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Subject: Werewolf Science III: Zombie Wolves (Cancelled) rss

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Kevin
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Werewolf Science III

Zombie Wolves


Players: 19
Role Reveal: Varies - see Role Reveal Rules Below
Conversion: None
Evil wins when Wolves achieve Parity: if at any time the number of wolves remaining equals the number of living non-wolves remaining, evil wins.
Good wins when all Werewolves have been killed
Balance is intended but not guaranteed.

Start Date: 1/9/2017
Dusk: 4:00PM
Dawn: 30 Minutes after Dusk is processed.

Role Reveal:
Two Living Priests: Full Role Reveal during Day, Alignment Reveal at Night.
One Living Priest: Alignment Reveal during Day, No Reveal at Night.
No Living Priests: No Reveal

Zombification:
- Werewolves injected with knock-out serum are converted into Zombie Wolves. They remain alive and continue to count for parity along with all other abilities that they may have had. Their vote strength is reduced to Zero.
- Other Players that have been turned into Zombies will continue to remain alive with all abilities that they had in tact. Their vote strength is also reduced to zero.
- All living players will continue to count in all parity calculations.
- Zombie Wolves - if there are any Zombie Werewolves and both Mad Scientist and Diabolical Assistant are dead, then Zombie Werewolves can target one player each night to turn into a Zombie.

Team Evil
Mad Scientist - 1
- Each night, they target a player to inject with knock out serum and feed to the Werewolves.
- They do not know the identity of any other evils.
- If they target a Werewolf with the knock out serum, the Werewolf will turn into a Zombie Wolf instead. Zombie Wolves will continue to count for parity.

Diabolical Assistant - 1
- Will be told the identity of the Mad Scientist, but will not know any other evils.
- Each night can choose two other players to have a private chat. Can not choose themselves. Can not choose same pair of players on consecutive nights. Single player can be chosen on consecutive nights. They can choose two chat partners on Night 0.
- Will take over feeding the Werewolves if the Mad Scientist dies first.
- They also share a chat with the Computer Tech.

Rotting Corpse - 1
- The Mad Scientist is using them to create a knock out serum.
- They do not know identity of any other evils.
- If killed, they will become a Zombie and will gain ability to target other players to become zombies as well.

Brutal Werewolf - 1
- Does NOT control Night Kill.
- Shares a chat with the other Werewolves.
- Has a Mandatory Brutal that must be used if killed.
- If targeted by Mad Scientist, there will be No Kill and they will become a Zombie Werewolf instead, also learning the name of the Mad Scientist.

Werewolf Priest - 1
- Does NOT control Night Kill.
- Shares a chat with the other Werewolves.
- Counts as a Priest for application of Role Reveal.
- If targeted by Mad Scientist, there will be No Kill and they will become a Zombie Werewolf instead, also learning the name of the Mad Scientist.

Werewolf Mayor - 1
- Does NOT control Night Kill.
- Shares a chat with the other Werewolves.
- Their vote counts as 1.1 votes.
- If targeted by Mad Scientist, there will be No Kill and they will become a Zombie Werewolf instead, also learning the name of the Mad Scientist.

Team Good
Biologist - 1
- Starts the game with several items (listed below). May use one of each item every night. Same player may be targeted with multiple items. Can not target self.
-Blood Test (5 total uses): Can determine if a player is a Zombie, a living Werewolf or a Human.
-Zombie Immunization (1 use): Can be used to cure anybody of Zombification and prevent them from becoming one in the future. Will fail if used on the Rotting Corpse.
-Any unused Items will be destroyed upon death of the Biologist.

Computer Tech - 1
- Each night can choose two other players to have a private chat. Can not choose themselves. Can not choose same pair of players on consecutive nights. Single player can be chosen on consecutive nights. They can choose two chat partners on Night 0
- They also share a chat with the Diabolical Assistant.

Engineer - 1
- Starts the game with several items (listed below). May use one of each item every night. Same player may be targeted with multiple items. Can not target self.
- Security Camera (3 total uses): Will report positive if player has a night action. Will receive positive hit on Mad Scientist, Diabolical Assistant, Rotting Corpse (as Zombie), Hungry Zombie Wolves, Biologist, Computer Technician, Security Guard
- Vote Amplifier (1 use): Targeted player's vote counts as 1.1 votes for remainder of the game.
- Vote Monitoring System (2 uses): Will be given adjusted vote totals for prior day - rounded to whole numbers.
- Any unused items will be destroyed upon death of Engineer.

