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esemesas

Disobedient, but expert
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Apr 21, 2011
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Werewolf CXLVII: The Great Norse Reformation

bulbjerg.jpg

Mid Xth century, somewhere in the Jutland peninsula.

The heads of the most powerful Viking states gather for a special council. With them are their most trusted advisors still true to the Allfather. Many are concerned with the rapid Christianization of their realms. But some stay steadfast and strong and are determined to fight. And as the saying goes, you must fight fire with fire.

But their powerful neighbours desire no such thing as a centralized Norse religion. The Christians would rather uproot this tree before it spreads its seeds.

Will they succeed in stopping the Norse Reformation?

Sign-ups close Monday, 19:30 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.
The Wizard wins with either team if all the cultists(attached and unattached) are dead.


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

Head of a Norse country (Villager): A great Viking leader true to the Allfather. Wins when all wolves are killed

Christian infiltrator (Werewolf): A holy man of Christianity who has disguised himself as a Norseman near-perfectly. Wins by reaching parity with the goodies.

Great Seer (Seer): The wisest and most insightful of the Norse elders, this person has the special ability to scan one person per night to see if they are a Werewolf or unclaimed Apprentice (100% success). Any other role will appear as a regular Villager. Wins when all the Werewolves are eliminated.

Convert (Cultist): A true Norseman swayed by the promises of the Christian priests. Wins with the Werewolves and counts for parity. May start attached or unattached. 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): 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 the Werewolves are eliminated.

High Priest (Priest): An influential Norse priest who will most likely become head of the reformed religion. Can scan one person each night to see if they are a Seer, Sorcerer, Cultist or unclaimed Apprentice. Any other role will appear as a regular Villager. Wins when all the Werewolves are eliminated.

Embittered Priest(Sorcerer): A Norse priest of high status who, in his failure to become High Priest, seeks to stop the reformation. 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 but DOES NOT count 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.

Rivals: these players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, if their rival is killed, they will in turn win if alive at endgame, and their side wins. They will know the name of their rival from the start.

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?
 
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Players:

1. Falc as Frist Rauðrvalken, trusted retainer of the King of Norway the Werewolf of the Catholic pack hunted Night 2
2. Citizen1001 as Knut Sigurdson, brave explorer and first man to crash-land in Greenland the apprentice Villager lynched Day 4
3. Adamus as Halfdan Sigurdson, brave explorer and second man to crash-land in Greenland the medic Villager shot by tonkatoy the hunter on Night 4
4. Ithvan as Sigurdr Snake-in-the-Eye, the snake-ventriloquist the 7th in command medic Villager lynched Day 6
5. king hannibal as Hannibal, a eunuch from a far away land and chancellor of Iceland the Villager with priestly powers lynched Day 2
6. Nautilu as Inge the Terrible, scourge of Normandy the cursed Villager lynched Day 3
7. Battle bunny as Ægir Olsen, Danish nobleman
8. k-59 as Arnulf the Bastard, Mayor of Visby and representative from the Republic of Gotland subbed by son of liberty 2.0 the 3rd in command Cultist of the Orthodox pack hunted Night 7
9. Cliges as Vikingr Klaustsfeoðr, spiritual advisor to the Jarl of Norrland the Villager lynched Day 7
10. jpr as Bjørn Erikson, Regent of Sweden
11. Emperor Walter as Walter of Erfurt, Marshal of Sweden the Villager lynched Day 3
12. LightsShadows as Erak Thunderson, leader of many raids on England the cursed Villager with priestly powers lynched Day 6
13. tonkatoy5 as Tonka the Younger, Eldest son of the king of Norway
14. Capt. Kiwi as Eiður the Noble, Warchief of the Jomsvikings the formerly-blessed unaffiliated Cultist hunted Night 3
15. Ketchum as Hagar the Horrible, legendary Norwegian viking and mayor of a small coastal town the 4th in command Villager lynched Day 5
16. videonfan as Fafnir Olvirsson, first man on Vinland the brutal Werewolf of the Orthodox pack lynched Day 2
17. Jack118 as Magnus the Mad, King of Soreyar subbed by johho888 as Ragnar of Garðar, representative of Greenland
18. THE_SPLIT as Grimr the Deceiver, Spymaster of Denmark the 9th in command Villager with priestly powers hunted Night 5
19. Rascar Capac as Níall Uí Briúin, freed irish trall, beggar, and drunken drifter
20. Comm Cody as a bastard son of a bastard son of a Son of Lodbrok the 6th in command Sorcerer lynched Day 1
21. eidur as Eiður the Old, Chancellor of Norway
22. son of liberty as the trickster Puck the leader Villager hunted Night 0
23. snoopdogg as Harald Fairhair, King of Norway the Villager with sorcerous, priestly and seerish powers hunted Night 6
24. enkhuush as Knut One-Eye, Prince of Denmark subbed by EUROO7 the Werewolf of the Orthodox pack lynched Day 7
25. aedan777 as Ædan Olafson, Jarl of Småland
26. tamius23 as Olaf, priest of Uppsala, the spiritually attuned Guardian Angel hunted Night 4

