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WILD WILD WEREWOLF (#22): DAY 5 -- OUTLAWS WIN

PostPosted: Sun Jun 05, 2016 6:45 pm
by Ampersand
Uh, wickey wild wild
Wicky wicky wild
Wickey wild, wicky wicky wild

WILD WILD WEREWOLF

The Set-Up:

Pisswood, South Dakota, c. 1877

A peaceful piss-mining town, invaded in the night by a deadly group of Outlaws on the lam after a botched attempt to rob a train transporting goat manure back East. The Outlaws quickly take rooms in town, and because the population of Pisswood is largely transient (and always pissed), these newcomers go unnoticed. At least initially. Turns out that being sick of stealing shit, the Outlaws seek to murder the innocent denizens of Pisswood in order to secure this stretch of dirt as their own. This plan doesn’t sit too well with the Townsfolk of Pisswood, who just want to mine and drink their frontier-famous piss, as ever. These two groups (plus a few other folk of varying levels of unsavoriness) will swat the flies from their ears, wipe the sweat from their brows, and squint deeply across considerable distances in order to suss out who’s blasting the harmonica of treachery and who’s tinkling the ivory keys of righteousness.

Rules:

-No screenshots.
-No discussion of private mod communication or role assignment PMs.
-No anonymous e-mails.
-No copy/pasted Slack or PM transcripts.
-No personal attacks outside of the confines of the gameplay. Don’t be an asshole.
-Post AT LEAST twice per day phase: once to vote, and once to speculate, accuse, RP, or what you will. Inactive players will roll out of Pisswood like tumbleweed.
-RPing is encouraged, but not required.
-Do not, under any circumstances, publicly discuss the role of the HANGMAN. Do not claim the role (in either public or private). Do not post the word “HANGMAN” in the thread. Get caught doing any of the above, and you will be removed from the game. (You can discuss the Hangman in private DMs, but be careful.)


Game Mechanics:

Dueling: A variation on Naked Wrestling from Thanatos and wizard stick magic stuff from Harry Potter. During every day phase, players are allowed to challenge each other to high noon pistol duels (a player cannot challenge themself). Each player is allowed to make only two duel challenges over the course of the game (though there is no limitation on the number of times a player can be challenged). Duel challenges cannot be rejected. The victor of each duel is decided randomly (50/50 chance, except in the cases of the Cowboy and the Gunslinger [see role descriptions below]). However, dueling is a bit of a gamble: losing a duel either results in a brief hospital stay (meaning the player is silenced publicly and privately and their voting powers are nullified for the remainder of the day phase: 80% chance) or immediate death (20% chance).

In order to challenge someone to a pistol duel (and to make it easy on your mod), please follow this format: I CHALLENGE ____ TO A DUEL
Code: Select all
[b][color=#BF00BF]I CHALLENGE ____ TO A DUEL[/color][/b]


Drunks: No Western piss town is complete without its drunks. In addition to the Drunken Deputy, Pisswood has three drunks who will be told they are normal Townsfolk. Their true roles will be revealed in succession on Nights 2, 3, and 4. Until then, they will believe they are normal Townsfolk (and will scan as such to the Sheriff/Drunken Deputy and Johnny Ringo). The drunks may be Good, Evil, or Neutral roles, so be wary of forging alliances early in the game.

Roles:

Minimum 20 players for all roles to be included.

GOOD (12-16 players) - All Scan GOOD
Townsfolk: Normal piss Villagers. Every day phase vote to lynch (or not lynch) a suspected outlaw in their midst. The Townsfolks’ goal is to root out all of the Outlaws and other members of Team Evil hiding in their idyllic, syphilis-ridden frontier town.

Sheriff: Regular piss Aux Seer. Has the ability to scan one player of their choice every night phase. Will not be told the role of scanned players, only whether they are Good/Evil. In Pisswood, there are no shades of grey.

Drunken Deputy: Replaces the Sheriff, if the Sheriff should fall protecting Pisswood. The Deputy will be told they are Townsfolk until/if they should become needed. However, the Deputy has a drinking problem that affects job performance: after each scan, the Deputy requires a recharge of one night phase before being able to make another scan.

Barkeep: At any three points during the game, the Barkeep is able to inebriate the player of their choice during a night phase. The Barkeep is then allowed to ask that player one yes/no question, to which the player must respond honestly. The question CANNOT be either “Are you (role)?” or “Are you evil/good/neutral?”-- no matter how drunk one is, nobody's fool enough to slip up on those. Rather, the questions posed must be more creative. Barkeep’s choice. The mod will facilitate the questioning and will not reveal the Barkeep’s identity to the questioned target.

Cowboy: An excellent marksman, the Cowboy will win every duel they are involved in. (Excluding any duels with the Gunslinger. In these duels, both will have an even chance of winning.)

Medicine Man: Twice per game, during a night phase, the Medicine Man can choose to protect a trusted fellow Pisswood denizen from their first pistol duel death. This magic protection will last until the selected player meets their death in a pistol duel, should this occur. Instead of dying, the selected player will be spared entirely and the duel nullified, with no repercussion for either participant. (After this magical revival, the selected player CAN die in any subsequent duel.) The Medicine Man cannot protect themself or the same player twice.

