Werewolf LXXVIII: The Paradox Forums
SETTING:
The Paradox Forums has long hosted an active off-topic section, and has since played host to a vibrant game community in the person of the Werewolf forums. Things are not as they seem however, when other gaming companies decide to invade the forum, seeking to tear it apart.

SETTING:
The Paradox Forums has long hosted an active off-topic section, and has since played host to a vibrant game community in the person of the Werewolf forums. Things are not as they seem however, when other gaming companies decide to invade the forum, seeking to tear it apart.
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 baddies (werewolves, all 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 an autolynching or more likely, 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 2100 UTC+8/1400 CET/0800 EST After this, the vote results and the night's events will be posted, along with an RP update. Votes posted at 2059/1359/0759 WILL COUNT, those at 2100/1400/0800 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 (and keep off the GM colour, #FFFF99).
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
Roles will have an RP name, but will also have their ordinary names attached to them to help players distinguish their role/s.
These roles will ALWAYS be present in this game.
Forumer (Villager): Has no special abilities. An ordinary Paradox Werewolf Player.
Creative Assembly Publicist (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. An envious marketer unable to sell the latest Total War game, who wants to sabotage the upcoming Victoria 2.
Johan (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. Paradox's public face, he seeks to eradicate all trace of other companies' smear campaigns against Hearts of Iron 3 and Victoria 2.
All roles below MAY or MAY NOT exist in this game.
King (Priest): May scan one person each night to see if he is a Seer, a Sorcerer, an unclaimed Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Priest. Lead developer for Victoria, he can discern whether criticism done by other players is mudslinging at his game or constructive suggestions towards improving it.
Ensemble Studios Intern(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 unclaimed Apprentice, a lover or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer. Eager to defend his company's Age of Empires, he wishes to ward off threats to his company's target market being claimed by other gaming entities.
Unemployed Programmer (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. A bum staying on the forums, he is looking for a job in a gaming company even if it pays the minimum wage.
stnylan (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. A forum officer, he seeks to encourage inter-game play, usage and reading of AARs, making people more loyal to Paradox.
OHgamer(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. Eager to patch up Victoria's issues, his work has been consulted and used in the upcoming Victoria 2, and is developing the same for Hearts of Iron 3.
blue emu(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. 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). The underwater swimming flightless bird of the Paradox Forums. Enough said.
Age of Empires Fanatic (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. Cultists can be pack specific and the cultists, sorcerer and werewolves will be given more detailed information. A troll wishing to create a flamewar between Age of Empires and Europa Universalis III fanatics.
Ars Technica Writer (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 ability is used up nonetheless (but the Game Moderator might decide in special cases that the ability is not used). Generally perceived to be an unbiased reviewer, he wishes to check out if the furor over Victoria 2 is just Paradox's players acting as a hype machine, or if the grand strategy game is getting unfair comparisons to that of others.
Jingles (Lover/s): 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, otherwise becoming the hunting pack's Cultist. In either case: "No hunt during the night." or some variation thereof will be posted. If the hunt target is the same as his, nobody dies during the night. Jingles is tired of mooning over at the OT forum, and is looking for a new place to stay in and have fun.
EUROO7 (Changeling): 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. The Flip "Flopers", his shifting abilities are universally acknowledged as insane.
THE TRAITS
The traits (extra roles) MAY be had in addition to any of the above roles. They may NOT necessarily be present in the game.
Leader: May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. 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. In the event of a tie, only one lynchee can be replaced with the choice of the leader.
Second in command: Will become the Leader if the current Leader is used up (eg killed or has leaderlynched 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 leaderlynched goodies). There will be no more than one Third in command at game start.
Flamebaiter (Brutal): If lynched, has the power to immediately kill one person before being subdued. Posts provocatively to provoke people into pointless feuding.
Newbie (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. A cursed apprentice that turns into a werewolf loses his apprenticehood. Easily swayed by other players, the newbie is vulnerable to suggestion.
Forum Elder (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, but if attacked he will be notified of this. As a respected forumer, he has the respect and protection of the community.
Paranoid (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.
Stalker (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. This person, often in invisible mode, continually keeps tabs on the female members of the forum, and tries to glean information from them like their Facebook addresses.
Sockpuppet (Thief): May steal someone else's role/trait/s resulting in that person getting killed; has a 25% failure rate, resulting in his own death. Has a 5% chance of losing all traits robbed player had. Limited to a single use. Can create issues by impersonating and using other people's accounts to his advantage.
Feuding (Rival): Is partner to someone else, who IF alive at game's end, will cause this player to lose, even if he/she is part of the winning side. Both players know each other from the start of the game. Has running issues with a certain player, and is out for revenge.
Olaus Petrus (Clairvoyant): Has a one time super-scan (100% success), revealing all roles and traits (including hidden ones). Highly attuned to forumers' behaviors, he can discern somebody's true allegiance if he chooses to do so.
Influential (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. A long time forum member, he can convince people to act as he wishes them to do so.
Vote Sniper (Plotting): Can PM his vote to the GM, can be used more than once. Vote will be revealed during final vote count. A professional Werewolf player, his addiction to the game has given him excellent skills in voting people and hiding his true intentions.
OrangeYoshi (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. This player hates always getting attention from his fellow peers, and others have issues with his presence in the forum.
Clueless Newbie (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. Is so new to the forums and to Werewolf that he does not know what a vote is, and has to rely on others to educate him about the game.
snoopdogg (Damned): Must choose one different person each day. If that person is lynched and or hunted, effect wears off. However, if the Damned is lynched or hunted, the person chosen also dies. All traits owned by the villager chosen by the Damned will not activate on their death. Eagerly professing not to be a wolf, he has to prove it by sacrificing someone else, or he and that person both suffer the consequences.
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