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Werewolf CCXLII: The Golden Century

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Capibara

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Werewolf CCXLII: The Golden Century
2015090612071049612.jpg
1625. Welcome to the court of Philip IV, by the grace of God king of the Spains, Both the Sicilies, Jerusalem, the Indies, etc., archduke of Austria, duke of Burgundy, Milan, etc., count of Habsburg, Tyrol, etc., the Planet King.

Spain still reigns supreme in Europe and the Americas and arts flourish all across the Empire, with some of the greatest works of literature being created as we speak, and grand churches built from Sevilla to Manila. The fear Spanish tercios march across Europe, while Spanish ships sail across the world, bringing gold and invaluable goods to Madrid.

However, enemies lurk in every corner: the wars against the Netherlands and the Protestant powers have weakened the once invincible empire, the conflict with the Ottoman Empire in the Mediterrenean hasn’t ended completely and the French would like nothing more than to see their southern rivals humbled.

Several agents of these enemy powers have infiltrated the king’s court, their intention clear: sow chaos, and bring the Spanish Empire to its knees. Your mission? Root them out before it’s too late, save the king and keep Spain in her rightful place: on top of the world.


Deadline is 12:30 Central Standard Time
SIGN UPS ARE NOW OPEN
and will remain so until next Saturday
PM me if you wish to join the sub list
 
Last edited:
Rules New

Capibara

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The Rules:
(Stolen from tamius23 with modifications of my own)

Werewolf For Newbies (by tamius):
You are either a "good" player or a "bad" player. Whichever you are, you are obliged to vote once per day, by posting in bold in the thread. eg. Vote Capibara. You may Unvote and Vote someone else as many times as you want, and the player with the most votes at the end of the day is brutally killed by everyone, that is, "lynched". If you are a werewolf, you may send in a "hunt" order by Private Message to the GM. The GM runs the game.

All orders must be in before the deadline, or they are ignored. It is considered that everyone votes during the "day." and the wolves hunt during the "night." Normally most games begin with a "night deadline", a day in which the votes are ignored (known as "day zero sham voting") and only the orders, by the wolves and other roles which send orders, are considered.

There are a multitude of roles in the game of Werewolf, and they are listed below, with their effects. Some players may also have traits.

For the villagers and other "good" players to win, they must kill all the "bad" players. For the "bad" players to win, they must kill all members of opposing packs (generally there are two packs, occasionally three) and then reach the same numbers as the remaining "good" players. This is called parity, and when baddies of one pack are equal or greater in numbers than goodies, they win.

To sign up to a game of werewolf, post in this thread. A simple "In" will suffice, and you will be added to the player roster by the GM.
Each player must cast his vote (like so: Vote Capibara and it can be changed like so: Unvote Capibara, Vote ClaudeLC) before 12:30 Central Time. Should a player miss a vote, he will be forgiven, but on his second or third non-vote, he will either be replaced with someone else or shot at the GM’s discretion.

Any votes cast with timestamp 12:30 or thereafter but before the update goes up will be ignored, and will not count towards the day just finished or the day just starting.

Any vote which a player edits to a different vote will be dealt with harshly, especially at or near the deadline. You may edit for spelling, but it is preferred to make a new post - you can consider the rule against double-posting temporarily suspended in that situation.

For scan and hunt orders, if the timestamp is 12:30, they will be ignored. For packs of multiple werewolves, the last order sent by any member of the pack is counted, and if on any day the orderer forgets to send an order, their action will not occur, unless there is an order from previous days which states it must be used in case of no order. If the orderer asks the GM to scan a list of people over multiple days, eg. "if I forget to send an order on any day, scan/hunt X" he can do so.

A player may ask to be a substitute if someone has to drop out of the game for whatever reason, and the GM will replace them when it is needed. If a player has to drop out and no substitutes are available, the GM may autolynch them.

Spectators and ghosts ("dead" players) may haunt, taunt and flaunt. They may not reveal any secret/inside information nor may they do voting records except for the current day. Anyone caught doing it risks being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white color. Stay off #AAAAFF, that's this GM’s color.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, the GM will strike with lightning more times you can count. You may post PMs from the GM, but he can refuse to confirm it, ignore it, or even deny it, if he wants to. You can analyze PM numbers to your heart's content but don't expect it to get you anywhere.

Alliances between players which aren't based on your roles in the game are frowned upon. Alliances which continue from one game to another undermine the whole idea of the game.


The Roles

Goodies

Courtier (Villager): A member of the court of the Planet King. Has the best interests of the Spanish Empire at heart and will stop at nothing to root out the traitors and infiltrators that are trying to bring down the monarchy.

Count-Duke of Olivares (Seer): Philip’s prime minister, responsible for running the Empire. He knows the ins and outs of the king’s court. Scans once per night. Should he scan a Werewolf or an unclaimed Apprentice, he would be told so, but anything else will give him the result "villager."

High Inquisitor (Priest): The highest authority in matters of faith. Scans once per night. Should the Priest scan a Cultist, Zealot, Sorcerer or Apprentice, he would be told so, but anything else will give him the result "villager".

