• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Vainglory

Professional Dilettante
18 Badges
Jun 18, 2007
503
17
  • Europa Universalis III Complete
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • 500k Club
  • Victoria 2
  • Semper Fi
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
Werewolf CLIV: The French Revolution
PRapCG6.jpg

The Setting

Louis XVI has led his kingdom to ruin. An absolute monarch less than a year ago, Louis' indecisive and arbitrary rule has proved inadequate for the task of leading France through these troubled times. His heavy-handed approach to the Estates-General has led to it reconstituting itself as the National Convention, which is drafting a constitution with popular support. France is to be governed with the consent of the people from now on.

... or so some wish. Others desire the monarchy's restoration to its former power, still fresh in the memories of its supporters. Many among the bourgeoisie would prefer to limit the franchise to themselves, rather than allow the mob to rule. The most radical dream of a France without any monarchy or aristocracy at all! It is a dangerous time, with intrigue festering in all corners. Can the new leaders of France manage the nation through this troubled time, or will the plotters destroy the vision for a constitutional monarchy in France?


Deadline is at 06:00 GMT
 
Last edited:
The Roles


Citizen (Villager): a common delegate to the National Convention, loyal to the new France, he will do what he can to cement this stable, traditional, democratic, and free country. Has no special abilities except for traits, if any.

Dissident (Werewolf): a malcontent of several possible varieties, such as reactionaries and radicals. Whatever their particular alignment, they wish to undermine the National Convention, and in the anarchy that will ensue, institute their form of government - they have the same means, but mutually exclusive objectives. Only one group of dissidents can win. Dissidents will be allocated to a specific pack, which wins if its achieves parity with the rest of the village. Each night one pack will choose a victim to hunt. The order in which packs hunt will be given to them in private.

Inquisitor (Seer): a member of the National Convention's Inquisition, this man is extremely powerful, intelligent, and talented - and hellbent on hunting down any and all threats to "the nation". May scan one person per night to see if he is a Dissident or unclaimed Apprentice. Any other role will appear as a regular Citizen.

National Guard (Priest): a member of the National Guard, the volunteer organization responsible for protecting the new nation. The National Guards are largely bourgeoisie who have the funds to equip themselves, and the spare time to perform their duties - and stand to gain from the new national order. They will safeguard the nation with their lives. May scan one person each night to see if he is an Agent-Provocateur, Bandit, an unclaimed Apprentice, or an Émigré. Any other role will appear as a regular Citizen.

Émigré (Cultist): some French citizens have chosen to flee rather than fight, although they still aid the dissidents who have remained behind in France. Not all of these émigrés are aristocrats in favor of a restoration, however - some of the more radical members of the National Convention have also fled from the increasingly stern gaze of the Inquisition. The émigrés are now beyond the jurisdiction of the Inquisitor, but the National Guardsmen may catch them making their way in and out of France as they aid the Dissidents. Émigrés have no special powers, apart from traits, if any - however, émigrés who are affiliated with a group of Dissidents will count for the power that group has within the Convention, and they can attack their opponents just like the Dissidents.

Agent-Provocateur (Sorcerer): an agent of foreign powers, who desires the implosion of the new French state. This man does not have the best interests of France at heart, but he has resources of foreign powers that Dissidents would die to place at their own disposal. An alliance of convenience between these parties is quite likely, and the Agent-Provocateur will win if the Dissidents successfully bring down the new French state. May scan one person each night to see if he is an Inquisitor, a National Guard, an Apprentice or an Émigré. Any other role will appear as a regular Citizen.

Bandit (Warlock): a career criminal, a man interested in his own gain and nothing else - precisely the sort of dregs of society that the Agent-Provocateur is seeking to recruit. In the event the Agent-Provocateur scans an Apprentice, a Bandit will be created. The bandit is a man with skill at tracking marks and killing them for profit: he will assist the Agent-Provocateur by searching for the Physician and Confessor. This is the same as a Sorcerer's apprentice, and upon the Sorcerer's death they may choose to inherit the Sorcerer's powers and lose those of the Warlock/Bandit, or else retain the Warlock/Bandit powers. The Warlock powers allow them to scan for the Guardian Angel and Confessor/Padre, any other role will appear as a regular Villager, including unclaimed apprentices.

