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Werewolf 6: Traitorous Intent - WRAP PARTY
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Member 14

Level 50.87

Feb 2006


Old Jul 19, 2006, 07:57 PM 1 links from elsewhere to this Post. Click to view. #1 (permalink) of 412
Werewolf 6: Traitorous Intent - WRAP PARTY

Welcome to the sixth incarnation of Werewolf on GFF. Since we have a fair amount of new players in this installment, I'm going to post a summary of the basic rules and each role's function within the game. New players should refer to this guide often.

The Plot: Rumors of evil have been lurking across the countryside. Tales of ferocious beasts and organized criminals running amok with little resistance from the forces of Good have had the townsfolk on edge. Most people dismissed the rumors as just that, until the mutilated bodies of the innocent began surfacing here as well. Not content to let Fate have her way, the townsfolk have taken to lynching suspicious characters in the hopes that the guilty will be purged by daylight. Yet each night, the murders continue. How long can Good persevere and how long can Evil go without self-destructing?

How it works: Each round of Werewolf consists of one Night and one Day. During the Night, each player whose role requires nighttime activities fulfills their obligations by sending instructions to the Moderator. These roles will be discussed later.
During the day, it is the objective of each player to vote for another player for to be "lynched". The player who receives the most votes is removed from the game and his/her role is made public.

There are two sides: Good and Evil. Each wishes to completely eradicate the other through careful observation, manipulation and a little bit of luck. When one side is completely wiped out, or it becomes a numerical impossibility for one side to emerge victorious, the game is over and winners are declared.

Good People

Villagers - These are your most basic townsfolk. They have no in-game powers to speak of. But they are also difficult to identify and have been known to last quite a long time.

Masons - Organized journeymen and women who work for the benefit of the community. Their main advantage is that they know each other's roles and can achieve results through solidarity. The downside is that such actions are sometimes rather transparent to Evil.

Seers - Gifted psychics with hearts of gold. Once per Night, a Seer may use his/her powers to learn the true role of another player. Unfortunately, a Seer must be clever in revealing his knowledge or he'll be killed quickly.

Fools - He functions identically to a Seer, but unlike them, the Fool ain't got skills. He very often learns false information about others. The catch is that the Fool doesn't know he's a Fool. He'll always think he's a Seer until the truth shows him otherwise. But sometimes it's just as useful to know what another player isn't.

Vigilantes - A ruthless mercenary who believes the ends justify the means. Once per Night, the Vigilante may kill off any other player. However, he must be careful not to kill innocent Good guys.

Hunters - Crafty zealots who lie in wait. The Hunter is nothing more than a Villager, until he or she dies. If a Hunter is killed at Night, that player is given the roster of whichever group killed him or her. The Hunter then may choose to take one of those players down with him. Karma's a bitch. Oh yes, it REALLY sucks if the Vigilante kills the Hunter. Vigilantes are not immune.

Shamans - Spiritual protectors of the kind-hearted. This is actually a composite role of two former roles, the Baner and Archangel. Once per night, the Shaman may select any player except himself; that player receives "divinge protection" until sunrise. Any Werewolf, Mafia or Vigilante hits against the protected player automatically fail. This protection will not help a person against the Hunter's effects, however.

Infiltrator - The newest addition to Werewolf! Although he may seem Evil, the Infiltrator is actually an informer for the Masons. He will either be hiding amongst the Mafia or the Werewolves, but not both. To Evil, the Infiltrator looks like just one of the gang.
Once per Night, the Infiltrator may send a PM to the game Moderator with a simple message and the name of any one Mafia Member/Werewolf he chooses to give out. This message will then be delivered to the Masons. The Infiltrator doesn't know who the Masons are, nor do the Masons know who the Infiltrator is. They are anonymous partners.
If the Infiltrator is killed at Night, he will leave behind an "undelivered letter" which reveals the identity of one Mason (chosen at random). In the hands of the Mafia or Werewolves, this can be disastrous. However, in the hands of the Vigilante, it can make all the difference in the world.

