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Jacksonian Missionary

Recovering Werewolf Addict
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Jul 20, 2015
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  • Crusader Kings II
Werewolf CCXIV: The Protestant Reformation
A Jacksonian Missionary Production

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Chaos runs rampant through Europe, as dirty heretics led by Martin Luther threaten the stability of Europe as a whole. This movement called Protestantism causes violent uproar as Catholics and Lutherans battle for supremacy. Can you, the Catholics weed out the heretics and unify the Church once more? Or shall the new doctrine overcome Europe, despite Martin Luther converting back to Catholicism on his deathbed.

The Rules


Werewolf is a game of paranoia, deception and betrayal. Hidden amongst the innocent, ignorant villagers are small Packs of Werewolves looking to eat them. The villagers outnumber the Werewolves, but they don't know who to trust. Meanwhile, the Werewolves know their fellow Pack members and can work together to even the odds. The Werewolves want to kill enough villagers so that they can reach parity and overthrow the village openly; the villagers want to destroy the Werewolf menace by uncovering their secret identities.

If that wasn't a dire enough situation for the village, even amongst the villagers there are Cultists looking to help their Werewolf masters and people Cursed to become Werewolves if attacked. Fortunately the village has the aid of the Seers, who can find the true allegiance of the villagers, and of the Doctors and Guardian Angels, who might be able to protect them. These players must hide their identity just as much as the Werewolves must, as they are the greatest threat to the forces of evil and will surely be killed if revealed.

It may seem like a simple Villager is powerless in this clash of good and evil, but they are not. Every day the village gets to choose one person to lynch, as punishment for the nightly murder. The village must vote to choose the person they think most likely to be responsible. With their vote, the Villager can reveal much about the motives of others. But they must be cunning, or more than a little lucky, if they are to survive.



Standard Big Rules
All roles will be handed out after the last person signs up, with all players receiving a PM containing their role and (known) traits. The game will then proceed to a night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.

Each day, all players vote to lynch one of the players - the person they think is most likely to be a Werewolf or other baddie. Each night, the Werewolves decide who to kill. In each 24 hour period, the village will lynch, and the Werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved tie, and the Werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!

There are also other things that go bump in the night. The order these will be resolved in is as follows:


1. Distiller
2.
Priest/Priestly powers
3. Seer/Seerish powers
4. Sorcerer/Sorcery powers
5. Hunter
6. Guardian Angel
7. Medic
8. Werewolf
9. Witness
10. Padre

Werewolves will be divided into one or more Packs, with one Pack hunting each night. The order the Packs hunt in will be known only to them.

The Werewolves and attached Cultists of a Pack win if they eliminate all rival Packs and, along with unattached Cultists, manage to reach parity with the rest of the village.
The Villagers, Seer, Guardian Angel and unclaimed Apprentices win if they manage to destroy all the Packs.
Claimed Apprentices win under the same conditions as their master.



Standard Werewolf Rules


§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote on three occasions will lead to immediate substitution.

§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation of Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline are considered dead. They will not reveal any inside information after the deadline. The presumed dead player(s) should post in green text until their true role is confirmed.

§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - The GM must be included in all PMs that deal with existing players in the game.

§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.

§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting PMs from the GM is allowed, but posting role PMs is not.

§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE" and their name in bold text.
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, unvote and revote in a new post.
§8E. - Votes should be oversized or clear of other text to ensure they are not missed by the GM.

§9. - The GM can and will remove players if the GM believes that player is adversely affecting the game, for example through failure to fulfill voting obligations or deliberate violation of the rules. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.

§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.

The Deadline

The Deadline will fall at 21:00 GMT. A vote at 20:59 will count, but a vote at 21:00 will not.

The Roles
Except for Villager and Werewolf, all other Roles MAY, not will, be in the game

Catholic Loyalist (Villager): A Catholic dedicated to keeping Europe aligned to the Catholic Church. Has the power of the vote. Wins when all Werewolves are eliminated.

