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(Will add in write up later) A World Without Vin Housekeeping 72 hour cycles. Ties result in blah blah blah. This game is role madness. There are secret roles. Not every role will be in the game. The Nobles are attempting to kill all of the Skaa and keep Preservation alive. Rebel Skaa goal is to equal to or outnumber the villagers. They have a group doc together and a group kill (excluding Kelsier). Ruin is a single player who is trying to kill Preservation’s Vessel and the rebel skaa. Alignment Roles Ruin is a single player with the ability to create PMs (single cycle, free action), spy on PMs (only those of the person targeted, not the person they’re responding to), and make a kill. Kelsier is the leader of the Rebel Skaa. He may use each Misting power once, or he may use the use of that power to attempt to convert a Part Skaa to his team. He may not do both. He also has two charges of Atium, which may be used to discover roles. Preservation is a Noble role who can roleblock a player for a cycle (including roleblocking PM-making for the next turn) or give a random Allomantic or Feruchemical role to a player for a cycle. Preservation cannot die to either the lynch or the eliminator kill. Special Roles These roles can and will occur simultaneously with other roles. Part Skaa: if Kelsier targets a skaa-blooded player with his conversion ability, that player will be converted. Metallurgist: can give two people a vial of metal each cycle. You must specify which vial is wanted. Vials can be passed between players. This role is not given to Mistings. Kandra: can make two PMs between yourself and one other person each cycle. PMs only last one cycle from when made. (You do not have to send an order in to make the PM.) Roles The Lord Ruler has one vial/charge of each Misting and each Ferring power. Assassins are able to make one kill per night cycle. Hazekillers are able to defend one person (cannot self target). If that person is attacked, then the Hazekiller kills the attacker. The person attacked still dies. Allomancy/Feruchemy Mistings have start the game with three vials of their metal. Mistings can only use their abilities once a cycle. Ferrings can store thier metals, but it takes a cycle to store. The ferrings only get one charge, at first. Mistings Iron: protects from steel kill Steel: attack one player Tin: target a person and find out what action they took (in the form of “killed [x]”, “protected [y]”, etc) Pewter: extra life for cycle burned Zinc: move a vote onto another player Brass: doubles a vote Copper: protects one player (along with self) from zinc, brass, and bronze Bronze: discovers which metal (if any) a person burned in the last cycle Ferrings Iron: self-protect Steel: roleblock a player (including PMs for the next cycle) Tin: spy on the PMs of your target (you do not see the PMs of the other side of the conversation) Pewter: protect a player from skaa and Assassin kills Zinc: see anyone who targets you (but not what actions they take) Bronze: see the type of action your target took (Allomantic, Feruchemical, or Other) Gold: extra life for that cycle (Will add in timer later. Expect it to last for a week.) Quick Links:
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5
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- first game
- scadrial
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(and 3 more)
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