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tamius23

Indefatigable Psychotic
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Feb 12, 2011
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Werewolf CXVII: Dentistry School

dentistsinalpharetta.jpg

Open wide…

All the players are students at a school/college of dentistry. You are all in your final year and are soon to graduate with your degrees in dentistry, and from there you can go off and earn a lot of money from poking innocent people in the face.

However, not all of you are simple normal dentists. Some of you are evil. Some of you wish that the rest would fail their dentistry exams. And this year, there is an extra component - the exam contains an operation on a patient.


Deadline will be 18:00 GMT.
Signups closed on Saturday.


First night will fall on Sunday 20th November.​
 
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The Rules:

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 Tamius. 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.

During Night, the orders happen in this order:

1. Lover
2. Sorcerer
3. Seer
4. Priest
5. Hunter
6. Guardian Angel
7. Doctor
8. Werewolf
9. Witness

Each player must cast his vote (like so: Vote Tamius and it can be changed like so: Unvote Tamius, Vote ese) before 18:00 GMT. I don't speak any other time zone.

Any votes which have the timestamp 18:00 (GMT) 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 18:00, it 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, regardless of backup orders for previous days. 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 risk being banned from later Werewolf games. When making a ghost/spectator comment, please use a non-white colour. Stay off #AAAAFF, that's my colour.

You may, as always, fake private messages to anyone. However, you may not post a screenshot of a private message, and if you do, I'll kill you multiple times. You may post PMs from the GM, but I can refuse to confirm it, ignore it, or even deny it, if I want to.

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

Goodies

Villager: Votes. Has no special abilities.

Seer: Scans once per night. Should the Seer scan a Werewolf or an Apprentice, he would be told so, but anything else will give him the result "villager."

Priest: Scans once per night. Should the Priest scan a Cultist, Sorcerer, or Apprentice, he would be told so, but anything else will give him the result "villager".

Guardian Angel: 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 in two nights.

Doctor: 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.

Baddies

Werewolf: Organised 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.

Cultist: An evil player, who works with the Werewolves. 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.

Sorcerer: Sends a scan order every night. Should the player be a seer, priest, apprentice, 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.

The Traits

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, 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.

Hunter: If the Hunter is attacked by werewolves, he has a 50% chance to kill one of the werewolves. He will die regardless. He may also sacrifice his trait to kill a person during the night, regardless of anything that would stop him doing so, except if the Lover visits him.

Lover: Each night, the Lover may choose to stay with a player (the target). The Lover and the target are unable to perform any other action during the night. Scans against the Lover or the target will scan both without revealing the identity of either. Protection aimed at the target affects the Lover as well, but the Lover can only be directly protected if staying at home. Attacks against the Lover will fail if the Lover is out. Attacks against the target kills the Lover as well (barring protection). The target will only learn of the visit if he was stopped from performing a nightly activity. The target will not learn the lovers identity (since the Lover sneaks about in the dark). A lover may not make love to a doc's patient.

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.

Apprentice: If an apprentice is scanned by a scanning role, ie seer priest or sorcerer, they become claimed by said role. If their master who scanned them dies, 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, except apprentice, when that happens. A sorcerer's apprentice, whatever their role, 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.

Leader: At the end of the day, the leader may decide that the lynch victim will survive, and choose another to lynch. The leaderlynch victim must have at least 50% the number of votes as the top victim. Should the leader leaderlynch a baddie, he keeps the trait, but if he leaderlynches a goodie, he loses it, and the leader passes down the chain of command to the next one alive. The leader's name will be revealed when he decides to leaderlynch someone.

In the case of the Leader leaderlynching on a day with a two-way tie, the Leader must select two players with at least 50% the votes of the top players, which may include either of the top two, and if either victims of the leaderlynch are not baddies, the Leader loses his trait. In the case of a tie with more than two players, the Leader has to leaderlynch the same number that would have been in the tie, and the same rules apply.

