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Ironhead 5

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May 11, 2006
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WEREWOLF LXXIX
Chaos on Monster Island!


THE SETTING
Ahhh, Monster Island. It is a vibrant luxury resort where villains, scoundrels, blackguards and rapscallions of all stripes can relax and plot their next evil scheme.

There is a code of honor among thieves, and it is universally understood that at Monster Island, all guests are equally evil and none shall plot against their fellow resort-goers.

Until now.

It seems that a group of villains is trying to execute a dastardly evil scheme for world domination (which is what you expect from this motley crew), but they are breaking the code of dishonor by starting with Monster Island! Now you must join forces with the rest of the evil guests here to find those who would usurp the tranquility of this evil resort, and kill them until such time as they are dead.



THE RULES
I. Overview:

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. After only one pack remains, all eligible baddies (werewolves, affiliated cultists, sorcerers, and sorc. apprentices) are counted towards parity.

The game is split in two sections, Day and Night. Game starts with a NIGHT Deadline.

II. Lynching:

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 preferabbly at least size 3 (or clear from other text), this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y.

Abstaining from voting without declaring absence three times during the game will result in a substitution.

III. Night Events and Orders:

The game begins with a Night, 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 (if the role is present):

1. Lover
2. Spy
3. Sorcerer
4. Seer
5. Priest
6. Hunter
7. Guardian Angel
8. Doctor
9. Changeling
10. 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.
11. Witness

IV. DEADLINE:

The deadline for ALL NIGHT ORDERS and VOTES is 2300 UTC+8/1600 CET/1000 EST. After this, the vote results and the night's events will be posted, along with an RP update. Votes posted at 2259/1559/0959 WILL COUNT, those at 2300/1600/1000 WILL NOT.

V. Absence and Substitution:

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

VI. Non-Player Participation:

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

VII. Player Actions:

Forged Private Messages (PMs) from players are allowed.
Sharing any PMs from the GM (forged or not) is NOT 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.

Screenshots of PMs from players or the GM are not allowed and anyone caught doing it will be autolynched.


THE ROLES
Besides the villagers and werewolves, no role is guaranteed to be included in the game. The GM decides how many there are to be of each role and then hands them out before the game starts. Anyone can be good. Anyone can be evil. Trust no one.

  • Villager: Good. Has no special abilities.
  • Werewolf: Evil. Hunts villagers at night.
  • Seer: Good. Able to scan players and detect wolves. Sends in one scan order each night.
  • Cultist: Evil. Works with the wolves, and wins if they win. If all other wolves in a pack die, the cultist will change pack affiliation.
  • Unfaithful cultist: Good. This player starts out as part of a pack, and everyone else in the pack is told that he's a normal cultist, but he secretly works for the good guys. Cannot publicly out a packmate, or else he becomes a real cultist himself.
  • Sorcerer: Evil. Has one special ability to help the wolves. That special ability will be told to the sorcerer in his role PM.
  • Priest: Good. Able to scan players and detect cultists and sorcerers. Sends in one scan order each night.
  • Doctor: Good. The doctor can protect one player each night from attack by sending a PM with that player's name to the GM. If the protected player is attacked, the doctor has a 50% chance of saving him that night. If the doctor fails, the player dies; if the doctor succeeds, the player lives, and is given the name of both the doctor and one of the attackers.
  • Pathological Liar: Good. This player's only real talent is the ability to lie. If he publicly lies and says that he has a certain role or a certain trait, he will have that trait - but only for one night, and only the night after he claims to have it. He can also claim to have abilities that aren't listed as actual roles or traits, and it is up to the GM's discretion to determine whether or not that ability is too overpowered.
  • Sleuth: Good. The sleuth knows who is targeted for a nightly action; however, he doesn't know what action each person is targeted for. He receives a PM each night with a list of names, and must deduce on his own which players were scanned, which were protected, etc.
  • Guardian Angel: Good. 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.
  • Witness: Good. 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 ability is used up nonetheless (but the Game Moderator might decide in special cases that the ability is not used).
  • Lover: Starts out as good. May choose someone every night to be with and protect. If he is the target of a hunt, has a 50% chance of surviving one attack and becoming the hunting pack's cultist. If the hunt target is the same as his, nobody dies during the night.
  • Changeling: Good. Will send in an order every night. If the wolves' HUNT target is the same as that of the Changeling, it will redirect it to the Changeling's chosen target.
  • Puppetmaster: The puppetmaster is on his own team. His victory condition is to be the last player standing. To do this, he has the ability to mimic the GM; that is, he can send the GM messages that he wants sent out to other players, and those players will receive those messages as if from the GM (of course, these messages carry no weight; they are only hollow threats, because the puppetmaster does not have the ability to change roles or traits or autolynch players). The puppetmaster also has a one-time nightly hunt (because, in order to be the last player standing, the final three players must be him, a wolf, and a goodie; after getting one of the other two lynched, he can use his one hunt to kill the other and achieve victory). The puppetmaster is also given the names of two baddies from different packs to help him start manipulating the masses. The puppetmaster does not count for baddie parity and if all other baddies are killed, the goodies win (and the puppetmaster loses). If, at any time, the baddies reach parity with the goodies, the baddies win (and the puppetmaster loses). Signed, this 28th day of December, Ironhead 5, GM.

