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PanzerCorps

Video Game Programmer
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Sep 6, 2012
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Werewolf CLXI: Played by The Chessmaster


chessmaster_new_mutants2_8004.jpg



THE SETTING
(Roleplaying Background only - Feel free to skip if you aren't interested)


You don't remember a thing about how you got here, but here you are. You have been kidnapped, along with several others from around the world. Now you will play. Play for the entertainment of your master. Play the game of Werewolf, now more real than ever. Do as you are told, stay strong, play your cards right, and you shall prevail and be set free - While those who don't, those who succumb to fear and paranoia, those of lesser intellect, die by your hands...
 
THE RULES

Players from all around the world were brought here by one person. Together, they represent a villager. The Chessmaster will give each a role, something to do, which will be kept secret. Most will be plain, ordinary villagers, but some amongst them will be cursed with lycanthropy. The "villagers" will win and be allowed to go home once they have found all the werewolves and eliminated them. While the werewolves (and their "allies") win by reaching (1:1) parity with the villagers. The werewolves may be split into packs, in which case only one may remain - and the game is not won until all others are eliminated.

The game is split into two sections - Night and Day. For practical reasons, these take place at the same time, except for the first deadline, which only represents a night.

During the day, the village gathers and decides who to lynch, the person they think is most likely to be a baddie. During the night, the werewolves decide who to hunt, and special goodies and baddies will all send their orders to be executed.

Day actions are handled in the following order:
1-Votes
2-Plotters
3-Leaders
4-Brutals

Nightly orders are handled in the following manner:
0-Jester
1-Distiller
2-Infiltrator Scan
3-Sorcerer Scan
4-Seer Scan
5-Priest Scan
6-Assassin
7-Robber
8-Guardian Angel
9-Doctor
10-Werewolf
(If multiple hunt orders are sent from the same pack, the last one submitted is the one that counts unless otherwise specified by the sender. No matter how many werewolves or werewolf packs there are, only one attack takes place during the night, or none, if a pack forgets to send in an order.)
11-Padre

During the day, everyone(including the werewolves, who have assumed their human form) will meet together to discuss and decide who to "lynch". I will then take care of that person accordingly. When a player has decided whom to vote for, they type vote Player X in bold font and preferabbly at least size 3, this to ensure that your GM notices the vote. It is not allowed to edit a vote. If a player decide to change his vote, he types unvote Player X - vote Player Y. The "unvote" is there to help me count the votes. I will however count changed votes even without the "unvote", only somewhat slower and with a bigger risk of getting it wrong so please help the GM and use "unvote" when you change your votes.

Abstaining from voting without declaring absence a maximum of 3 times will result in being auto-lynched or subbed out, if a substitute player can be found.

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 colour (and keep off the GM colour, Golden Rod).

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.

Forged Private Messages (PMs) are allowed. Quoting or forging PMs from the GM is not allowed.
Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.



THE ROLES

Villager: Has no special abilities.

Werewolf: Asks the Chessmaster to kill someone each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.

Seer: May ask for the identity of one person per night. He will be told if that person is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

Priest: May ask for the identity of one person per night. He will be told if that person is an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

Sorcerer: Works with the Werewolves, and wins if the Werewolves win. May ask for the identity of one person per night. He will be told if that person is a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

Apprentice: Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices works just like their former master. If an Apprentice is in the game, the first scanner who finds him (and survives the night) will make him his Apprentice. An unclaimed Apprentice will not be told that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Infiltrator scans can not detect Apprentices.

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

Doctor: May protect one person each night but can't choose to protect the same person two nights in a row. In case of an attack, the Doctor has a 50% chance of saving that person. The person saved will be unable to send in any votes or orders for the next day/night cycle but may also not be attacked directly while recovering. 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.

Cultist: Works with the Werewolves, and wins if the Werewolves win. Cultists may start attached to a pack, in which case they can never break free, or may start unattached, in which case they may attach with one once they make contact with them(Both Cultist and Wolf must confirm to the GM they want the attaching to happen - at which point the GM will send confirmation that it has happened, if it did). Once attached, can not switch, either. If all werewolves of a pack die, the cultists will gain the ability to hunt.
(So basically the cultists are the same as the werewolves, except scanned by different people, and may start unattached)



THE TRAITS

Padre: May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a wolf or a hunter, the name of one of the perpetrators will be given to the padre.

Infiltrator: Can scan a player to get one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

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 unactivated, will die to an attack BUT will take one of the aggressors with him.

Assassin: Can send in a nightly order to kill someone, but only once.

Robber: Once through the course of the game the Robber can choose to rob a player of all his traits and demote him to basic goodie/baddie role (villager/cultist). The Robber will be given all the victim's traits, including hidden ones. The robber's role, however, will not change. In the update it will be made public that a robbery has taken place during the night and who the victim was but not who the Robber was.

