• 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.

Capt. Kiwi

Nights? Warm. Days? Young.
52 Badges
Jan 22, 2009
1.527
504
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • Iron Cross
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron II: Armageddon
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Humble Paradox Bundle
  • For the Motherland
  • Cities in Motion
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III
  • For The Glory
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Crusader Kings II: Holy Knight (pre-order)
  • 200k Club
  • War of the Roses
  • Victoria 2
  • Teleglitch: Die More Edition
  • Europa Universalis III Complete
Werewolf CLXXXVII: The Luminaries

Hokitika_township%2C_ca_1870s.jpg

The Setting

The year of 1866 finds you under the domain of strange stars. If there is a bright centre of civilisation New Zealand is the colony that it is furthest from; and if there is a bright centre to the colony then the rain-soaked strip of land tucked between the Southern Alps and Tasman Sea that is the West Coast is similarly removed. But there is one glow that has brought in the moths from all corners of the world to the fledgling frontier settlement of Hokitika - gold.

Perhaps you were once a bastard son of English gentry, or a London student whose family has fallen on hard times, or a Chinese orphan, or an Australian trader; but here in a gold town you are what you make of yourself. And there is plenty to be made, for the fields are rich. Miners are bringing back nuggets and dust in vast quantities for the bankers to register; while the hoteliers, drug dens and members of the oldest profession attempt to relieve the diggers of their payment at the soonest opportunity. Politicians too have been drawn in, as Westland is soon to be made a county of its own.

But wherever there is fortune there are those wishing to create misfortune. Smugglers looking to remove pure gold without notifying customs and perhaps without any legal claim to it, while bringing in the opium that so many are addicted to; blackmailers, hoping to find or create dark secrets from which to profit; various shysters and scammers plotting to ensnare the vulnerable. To survive in the wild West Coast you will need your wits, and favourable stars guiding your path.

Places will close at 2100 GMT on Monday the 24th of August.
The first deadline will be at 2100 GMT on Tuesday the 25th of August.
 
Last edited:
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 in the darkness of night to reach parity and be able to move against the village openly; the Villagers want to destroy the Werewolf menace by uncovering their secret identities and lynching them.

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 village dwellers; there are also 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 a 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 private conversation containing the information they know of. 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 players 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!

Day time actions are carried out in the following order:
  1. Pathological Liar
  2. Votes
  3. Plotter
  4. Leader
  5. Brutal
Night time actions are carried out in the following order:
  1. Distiller
  2. Secret Council actions
  3. Sorcerer
  4. Seer
  5. Assassin
  6. Guardian Angel
  7. Werewolf hunt
  8. Witness
  9. Padre
If multiple orders of the same type are received, any conflicts will be resolved by performing those orders in random order.

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, Sorcerers and Sorcerers' Apprentices, manage to reach parity with the rest of the village. The unattached Cultists and Sorcerers win with them.

The Villagers, Seers, Priests, Guardian Angels, Padres 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 for 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 (e.g. on the Game Moderator or Ghosts) will not be accepted andwill 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 lynch victim(s) should post in green text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (e.g. scans, hunts) are to be sent to the Game Moderator via private conversation.
§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 between players which aren't based on your characters or roles in the game 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 private conversations is allowed. Screenshots of private conversations are not.
§7B. - Posting or quoting of private messages 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 may 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

Blackmailers (Werewolf) and Smugglers (Werewolf): Allocated to specific packs and cannot change allegiance. A pack may have any mix of Werewolf varieties within it. Each night one pack may choose a victim to hunt. The pack which gets to hunt is determined by an order known only to the packs. The victim is determined by the last order for that day sent by any Werewolf of the pack.

Shysters (Sorcerer) and Scammers (Sorcerer): Win along with any one pack, and count towards parity for the Werewolves. Each night may scan one player. A Shyster will find out if they are a Blackmailer, Former Guard or Apprentice; a Scammer will find out if they are a Smuggler, Legal Mind or Apprentice. Unclaimed Apprentices will be claimed. Claimed Apprentices will be revealed as such but not have the role of their master revealed. All other players will appear as Villagers.

Legal Minds (Seer) and Former Guards (Seer): Each night may scan one player. A Legal Mind will find out if they are a Blackmailer, Shyster or Apprentice; a Former Guard will find out if they are a Smuggler, Scammer or Apprentice. Unclaimed Apprentices will be claimed. Claimed Apprentices will be revealed as such but not have the role of their master revealed. All other players will appear as Villagers.