    There are also TRAITS which can be had in addition to roles.
  • Confused: Applicable only to scanners. Makes every one of their scans incorrect.
  • Foreign: Everything the foreigner says must be processed through Babelfish, from English to French to Portuguese and back to English again, before it can be posted, thus ensuring that the post is barely coherent and makes no sense to the rest of the village. Failure to do so will result in a "cosmic shift."
  • Brothers: The brothers are two people. Neither know what the other's role is. However, they are brothers, and as such they try to keep each other alive. If one dies, the other endures a "cosmic shift."
  • Hunter: Once in the game, can send in an order to hunt another player at night. Will be publicly recognized for this deed.
  • Speech Impediment: This euphemism indicates that the player is restricted in how he writes his post. Each speech impediment is different, and failure to obey the restrictions results in a "cosmic shift."
  • Brutal: If lynched, can choose to kill one other player before dying.
  • Leader: Once in the game, can choose to save the duly elected lynch victim and choose someone else to be lynched.
  • Lie-Detector: Once each day, may forward to the GM one entire post that someone else said. The GM then tells the lie-detector whether or not lies exist in that post. The GM does not tell the lie-detector what specific parts of the post are falsehoods; it is either all true, or it is pinged as a lie.
  • Cursed: If this person is hunted, he will not die, but instead become a wolf.
  • 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 will be unaware he is blessed, but if attacked he will be notified of this.
  • Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. If they do, they will have a 50% chance to learn the name of the person and a 25% chance to learn of the actual role.
  • Spy: If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role of that player (60% success on clue, 30% useless information, 10% misdirected information), but never the role itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
  • Clairvoyant: Has a one time super-scan (100% success), revealing all roles and traits (including hidden ones).
  • Potion of Strength: One use trait. Can use his potion to double his vote count during a day (PMed to the GM on day of use), kill a chosen person if lynched or kill someone during the night.
  • Plotting: Can PM his vote to the GM, can be used more than once. Vote will be revealed during final vote count.
  • Sensitive: If hunted, has a 33% chance of killing a wolf from the hunting pack and has a 50% chance of survival, each chance being separate. Wears off after one hunt. During the day, if voted for as the second highest vote-getter, kills a random person among those who voted for them, removing the trait's effect. Rule Note: If there are only two people being run up, this trait has no effect.
  • Sacrificial Lamb: If lynched, renders all night actions void for that day. If hunted, serves as a blessing, effect wears off, and the back-up hunt (if any) by the hunting pack is implemented.
  • Bodyguard: The bodyguard can send in orders each night to protect someone from being lynched the next day. Cannot not protect the same person twice in a row and can never protect himself.
  • 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. Players who start out as baddies cannot be apprentices.

    Special notes:
  • Cosmic Shift: When the puppetmaster starts manipulating players, he will need a cover to veil his actions and make them seem acceptable. Thus, he will pretend that it is some cockamamie "cosmic shift" to lead the weakminded into believing that the GM is causing all this.
  • Role-playing: Everyone will role-play as a famous or infamous bad guy from history, literature, film, etc.
  • Scheduling: The game will begin once everyone has signed up. If the game begins before 2010, there will be no deadline on 31 December or 1 January. Play will resume on 2 January as normal.