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. Exactly what a Jester trick will have for effect on each nightly action will be detailed in a separate post. The target will only be informed if the Jester trick actually affects anything.

Distiller: Each night, the Distiller may choose to share a bottle of rum with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss).

Leader: May declare that the victim/all victims of a lynching will not be lynched, and pick one other character to be lynched instead. However the Leader's charisma can only do so much so he can only redirect the lynch to someone with at least 1/3 of the votes of the lynchee, and he can not save himself. If the lynched character is not a baddie the Leader ability is used up. There will be a maximum of one leader in the game, and no "X in command"s. A leader that lynches a baddie is promoted to King. A King can redirect the lynch to anyone he wishes regardless of votes(but still cannot save himself). It is good to be the King.

Brutal: If lynched or brutalized, has the power to immediately kill one person before being subdued.

Cursed: If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf. Seer and Guardian Angel can not be cursed at game start. A cursed apprentice that turns into a werewolf loses his apprenticehood.

Blessed: A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed might be unaware he is blessed. If a Blessed and Cursed player is hunted, the Blessed trait has priority.

Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn what type of scan is used against them and if they do a 25% chance to learn of the actual scanning player's name.

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.

Seerish Powers: Has one single fully* functioning seer scan to use during the span of the game.

Priestly Powers: Has one single fully* functioning priest scan to use during the span of the game.

Sorcerous Powers: Has one single fully* functioning sorcerer scan to use during the span of the game.

Infiltrating Powers: Has one single fully* functioning infiltrator scan to use during the span of the game.

Healing Powers: Has one one single fully functioning doc protection to use during the span of the game.

Damsel in Distress: If this player is saved from lynch by a leader, a plotter or a vote snipe (within five minutes of the deadline) or from hunt by a protector or jester then the saviour will be the Damsel's Knight in Shining Armor. The Damsel and the Knight will get eachother's names and the Knight will get a random extra trait. A Damsel can only have one Knight but if her Knight dies she can again be saved and a new Knight will then emerge. A Damsel may or may not start the game with a Knight already at her side.

Knight in Shining Armor: A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.


Lovers: They are given each others' name at the start and told they are lovers. They do not, however, know each other's roles or traits, but do know they are in love. If a lover dies, the other will die of broken heart alongside him. If both lovers survive the game however, both will win, presuming at least one is on the winning side.

Rivals: Two players may start as rivals, in which case neither of them can win as long as the other remains alive. If both are still alive at game end, they both lose.

* Xxxly powered scans can detect but not claim apprentices.
* only one Xxxly powered scan of each type will be effectuated on any given night. Should several scan orders be issued the same night one random scan will go through and the rest of the Xxxly powered scanners will have to wait until another night.

Roles and traits subject to change until game has started. All suggestions are welcome and appreciated, especially from more experienced players.
Potentially confusing role bits(ones that generally differ from game-to-game) highlighted in bold.



THE DEADLINE
The deadline for votes and other stuff is 19:00 GMT. Any vote showing the timestamp 19:00 will be accepted, one showing 19:01 however will NOT.
A lynched player is considered dead at the deadline - All other kills take place after the update has been posted.


SIGN UPS CLOSED ON (9/7/14) AT 18:00 GMT
At that point, Role PMs will start going out.

FIRST NIGHT HIT THE DAY AFTER THAT(10/7/14) AT 19:00 GMT
 
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The Players:

Dead (
18):

1-Cliges as a Rook villager One-Eye Open hunted night 0. (update)
2-Madchemist as Paul Morphy, ex-seerish powers villager hunted night 2. (update)
3-Pjnlsn spiritually attuned, priestly-powers villager lynched day 2. (count)
4-
Teep as Sir Alan Beresford B'Stard MP (ret) MEP (ret), Lord Protector of The United Kingdom of Great Britain and Ireland, concentrated werewolf shot down night 0. (update)
5-
Falc, werewolf plotter of the concentrated pack, lynched day 3. (count)
6-
Aedan, villager asssassin, hunted night 1. (update)
7-Randakar, spiritually attuned priest, hunted night 3. (update)
8-Gen. Skobelev, cursed Jester villager with used-up sorcerous powers, brutalized day 3. (update)
9-Cymsdale as Black Pawn, brutal cultist of the concentrated pack, lynched day 3. (count)
10-Comm Cody as Baron Adam von Adams of Adamburg werewolf with Sorcerous Powers of the Broad Pack is lynched day 2. (count)
11-
The Super Pope as the creepy dude out of Saw, Seer, lynched day 1. (count)
12-LatinKaiser as Richard IV Plantagenet (i.e. a King), plotter broad werewolf is hunted night 4. (update)
13-Puchas as Euro's Kidnapper, distiller with healing powers and DiD is lynched day 4. (count)
14-Alxeu as The Broad Cultist lynched day 5. (count)
15-Daffius as Kasparov, damsel in distress, blessed and with used-up seerish powers is lynched day 6. (count)
16-
Wagonlitz, villager leader with a rival, is hunted night 6. (update)
17-Tamius23 as a plotter ex-robber one-eye open villager with a rival lynched day 7. (count)
18-Jonti-h blessed GA hunted night 7. (update)

