• 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.

Lemeard

Rees-Mogg for PM
69 Badges
Nov 27, 2004
196
52
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
Werewolf CLXIV: Iditarod - The Last Great Race

map.jpg


THE SETTING

Every year, brave mushers take to the Alaskan wilderness in order to tackle the world's most famous dog sled race. Completing this monstrous task takes anywhere from 8-15 days over a stretch of 1,800km (a bit longer or shorter depending on whether the Northern or Southern route is used). The participants face sub-zero temperatures, blizzards, and gale-force winds.

This year, you have decided that you can beat the best mushers in the world. Dallas Seavey? Who? How hard can it be to get from Anchorage to Nome. You have your sturdy sled, your reliable dogs, and the will to power through anything.

However, before you start the race you walk by a square in Anchorage together with some some of your competitors. Suddenly he points at you and shouts "DO NOT ENTER THE RACE! STAY AWAY!". Perplexed, you all stare at the man wondering what his problem is. "THE OLD GODS HAVE HAD ENOUGH. THEY WILL NOT TOLERATE YOUR PRESENCE ON THEIR HOLY GROUND ANY LONGER". After his last statement, the old man is quickly dragged away by the authorities who explain that the man claims to have "seen" the warning from the gods in his dreams a few weeks ago. Ever since, he's been disturbing regular business on the streets with his ramblings.

The next day, you wake up with a bad feeling...what if there's something to what the old man said? You quickly forget about him though when you hear someone announce that the start only is hours away. Come, it's time to gather at the starting line to get the race going!

 
Last edited:
THE RULES

Basics
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, all cultist, sorcerers, and sorc. apprentices) are counted towards parity.

The game is split in two sections, Night and Day.

Night
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:

1. Lover
2. Sorcerer
3. Seer
4. Priest
5. Hunter
6. Guardian Angel
7. Doctor
8. Werewolf
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all), no matter how many werewolves or werewolf packs there are.
9. Witness

Day
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 preferabbly 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.



Deadline
The deadline for submitting nightly orders as well as voting is 19:00 CEST / 12:00 CDT. Shortly after this the lynching takes place and the result of the Nightly activities is presented. Posts and orders submitted at 18:59/11:59 will count while posts and orders submitted at 19:00/12:00 will not.


Substitutes and Abstentions
No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.
Abstaining from voting without declaring absence three times during the game will result in autolynching (or being substituted by another player).

Spectators
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, gold).

Miscellaneous
Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT allowed.

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.

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.

THE ROLES​

Musher (Villager): Has no special abilities. A participant in the race hoping to get his/her hands on the trophy at the end.

Native Alaskan Extremist (Werewolf): Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge. Sick of all the foreigners and outsiders invading the Alaskan countryside every year. Believe that they are on a mission from their Gods and strive to get rid of the outsiders. Laughed at by other Native Alaskans.

Shaman (Seer): May scan one person per night to see if he is a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer. A shaman is the spirit worlds' mouthpiece. Can sense the evil intentions of an individual.

Undercover FBI Agent (Priest): May scan one person each night to see if he is a Seer, a Sorcerer, an unclaimed Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest. Having heard of a potential plot to wreck the race, the FBI dispatched an undercover agent to investigate.

Extremist Shaman (Sorcerer): Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if he is a Seer, a Priest, an unclaimed Apprentice, a lover or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer. Convinced that he/she is the true mouthpiece of the spirit worlds'. Will aid those who want to remove outsiders from the Alaskan countryside.

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 does not know 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. Shamans who have not yet reached their true potential.

Race Official (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. An official from the organizer. Each day the race organizer has the ability to issue extra security guards to a participant of the race.

Doctor: May protect one person each night. 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. A doctor can never protect himself.

Hunter: If the Hunter is attacked by wolves at night he has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves. He can also send a nightly order to kill someone in which case his ability is used up (including the 50% chance to kill an attacking werewolf). An experienced hunter who can use his trusted gun/rifle/bow once during the race.

PETA Member (Cultist): Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start and the wolf master learns of the cultists' identity in turn. Cultists are pack specific and stay attached to their pack for the duration of the game. If only cultists remain of their pack, they will be able to hunt. PETA members believe that the race should be stopped all costs in order to spare the dogs from suffering.

NYT Journalist (Witness): Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 10% each night (10% on Night 1, 20% 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 is used up nonetheless (but the Game Moderator might decide in special cases that the ability is not used). The journalist from the "newspaper of record" has managed to convince the editor to grant every funding request. The journalist is therefore equipped with devices which can be used to record evidence of a killing.

