• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

tamius23

Indefatigable Psychotic
40 Badges
Feb 12, 2011
2.652
14
  • Cities in Motion 2
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Cities in Motion
  • Crusader Kings II: Horse Lords
  • Europa Universalis 4: Emperor
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Crusader Kings Complete
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Parklife
  • Imperator: Rome
  • Prison Architect
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: Call to arms event
*bing bong*

Welcome aboard the 22:49 Paradox Interactive Rail service to your inevitable death. Calling at fright, worry, fear-mongering, paranoia, and Slough.


W W
CL​



All the passengers are behind the photographer. Honest.

Role-playing Background:
A train carriage full of passengers somewhere in the middle of nowhere has been infiltrated by werewolves, right under the noses of said passengers or the staff of the train. The werewolves in question look just like normal human beings and, indeed, are, only can become a werewolf when it goes dark - either because of night falling, or because the lights have gone off again - and then they may pick an unsuspecting traveller and dispose of them.

Fortunately for the trapped inhabitants of the carriage, some are armed, some possess magical powers, and some can shout loud enough to get them to kill some werewolves - because if they don't, they will quickly be overwhelmed by the forces of evil.


Deadline 20:00 GMT
Signups closed Wednesday, 27 November, 20:00 GMT
Night 0 fell Thursday, 28 November, 20:00 GMT
 
Last edited:
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 20:00 GMT. Should a player miss a vote, he will be forgiven, but on his second non-vote, he will either be replaced with someone else or shot.

Any votes which have the timestamp 20:00 (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 20:00, 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, 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, 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.

There will not be all three of padre, doctor and guardian angel in a game.

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.

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 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, or cultist, 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.

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, 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.

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.

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. Apprentices will not be aware they are apprentices upon game start.

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.

Insanity: Will only apply to scanning roles, those with a scanning trait, or apprentices, and holders will be unaware of it. When scanning, regardless of the role of the player scanned, the insane scanner will receive the result "villager".

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.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, 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. 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 power: 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.

Jester: Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. The target will only be informed if the Jester trick actually affects anything.

The jester can have the following effects:

Seer scan: 20% priest scan, 20% sorcerer scan, 20% GA visit, 20% padre visit, 20% insane
Priest scan: 20% seer scan, 20% sorcerer scan, 20% doctor visit, 20% padre visit, 20% insane
Sorcerer scan: 33% seer scan, 33% distiller, 33% priest scan

GA protection: 25% doc protection, 25% padre visit, 25% distiller, 25% gain a new rival pair
Doc protection: 25% GA protection, 25% padre visit, 25% distiller, 25% gain a new rival pair
Padre visit: 25% GA protection, 25% doc protection, 25% distiller, 25% gain a new rival pair

Blessed: 33% Cursed, 33% Spiritually Attuned, 33% Insane
Cursed: 33% Blessed, 33% Spiritually Attuned, 33% Insane
Insane: 50% Cursed, 50% Spiritually Attuned
Spiritually Attuned: 20% Cursed, 20% Blessed, 20% Apprentice, 40% Witness

Hunter:
If attacking: 33% werewolf attack, 33% distiller, 33% jester
If defending: 33% blessed, 33% cursed, 33% gain new rival pair
Wolf attack: 1 in pack size chance of sorcerous scan

Innkeeper: 50% blessed, 50% witness
Distiller: 100% Jester
Jester: 10% Distiller, 10% Seer scan, 10% Priest scan, 10% doctor visit, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% insane

Leader, plotter and villager votes or brutal attacks cannot be affected by the jester.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.

Overnight, the orders take place in this order:

1. Innkeeper and leader
2. Lynch and brutal
3. Jester and distiller
5. Hunter hunt
6. GA and doctor protection
7. Werewolf hunt
8. Seer, priest, and sorcerer scans, including single-use powers
9. Spiritually attuned
10. Padre, including single-use
11. Witness

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.


Jester rules borrowed from WW CXLIX. I hope johho doesn't mind.
 