Baaaad People

Mafia Members - Like the Masons, only bent on mayhem and destruction. Once per Night, the Mafia may collectively agree upon one target. That player is killed. At the beginning of the game, the Mafia know who each other are. This carries the same advantages and flaws as the Masons.

Spy - An Evil Seer who works exclusively for the Mafia. He's not a Mafia Member, per se, but he might as well be. He functions identically to a Seer but ALWAYS learns the truth about another player's role. The Spy will never be a Fool. Spies may communicate freely with the Mafia, but no other contact with Evil is permitted.

Werewolves - This game's namesake beasts. Werewolves are functionally identical to the Mafia, but exist in their own group to keep things interesting. Like the Masons and Mafia, all Werewolves know who each other are and will act in each other's benefit. Usually.

Devil - He's the Werewolves' version of the Spy. Another Evil Seer. Devils cannot be Fools either.

These are all the roles that will appear in this game. I've decided against the mystery role for this game. Another time, okay? Let's see how the Infiltrator and Shaman work out first.

-------------------------------------------------------------------------
Setting

The hens had been silent for weeks; no eggs were being produced. The mid-July skies had been nothing but a tempest of winds and cascades, flooding the crops and washing away the fertile earth. The usually plentiful schools of bass and pike in the river had diminished to a scant few a day. Even the water seemed thinner, if that was at all possible. The old wives around the quilting circle knew of such portents. Letters arriving upon horseback without any riders had corroborated their suspicions: a plague wind was steadily approaching their tiny hamlet.

The youngest amongst the wives had tried to gather support in the square. She spoke of beasts and the darkened hearts of men but few would listen. Only a couple withered coots stopped momentarily before proceeding upon their paths. How could they ignore the signs? The birds, the fish, the skies?
Eventually, the young woman was dragged away kicking and shouting to the sanitarium where she would be convinced by the clergy that there were no such things as werewolves.

If only the villagers had paid her heed...there is sometimes a grain of truth in the tales of old wives.


Alive: 24/24
Brent
Visavi
YeOldeButchere
ZeroSlash
Capo
RockgamerXIII
elwe
Hydelloon
Tritoch
wvlfpvp
Luxo
Ryuu
Darkcomet72 (Two-thousand flushes! STILL BLUE!)
Chaotic
Jochie
nuttyturnip
knkwzrd
el jacko
Qube
Miravana
Lukage
Dullenplain
LZ 645
Plarom

Roles

Villagers - 2
Masons - 4
Possible Seers - 3
Vigilantes - 1
Shamans - 2
Hunters - 2



Mafia Members - 4
Spy - 1
Werewolves - 4
Devil - 1



Infiltrator - 1



It is now NIGHT ONE. I will be accepting actions from the following: Seers, Shamans, Spy, Devil, Mafia, Werewolves, Infiltrator.

The Vigilante may not act until Night Two, since Vigilantes don't strike until provoked. Shamans are allowed to act during Night One so that Evil doesn't have a carte blanche so quickly, and because it's conceivable that Shamans could sense evil approaching. My game, my decision. :P

Players may talk during the nights, but if it gets out of hand, I'll revoke the privelege and delete things.

Good luck! GAME ON.

Last edited by Crash Landon : Jul 19, 2006 at 08:52 PM.
Yeah Yeah Yeah Yeah


Member 2299

Level 34.77

Mar 2006


Old Jul 19, 2006, 08:20 PM Local time: Jul 19, 2006, 06:20 PM #2 (permalink) of 412
Question: How long are nights and days?

Classic J-Pop Volume 22
milk


Member 482

Level 41.70

Mar 2006


Old Jul 19, 2006, 08:23 PM Local time: Jul 19, 2006, 06:23 PM #3 (permalink) of 412
I believe last game the limit was 48 hours, or shorter if everything is accomplished quickly. Please correct me if it's otherwise.
Single Female Lawyer


Member 125

Level 39.77

Mar 2006


Old Jul 19, 2006, 08:28 PM #4 (permalink) of 412
Nope, 2 days is correct. Night role delays were getting out of hand, so we instituted that policy in the last game.
H is for Hutt


Member 601

Level 43.42

Mar 2006


Old Jul 19, 2006, 08:33 PM #5 (permalink) of 412
Originally Posted by Crash Landon
Once per night, the Shaman may select any player except himself; that player receives "diving protection" until sunrise.