Hangman: On two predetermined nights during the course of the game (which the Hangman will not be privy to), the Hangman will be forced by the mod to name a bonus player to lynch during the night phase. This chosen player will be immediately removed from the game. The Hangman is on the side of Good and will attempt to lynch an Evil player. If the Hangman has not lynched an Evil player by their second forced lynching, they will be revealed to the village and immediately removed from the game. If the Hangman lynches at least one Evil player on either of the assigned nights, the Hangman’s win condition will have been met and they can then continue playing the game as a normal Townsfolk or check out of the game entirely. Prior to the second predetermined surprise lynch night, the Hangman is not allowed to reveal or discuss their role with any player, in public or in private. Any player caught publicly discussing or claiming the role of Hangman (whether Hangman or not) will be immediately removed from the game.

EVIL (5-7 players) - All Scan EVIL (except Gunslinger)
Outlaws: These are your wolves--a gang of ruthless train robbers on the run and in hiding in the once-peaceful Pisswood. Each night they select a player to murder in cold blood. Their goal is to eliminate enough upstanding members of the town so that they can take control of Pisswood and come out of hiding. When the total number of living Team Evil roles equals that of those living on Team Good, Team Evil wins. (Note: Neutral roles do not count towards Team Good’s number of living players, and need not necessarily be killed by Team Evil in order to secure the win.)

Gunslinger: An outlaw with two exceptional abilities. The Gunslinger is an excellent marksman, and will thus win every duel they are involved in. (Excluding any duels with the Cowboy. In these duels, both will have an even chance of winning.) Also, The Gunslinger is so talented and charming an outlaw that he scans as GOOD to all interested parties.

Johnny Ringo: Regular piss Sorcerer. Being once elected sheriff himself in some other shit frontier town, Johnny Ringo now has the ability to detect both Sheriff and (active) Drunken Deputy. He also knows an Outlaw when he smells ‘em, and will be able to identify an Outlaw or the Gunslinger with a scan (not the Bootlicker, though). Makes one scan every night phase. Does not know the Outlaws’ identities at the game’s start, but can contact them in private whenever possible.

Bootlicker: Slightly more-powerful-than-usual Minion. Knows the Outlaws’ identities (though not Johnny Ringo’s), but the Outlaws do not know the Bootlicker’s. Must work towards the Outlaws’ win condition but cannot contact or work directly with them. The Bootlicker will be removed from the game if caught revealing themself to the Outlaws in private. However, at any two points during the game, the Bootlicker can send smoke signals up during the next day phase by contacting the mod with a 5-character message during the preceding night phase. These two messages will be anonymously delivered in public, for both Good and Evil players alike to ponder. Lastly, The Bootlicker receives a RETALIATION KILL upon their death (though only if lynched by the Townsfolk, not if night-killed by the Outlaws). Bootlicker does not have the ability to night-kill, but does count towards Team Evil's living player count.

NEUTRAL (3 players)
Coffinmaker: At the beginning of the game, the Coffinmaker selects four players who must die by the game’s conclusion. If those players die, Coffinmaker wins (though game continues). Coffinmaker can take any steps they wish to insure that their four selections meet their pine boxes. SCANS GOOD.

Bounty Hunter: The Bounty Hunter’s sole mission is to capture the Gunslinger. At any point during the game, the Bounty Hunter can publicly identify themselves (during a day phase) and accuse a player of being the Gunslinger. If the Bounty Hunter is correct, their win condition is met and both the Bounty Hunter and the Gunslinger will be removed from the game. The current day phase will end, and night will begin. If the Bounty Hunter is wrong (or if the Gunslinger dies before being accused), the Bounty Hunter will immediately be shunned by Pisswood and removed from the game in disgrace. The Bounty Hunter can work with the Townsfolk to root out the Gunslinger, but the Townsfolk have reason to be cautious of the Bounty Hunter taking action: if the Bounty Hunter loses because of falsely accusing a player of being the Gunslinger, the Townsfolk will then lose their ability to lynch for the day, triggering the beginning of a new night phase. SCANS GOOD.

Yojimbo: A twist on the traditional Tanner and Lycan roles, Yojimbo is a true neutral. Yojimbo’s win condition is to survive to the completion of the game at all costs. Can work with one side or pit both against each other. Whatever works. This won’t be easy. SCANS EVIL.