Physician (Guardian Angel): the physician is a healer, an educated man who speaks Latin, and also happens to know medicine, as it was circa 1789 - this is no quack sawbones who only knows how to lop off crushed limb, this man has leeches, flensing knives, blue-pills, even some opium for pain management (mostly his own). The privileged position of the physician in society gives him all the incentive anyone could need to preserve stability, let alone his natural inclination to save lives. May protect one person against a Dissident attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

Confessor (Padre/Doctor/Witness): a member of the Catholic clergy, this man's realm is spiritual, not the temporal affairs of the National Convention. Yet it is his duty to perform the last rites for all he can reach - even though who have strayed in their lives - and he will endeavor to do so. May target one person each night with his powers: in the event the target is attacked during the night the Confessor will perform the Last Rites on the victim, who will identify his attacker before dying. The Confessor cannot choose to target the same person two nights in a row. They can target themselves - it just won't do anything.

Apprentice: the disruption that the Revolution has caused has emptied the schools. France now has rather a few half-trained young men looking for a mentor to give them direction in life. The apprentice may begin the game with a mentor or they may follow the first person who takes an interest in them. In the event their mentor dies an untimely death the apprentice will carry on their work. If the mentor had more than one apprentice, only the first inherits the role, the others will become an apprentice to the new mentor. Apprentices do not know they are apprentices until they are scanned. Apprentices with a mentor can only be successfully scanned by the appropriate scanner for their mentor: an apprentice priest could not be scanned successfully by a seer for example.

The Traits

Blessed: a blessed person will survive a single Dissident 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.

Weak-willed (Cursed): if a weak-willed person is cornered by a Dissident group, he will switch his allegiance to them, rather than die for convictions he doesn't have. If a cursed player is hunted by werewolves, and no protection is available, they lose their existing role and become a werewolf of the pack that hunted them. The cursed player will be unaware of his affliction until successfully hunted by werewolves. Inquisitors, National Guard, Physicians, and Confessors cannot be cursed at game start. A claimed Apprentice that is cursed and turns into a Dissident 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.

Rake (Assassin): the Rake is a man who doesn't hesitate to use underhand means to achieve his goals - like simply walking into a man's house and shooting him at dinner. The rake 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 rake's identity will not be revealed. This is essentially the offensive part of a hunter, renamed due to the annoying ambiguity that "hunters" introduced - I will use the term "shot" or "assassinated" while "hunted" is reserved for wolves.

Vigilant (Self-defense): this person has the proverbial ability to sleep with one eye open. Vigilant for threats, if they are attacked successfully, including by assassins, they will mortally wound one assailant before they are inevitably killed.

Paranoiac (Spiritually Attuned): this person is convinced their neighbor is planning to kill them, or that the government is stealing their thoughts - some sort of crazy conviction. In these troubled times this may help them detect genuine threats. Half the time they're strong enough to understand the intentions of the watcher, and a quarter of the time they'll actually know who is watching them.

Convivial Nuisance (Roleblocker): some people love to socialize, they love to eat, drink, be merry, and they want company doing it... even if said company feels rather dragooned into it. The Convivial Nuisance is liked by his peers, but can be a real pain when he overstays his welcome, thereby preventing them from performing their clandestine nightly activities. For most Frenchman that merely means a night away from the mistress - for a handful, though, it's a serious imposition. A Convivial Nuisance can target a person, and thereby block their ability to perform any nightly action due to the distress they cause.

Spy: if a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and/or traits of that player, but never the role or trait itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.

Rivals: these players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, if their rival is killed, they will in turn win if alive at endgame, and their side wins. They will know the name of their rival from the start.

Urchin (robber): this lost child has three chances at improving his life to the detriment of others. At night he can choose to rob one character of all their traits (excluding hidden ones) - the target will survive, but will lose their known traits. The urchin will become a rival of whomever he robs. If a rival hunts or lynches the urchin, they retrieve their traits.

Leader: once per game this person may change the outcome of the day's vote from the player with the most votes (the condemned) to a target with at least half the votes of the condemned. However, the leader cannot save himself. Furthermore, the leader may not reduce the number of victims: if there is a tied lynch with two condemned players, two players must die, even if the leader directs that one of the condemned is to live. The leader may opt to change both or just one of the condemned, provided he has sufficient alternative candidates. There will be no x-in-commands, whoever is a leader may set an order from the start of the game until they die. In the event of a conflict the GM will randomly determine the successful order.

