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EUROO7

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Werewolf CLXVIII

The Congress of Vienna
Self-plagiarism ftw!


OCFOBWN.gif



The Monster is gone!
War is over,
But peace is not guaranteed!

Can these diplomats from all over Europe turn back the clock and prevent
nationalists, revolutionaries, and others from plunging the continent into conflict?







THE RULES
blatantly and completely stolen from johho's last game

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.

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.

Daily actions are handled in the following order:
0. Liar
1. Votes
2. Plotter
3. Alderman
4. Brutal

Nightly orders are handled in the following order:

0. Club meeting
1. Jester
2. Distiller
3. van Helsing scan
4. Infiltrator scan
5. Sorcerer scan
6. Seer scan
7. Priest scan
8. Hunter
9. Assassin
10. Robber
11. Guardian Angel
12. Doctor
13. 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 or if a jester cause an additional "wolf" attack), no matter how many werewolves or werewolf packs there are.
14. Padre

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 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 three times during the game will result in autolynching (or being substituted by another player).

The deadline for nightly orders as well as voting is 12:00 MST (19:00 GMT) and shortly after this the lynching takes place and the result of the Nightly activites is presented. Post submitted 11:59 will count while posts submitted 12:00 will not.

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, lightgreen).

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: Will choose a victim to eat each night. More specific eating rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.

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.

Priest: May scan one person each night to see if he is a Sorcerer, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

van Helsing: Has a one-time super-scan ability which reveals all roles and traits, and has the equivalent ability of Hunter.

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 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 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. 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. Learns the identity of a wolf master at game start and that Werewolf knows the cultist's identity in turn. Cultists are not pack specific even though they may start in contact with one pack.

THE TRAITS​
The traits (extra roles) may be had in addition to any of the above roles (except for "Cursed", see below).

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. Once a padre has gained a death bed confession he will no longer be able to wake with potential targets for the rest of the game.

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.

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 before succumbing to the attack. 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).

One Eye Open: If the One Eye Open is attacked by wolves, hunter or assassin at night he has a 50% chance (not caught asleep/off guard) of killing one of his attackers before succumbing to the attack.

Assassin: Can send one nightly order to kill someone. After this his ability is used up.

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. 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
seperate 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). The Distiller will only stop a wolfpack or Guild action if the targeted player is the last member of the pack/guild.

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 (if the scanning player is a Guild then the Spiritually Attuned will get the name of one guild member and be told he is a guild member.

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.

Alderman: Upon important village decisions may declare (by PM to the GM) that his vote is worth two votes.
From this point on, his vote will always be worth two votes.

Seerish Powers*: This player have some talent in seeing the future. Not enough to become a seer but enough to give him one single fully* functioning seer scan during the span of the game.

Priestly Powers*: This player have some divine talent. Not enough to become a priest but enough to give him one single fully* functioning priest scan during the span of the game.

Sorcerous Powers*: This player have some dark magic talent. Not enough to become a sorcerer but enough to give him one single fully* functioning sorcerer scan during the span of the game.

Infiltrating Powers*: This player have some infiltrating talent. Not enough to become a infiltrator but enough to give him one single fully* functioning infiltrator scan during the span of the game.

Healing Powers: This player has some healing talent. Not enough to become a doctor but enough to give him one single fully functioning doc protection during the span of the game.

Angelic Powers: This player has some protecting talent. Not enough to become a Guardian Angel but enough to give him one single fully functioning Guardian Angel protection during the span of the game.

Damsel in Distress: If this player is saved from lynch by an alderman, 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 will 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.

Club member: Each member of a club will know the names of the rest. The Club may have several finite miscellaneous powers it can use, maximum one per night. For it to work, an absolute majority of all those who voted must vote for the same target and the same power to be used.
Abstaining from voting is equal to voting NO.

Ghost Whisperer: May once during the game ask to "speak" with the ghost of the player(s) that will get killed the upcoming night. The Ghost Whisperer will then get to know the ghost's intentions for that night and what that would have resulted in (only for scans) but also every action that was planned against him (but not specifically by whom, only by what). The Ghost Whisperer needs only tell which night he wants to use his ability, not on which player.

