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Medieval Werewolf II - Now With 50% Less Seers
Medieval Werewolf II:
King Myral's Vision
Narrators: Penguinator and Ur-Quan
This game is more akin to Witchhunt than most WW games. If games which give you little information are not to your liking, this is not the game for you.
Make sure to read all the rules carefully.
Rules:
Spoiler
Show
THIS IS A NO PM GAME! If you are caught sending PMs or sharing your personal QT, you will be executed post-haste. This includes quoting any QTs.
Each player will have their own personal QT, to send in night actions and ask questions.
Note that the idea is that QTs will be shared at the end of the game. If you don't wish for your QT to be shared, just let us know.
No making your own QTs and inviting people over. (Someone asked)
Roles are not revealed on death.
This is a blind wolf game.
Each player will have night actions/abilities. As such, if you are not using them, you may be replaced.
A high level of participation/discussion is required! If you aren't posting, you may be replaced.
It is forbidden to edit posts, whether in the thread, or in a QT.
Day phase ends when a majority (> 50% remaining players) is reached. If no majority is reached by the end of the day or if the majority was for a no-lynch, the executioner player, if alive, may choose a target for the lynch. That player'll be lynched at the *start of night. There will be time for certain roles to act between each phase.
*start of night counts as day
It is forbidden for players to post in-thread during the night phase.
Day lasts 72 hours maximum, night lasts 48 hours.
Game ends when one side wipes out the other or when that becomes inevitable.
If there is no kill at night, the reason will not be revealed. In other words, you won't know if the Assailant hit a bane or hit a wolf. The intended target is also not mentioned. All that will be posted is: "No one died tonight."
Backstory:
Sir Myral, now King Myral, has ruled the land with an iron fist for ten years. His rule is not as appreciated as that of the previous king, but his enforcers keep the peasantry at bay. A small group of rebels, led by a mysterious Rogue, have begun to incite the peasants to stand up to the King. The King must keep the rebels at bay, keeping his place on the throne. Rumor has it that the rebels are even inside the castle...
Roles:
Spoiler
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I will not be giving you a full list of roles, to keep with the lack of information in the game. Nothing that would prevent you from winning is withheld.
The King and His Men: (Town)
The Corrupt King: King Myral has an alignment Scry each night. If the King dies, the Marauder will gain the King's alignment scry within the next three days. (Randomised, to make it harder to tell who the King was.)
The Marauder: The Assailant quickly became the King's right-hand man, learning to mark his targets for death. Can "mark" a target each night. A mark disappears after two days. If a "marked" player is killed, the Marauder learns their role. If the Corrupt King dies, the Marauder gains the King's alignment scry within the next three days. (Randomised, to make it harder to tell who the King was.)
The Silent: Bodyguard to the Corrupt King, and formerly known as The Vindictive, he can protect one player each night. Cannot protect the same target twice in a row. Can protect himself. (Like a Baner)
The Warden, The Keeper, The Tactician, and The Guardsman: Masons, they know each other. One of them, however, is actually The Chancellor.
The Necromancer: (Grave-Maker) The first thing the King did was to hire a necromancer to determine which knights he had killed when he fought the former King. Learns the role of the player who died each day.
The Hangman: (Executioner) If there is no lynch majority reached within 72 hours, or the majority votes for no-lynch, The Hangman, if alive, selects a target to be lynched.
The Rebels: (Wolves)
The Rogue: A mysterious man who appeared out of nowhere to oppose King Myral, he has a strange charisma. Cannot be scried as evil. If both the Marauder and the Corrupt King die, he will gain an alignment scry within the next three days. (Randomised, to make it harder to tell who the King/Marauder was/were.)
The Rogue also controls the Rebels' Night Kill. If he hits a rebel, they are instead directed to a QT for the Rogue's known rebels. If The Rogue is killed, the kill passes to another rebel.
The Chancellor: High Chancellor Cerebel, forced to work for King Myral against his will, has helped keep the rebels up-to-date on information inside the castle. Has the trust of the other masons. Also has the role of Warden/Tactician/Guardsman/Keeper. As wolves are blind, he's not as broken as he may sound at first. Scries as Warden/Tactician/Guardsman/Keeper.
The Spirit: An odd spirit which protects The Rogue, it takes the shape of a wisp of light which can sneak into the castle undetected. Has a role scry each night. If he finds a fellow rebel, they will be invited to a QT for the Spirit's known wolves. Scries The Chancellor and The Rogue accurately.
Player List:
Spoiler
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{table=head]#|Player|Killed?|Role
01|Grue Bait|Budgie Attack|Traveler
02|Zar Peter|Busted|Telescope
03|Ramsus|Tree Cut Down|Sniper
04|Super dark33|Shown the Light|Darkness
05|Bunny of Faith|Struck Down|Paladin
06|Internet Flea|Fell off Eiffel Tower|Parasite
07|Istari|Judged Guilty|Judge
08|Gnomish Wanderer|Fortune Faltered|Gypsy
09|TBFProgrammer|Boredom|From the Future
10|usourselves&we|Drowned|The Butcher, The Baker, The Candlestick Maker
11|The Grimmace|Do You Want to Know How I Got These Scars?|Masque
12|Vesth|Not the First Day?|Better than Last Time
13|PirateMonk|Out of Puns|Swashbuckler
14|RuneboundShade|Twice|Traitor
15|Venetian Mask|Anvil|Dramatist
16|Bookboy|Fizzled Out|Wizard
17|calar|Enlightened|Bored
18|bladescape|No Medic Available|Medicine Man
19|Elemental|Bookshelf Fell on Him|Librarian
20|Xanmyral|Dethroned|Corrupt King
21|Tom the Mime|Locked in a Box|Silencer
22|billtodamax|Executed|Prisoner
23|Matthias2207|Tricked|Mercenary
24|Sir Ebonwolf|Skinned|Obvious Wolf
25|flabort|Phylactery Destroyed|Lich
26|C'Nor|Old Age|Sage
27|Gray Mage|Called Away|Priest
28|Supagoof|Suffered for his Art|Minstrel
29|The Crash Man|Crashed and Burned|Boss
30|chaos_redefined|Redefined|chaos
[/table]
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Re: Medieval Werewolf II - Now With 50% Less Seers
I think I'll join this one.
