Werewolf 51: Curse of the Pirate Treasure
Oct 25, 2016 5:34:57 GMT -5
Ater Nox, Kanta Hame, and 4 more like this
Post by Louisistan on Oct 25, 2016 5:34:57 GMT -5
In the fall of 1709 Taco Island Mayor Twobagger ordered a military expedition to go after the most feared and dangerous criminal at the time: The dread pirate Kanta Hame . When the Mayor’s ships came after Hame and his ship, the SS Ator Boltox, he landed on an island in the Iwerddon Sea where he hid all his treasure. When the Mayor’s soldiers landed on the island, Hame and his crew defended the treasure but one by one, the pirates fell under the pressure of the Mayor’s troops, which were better trained, well-rested and came in higher numbers than the pirates. And so came the moment where Hame was facing the twenty remaining soldiers. He faced them and swore that, should he die, nobody would touch his treasure. Those who did would turn into nocturnal beasts and never be happy in their lifes. With his dying breath he enacted the curse.
… or so the legend goes.
In October 1821, the SS Lupus under the command of Captain Timid and Louis I. Stan, Esq. set sail to the Iwerddon Sea to find the lost treasure of Hame. Indeed, it reached the island where Hame hid his treasure only three months later. They easily found the treasure and brought in on board.
When the crew awoke the next day, they found the mangled body of Louis I. Stan on the deck. The marks on his body clearly indicated that whatever had killed him was not human. What’s worse: When the crew inspected the ship neither the officers, nor the lifeboats were anywhere to be found. Additionally, on the door of the kitchen, words were written in red, large letters:
So the crew got together to decide what they should do...
Roles:
Credit where credit is due. I've copied some of the role descriptions from Aersoldorf 's WW50 where appropriate.
SAILOR TEAM:
Sailor: The sailor team wins if all the werewolves are killed.
The Seer: Born in Romania, this member of the crew is well-versed in the secrets of the Werewolve plague. Every night, the Seer can scan one member of the crew to determine their role.
The Defenders: The Defenders have experience in dealing with werewolves and so they are equipped to defend a member of the crew each night. If the defended person is attacked by any of the roles with kill powers (except the cook) nothing will happen to them. Defenders may not defend the same player two nights in a row.
The Priest: During the first Night phase, pick any player to bless. That person may not be killed at night by the wolf team. The blessing lasts until that person is targeted. Once the wolves attempt to attack a targeted individual the blessing is nullified and the Priest picks a different person to bless on the next night. Should the Priest attempt to bless a werewolf, the blessing will expire after one night on the first occurance, two nights on the second, etc.
Masons: Members of a secret society within the Sailor’s Brotherhood, you have no special power, but you do begin the game with the knowledge of who your fellow Masons are. You may never, under penalty of death, mention this society in the game thread, either directly or indirectly. Through the convoluted and exclusive policies by which the lodge accepts its members, they can be sure that no Werewolves are masons. The discretion of whether you’ve revealed yourself and earned death is mine to make.
The Investigator: Skilled in the art of putting 1 and 1 together, this person isn’t supernaturally gifted like the seer is. Rather, each Night the Investigator may choose any 3 adjacent cabins to watch. While not getting an exact count, nor an idea which specific person it is, the Investigator will be told yes/no whether a werewolf stays in any one of the 3 chosen cabins.
(The cabins are numbered and for the purposes of the investigator cabin #1 is adjacent to the cabin with the highest number).
THE WEREWOLVES TEAM:
Werewolves: The Werewolves have the ability to jointly attack one crew member each night. The wolves start out knowing each other. The Werewolve team wins if the wolves outnumber the remaining roles.
Wolf Cub: protected and loved by the entire pack, if the Wolf Cub is killed then the enraged wolves may make 2 attacks the following night.
* The wolves will not know who the Wolf Cub is.
THE INDIVIDUALS
These members only work towards their own victory:
The Heir of Twobagger: A descendant of the late Mayor Twobagger, this player wants the treasure all for himself. The only way to do this is to be alive. The Heir wins if he is still alive when the game ends.
The Possessed Sailor: The sailor is possessed by the ghost of Kanta Hame. His only goal is to exact revenge. He has the ability to kill a member of the crew each night. If he attacks someone who’s not a wolf, that person dies (unless defended). If he attacks a werewolf, the wolf will not die, but his role will be revealed to the possessed sailor. The possessed sailor wins if the heir dies before he does.
