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esemesas

Disobedient, but expert
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Apr 21, 2011
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Werewolf CLXXIII: The Heart of Africa

My Dearest Beatrice,

I know it is with a heavy heart that you and our beloved boys await my return, but I'm afraid that I must ask of you just a few more months of waiting. I have joyous news! Prince Edward himself has requested that our group lead him to the Heart of Africa to see the wonder that is Lake Victoria. He and his retinue have arrived today and we set off first thing in the morning. I'm afraid this means you might not hear from me for a while.

But fret not, my dearest wife! Once I return, I will receive the grace of Her Royal Majesty, Queen Victoria herself! Finally the doors to higher society will open to us. The thought of you all gives me the strength I need to persevere in these savage lands. I do hope my brother is not too harsh on you. He means well, but that temper of his is the devil's own work!

Give kisses to the boys from me.

Your beloved Arthur
Personal letter of Arthur James Galloway, British explorer and businessman, who famously led the Victorian expedition of 1871.

Sign-ups close Friday, 20:00 GMT
 
The Rules

Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small Packs of Werewolves looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.


Standard Big Rules


All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:
1. Lover
2. Priest/Priestly powers
3. Seer/Seerish powers
4. Sorcerer/Sorcery powers
5. Hunter
6. Guardian Angel
7. Medic
8. Werewolf
9. Witness


Werewolves will be divided into one or more Packs, with one Pack hunting each night. The order the Packs hunt in will be known only to them.

The Werewolves and attached Cultists of a Pack win if they eliminate all rival Packs and, along with unattached Cultists, manage to reach parity with the rest of the village.
The Villagers, Seer, Guardian Angel and unclaimed Apprentices win if they manage to destroy all the Packs.
Claimed Apprentices win under the same conditions as their master.

Standard Werewolf Rules


§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution.

§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.

§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.

§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.

§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.

§11. - EUROO7 will deal with all medical problems, you know.
§11.1 - Sadly, even EUROO7 can't cure stupidity.

Deadline

The deadline of this game is 20:00 GMT.
Votes and orders made on 19:59 will count, while those made on 20:00 WILL NOT.


The Roles

Except for Villager and Werewolf, all other Roles MAY, not will, be in the game

Expedition member(Villager): A person, British or otherwise, set out to discover new paths for the Empire! Wins when all Werewolves are eliminated.

Assassin(Werewolf): A person hired by a faction not too happy with British imperialism. Works in packs and wins when they reach parity with the goodies and there are no rival packs left.

Prince's Advisor(Seer): A tough and experienced noble, who travels with the Prince in secret. Has the eye for telling lies and truth apart. May scan once every night to see if a person is a Wolf or unclaimed Apprentice(will be claimed). All other roles will appear as Villager. Wins when all Werewolves are eliminated.

Republican(Cultist): A member of the expedition with a distaste for royalty. May start attached to a pack or unattached. Needs to be attached to count for parity. Wins with the wolves. If the cultist is unattached or his entire pack dies, he may attach himself to a pack by sending a PM to the GM and having at least one of that pack's wolves confirm the attachment. If one of the parties involved is not a wolf or a cultist, the order will not go through. Both parties will be informed of this.

Royal Guard(Guardian Angel): Captain of Prince Edward's retinue. May choose to protect one person against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves. Wins when all Werewolves are eliminated.

Royalist(Priest): Is out to get those nasty Republicans and make sure they can't harm the monarchy. Long live the Queen! Can scan one person each night to see if they are a Seer, Sorcerer, Cultist or unclaimed Apprentice(will be claimed). Any other role will appear as a regular Villager. Wins when all Werewolves are eliminated.

Greedy bastard(Sorcerer): A person who has nothing against anyone. Unless you offer enough money, that is. Can send in a scan each Night to check if someone is a Seer, Priest, Cultist or unclaimed Apprentice(will be claimed). All other roles will return as Villager. Wins with the Werewolves and counts for parity.

The Traits

Lover: At night, the Lover may choose to stay with a player (the target). The Lover and the target are unable to perform any other action during the night. Scans against the Lover or the target will scan both without revealing the identity of either. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected if staying at home. Attacks against the Lover will fail if the Lover is out. Attacks against the target kills the Lover as well (barring protection). The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the lovers identity (since the Lover sneaks about in the dark). A lover may not make love to a doc's patient. After a night of loving the lover must stay home one night (the Lover needs its beauty sleep to keep its good looks).

Blessed: a blessed person will survive a single Werewolf attack if no other protection is placed on them. The attacker will not know why the attack failed, nor will the victim be aware of his blessing.

Cursed: if a cursed person is successfully attacked by the Werewolves they lose their existing role and instead become a Werewolf of the pack that hunted them. The cursed will be unaware of his affliction until successfully attacked by a Werewolf. Seers, Priests, Sorcerers and Guardian Angels cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a Werewolf loses his apprenticeship, but this is not revealed to their mentor.

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

Apprentice: Apprentices have the potential to become truly great if taken under the wing of one of the masters. If unclaimed and scanned by a Seer or Priest, that scanner becomes their Master. If an Apprentice has a Master and that Master dies, they lose any traits and their Apprentice role and instead become the role of their Master. 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. Will always know their master if claimed. If a scanner scans a claimed Apprentice, he/she will get "Villager" as a scan result.

Hunter: Carrying a small gun in his pocket, the hunter has the ability to place a night attack order on a person, once per game. This attack will bypass all forms of protection and kill the target. The hunter's identity will be revealed.

One Eye Open (Self-defense): this person has the proverbial ability to sleep with one eye open. If they are attacked they will succeed in mortally wounding their assailant before they are killed.

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. If they succeed at identifying the scanner role, they have a 33% chance to learn the identity of the actual person.

Priestly Powers: Has a one time Priest scan that will show if the target is a Sorcerer, Cultist or Seer. All others will show up as villagers.

Seerish powers: Has a one time Seer scan that will show if the target is a Werewolf. All others will show up as villagers.

Sorcery powers: Has a one time Sorcerer scan that will show if the target is a Cultist, Seer or Priest. All others will show up as Villagers.

Witness: The Witness may try to see the nightly Werewolf attack. Witness success rate increases by 15% each night (15% on Night 1, 30% 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 Game Moderator decides whether the ability is used or not. Can be used more than once, however, cannot be used for two Nights in a row. After a use, succesful or not, the chances of witnessing a hunt reset.

Medic: Once per game, can send in the name of the person they wish to protect. If that person is attacked by the Werewolves, he/she is saved by the Medic instead of dying. The person cannot vote, send orders or speak in public the following day and cannot be directly attacked by the Werewolves. The patient wakes up the next day and is given the identity of one of his attackers. If the Medic is attacked and has a patient, the patient dies. If a person the Medic attempts to save is not attacked or is saved by the Guardian Angel, this trait is wasted.

Leader: May select one person who was not chosen to be lynched, and have them lynched in place of one person who was a lynch target. The Leader's charisma can only do so much, and so they can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If there is a TIE, the Leader must pick as many people to leaderlynch as there are participants in the TIE. If not enough people are available, the Leader's power may not be used. If the lynched character is not a baddie (Werewolf or Cultist) or if the Leader dies, the Leader ability is used up. There will never be more than one Leader at any given time. A Leader's identity is revealed in the update if they successfully leader lynch someone of any role.

Second in Command: Will become the Leader immediately if the current Leader ability is used up (eg killed or has leaderlynched a goodie). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Second in Command at game start.

Third in Command: Will become the Leader immediately if the Leader and Second in Command abilities are used up (eg killed or have leaderlynched goodies). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Third in Command at game start.

Fourth in Command, Fifth in Command etc: Should be obvious, no?

Rival: this person has a rival, which they must kill before the end of the game in order to win. Can be good or bad. If both rivals are alive at the end of the game, even if they are on the winning side, they will count for parity, but still lose.
 
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Players


1. Adamus as Batuko the Indiginous
2. tamius23 as Adam Tweeny, a porter the Werewolf of the Arab pack lynched Day 9
3. Arkasas as Martin Sheen
4. Gen. Skobelev as a young Belgian reporter the Lover Werewolf of the Boer pack was shot by marty99 the hunter on Night 4
5. JohnKjeken as a gin-loving hairy Gentleman the Werewolf of the Boer pack lynched Day 5
6. EUROO7 as Alexander Turner, promising violinist who got involved by accident the 5th in command spiritually attuned Cultist with a rival lynched Day 4
7. Rendap as James Lee Thomas, a man with many names
8. aedan777 as Leonard Ginley, a man trying to escape his gambling debt
9. Lemeard subbed by happycats517 subbed by Wagonlitz as Björn Björnson, wealthy Swedish merchant and travel enthusiast the Villager hunted Night 8
10. Sleepyhead as Sir David Attenborough the 7th in command Medic Villager hunted Night 3
11. Dexander as David Alexander Smith, adventurer
12. Rysz as Cecil Rhodes
13. madchemist as Henry Morton Stanley the 3rd in command Werewolf of the Arab pack was killed while hunting leksu on Night 0
14. Falc as John Hanning Speke the Seer hunted Night 5
15. johho888 as Wang’ombe of the Kikuyu, a porter the hunter Villager hunted Day 6
16. brovahkiin as King Solomon the Brutal Villager lynched Day 2
17. al-Aziz as Abdul-Aziz, slaver the 4th in command Villager was hunted Night 7
18. Sedracus as Frederick Cook, heir to the Cook estate
19. randakar as the luggage the Villager hunted Night 9
20. LatinKaiser as Joseph Conrad the Brutal Werewolf of the Arab pack lynched Day 1
21. Gorganslayer as Indiana Jones the seerish and sorcery powered Villager with a rival hunted Night 4
22. alxeu subbed by brovahkiin 2.0 as Mr. Kurtz the Sorcerer lynched Day 8
23. Rovsea as a very large man
24. walrus as Izanagi the witness Villager with a rival lynched Day 6
25. GreatUberGeek subbed by marty99 as Sir Roger Casement, Irish journalist and hand collector
26. Eternaly_Lost as Henry, the quartermaster the sorcery and seerish powered Cultist of the Boer pack was lynched Day 7
27. Yakman as Zasha Pasha, would-be slave trader with sore feet the 2nd in command Werewolf of the Boer pack was lynched Day 10
28. Hax as Danny Archer
29. Comm. Cody as Charles Marlow the apprentice Villager lynched Day 3
30. Dr.Livingstone as Dr. David Livingstone the Medic Apprentice Villager hunted Night 2
31. Nautilu as Sir James Wartbottom, Earl of Camden
32. leksu as Yog-Sothoth the Villager Lover with One Eye Open hunted Night 0

Subs

1. leksu
2. Dr.Livingstone
3. Wagonlitz

Events

On Day 0 the expedition members packed their belongings and set forward.
On Night 0 leksu the Villager Lover with One Eye Open was hunted by the werewolves. He manged to take madchemist the 3rd in command Werewolf of the Arab pack with him.
On Day 1 LatinKaiser the Brutal Werewolf of the Arab pack was lynched.
No-one was killed on Night 1.
On Day 2 brovahkiin the Brutal Villager was lynched.
Dr.Livingstone the Medic Apprentice Villager was hunted on Night 2.
On Day 3 Comm. Cody the apprentice Villager was lynched.
Sleepyhead the 7th in command Medic Villager was hunted on Night 3.
On Day 4 EUROO7 the 5th in command spiritually attuned Cultist with a rival was lynched.
Gen. Skobelev the Lover Werewolf of the Boer pack was shot by marty99 the hunter on Night 4.
Gorganslayer the seerish and sorcery powered Villager with a rival was hunted on Night 4
On Day 5 JohnKjeken the Werewolf of the Boer pack was lynched.
Falc the Seer was hunted on Night 5.
On Day 6 walrus the witness Villager with a rival was lynched.
johho888 the hunter Villagerwas hunted on Night 6.
On Day 7 Eternaly_Lost the sorcery and seerish powered Cultist of the Boer pack was lynched.
al-Aziz the 4th in command Villager was hunted on Night 7.
On Day 8 brovahkiin 2.0 the Sorcerer was lynched.
Wagonlitz the Villager was hunted on Night 8
On Day 9 tamius23 the Werewolf of the Arab pack was lynched.
randakar the Villager was hunted on Night 9
On Day 10 Yakman the 2nd in command Werewolf of the Boer pack was lynched.
No-one was hunted during Night 10.​
 
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In.
 
In.
 
Well, that was fast! Also, rules are tentative and subject to change.
 
In. Nice theme.
 
In
 
In
 
In

as

Cecil Rodes, builder of railroads into the Heart of Africa.

220px-Punch_Rhodes_Colossus.png