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EUROO7

Doctor Cisor -- Lycanthroporthodontic Specialist
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I want a EURO game when it's ready, not before. Usually that would mean a really good RPing platform.

It is ready.

W W
CXVI

The Inner Machinations of my Mind: A Self-Portrait

euroo71984-2.png


Its instability has been compared to that of a house of cards; its sanity is rumoured to be non-existent. It regularly and to the chagrin of those disinclined to call it an acquaintance jeopardises itself and others with no regard for consequences. It adheres only to its unmerciful, fanatical and full-throated devotion to Chaos. Its enemies are legion, its veritable adversaries scarce. By any and all definitions, it is demented, and just a little bit brilliant. Yet a glimpse inside the mind of EUROO7 reveals not all is as it seems. Teetering on the precipice of destruction, most would argue self-inflicted and well-deserved, it is now up to you, its loyal, if at times reluctant, constituents, to either rescue this poor fool or sentence him to that aforementioned and unpleasant fate.

The fight for the right to avow my contrite and quite ripe with repentance redress.





The Rules

§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§1d. If you are not going to be able to play, announce it as soon as possible. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require reliable players.
§1e. Multiple blacklistings may result in you being banned from ever participating again.

§2. The game is split in two phases, night and day. The Baddies hunt during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing VOTE [INSERT NAME] in bold letters at the end of the message.
§2c. DEADLINE FOR VOTES AND OTHER STUFF IS (21:00 GMT, 23:00 CEST)
§2d. A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only, do not show them to others, as this defeats the idea of the game.

§3. SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER REVEAL ANY INFORMATION (COMPILATION INCLUDED).
§3a. ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§3b. When doing ghost/spectator commentary, please use a non-white colour.


§4. The villagers win when all Wolves are dead. The Wolves win when they eliminate the other evil packs and the evil villagers equal or outnumber the good ones.

§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:

  1. Witnesses
  2. Sorcerer
  3. GA/Doc
  4. Spy
  5. Seer
  6. Priest
  7. Cultist
  8. Hunter
  9. Werewolves
  10. Thief
§6. The Game Moderator is always right and can change the rules as circumstances dictate.


The Roles & Traits
  • The many emotions of EUROO7 (villagers): They constitute the vast majority of elements present within The Mind. They, and they alone, shall decide the fate of EUROO7 with their daily votes, which will determine which emotions go and which stay to fight until the bitter, bitter end.

  • The Overseer (seer): The Overseer has overseen, oversees and shall oversee all. Has the power to separate the Detriments (WEREWOLVES) from the rest, who all appear to be just one of the many emotions of EUROO7 (VILLAGERS). May claim apprentices.

  • to the Detriment of EUROO7 (werewolf): Left unchecked for the longest time, the time has come to end their grotesque influence over The Mind. Faced with formerly apathetic but now fervent defenders of EUROO7, they will slowly but surely eat away at The Mind by rendering any emotion they choose inoperative, ineffective and broken.


    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).

  • Man of Science (sorcerer): Man of Science is the guardian of detriments. Man of Science can rescue a player to be lynched, though never the same consecutively. i.e.: On a certain night, Man of Science sends a protect order to save Happiness. If Happiness receives a majority of votes on the following day, no one lynches. Man of Science also has one super scan, which he will be able to use to reveal the role and trait(s) of one player; however, by employing his super scan, he surrenders his protection powers. May claim an apprentice.

  • Man of Faith (priest): Man of Faith is the loyal inspector of The Mind. Ever on the lookout for those who would harm EUROO7, Man of Faith may check one person each night to see if he is Inner Demon (Cultist) or Man of Science (Sorcerer). Any other role will appear as one of the many emotions of EUROO7 (Villager). May claim apprentices.

  • Inner Demons (cultists): Inner Demons haunt EUROO7 since time immemorial. Inner Demons search in every crevice, under every rock for information which could aid the Detriments. May scan one person each night to identify Man of Science (Sorcerer), Man of Faith (Priest), The Overseer (seer) and Detriments (Werewolves). Every other role will appear as one of the many emotions of EUROO7 (Villager). May claim apprentices.

