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OrangeYoshi

Mushroom Korps Field Marshal
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Mar 6, 2009
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Did you expect anything else with a name like OrangeYoshi?

Werewolf LXX: Mushroom Kingdom

4x_castle_2.png

THE SETTING

One warm spring morning, you wake up to the sun shining in the window, birds chirping, and a gentle breeze ruffling the curtains. After a quick shower and some cereal, you go to check the mail. To your surprise, you find a letter from Princess Peach! She is inviting you to her castle for some cake! You hurry to your go-kart and work your way to the castle as fast as possible.

When you arrive, you find out you weren't the only one invited. There are all the familiar faces. Mario and his brothers have made it, they brought along Yoshi so they could walk around quicker, there are a few toadstools and koopas trotting around, and even Princess Daisy showed up.

As you walk across the moat's bridge, you start to get an ominous feeling in the pit of your stomach. That feeling only grows when you open the door and a mysterious laugh comes from a disembodied voice. You look around, and the castle seems deserted. There are no servants running around doing servant type stuff, no cooks, no dog-walkers, nothing. The only people there are the members of you little party who arrived for cake.

You walk around the lobby to try to find any clues about what is going on, but there is only one unlocked door. You open it up, and look upon a single, giant, shimmering picture.............

THE RULES

The players represent a village where each member has a role that is kept secret. Most of them are just plain, ordinary Villagers, but there are some Werewolves lurking in their midst. The goal of the Villagers is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to achieve 1:1 parity with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game). Of course only one pack can remain.

The game is split in two sections, Night and Day.

The game begins with a Day, but the Night is played at the same time. The Night is the time when the Werewolves decide among themselves who to eat and special abilities are used. The Werewolves and the "special villagers" submit their choices/orders to the Game Moderator. Any orders not delivered in time will be IGNORED.

Nightly orders are handled in the following order:

1. Lover
2. Sorcerer
3. Wolves' Helper
4. Seer
5. Priest
6. Hunter
7. Guardian Angel
8. Doctor
9. 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), no matter how many werewolves or werewolf packs there are.
10. Witness

During the Day, the Villagers (including the Werewolves, who have assumed a human form) meet together to decide who is the Werewolf and therefore to be lynched for the greater good of the village. When a player has decided who to vote for, they type vote Player X in bold font and preferably at least size 4, this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y.

Note: This rule must be obeyed. I read every part of every post, but I go back and do a quick run through when I do the vote count. If it isn't in bold and a big size, I may miss it, and even if I do see it, I will not count it. If you want your vote to count, you must follow the rules. I'm not trying to be mean, I'm just trying to minimize GM mistakes.


Abstaining from voting without declaring absence three times during the game will result in auto-lynching (or being substituted by another player).

The deadline for nightly orders as well as voting is 01:00 CST (06:00 GMT) (it is up to you to figure out the deadline in your timezone. I have not historically been the best at figuring this out) and shortly after this the lynching takes place and the result of the Nightly activities is presented. Post submitted 00:59 will count while posts submitted 01:00 will not.

Spamming the GM with PM's is frowned upon. Based on the severity, I will take whatever action I feel necessary. I will probably be lenient on this one, but I will enforce it if the problem gets severe.

I'm not saying you can't send in hunt/scan/whatever-else revisions (I once sent in 3 revisions in my hunt order due to new stuff in the thread. I'm sure others have done more), but don't ask the same questions over and over again. There are two easy fixes for spamming PM's. One, you can click the "receive read receipt" for the PM. That will tell you when I have read the PM. Two, you can delay sending the PM for a few minutes while you try to think of any other questions you may have.

No new players will be admitted into the game once it has started but it is possible to substitute for dropouts.

Spectators and Ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color (and keep off the GM color, orange).

Forged Private Messages (PMs) are allowed.

Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.

Quoting or forging PMs from the GM is also considered bad style but is allowed even in the thread. If you do this be aware that I might refuse to confirm the PM or even flat out deny the content of the PM (if that happens to please me at the time).

Screen shots of PMs from players or the GM are not allowed and anyone caught doing it will be auto-lynched.


Role and Trait Distribution


Roles will be handed out by "Random.org", and there will be no interference from me.

Traits.....won't be so random. ;)


THE ROLES​
Villager: Has no special abilities. Nadda, nothing. They just sit there and look pretty.

Werewolf: Will choose a victim to eat each night. More specific eating rules might be given to the werewolves but will not be public knowledge.

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

Sorcerer: 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 or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer.
Counts for baddie parity.

