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Werewolf 26: Bogmoor's Blight - Signups
Welcome to Werewolf XXVI. It's been approximately half a year since the last game, so it's time to revive the fun and see to it that Pang's D&D game isn't the only thing happening in this forum. Most people know how this works, but in case you're new to GFF, or to Werewolf, here's a quick rundown of how this operates: 1: You sign up and are assigned a role. Each role comes with a specific ability in the game. Some roles are evil, some are good. All good players are allied in the same cause - destroy all the evil players - and vice-versa. 2: The game has two main phases: Night and Day. - During the Night, players with abilities that take place during the Night may act. They do so by sending the moderator (me) a Private Message explaining what they would like to do. - During the Day, all players must vote to kill ("lynch") one of the remaining players. The goal is to kill a Werewolf, unless you're evil, in which case, you secretly want to kill a humble Bogmoor citizen without revealing this to others. 3: At the end of each Night and Day, I will post the results of all the actions. Players who are killed are removed from the game. There are many ways to avoid death, if you're clever ... or lucky. 4: The game ends when A: One player is left standing; or B: one side (good or evil) achieves a mathematical victory in which there is no possible way the opposing alignment can win. ROLES Mason: The Masons are a group of Dungheap investors who have grown frustrated by the lack of tourism to the area and by their own dwindling portfolios. They may have to sell their Porches if this poverty trend continues! The horror! They will band together to purge the werewolf menace. Their advantage is unity; each Mason knows each other Mason and may count upon them for support. In addition, each Night, the Masons may select amongst themselves one person to protect from harm. All attacks against that player will fail for the Night. If there is only one Mason remaining, this ability is nulled. Seer: The Seer is a person gone half-crazed from a decade of fruitless mud-harvesting. Yet sometimes madness gives way to keen insight and the Seer's rantings may occasionally hold a shred of truth. Each Night, the Seer may select one other player; he or she is then told the role of that player. The Shaman's and Mason's abilities do not prevent this. Shaman: Paranoid to the hilt, and a bit of a stalker really, the Shaman will viciously protect those whom he decrees to be innocent. He smells bad, his manners are poor and his teeth frighten small children but he is nonetheless wise and those saved by him are glad to take in his urine-soaked scent. Each Night, the Shaman may choose one other player; that player is protected against all attacks for the evening. Note that the Shaman may not protect himself but he may protect another Shaman. Vigilante: This guy owns way too many guns, knives, grenades, bear-traps, chainsaws, whips, handcuffs and "Soldier of Fortune" magazines, and he's been itching for an opportunity to exercise his NRA priveleges. Now that an enemy has been declared, he is ready to fuck something up. Each Night, the Vigilante may attack any player and attempt to kill them. Note that the Vigilante is not immune to death and is particularly vulnerable to Hunters. Hunter: Ever see that guy in the bar - way down at the dim, shadowy end of the bar - wearing his trucker's cap down over his eyes so that he looks like only a nose and a mouth sucking at a mug of Miller High Life? He's got sideburns down to his collarbone, a musty flannel shirt, dark blue jeans with mud at the cuffs, and a tarnished, brass, belt buckle with an automotive insignia on it. He speaks only in monosyllabic grunts and only at the bartender when it's time for another round. His entire demeanor shouts "Leave me alone, asshole, or I will stomp the ever-lovin' shit out of you without even getting up from this stool." Yeah ... that's a Hunter. The Hunter is a player best left untouched. While alive, he's powerless, but if he's killed, he never goes down without a fight. Whichever player kills the Hunter also dies by the Hunter's retribution. If a team kills the Hunter, then the Hunter may choose which amongst them is killed also. The Hunter may not use his ability if lynched during the Day. Samaritan: Despite all the poverty and misery in Bogmoor, the Samaritan always has a bright smile. Maybe he's too stupid to realize he should resent every moment of his day but there's no discounting that the poor schmuck is somehow likable. He's a living testimonial to the karmic wheel; he will be reincarnated as a cow in New Delhi, whereas everyone else will be reincarnated as Big Macs. The Samaritan has been blessed with a magickal 1-up mushroom, so to speak. The first time he's killed, he miraculously survives and is allowed to continue playing. Of course, at that point, his secret is out. Werewolf: They used to be peaceful, nature-loving, vegan, tantricism enthusiasts until the misguided citizens of Bogmoor blamed the wolves for their woes. Now that they're under assault, they have no choice but to defend themselves. Fortunately, they rather enjoy it. Just because they're hippies doesn't mean they can't be evil hippies. Once per Night, the Werewolves, as a group, may choose to attack and kill one player. That's it, but it's surprisingly effective. Devil: He's the bookstore owner who's kind of pissed that the citizens burned all his books for heat. The Werewolves used to be very good customers, buying up all the New Age books they could. But now that the township has sunken his business and declared war against his favorite customers, enough is enough. From this day forth, he's a nature-loving, vegan, hippie, death-machine too! Once per Night, like a Seer, the Devil may select any player and learn that player's role. In addition, he or she may speak freely with all the Werewolves and knows their identities, and they his. Mafia Members: That money-laundering scheme sounded so foolproof. But they weren't the brightest mooks on the block; they literally washed their stolen loot in the stream, sending poisons down into the irrigation channels, destroying all the crops. Yes, the Mafia is the true culprit behind Bogmoor's ill-fortune, and now they're trying to soak the the village for whatever resources it has left before high-tailing it back to Sheboygan. They're the reason ticket prices at the Dungheap are so sky-high. Spy: He's that weaselly kid nobody liked. Nobody likes him still but they've stopped kicking him in the crotch for sport because the little fucker knows shit. Who would've suspected? He's latched onto the Mafia because it makes him feel important. He's not important but they'll let him believe whatever he likes. The Spy operates the same as the Devil, except that he knows all the Mafia Members, and they him. Mysterious Stranger: A newcomer to Bogsmoor, he don't dress like no tourist they've ever seen. He has yet to ask for directions to the Dungheap and doesn't seem to be interested in Old Roy's Souvenir Mud-Ball Stand either. Is he friend or foe? What's his purpose? And what does "subpoena" mean anyhow? This player could be any of the roles listed above, with the exception of Devil or Spy. His role isn't counted in the main tally. The price for his anonymity is that he begins the game late. Of course, he has automatic immunity the first night, but suspicious townsfolk have been known to lynch a Mysterious Stranger at first opportunity just for showing up. Artifacts! Yes, Artifacts will be making a return. When you receive your role, there is a chance that you'll receive an Artifact too. Some Artifacts duplicate powers of specific roles; others grant entirely new powers. All Artifacts will be assigned randomly. If a player possesses an Artifact and dies before it is used, the Artifact will go into recirculation and will be randomly assigned to a new player who does not currently possess one. Note, if a player would receive an Artifact that grants a power he or she already possesses, that Artifact will go to a different player and a different Artifact will be given. Gin Flask - Conveniently stored near the heart, aside from holding a small quantity of alcohol,, gin flasks are legendary for their ability to stop incoming fists, bullets, sword blades, and other various and lethal attacks. Whoever possesses the Gin Flask is given the power of the Samaritan in addition to any other abilities he/she might possess. Once used, the Gin Flask is destroyed. Trusty Cloak - Like a comfortable pair of shoes or a hat that fits just right, the Trusty Cloak is a comforting garment that provides warmth and security to its owner. Whoever possesses the Trusty Cloak cannot be spied upon, for it obscures the wearer's face. All attempts at spying on the Cloak's owner fail and give unclear results. Unfortunately, the Cloak is a bit of a hand-me-down; whenever it successfully protects against spying for one Night, it makes its way to a new owner. Busted Marionette - Folklore suggests that if you soak a marionette's head in witchhazel beneath the new moon and sing a funeral dirge, it gains mystic properties. All one must then do is chant the name of the intended target and one may control all their movements for a night. This is one such marionette. Sadly, it has a gimpy leg, a missing arm and several frayed strings. All it's really good for is leaving a person inert. Whenever the owner so chooses, the Busted Marionette may be used to cancel all abilities of one particular player, even Hunters and Samaritans. The target may be killed as normal, unless blessed by a Shaman. Once used, the Busted Marionette falls into pieces and is of no good to anyone. Gemini Necklace - Said to possess the powers of the twins, Castor and Pollux, themselves, the Necklace grants Gemini's trademark quick thinking and duplicity to its bearer. Whenever the owner chooses, he or she may invoke the power of the Gemini Necklace and gain twice their usual potency. That is, whatever a player's Night action, that player may do it twice. Masons may protect two of their own. Seers, Devils and Spies may know two roles instead of one. Shamans may protect two people. Vigilantes, Werewolves and Mafia Members may kill two people. Hunters, if attacked by a group, may kill two in retribution instead of one. Samaritans may survive two attacks. Once used, the Gemini Necklace crumbles to dust. Swiss Army Knife - Useful in just about any situation, these knives have been known to save lives. If voted to be lynched, the player possessing the Swiss Army Knife may use it to sever their noose and live another day. Of course, the townsfolk may not like this, so you'd best have a silver tongue as well. This particular knife is somewhat dull and can only cut through one