[/Shaman]

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Member 14

Level 50.87

Feb 2006


Old Jul 19, 2006, 08:54 PM #6 (permalink) of 412
That will work great against forced drownings!

And yes, if after 48 hours, players haven't sent in their actions or voted, the game proceeds without them. They're presumed to be playing marathon Tetris in their straw hut or something.
Single Female Lawyer


Member 125

Level 39.77

Mar 2006


Old Jul 19, 2006, 09:01 PM #7 (permalink) of 412
"The votes would have been in on time if the Devil could have gotten a friggin' LINE!"
 
Want me to wait 'til after I take your head off?


Member 216

Level 25.68

Mar 2006


Old Jul 19, 2006, 09:07 PM #8 (permalink) of 412
Good luck and enjoy!

This is a nicely sized game and I'm glad to see so many folks playing. It seems the new roles will level the playing field, but we'll all have to wait and see how well they work!

Observant Provisions | [adult swim]
"Dude, this is gonna.. Man, this is gonna wicked, like, really hurt."
LONG TIME, LONG TIME!


Member 122

Level 42.79

Mar 2006


Old Jul 19, 2006, 10:24 PM Local time: Jul 19, 2006, 08:24 PM #9 (permalink) of 412
Good luck to all! Wheeeeeeeeeee~!
Yeah Yeah Yeah Yeah


Member 2299

Level 34.77

Mar 2006


Old Jul 19, 2006, 10:34 PM Local time: Jul 19, 2006, 08:34 PM #10 (permalink) of 412
With this many people in, this is bound to be fun. Best luck to all!

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Member 23

Level 15.37

Mar 2006


Old Jul 19, 2006, 11:12 PM Local time: Jul 19, 2006, 09:12 PM #11 (permalink) of 412
ooooooooooook, now to figure out what I should do lol, but good luck and such!
Hatred on the fact that I lost my old sig, maybe I'll get it back someday. Or not!
Wonderful Chocobo


Member 466

Level 19.65

Mar 2006


Old Jul 19, 2006, 11:34 PM Local time: Jul 19, 2006, 08:34 PM #12 (permalink) of 412
The worst part is that I can't have my daily omelette anymore. We must put a stop to this evil!
Hey! Listen!


Member 2675

Level 22.23

Mar 2006


Old Jul 20, 2006, 02:13 AM Local time: Jul 20, 2006, 12:13 AM #13 (permalink) of 412
Is it just me, or the game title sounds like something you'd see in a commercial videogame?

"Get your 'Werewolf 6: Traitorous Intent' copy at GameStop for just $49.99!"

just kidding the title rocks

Good luck to all. I hope that this will turn out to be a legendary game.
Vibrate
Hippos and Gelatin


Member 1354

Level 21.82

Mar 2006


Old Jul 20, 2006, 02:35 AM Local time: Jul 20, 2006, 12:35 AM #14 (permalink) of 412
Looks like we have tons of people this time around, so this should be pretty fun. Hiya and good luck, everyone!
"You're falling behind, mercenary."


Member 1181

Level 19.79

Mar 2006


Old Jul 20, 2006, 07:22 AM Local time: Jul 20, 2006, 12:22 PM #15 (permalink) of 412
Whoops, I totally forgot about this thread due to the Best Song Contest 2006. What a shame. =(

*explodes*

[SCHWARZE 4 - Sepp Bonhof]
Cyberslum


Member 9745

Level 6.62

Jul 2006


Old Jul 20, 2006, 10:54 AM #16 (permalink) of 412
Yay, my first Werewolf game on this board! Good luck everyone. :3
Take about five dozen eggs...


