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Capt. Kiwi

Nights? Warm. Days? Young.
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Jan 22, 2009
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Werewolf CLXXXII: Queen II

Brought to you by co-Game Moderators Cliges and Capt. Kiwi

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The Setting

Long have the fey folk been divided between two realms. The White Queen, serene and transcendent, stirs the hearts of the subjects of the White Kingdom; her people are thinkers, feelers, poets. In opposition has been the Black Kingdom ruled by the lord of all darkness, the Black Queen of the night. Hers are a people of action, following the example of her power and majesty with vigour.

Now however all the dwellers of the faerie realms are coming together, for the two Queens have spoken as one. A King is to be crowned, to rule over all in unity and balance. A great gathering has been called to find the one who shall lead all.

Not all wish this to be so. There are some among the fey who are less than fair; long have they taken advantage of the division to wage war on the good. Against a united foe they will surely be defeated once and for all. And so evil, too, stirs and gathers...

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Sign ups will close at 2000 GMT on Monday the 22nd of June.
The first night deadline will be at 2000 GMT on Tuesday the 23rd of June.
 
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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. 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 move against 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, amongst the ordinary 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 seers and priests, who can determine the true allegiance of the villagers, and of guardian angels, who might be able to protect them. These players must hide their identity just as the Werewolves must, for 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. 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!

There might be other things that go bump in the night. The order these will be resolved in is as follows:
  1. Junketer
  2. Pedagogue
  3. Thief
  4. Sorcerer
  5. Sorcerous Powers
  6. Seer
  7. Seerish Powers
  8. Priest
  9. Priestly Powers
  10. Assassin
  11. Guardian Angel
  12. Werewolf
  13. Witness
  14. Padre
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 and sorcerers, manage to reach parity with the rest of the village. The unattached cultists and sorcerers win with them.
The villagers, seer, priest, guardian angel, padre 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 their inbox being full.

§4A. - Spectators and ghosts may comment, but never suggest a course of action or 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 or hunt/scan orders) and if critical information has been revealed, the mistake will be kept.

§7A. - Forging PMs is allowed. Screenshots of PMs are not.
§7B. - Posting or quoting of PMs from the Game Moderator is not allowed - real or forged.
§7C. - Discussion of PM numbers is forbidden. Players are encouraged to remove message numbers when sending them to others.

§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 posts with 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 Game Moderator can and will remove players if they believe that player is adversely affecting the game, for example through failure to fulfil voting obligations or deliberate violation of the rules. This will be done by killing the player, or using substitutes if they are available. All such decisions are made solely at the discretion of the Game Moderator.

The Roles
Evil Folk (Werewolf): An evil creature taking on fair appearance to bring down the faerie realms. Allocated to a specific pack and cannot change allegiance. The pack wins if - having eliminated all other packs - its members and any Sorcerers and unattached Cultists reach parity with the rest of the village. Each night one pack will choose a victim to hunt. The order in which packs hunt will be given to them in private.

Twisted Folk (Cultist): A dweller of the faerie realms whose heart has been twisted towards malice. Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a Werewolf master at game start and that Werewolf knows the Cultist's identity in turn. Cultists do not start attached to a pack even though they start in contact with one pack. However, Cultists may attach themselves and become members of a pack if both they and a member of that pack send a PM to the Game Moderator requesting to do so. Such a PM may not be revoked.

Attached Cultist: An Attached Cultist may only win with the pack they are attached to. An Attached Cultist may not leave a pack once attached. A pack with Cultists but no Werewolves is destroyed, and the Cultists become unattached.

Harridan (Sorcerer): A bullying old woman who watches many things done in secret. Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if they are a Cultist, a Seer, a Priest or an Apprentice (100% success). Any other role will appear as a regular Villager to the Sorcerer.

Fairy Dandy (Seer): Obsessed with the finer details of appearance, yet putting on nonchalant airs. May scan one person each night to see if they are a Werewolf or an unclaimed Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

Nymph (Priest): Flirtation reveals much about the heart of someone. May scan one person each night to see if they are a Cultist, a Sorcerer or an Apprentice (100% success). Any other role will appear as a regular Villager to the Priest.

Apprentice: If unclaimed and scanned by a Seer, Priest or Sorcerer, 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.

Angel (Guardian Angel): Delivers a little bit of love and joy. May choose to protect one person against Werewolf attack each night, but can't choose to protect the same person two nights in a row and can never protect themselves.

Apothecary-man (Padre): A good fellow able to ward off death long enough to hear a dying faerie's last words. May choose one person each night. If that person is killed by the Werewolf hunt, the Padre has a 100% chance of identifying one of the victim's assailants. The victim will then die of their wounds. The Padre can't choose the same person two nights in a row and can never choose themselves.

