Werewolf Wheel of Time Werewolf # 1 (Shadow, the Dragon Reborn and Padan Fain win!)

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May 9, 2014
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Premise

Welcome to Frederico’s Wheel of Time Werewolf, where the world teeters on the brink of another monumental upheaval, awaiting the Dragon Reborn's actions to either save it or condemn it to eternal darkness …

The forces of good (Light) and evil (Shadow) are fighting for control of the world. This will be easier if they can influence a powerful channeler called the Dragon to their cause.

Influence on the Dragon can be gained through successful actions and lost through failed actions.

On Night 6, the Last Battle commences whereby all players converge on a pivotal location. The Dragon will declare for a faction at this location if they reach a magical threshold known only by the Creator (Frederico_WA ). The Dragon may also be forced to declare based on the alive status of his childhood friends.

To win, good must kill evil and evil must kill good.

Historic events summary

At the dawn of time, the Creator forged the universe and the Wheel of Time, a cyclical mechanism that spins the Pattern of the Ages using the lives of men and women as its threads.

The Wheel, with its seven spokes representing each Age, is turned by the One Power, which flows from the True Source. While all living beings can sense the True Source to some degree, only channelers can tap into it, accessing it as saidin for males and saidar for females. These opposing yet harmonizing forces drive the Wheel, ensuring the cyclic flow of time and events.

The Creator imprisoned the Dark One, a malevolent entity, sealing him away from the Wheel at the moment of creation. However, during a period known as the Age of Legends, an experiment by the Aes Sedai inadvertently breached this prison, allowing the Dark One's corrupting influence to spread into the world.

The Dark One soon swayed many, from royalty to military leaders, turning them into Darkfriends. Even the sanctity of the White Tower wasn't spared, with a secret faction of Darkfriend Aes Sedai, known as the Black Ajah, infiltrating its ranks.

This surge of dark influence led to societal deterioration, and in less than a century, the world was plunged into chaos and conflict, marking the onset of the War of Power.

The forces of the Light, led by the Dragon, Lews Therin Telamon, rallied to stand against the encroaching Shadow. But the Shadow's might grew, dominating vast territories and threatening an imminent victory.

In a desperate bid, the Dragon, bypassing the leaders of the White Tower, led an assault on Shayol Ghul with his 113 strongest male Aes Sedai and ten thousand troops to reseal the Dark One along with many of his Forsaken. While the Dragon succeeded in his primary objective, it came at a horrifying cost.

The Dark One was able to taint saidin, driving all male channelers to madness. This catastrophic event, coupled with the devastation wrought by the war, led to the Breaking of the World. It was a cataclysmic time, with the earth reshaped and civilizations decimated.

From this chaos, the old nations were replaced by new nations and cultures attempting to reclaim the glories of the Age of Legends. Amidst this renaissance, the female Aes Sedai, unaffected by the Dark One's taint, sought to bring order from the chaos. Under a newly chosen Amyrlin Seat, they established the White Tower in Tar Valon, a sanctuary of learning and a symbol of unity. This tower would become the center of Aes Sedai power, a beacon of hope, and for some, a symbol of mistrust.

As centuries passed, nations would rise and fall, but the White Tower stood firm, guiding and influencing the course of history while adhering to their mandate: to be ever vigilant against the Dark One and his minions, and to prepare for the prophesied Last Battle.

Yet, in the cyclical nature of the Wheel, prophecies foretell of the return of the Dragon …
 
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RULES, ROLES AND FACTIONS
Basic rules:

Roles will be randomly assigned and communicated via PM (except villagers). Light and Shadow must influence the Dragon Reborn and meet their win conditions of destroying the opposing faction.

Each day will consist of two phases:

Night phase (7:30pm – 7:30am AWST)

Players with night actions will nominate targets via PM during this phase. Nominations will not be accepted after 7:30am whether or not deadline has been announced.

Day phase (7:30am – 7:30pm AWST)
After the results of night actions have been announced all players will publicly vote to lynch one player during this phase. Votes will not be accepted after 7:30pm whether or not deadline has been announced.

May vary depending on my workload, commitments etc but please get your actions in early.

Voting:

DAY PHASE VOTING

The player name of who you are voting must be bolded
Frederico_WA must be tagged

No multi lynching, in the case of a tied vote the lynch will be determined by coin toss.