Protestant Reformer (Werewolf): A follower of Martin Luther, who looks to kill those he can't convert. Works in packs and wins when they reach parity with the remaining players and all other packs are eliminated. Parity is checked twice per day - after ALL daily actions are completed and after ALL nightly actions are completed.

Pope Leo X (Seer): The Leader of the Universal Church. Each night may enter a vision trance to see if someone is a Werewolf or an unclaimed Apprentice. If the Seer scans an unclaimed Apprentice, the Apprentice will be claimed. Any other role will appear as a regular Villager. Wins when all Werewolves are eliminated.

Lutheran Priest (Cultist): A former Catholic Priest who has converted to Protestantism. May start attached to a pack or unattached. Needs to be attached to count for parity. Wins with the wolves. If the cultist is unattached or his entire pack dies, he may attach himself to a pack by sending a PM to the GM and having at least one of that pack's wolves confirm the attachment. If one of the parties involved is not a wolf or a cultist, the order will not go through. Both parties will be informed of this.

St. Michael the Archangel (Guardian Angel): An Angel chosen by God to protect Heaven, and now he is here to help protect those loyal to the true church. May choose to protect one person against Werewolf attack every night, but can't choose to protect the same person two nights in a row and can never protect themselves. Wins when all Werewolves are eliminated.

Duke of Alba (Priest): A holy man who can judge the moral character of others. Can scan one person each night to see if they are a Seer, Sorcerer, Cultist or unclaimed Apprentice(will be claimed). Any other role will appear as a regular Villager. Wins when all Werewolves are eliminated.

Martin Luther (Sorcerer): Most powerful man in the reformation, and will stop at nothing to convert and find more followers. Has the ability to scan for cultists, priests, seer and apprentices. Wins with the Werewolves and counts for parity.
The Traits

Blessed: a blessed person will survive a single Werewolf attack if no other protection is placed on them. The attacker will not know why the attack failed, nor will the victim be aware of his blessing.

Cursed: if a cursed person is successfully attacked by the Werewolves they lose their existing role and instead become a Werewolf of the pack that hunted them. The cursed will be unaware of his affliction until successfully attacked by a Werewolf. Seers, Priests, Sorcerers and Guardian Angels cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a Werewolf loses his apprenticeship, but this is not revealed to their mentor.

Brutal: if lynched, has the power to immediately kill one person before being subdued.

Vengeful: If attacked by the wolves, the player may kill one person of their choice to go down with them. Must set orders before one is hunted.

Distiller: Each night, the Distiller may choose to share a bottle of rum with a player (the target). The Distiller and the target are unable to perform any other action during the night. The target will only learn of the visit if she was stopped from performing a nightly activity. The target will not learn the Distiller's identity (because of the memory loss). The Distiller will only stop a wolfpack or pack if there is one wolf left in the pack, if the distiller targets a wolf with multiple wolves, then it will have no effect.

Padre: May visit one person each night but can't visit the same person two nights in a row, if that person is hunted and killed by a wolf or a hunter, the name of one of the perpetrators will be given to the padre.

Apprentice: Apprentices have the potential to become truly great if taken under the wing of one of the masters. If unclaimed and scanned by a Seer or Priest, that scanner becomes their Master. If an Apprentice has a Master and that Master dies, they lose any traits and their Apprentice role and instead become the role of their Master. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Will always know their master if claimed. If a scanner scans a claimed Apprentice, he/she will get "Villager" as a scan result.

Hunter: Carrying a small gun in his pocket, the hunter has the ability to place a night attack order on a person, once per game. This attack will bypass all forms of protection and kill the target. The hunter's identity will be revealed.


Spiritually Attuned: A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. They will have a 50% chance to learn the scanner role. If they succeed at identifying the scanner role, they have a 33% chance to learn the identity of the actual person.

Priestly Powers: Has a one time Priest scan that will show if the target is a Sorcerer, Cultist or Seer. All others will show up as villagers.