Security Guard - 1
- Each night may choose to detain a player at the security office preventing any night actions to them or to others and they will gain a chat for the next 24 hours.
- They are not informed of any actions that they may have prevented.
- They may not detain the same player more than once.
- They may not detain themselves.
- They may choose to NOT detain somebody.

Survivalist - 1
- If fed to wolves, will brutal the player responsible (Mad Scientist or Diabolical Assistant)
- If attacked by the Zombie, will kill the Zombie.
- If attacked by Zombie Werewolves, will kill oldest Zombie Wolf.

Test Subjects - 6 - Count for parity. May have the following hidden attributes:
---Priest. Counts as a Priest for application of Role Reveal.
---Mayor. Their vote counts as 1.1 votes.
---Parity Hunter. If alive in a final 2, good will win.
---Immune. Can not become a Zombie.
---Wolfman. Views as a wolf to the Blood Test
---Exchange Student. They aren't from around here, they are actually pretty normal.

General Game Guidelines
Don't be mean.
Remember that this is a game.
Play hard until the end.
Participation is expected. I will make final call on what is acceptable participation but general guideline of posting content at least once a day is applicable.
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Re: Werewolf Science III: Zombie Wolves (0/19)
Player List According to Cassandra:

0 players are signed up.

To sign up for this game go to
http://cassandrawerewolf.com/game/1673557
 
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Tokah
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Re: Werewolf Science III: Zombie Wolves (0/19)
First! =)
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Re: Werewolf Science III: Zombie Wolves (1/19)
TFang wrote:
First! =)


I signed up for Royal's awesome Scientist series to play with TFang
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Patrick Hill
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Re: Werewolf Science III: Zombie Wolves (2/19)
I just signed up on Cassandra, because I'm an addict.
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Re: Werewolf Science III: Zombie Wolves (3/19)
This looks familiar!

Good luck lab rats. devil
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Re: Werewolf Science III: Zombie Wolves (3/19)
I just signed up on Cassandra.
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Re: Werewolf Science III: Zombie Wolves (8/19)
We've passed the point where I think starting this game this week makes sense and the next reasonable opening will be 1/9/2017 so I've move the game to the calendar.
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Re: Werewolf Science III: Zombie Wolves (12/19)
We're sitting at 10 players. If you want this game to play, tell your friends.
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Game cancelled due to lack of interest, may put back into sign up later.
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Ron
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I have been there before. Don't beat yourself up - just bring it back in four or five months.

I'm sure it'll fill at some point.
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RoyalApe wrote:
Game cancelled due to lack of interest, may put back into sign up later.


I was interested, it just came at a bad time for me IRL in that I'm limiting myself to a max of 2 games at a time while I'm stressed and working.
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I do think it might fare better as SWF or scheduled later in the year, whichever is better for you, Royal.

I vote for Schedule When Full, my favorite category.
 
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TFang wrote:
I do think it might fare better as SWF or scheduled later in the year, whichever is better for you, Royal.

I vote for Schedule When Full, my favorite category.


I saw you use "Schedule When Full" recently. I really love that concept.
 
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Ron
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I appreciate the idea of 'Schedule When Full', but it becomes too much like "vote on lynch time when full" and there are no guarantees that you'll keep the complete roster when the decision is made.


Edit. Not saying it's a bad idea or to stop doing it, I am just providing my personal opinion.
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linguistfromhell wrote:
I appreciate the idea of 'Schedule When Full', but it becomes too much like "vote on lynch time when full" and there are no guarantees that you'll keep the complete roster when the decision is made.


Edit. Not saying it's a bad idea or to stop doing it, I am just providing my personal opinion.


I usually keep lynch time straight, I mean start date for "shedule when full". I usually end up losing one or two people, so I confirm it has those issues. It also isn't how I'd approach series sets where the rules don't change or games that aren't a little be bit unique or special.

I just happen to run a lot of games that it is good for aside from my occasional run of 9ers, my games tend to either be unique (so it is worth waiting for a week most people who wanted to can play) or more about the roster/social environment than the game (WWTD/etc).
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