Werewolf etiquette:

DISCUSSING THE GAME


While the game is running players are not permitted to discuss the game anywhere but in this thread, the Dead PM or PM’s related to this game, if you have one. Posting screenshots and quoting PM’s are prohibited. Players caught breaching these rules will be modkilled without warning and will be abused relentlessly in the dead PM.

Deleting or editing your posts in the game at any time will result on in a modkill.

Other Modkillable offences:
  • Failing to nominate a night action on TWO separate Night phases
  • Failing to vote in TWO separate Day phases

DEAD PLAYERS

Players who are killed are permitted to post a farewell post provided that it does not impact the game (eg. “thanks for the game” or “good luck” or "F*ck WoT. L8rs!"). Dead players must leave the game immediately and are not permitted to post or like posts in the game thread or any PM they are a part of (except the Dead PM) until the end of the game.

Game objectives and mechanics

The Creator has implemented a system of influence that each faction strives for to increase their chances of winning the Last Battle.

This game of werewolf is unique in that is centres upon one player – the
Dragon Reborn. If your faction can influence him enough, you are better placed for victory.

THE INFLUENCE SYSTEM

The Light and Shadow wage war around the Dragon as he struggles to find his place in the world, and at the same time battle the madness affecting him through saidin.

Factions must play a strong and active game to influence the Dragon enough to join their side and gain his powers by the start of the Last Battle (Night 6).

How to influence the Dragon:

Night/Day 1, 2 & 3Night/Day 4 & 5
Successful actionBoth: +1Both: +2
Failed actionBoth: -1Both: -2
Ta’avern dies*Light: -1
Shadow: +1
Light: -2
Shadow: +2
Forsaken dies*Light: +1
Shadow: -1
Light: +2
Shadow: -2
*Influence points are doubled for lynch deaths.

Note: When other roles die = 0 points

If the influence threshold is met by Night 6: The Dragon, feeling the pull of destiny and heeding the voice of the Creator, will declare for either the Light or the Shadow.

If the influence threshold isn't met by Night 6, the Dragon's path remains uncertain. However, certain events will force him to make a choice:

  • If any other ta’avern remain alive, the Dragon's sense of duty to his friends will prevail. He declares for the Light, driven by a desire for vengeance and justice.
  • If all ta’avern have fallen, the weight of loss becomes too great. The Dragon, consumed by despair, declares for the Shadow.
Night immune: in this version of WW is protected from killing actions only (immediate or delayed). Other actions against night immune occur as described unless stated (eg seer).

FACTIONS

----------

The Light

large.gallery_14433_38_196539.jpg.912040da71de8cabcf75c76a76a94a30.jpg
Players aligned to the Light are dedicated to the preservation of the world and the prevention of the Dark One's return. Among them are powerful channelers, warriors, and leaders who have vowed to lay down their lives to ensure that the pattern remains unbroken.

The White Tower, located in Tar Valon, stands as a beacon of hope and order in a world teetering on the brink of chaos. Working in the interests of the world and the Light, the White Tower guides the fates of nations and plays the leading role in the battle against the Shadow.
----------

The Shadow

Players aligned to the Shadow, driven by the malevolent will of the Dark One, represents the opposing force to the Light in the eternal battle for the Pattern's dominion. Comprised of the ancient and fearsome Forsaken, the secretive Black Ajah, and countless Darkfriends, the Shadow seeks to sow chaos, subvert the forces of good, and ultimately conquer the world.

With cunning, subterfuge, and sheer power at their disposal, members of the Shadow aim to turn Rand al'Thor, the Dragon Reborn, to their cause, ensuring the Last Battle's outcome is in their favour. Their main objective is to bring the world under the Dark One's oppressive rule, extinguishing hope and imposing an age of darkness and despair.


----------

Third Party

In the intricate tapestry of the Wheel of Time, not all players choose to align wholly with the Light or the Shadow. These enigmatic individuals and groups operate on their own agendas, often seeking personal power, revenge, or fulfilling obscure prophecies. Their loyalties are fluid, and their intentions, often a mystery.

Ta'avern: these individuals are central nodes in the vast web of life. Their choices, actions, and even mere presence can influence events on a grand scale. In this age, the Pattern has drawn together four remarkable ta’avern from the remote village of Emond's Field, and their intertwined fates are critical to the outcome of the Last Battle.