Last edited:
Players:

1. Teep the ex-SNCF brutal cultist, committed suicide Day 10
2. aedan777 the jester villager, hunted Night 3
3. Eternaly_Lost the DB werewolf hunted Night 0
4. tonkatoy5 the SNCF werewolf hunted Night 1
5. Justinian_A the brutal villager lynched Day 9
6. GreatUberGeek the padre, lynched Day 5
7. EUROO7 as Doc Brown the cursed villager, hunted by Comm Cody Night 1
8. Cliges the spiritually attuned priest, hunted Night 9
9. Rendap EUROO8 the DB werewolf, lynched Day 7
10. marty99 as David Brent the seer, lynched Day 1
11. gliomarto the ex-innkeeper villager, hunted Night 8
12. reis91 the SNCF werewolf with sorcerous powers lynched Day 1
13. Lemeard as Hercule Poirot the apprentice villager, lynched Day 6
14. Falc the Villager with Seerish Powers, lynched Day 2
15. jonti-h the SNCF werewolf, autolynched Day 10
16. johho888 the ex-Priestly Powers villager, hunted Night 5
17. Ithvan as a coal-shoveller the ex-sorcerous powers DB werewolf, lynched Day 10
18. esemesas as the mayor of Slough the cursed villager, lynched Day 10
19. THE_SPLIT the doctor, hunted Night 4
20. Panzer Commader as the Minister of Foreign Affairs the DB cultist, lynched Day 4
21. son of liberty the DB jester cultist, lynched Day 3
22. Nautilu Falc2 the distiller villager, brutalised Day 9
23. pjnlsn the Insane ex-Blessed Spiritually Attuned Seer, hunted Night 7
24. Comm Cody the ex-Hunter Villager, hunted Night 2
25. Rascar Capac aedan778 the ex-witness ex-seerish powers blessed villager, lynched Day 8
26. Adamus the Seer's Apprentice, lynched Day 2

Living players: 0

Events:

On Night Zero Eternaly_Lost the DB werewolf was eaten.

On Day One marty99 the seer was lynched.
On Day One reis91 the SNCF werewolf with sorcerous powers was lynched.
On Night One EUROO7 the cursed villager was hunted by Comm Cody the hunter.
On Night One tonkatoy5 the SNCF werewolf was hunted.

On Day Two Adamus the Seer's Apprentice was lynched.
On Day Two Falc the villager with seerish powers was lynched.
On Night Two Comm Cody the ex-hunter villager was hunted.

On Day Three son of liberty the DB jester cultist was lynched.
On Night Three aedan777 the jester villager was hunted.

On Day Four Panzer Commader the DB cultist was lynched.
On Night Four THE_SPLIT the doctor was hunted.

On Day Five GreatUberGeek the padre was lynched.
On Night Five johho888 the ex-priestly powers villager was hunted.

On Day Six Lemeard the apprentice villager was lynched.
On Night Six the werewolves didn't eat anyone.

On Day Seven EUROO8 the DB werewolf was was lynched.
On Night Seven pjnlsn the insane ex-blessed spiritually attuned seer was hunted.

On Day Eight aedan778 the ex-witness ex-seerish powers blessed villager was lynched.
On Night Eight gliomarto the ex-innkeeper villager was hunted.

On Day Nine Justinian_A the brutal villager was lynched.
On Day Nine Falc the distiller villager was brutalised.
On Night Nine Cliges the spiritually attuned priest was hunted.

On Day Ten Ithvan the ex-sorcerous powers DB werewolf was lynched.
On Day Ten esemesas the cursed villager was lynched.
On Day Ten jonti-h the SNCF werewolf was autokilled.
On Day Ten Teep the ex-SNCF brutal cultist was left without a master and won a moral victory, though he had to kill himself.
 
Last edited:
In
 
in
 
In!
 
In!
 
Surprisingly promising.

In as Doc Brown.

Marty!
5xghnwU.jpg
 

Attachments

  • 5xghnwU.jpg
    5xghnwU.jpg
    19,5 KB · Views: 50
In
 
I'll be in, tamius, purely to avoid the debacle you distributing my role when I'm not playing, as jacob notably did in the famous Lite game.

Come, friendly bombs, and fall on Slough!
It isn't fit for humans now,
There isn't grass to graze a cow.
Swarm over, Death!