Werewolf CLVI: Council of Trent
The year is 1545. Holy Catholic church is under a lot of pressure. Reformation is spreading heretical ideas in Germany and elsewhere and secular rulers are considering this as pretext to steal property of the Church. As an answer to these pressing issues grand ecumenical council is called to session in Trent to purify Christian faith and fight the heretic threat.
Clerics, secular rulers, prostitutes, mercenaries and other dignitaries flock to the Council of Trent in an attempt to restore order and faith to Christianity. But the council is also infiltrated by heretics and it is your sacred duty to purge the council from heretical thoughts and achieve unity for the good of Christian faith, Church and your own immortal souls.
The Rules
Sign up by posting to that effect in this thread.
The players represent a village where each member has a role that is kept secret. Most of them are just plain, ordinary Villagers, but there are some Werewolves lurking in their midst. The goal of the Villagers is to eliminate all of the Werewolves, while the goal of the Werewolves (and allies) is to achieve 1:1 parity with the villagers (at which point they can openly rise up and overwhelm the Villagers, thereby winning the game). Of course only one pack can remain so the parity will be counted only when one pack remains and the others are eliminated. Independent cultists, bandit and sorceror count to parity only if they are in contact with the remaining wolf pack.
The game is split in two sections, Night and Day.
The game begins with a Night, the time when the Werewolves decide among themselves who to eat and special abilities are used. The Werewolves and the "special villagers" submit their choices/orders to the Game Moderator. Any orders not delivered in time will be IGNORED.
Nightly orders are handled in the following order:
1. Sodomite (roleblocker)
2. Holy See (seer)
3. Grand Inquisitor (priest)
4. Lollard Agitator (Sorcerer)
5. Opportunistic Prince (Warlock/bandit)
6. Hofjude (Robber)
7. “Emissary of France” aka Ottoman Spy (Spy)
8. Captain of Swiss Guard (Guardian Angel)
9. Padre (witness)
10. Assassin (hunter)
11. Werewolf/Cultist
If multiple attack orders are sent from the same pack, the last order submitted is the one that counts. Only one werewolf attack takes place during the night (unless no valid hunting order is submitted, in which case there is no werewolf attack at all), no matter how many werewolves or werewolf packs there are.
During the Day, the Villagers (including the Werewolves, who have assumed a human form) meet together to decide who is a Werewolf and therefore to be lynched for the greater good of the village. When a player has decided who to vote for, they type vote Player X in bold font and preferabbly at least size 4, this to ensure that your GM notices the vote. If they decide to change their vote, they type unvote Player X - vote Player Y.
Abstaining from voting without declaring absence twice in a row or three times during the game will result in autolynching (or being substituted by another player).
The deadline for nightly orders as well as voting is 19.00 GMT sharp (18.59 timestamp is accepted, 19.00 is not), three hours before forum downtime and shortly after this the lynching takes place and the result of the Nightly activities is presented.
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
§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.
§6C. – lying to the Game Moderator will result in permanent ban from Werewolf
§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. Exception to this is the spy report which can be reproduced after removing the GM name from it.
§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, preferably at least size 4, bolded and separated from the rest of post.
§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.
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. Neither are they allowed the outcome of the game in any way. Anyone caught doing it risk being permanently banned from all Werewolf games. When making a ghost/spectator comment, please use a non-white colour.
Alliances between players which aren't based on your roles in the game are frowned upon. These alliances which continue from one game to another undermine the whole idea of the game.
The Roles
Saint Peter (GM):
His word is final as the holder of Keys of Heaven.
Council member (Villager):
Has no special abilities, apart from those granted by the privileges of being participant in the Council of Trent to purify the Christianity. Wins by eliminating evil heretics amongst the council.
Heretic (Werewolf):
These so-called Reformers are the bane of true Christianity. Will choose a victim to murder each night. More specific killing rules might be given to the werewolves but will not be public knowledge.
Holy See (Seer):
Successor of Saint Peter, Pope, head of Christendom, himself. Can pray once per night for Allmighty to grant him wisdom to determine if the targeted player is Heretic or true believer. However, since Papal infallibility has not yet been dogmatised, he can divine only heretics from his flock, not other threats to true Christianity.
Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).
Grand Inquisitor (Priest):
Man who is dedicated to the holy Church to root out unbelievers and weak-willed. May check one person each night to see if he is a Sorcerer, Seer, Bandit, Apprentice or Cultist (100% success). Any other role will appear as a regular Villager to the Priest.
Lollard agitator (Sorcerer):
This evil man and his kind have been agitating against the Church since the 14th century. May check one person each night to see if he is a Seer, a Priest, Bandit, Apprentice or a Cultist (100% success). Any other role will appear as a regular Villager to the Sorcerer. Works with the Werewolves, and wins if the Werewolves win.
Novice monk (Apprentice):
These are spiritually and mentally adept young men eager to debate for their faith. Unfortunately this also leaves their young minds vulnerable to agitation by seasoned heretics. Only becomes active if his master is killed. Apprentices works just like their former master. If an Apprentice is in the game, the first one who finds him will make him his apprentice.