rope. Polaroid Camera - When hearsay just won't do! The Camera grants its owner the ability of a Seer. This Polaroid Camera has three exposures; one can be taken by its owner each Night. If the owner should die while exposures remain, the Camera will be reassigned elsewhere. The Camera cannot penetrate the Trusty Cloak. Colt .44 - Rugged, stylish, classic. The choice of all blue-collar assassins. The owner of the Colt .44 is a Vigilante waiting to happen. Whenever he or she chooses, the Colt .44 may be used to make one attack on another player. All rules of protection and death avoidance apply. If the owner is killed before the gun is used, the Colt .44 will be reassigned to another player. This gun has only one bullet. Make it count! General Rules 1: Absolutely no private discussions with other players unless your role specifically allows it, i.e. Mason, Mafia, Devil, etc. Anyone found to be communicating with players outside of their role's restriction will be auto-killed and removed from the game. This has been a problem a couple times before and I do not wish to see it again. 2: If you encounter a situation wherein you think you could bend a rule to your advantage, ask me first. If you're surprisingly creative, I'll allow it - provided that it doesn't ruin the game for many or all other players. Players who attempt to bend rules without permission, or who claim ambiguity as a defense, will be given stiff penalties in-game. I'll answer all questions; there is no excuse for not asking. Naturally, there is some lenience given to new players and those who haven't played for a good while. FAQs Will there be any secret roles? - No. What you see if what you get. No Informants, no dual-roles, no Zombies, no evil versions of good roles. This is a more traditional game. Are roles hand-picked? - This time, I'm going to say, yes. Just to make things interesting. Artifacts will still be random, however. I'm going to leave sign-ups open for a week, maybe longer if the response is slow. I'm hopeful that it's been enough time since the last game that the feeling of burnout has faded. If you wish to play, just post saying so. Citizens of Bogmoor Frank's Bank LZ nuttyturnip Identity Crisis Sousuke Tritoch Garr Zergrinch Rockgamer Chaotic ZiggyGo Pangalin Shin Hawkeye Plarom Yeldarb Ryuu wvlfpvp Diss a lurker Jam it back in, in the dark. ![]() |
![]() Member 3605 ![]() Level 25.37 ![]() Mar 2006 ![]() |
Word. I'm in.
There's nowhere I can't reach. |
Signing up fo' dis
Most amazing jew boots ![]() |
In as usual.
I am a dolphin, do you want me on your body? |
I'll be in on this action.
I was speaking idiomatically. |
I played the basic version of this game at a party a few months ago, and enjoyed it. I'm in for trying this out--the extra roles and artifacts sound fun.
What kind of toxic man-thing is happening now? |
In like... Like... Well, I'm in.
FELIPE NO |
A lot of the way I run these games is based upon those experiences. What, you don't want my bikini-clad body? ![]() |
The first werewolf game in almost half a year? I'm so in.
Edit: Just for clarification, Crash. You mentioned that the seer's rantings may occasionally hold a shred of truth. Does this mean that seer checks may sometimes end up as fool checks? Jam it back in, in the dark.
Last edited by Zergrinch; Jan 18, 2009 at 06:33 AM.
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I want to live in Bogmoor.
There's nowhere I can't reach. ![]() |
Yes. Please. Sign me up.
This thing is sticky, and I don't like it. I don't appreciate it. |
![]() Member 29067 ![]() Level 26.11 ![]() Mar 2008 ![]() |
Count me in as well.
I am a dolphin, do you want me on your body? |
Alright, I'll try this.
I was speaking idiomatically. ![]() |
A Crash Werewolf game? No chance I'm missing this.
What kind of toxic man-thing is happening now? ![]() ![]() |
...That last bit could've been attributed to the drinks we'd been having but still. FELIPE NO |
Sure, why not. I'll bite. I think I've played something like this before, so I won't be completely clueless (hopefully)
What, you don't want my bikini-clad body? ![]() |
Throw my name into the mix~
Jam it back in, in the dark. ![]() Observant Provisions | [adult swim] "Dude, this is gonna.. Man, this is gonna wicked, like, really hurt." |
Feel free to add my name to the list.
Most amazing jew boots |
In it to win it.
I'm in. =D This thing is sticky, and I don't like it. I don't appreciate it. |
I WILL PLAY! FOR THE FIRST TIME IN EVAR!
I am a dolphin, do you want me on your body? It was lunchtime at Wagstaff.
Touching butts had been banned by the evil Headmaster Frond. Suddenly, Tina Belcher appeared in the doorway. She knew what she had to do. She touched Jimmy Jr's butt and changed the world. |
I WANT TO PLAY.
I was speaking idiomatically. ![]() ![]() |
I'm gonna close signups in a few days. I'm hopeful that there will be a few more players as the current list is a tad low. Surely some of the former players are still interested?
What kind of toxic man-thing is happening now? ![]() |
19 people is low?!
FELIPE NO ![]() |
Pang, Crash typically gets 25 to 30 participants in his games
![]() Though, 19 is certainly quite a respectable number given the past few games. Most amazing jew boots |
Last time I played a werewolf game with items, I was a loser character (shaman I think) and I gunned down three people. Granted, they were all on my side, but it was still awesome. I'll play.
Jam it back in, in the dark. |