Wolves' Helper: Is attached to one member of a pack, and may scan one person per night to see if they are a wolf or sorcerer. Wins with the baddies of course. They count for baddie parity

Apprentice: 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.
Scanners with Seerish/Priestly poweres can't claim an apprentice.

Guardian Angel: 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.

Doctor: May protect one person each night. 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. A doctor can never protect himself but has a 33% chance of saving himself in case of an attack. The doctor can not protect the same person two nights in a row. The only protection he has for himself is the inborn 33% chance. He can't protect himself to give the 50% chance.

Hunter: If the Hunter is attacked by wolves at night he has a 50% chance (not caught asleep/off guard) of killing one of the attacking wolves. After that, he has a 25% chance he will survive the wounds caused by the wolves. He can also send a nightly order to kill someone in which case his ability is used up (including the 50% chance to kill an attacking werewolf).

Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start but the Werewolves do not know their identity in turn. If they original pack their wolf master belonged to still exists, they count toward parity. If the pack the wolf master belonged to dies, the cultists keeps their abilities, but they no longer count toward parity.

Witness: Once per game, the Witness may try to see the nightly 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. To use this ability, the witness must PM the GM. It is not an automatic chance that fires every night.

THE TRAITS

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

Leader: May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. In the event of a tie (or even a TIE), the leader may choose to not interfere at at all, save one of the doomed, or save both. If the lynched character is not a baddie the Leader ability is used up. There will never be more than one Leader at any given time.

Second in command: Will become the Leader if the current Leader is used up (eg killed or has leader-lynched a goodie). There will be no more than one Second in command at game start.

Third in command: Will become the Leader if the Leader and Second in command are used up (eg killed or has leader-lynched goodies). There will be no more than one Third in command at game start.

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

Cursed: 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, Priest, Guardian Angel and Doctor can not be cursed at game start, see Touch of Evil below. A cursed apprentice that turns into a werewolf loses his apprentice-hood.

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 might be unaware he is blessed.

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 and if they do a 25% chance to learn of the actual person.

Cloak of Invisibility: A player possessing a cloak of invisibility may once during the cause of the game become invisible, ie scans of him that night will return "nobody at home", wolf attacks will fail as if the player was GA protected, hunter hunts will miss, witnesses will fail to identify him and the player will even dodge the lynch mob making the runner up lynched instead of him etc.

Seerish Powers: This player have some talent in seeing the future. Hardly enough to become a seer, or anything close to it. But enough to give him one fully functioning seer scan during the span of the game.

Priestly Powers: This player have some divine talent. Hardly enough to become a priest, or anything close to it. But enough to give him one fully functioning priest scan during the span of the game.

Potion of strength: A player carrying this potion, which he can use only once during the game, can do one of the following.
- Go into a brutal rage if the village lynches him, this will allow him to slay a player of his own choice before the village lynches him.
- Overpower a player: This will allow this player to attack and hunt someone during the night, his name will be revealed.
-Count as two parity-wise: The title pretty much explains all, this player will be able to count for 2 when counting for parity on the night he consumes the potion.

Rival:These players hate each other obsessively, and must do everything in their power to kill 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, no matter which side wins. They will know the name of their rival from the start. They do not know the other player's role however. In the event that two rivals are on the same side (both are goodies or both are baddies), there are special rules for them to win. Not only must they kill their rival, they must also get a win for their side.

Spiritual Witness: Once during the game this player may attempt to feel (one of) the scans that happen(s) during the night. He will have a 10% chance on the very first night of pinging a scanner and a 2.5% chance of finding out his role as well. Every night thereafter will increase this chance by another 10% and 2.5% respectively.

Touch of Good: Goodie scanner/apprentice trait only. Once during the cause of the game the player may instead of scanning put a Bless on any other player. Can not be used on yourself.

Touch of Evil: Baddie scanner/apprentice trait only. Once during the cause of the game the player may instead of scanning put a Curse on any other player.

Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Lovers: Each night, the Lover may choose to stay with a chosen player. The target will only learn of the visit, not of who it was (since the Lover sneaks about in the dark). 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 NICKNAMES


Specifically for this game setting the following nicknames for the roles will be used to enhance role playing for those of us who enjoy that:

Villager = Innocent Bystander
Werewolf = Minion
Seer = Mario
Priest = Toadstool
Sorcerer = Bowser
Wolves' Helper = Shadow Sirens
Apprentice = Partner
Guardian Angel = Secret Service
Doctor = Doctor Mario
Hunter = Big Game Hunter
Cultist = Magi-Koopa
Witness = Photographer
Lover = Princess
Leader = Leader
Second in command = Second in command
Third in command = Third in command
Brutal = Bomb-omb
Cursed = Odd one out
Blessed = Blessed
Spiritually Attuned = Spiritually Attuned
Cloak of Invisibility = Cloak of Invisibility
Seerish Powers = Second Year Prophesy Student
Priestly Powers = First Year Prophesy Student
Potion of Strength = Potion of Strength
Spiritual Witness = Spiritual Witness
Touch of Good = Touch of Good
Touch of Evil = Touch of Evil
Plotter = Plotter
Rival = Rival
 
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Player List​

1. [post=9843159]Jingles the blessed villager leader-lynched on Day 2[/post]
2. EUROO7
3. okyriosy
4. [post=9846432]the_hdk the wolves' helper - lynched on Day 3[/post]
5. Teep
6. [post=9846432]Jester180 the villager and someone's rival - hunted Night 3[/post]
[post=9839690]7. XenomorphII the villager - hunted Night 2[/post]
8. Slinky
9 Jonti-h
10. Walrus
11. [post=9848951]Morpheus506 the sorcerer - lynched on Day 4[/post]
12. theFreeman
13. [post=9843159]snoopdogg the villager with seerish powers and the touch of good - hunted on Night 2[/post]
14. Lord_D
15. Illiria
16. [post=9848951]Jensthemens the seer with the touch of good - lynched on Day 4[/post]
17. [post=9848951]Raczynski the priest with the touch of good - hunted on Night 4[/post]
18. Polar Mongoose
19. J. Passepartout
20. [post=9843159]humancalculator the hunter and someone's rival - shot on Night 2[/post]
21. Anthraxus899​
 
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Is this based off of Super Mario 64? It's one of my favorite games.
I started it off with being based solely on SM64, but I have expanded to to also cover some of Paper Mario and the Thousand Year Door, Mario Kart, and just general Mario games.

SM64 has got to be my favorite game of all time.

Edit: LOL I guess since I'm the GM, all my posts are supposed to be in my bolded orange.
 
I have a question about the rules while I was reading them, but I forgot it.

In.

EDIT: Ah, it's about the cultists.

Cultist: Works with the Werewolves, and wins if the Werewolves win. Learns the identity of a wolf master at game start but the Werewolves do not know their identity in turn. If they original pack their wolf master belonged to still exists, they count toward parity. If the pack the wolf master belonged to dies, the cultists keeps their abilities, but they no longer count toward parity.


What abilities does the cultist keep?
 
I started it off with being based solely on SM64, but I have expanded to to also cover some of Paper Mario and the Thousand Year Door, Mario Kart, and just general Mario games.

SM64 has got to be my favorite game of all time.

Edit: LOL I guess since I'm the GM, all my posts are supposed to be in my bolded orange.

SM64 was the first game I ever owned and one of my favorites. I've still never been able to get all 120 stars and meet Yoshi on top of the castle though. Some day!

Paper Mario is one of my favorites too. Never played the sequel though.

I like how you did a reference to Mario Kart 64 as well. I won a tournament of that game at my college last year. I beat (read:slaughtered) 24 people in a row. :cool:
 
What abilities does the cultist keep?
Any traits they may get.

SM64 was the first game I ever owned and one of my favorites. I've still never been able to get all 120 stars and meet Yoshi on top of the castle though. Some day!
Which star(s) can't you get?

(Since this is off-topic, I will stop it as soon as some more people show up and there is actual WW stuff to discuss. For now, I'm bored. :))

SM64 was my very first game, and it is still the only one that I played before reading the instruction manual. Hey, I was 5! :p
 
Well, I had more questions, but I'll just wait for you to stop.

Good day, sir.
 
Is the deadline 1:00 or 13:00?

I can't tell. But I'm assuming it is the latter.
 
The time I posted (and all times I will post from now on) is (are) using the 24-hour clock, so it is 1:00 AM. It is also using CST, but I will usually post the GMT along side of it.
Good, it's about time someone thought about our Far Oriental players.
 
China uses Central Standard Time?
That is late evening for them. Unlike middle of night like most GMs use.

EDIT: Ahg, I'm beginning to use Olaus Petrus speak outside of the lite game... :eek:o :(
 
That is late evening for them. Unlike middle of night like most GMs use.

EDIT: Ahg, I'm beginning to use Olaus Petrus speak outside of the lite game... :eek:o :(
Uhh....you do realise that my deadline would happen in about 30 minutes, don't you? I don't know what time it is in China, but it is the middle of the night all over America.

Edit: Never mind, now I get it. The time in China is late evening instead of the middle of the night over there. What time is it in Europe now? Is everyone asleep or at work?