Cloak of Invisibility: A player possesing a cloak of invisibilty may once during the cause of the game become invisible, i.e. scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter/assasin attacks will miss and the player will even dodge the lynch mob making the runner up lynched instead of him etc. However wearing the cloak will also block any other actions of the wearer for that day/night cycle such as voting, scans, attacks and even counting for parity etc.

Pathological Liar: Can each day claim publically in the thread claim a role or trait (excluding hidden roles/traits - cursed, blessed, apprentice) from this post. Must then PM the GM quoting the post and claiming the use of the role/trait for the upcoming day/night cycle. Can only claim the same role/trait once for the cause of the game. For the Liar the following are considered the same role/trait: Seer/Seerish powers, Priest/Priestly powers, Infiltrator/Infiltrating powers, Sorcerer/Sorcerous powers, Doctor/Healing powers, GA/Angelic powers, Hunter/Assassin/van Helsing/Robber. A Liar claiming wolf will scan as a wolf but will not hunt. A Liar can't claim Guild member and if claiming Knight in Shining Armor will only protect himself from Robber unless he also specifies a valid Damsel in Distress.

* 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.


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% van Helsing scan scan, 33% infiltrator scan, 33% priest scan
van Helsing scan: 50% seer scan, 50% 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: Still Spiritually Attuned but 100% chance to get the name of the scanner and 0% chance to get the scanner role"
Cloak of Invisibility (night part): 25% Cursed, 25% Blessed, 25% One Eye Open, 25% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned

Hunter: 100% Robber
Assassin: 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

Ghost whisperer: 20% priest scan, 20% sorcerer scan, 20% inflitrator scan, 20% seer scan, 20% van Helsing scan scan. All scans on a random player.

Club member: 1 in guild size chance to affect the Club's nightly action. If affected the whole club will get to know the effect but not exactly who in the club that got targeted by the jester.

Alderman, 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.

Role assignment

All players will get a basic alignment (goodie, pack specific baddie, unaligned baddie) and a number of "pick points" at preliminary role assignment. The player then has almost 24 hours to decide how to spend those pick points from the list of roles and traits.

Goodie pick point table, with roles in italics
11: Seer
10: van Helsing, Guardian Angel
9: Priest, Pathological Liar
8: Doctor, Infiltrator
7: Padre, Hunter
6: Assassin
5: Robber, One Eye Open, Brutal, Cloak of invisibility
4: Distiller, Jester, Seerish powers
3: Priestly powers, Sorcerous powers, Infiltrating powers
2: Healing powers, Angelic powers, Spiritually Attuned, Alderman, Club member,
1: Plotter, Ghost Whisperer, Damsel in Distress
0: Villager

For baddies a similar table will be provided. All pack specific baddies will have the same pick point table. The table for unaligned baddies might look differently.

A player not satisfied with his choices can always appeal to Lady Luck and will then get some randomized trait(s), might be better, might be worse and can even be "nothing".

A player that doesn't select anything using his pick points will get something the GM would have picked if he was in the player's shoes.

There will be at most one Seer, one Priest and one Sorcerer at game start. Should more than one player pick the same scanning role all but one will start as apprentices to one of them.

You must claim exactly ONE role.
You can not claim more than ONE instance of the following traits: Brutal, Guild member, Plotter, Alderman, Damsel in Distress.


Changes to johho's rules are colored violet.
 
