• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

reis91

E pur si muove
28 Badges
Jan 12, 2010
4.578
6.406
  • Europa Universalis III: Chronicles
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Surviving Mars
  • Europa Universalis IV: Common Sense
  • Magicka 2 - Signup Campaign
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Age of Wonders III
  • Surviving Mars: Digital Deluxe Edition
  • Shadowrun Returns
  • Victoria 3 Sign Up
  • Victoria 2: Heart of Darkness
  • Cities in Motion
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Dungeonland
  • Darkest Hour
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
Welcome to yet another game of werewolf. After a considerable hiatus as WW GM, I am back to present you with...

Werewolf CXXXVIII : The secret of the swordfish

10.jpg

The year is 1955. The last decade saw the rise of the so-called Yellow Empire, led by Emperor Basan Damdu, the Usurper, who quickly acquired nuclear capabilities, triggering a cold war with most of the world. The MI5 has infiltrated the Yellow Empire leadership, and an agent managed to transmit news about an impending Yellow attack. The major powers are skeptic as to the validity of this information, noting that all previous assessments clearly point out that the Yellow Empire, while boasting a large and modern military, does not have the resources to wage war on the world, and Basan Damdu would have to be mad to risk nuclear annihilation by doing so.

The Rules (Placeholder, for the time being)​


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:

0. Lynch (including leader and brutal orders)
1. Encryption expert
2. Sorceror
3. Seer
4. Priest
5. Cultist
6. Doctor
7. Guardian Angel
8. Hunter
9. Werewolf
10. Witness

Werewolves and cultists 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 Yellow-colored roles win if they eliminate all rival Packs and, along with the Sorceror and his apprentices, manage to reach parity with the rest of the village.
The Green-colored roles win by eliminating all packs, including their cultists.
The Grey-colored role (Apprentice) shares conditions with the Green-colored roles unless they are claimed by a Sorceror.

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 substitution, unless the GM decides differently. If no substitutes can be found, the player is liable to be autolynched.

The Roles

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

MI5 Agent (Seer): May scan one person per night to see if they are a Yellow (Werewolf) or a Potential Recruit (unclaimed Apprentice). Any other role will appear as a regular Resistance Fighter (Villager) to the MI5 Agent (Seer).

Signal Intel Officer (Priest): May scan one person each night to see if they are a Yellow Spy (Sorcerer), a Potential Recruit (unclaimed Apprentice) or a Yellow Recon Agent (Cultist). Any other role will appear as a regular Resistance Fighter (Villager) to the Signal Intel Officer.

Army Sergeant (Guardian Angel): May choose to protect one person against nightly attacks every night, but can't choose to protect the same person two nights in a row and can never protect themselves. After two successful protections, the role is lost and the Guardian Angel becomes a villager.

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


Yellow Officer (Werewolf): Allocated to a specific Pack, and cannot change allegiance. The Pack wins if, having eliminated all other Packs, its members, the Sorceror, and his apprentices, 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.

Yellow Recon Agent (Cultist): Works with a Werewolf pack, and wins with the pack. Always start attached and knows the identity of all Werewolves of the pack at game start. Can scan a player to get that player's trait, including any hidden traits, on the night his pack does not hunt. Cultists belonging to a pack that has lost all wolves can still win by outnumbering the remaining players, provided there are no wolves still alive in the game.

Yellow Spy Master (Sorceror): Works with the Werewolves, and wins if the Werewolves win, regardless of the pack that wins. May scan one person each night to see if they are a Seer, a Priest, an Apprentice or a Cultist. Any other role will appear as a regular Villager to the Sorcerer. Apprentices claimed by the Sorceror will share the same victory conditions as their master.


Potential Recruits (Apprentices): They have the potential to learn useful abilities if taken under the wing of an Intel Agent. 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 will assume role of their Master, preserving their traits in the process. An unclaimed Apprentice does not know that he is one until he is scanned and claimed. 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. Once they are claimed, they lose their Apprentice Role.


The Traits

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

Padre (Padre): Chooses a person each night, if that person is hunted and killed by a wolf or a hunter, the name of one of the perpetrators will be given to the padre

Medic (Doctor): May choose to protect one person against Werewolf attacks every night. May not protect the same person twice in consecutive nights. A person saved by the doctor is placed in coma for the next day and may not vote or communicate in any way with the other players. The doctor's identity will not be made public nor will it be divulged to the target of the order.

Sniper (Hunter): The Hunter can send a one time nightly order to kill someone. This order will ignore GA, doctor and blessed protection, and thus it will always kill their target. A Hunter's identity will not be revealed in the update.