Subs:

1. Citizen1oo1
2. Adamus
3. SPLIT
4. tamius23

History of the world:

On Day 0, Frist sat alone in the middle of Denmark.
On Night 0 son of liberty as the trickster Puck the leader Villager was hunted.
On Day 1 Comm Cody as a bastard son of a bastard son of a Son of Lodbrok the 6th in command Sorcerer was lynched.
No one was hunted on Night 1
On Day 2 videonfan as Fafnir Olvirsson, first man on Vinland the brutal Werewolf of the Orthodox pack and king hannibal as Hannibal, a eunuch from a far away land and chancellor of Iceland the Villager with priestly powers were lynched.
videonfan did not brutalize anyone.
On Night 2 Falc as Frist Rauðrvalken, trusted retainer of the King of Norway the Werewolf of the Catholic pack was hunted.
On Day 3 Nautilu as Inge the Terrible, scourge of Normandy the cursed Villager and Emperor Walter as Walter of Erfurt, Marshal of Sweden the Villager were lynched.
On Night 3 Capt. Kiwi as Eiður the Noble, Warchief of the Jomsvikings the formerly-blessed unaffiliated Cultist was hunted.
On Day 4 Citizen1001 as Knut Sigurdson, brave explorer and first man to crash-land in Greenland the apprentice Villager was lynched.
On Night 4 tonkatoy5 the hunter shot Adamus as Halfdan Sigurdson, brave explorer and second man to crash-land in Greenland the medic Villager.
The wolves hunted tamius23 as Olaf, priest of Uppsala, the spiritually attuned Guardian Angel.
On Day 5 Ketchum as Hagar the Horrible, legendary Norwegian viking and mayor of a small coastal town the 4th in command Villager was lynched.
On Night 5 THE_SPLIT as Grimr the Deceiver, Spymaster of Denmark the 9th in command Villager with priestly powers was hunted by the wolves.
On Day 6 LightsShadows the cursed Villager with expended priestly powers and Ithvan the 7th in command medic Villager were lynched
On Night 6 snoopdogg the Villager with priestly, sorcerous and expended seerish powers was hunted
On Day 7 EUROO7 the Werewolf of the Orthodox pack and Cliges the Villager were lynched.
On Night 7 son of liberty 2.0 the 3rd in command Orthodox cultist was hunted by the wolves.
It all ended on Day 8.

Notice #1: The GM's colour is Yellowgreen. Use it at your own risk.

Notice #2: If you see anything in the rules you don't like/don't understand, feel free to post here. Rules are subject to change.

Notice #3: If you pick a nonsensical RP persona, you will receive no punishment, however, the Day/Night summaries concerning you will have far less thought put into them. If you do not pick a persona, one will be picked for you by the GM.
 
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Subscribified
 
Subscribified

*pokes randy with a stick*

Come on, play with us. You won the last time you played in a game I GMed, maybe I'm your lucky GM?
 
I'm off on vacation starting saturday, and I'll be gone for two-ish weeks. Definitely not going to be able to play even if I wanted to ;-)
 
I'm off on vacation starting saturday, and I'll be gone for two-ish weeks. Definitely not going to be able to play even if I wanted to ;-)
Just sign up and send all orders and votes ahead of time. If the game is still running and you are still alive when you get back you can dive right in.
 
In, am I.
 
Just sign up and send all orders and votes ahead of time. If the game is still running and you are still alive when you get back you can dive right in.

:rofl:

For two weeks?
I'm sorry. That just isn't an option. Really.
 
I'm off on vacation starting saturday, and I'll be gone for two-ish weeks. Definitely not going to be able to play even if I wanted to ;-)

A strange coincidence. Are you perhaps going to Poland?
 
Signing up. This is my first time playing Werewolf on the site, but I've played some IRL and on Epicmafia before so I hope I won't be too lame.

Welcome!

First doombunny and now battle bunny, whats with all the rabbits :p
 
I think I can abide by a deadline at the moment.

In as a relative of the viking I was in the last Viking themed game.