Lovers: The lovers have the power to withstand one nightly attack on either one of them (like being blessed). It will be revealed as a "no kill during the night". If one of them is attacked again, the surviving lover becomes a cultist with the other werewolf group. If one of the lovers is lynched, the other one turns into a non-pack specific cultist. May attach himself/herself to a pack. Wins with goodies, unless turned to cultist.


THE TRAITS​
The traits (extra roles) may be had in addition to any of the above roles.

Leader: May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. If the lynched character is not a baddie the Leader ability is used up. There will never be more than one Leader at any given time. In the event of a tie, only one lynchee can be replaced with the choice of the leader. If it is not specified, or not appropriate, the one who is saved will be choosed random. A deatiled clarification can be read here.

Second in command: Will become the Leader if the current Leader is used up (eg killed or has leaderlynched a goodie). There will be no more than one Second in command at game start.

Third in command: Will become the Leader if the Leader and Second in command are used up (eg killed or has leaderlynched goodies). There will be no more than one Third in command at game start.

NRA Member (Brutal): If lynched, has the power to immediately kill one person before being subdued. A member of the NRA. Always carries his/her guns with him and isn't afraid to use them.

Corrupt (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. A cursed apprentice that turns into a werewolf loses his apprenticehood. Corrupt members of the race organization only interested in filling their own pockets with money. Will aid the Native Alaskan extremists if they pay up.

Dog-whisperer (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, but if attacked he will be notified of this. This person is in touch with his dog sled pack. The dogs will protect him and chase away the extremists if he is attacked.

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 the scanner role and if they do a 25% chance to learn of the actual person. Someone who is in touch with nature, but not quite enough to use his/her connection like a Shaman. Will sense if someone scans him/her at night.

 
Last edited:
Player List:


1. leksu
2. Rovsea as the quiet guy who always has his hood up and wears a ski mask
3. jonti-h
4. Cymsdale
5. Aedan777
6. Alxeu as Sam McGee from Tennessee
7. Kaetje (?) subbed by Daffius
8. DutchGuy
9. Chieron
10. Panzer Commader
11. Gen. Skobelev
12. Suirantes as a loyal Husky
13. Wagonlitz
14. GreatUberGeek as Jack London
15. Arkasas
16. Madchemist as as William H. Seward
17. pjnlsn
18. Falc as Richard Hammond
19. Xarkan
20. Enkuush
21. Citizen1oo1
22. Kaisersohab as HM James May
23. sbr

Subs:
1. Ithvan (After September 10th)
2. Daffius
3. Rovsea

Events:​

There is no kill on the first night.

The village decides to lynch pjnlsn, the spiritually attuned villager, on the first day.
There is no kill on the second night.

Rovsea the Doctor and Alxeu the Lover are lynched on the second day.
The wolves hunt Gen. Skobelev, the Brutal Werewolf of the Yupik pack, on the third night.

GreatUberGeek the brutal werewolf of the Inupiat pack is lynched on the third day. He forgot to set a brutal.
The wolves hunt Kaisersohaib, the seer, on the fourth night.

Citizen, the cursed villager, was lynched on the Fourth Day. In addition, Wagonlitz shot Xarkan, the ex-lover turned cultist.
The wolves ate Cymsdale, werewolf of the Yupik pack on the Fifth Night.

DutchGuy the Spiritually Attuned villager and Enkhuush the Cursed villager were strung up on the Fifth Day.
The wolves decided to eat Wagonlitz, the Hunter, on the Sixth night.


Jonti the villager and Suirantes the sorcerer were TIEd on the Sixth day.
There is no kill during the Seventh night.

The village lynched Arkasas, the cultist of the Yupik Pack, on the Seventh Day.
The wolves ate Madchemist, werewolf of the Inupiat pack, on the Eight Night

The village lynched Leksu, the cultist of the Inupiat Pack, on the Eight Day.
There was no kill during the Ninth Night.
 
Last edited:
In

As the quiet guy always who always has his hood up and wears a ski mask.
 
Last edited:
This will be the motto of this game: Just because the GM wrote the rules, doesn't mean that he (a) knows them or (b) follows them.

That's my schtick, Lemeard. Get your own thing. :p
 
Inne
 
In
 
In as Sam McGee from Tennessee.
 
I suspect Jonti will be a wolf this game since noobs like me cannot into wolf

Wolf is a boring role. Villager is the best role - it is known.

In.
 
In as a loyal Husky.