The Exorcist: The Exorcist is trying to find the possessed sailor. On three occasions at night, he can kill someone (if that someone is not defended). The Excorcist wins if the Possessed Sailor dies before he does.
THE ELECTED ROLES
These roles are voted upon by all crew members:
The Captain: The Captain breaks all ties. If he dies, the First Officer becomes Captain.
The First Officer: If the Captain dies, the FIrst Officer becomes Captain. If the First Officer dies or becomes Captain, a new First Officer is elected.
The Quartermaster: The Quartermaster assigns the crew members to their cabins.He can only do this once. If he dies, he is replaced by a new Quartermaster who may reassign the quarters upon his election.
The Cook: The cook has the option of serving someone poisoned food during a day phase. He may only do this twice. A poisoned crew member will die instantly. If the cook dies, no replacement is elected.
Artifacts:
In three randomly chosen rooms, the following artifacts can be found:
The Pistol: Can be used to shoot somebody during the day. Of course, you can’t kill a werewolf with a normal bullet, so hitting a Werewolf will only reveal his role to everyone. Everybody else dies if shot. Once used, the pistol will become useless.
The Crew Manifest: The player in possession of the manifest may look up one member of the crew per day. The manifest will only reveal whether or not the player who is looked up is on the Sailor team or not. The manifest will remain in the room. If quarters are reassigned, the manifest will pass on to the new occupant.
The Suicide Box: This box will instantly kill his owner. When the box is used, there will be no lynch on that day. The box will change rooms with its first owner until it is either used (at which point the box becomes useless) or the owner is killed (at which point the box will be given to the next occupant of the owner’s cabin).
RULES:
If there are any questions, please tag me, so I can answer quickly.
Players:
Hakketomat , Werewolf, killed on Day 2
SweetHaven , Mason, killed in Night 1
Boltor , Defender, killed in Night 2
Ater Nox
Palman
@coromandall
Hahiha / USSR
Dominion of Compassion
Sauron
Elite , Exorcist, killed in Night 1
Tanzoria
Lamoni
Aersoldorf , The Heir, killed in Night 2
Jin , Seer, killed on Day 2
Sorya
ponem
… or so the legend goes.
In October 1821, the SS Lupus under the command of Captain Timid and Louis I. Stan, Esq. set sail to the Iwerddon Sea to find the lost treasure of Hame. Indeed, it reached the island where Hame hid his treasure only three months later. They easily found the treasure and brought in on board.
When the crew awoke the next day, they found the mangled body of Louis I. Stan on the deck. The marks on his body clearly indicated that whatever had killed him was not human. What’s worse: When the crew inspected the ship neither the officers, nor the lifeboats were anywhere to be found. Additionally, on the door of the kitchen, words were written in red, large letters:
NO TWOBAGGER SHALL EVER LAY HANDS ON MY TREASURE!! I SHALL HAVE MY REVENGE
So the crew got together to decide what they should do...
Roles:
Credit where credit is due. I've copied some of the role descriptions from Aersoldorf 's WW50 where appropriate.
SAILOR TEAM:
Sailor: The sailor team wins if all the werewolves are killed.
The Seer: Born in Romania, this member of the crew is well-versed in the secrets of the Werewolve plague. Every night, the Seer can scan one member of the crew to determine their role.
The Defenders: The Defenders have experience in dealing with werewolves and so they are equipped to defend a member of the crew each night. If the defended person is attacked by any of the roles with kill powers (except the cook) nothing will happen to them. Defenders may not defend the same player two nights in a row.
The Priest: During the first Night phase, pick any player to bless. That person may not be killed at night by the wolf team. The blessing lasts until that person is targeted. Once the wolves attempt to attack a targeted individual the blessing is nullified and the Priest picks a different person to bless on the next night. Should the Priest attempt to bless a werewolf, the blessing will expire after one night on the first occurance, two nights on the second, etc.
Masons: Members of a secret society within the Sailor’s Brotherhood, you have no special power, but you do begin the game with the knowledge of who your fellow Masons are. You may never, under penalty of death, mention this society in the game thread, either directly or indirectly. Through the convoluted and exclusive policies by which the lodge accepts its members, they can be sure that no Werewolves are masons. The discretion of whether you’ve revealed yourself and earned death is mine to make.