Royal Guard (Guardian Angel): A member of the king’s retinue, tasked with protecting him, the royal family and members of the court. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, they will survive, and the update will tell the village no hunt occurred during the night. The Guardian Angel, aka GA, can never protect themselves, nor can they protect the same person twice two nights in a row.

Doctor: Responsible for the health of the royal family. Sends in a protection order once per night. Should the selected person be attacked by Werewolves, the GM will roll a dice, and the selected person has a fifty percent chance of surviving the attack, and a fifty percent chance of death. Should they survive, they will not be allowed to post, vote or talk about the game in any medium with the players (much as if they were not playing/dead) during the day after the hunt. If the Doctor is attacked whilst a patient is recovering, they will both be killed. The patient, upon waking up after a day without posting, will remember the name of one of the werewolves that attacked them. They will not be told who saved them.

The Doctor, like the GA, may not protect themselves, nor protect someone they protected the previous night.

Hieronymite Monk (Padre): One of the monks in charge of El Escorial monastery. Every night may stay with another player and administer unto them their last rites. If the player the Padre stays with is hunted and killed, the Padre receives the name of one of the werewolves who killed him.

The Padre may not stay with someone twice in two nights, as with the GA and Doctor, and for obvious reasons cannot administer last rites to themselves.

Page (Apprentice): A young boy, member of a noble family, in service of one of the more senior members of the court. If an apprentice is scanned by a scanning role, i.e. seer, priest or sorcerer, they become claimed by said role. If their master who scanned them dies, or somehow loses his scanner role, the apprentice will succeed them and gain their role (and lose any other they had at the time). They will not lose any of their traits when that happens. Whilst the apprentice is a goodie role, sorcerer's apprentice is considered a baddie and will count for parity, and hence baddie victory, with any pack. A claimed apprentice, if there is one at the start, will be told his master's name and role. A scanner can have multiple apprentices, and if he is killed, the apprentice that was claimed first succeeds him, and the second (and any more) apprentices will become apprentices of the new scanner. Apprentices will not be aware they are apprentices upon game start, and will be told that they are villagers.


Baddies

Traitor/infiltrator (Werewolf): Members of the court who turned their cloak or infiltrators from enemy countries who wish to bring down the Spanish monarchy for their own nefarious purposes. Organized into packs, each night the pack hunting that night (the information on which pack hunts when is told to the wolves, but is a secret) chooses a victim and attempts to eat them. The packs have names and colors, but these have no bearing on them.

Turncloak servant (Cultist): Assists the infiltrators and traitors in all their devious plans. Some cultists will start as part of a pack, but can never switch to another pack, unless all the wolves in that pack are dead. Some will start unattached, and may join a pack by sending a private message to the GM, as long as a wolf confirms this. They cannot subsequently switch packs, unless all the pack's wolves are dead. They can only win if they are attached to a pack and that pack is victorious. They will not count for parity if unattached.

Protestant convert (Sorcerer):This particular court member isn’t particularly aligned with any enemy faction, his main purpose is to bring down the biggest enemy of the Protestant churches, whoever he must ally with to achieve it. Sends a scan order every night. Should the player be a seer, priest, apprentice, zealot or cultist, the Sorcerer will be told what their role is, but should he scan anyone else, he will simply be told that they are a villager. Counts for parity with any pack and wins if any pack wins, as do any apprentices he holds.

Minor enemy agent (Zealot): Another kind of evil player. These will all be organised into packs with werewolves, and hunt along with the pack. However, they will not be seen by witnesses or padres like werewolves will. If all the werewolves in their pack die, they will change into werewolves, and become detectable by the seer rather than the priest.


The Traits
Assassin: Can send in a nightly order to kill someone, but only once. His/her name will not be revealed in the update.

Brutal: Upon being lynched, may kill one person in addition to themselves.

Blessed: If the blessed person is hunted by werewolves during the night, they will lose their trait, but survive. The update will say that no kill occurred during the night. Holders of this trait will not be aware of it at game start.

Cursed: Upon being hunted by werewolves, they will become a werewolf of the pack that hunted them, and lose their previous role. They will survive. The wolves will be informed of the cursed player when they are hunted. The Seer, Priest, Padre, and Guardian Angel will not be cursed. If a cursed apprentice becomes seer, they will stay cursed, and may change from a seer to a werewolf when hunted. The update will say no kill occurred during the night. Cursed players will not be aware they are cursed at game start.

If the pathological liar werewolf-hunts a cursed player, said player will start a new werewolf pack, which will affect hunt order for the other packs.

Hunter: May shoot a player once. If he does so, his name will be revealed in the nightly update.
If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless.

Witness: By asking by PM, the witness may see the nightly hunt and record the name of one of the werewolf attackers. The chance of the witness recording the name of one of the wolves is the day number multiplied by 10% (ie. 0 night 0, 10% night one, 70% night 7, etc). Whether the ability is successful or not, upon asking to use their witness powers they lose their trait.

Spiritually Attuned: If scanned, will sense so. Has a 25% chance to tell the role but not the name of the scanner, and a mutually exclusive 25% chance to tell the role and the name of the scanner.

