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Second Lieutenant
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Jul 14, 2009
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Werewolf CXXX - Golf, Surgery and Martinis - Werewolfs visiting M*A*S*H 4077

mashz.png

Korea - 1950'ish

Times are busy in the 4077th Mobile Army Surgical Hospital.

The Surgeons are Golfing at the local Golf and Minefield resort (First tee double as Helicopter landing pad), Play Poker with Enemies and Allies while placing bets on the Daily Visits of 5-o'clock Charlie (42 meters are taken by the Colonel).

And all just for the 2 main purposes of being in Korea: Getting Nurses alone in Tents and Getting The Hell Away from Korea!

And of course some times Casualties comes by. Which only disturps the daily activity....

Are you prepared to join the 4077th MASH?

Are you prepared to suffer untold hardships?

Are you prepared to work countless hours to save people you don't even know

And most of all - Are you prepared to suffer the hardship of Dry Martinis without Olives??

Sign Up and Find Out!

SIGNUPS ARE NOW CLOSED!
 
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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. 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 and Priests, 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. Sorceror
3. Seer
4. Priest
5. Hunter
6. Guardian Angel
7. Werewolf
8. Padre
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 and Sorcerors, manage to reach parity with the rest of the village. The unattached Cultists and Sorcerors 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 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.

§10. - Failure to vote on 2 occasions without prior notice will result in automatic substitution. If no substitution have been found 6 hours before deadline, the player will be autolynched at next deadline.


The Roles

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

Seer: May 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 to the Seer.

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

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, Priest or Sorceror, 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.

Werewolf (various groups hostile to the M*A*S*H): Allocated to a specific Pack, and cannot change allegiance. The Pack wins if, having eliminated all other Packs, its members, Sorcerors 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.

Cultist: Works with the Werewolves, and wins if the Werewolves win. If attached, the cultist learns the identity of a Werewolf master at game start and that Werewolf knows the cultist's identity in turn. 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. Can both start attached and unattached.

Sorceror: Works with the Werewolves, and wins if the Werewolves win. May scan one person each night to see if they are a Seer, a Priest, an Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.

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.

Padre: This man of faith will move swiftly to administer the last rites to any victims of attacks. In doing so, he may hear the last words of the victim. May choose one person each night. If that person is successfully attacked and is not cursed, the Padre has a 100% chance of identifying one of the victim's assailants. The victim will then die of their wounds.

Villager: Has no special abilities outside of any traits and their own abilities as a player.


The Traits


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

Witness: Once per game, the Witness may try to see the nightly Werewolf attack. Witness success rate increases by 10% each night (10% on Night 1, 20% 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.

Hunter: The Hunter can send a one time nightly order to kill someone. A Hunter's identity is revealed in the update.

One Eye Open: If this player is attacked by Werewolves at night he has a 100% chance of killing one of the assailants. The player with One Eye Open will still die, unless saved otherwise by GA.

Rival: The Player have a rival. The player only wins if said rival is dead at end of game, regardless of result.

Lover: Each night, the Lover may choose to visit a player (the target). The Lover 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 Lovers identity (since the Lover sneaks about in the dark). Should one Lover target a second Lover who has chosen to use their trait (perhaps even on the first Lover), their orders will be resolved simultaneously. The first Lover will visit the second absent Lover's tent. The first Lover will not be made aware that the second Lover was absent; perhaps it was the wrong tent? Any orders targeting the Lover will resolve normally.

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 the lynched character is not a baddie (Werewolf, Sorceror, Sorceror's Apprentice, 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?

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

Cursed: If a Cursed person is succesfully 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 will be unaware he is 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.

Blessed: 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 person might be unaware he is 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.

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 50% chance to learn the identity of the actual person.

Seerish Powers: Once per game, may scan a player. He will be told if they are a Werewolf or Apprentice, and if they are neither he will be told they are simply a villager. He will not be told if an Apprentice has been claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Priestly Powers: Once per game, may scan a player. He will be told if they are a Cultist, Sorcerer, or Apprentice, and if they are not he will be told they are simply a villager. He will not be told whether an Apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.