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 and Priests, who can find the true allegiance of the villagers, and of the Confessors 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. Roleblocker
2. Seer
3. Priest
4. Sorcerer
5. Warlock
6. Robber
7. Spy
8. Assassin
9. Guardian Angel
10. Blessed
11. Cursed
12. Self-defense
13. Confessor
14. Werewolf/Cultist

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 Cultists of a pack win if they eliminate all Wolves and Cultists from opposing packs, and if they, along with the Sorcerer and his apprentices (if any), are equal to the remaining goodies.
The Villagers, Seer, Priest, Guardian Angel, Confessor and unclaimed Apprentices win if they manage to destroy all the Wolves and Cultists.
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. - Players are responsible for any Private Messages missed due to inbox being full.

§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. But not this color, for that is the GM color, and he shall strike you down with lightning if you use it.

§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 or quoting of PMs from the GM is not allowed - real or forged.

§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.
 
Last edited:
The Events in France


- Drxav [Rivalrous Citizen] as the man "who plomised not to disapoint" was killed in a suspicious carriage accident. Hunted Night 0.http://forum.paradoxplaza.com/forum...Revolution&p=17101287&viewfull=1#post17101287
- seamus2008 [Vigilant Citizen] as "Le Marquis St. Evrémonde" felt the wrath of the Parisian mob, without ever being accused of anything. Lynched Day 1.http://forum.paradoxplaza.com/forum...Revolution&p=17106941&viewfull=1#post17106941
- The Super Pope [Brutal Citizen] as "Comte de Frou-Frou" was unjustly sent to the scaffold for consorting with émigrés. Lynched Day 1.http://forum.paradoxplaza.com/forum...Revolution&p=17106941&viewfull=1#post17106941
- EUROO7 [Apprentice National Guardsman] as "Ananas" couldn't save the Comte de Frou-Frou, and was rather unfairly shot as a result. Brutalized Day 1.http://forum.paradoxplaza.com/forum...Revolution&p=17107006&viewfull=1#post17107006
- Hax [Rivalrous Apprentice] as "an Ottoman spy" decided to engage in some intrigues against prominent French citizens, for which he was silenced. Hunted Night 1.http://forum.paradoxplaza.com/forum...Revolution&p=17107006&viewfull=1#post17107006
- Narref [Rivalrous Republican Dissident] as "the pamphleteer" went stoically to his execution, having been denounced by a whore. Lynched Day 2.http://forum.paradoxplaza.com/forum...Revolution&p=17112061&viewfull=1#post17112061
- J. Passepartout [Brutal Republican Dissident] as "The ghost of Louis XV" fell afoul of other dissidents while plotting to bring down the regime.
Hunted Night 2.http://forum.paradoxplaza.com/forum...Revolution&p=17112099&viewfull=1#post17112099
- Nautilu [Rivalrous Rake Citizen] as "Monsieur N. aut Ilu" bore the brunt of xenophobic suspicion, and couldn't explain why he was armed to the teeth. Lynched Day 3.http://forum.paradoxplaza.com/forum...Revolution&p=17117113&viewfull=1#post17117113
- Gliomarto [National Guard] as "Ulm" was in the wrong country. Hunted Day 3.http://forum.paradoxplaza.com/forum...Revolution&p=17117128&viewfull=1#post17117128
- pjnlsn [Blessed Brutal Reactionary Dissident] as "Jean, the Unjustly Imprisoned" was denounced, condemned, and then shot like a dog during his attempted escape. Lynched Day 4.http://forum.paradoxplaza.com/forum...Revolution&p=17122975&viewfull=1#post17122975
- snoopdogg [Leader Bandit] as "Napoleon" was killed in Jean's escape attempt, which revealed his disloyalty to la patrie. Brutalized Day 4.http://forum.paradoxplaza.com/forum...Revolution&p=17122993&viewfull=1#post17122993
- The people of France did not detect any overt agitation against the National Constituent Assembly on Night 4.http://forum.paradoxplaza.com/forum...Revolution&p=17122993&viewfull=1#post17122993
- GreatUberGeek [Spy Reactionary Émigré] as "The Scarlet Pimpernel" proudly admitted his counter-revolutionary tendencies to a Revolutionary Tribunal. Lynched Day 5. http://forum.paradoxplaza.com/forum...Revolution&p=17130038&viewfull=1#post17130038
- THE_SPLIT [National Guard] as "Marie Thérèse" was poisoned, though no one can tell whether it was because she was royalty or because she sponsored the National Guard. Hunted Night 5.http://forum.paradoxplaza.com/forum...Revolution&p=17130056&viewfull=1#post17130056
- Chieron [Paranoiac Reactionary Dissident] as "the royal confectioner" was identified as a suspect in Marie-Antoinette's death, and received vigilante justice.
Shot Night 5.http://forum.paradoxplaza.com/forum...Revolution&p=17130056&viewfull=1#post17130056