The leader may not use his ability to save himself.

Second in command: Becomes leader if the leader is dead or has lost his ability.

Third in command: Becomes leader if the leader and second in command are dead or have lost their abilities.

There are more players further down the chain of command.

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.

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. He will not be told if an apprentice has been claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.

Priestly powers: Once per game, may scan a player. He will be told if they are a cultist, sorcerer, or apprentice, and if they are not he will be told they are simply a villager. He will not be told whether an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.

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. He will not be told if an apprentice is claimed or not. Should multiple players use this trait on one night, only one will occur, but those whose do not succeed will not lose the trait.
 
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The Student Register:
1. EUROO7 the Villager hunted Night 4
2. Rendap
3. Lord Strange as K-9
4. reis91 as Ben Harper
5. randakar as the screaming patient
6. walrus as an incisor specialist the fifth-in-command Wolf of the Molar pack was lynched Day 7
7. johho888 the blessed lover Cultist, lynched Day 2
8. Capt. Kiwi, the spiritually attuned Cultist of the Molar pack, hunted Night 0.
9. Kingepyon the villager with seerish powers was hunted Night 3.
10. joebthegreat the spiritually attuned Guardian Angel, lynched Day 1.
11. Bagricula as the anesthesiologist the Werewolf of the Molar pack was lynched Day 5.
12. Taiisatai64 the fourth-in-command Sorcerer was lynched Day 6.
13. von Loch Ness
14. Vainglory as an undercover salesman for Colgate
15. Jopi
16. Prince of Savoy as Drill-Happy-Psycho-Dentist
17. Adamus as the surgeon from "The Human Centipede"
18. enkhuush as Rendap's guardian the former-cursed former-apprentice hunter turned Werewolf of the Canine pack was lynched Day 3
19. snoopdogg as a Cavity Creep
20. AVN
21. Slinky
22. Trinitrotoluen
23. Eternaly_Lost the Werewolf of the Canine pack lynched Day 4
24. theFreeman the apprentice Villager, hunted Night 1.

Events:

On Day 0 24 students went to class and got wasted afterwards.
On Night 0 Capt. Kiwi the spiritually attuned cultist of the Molar pack was hunted.
On Day 1 joebthegreat the spiritually attuned Guardian Angel was lynched.
On Night 1 theFreeman the apprentice Villager was hunted.
On Day 2 johho888 the blessed lover Cultist was lynched.
No one was hunted during Night 2.
On Day 3 enkhuush the former-cursed former-apprentice hunter turned Werewolf of the Canine pack was lynched.
On Night 3 Kingepyon the villager with seerish powers was hunted.
On Day 4 Eternaly_Lost the Wolf of the Canine pack was lynched.
On Night 4 EUROO7 the Villager was hunted.
On Day 5 Bagricula the Werewolf of the Molar pack was lynched.
On Night 5 the wolves tried to hunt AVN, but he was saved by the Doctor.
On Day 6 Taiisatai64 the fourth in command Sorcerer was lynched.
No one was hunted during Night 6.
On Day 7 walrus the fifth in command Wolf of the Molar pack was lynched.
No one was hunted during Night 7.​
 
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NOTICE: all PMs regarding orders go to tamius. Send me only suggestions or requests regarding deaths or urgent orders if tamius has a full PM box.
 
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Is It Safe????

IN
 
In.

As K-9.... uh Canine.
 
In as the screaming patient.

edit: Also, I resolve my self to play like a baddie this game. *especially* if I'm not.
Just because I'm fed up of people calling me an easy to find baddie every time..
 
In as the screaming patient.

edit: Also, I resolve my self to play like a baddie this game. *especially* if I'm not.
Just because I'm fed up of people calling me an easy to find baddie every time..

Dunno if you are referring to me, but the wording I used was "less dangerous as a baddie" :)
 
Not in, sorry.
 
IN as Nitrous oxide