Voting:

During a day phase, vote to lynch a suspected Outlaw by placing their name in bold and red, along with the word "lynch": lynch Ampersand
Code: Select all
[b][color=#FF0000]lynch Ampersand[/color][/b]


To rescind a vote already cast, place the name in bold and green, along with the word "rescind": rescind Ampersand
Code: Select all
[b][color=#00FF00]rescind Ampersand[/color][/b]

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 6:45 pm
by Ampersand
Player Roster:
stakeout (dead - Hangman)
Guy Incognito
The Emperor's Son (dead - Cowboy)
laserblast (dead - Bounty Hunter)
VHB
universe
DRAGONS (dead - Barkeep)
Geoff
big cat (dead - Drunken Deputy)
lame sayings (dead - Sheriff)
kit fox
metersk (dead - Townsfolk)
Catullus (left game - Townsfolk)
lordofdiapers (dead - Medicine Man)
Ankh (dead - Johnny Ringo)
Alice
palmer eldritch
narc blossom (dead - Yojimbo)
Kaputt
fuckles (dead - Townsfolk)
Capital

Town History:
N1: Outlaws kill Ankh (Johnny Ringo)
D1: Townsfolk lynch no one
Duels: stakeout vs. universe (loser: stakeout, silenced)

N2: Outlaws kill narc blossom (Yojimbo)
D2: Townsfolk lynch no one
Duels: stakeout vs. palmer (loser: stakeout, death)

N3: Outlaws kill laserblast (Bounty Hunter)
D3: Townsfolk lynch no one. Catullus leaves game.
Duels: lod vs. vhb (loser: vhb, silence), lod vs. The Emperor's Son (loser: lod, death)

N4: Hangman lynches DRAGONS (Barkeep); Outlaws kill big cat (Drunken Deputy)
D4: Townsfolk lynch metersk (Townsfolk)
Duels: metersk vs. universe (loser: universe, silence), metersk vs. palmer (loser: metersk, silence)

N5: Outlaws kill The Emperor's Son (Cowboy)
D5:
Duels: palmer vs. lame sayings (loser: lame sayings, death), palmer vs. kit fox (loser: kit fox, silence), guy inc vs. fuckles (loser: fuckles, death)

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 6:56 pm
by The Emperor's Son
yep

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 7:00 pm
by VHB
Yes.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 7:01 pm
by VHB
stakeout wrote:i guess its only right that i bring the New Mexico family into this


YES

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 7:19 pm
by DRAGONS 666
hello i like swearing and rude nudes please sign me up

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 7:19 pm
by Geoff
count me in please!

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 7:20 pm
by bigcat
yes!!!!!

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 8:15 pm
by Milk
I'm not sure if i want to participate yet but if i play i'm calling dibs on being


Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 8:34 pm
by lame sayings
ye haw, heck yeah

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 8:34 pm
by palmer eldritch
vyp tracking postToggle Spoiler

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 8:43 pm
by kit fox
laserblast wrote:if guy is playing i'm playing


same

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 8:44 pm
by kit fox
but also I wanna play cuz I don't THINK I'll have to try and understand what ampersand is up to

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 9:07 pm
by The Unblinking Eye
I've sat out too many games, but I'm scheduled for jury duty on the 13th. Tentative sign up for me.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 11:37 pm
by milano boy
yep im in

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 11:38 pm
by milano boy
i've been explaining the ww themes to my gf as i play them. this will be easier to explain than who farted

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 11:40 pm
by Catullus
I'm signing up but I came up with the dueling mechanic for Harry Potter, FYI

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 11:40 pm
by Catullus
PLEASE ACKNOWLEDGE MY INNOVATIONS

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Sun Jun 05, 2016 11:44 pm
by Ampersand
Catullus wrote:PLEASE ACKNOWLEDGE MY INNOVATIONS


Fixed. ;)

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 12:16 am
by Catullus
:-*

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 12:44 am
by lordofdiapers
I can't really say no to a western theme

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 12:52 am
by Catullus
Yessss

Diapers is in now we know it's gunna be real

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 12:57 am
by koala
AARF AARF AARFF WOOF WOOF WOOF!!!!!

WARE WOOF WARE WOOF AOOOOOOOOOOOOOOOOOOOOOOO

AOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO


WHO THE WARE WOF HAHAHAH IT YOU IT YOU NO NO NO!!! HAHA NO ME ITYOU!!!!! HAHAHAH WARE WOOFF WOARE WOOF

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 8:28 am
by Ampersand
That's 15/16-ish signups, leaving us with 5-9 spots left to fill.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 8:41 am
by mcphee
dammmmn

this looks good. wish I could play.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 12:19 pm
by Ampersand
bump.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 12:58 pm
by Ampersand
**new role added**

Medicine Man: Twice per game, during a night phase, the Medicine Man can choose to protect a trusted fellow Pisswood denizen from their first pistol duel death. This magic protection will last until the selected player meets their death in a pistol duel, should this occur. Instead of dying, the selected player will be spared entirely and the duel nullified, with no repercussion for either participant. (After this magical revival, the selected player CAN die in any subsequent duel.) The Medicine Man cannot protect themself or the same player twice.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 7:23 pm
by Ampersand
bump

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 8:15 pm
by Ampersand
duke wrote:dang, these rules seem really fun. i was planning to take more time off, but let me think on this one. when are you gonna cut off sign ups amp?


Saturday, unless we fill to capacity before then.

Join usssss.

Re: WILD WILD WEREWOLF (#22): Western themed, roles & sign-u

PostPosted: Mon Jun 06, 2016 9:42 pm
by palmer eldritch
Add Me