- reis91 [Formerly Weak-Willed Brutal Reactionary Dissident] as "Jean Marat, l'Ami du Peuple" was identified as a hypocrite, denounced, and guillotined - though not before settling the score. Lynched Day 6.http://forum.paradoxplaza.com/forum...Revolution&p=17137901&viewfull=1#post17137901
- jcucc [Blessed Citizen] as "a prostitute with a heart of gold" sent many to the guillotine with her denunciations, all of them guilty, but paid the ultimate price for her courage. Brutalized Day 6.http://forum.paradoxplaza.com/forum...Revolution&p=17137938&viewfull=1#post17137938
- Esemesas [Rivalrous Convivial Nuisance Urchin Citizen] as "Zombie Eugene Delacroix" was strangled to death by an assassin, perhaps because of his criminal activities. Shot Night 6.http://forum.paradoxplaza.com/forum...Revolution&p=17137938&viewfull=1#post17137938
- Videonfan [Vigilant Apprentice] as "an imitator of Marie-Antoinette" was shot in the head while eating supper. Shot Night 6.http://forum.paradoxplaza.com/forum...Revolution&p=17137938&viewfull=1#post17137938
- walrus [Blessed Rake Citizen] as 36% of Lille became embroiled in a shootout while trying to assassinate a surprisingly tough target. Repulsed Night 6.http://forum.paradoxplaza.com/forum...Revolution&p=17137938&viewfull=1#post17137938
- there were no obvious Dissident actions on the otherwise blood-soaked Night 6.http://forum.paradoxplaza.com/forum...Revolution&p=17137938&viewfull=1#post17137938
- Arkasas [Rake Reactionary Émigré] as "Georges Couthon" was denounced on the floor of the Assembly, and died swearing vengeance on his killers. Lynched Day 7.http://forum.paradoxplaza.com/forum...Revolution&p=17146409&viewfull=1#post17146409
- after all the carnage of the preceding day and night, Paris apparently decided to rest on Night 7http://forum.paradoxplaza.com/forum...Revolution&p=17146476&viewfull=1#post17146476
- Wagonlitz [Brutal Reactionary Dissident] as "a tax collector" fell afoul of the mob due to his profession, but went out on his own terms. Lynched Day 8.http://forum.paradoxplaza.com/forum...Revolution&p=17151696&viewfull=1#post17151696
- johho888 [Leader Republican Émigré] as "herr doktor Alzheimer on route back to the university of Heidelberg. Or was it in Jena?" forgot what he was doing at the worst possible moment. Brutalized Day 8.http://forum.paradoxplaza.com/forum...Revolution&p=17151745&viewfull=1#post17151745
- aedan777 [Paranoiac Citizen] as "Unbalanced Francois" was vindicated in death - they really were out to get him. Hunted Night 8.http://forum.paradoxplaza.com/forum...Revolution&p=17151745&viewfull=1#post17151745
- Gen. Skobelev [Urchin Citizen] as "Vicomte de Valmont" had embarrassing information about himself come to light, and was then killed because of his noble birth. Lynched Day 9.http://forum.paradoxplaza.com/forum...Revolution&p=17156807&viewfull=1#post17156807
- Teep [Rivalrous Agent-Provocateur] as "a member of the House of Habsburg-Lothringen" should have been an obvious target for the Parisian mob, but was killed by dissidents instead. Hunted Night 9.http://forum.paradoxplaza.com/forum...Revolution&p=17156821&viewfull=1#post17156821
- Daffius [Rake Citizen] as "le headless Bourbon" was unjustly blamed for every problem in France, condemned to death, but faced execution with serenity. Lynched Day 10.http://forum.paradoxplaza.com/forum...Revolution&p=17162327&viewfull=1#post17162327
- Drxav (ex-Ithvan) [Rivalrous Formerly Blessed Confessor] as "Marie-Antoinette" fled the besieged Tuileries Palace, but vanished without a trace. Hunted Night 10.http://forum.paradoxplaza.com/forum...Revolution&p=17162336&viewfull=1#post17162336
- Cliges [Brutal Republican Dissident] as "Cliges Desbeauxbayous, from Louisiana, who's shown up to see what all the fuss is about" sacrificed himself to ensure that the First French Republic would be born. Lynched Day 11.http://forum.paradoxplaza.com/forum...Revolution&p=17168508&viewfull=1#post17168508
- sbr [Weak-Willed Leader Citizen] as "Honoré Comte de Mirabeau" knew who his enemies were, but was incautious about how he would deal with them. Brutalized Day 11.http://forum.paradoxplaza.com/forum...Revolution&p=17168588&viewfull=1#post17168588
- Capt. Kiwi [Rivalrous Physician] as "Robespierre" knew it was over when the panic set in, and was trampled to death by his fellow delegates. Hunted Night 11.http://forum.paradoxplaza.com/forum...Revolution&p=17168588&viewfull=1#post17168588
- Falc [Blessed Inquisitor] as "a travelling guillotine salesman" had no way of defending himself when the Republican Dissidents took control of the National Constituent Assembly. Overwhelmed Night 11.http://forum.paradoxplaza.com/forum...Revolution&p=17168588&viewfull=1#post17168588
- Steed [Spy Citizen] as "Puss in Boots" was the last non-Republican delegate alive, and died on the run from the First French Republic. Overwhelmed Night 11.http://forum.paradoxplaza.com/forum...Revolution&p=17168588&viewfull=1#post17168588