Distiller: Can use his distiller powers on a player, which blocks any action for them that night. This trait is not lost when used and cannot stop werewolf packs from hunting. The distiller can not distill the same person two nights in a row.

Jester: Each night the Jester may play tricks on a player (the target). If the target is going to perform a nightly action this action will be distorted to something similar (if the target is a wolf then there is a 1 in pack size chance of this happening to the wolf hunt). The Jester can only play trick on a player once through the course of the game. The target will only be informed if the Jester trick actually affects anything.

Jester effects:

Seer scan: 25% spy report, 25% sorcerer scan, 25% scan, 25% GA protection
Priest scan: 25% spy report, 25% sorcerer scan, 25% inflitrator scan, 25% Doc protection
Sorcerer scan: 33% seer scan, 33% GA protection, 33% priest scan

GA protection: 33% doc protection, 33% padre visit, 33% seer scan
Doc protection: 33% GA protection, 33% padre visit, 33% priest scan
Padre visit: 33% GA protection, 33% doc protection, 33% sorcerer scan

Blessed: 50% Cursed, 50% Spiritually Attuned
Cursed: 50% Blessed, 50% Spiritually Attuned
Spiritually Attuned: 50% Cursed, 50% Blessed
One Eye Open: 50% Blessed, 50% Spiritually Attuned

Assassin: 100% Hunter shot
Hunter: 100% Assassin shot
Wolf attack: 1 in pack size chance of Hunter Shot

Distiller: 100% Jester
Jester: 10% doc protection, 10% Seer scan, 10% Priest scan, 10% assassin shot, 10% Sorcerer scan, 10% GA protection, 10% Padre visit, 10% Wolf attack*, 10% Spiritually Attuned, 10% Blessed

Witness: (successful witness chance)% OEO

Alderman, plotter and villager votes or brutal attacks are not affected since they are day time actions.

A distorted seer/priest/sorcerer scan will reveal an unclaimed apprentice but can't claim the apprentice. That way a jester distorting the seer's scan to be a sorcerer scan won't give the seer a sorcerer's apprentice with the chaos that would cause.


*In case this wolf attack hits a cursed player, a new pack will be created and the hunting order will be altered accordingly

One-Eye Open: Can choose on which nights to activate his ability. When activated, he has a 50% chance of surviving any werewolf or hunter attack(if more than one hunt take place, has a 50% chance of surviving each one). When inactivated, will die to an attack BUT will take one of the aggressors with him. Is inactive by default. Can be turned on and off at will, as many times as desired.

Plotter: May use PM to the GM for voting in which case the plotter's vote will not be revealed until the final vote count.

Alderman: Once activated (by PM to the GM) his vote is worth two votes for the duration of the game.

Seerish powers: Once per game, may scan a player. He will be told if they are a werewolf or apprentice, and if they are neither he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice has been claimed or not.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, zealot, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told whether an apprentice is claimed or not.

Sorcerous powers: Once per game, may scan a player. He will be told if they are a seer, priest, cultist, or apprentice, and if they are not he will be told they are simply a villager. After the trait is used, it is lost. He will not be told if an apprentice is claimed or not.

Padreous powers: Once per game, may administer last rites in the manner of a padre. After the use of the trait, it is lost. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait. Padreous is a made-up word.

Translator: Once per game, may change another player's vote to something else. Identity will be revealed when used.

Day actions are as follows:

1. GM autolynch of absent player
2. Liar
3. Votes
4. Plotter
5. Alderman
6. Leader
7. Lynch
8. Brutal

Night actions are as follows:

1. Distiller
2. Hunter hunt
3. GA protection
4. Doctor protection
5. Seer scan, including seerish powers
6. Priest scan, including priestly powers
7. Sorcerer scan, including sorcerous powers
8. Werewolf hunt
9. Spiritually attuned
10. Padre, including single-use
11. Witness


If multiple of the same role/trait scan at the same time and they conflict, the GM will flip a coin or roll an imaginary dice to determine which goes first.

This order does not mean that powers later in the list can set conditional orders based on things earlier eg. "if the werewolves hunt xxx, use witness power" but serves as a way of resolving technicalities for the GM. Most games players should not need to care about this.

Picking a character and roleplaying is completely optional. However, if you don't pick one, the GM might pick up one for you for update flavor reasons.
 
Last edited:
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Capibara

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Roster:
1. alxeu as Don Quixote
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4. Audren as Tulio
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19. Emperor Ike as as Armand, Seigneur de Sillègue, d'Athos, et d'Autevielle
20. Ironhide G1 as Peter Claver, S.J.
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22. R.Graymarch as Raimondo Graymarquez
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25. ramius3443 as the Duke of Alba
26. Witch Agatha
27. Castor94 as Capitán Diego Alatriste y Tenorio
28. MAWofdoom
29. deathbywombat as a time traveling Charles V
30. Hax as a Basque sailor
31. reis91



If you wish to join the sub list, please let me know via PM.

Alive at start:
Remaining:

Events:

Votecounts:
 
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alxeu

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Arkasas

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Audren

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liefwarrior

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