The Investigator: Skilled in the art of putting 1 and 1 together, this person isn’t supernaturally gifted like the seer is. Rather, each Night the Investigator may choose any 3 adjacent cabins to watch. While not getting an exact count, nor an idea which specific person it is, the Investigator will be told yes/no whether a werewolf stays in any one of the 3 chosen cabins.
(The cabins are numbered and for the purposes of the investigator cabin #1 is adjacent to the cabin with the highest number).
THE WEREWOLVES TEAM:
Werewolves: The Werewolves have the ability to jointly attack one crew member each night. The wolves start out knowing each other. The Werewolve team wins if the wolves outnumber the remaining roles.
Wolf Cub: protected and loved by the entire pack, if the Wolf Cub is killed then the enraged wolves may make 2 attacks the following night.
* The wolves will not know who the Wolf Cub is.
THE INDIVIDUALS
These members only work towards their own victory:
The Heir of Twobagger: A descendant of the late Mayor Twobagger, this player wants the treasure all for himself. The only way to do this is to be alive. The Heir wins if he is still alive when the game ends.
The Possessed Sailor: The sailor is possessed by the ghost of Kanta Hame. His only goal is to exact revenge. He has the ability to kill a member of the crew each night. If he attacks someone who’s not a wolf, that person dies (unless defended). If he attacks a werewolf, the wolf will not die, but his role will be revealed to the possessed sailor. The possessed sailor wins if the heir dies before he does.
The Exorcist: The Exorcist is trying to find the possessed sailor. On three occasions at night, he can kill someone (if that someone is not defended). The Excorcist wins if the Possessed Sailor dies before he does.
THE ELECTED ROLES
These roles are voted upon by all crew members:
The Captain: The Captain breaks all ties. If he dies, the First Officer becomes Captain.
The First Officer: If the Captain dies, the FIrst Officer becomes Captain. If the First Officer dies or becomes Captain, a new First Officer is elected.
The Quartermaster: The Quartermaster assigns the crew members to their cabins.He can only do this once. If he dies, he is replaced by a new Quartermaster who may reassign the quarters upon his election.
The Cook: The cook has the option of serving someone poisoned food during a day phase. He may only do this twice. A poisoned crew member will die instantly. If the cook dies, no replacement is elected.
Artifacts:
In three randomly chosen rooms, the following artifacts can be found:
The Pistol: Can be used to shoot somebody during the day. Of course, you can’t kill a werewolf with a normal bullet, so hitting a Werewolf will only reveal his role to everyone. Everybody else dies if shot. Once used, the pistol will become useless.
The Crew Manifest: The player in possession of the manifest may look up one member of the crew per day. The manifest will only reveal whether or not the player who is looked up is on the Sailor team or not. The manifest will remain in the room. If quarters are reassigned, the manifest will pass on to the new occupant.
The Suicide Box: This box will instantly kill his owner. When the box is used, there will be no lynch on that day. The box will change rooms with its first owner until it is either used (at which point the box becomes useless) or the owner is killed (at which point the box will be given to the next occupant of the owner’s cabin).
RULES:
- First day phase lasts 72 hours, all subsequent day phases 48 hours.
- Night phases last 24 hours
- All these time periods are approximates. I can’t be online every day at exactly the same time. Do not interpret anything into a phase not ending when it wsas supposed to.
- DO NOT EDIT YOUR POSTS OR FOWL DISEASES WILL BEFALL YOU!
- All PM conversations must include me. I reserve the right to cancel all PM communications except the ones mandated by the game (WW, Seer’s Army, Mason Lodge)
- NO LYNCH is only a valid vote on day 1
- Those who don't vote may meet cruel and unusal fates
- Bold your votes like so: Vote: Lynch Louisistan
If there are any questions, please tag me, so I can answer quickly.
Players:
Hakketomat , Werewolf, killed on Day 2
SweetHaven , Mason, killed in Night 1
Boltor , Defender, killed in Night 2
Ater Nox
Palman
@coromandall
Hahiha / USSR
Dominion of Compassion
Sauron
Elite , Exorcist, killed in Night 1
Tanzoria
Lamoni
Aersoldorf , The Heir, killed in Night 2
Jin , Seer, killed on Day 2
Sorya
ponem