Member 570

Level 39.93

Mar 2006


Old Jul 20, 2006, 07:30 PM Local time: Jul 20, 2006, 05:30 PM #17 (permalink) of 412
'sup revenge.

*reserves first vote for the obvious*

Links (Updated 6/21)
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Member 14

Level 50.87

Feb 2006


Old Jul 20, 2006, 07:32 PM #18 (permalink) of 412
Night One Results

It was a cold night. A lone figure was standing over the last glowing embers of a bonfire as he nervously looked over his shoulders, twitching at the slightest provocation. Finally, he got sick of waiting so he went home and had some nice camomile tea with milk and honey. He got a good night's rest and woke up fully refreshed the next day. But he's not really important to the story.

The same night, one of the town's most prominent merchants was stoking the hearth of his gorgeous fireplace as he prepared to settle down to another relaxing evening of wine, books and not dying. As he pulled his favorite rocker near, he paused and glanced toward the ceiling. Had there been a noise? No, it was only the wind, he assured himself.

No sooner than he has poured off a snifter of blackberry brandy, he heard another ruckus, this time the unmistakable warbling of laughter echoing from within his chimney. He tossed his familiar blanket aside and dashed toward the flue, hoping to close the damper. It was too late; a largish sack fell from above and settled into the blaze. He barely had time to speak the single word on the sack's side before he was done for.

"GUNPOWD-"

Ten minutes later, all that remained of his luxurious chateau was a charred pit of smoldering ash and several bottles of Chablis, freshly shattered from the force of the wine boiling within.
As the smoke settled, the shadowy figures of four Mafia Members could be seen patting each other on the backs as they sank into the murky dark.

"I can't believe that shit actually worked!"

A single, twisted and charred corpse remained in the wreckage, the body of:

Spoiler:
Luxo, the Mason



Later that night, the Werewolves were on the prowl. They'd received some good advice and knew exactly where to go. They rounded the foothill at the south end of town and noticed that the air was thick and loamy.

As their quarry came into view, the Wolves stopped. They turned to each other and looked back. Their leader fumbled at a scrap of paper.

"Is this the place?", another Werewolf asked.
"I think so. It's gotta be.", came the reply.

The leader stooped down and picked up a partially melted mailbox. The engraving on one side was still legible. He read the name aloud and violently tossed the mailbox against the cracked, but still-intact chimney.

"Well hell, this shit just ain't cool."
"So now what?"
"I dunno. Wanna go play Unreal Tournament?"
"I suppose. You know, there's a reason we do flea dips after we hunt."
"Oh get bent. You were the one complaining about split ends."


Summary:

Spoiler:
Mafia kills Luxo, the Mason.
Werewolves try to kill Luxo, but arrive too late.


Alive: 23/24
Brent
Visavi
YeOldeButchere
ZeroSlash
Capo
RockgamerXIII
elwe
Hydelloon
Tritoch
wvlfpvp

Luxo
Ryuu
Darkcomet72 (Like an Energizer Bunny)
Chaotic
Jochie
nuttyturnip
knkwzrd
el jacko
Qube
Miravana
Lukage
Dullenplain
LZ 645
Plarom


Roles

Villagers - 2
Masons - 3
Possible Seers - 3
Vigilantes - 1
Shamans - 2
Hunters - 2



Mafia Members - 4
Spy - 1
Werewolves - 4
Devil - 1



Infiltrator - 1



The Night goes to the forces of Evil, but unsatisfyingly so. At daybreak, the townsfolk discover the wreckage of Luxo's home and demand swift retribution. A lynch mob will be organized to determine the guilty and the innocent, with the most suspicious person being sent to a gruesome death.

We arrive at DAY ONE.

The accusations and voting shall now commence!

Last edited by Crash Landon : Jul 20, 2006 at 07:35 PM.
Take about five dozen eggs...


Member 570

Level 39.93

Mar 2006


Old Jul 20, 2006, 07:34 PM Local time: Jul 20, 2006, 05:34 PM #19 (permalink) of 412
Capo. He's evil, I know it. Die.
(HURRY UP POST-FREQUEN