Apprentices: If unclaimed and scanned by a Sorcerer or Seer, that scanner becomes their master and the Apprentice becomes claimed. An Apprentice might instead begin the game claimed by a particular scanner, who will be aware of them. If their master dies the Apprentice loses their role and replaces it with that of their master. An unclaimed Apprentice is unaware of their role until they are claimed, and is counted as a Villager for matters such as parity and winning. A claimed Apprentice is told the role of their master, winning with and counting towards parity on the same side as them, but is not told their master's name. In the case of a scanner dying while having multiple living Apprentices only the first to be claimed assumes their role; the other Apprentices become unclaimed.

Doctors (Guardian Angel): Each night may protect one player from Werewolf attacks. Cannot protect the same player twice in a row and may never protect themselves.

Chaplains (Padre): Each night may choose one player to visit. If that player dies during the night the Padre will arrive in time to learn the name of one of those responsible. If the player was killed by the actions of a Secret Council, the Padre will learn the name of one of the players who voted to perform the action. Cannot protect the same player twice in a row and may never protect themselves.

Settlers (Villager): No special abilities other than traits and their own skills as players.

The Traits

Revolver Wielder (Assassin): Once per game may choose one player to kill during the night. The Assassin's name is not revealed in the update.

Avenger (Brutal): May set orders so that when lynched one other player is killed with them. If that player has Brutal it may be triggered in turn.

Opium Seller (Distiller): Each night may choose one player to visit. Both that player and the Distiller are unable to perform any further actions during the night. Werewolf hunts will only be blocked if the target or Distiller are the last Werewolf of the hunting pack, and Secret Council actions will only be blocked if the vote is taken below a majority of all living members in favour of acting. The target will only learn they were blocked if they attempted an action and will not learn the Distiller's name.

Aspiring Politician (Leader): May set orders to choose one player who was not lynched, and have them lynched in place of one player who was going to be. The leader can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If the player lynched by the Leader is not a baddie (Werewolf, Sorcerer, Sorcerer's Apprentice) the Leader ability is used up. A Leader's identity is revealed in the update if they successfully lynch someone of any role.

One Eye Open: If attacked during the night one of their attackers will be killed with them. If the One Eye Open player was killed by the actions of a Secret Council, the victim will be one of the players who voted to perform the action.

Resourceful (Pathological Liar): Once per day may claim in the game thread any role or any trait except Blessed, Cursed and Secret Council Member, and send a quote of this to the Game Moderator by private conversation explaining what has been claimed. For the next update only they will be treated as having this role or trait and may use it accordingly. Exceptions to this are that claiming Werewolf or Apprentice will only change how the Pathological Liar appears to scanners and cannot result in them performing a hunt or being claimed by a scanner, and that the Pathological Liar cannot themselves claim Apprentices. Who the Pathological Liar counts towards for parity and their personal winning condition never changes. A particular role or trait may only be chosen once in the entirety of the game.

Plotter: May send their votes to the Game Moderator by private conversation. Any such votes will only be revealed in the final update, immediately prior to the lynch target being selected.

Paranoid (Spiritually Attuned): If scanned has a 100% chance to sense it occurred. They will then have a 50% chance to learn the scanner's role. If they succeed at identifying the scanner's role they have a 50% chance to learn the name of the player scanning them.

Witness: Each night may try to see the Werewolf attack. The Witness success rate starts at 0% on Night 0 and increases by 10% each night (10% on Night 1, 20% on Night 2 etc). It is reset to 0% after each use. If successful the Witness learns the identity of one Werewolf in the pack that hunted that night. If no successful attack takes place, it is treated as if the Witness ability went unused.

Favourable Stars (Blessed): If attacked by Werewolves will survive in the first instance. Any future attacks will succeed. A player might not be aware they are Blessed. Neither the cause nor the target of the failed hunt will be revealed in the update.

Dark Secret (Cursed): If successfully attacked by Werewolves will become a Werewolf of that pack, of a variety determined at random. A player will not be aware they are Cursed. Neither the outcome nor the target of the hunt will be revealed in the update.

Secret Council Member: Members of a Secret Council will be known to each other, and collectively have a selection of single use abilities drawn from the trait and role lists. Each Member may vote once per day to use one of these powers on a particular target. A majority of living Members must vote for the same action and target for it to take place.

Deadline

The deadline for this game will be at 2100 GMT. Votes and orders posted at 2059 GMT will count; those posted at 2100 GMT will not.

