I'd like to hear more thoughts on this one, as I'm not totally sold on this idea yet.

Added Blessed and Cursed traits
 
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Also, I would again make the hunter a trait. Insta-JL with the goodie hunter role is entirely lame. The possibility of the hunter being a baddie removes this possibility.
 
Back in the good old days, we used to discuss significant role changes as a community before implementing them. Not anymore, I guess.

Yes, generalising based on the actions of one is the way to go.