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Wagonlitz

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Jul 19, 2010
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Werewolf CXC: Oliver Twist


Olivertwist_front.jpg


The Setting

Oliver Twist a young orphan has run away and been forced into a gang of thieves led by a fence. During a housebreaking he is badly hurt, but manages to get taken care of by the Maylies. There is now a search for Oliver's origins, but simultaneously a man known as Monks lurks in the shadows and scheme against Oliver...


Sign ups will close at 2100 GMT on Saturday the 17th of October.
The first night deadline will be at 2100 GMT on Sunday the 18th of October.
 
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:
Daily actions are handled in the following order:

  1. Liar
  2. Leader
  3. Innkeeper
  4. Votes
  5. Plotter
  6. Alderman
  7. Brutal

Nightly orders are handled in the following order:

  1. Council meeting
  2. Jester
  3. Distiller
  4. van Helsing scan
  5. Infiltrator scan
  6. Sorc scan
  7. Seer scan
  8. Priest scan
  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
  15. 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 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 the final count 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 usually sent to the Game Moderator via PM; they may be submitted in the thread though.
§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. - All GM PMs can be quoted and forged; beware they might be 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
(Only ordinary citizens, outcasts, and Mr. Brownlow are guaranteed to be in the game.)


Ordinary citizen: An ordinary citizen. Has no special abilities.

Outcast: This outcase is only interested in making profit illicitly. Will choose a victim to shoot each night. More specific shooting rules, aka the hunting pattern, will be given to the werewolves but will not be public knowledge.

Mr. Brownlow (seer): An old gentleman who has key knowledge and can identify outcast. May scan one person per night to see if he is a Werewolf or an Apprentice (100% success). Any other role will appear as a regular Villager to the Seer.

Nancy (priest): Since Nancy has spent long with the different gangs of London she can spot the small time criminals. May scan one person each night to see if he is a Sorcerer, an Apprentice, a zealot (100% success) or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest.

Harry Maylie (van Helsing): This man can use his intellect to reveal everything about somebody. He also carries a gun and sleeps really lightly. (Has a one-time super-scan ability which reveals all roles and traits, and has OEO and assassin.)

Fagin (Sorcerer): This sly criminal is the leader of a gang and acts as a fence for other outcasts.
(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, a zealot (100% success) or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

Soldier of furtune (apprentice): This soldier of furtune only wants to gain wealth and doesn't care if his work helps good or evil.
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.

Rose Maylie (Guardian Angel): She is a kind person who through her wealth can protect people from the outcasts.
(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.)

Mr. Losberne (Doctor): This doctor is highly skilled; there is a good chance that he rescues somebody who were attacked by outcasts as long as he gets to them quickly.
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.

Small time criminal (cultist): This man hasn't yet become so degenerate that he is an outcast.
Works with the Werewolves, and wins if the Werewolves win. May learn the identity of a wolf master at game start and that Werewolf in that case knows the cultist's identity in turn. Once attached to a pack they remain with that pack until it is made extinct or they win. Unattached cultists can scan for wolves; once they have pinged a wolf they cannot scan for wolves anymore unless that wolf dies and they haven't attached to a pack. If they become unattached again they can scan again.

Henchman (zealot): This man isn't a full outcast, but he is well on his way becoming it.
This player starts attached to a pack. When all wolves are dead he will be promoted to wolf himself. Can be scanned by the priest while being zealot and by the seer after the promotion.

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

Mrs. Bedwin (padre): She tirelessly keeps watch of one person a night.
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. He cannot visit himself for obvious reasons.

Mr. Giles (witness): This butler sometimes walks around at night and might spot outcasts doing a housebreaking.
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.

Nosy (infiltrator): This nosy person tries to learn everything he can about the other people.
Can scan a player to discover one of the player's trait, excluding hidden traits. After scanning needs to wait one night to recharge.

Sleeps lightly (One Eye Open): This man sleeps lightly and will discover if somebody attacks him.
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.

Unforgiving (assassin): This unforgiving man will assassinate somebody if he finds him suspicious enough.
Can send one nightly order to kill someone. After this his ability is used up.

Conspirators (buddies): These three conspirators conspire on how to help Oliver in the best way. If two of them dies the third will become disillusionised and become a small time criminal (cultist).
All buddies are good at the start of the game.

Highly intelligent (jester): This highly intelligent man can use his mind to manipulate others and play tricks on them.
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). 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 Council action if the targeted player is the last member of the pack/council.

Brutal: This man is a brute.
If lynched or brutalized, has the power to immediately kill one person before being subdued.

Weak willed. (cursed): This man will switch alligience if the outcasts come for him.
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.

Strong moral (blessed): This man has a strong moral; this will make the outcasts think twice before coming for him.
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.

Observant (Spiritually Attuned): This observant man might notice who is investigating him and perhaps even learn their identity.
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 the council then the Spiritually Attuned will get the name of one council member and be told he is a council member.

Schemer (plotter): This scheming man will try to work in the dark.
May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Inspiring leader (alderman): This man is a natural leader so more people listen to him than to others.
Upon important village decisions may declare (by PM to the GM) that his vote is worth two votes. May use double votes unlimited times. Once activated it cannot be deactivated.

Servant (Seerish Powers*): This servant has previously found some outcasts and might find more.
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.

Craftsman (Priestly Powers*): This craftsman has from time to time caught small time criminals staeling from his stall; he might do it again.
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.

Minor fence (Sorcerous Powers*): This fence doesn't have the same resources as Fagin.
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.

Nosy coward (Infiltrating Powers*): This nosy coward won't dare watching others again after having done so once out of fear of the consequences if being discovered.
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.

Medical student (Healing Powers): This medical student isn't fully educated, but he can do some things if needed.
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.

Blacksmith (Angelic Powers): This blacksmith is strong and can scare away outcasts once. Then they remember to bring pistols rendering his protection void.
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.

Lady (Damsel in Distress): This lady is of good family. If in trouble she will try to use her femininity to protect herself.
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.

Gentleman (Knight in Shining Armor): This well educated gentleman won't let a woman suffer.
A Knight in Shining Armor will kill the Robber if the Robber tries to attack the Knight or his Damsel.

Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.

In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.

The leader may not use his ability to save himself.

Second in command: Becomes leader if the leader is dead or has lost his ability.

Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.

There are more players further down the chain of command.

Innkeeper: Upon declaring his intention to the GM to use this trait, all votes on the holder will not count, and the holder's vote will not count either. After this trait is used, it is lost. An innkeeper using his trait will have his role revealed in the update.

Rival: If a player's Rival is still alive at the end of the game, the player loses. Rivals will not necessarily be a pair.

Council Member: The Council consist of 7 men at start - each member will know the names of the rest. The Council 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.

Well informed (Ghost Whisperer): The well informed might be able to find out who is being investigated.
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.

Gone underground (Cloak of Invisibility): This man has the ability to just disappear; he will try and use that to his advantage.
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.

Mr. Bumble (Pathological Liar): The beedle thinks he is so important that he has started convincing himself that he has skills, he actually doesn't have.
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, Assassin/van Helsing/Robber, brutal/OEO. A Liar claiming wolf will scan as a wolf and will hunt. A Liar can't claim Council member and if claiming Knight in Shining Armor will only protect himself from Robber unless he also specifies a valid Damsel in Distress. The liar cannot claim innkeeper.

* 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.


Deadline
The deadline for this game shall be:

2100 GMT

Votes and orders posted at 20:59 GMT will count, those posted at 21:00 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.



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: 33% Cursed, 33% Blessed, 33% One Eye Open
Cloak of Invisibility (night part): 25% Cursed, 25% Blessed, 25% One Eye Open, 25% Spiritually Attuned
One Eye Open: 50% Blessed, 50% Spiritually Attuned

Assassin: 100% OEO
Wolf attack: 1 in pack size chance of Robber
Robber: 50% Assassin, 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.