Voting ends at the deadline even if the Game Moderator is not present. All living players except the assumed lynch victim are permitted to post about the game between the deadline and the update.
 
Last edited:
The Luminaries
  1. ♋ EUROO7
  2. ♌ k-59
  3. ♍ aedan777
  4. ♎ LatinKaiser
  5. ♏ tonkatoy5
  6. ♐ Arkasas
  7. ♑ Jacksonian Missionary
  8. ♒ JermanTK
  9. ♓ Ironhide G1 as Peter Jackson
  10. ☉ madchemist
  11. ☽ CaesarCzech as Baron Munchausen
  12. ☿ Sleepyhead as Sean Bean
  13. ♀ Wagonlitz
  14. ♂ Audren
  15. ♃ Dexander as a tea trader
  16. ♄ Yakman as Bret McKenzie
  17. ♈ Ithvan as Te Rau Tauwhare
  18. ♉ Gen. Skobelev
  19. ♊ esemesas subbed by Gorganslayer as a Chinese gooseberry salesman
Other Bodies
  1. enkhuush
  2. Jacksonian Missionary
  3. tonkatoy5
Hokitika Gazette
Night 0: Nothing happened during the night.
Day 1: Arkasas, an ordinary Settler (Villager) and Member of the Crown Hotel Secret Council, was lynched.
Day 1: Yakman as Bret McKenzie, an ordinary Settler (Villager), was lynched.
Night 1: Nothing happened during the night.
Day 2: Wagonlitz, a Favourably Starred Settler (Villager), was lynched.
Night 2: CaesarCzech as Baron Munchausen, a formerly Favourably Starred Doctor (formerly Blessed Guardian Angel), and Member of the Crown Hotel Secret Council, was hunted.
Day 3: EUROO7, a Shyster (Sorcerer), was lynched.
Night 3: Jacksonian Missionary, an ordinary Settler (Villager), was hunted.
Day 4: LatinKaiser, a Smuggler (Werewolf) of the Dunedin Pack and Member of the Crown Hotel Secret Council, was lynched.
Day 4: tonkatoy5, a Favourably Starred Settler (Blessed Villager), was lynched.
Night 4: Gen. Skobelev, an ordinary Settler (Villager) and Member of the Crown Hotel Secret Council, was hunted.
Day 5: Gorganslayer as a travelling Chinese gooseberry salesman, an ordinary Settler (Villager), was lynched.
Night 5: Dexander as a tea trader, a formerly Favourably Starred Former Guard (formerly Blessed Seer), was hunted.
Historical Record
The winners are:

aedan777, a Blackmailer (Werewolf) of the Dunedin Pack
madchemist, a Scammer (Sorcerer) and Member of the Crown Hotel Secret Council
Audren, a Blackmailer (Werewolf) of the Dunedin Pack
Ithvan as Te Rau Tauwhare, a Smuggler (Werewolf) of the Dunedin Pack
 
Last edited:
Yes
 
In
 
In. A decent deadline, for once. :p
 
in
 
EEN, moyt.
 
In
 
In
 
In

Edit: As Peter Jackson ((Middle Earth=New Zealand LOL:D))
 
Last edited:
Hmm, I like the pack based scanner divide in place of the usual wolf or sorc/cultist based divide.

Be aware that a particular pack may be any mix of Blackmailers and Smugglers. The difference is how they scan rather than who they're aligned to.

It leaves me more balancing options, as I wouldn't want one pack to feel invulnerable if they were all Blackmailers and a Legal Mind died night 0 - although I could also prevent that through use of witnesses etc.
 
Edited my in post to RP as Peter Jackson.
 
I think (hope) everything is in order. If you're a rules lawyer, please comb through it all now rather try and be clever about it later ;)

And even if you're not, have a look through anyway. There are a lot of little things to think about - like whether the apprentices of a deceased master who don't fill the bigger shoes should become unattached, or attached to the apprentice who got promoted. And that's a relatively minor example.
 
Be aware that a particular pack may be any mix of Blackmailers and Smugglers. The difference is how they scan rather than who they're aligned to.

It leaves me more balancing options, as I wouldn't want one pack to feel invulnerable if they were all Blackmailers and a Legal Mind died night 0 - although I could also prevent that through use of witnesses etc.
My mistake and that's even better than what I was first thinking. I also like the traits. Not naming assassins makes that trait useful to baddies.