  • Apprentice: 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 scans him will make him his apprentice. If another scanner scans the now taken apprentice, the scanner will have a 20% chance of converting the apprentice to his own on the first scan, and the master of the apprentice will also have a 20% chance of discovering his apprentice is being stolen, and a 50% chance on the second scan, as well as the master having a 50% chance of discovering his apprentice is trying to leave. The apprentice does not know that he is one until he is scanned.

  • Guardian Angel: May protect one of the many emotions of EUROO7 against a Detriment attack, but can't choose to protect the same person two nights in a row and can never protect themselves.

  • The Doktor: May protect one person each night. In case of an attack, the Doktor has a 50% chance of saving that person. The person saved will have no voting rights for the next day as they lie in their dormitory recovering from their wounds. They are also forbidden from publicly speaking and PM (except to the GM). The survivor learns of the identity of one of the Detriments attacking him, but not the identity of the Doktor. The Doktor cannot protect himself. Cannot choose to protect the same person two nights in a row and can never protect themselves.


TRAITS
  • Leader: May declare, once per game, that the victim of a lynching will not be lynched, and pick another emotion to be lynched instead. His identity will be revealed if he uses his power. In the event of a tie, two people must die. The leader can substitute one or both of the lynch targets.

  • Second-in-command: Will become the Leader if the current Leader is dead. There will be no more than one second-in-command at game start.

  • Third-in-command: Will become the Leader if the Leader and Second in command are dead. There will be no more than one third-in-command at game start.

  • Witness: Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 12.5% each night (12.5% on Night 1, 25% 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.

  • Spiritual Witness: Once per game, the Spiritual Witness may try to see the nightly scans. Spiritual Witness success rate increases by 12.5% each night (12.5% on Night 1, 25% on Night 2 etc). If successful, he learns the identity of one scanner that scanned that night. If no scan takes place, the Game Moderator decides whether the ability is used up or not.

  • Rivals: These players hate each other obsessively, and must do everything in their power to kill 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.

  • Thief: The player possessing this trait will be able to rob another player of his role and traits. The robbed player will die due to complications in the act of being robbed (read: He was killed by the thief). The Thief retains his Thief trait for the duration of the game, i.e., he can keep robbing roles until the end of the game, or until he is dead. The Thief has a 33% chance to be caught, which would mean instant lynching. The chance of being caught doubles every time he steals a role. When he robs a role, his previous role will disappear, meaning he cannot go back to the role he had before.

  • 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.

  • Cursed: If a Cursed person is targeted by the Detriments (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 Detriment (Werewolf). Seer, Priest, Guardian Angel and Doctor cannot be cursed. A cursed apprentice that turns into a werewolf loses his apprenticeship.

  • Blessed: A Blessed person will survive a Detriment (Werewolf) 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, even after an attack.

  • Spiritually Attuned: 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 name of the person and a 33% chance to learn of the actual role.

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

  • Hunter: Carries a loaded pistol with him at all times. He may decide to use his one shot to kill anyone he wants, or may keep his bullet to protect himself from werewolf attacks (50% chance of killing his attackers). If he manages to protect himself during an attack, he will shoot dead a Detriment (Werewolf), the attacking pack will flee in panic and he will not be killed, but will no longer have the trait.
 

Lord Strange

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Vote Euro

I claim Euphoria as my emotion.
 

esemesas

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Unvote tamius
Vote EUROO


AOK-style last minute switch?
 

randakar

The doomsayer
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Bah. Everyone following my lead again .. :p
Unvote Euro
Vote Tamius


There :)
 

jacob-Lundgren

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unvote sed
vote tamius


Vote Count

Sed 5: AVN, rendap, johho, najs, reis
euro 4: Adamus, drxav, lord strange, ese
Tamius 3: tamius, rand, JL

abstain: trespoe



mwhahahahahaha:p
 

reis91

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What happens if there is a TIE?
 

jacob-Lundgren

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I will break a tie in some form if needed unless it is an unusual one or more time wont help, then we just have the next 2 figured out. Closing the vote allows me the opportunity to guarantee no ties. Yes it is 1/2 way cheating.:p
 

esemesas

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Unvote Euro
Vote tamius


All according to plan, master :)
 

randakar

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Unvote tamius
Vote Euro


No tie! :p
 

esemesas

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jacob-Lundgren

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Roughly 1.5 to 3 hours and it will close. Ballpark.