Seerish powers: Has a one time Seer scan that will show if the target is a Werewolf. All others will show up as villagers.

Sorcery powers: Has a one time Sorcerer scan that will show if the target is a Cultist, Seer or Priest. All others will show up as Villagers.

Witness: The Witness may try to see the nightly Werewolf attack. Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not. Can be used more than once, however, cannot be used for two Nights in a row. After a use, succesful or not, the chances of witnessing a hunt reset.

Medic: Once per game, can send in the name of the person they wish to protect. If that person is attacked by the Werewolves, he/she is saved by the Medic instead of dying. The person cannot vote, send orders or speak in public the following day and cannot be directly attacked by the Werewolves. The patient wakes up the next day and is given the identity of one of his attackers. If the Medic is attacked and has a patient, the patient dies. If a person the Medic attempts to save is not attacked or is saved by the Guardian Angel, this trait is wasted.

Leader: May select one person who was not chosen to be lynched, and have them lynched in place of one person who was a lynch target. The Leader's charisma can only do so much, and so they can only redirect the lynch to someone with at least 50% of the original lynch target's votes. If there is a TIE, the Leader must pick as many people to leaderlynch as there are participants in the TIE. If not enough people are available, the Leader's power may not be used. If the lynched character is not a baddie (Werewolf or Cultist) or if the Leader dies, the Leader ability is used up. There will never be more than one Leader at any given time. A Leader's identity is revealed in the update if they successfully leader lynch someone of any role.

Second in Command: Will become the Leader immediately if the current Leader ability is used up (eg killed or has leaderlynched a goodie). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Second in Command at game start.

Third in Command: Will become the Leader immediately if the Leader and Second in Command abilities are used up (eg killed or have leaderlynched goodies). As this takes place immediately it creates the possibility of chains of Leader traits firing at the same deadline. There will be no more than one Third in Command at game start.

Fourth in Command, Fifth in Command etc: Should be obvious, no?
 
Last edited:
Signups Will Close Friday, November 18th at 21:00 GMT

Player List:


1. Health in as a Printing Press the Spiritually Attuned 2nd in Command wolf of the John Calvin Pack Lynched Day 4
2. LatinKaiser in as King Henry VIII, By the Grace of God, King of England and France, Defender of the Faith and Lord of Ireland the Wolf with Priestly Powers of the 95 Thesis Pack Lynched Day 4
3. k-59 in as Joseph Smith the Turned Wolf with Seerish Powers of the 95 Thesis Pack Hunted Night 3
4. ramius3443 In as the Duke of Alba the Sorcerer is Lynched Day 7
5. F72 Voyager In as Saint Francis of Assisi subbed for Rovsea 2.0 the Spiritualy Attuned Vengeful Villager Autolynched Day 3
6. Jeray2000 In as an anabaptist the Distiller Wolf of the 95 Thesis Pack Lynched Day 5
7. Esemesas In as the ghost of Jan Hus the Formerly Blessed 6th in Command Sorcerer Leader Lynched Day 6
8. Tornadoli the medic wolf of the John Calvin Pack Lynched Day 4
9. JCan in as Jan Matthias the villager Victim of Vengeful Trait Night 4
10. Yakman In as Girolamo Aleandro the Medic Villager Lynched day 4
11. Aedan777 the Leader Villager Won Day 9
12. Rovsea the Spiritually Attuned Hunter Villager Hunted Night 0
13. ANecromancingNecromancer subbed by Gen. Marshall 2.0 the Villager with Seerish Powers Won Day 9
14. Hazbot in as Bogomil the Unattached Cultist with Seerish Powers Hunted Night 1
15. Wagonlitz the Vengeful Seer Hunted Night 5
16. Gen. Skobelev in as His Holiness Alexander VI the Guardian Angel with Priestly Powers Brutalized Day 3
17. EUROO7 in as the Pope's I.D. the 4th in Command Witness Villager is Hunted Night 8
18. Cliges the Brutal 3rd in Command Wolf of the 95 Thesis Pack Lynched Day 3
19. Gen. Marshall in as RNGesus the Blessed Villager Lynched Day 1
20. Spockyt the Priest Lynched Day 2
21. ClaudeLC the 5th in Command Medic Villager Hunted Night 6
22. Dorei the Hunter Wolf with Sorcerous Powers Lynched Day 8
23. Hax in as a native warrior the Turned Wolf of the John Calvin Pack Lynched Day 9
...