The Victorious Founders of the First French Republic


tonkatoy5 [Formerly Weak-Willed Republican Dissident] as "Saint-Just"
Adamus [Convivial Nuisance Republican Émigré] as "Georges Danton"
 
Last edited:
In
 
Very In as Georges Couthon
 
In
 
My, the revolution happens early in the morning..
In
My choices are essentially before work ~20:00GMT or after work before I have to go out to other events ~06:00 GMT or very late at night after I've come back home ~12:00 GMT. I'm most likely to always be available at 06:00GMT, compared to waking up rather early or staying up rather late.

Also forgive the liberties I've taken with history - the National Convention was prior to the National Assembly, which instituted Inquisitors, and in this period emigres were far fewer than during the Terror. Seemed the best RP outcome.

I'd appreciate people examining the traits carefully since I've tweaked them. Also the rules were taken from my last game, which seemed the same as Ese's set copied into CLII, but there may be tweaks I've overlooked. I'm considering ditching leaders altogether.
 
For anyone else it would be a no.

In

As Robespierre.

Though I was tempted to be Robospierre :ninja:
 
For anyone else it would be a no.

In

As Robespierre.

Though I was tempted to be Robospierre :ninja:

Now all we need is a Saint-Just and we'll have a full Committee of Public Safety.
 
The People's Justice League will rise again.
 
IN as Zombie Eugene Delacroix
 
I had some vague idea the theme had been done before...

This means only one thing:
...but I didn't realize it was that game.

Next thing we'll have a jumping gay walrus (one can hope, at least).


For anyone else it would be a no.

In
:)

As Robespierre.

Though I was tempted to be Robospierre :ninja:
Some would say that Robospierre is the more human of the two options.

Now all we need is a Saint-Just and we'll have a full Committee of Public Safety.
That, and the first person to RP as Andrzej Wajda gets a free blessing.

IN as Zombie Eugene Delacroix
Shouldn't that be l'enfant Eugene Delacroix?

IN as a travelling guillottine salesman
He says, channeling Viktor Bout.