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Re: Medieval Werewolf II - Now With 50% Less Seers
As said before, I'm in as telescope
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Re: Medieval Werewolf II - Now With 50% Less Seers
Well, I'm in. Wonder if I'll even make it past day 3.
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Re: Medieval Werewolf II - Now With 50% Less Seers
Co-narrator arriving to duty! o/
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Re: Medieval Werewolf II - Now With 50% Less Seers
Im INtending to win this one.
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Re: Medieval Werewolf II - Now With 50% Less Seers
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Re: Medieval Werewolf II - Now With 50% Less Seers
I'm in.
So does the Marauder keep his Mark ability when the King dies, or is it replaced by the alignment scry?
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
Internet Flea
I'm in.
So does the Marauder keep his Mark ability when the King dies, or is it replaced by the alignment scry?
The Marauder keeps his abilities even if he acquires new ones. The same works for the wolf team, as they'll keep their previous ability if the NKer dies and they get the ability.
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Re: Medieval Werewolf II - Now With 50% Less Seers
In for this.
I'm curious how much you learned from the Inanimate, you seemed to be experimenting with fun roles there.
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
Ur-Quan
The Marauder keeps his abilities even if he acquires new ones. The same works for the wolf team, as they'll keep their previous ability if the NKer dies and they get the ability.
Follow-up, can he use them both on the same night?
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
Internet Flea
Follow-up, can he use them both on the same night?
Yes. Same goes for The Rogue.
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Re: Medieval Werewolf II - Now With 50% Less Seers
I'll join, this seems interesting. In.
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Re: Medieval Werewolf II - Now With 50% Less Seers
I'll join, and probably be narrator killed for editing posts...
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Re: Medieval Werewolf II - Now With 50% Less Seers
So in.
Yeah for town being despicably evil!!!
Now, what level of affably evil should this/these character(s) be. . .
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Re: Medieval Werewolf II - Now With 50% Less Seers
In like a tin of cookies.
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Re: Medieval Werewolf II - Now With 50% Less Seers
In like a tin cutter to get my hands on those cookies!
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Re: Medieval Werewolf II - Now With 50% Less Seers
I'll try this.
Quote:
Originally Posted by
Penguinator
Masons, they know each other.
But they can't talk to each other privately?
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
PirateMonk
I'll try this.
But they can't talk to each other privately?
As per usual, they're allowed a private QT, a mini-forum if you want, to discuss stuff. I'm saddened to say that the masons weren't quite active in the last 2 games, maybe this one changes things?
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Re: Medieval Werewolf II - Now With 50% Less Seers
In, hopefully I won't be killed by my own team this time. :smallbiggrin:
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Re: Medieval Werewolf II - Now With 50% Less Seers
Well if we end up as'a'mason, we will definitely try to externalize any relevant internal conversations we have and put them in the QT, if the other masons end up not talking that is.
we think our problem with talking in a just us and the narrator(s) QT is that we already can talk to each other/know what we think so only questions and power usage gets put in the QT unless we are actively trying to show the narrator(s) what we are collectively thinking, and that is kind of tiring.
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Re: Medieval Werewolf II - Now With 50% Less Seers
Hmmm, haven't played werewolf for about a year now. I'm in.
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
Ur-Quan
I'm saddened to say that the masons weren't quite active in the last 2 games, maybe this one changes things?
All of the masons being traitors in Inanimate, we were all trying to mess things up without the other masons catching on. That didn't leave any room for someone to take a strong lead.
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
TBFProgrammer
All of the masons being traitors in Inanimate, we were all trying to mess things up without the other masons catching on.
Except I would have suggested all my stuff anyway :smalltongue:.
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Re: Medieval Werewolf II - Now With 50% Less Seers
Actually, the masons said quite a bit in their personal QTs in Inanimate. But then, infiltrators have more of an incentive to keep things hidden.
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Re: Medieval Werewolf II - Now With 50% Less Seers
I'll go ahead and say IN.
Question from a noob/person spacing out completely: What does QT stand for?
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Re: Medieval Werewolf II - Now With 50% Less Seers
Quote:
Originally Posted by
Bookboy
I'll go ahead and say IN.
Question from a noob/person spacing out completely: What does QT stand for?
Quicktopic. It's like a thread in a forum, but only the narrators and the player who uses it have access to it.
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Re: Medieval Werewolf II - Now With 50% Less Seers
In, hopefully to alleviate my WW game withdrawal symptoms.
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Re: Medieval Werewolf II - Now With 50% Less Seers
The Poisoner, Returns. >:D
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Re: Medieval Werewolf II - Now With 50% Less Seers
I'll join. Possibly as a librarian who is widely considered to be highly annoying for knowing everything.