Subs:
1. Jacob_Lundgren

Events:


Night 0:

Rovsea the Spiritually Attuned Hunter Villager is Hunted


Day 1/Night 1:

Gen. Marshall the Blessed Villager is Lynched.

Hazbot the Unattached Cultist with Seerish Powers is Hunted.

Day 2/Night 2:

Spockyt the Priest is Lynched
No Hunt

Day 3/Night 3:

Rovsea Subbed for F72Voyager the Spiritually Attuned Vengeful Villager is Autolynched
Cliges The Brutal 3rd in Command Wolf of the 95 Thesis Pack is Lynched
Gen. Skobelev the Guardian Angel With Priestly Powers is Brutalized
k-59 the Turned Wolf with Seerish Powers was of the 95 Thesis Pack is Hunted

Day 4/Night 4:

Health the Spiritually Attuned 2nd in Command Wolf of the John Calvin Pack is Lynched
Tornadoli the Medic Wolf of the John Calvin Pack is Lynched

Yakman the Medic Villager is Lynched
LatinKaiser the Wolf with Priestly Powers of the 95 Thesis Pack is Lynched
No Hunt

Day 5/Night 5:

Jeray2000 the Distiller Wolf of the 95 Thesis Pack is Lynched
Wagonlitz the Vengeful Seer is Hunted
JCan the Villager is a Victim of Vengeful

Day 6/Night 6:

Esemesas the Formerly Blessed 6th in Command Sorcerer is Leader Lynched
Claude LC the 5th in Command Medic Villager is Hunted

Day 7/Night 7:

Ramius the sorcerer is lynched
No hunt

Day 8/Night 8:

Dorei the Hunter Wolf With Sorcery Powers of the John Calvin Pack is Lynched
EUROO7 the 4th in Command Witness Villager is Hunted

Day 9:

Hax the Turned Wolf of the John Calvin Pack is Lynched

Winners:
Aedan777 the 1st in Command Villager
Anecromancingnecromancer subbed by Gen. Marshall 2.0 the Villager with Seerish Powers
 
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IN as a Printing Press.
 
Great theme.

In as Henry VIII, By the Grace of God, King of England and France, Defender of the Faith and Lord of Ireland
 
Why the crippled Doctor role? It's not like it's overpowered, I've seen it work maybe once in the past two years.
 
Why the crippled Doctor role? It's not like it's overpowered, I've seen it work maybe once in the past two years.
Are you referencing the Medic trait or the GA?
 
In as the Duke of Alba, whom I shocked is not a major goodie role.
 
The GA is fine, it's just the Medic I'm worried about.
 
The GA is fine, it's just the Medic I'm worried about.
I thought it worked perfectly well in Ese's big so I figured it coming back wouldn't be an issue.
 
I'm glad the trait is starting to catch on.

In as the ghost of Jan Hus
It's just a less effective Doctor, and the Doctor's historically not very effective, so... why?
 
IN as George Fox
 
It's just a less effective Doctor, and the Doctor's historically not very effective, so... why?

Historically, the Doctor/GA combo used to be nearly inpenetrable unless you know the identity of one of the protectors or got a brutal or something. Used to be one night the Doc protects the seer and the GA protects the priest and then they switch. I created the medic trait to retain the doctor, but allow the JLs defenses to be penetrated. Although my games don't use the Padre, so the medic trait might be a little overkill.