Still Alive (6):

1-Arkasas as Frederick Trumper

2-Sleepyhead as Panzer Commander's Sock Puppet
3-Lemeard
4-Drakodra as
Issei Hyodo the pawn of twelve pawns Subbed by Cliges 2.0
5-Snoopdogg

6-Narref as Sean Bean


Sub list:

1-Aedan
2-
...

GM:

1-Panzer
And big thanks to Johho for allowing me to copy his style.

Event List:

Day -n: Numerous people from around the world have been kidnapped and brought onto a strange Island. They chatter while awaiting role assignment and for the game to begin.

Night 0:
Cliges the Villager with One-Eye Open is hunted
Night 0: "I'm taking you with me" is probably the last thing
Teep(Concentrated Werewolf) heard.

Day 1: A creepy dude was lynched for being... creepy. But as you all know looks can be deceiving(but I know I saw light in...) and he was actually
The Super Pope. Why not just a normal Pope? Becuase he's got superpowers and can sense evil, that's why!
Night 1: An Assassin(
Aedan) got a karmic death.

Day 2:The count rules against the Baron. Comm Cody is found to be evil.

Day 2:
The Pjnlsn is found to not be evil!
Night 2:
The Mad Chemist is found to be dead.

Day 3:
Falc the plotter werewolf of the concentrated pack is lynched
Day 3:
Cymsdale the brutal cultist of the concentrated pack is lynched, he brutalizes Gen. Skobelev the cursed Jester villager with used-up sorcerous powers
Night 3: Randakar the spiritually attuned priest is hunted.

Day 4:
Puchas distiller healing powers Damsel in Distress villager is hunted.
Night 4:
LatinKaiser plotter werewolf is hunted

Day 5:
Alxeu the broad cultist jester is lynched.
Night 5: Cliges is robbed.

Day 6:
Daffius the blessed Damsel in Distress with used-up seerish powers is lynched.
Night 6:
Wagonlitz the leader villager with a rival is hunted.

Day 7:
Tamius the plotter ex-robber villager with one-eye open and a rival is lynched
Night 7:
Jonti the ex-blessed GA is hunted
 
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Jester effects

Seer scan: 25% priest scan, 25% sorcerer scan, 25% inflitrator scan, 25% GA protection
Priest scan: 25% seer scan, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Inflitrator scan: 33% seer scan, 33% sorcerer scan, 33% priest scan
Sorcerer scan: 33% seer scan, 33% infiltrator scan, 33% priest scan

GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

Blessed: 50% Cursed, 50% Spiritually Attuned
Cursed: 50% Blessed, 50% Spiritually Attuned
Spiritually Attuned: 33% Cursed, 33% Blessed, 33% One-Eye Open

Hunter: 100% Robber
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Hunter, 50% Wolf attack (and if a goodie or free baddie Robber temporarily turned wolf by a Jester hits a Cursed then that Cursed, the poor soul, will start a new wolf pack)

Distiller: 100% Jester
Jester: 10% Distiller, 10% Seer scan, 10% Priest scan, 10% Infiltrator scan, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack, 10% Spiritually Attuned, 10% Blessed

Leader, plotter and villager votes or brutal attacks are not affected since they are day time actions.

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.
 
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I'd like to join, but I'd only be active between the hours of 20:00 GMT and 02:00 GMT. Would that be too inconvenient to play? :(
 
I'd like to join, but I'd only be active between the hours of 20:00 GMT and 02:00 GMT. Would that be too inconvenient to play? :(

Well, ideally you wanna be around some 30 mins before deadline at least to take part in all the last-minute shenangians, but I'd say your schedule is pretty good, being on soon after deadline means you can start cases and lynch campaigns, at least... I'll add you to the roster
 
In as Frederick Trumper.
 
Well, ideally you wanna be around some 30 mins before deadline at least to take part in all the last-minute shenangians, but I'd say your schedule is pretty good, being on soon after deadline means you can start cases and lynch campaigns, at least... I'll add you to the roster

Well, in that case... In as Richard IV Plantagenet (i.e. a King)
 
In
 
In as The Black Knight

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Panzer, could you make that link in your advertisement not link to newreply.php?
I find it really annoying - it behaves like a reply to the thread you're reading that in.
It took me a bit before I realized you were actually sending me to the correct thread, just with a ton of quote spam and no opportunity to actually read the thread first ..
 
In like Lemeard in a TIE involving meese, Volvos and IKEA
 
In.