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List of Diplomats Attending the Congress
  1. Rovsea, Representative of New Spain (in rebellion)
  2. Cymsdale, Representative of His Majesty's Mushroom Government
  3. Madchemits, Representative of the Habsburg Monarchy
  4. ​Xarkan, Representative of Prussia
  5. Kaisersohaib, Representative of the Habsburg Monarchy
  6. Marty99, Representative of His Majesty's Sinister Government
  7. Brovahkiin, Representative of the Grand Duchy of Warsaw
  8. Wheeler23, Representative of the Republic of Genoa
  9. JohnKjeken, Representative of Hannover
  10. Dadarian, Representative of Ottoman Empire
  11. LatinKaiser, Representative of France
  12. Leondark, Representative of France
  13. Arkasas, Representative of Russia
  14. Randakar, Representative of the Netherlands
  15. Wagonlitz, Representative of Denmark
  16. Aedan, Representative of Texas
  17. Falc, Representative of the Austrian Netherlands
  18. Lemeard, Representative of Sweden
  19. Kaetje Sedracus, a waitress
  20. Alxeu, Representative of Bavaria
  21. Tamius, Representative of Switzerland
  22. Otto of England Enkhuush 2.0 , Representative of Switzerland
  23. 2kNikk, Representative ofthe Kingdom of Hearts
  24. Happycats517, representative of Pennsyltucky
  25. Gorganslayer Slinky, representative of the Russian Empire
  26. Esemesas, violinist
  27. Dexander, some lawyer
  28. Sleepyhead, representative of the Grand Douche of Lux
  29. Enkhuush, representative of Portugal and the Algarves
  30. al-Aziz, representative of Utah's Zion National Park
  31. Gen. Skobelev, representative of the Sokoto Caliphate
  32. Johho888, representative of Sachsen-Gotha

Night 1:
No hunt
Day 1: LatinKaiser the Padre Villager is lynched
Night 2: 2kNikk the Guardian Angel, Royalists Clubmember is hunted
Day 2: Enkhuush the cursed villager assassin is lynched. Pjnlsn the distiller villager is lynched
Night 3: Gen. Skobelev the seer is hunted

Day 3: Tamius the priest is lynched
Night 4: Xarkan the spiritually attuned sorcerer is killed by hunter Madchemist. al-Aziz the Revolutionary Pack Werewolf is hunted. Aedan the Napoleonic Pack Pathological Liar Royalist Clubmember Cultist is hunted

Day 4: Kaisersohaib the apprentice villager is lynched.
Night 5: Arkasas the alderman member of White's Club villager is hunted. Falc the formerly blessed Royalist Clubmember Werewolf of the Napoleonic Pack is hunted

Day 5: Randakar the pathological liar cultist of the Nationalist Pack is lynched.
Night 6: Cymsdale the alderman White's Club member Villager is hunted.

Day 6: Wagonlitz has been saved from the lynch by Cloak of Invisibility. Happycats the plotter werewolf of the Revolutionary Pack is lynched. Alxeu the alderman plotter villager is lynched.
Night 7: Rovsea the spiritually attuned brutal cultist of the Revolutionary pack is hunted


Day 7: Wagonlitz the Plotter, Knight in Shining Armor, turned Werewolf of the Napoleonic Pack and member of the Royalist Club is lynched. Brovahkiin the blessed damsel in distress villager is lynched. Dexander the Sorcerer is lynched.
Night 8: No hunt took place during the night.

Day 8: Slinky the blessed Revolutionary pack werewolf with seerish powers is lynched
Night 9: Esemesas the priest & Damsel in distress is hunted

Day 9: JohnKjeken the Nationalist Pack Cultist and member of the Portland Club is lynched.
Night 10: Enkhuush 2.0 the Spiritually Attuned, Plotter, Jester Villager is assassinated. No hunt during the night.

Day 10: Johho the Formerly Blessed, Alderman, Damsel in Distress Villager & Portland Club-member is lynched. Sleepyhead the Spiritually Attuned, Ghost Whispering Cultist of the Nationalist Pack is lynched
Night 11: Sedracus the Ghost Whispering Damsel in Distress Villager is hunted

Day 11: Lemeard the turned Revolutionary Werewolf, Spiritually Attuned and member of White's Club is lynched
Night 12: Madchemist the former hunter villager is hunted

Day 13: Marty the Nationalist Werewolf and Portland Clubmember is lynched.


VILLAGE VICTORY

LEONDARK
Seerish Powers, White Clubmember, Alderman Villager

DADARIAN
Plotter, Portland Clubmember, Villager
 
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In
Done
 
Please remember to state the government you represent. There may be multiple diplomats from the same country.
 
in as austria
 
In for the grand duchy of warsaw
 
Please remember to state the government you represent. There may be multiple diplomats from the same country.
Mexico! In honor of my ongoing AAR!
 
Might not be that active near deadline, but I cannot help myself. In as Charles Maurice de Talleyrand-Périgord.