Council member: 1 in guild size chance to affect the guild's nightly action. If affected the whole guild will get to know the effect but not exactly who in the guild 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.
 
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Players
  1. al-Aziz as a steampunk sorceress
  2. Jacksonian Missionary
  3. brovahkiin as a giant geneticaly modified flying whale
  4. aedan777
  5. k-59
  6. Ironhide G1 as Leeroy Jenkins
  7. tamius23
  8. madchemist
  9. Sleepyhead
  10. JermanTK
  11. Luftwafer
  12. RB33
  13. tonkatoy5
  14. Yakman
  15. Ithvan
  16. CaesarCzech
  17. Health
  18. Rovsea
  19. Ironhead 5 as the Artful Dodger
  20. Osteles
  21. Sedracus
  22. Eternaly_Lost
  23. Nautilu


Subs
  1. kai



Living players
  1. aedan777
  2. k-59
  3. tamius23
  4. madchemist
  5. JermanTK
  6. RB33
  7. tonkatoy5
  8. CaesarCzech Luftwafer
  9. Osteles
  10. Eternaly_Lost


Events:
Night 1: Sleepy the alderman, plotter, infiltrating powers was hunted
Day 1: Yakman the GA was lynched
Night 2: Luft the witness and 3rd in command was hunted
Day 2: Nautilu the cursed apprentice with priestly powers was lynched
Night 3: IG the priest was hunted
Day 3: Rovs the SA 4th in command wolf of Sikes' gang was lynched
Night 4: Health the 2nd in command zealot of Fagin's gang was hunted
Day 4: Jackson the padre was lynched
Night 5: Aziz the assassin with angelic powers and 5th in command i hunted; Ithvan the brutal wold with seerish powers of Sikes' gang was shot
Day 5: I5 the SA 5th in command wolf of Fagin's gang was lynched, sed the unused assassin cultist of Fagin's gang was lynched
Night 6: Sleepy the leader infiltrator was hunted
 
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Notice that quoting and forging all GM posts---including role posts---is allowed.

I am open for suggestions with regard to traits/roles.

How is the deadline? Too late/too early?

Should the OEO be 100% against hunts, but don't protect against assassin?
 
in

Is this a pick points game?
 
In
as queen victoria
 
In
 
change my role-play to a giant geneticaly modified flying whale
 
In.

Notice that quoting and forging all GM posts---including role posts---is allowed.

Excellent. Does that extend to PM numbers (i.e. will you be sending roles out in a random order?)

I am open for suggestions with regard to traits/roles.

How is the deadline? Too late/too early?

About right for me, maybe if I were GMing I'd have it at 2300 rather than 2200.

Should the OEO be 100% against hunts, but don't protect against assassin?

Yes. It was very irritating being hunted in CLXXXVI whilst OEO and it not taking a wolf down.
 
These robber rules are broken, but only because of the last sentence.
 
In.

Yeah it was like that two games ago as well, makes the robber a baddie only trait to be used in coordination of a a wolf hunt.
Exactly.
 
In
 
Excellent. Does that extend to PM numbers (i.e. will you be sending roles out in a random order?)
As the rules state you aren't allowed to discuss PM numbers; though I always send them out randomly these days anyway just in case.
About right for me, maybe if I were GMing I'd have it at 2300 rather than 2200.
Unless people really want it later I won't move it later, since this is already rather late for me.
Yes. It was very irritating being hunted in CLXXXVI whilst OEO and it not taking a wolf down.
Indeed; though assassin circumventing it completely can be annoying too which was why I asked. I take it that people think it should be 100% and not affect assassin?
These robber rules are broken, but only because of the last sentence.
Ah right; you are thinking of how people will get forced to reveal who the robber is?
What about if you aren't allowed to reveal a robber rival?
Or should I just remove the rival bit and make the robber limited to a few (probably 1) uses?