Head of Security (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. There will never be more than one Leader at any given time. A Leader's identity is always revealed in the update upon a successful leader order, and the leader will lose the trait after using it, passing it to the next player in the chain of command.

Lower ranking Security Officer (Xth in Command): Will become the Leader if the current Leader ability is used up and there is no living player who is higher on the chain of command.

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

Lucky (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 will be unaware he is Blessed, in which case they will not know if it has been used up. Blessed takes precedence over other forms of protection. If a Blessed player is hunted by the wolves, the protection will trigger, and all still Blessed players will lose their protection until a Cursed player is hunted and turned.

Opportunist (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, Wolves and Sorcerors cannot be cursed at game start. In particular, a claimed Apprentice that is Cursed and turns into a Werewolf loses his apprenticehood, but this is not revealed to their Master. Traits will be preserved. When a cursed player is turned, nullified unused blessed traits will be restored.

Paranoid (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.

Encryption Master : May choose a target each night, that night all scans against this target will be blocked. Scanners will be notified of this fact, Encryption master will also be notified of scans being blocked, but not about the identity or the role of the scanner. Once a player has been successfully encrypted, further encryption orders by the same player on him will not have any effect.

Deadline

Deadline should be at 20:00 GMT.

Player List

1.Xarkan as Doctor Z'ong, the Lucky Opportunist Resistance Fighter (Blessed Cursed Villager), was lynched on Day 3.
2.Cymsdale as Basileus, leader of the Atlanteans
3.Cliges as Professor Miloch, the Yellow Officer at the service of Emperor Basam Damdu(wolf), was hunted Night 0.
4.Walrus as Emperor Ashoka
5.Rendap, as Sir William Gray, the Yellow Spymaster (Sorc), was lynched on Day 6
6.Yakman as Dr. Jonathan Septimus
7.Adamus as Sergeant Ahmed Nasir of the Makran Levy Corps, the 2nd in Command Alien Pack Yellow Officer (Wolf) was lynched on Day 5.
8.Najs as Dr. Voronov
9.Johho888 as Professor Akira Sato
10.Falc as Abdel Razek, priest of Horus, the 4th in Command MI5 Agent (Seer) was hunted on Night 4
11.THE_SPLIT as The Bezendjas
12.Gigau as Philip Mortimer
13.Telesien, as That Yellow Bastard, the Resistance Fighter (villager), was lynched on Day 2
14.Lord Dalek as James Bond
15.Boris ze Spider, as Homer Simpson
16.Nautilu as Sharkey, the 5th in Command Resistance Fighter (villager) was lynched on Day 4.
17.Trespoe, as Opus, part of the Billy and the Boingers Heavy Metal Band
18.Tamius23 as Comissaire Pradier, the Army Sergeant (GA), was hunted on Night 1.
19.Trinitrotoluen as Commander William Steele, head of the MI6
20.drxav as Professor 4thelulz, the dadaist, the Opportunist Resistance Padre(Cursed Padre), was lynched on Day 1.
21.Citizen1oo1 as Colonel Olrik
22.Marty99 as Francis Blake, the Resistance fighter, was hunted on Night 2
 
Last edited:
Google can disguise your apparent lack of culture... :)

No time to finish up the rules right now, but I will leave you with some of my planned changes. Feedback is appreciated.
Blessed trait will now be nullified for everyone after it is triggered on someone, and restored, if still possible (Blessed players not dead, doesn't restore blessed to the people that had it trigger to save themselves already) after a Cursed player is hit.

Cultist : Will scan for traits on the night their respective pack does not hunt. If a trait is nullified, it will not show up.

Encryption master : May choose a target each night, that night all scans against this target will be blocked. Scanners will be notified of this fact, Encryption master will not be notified of scans being blocked. Once a player has been targeted by this order, it cannot be targeted anymore for the remainder of the game.

Guardian Angel : Works as usual, but on the second successful protection order, the GA is crippled and loses the ability to save people.

In my opinion, this makes it harder for Ironman JL's, and reduces the impact of luck on blessed/cursed hits, while making cultists quite useful for the packs. Rest of the setup should be quite normal, doctors, sorcerer, seer, priest, leader, brutal, etc.
 
Last edited:
In as Sir William Gray
 
in.
 
Rules are still not definitive. By the way, another slight change involving the hunter and GA traits.

Hunter: The Hunter can send a one time nightly order to kill someone. A Hunter's identity is revealed in the update. This order is always deadly, it will ignore the doctor protection, and it will kill the Guardian Angel instead of the original target if the target of the hunt is protected by the Guardian Angel.
 
Under my ruleset, cultists belonging to a pack whose wolves were wiped out will remain cultists, but are still able to win by parity.

Will they be able to send in hunt orders still?