Fair Folk (Villager): A regular dweller of the faerie realms. Has no special abilities outside of any traits and their own abilities as a player.

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

Fairy Feller (Assassin): Capable of a Master Stroke, able to bring down even the mightiest with a single blow. The Assassin can send a one time nightly order to kill someone. An Assassin's identity is not revealed in the update.

Blessed: A Blessed person will survive a Werewolf attack, but only once (the next attack will be fatal as usual). It will be revealed as a "no kill during the night". The Blessed person might be unaware they are Blessed, in which case they will not know if it has been used up. If they are aware of it, they will know if it has been used up.

Soldier (Brutal): A trained fighter who will not be taken easily. If lynched, has the power to immediately lynch one person before being subdued. This extra lynching may trigger further uses of Brutal, but not Leader.

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. It will be revealed as a "no kill during the night". The Cursed player will be unaware they are Cursed until successfully attacked by a Werewolf. Seers, Priests and Guardian Angels cannot be Cursed at game start. A claimed Apprentice that is Cursed and turns into a Werewolf loses his apprenticehood, but this is not revealed to their master.

Magician (Leader): Trusted to preside as leader over the most heated debates. May select one person who was not chosen to be lynched, and have them lynched in place of one person who was. 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 the lynched character is not a baddie (Werewolf, Sorcerer, Sorcerer's Apprentice, Cultist) the Leader ability is used up. Conflicting Leader orders will be resolved in random order. A Leader's identity is revealed in the update if they successfully lynch someone of any role.

Dragonfly Trumpeter (One Eye Open): A war hero bugler who is not as vulnerable as appearance suggests, quick to wake and summon help. If this player is attacked by Werewolves at night they have a 100% chance of killing one of the assailants. The player with One Eye Open will still die.

Tatterdemalion (Spiritually Attuned): A ragamuffin, all too aware of the looks of others. 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 50% chance to learn the identity of the player scanning them.

Satyr (Witness): Always peering around where they shouldn't be. The Witness may try to see the nightly Werewolf attack. The Witness success rate increases by 10% each night (10% on Night 1, 20% on Night 2 etc), but is reset to 10% after each use. If successful the Witness 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.

Sorcerous Powers: Once per game, may scan a player revealing if they are a Cultist, Seer, Priest or Apprentice. If they are not the result will be Villager. The scan will not show whether an Apprentice has been claimed or not. Should multiple players use this trait on the same night only one will succeed, but those who do not will not lose the trait.

Seerish Powers: Once per game, may scan a player revealing if they are a Werewolf or Apprentice. If they are not the result will be Villager. The scan will not show whether an Apprentice has been claimed or not. Should multiple players use this trait on the same night only one will succeed, but those who do not will not lose the trait.

Priestly Powers: Once per game, may scan a player revealing if they are a Cultist, Sorcerer or Apprentice. If they are not the result will be Villager. The scan will not show whether an Apprentice has been claimed or not. Should multiple players use this trait on the same night only one will succeed, but those who do not will not lose the trait.

Junketer: A party-going reveller. May choose one person each night, and prevent them from performing any actions. The Junketer can't choose the same person two nights in a row.

Pedagogue: Even faeries have grumpy old teachers. Once per game, may give any other player a single trait of the Pedagogue's choice.

Politician: Politics is as universal as death and taxes. May reduce the number of votes on themselves by one.

Thief: Just a lovable rogue. Once per game, may attempt to steal a single trait from another player. If the player has multiple traits it is chosen at random. If the trait is hidden, the Thief will be told they have failed yet receive the hidden trait secretly.

Waggoner: Faeries need bandwagons too, who'd have though it? Once per game, may triple the weight of their vote for the lynch.


Deadline
The deadline for this game shall be:

2000 GMT

Votes and orders posted at 1959 GMT will count, those posted at 2000 GMT will not.

Voting ends at the deadline even if the Game Moderator is not present. All players except the assumed lynch victim are permitted to post analysis of the game between the deadline and the update.
 