Seanchan: originating from across the ocean, the Seanchan Empire is vast and powerful. With a rigid class structure and belief in their divine right to rule, the Seanchan are known for their use of collared channelers (damane) as weapons. Their return to the mainland is driven by a desire to reclaim what they believe is their ancestral home.

Children of the Light: Zealous in their pursuit of what they deem as dark or evil, the Children of the Light, commonly known as Whitecloaks, are a militarized group dedicated to eradicating Darkfriends and channelers they consider "witches". Often self-righteous, their methods can be extreme.

----------​

ROLES

Amrylin Seat
(Light)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
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The leader of the Aes Sedai, responsible for keeping order in the White Tower and can capture players for interrogation.

Abilities: Can capture one player each night, preventing them from taking any action.
Moiraine Sedai
(Light)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
1694659332758.png
A wise Aes Sedai dedicated to finding the truth.

Abilities: Can investigate one player each night to discover their alignment.
Lan Mandragoran
(Light)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
1694658359211.png
The dedicated Warder to Moiraine, he is always by her side and willing to sacrifice himself for her.

Abilities: Protects Moiraine Sedai each night. If Moiraine is targeted by any action, Lan in targeted instead.
Cadsuane Sedai
(Light)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
tumblr_pyclbaoNh91tqgexdo2_1280.jpg
A legendary Aes Sedai, she is the oldest living sister and is known for her persistence when pursuing her objectives.

Abilities: Can alert herself to visitors on two night phases. Repels one visitor and identifies the role only. If visitor is from the Black Ajah she identifies the role and recognises them. Before Day 6, has a one-time ability to influence the Dragon.
Egwene al'Vera
(Light-aligned)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
1694659112054.png
A powerful channeler and Dreamwalker with the ability to venture into the dream world.

Abilities: Once per game she can enter the dream world to discover a player's true role. If that role is aligned to Shadow, Egwene will confront them and kill them in the dream.
Nynaeve al'Maera
(Light-aligned)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
1694659077430.png
A powerful Aes Sedai with the ability to heal any sickness or injury.

Abilities: Once per game she can use her power heal or protect a player.
Matrim Cauthon
(Light-aligned)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
1694658928128.png
‘Mat’ is a lucky gambler with a mysterious fox head medallion.

Abilities: Once per game, can give his Fox head medallion to another player. If they are a channeler it protects them but also blocks them from channelling that night. Recipient discards the medallion after use.
Perrin Aybara
(Light-aligned)


Win condition: Defeat all Shadow channelers and ensure the Dragon aligns with the Light.
1694659221244.png
A strong-willed individual with the physical strength to match, Perrin has a special connection to wolves.

Abilities: Once per game, can use his wolf senses to track another player, revealing if their night action was for the Shadow.
Ishmael
(Shadow)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
1694659401468.png
The strongest Forsaken, orchestrating the efforts of the Shadow.

Abilities: Sends out the faction's kill order. Night immune. Seers as Villager. Before Day 6, has a one-time ability to influence the Dragon.
Lanfear
(Shadow)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
1694658508310.png
A seductive Forsaken skilled in manipulation.

Abilities: Can manipulate a player each night to not use their action.
Rhavin
(Shadow)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
1694658598419.png
A Forsaken who can confuse the mind.

Abilities: Can put a player in a trance, redirecting their night action.
Semirhage
(Shadow)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
1694658712539.png
A sadistic Forsaken who excels in causing pain.

Abilities: Can torture a player, revealing their role.
M'hael
(Shadow)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
1694658840510.png
Formerly known as Mazrim Taim, M'hael was promoted to Forsaken by the Dark One and has loyal group of Darkfriend Asha'man (male channelers).

Abilities: Each night, orders his Asha’man to intimidate a players vote.
Liandrin Sedai
(Shadow-aligned)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
A cunning member of the Black Ajah skilled in deceit.

Abilities: Each night can manipulate a player's action to target another player of her choice. Can not use against the same player on consecutive nights.
Alviarin Sedai
(Shadow-aligned)


Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
A secretive member of the Black Ajah, known to operate from the shadows.

Abilities: Each night, may visit a player (including themselves) and watch for other visitors. Receives a report the next day detailing who visited.
Sheriam Sedai
(Shadow-aligned)

Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
A connected member of the Black Ajah with informants everywhere.

Abilities: Can gather information, learning if a player took an action (but not what it was).
Ispan Sedai
(Shadow-aligned)

Win condition: Influence Rand al'Thor to the Shadow and wipe out all ta’avern and the White Tower.
A master of subtle arts, she uses poisons to silently eliminate threats.

Abilities: Can target a player each night and poison them. If the player is not healed, they will die the next night.
The Dragon Reborn
(Neutral)


Win condition: The Dragon wins if he reaches the Last Battle and his declared faction achieves their win condition.
1694659462419.png
Rand al’Thor, the Dragon Reborn, stands between the Light and the Shadow. He's a powerful male channeler and ta'veren with a pivotal role in shaping the Pattern, but whose allegiance has yet to be determined.

Abilities: Night immune. Seers as Villager. From Night 1 to 5 hears voices that may be true. On night 6, the Dragon transitions to his true power and gains a one-time seer, protect, and kill action which can be spread out or used on the same night.
Seanchan
(Neutral)


Win condition: The Dragon declares for the Light, and the Seanchan have 3 captured damane alive at the same time during the Last Battle.
1694659671853.png
The “Return” has begun and the invading Seanchan are capturing any unchained damane (female channelers) they can find.

Abilities: Visits a player each night and put a collar around their neck. If that player is a female channeler, they are captured and converted to damane.

Upon meeting the win condition, damane can be used for a one time kill action during day or night.
Mazrim Taim
(Shadow-aligned)


Win condition: refer M'hael
A male channeler of immense strength, he has declared for the Shadow due to his thirst for power.

Abilities: Targets a player to kill using balefire but his weave backfires killing both the target and himself. Roles are not revealed. If the target is from the White Tower or ta’avern, he is revived by the Dark One as a forsaken known as M’hael.
Padan Fain
(Neutral)


Win condition: Reach the final 4. Attempt to kill the Dragon Reborn.
A former peddler who has become dark and twisted by both the Shadow and an ancient evil called Mordeth. Fains descent into madness has rendered him a wild card in the great game. With a mixture of cunning, dark power, and sheer unpredictability, he serves no one but himself.

Abilities: Night immune. Seers as villager. Each night, Fain can target a player and use Mordeths Touch to consume their lifeforce.
Children of the Light
(Light-aligned)


Win condition: is alive when the Light meet their win condition.
1694659753313.png
Led by their Lord Captain Commander, the Children are a militant group determined to hunt Darkfriends.

Abilities: Each night they capture and torture a player to reveal their alignment. The captured player is released but can only post one time during the day phase before passing out from exhaustion.
Thom Merrilin
(Light-aligned)


Win condition: is alive when the Light meet their win condition.
1694659164349.png
A gleeman by trade, but with a storied past filled with intrigue and rebellion against the Shadow, Thom is a skilled entertainer capable of lowering the guard of those around him.

Abilities: Each night can use his daggers to kill. If he eliminates three Light-aligned players he goes into exile as a Villager (Light).
Darkfriend
(Shadow-aligned)


Win condition: is alive when the Shadow meet their win condition.
Through deception and blending in with the village, they cast doubt among their peers to further the Shadows agenda.

Abilities: Nil
Villager
(Light-aligned)


Win condition: is alive when the Light meet their win condition.
Loyal citizens with no special abilities, these villagers stand firm with the forces of good. Their main strength lies in numbers and collective decision-making to identify and remove threats.

Abilities: Nil


 

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Player List (ALIVE)
Sswans2011
Gralin
Pie 4 Life
DERO
HARPSichord
guero
DragoDelph

Player List (DEAD)
Kurve (Mazrim Taim) killed by Padan Fain N1
Jhye Clarke 13 (Villager) killed by Thom Merrilin N1
dogs105 (Matrim Cauthon) modkilled by the Creator D1
serial_thriller (Villager) lynched D1
U2tigers (Amrylin Seat) killed by Padan Fain N2
King Tenz (Villager) killed by Thom Merrilin N2
Chipmunk (Ispan Sedai) killed by Ishmael N2
Cadsky
dank420
MayTheNorthBeWithU
Jmoo wan (Thom Merrilin) killed by Ishmael N3
Barrybran
ZergMinion
MC Bad Genius (Sheriam Sedai) modkilled by the Creator N5
BEaston (Moiraine Sedai) killed by Padan Fain N5
Grand Uncle Horace (Lanfear) modkilled by the Creator D5
thewizardmelon (Villager) lynched D5
ClarkeM
Dingster
MP_
The Majestic
Chat Pile
por_please_ya
 
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