Game moderator: Ironhead 5
Players:
1. Jester180 the plotting cultist was lynched on Day 17.
2. jonti-h as Dr. Evil the foreign villager is hunted on Night 13.
3. J. Passepartout as the Big Bad Wolf
4. Kriszo as Sauron the doctor was hunted on Night 1.
5. Hax as John Rambo the confused seer was lynched on Day 2.
6. Edzako as Dr. Jekyll/Mr. Hyde the pathological liar was hunted on Night 11.
7. Jayavarman as Homewrecker the cultist was hunted on Night 3.
8. EUROO7 as General Zaroff the blessed foreign leader lie-detector clairvoyant hunter was lynched on Day 1.
9. Yakman as Godzilla the Sleuth was hunted on Night 7.
10. dublish as Fu Manchu the spiritually attuned villager was hunted on Night 6.
11. HJ Tulp subbed by Kriszo the spying villager was hunted on Night 17.
12. walrus as Jules Winnfield the cultist was lynched on Day 3.
13. Nautilu the villager with a potion of strength was lynched on Day 5.
14. NobleHelium the confused foreign seer was brutalized on Day 11.
15. THE_SPLIT the guardian angel was hunted on Night 2.
16. Lord Strange as Ernst Stavro Blofeld subbed by the_hdk
17. snoopdogg as Darth Vader subbed by EUROO7 the blessed puppetmaster was lynched on Day 7.
18. XenomorphII the brutal white werewolf is lynched on Day 9.
19. von Loch Ness as Ronald Reagan
20. OrangeYoshi as Barack H. Obama the Black Werewolf was lynched on Day 6.
21. Syber_sid as Rasputin
22. White Daimon the blessed villager was lynched on Day 4.
23. Capibara subbed by Jamie550 the witness was lynched on Day 16.
24. GeneralHannibal as Fidel Castro the foreign white werewolf was hunted on Night 11.
25. Quift subbed by THE_SPLIT
26. k-59 the seer's apprentice with a potion of strength was hunted on Night 15.
27. Rysz as George W. Bush the brutal Grey Werewolf was hunted on Night 16.
28. okyriosy the confused foreign priest was hunted on Night 5.
29. AOK. 11 the seer was hunted on Night 18.
30. Ciryandor as General Shepherd the brutal plotting black werewolf was lynched on Day 11.
31. trespoe as Thog the barbarian
32. Acronym as Joe Buck subbed by Nautilu
33. sbr the brutal villager with a brother was lynched on Day 15.
34. Paendrag as Lord Voldemort the sorcerer with lie-detector and spiritually attuned abilities was lynched on Day 10.
35. marty99 as Rupert Murdoch the changeling is brutalized on Day 9.
36. Raczynski as Standartenfuhrer Hans Landa the lover was hunted on Night 12.
37. AVN the sorcerer with the bodyguard ability is lynched on Day 8.
38. jerard as Michael Moore the plotting white werewolf is lynched on Day 12.
39. Sekenr the foreign black werewolf is hunted on Night 10.
40. Lord_D as a Darth Vader cookie the sorcerer with scanning ability was hunted on Night 4.
41. johho888 as Angel Eyes
42. Jopi as a dreaded ghost pirate the plotting cultist was lynched on Day 14.
43. Slinky the plotting cultist was lynched on Day 13.
44. muttoneer the priest was hunted on Night 14.

Night 1: Kriszo the doctor is hunted.
Day 1: EUROO7 the blessed foreign leader lie-detector clairvoyant hunter is lynched.
Night 2: THE_SPLIT the guardian angel is hunted.
Day 2: Hax the confused seer is lynched.
Night 3: Jayavarman the cultist is hunted.
Day 3: walrus the cultist is lynched.
Night 4: Lord_D the sorcerer with scanning ability is hunted.
Day 4: White Daimon the blessed villager is lynched.
Night 5: okyriosy the confused foreign priest is hunted.
Day 5: Nautilu the villager with a potion of strength is lynched.
Night 6: dublish the spiritually attuned villager is hunted.
Day 6: OrangeYoshi the Black Werewolf is lynched.
Night 7: Yakman the Sleuth is hunted.
Day 7: EUROO7 the formerly blessed puppetmaster is lynched.
Night 8: No one is hunted.
Day 8: AVN the sorcerer with the bodyguard ability is lynched.
Night 9: No one is hunted.
Day 9: XenomorphII the brutal White Werewolf is lynched and marty99 the changeling is brutalized.
Night 10: Sekenr the foreign Black Werewolf is hunted.
Day 10: Paendrag the sorcerer with lie-detector and spiritually attuned abilities is lynched.
Night 11: GeneralHannibal the foreign white werewolf and Edzako the pathological liar are hunted.
Day 11: Ciryandor the brutal plotting black werewolf is lynched and NobleHelium the confused foreign seer is brutalized.
Night 12: Raczynski the lover is hunted.
Day 12: jerard the plotting white werewolf is lynched.
Night 13: jonti-h the foreign villager is hunted.
Day 13: Slinky the plotting cultist is lynched.
Night 14: muttoneer the priest is hunted.
Day 14: Jopi the plotting cultist is lynched.
Night 15: k-59 the seer's apprentice with a used potion of strength is hunted.
Day 15: sbr the brutal villager with a brother is lynched.
Night 16: Rysz the brutal Grey Werewolf is hunted.
Day 16: Jamie550 the witness is lynched.
Night 17: Kriszo the spying villager is hunted.
Day 17: Jester180 the plotting cultist is lynched.
Night 18: AOK. 11 the seer is hunted.
 
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Inne

I'll be Dr Evil
 
In
 
in
 
In as General Zaroff.

Shall we hunt?
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IN as GODZILLA!!!

godzilla-252x300.jpg
 
Jayavarman as Homewrecker.

Lock up your mothers.
 
I got a PM from someone named RustyArm55! He told me to come here and to register for an ass-kicking game... who's ass are we kicking? If it is someone I do not like I will be

IN
 
In.


As.


Blofeldpleasance67.jpg
 
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