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Fey Folk in Attendance
  1. aedan777 as a piper
  2. tonkatoy5 as a black crow
  3. k-59 as a ploughman
  4. 2kNikk as a sailor
  5. Lemeard as a tailor
  6. madchemist as a tinker
  7. Tornadoli subbed by happycats517 as King Oberon
  8. Sleepyhead as Queen Titania
  9. CaesarCzech as Queen Mab
  10. johho888 as an ostler
  11. tamius23 as a water baby
  12. Eternaly_Lost as a blue powder monkey
  13. Sand3r205 as a naughty boy
  14. Dexander as a firefly
  15. Audren as the band master
  16. Mder1 as the Queen of Spades
  17. al-Aziz as a bishop
  18. Lord_D as a Lord preacher
  19. Wagonlitz as an unbeliever
  20. Comm Cody as Jareth the Goblin King
  21. Ironhead 5 as a peer
  22. Gen. Skobelev as the Queen of Bithynia
  23. Cymsdale as a privvy counsellor
  24. Yakman as the wise man
  25. EUROO7 as a shady senator
Late Arrivals
  1. happycats517 subbed in for Tornadoli on Day 4
  2. Ironhide G1
  3. Delta21
Record of the Great Gathering
Night 0: Wagonlitz as an unbeliever, an Evil Folk Waggoner of the Ogre pack (Werewolf Waggoner), is hunted.
Day 1: CaesarCzech as Queen Mab, a Fair Folk Magician (Villager Leader), is lynched.
Night 1: Comm Cody as Jareth the Goblin King, a Harridan Thief (Sorcerer Thief), is hunted.
Day 2: Cymsdale as a privvy counsellor, an Evil Folk Folk former Satyr of the Troubadours of the Titan pack (Werewolf former Witness), is lynched.
Night 2: Lemeard as a tailor, an Angel Waggoner (Guardian Angel Waggoner), is hunted.
Day 3: Sand3r205 as a naughty boy, a Fair Folk Pedagogue (Villager Pedagogue), is lynched.
Night 3: Ironhead5 as a peer, an Apothecary-man former Thief Satyr (Padre former Thief Witness), is hunted.
Day 4: johho888 as an ostler, a Twisted Folk Soldier Dragonfly Trumpeter of the Ogre pack (Attached Cultist Brutal One Eye Open), is lynched.
Day 4: sleepyhead as Queen Titania, a Nymph Junketer (Priest Junketer), is brutaled.
Night 4: Gen. Skobelev as the Queen of Bithynia, a Fair Folk Politician (Villager Politician), is hunted.
Day 5: k-59 as a ploughman, an Evil Folk Politician of the Troubadours of the Titan pack (Wolf Politician), is lynched.
Night 5: Tornadoli happycats517 as King Oberon, a Fair Folk Satyr (Villager Witness), is hunted.
Day 6: Yakman as the wise man, a Fair Folk Dragonfly Trumpeter (Villager One Eye Open), is lynched.
Day 6: EUROO7 as a shady senator, an Evil Folk Satyr of the Ogre pack (Wolf Witness), is lynched.
Night 6: Lord_D as a Lord preacher, a Fair Folk Soldier (Villager Brutal), is hunted.
Day 7: Audren as the band master, an Evil Folk Politician of the Troubadours of the Titan pack (Wolf Politician), is lynched.
Night 7: Dexander as a firefly, a Fairy Dandy Politician (Seer Politician), is hunted.
Day 8: 2kNikk as a sailor, a Fair Folk Junketer (Villager Junketer), is lynched.
Night 8: Mder1 as the Queen of Spades, an Evil Folk Waggoner of the Ogre pack (Wolf Waggoner), is assassinated.
Aftermath
The winners:

aedan777 as a piper, a Fair Folk former Thief Tatterdemalion (Villager former Thief Spiritually Attuned)
tonkatoy5 as a black crow, a Fair Folk Waggoner (Villager Waggoner)
madchemist as a tinker, a Fair Folk Fairy Feller (Villager Assassin)
Eternaly_Lost as a blue powder monkey, a Fair Folk Satyr (Villager Witness)
al-Aziz as a bishop, a Fair Folk former Tatterdemalion (Villager former Spiritually Attuned)


Cast out:

tamius23 as a water baby, a Twisted Folk Fairy Feller Magician (unattached Cultist Assassin Leader)
 
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In
 
In
 
Advertising will obviously wait until I finish everything tomorrow morning my time. I'll get in touch with marty then to see if he wants the previous GM reserved spot.

Now would be an excellent time to suggest roles or traits you want to see, or further changes needed to these ~2012 era rules.

Also, can I get confirmation that the posts are displaying correctly with black titles and white text? The code breaks if I try and edit it using the forum, it doesn't like the nested colour tags. I'm hesitant to change it to suit the new format if copying edited versions done in a text file will do the job fine. The number of colour tags would probably double or triple doing it using the forum, and it doesn't like numbered lists either, so no sense making the job more difficult.
 
Including where it says "The Setting", "The Rules", "<themed player list>" etc? Basically any centred text.