Sorcerous Powers: Once per game, may scan a player. He will be told if they are a Seer, Priest, Cultist, or Apprentice, and if they are not he will be told they are simply a villager. He will not be told if an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those who do not succeed will not lose the trait.


Deadline


The deadline for this game shall be:

20.00 GMT

Votes and orders posted at 19.59 GMT will count, those posted at 20.00 GMT will not.

Voting ends at the deadline even if the GM is not present. All players except the presumptive lynchee(s) are permitted to post analysis of the game between the deadline and the update.



All GM posts will be made in Lime. Use this colour at your peril.
 
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Activity and Doctors attending:

1.
2.
3.
4.
5. Gigau as Droopy
6.
7. Hunmancalculator
8.
9.
10. Thandros as a South Korean Liason Officer
11.
12. Slinky as Yossarian
13.
14.
15.
16.
17.
18. King Hanibal subbed by Falc
19.
20.
21.
22.
23. Rysz as Republican Presidential Candidate Senator Arnold Vinick
24. Deaghaidh as Capt. Jonathon S Tuttle subbed by Najs v.2 as Major Collateral Damage.
25.
26.

Doctors on Call:
1. Marty99

Activity:

Night 0: Johho888 the unclaimed apprentice was shot by forces unknown
Day 1: Comm Cody as Corporal, later Sergeant, Maxwell Q. Klinger, Blessed Sorceror was Lynched.
Night 1: the_hdk, Villager Hunter, was found with a combat knife in his chest.
Day 2: Esemesas, the villager with a Rival, was lynched
Night 2: Nothing happened during the night.
Day 3: Funnyman320, Unclaimed Apprentice with a rival was lynched
Day 3: Nautilu the Brutal Counterintelligence Officer from the Office of Col. Flagg was Lynched
Day 3: Nautilu Brutalizes Najs the Witness
Night 3: The_Split the Spiritually Attuned North Korean Infiltrator was hunted.
Day 4: Snoopdogg the Spiritually Attuned Counterintelligence Officer from the Office of Col. Flagg was Lynched
Night 4: Nothing happened during the night.
Day 5: Kingepyon, The Brutal Major Franklin Marion Burns (Wolf) was sent back to the Asylum he escaped from.
Day 5: Kingepyon brutalizes Walrus the Blessed Padre
Night 5: Nothing happened during the night.
Day 6: Boris ze Spider as Private Garfield, the 3rd in Command Counterintelligence Officer from the Office of Col. Flagg is leaderlynched by Trespoe
Night 6: Mr. G the formerly Cursed Counterintelligence Officer from the Office of Col. Flagg is shot by forces unknown in the middle of the night.
Day 7: Corporal "Tamius" Jam, Cursed Villager, was accused of stealing and sent back to Seoul
Night 7: Nothing happened during the night.
Day 8: Mr. Randakar T. the Dutch Communist second in command North Korean Infiltrator was sent to Seoul for interrogation.
Night 8: Nothing happened during the night.
Day 9: Adamus the Brutal North Korean Infiltrator was lynched.
Day 9: Trespoe the spiritually attuned leader was brutalized by the Adamus.
Night 9: Marty99 the previously cursed North Korean Infiltrator was shot by Humancalculator the hunter
Night 9: AVN the previously blessed Priest was hunted.
 
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In as John Doe.
 
In as Droopy
 
In as Mr. T.

Ba-baracus.jpg
 
In!
 
Please note the specific wording on the Lover role. I've basically tried to rephrase it transforming the lover to a Roleblocker. The most important change is that actions targeting the Lover will still trigger and that actions targeting the target will not touch the Lover.
 
Anyone with the Lover role should roleplay as Hot Lips.


Nobody is Hawk-Eye yet? Or Klinger?

You disappoint me.

You disappoint me in not signing up... :D
 
In as Yossarian
 
In as Klinger.

I may be absent, but it's due to marching band, and it's only on the weekdays.'

Also, First Deadline is the 5th of May?

Sweet!

:p