Captain of Swiss guard (Guardian Angel):
Head of pontifical security agency. May protect one person against nightly attack, but can't choose to protect the same person two nights in a row and can never protect themselves. If the protected person is targeted by two or more attacks (werewolf attack and assassin attack) the first attacks fails due to protection and the second attack kills Captain of the Swiss guard. However, the protected person will survive and will be given name of one attacker. If the guarded player is attacked by three attack the first two will kill GA and the third attack will go through.
Padre (witness):
Priest of the Roman Catholic Church. He can visit one player each night to hear their confenssion and absolve them of their sins. If the targeted player happens to die during the night Padre will hear the name of the murderer as deathbed confession.
Corrupt council member (Cultist):
This member of council is no true believers in Catholic faith and as such they have been corrupted by heretics. Works with the Heretics, and wins if his denomination of Heretics win. Cultist who has lost his pack can become member of another pack if he gets in contact with them.
Opportunistic Prince (bandit/warlock):
This immoral ruler is using the heretical reformers as excuse to rob Mother Church of its possessions. Once per night the Opportunistic prince may try to stalk members of Council in an attempt to locate Captain of Swiss guard or Padre. Opportunistic Prince wins with the heretics and he counts for parity if he is in contact with them.
Lover:
Two Council members fallen in love with each other. These know each other's identity, but not identity of the rival. Lover victory: Rival must die and good side must win.
Rival lover:
Independent cultist with special victory condition. He knows identity of the lovers and must get rid of one of them. If he succeeds surviving lover will turn into cultist. Rival victory: one of the lovers must die and bad side must win. He counts for parity if he is in contact with wolfpack.
The Traits
The traits (extra roles) may be had in addition to any of the above roles (except as specifically noted).
Sodomite (roleblocker)
This person has spent too much time in Italy and in the lands of Sultan and has learned some disturbing habits. Charming and glib of tongue (in more ways than one) he can impress one person each day to spend the night with him. This will prevent all other nightly activity by the player targeted by Sodomite; instead the night will be spent in bliss and sin. Target will only remember the sinful night but not who he spent it with.
Secretary of the Council (Leader):
May declare that the victim of a lynching will not be lynched, and pick another character to be lynched instead. The new lynch target must have received 33% of votes cast on the most voted person. A Leader can never protect himself from the wrath of party congress decision nor can he reduce the amount of victims should there be more than one. In case there are conflicting leader orders the GM will use his discretion about what order will be carrier out.
Brutal:
If lynched, has the power to immediately kill one person before being subdued. Heretic trait only.
Weak of faith (Cursed):
If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf. Seer, Priest, Guardian Angel and Padre can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood. If the Cursed person has protection (Blessed, Guardian Angel order etc.) it must be bypassed before the Cursed person is turned. Turning happens only if the werewolf attack would have been kill without Cursed trait.
Guarded (blessed):
A Blessed person will survive a nightly attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed will be unaware he is blessed or that he has been saved from attack.
Holy man/woman (Spiritually Attuned):
Even though he may appear eccentric of outright odd he is blessed by God to be extremely observant of spiritual matters. If he is touched by a prayer, he will be aware of it. A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. If they do, they will have a 50% chance to learn the scanner role and a 25% chance to learn the name of the actual person.
Assassin (offensive part of hunter):
Assassin has received extensive training in the noble arts of poisons, traps and sneaking around. He can once per game issue nightly order to assassinate fellow Council member. This nightly kill will differ from typical murder done by Heretics.
”Emissary of France” aka Ottoman spy (spy):
This perfidious character claims to be Emissary of France but in reality he is Ottoman spy. Since France has betrayed Christianity with their alliance this Turk used France as pretext to gain access to the Council. Once per night he can spy one of his fellow council members to receive some possible clues of who and what they really are. Also, mandatory non-Caucasian casting of member of Council to sell filmatisation rights better.
Hofjude (thief):
Hofjude (court jew) is a person of wealth and influence. He has borrowed money for several notable Christians with good interest and is essential to the economy of Christian Europe since Holy Church forbids loan interests for Christians. However, since his debtors aren’t the most reliable to pay back the loans he must try to retrieve them by cunning and stealth if necessary. He can once per night target a player in an attempt to reclaim his loan and the interests of it from the target. Targeted player loses his social standing and influence (known traits) but in the process becomes bitter rival of the Hofjude who gains the known traits of his target. Thief has three attempts per game to improve his position - both successful and unsuccessful theft attempts use 1 "charge" of the talent.
Rivals (rival):
These participants of the Council have developed intense rivalry between themselves. They must get rid of their rival (and their side must win) if they are to triumph. Rivals know each other’s name.
Martial training (protective part of hunter):
Martial training gives a choice of either dying honourably when attacked but taking one of the attackers with him or using the skills of training to try to escape the attack. If the player fights back he will die but kill one of his attackers in the process. If the player tries to escape the situation he has 50% chance of successfully doing so. Even if he succeeds he will be lamed and dizzy. As as result he will lose all his known traits but will survive. This result will become public information. Use of either option is up to the martially trained player and he should send an order to inform the GM of his decision, just like other active abilities.
Last edited: