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The thief can name a person and an item they want to steal from that person each night. If that person holds that item, the thief steals it.

Definitely this one. And not because I suggested it. Having a role that succeeds or fails based on nothing but pure luck is lame.

Also, I don't think the thief needs his own win condition. Just make him a villager (or a member of Team Evil) with a unique special power. Otherwise it's like saying the Coinshot wins if he kills X number of people, or the Tineye wins if he posts so many cryptic messages without being discovered.

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You could also do something along the lines of. They can pick a persons name, without an item, and they only have a 50% chance of stealing an item of the persons choosing (whoever is losing an item - they would make their least valuable item the easiest to grab). Or they could name a specific item, and have a 33% chance to fail (they would know exactly where to look, because they would case them and do their research). If the person doesn't have the item, they fail.

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This is what I have now. The bolded stuff is what I want advice on. Or general advice and feedback.

You are all members of the Alethi lighteyed nobility in the warcamps. Many of you have secret items in your possession. There are a few of you who are hiding other secrets. Whether you use those for good or for evil, that is up to you. You have been infiltrated by some nefarious Ghostbloods who are attempting to steal a soulcaster and a shardblade from you. Killing them all before they obtain those is the only way to succeed. There is also another thief in your midst, though he may end up helping you.

Items:

Class 1 attack items:

-Shardblade: can kill one person a night. The person is killed immediately and has no chance for a Death Cry.

-Pain Knife: kills but the victim lasts another cycle?

-Soulcaster: (any ideas? I'm thinking of possibly a role blocker)

Class 1 defense items:

-Shardplate: can defend against two attacks or one shardblade attack.

-Painrial: can protect someone else from one attack (except Shardblades)

-Half-Shard: Protects against one normal attack (not including Shardblades)

Class 2 items:

-Spanreed: This is the only way for anyone to use PMs. Players with a Spanreed are the only people who can start the messages. The GM must be included in all messages to make sure there are no rule violations. The PMs can contain any number of people

-Alerter: Alerts you to any actions performed on you during the cycle.

-Emotion bracelet: The holder of this item can choose one person a night and will be informed of any actions taken on them during the cycle.

-Reverser: The reverser allows the holder to change one person's vote each day cycle.

Other roles:

Thief: The thief can name a person and an item they want to steal from that person each night. If that person holds that item, the thief steals it. Can be of either faction.

Shards cannot be stolen by the thief. After the thief uses the item, it disappears.

Ghostbloods: They get to conspire on a secret google doc. They get one group kill a night plus any items they may have.

Shardbearers: Any person who holds one or more shards can challenge someone during the day. That day, the votes can only be between those two people.

Artifabrians: Can choose one person a night to get any item except Shards or a Soulcaster. That person will receive the item and can use it for the next cycle. After that it will be taken away.

Spy: the Spy can choose one person a night cycle to spy on. They will be told one of the items that person holds.

If a person is killed at night, their items go to their killer. (maybe only one item?). If a person is lynched, their items to the King, the GM, who rolls to see which player who voted for that person gets the items. A player can only hold one item of each of the 12 types at a time. A player can also only have one of any of the Class 1 Defense and Attack items at a time. Ex: Bob can have a Shardblade and a half-shard shield, but if he kills a player with a Pain Knife or Painrial, he doesn't get to keep it.

Death Cries: When a player is killed in any way(except with a Shardblade), they get a chance to send one last message to the group as a whole. The messages must be less than 200 characters and sent to the GM to be posted to the rest of the group.

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Working on a Steelheart game and need feedback from others.

 

It is a three sided game with two teams of epics fighting each other and the civilians caught in between. There is also a civilian with his own win condition.  It is intended to be fast paced with multiple kills every cycle.

 

Please note that there are no prime invincibities as that would make the game too complex with the whole weakness mechanic.

 

The goal is for one team of epics to kill the other while keeping as many civilians alive as possible. As well as killing the reckoner if it is in the game.  Not all roles are listed below as some are being kept secret.

 

Civilians:


Smoothtalker: You can sell anything. In fact you have already sold Steelhearts skull on numerous occasions. Once per day cycle you can change anyones vote to whatever you want. (Including a no-kill vote)

Reckoner: You are a reckoner, sworn to kill epics. With the death of Steelheart and his inner circle, you have come to the city to meet the heroes of Newcago but missed them as they left. Now you are caught up in the power struggle. You will do what reckoners are sworn to do. Kill epics. Once per cycle you can target someone for death, but beware, reckoners don’t kill civilians on purpose. Should you kill a civilian you will be unable to kill or vote for a full cycle due to mental trauma.  Win condition:  Kill all Epics.

 

Scavenger: You found one of the Reckoners boltholes.  Inside was a Dowser (3 charges) With it you can find out who the epics are. (Can ‘seek’ one player to discover if they are an epic or not.  Doesn’t reveal any abilities the target has.)  You may instead scavenge around the bolthole to see if there are any other hidden items. (Both abilities can be used during either the night or day phase but take a full cycle.  You may give any items you find to another player by pming the gm and stating what you are giving away and who the recipient is.  They are not informed to who gives them the item.)

 

Ex Enforcer: You were an enforcer.  With Steelheart dead and many former comrades fighting for control of Enforcement you have left the security forces behind you disillusioned.  You still carry your armour and sidearm but they are low on power and only have a few charges left.  (Armour: Can protect you twice before it fails.  Sidearm: Can attack three times before you run out of power.  Either one can be recharged to four charges max if you acquire a powercell or are ‘gifted’ the epic energy ability.)

 

Enforcer Chief:   You can provide protection detail to one player of your choice for one half cycle. (You protect one player from all actions taken both by and against them.  Target is not informed that they are protected.  Cannot self target.  If used during day it also prevents their vote from counting.)

 

Doctor:  You are a trained physician and can provide medical protection to one person for a full cycle. (Once every day cycle you can choose to protect another for both the day and night cycle.  Cannot self target.) 

 

Rich:  You worked under Steelheart for years and amassed a small fortune for yourself.  (You have no actions but who cares, Your Rich!)

 

Street Performer:  You are a master at sleight of hand and misdirection tricks.  Once per cycle you may redirect any action against one player to another of your choosing.  (You must pm the gm with the name of the target you want protected as well as the target for the redirected actions.)

 

 

 Epic Abilities: (one - three per Epic)


Transference: You may 'gift' one of your groups abilities to any civilian once per cycle, but the epic loses that ability for a full cycle. If gifted to an Epic, they don’t receive the ability but the Epic that gave the ability away still loses the ability. Civilians can use the ability gifted once before it fades.  Only one ability can be ‘gifted’ at a time and civilians can only receive one ability.  (If a civilian is ‘gifted’ more than one ability during same half cycle then the gm will roll to see which ability will be given.)

Energy: You store up enormous amounts of energy. Once every three cycles you must discharge or it will kill you. (One kill every three cycles.) Should you be killed while holding a large charge (2-3 days worth) then your body will explode killing anyone nearby. (Your killer will die. If lynched two of those who voted for you will die.)

Illusionist: Passive. You show up as civilian to any 'seekers'.

Precognition: You can see the future. Once per cycle you may either 'seek' someone or you can 'lurch' yourself or another.

Accelerated Healer: Passive. You can survive any single attack against you. If you are attacked once in a cycle you will live. (Unlimited) You can only die if attacked twice or more in same cycle or lynched. (Note: lynching will kill you even if you aren’t attacked during that cycle.)

Matter Disruptor: You can turn any organic matter to dust but the feedback forces you to spend awhile recovering. One kill every two cycles.

Forcefield: Once per cycle you can project a forcefield around yourself or another protecting from one kill attempt. (Stops one kill attempt. If attacked again in same cycle your target will die.)

 

Neutralizer: You can neutralize anyones abilities once per cycle.  If used during the day it will also cancel the targets vote.

 

Flamethrower:  Two abilities:  Once per night you can light up the sky with a fireball revealing the roles of two random players.  (The roles will be broadcast to everyone in the write-up.) Or you may target a player for death.  Targeted player is burned alive but the flames may reveal who you are. (10% chance of being revealed when killing.)

 

Mitosis:  You are able to clone yourself a limited number of times.  Start with one clone.  Each clone can protect you from one attack.  Once every night cycle you may either create a clone (limited to three clones) or you can send one of your clones to ‘seek’ another player and discover what role they have. 

 

Seismic:  You create earthquakes causing buildings to tumble around you, but are unable to direct the shockwaves or debris.  Once every cycle you can use this ability to kill one random player. (Chosen by Gms roll.)

 

Super Reflexes: Passive:  Your reflexes are honed to a razors edge.  You can dodge almost any attack. (90% chance of surviving an attack. Unlimited.)

 

Flame body:  Your entire body can be turned into living flame, protecting you from attacks.  Once a cycle you can protect yourself from any attack but must rest during the next cycle.  (Invulnerable for one full cycle, but cannot protect self again next cycle. Unlimited)

Edited by Alvron
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Rich Civilians votes count as two. And the Fireball epic should Reveal the Role of one person who did something that night.

Thanks for the feedback.

 

Thought about the Rich Civilian having two votes but felt it would be overpowered if one of the vote- altering roles was used on it.  It would also make it fairly obvious who has that role too.

 

The Flamethrower was done that way as many roles can act either night or day.  The flamethrower epic could just wait til none of their team does anything at night and then use it, thus revealing anothers role without the risk of outing one of their own.  Might change it to one role revealed though.

Edited by Alvron
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Super Reflexes: Passive:  Your reflexes are honed to a razors edge.  You can dodge almost any attack. (90% chance of surviving an attack. Unlimited.)

 

That sounds annoying. You could attack a person hosts of times and have it fail. It's also more powerful than the other abilities. You need 5-6 attacks against a person before you can break through their immunity. 

 

50% would be more reasonable, and in keeping with the general power level.

 

Also, do invincibility effect lynching?

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Super Reflexes: Passive:  Your reflexes are honed to a razors edge.  You can dodge almost any attack. (90% chance of surviving an attack. Unlimited.)

 

That sounds annoying. You could attack a person hosts of times and have it fail. It's also more powerful than the other abilities. You need 5-6 attacks against a person before you can break through their immunity. 

 

50% would be more reasonable, and in keeping with the general power level.

 

Also, do invincibility effect lynching?

At the moment there is no anti-lynching roles.  Even the Accelerated Healer can be killed by a simple lynching, you just need to swing the axe a few more times.  

 

That might change though as I'm thinking of giving the Rich civilian a one off ability where they can nominate (bribe) a 'fall guy' who is lynched instead of them.  (All votes you receive are transferred to your chosen target.)  It would however easily reveal who the Rich civilian is so it seems balanced on paper but not 100% sure.

 

As for the Reflexes epic, it seemed too strong to me as well but I couldn't think of a way to tone it down while still keeping with the theme of the book.  What if it was a diminishing ability.  90% chance to survive first attack in a cycle and after that it drops to 75%-50%-25% for each attack after, but resets to 90% at start of next day cycle?

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The rich civilian ability sounds fine, especially if it was voluntary for another person to accept their money, perhaps with some benefit like a full transference of the rich civilian's ability.

 

Oh, to clarify, can everyone pm each other?

 

If we look at an ability like accelerated healing, you get an expected utility of one survived attack.

 

If we look at forcefield, it looks stronger as you or any other can survive one attack. 

 

Mitosis is even better, letting you survive 1 attack per turn, up to a max of three, and letting you seek roles.

 

Flamebody makes you invulnerable for one cycle to any number of attacks, leaves you vulnerable to the next.

 

So in general, the utility of healing abilities is erratic. 

 

How about this modification? Each protection ability has one passive ability (protection) and one bonus ability. Any power beyond that requires a flaw. That would fix the power level more.

 

Accelerated healing could grant you the ability to decoy one person- you rip off a limb and use it to delay their pursuit. If you are afraid of a person you can stop their attack. 

 

Forcefield is fine.

 

Mitosis is seriously overpowered, letting you produce three clones and letting you seek roles. How about as a modification, if a clone is killed you have backlash for one cycle and can't do anything?

 

For super reflexes, discard the probability stuff which would lead to general annoyingness (and your probability would still make it likely for them to survive 2-3 attacks, and so make it superior to the flame thing in some ways) and make it so they can survive any one attack, and upon attack they injure and kill whoever attacks them. If attacked again the overwhelming numbers leads to their death. 

 

Also limit each person to one healing ability. If they have mitosis and accelerated healing they could survive 2-4 attacks per turn which would make them reasonably invulnerable.

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Class 1 attack items:

-Pain Knife: kills but the victim lasts another cycle?

-Soulcaster: (any ideas? I'm thinking of possibly a role blocker)

Artifabrians: Can choose one person a night to get any item except Shards or a Soulcaster. That person will receive the item and can use it for the next cycle. After that it will be taken away.

The Soulcaster could be used as the a differnet Artifabrian. They Can make one Item, but they can't use it. They can essentially Make items for People, but you would also have to take out the Looting Aspect of the Game.

 

And Pain knife. You knife them in the Day, they Disabled at night. Roleblocker.

 

@ Alvron There isn't a Win Condition for the Civvies.

Edited by The Only Joe
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So this is the updated version. New things are in green and things I'm unsure on and would like advice on are bolded.

You are all members of the Alethi lighteyed nobility in the warcamps. Many of you have secret items in your possession. There are a few of you who are hiding other secrets. Whether you use those for good or for evil, that is up to you. You have been infiltrated by some nefarious Ghostbloods who are attempting to steal a soulcaster and a shardblade from you. Killing them all before they obtain those is the only way to succeed. There is also another thief in your midst, though he may end up helping you.

Items:

Class 1 attack items:

-Shardblade: can kill one person a night. The person is killed immediately and has no chance for a Death Cry.

-Pain Knife: Three uses?The Pain Knife can be used during either a night or a day half-cycle. The target will be unable to do anything the day or night following. If a pain knife is used at night, the target will be unable to vote during the day. If used during the day, the target cannot do anything at night.

-Soulcaster: (any ideas?)

Class 1 defense items:

-Shardplate: can defend against two attacks or one shardblade attack.

-Painrial: can protect someone else from one attack (except Shardblades)

-Half-Shard: Protects against one normal attack (not including Shardblades)

Class 2 items:

-Spanreed: This is the only way for anyone to use PMs. Players with a Spanreed are the only people who can start the messages. The GM must be included in all messages to make sure there are no rule violations. The PMs can contain any number of people

-Alerter: Alerts you to any actions performed on you during the cycle.

-Emotion bracelet: The holder of this item can choose one person a night and will be informed of any actions taken on the target during the cycle? Or actions the target takes?

-Reverser: The reverser allows the holder to change one person's vote each day cycle.

Other roles:

Thief: The thief can name a person and an item they want to steal from that person each night. If that person holds that item, the thief steals it. Can be of either faction. Shards cannot be stolen by the thief. After the thief uses the item once, it disappears.

Ghostbloods: They get to conspire on a secret google doc. They get one group kill a night plus any items they may have.

Shardbearers: Any person who holds one or more shards can challenge someone during the day. That day, the votes can only be between those two people, the Shardbearer and their chosen opponent.

Artifabrians: Can choose one person a night to get any item except Shards or a Soulcaster. That person will receive the item and can use it for the next cycle. After that it will be taken away. The person given the item will be informed what they were given but not who gave it to them.

Spy: the Spy can choose one person a night cycle to spy on. They will be told one of the items that person holds.

(?)Full Shardbearer: if someone has Shardplate and a Shardblade and is killed, the attacker is killed in the process as well. (?) [is this too powerful since they already have Plate's protection?]

A player can, instead of their day vote, give someone an item, but they must declare it in the thread publicly. At night, an item can also be given in place of all actions. If a person is killed at night, one(?) of their items go to their killer. [/color]. If a person is lynched, their items to the King, the GM, who rolls to see which player who voted for that person gets the items. (If the dead player has no heirs.) A player can only hold one item of each of the 12 types at a time. A player can also only have one of any of the Class 1 Defense and Attack items at a time. Ex: Bob can have a Shardblade and a half-shard shield, but if he kills a player with a Pain Knife or Painrial, he doesn't get to keep it. He can choose whether to keep the Pain Knife/Painrial or the Blade/Plate though. The other(s) will be rolled for to see who finds it or given to an heir if there is one.

A player may nominate an heir in place of a day vote or night action who will receive all their items if they die.

Death Cries: When a player is killed in any way(except with a Shardblade), they get a chance to send one last message to the group as a whole. The messages must be less than 200 characters and sent to the GM to be posted to the rest of the group.

Edited by Mailliw73
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-Half-Shard: Protects against one normal attack (not including Shardblades)

 

Shouldn't this protect only against shardblades, given the lore?
 

Since there is only one way to kill people other than shardblades is it worth blocking them from doing death messages? Death messages are fun and good.
 

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I think being able to kill people, and being the only item that can do so, is a major advantage. The dueling mechanic is also an advantage.

 

Their other big advantage is their ability to destroy items. You could give them the power to block one usage of the pain knife, at the cost of being injured and unable to do it again.

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Using spoilers to reduce size of post.

 

Nepenes Quote

The rich civilian ability sounds fine, especially if it was voluntary for another person to accept their money, perhaps with some benefit like a full transference of the rich civilian's ability.

 

Oh, to clarify, can everyone pm each other?

 

If we look at an ability like accelerated healing, you get an expected utility of one survived attack.

 

If we look at forcefield, it looks stronger as you or any other can survive one attack. 

 

Mitosis is even better, letting you survive 1 attack per turn, up to a max of three, and letting you seek roles.

 

Flamebody makes you invulnerable for one cycle to any number of attacks, leaves you vulnerable to the next.

 

So in general, the utility of healing abilities is erratic. 

 

How about this modification? Each protection ability has one passive ability (protection) and one bonus ability. Any power beyond that requires a flaw. That would fix the power level more.

 

Accelerated healing could grant you the ability to decoy one person- you rip off a limb and use it to delay their pursuit. If you are afraid of a person you can stop their attack. 

 

Forcefield is fine.

 

Mitosis is seriously overpowered, letting you produce three clones and letting you seek roles. How about as a modification, if a clone is killed you have backlash for one cycle and can't do anything?

 

For super reflexes, discard the probability stuff which would lead to general annoyingness (and your probability would still make it likely for them to survive 2-3 attacks, and so make it superior to the flame thing in some ways) and make it so they can survive any one attack, and upon attack they injure and kill whoever attacks them. If attacked again the overwhelming numbers leads to their death. 

 

Also limit each person to one healing ability. If they have mitosis and accelerated healing they could survive 2-4 attacks per turn which would make them reasonably invulnerable.

 

Response

Havent decided how pm will work. Currently have three options: Always on, Rolling blackouts or Hacker role.

 

The always on is straight forward.  Rolling blackouts is when the gm rolls each write up and sees if the power is on, and if it is then pms can be sent.  Hacker role is mostly a re-skinned Tineye.

 

 

The healing roles vary by design.  The last thing anyone would want is to have too many lurcher like roles running around so I created a couple to be more thug-like.

No one will get two or more healing or killing roles.  They have a good chance of getting a heal and kill role and will have to decide which one they want to use.  Most games you only have one role and can only do that one thing.  With 2-3 roles and some of them having to chose which one to use per cycle will hopefully make the game a bit more fun.

 

Accelerated Healer is basically a rechargeable Thug.  Don't want it to have a distract ability as well as there are a few of those already.

 

Super Reflex was something I thought up while unable to sleep one night and simply threw it in to see what others thought of it.  I like your Idea for it so will change the role to a re-skinned Merc.

 

Mitosis is sort of a re-skinned Mistborn.  It was done to allow the player to seek, defend or attack once per cycle.  It would most likely have been the only role an epic would have gotten.  Requiring a clone to do those things would have toned down the power a bit as they would have to spend at least one cycle not able to do anything if they lost the first clone.

 

I also had a few hidden roles that would be revealed during the game itself when one was either killed or seeked, but have decided to remove that mechanic as it will most likely just really irritate people.

 

Hidden Roles:

Civilian:

Serial Killer: Hidden.  You are an insane genius. You worked out how to become an epic, all you need to do is kill enough people. After all everyone knows that epics kill indiscriminately, so that must be how they gained their power, right? As such you have two abilities. You can kill once per cycle, day or night, or you may instead stalk up to two people a cycle and find out who they are, but must kill one of them during the next cycle.  You can choose how your target will be killed.  Knifed in back, poisoned or garrotted. (If poisoned your target will die after making six posts from time of write up.  You must also choose a signature to leave behind as a sign of your kills. i.e. a red rose.)  Win condition: Kill everyone.

Leech: Hidden.  You are 'The Leech'. A minor epic hiding among the civilians, who can absorb any epic ability used against them.  (You will still be affected by the abilities) These abilities last for two cycles before fading.  You may target any player and take one ability from them once per cycle (in the case of more than one ability being available the gm will roll to see which one you get), but beware, there are some abilities you don't want. Should you absorb the transference power you will lose everything even your leeching. Other abilities may also have a negative reaction. Trying to absorb a civilian cancels out any abilities ‘gifted’ to them.  Due to your ability, no one trusts you and are therefore NOT one of the epics fighting for control of the city. Win condition: Survive, preferably without being seeked.

 

Paranoid Arms Dealer: Hidden. Passive. Why did you ever come to this blasted city.  As soon as you arrived people started looting your goods.  You’ve barricaded yourself in an abandoned shop.  You can still hear them moving around outside just waiting for you to let your guard down.  You have a shoot first ask questions later mentality.  You kill anyone who uses an ability on you but that ability still affects you.  (You are not informed who or what was used on you.  You are too scared to even look.  After all it could be a trick to lure you out.)

 

Epic Ability:

Incorporeal: Hidden. Passive. You are able to pass through any object but only during the night.  The rays of the sun cause you to become solid again.  (Immune to night attacks.)

 

As for the civilian win condition.  There is two. Major Win:  Keep the Recokner alive long enough for them to kill all the epics thus freeing Newcago from the rule of Tyrants.  Minor Win:  Survive until one group of epics has removed all opposition to their power.  No group can win while the Serial Killer is still alive.

 

Most of the roles would be in one game but probably not all.  I listed all I had come up with in order to get some feedback.  So far the ideas have been good.  Keep em coming

Edited by Alvron
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The Game:

I had an Idea for an Allomantic game. In game 2, we had the Inquisitor, In this game, the Evil Team wins by Making an Inquisitor.

 

Everyone will have a role. During the Signups, the send a Pm to the Gamemaster, they list 3 of the abilities below that they want to start with. The GM will give them a Spike of one of those powers, and then the GM does the random passing out roles. So some people might have two abilities.

 

Actions:

You make only take One action per Night, This includes Passive Actions. Passing a Spike to another player counts as one Action. You may only pass one Spike per action.

 

During the Day, You may Vote, and Take an Action. If you want to pass spikes during the Day, You must State in the Thread how many Spikes you are Passing, and to Who. This Negates Your Vote. BUT, you  have to Post this in RED  or WHITE. If you Post it in White, Please PM me saying So, Or I might miss it.

 

Voting:

From Day 2 and On, If you do not Vote that day, Your Vote will be Counted against You. However, If you do Not wish To kill anyone, You can Also Vote To Not Kill Player. You choose someone, and Vote to Not lynch them, this Effectively Cancel's Out one other Person's Vote.

 

Abilities:

A Villager may only have 2 spikes Embedded In themselves. They may Carry extra, but they Can not utilize those extra's, Without first Expending a Day Action. If a Player has two of the Same ability, they Gain the Uber Version of that ability. If you get 3 of the Same Ability, then Woop-de-doo. You might want to trade that Spike away. It's perfectly Fine to sell an Ability to Someone in Exchange for a Vote.

Coinshot: One kill in the night. Uber: Kill one person in the Night, OR Survive one Night attack. OR Steal a random Spike from a Target.

 

Lurcher: Your target Survives one Night Attack. Uber: Save yourself and one other in the night. OR make a night kill.

 

Thug: Passive: You can Survive one attack, includes lynching. Uber: Passive: You may Survive two Attacks, OR Active: make a Public Day Kill once. Each use takes one spike. So when if you Kill with it, then you can only Survive one attack afterwards.

 

Tineye: Pm's are allowed, and you can leave one message per Cycle. Uber: You can hear all Pm's sent by Players.   

*Note: GM will need to be part of all PM groups because of this.

 

Soother: May negate one person's vote during the Day This odes Not negate your vote. Uber: May negate one person's Night Action

 

Rioter: You can Change someone's vote in the Day. This does not Negate yours. Uber: You can change somebody's Night target.

 

Seeker: Once per night, you can seek someone, learning their alignment and Inert ability (Not any spiked ability) Uber: Can pierce copperclouds and Seek spiked Abilities.

 

Smoker: Active: Your Target cannot be seeked for one Cycle. Passive: You cannot be manipulated by Sooters/Rioters. Uber: During the Night you can completely Hide someone, nobody can target them.

 

Duralumin: Passive: Having it grants the Uber ability of one of your metals per cycle. Uber: All your metals are Uber.  *Notes: If used to Uberize Pewter, the Spike will still Disappear.

 

Nicrosil: You can target someone in the night. They are informed that a Random ability is Uber. Uber: You can target someone in the Day. They Burn all their metals in a massive flare, revealing their abilities. DOES NOT REVEAL ALIGNMENT.

 

Mistborn: Only 2  Each Alignment Will start with One. The Mistborn Starts with all metals EXCEPT Duralumin. The Mistborn may still only Take one Night Action and one Day Action, but can Choose at anytime to change which Metals S/he is using. If the Mistborn is Seeked. The report will state they are a innocent Misting of whatever metal they used that Night. If they are Uber seeked, the report says they are an Innocent Mistborn.

 

Feruchemy Abilities: I will not include Compounding, to make it less complicated. Mistborn Cannot use Feruchemy. Feruchemy abilities can't be Uber. Storing for one Cycle gives you one Charge. Each Tap takes one Charge. You may use Multiple Charges at once. You start storring in the Day, and end the Next day. You CAN Store in a Cycle, and Still Vote (Unless stated otherwise) and use Allomantic Abilities.

 

Connector: Store: Negates any vote you made. Tap: You have two votes

 

Sparker: Store:You may not take any action this Cycle. Tap:  You may take one Extra Action per Charge.

 

Sentry: Store: You can't be protected during the night.  Tap: During the night you see what abilities are used.

 

Bloodmaker: Store: 10% Chance of dieing due to tripping over a Rabbit. Tap: You Will survive that night.

 

Steelrunner: Store: 2 inactives vote for you in the day. Night Tap: Survive one attack  Day Tap: Negate 2 votes against you.

 

Trueself: Store: You cannot vote. Your name will not appear in the Writeup. Tap: In the First 24 hours of the Day, you must declare a Person you are voting for. Everyone must either vote for them, or for you. Any votes made before you Declare are Split evenly With the Odd vote out going to you.

 

Remember, Besides the Mistborn, there are no Safe Roles.

 

If a Player Kills another play who has Spikes, then the Killer gets them. If a Player with Spikes is Lynched, they g oto random people who voted for them, UNLESS, the Victim had an Heir. To declare an Heir, you just Send the Narrator a PM at anytime, stating the Name of your Heir.

 

Sticking Together:

during the Night, 2 players may Stick together.  This will reveal any actions they take to the other, but also an actions taken against them will be revealed to the other. If one of them is killed, The Killer is revealed to the Survivor, but the Survivor is also revealed to the Killer.

 

Secret Message:

As in other games, there will be a Code in the Writeup. The First person, and only the First person, to figure out the Code may ask any question of the GM, and the GM will answer it. UNLESS the Question is Gamebreaking. For example, you can ask "Is Kurk a Imperial Remnant?" and I'll answer that. But if you ask, "Who are all the Imperial Remnant?" I'll answer "The Evil Team"

 

Win Conditions:

 

The Villagers: Kill all the Imperial Remnant.

 

The Imperial Remnant: (Team Evil):

There are still some People who Worship the Lord Ruler. They wish to Remake an Inquisitor. They can do this be giving one of their Members 15 Spikes, or by Simply Murdering Everyone. Evil Players May have up to 15 Spikes at a Time. They also Get Doc Access. Evil Players do not Start with Spikes.

Edited by Hello. My name is Joe
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Since my game has been bumped up on order to go next, here are the rules that will be in effect. Any suggestions or comments should be said now.

You are all members of the Alethi lighteyed nobility in the warcamps. Many of you have secret items in your possession. There are a few of you who are hiding other secrets. Whether you use those for good or for evil, that is up to you. You have been infiltrated by some nefarious Ghostbloods who are attempting to steal a soulcaster and a shardblade from you. Killing them all before they obtain those is the only way to succeed. There is also another thief in your midst, though he may end up helping you.

Items:

Class 1 attack items:

-Shardblade: can kill one person a night. The person is killed immediately and has no chance for a Death Cry.

-Pain Knife: Three uses? The Pain Knife can be used during either a night or a day half-cycle. The target will be unable to do anything the day or night following. If a pain knife is used at night, the target will be unable to vote during the day. If used during the day, the target cannot do anything at night.

-Soulcaster: Once a night, a Soulcaster owner can change someone's target to another person. They choose a person who's action to divert and the new target.

Class 1 defense items:

-Shardplate: can defend against two regular attacks or one shardblade attack.

-Painrial: can protect someone else from one attack (except Shardblades)

-Half-Shard: Protects against one Shardblade attack only.

Class 2 items:

-Spanreed: This is the only way for anyone to use PMs. Players with a Spanreed are the only people who can start the messages. The GM must be included in all messages to make sure there are no rule violations. The PMs can contain any number of people

-Alerter: Alerts you to any actions performed on you during the cycle.

-Emotion bracelet: The holder of this item can choose one person a night and will be informed of any actions taken on the target during the cycle? Or actions the target takes?

-Reverser: The reverser allows the holder to change one person's vote each day cycle.

Other roles:

Thief: The thief can name a person and an item they want to steal from that person each night. If that person holds that item, the thief steals it. Can be of either faction. Shards cannot be stolen by the thief. After the thief uses the item once, it disappears.

Ghostbloods: They get to conspire on a secret google doc. They get one group kill a night plus any items they may have.

Shardbearers: Any person who holds one or more shards can challenge someone during the day. That day, the votes can only be between those two people, the Shardbearer and their chosen opponent.

Artifabrians: Can choose one person a night to get any item except Shards or a Soulcaster. That person will receive the item and can use it for the next cycle. After that it will be taken away. The person given the item will be informed what they were given but not who gave it to them.

Spy: the Spy can choose one person a night cycle to spy on. They will be told one of the items that person holds.

(?)Full Shardbearer: if someone has Shardplate and a Shardblade and is killed, the attacker is killed in the process as well. (?) [is this too powerful since they already have Plate's protection?][/colo]

A player can, instead of their day vote, give someone an item, but they must declare it in the thread publicly. At night, an item can also be given in place of all actions. If a person is killed at night, one(?) of their items go to their killer. . If a person is lynched, their items to the King, the GM, who rolls to see which player who voted for that person gets the items. (If the dead player has no heirs.) A player can only hold one item of each of the 12 types at a time. A player can also only have one of any of the Class 1 Defense and Attack items at a time. Ex: Bob can have a Shardblade and a half-shard shield, but if he kills a player with a Pain Knife or Painrial, he doesn't get to keep it. He can choose whether to keep the Pain Knife/Painrial or the Blade/Plate though. The other(s) will be rolled for to see who finds it or given to an heir if there is one.

A player may nominate an heir in place of a day vote or night action who will receive all their items if they die.

Death Cries: When a player is killed in any way(except with a Shardblade), they get a chance to send one last message to the group as a whole. The messages must be less than 200 characters and sent to the GM to be posted to the rest of the group. Except for this, the dead may not speak.

Edited by Mailliw73
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So is the Ghostbloods win condition just obtaining a Soulcaster and Shardblade/Plate? Or do they need to get a full Shard Set (Plate + Set). Because I still think that might be too easy for them. With luck, they could basically just win within a couple nights if they hit the right people.

Also, I don't think the Pain Knife will ever get used for it's vote-blocking ability. Night action blocking is way more useful, I think, since you can't even be sure who the person who's vote you'd be blocking will even be voting for the next day. (Unless Dueling comes into play, which will still be hard to determine who will all be Challenigng whom)

And with the Shardplate, I'm only reading one Night Kill action besides the Shardblade kills, so does the Shardplate protect from Shardblade AND a regular Night-kill?

Does being a Shardbearer mean only owning either a Blade or a Plate? What happens if 2 or more people with Shards challenge a duel during the same Vote cycle? Does the vote then get split between all who declared Duels, instead of who they declared their Challenge on?



 

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You are all members of the Alethi lighteyed nobility in the warcamps. Many of you have secret items in your possession. There are a few of you who are hiding other secrets. Whether you use those for good or for evil, that is up to you. You have been infiltrated by some nefarious Ghostbloods who are attempting to steal a soulcaster and a shardblade from you. Killing them all before they obtain those is the only way to succeed. There is also another thief in your midst, though he may end up helping you.

Items:

One item from each category may be used by a player each cycle.

Class 1 attack items:

-Shardblade: can kill one person a night. A Shardblade can also block a Pain Knife once, but would injure the holder, not allowing them to do so again.

-Pain Knife: Three uses? The Pain Knife can be used during either a night or a day half-cycle. The target will be unable to do anything the day or night following. If a pain knife is used at night, the target will be unable to vote during the day. If used during the day, the target cannot do anything at night.

-Soulcaster: Once a night, a Soulcaster owner can change someone's target to another person. They choose a person who's action to divert and the new target.

-Grandbow: One regular kill per night.

Class 1 defense items:

-Shardplate: can defend against two regular attacks or one shardblade attack.

-Painrial: can protect someone else from one attack (except Shardblades)

-Half-Shard: Protects against one Shardblade attack only.

Class 2 items:

-Spanreed: This is the only way for anyone to use PMs. Players with a Spanreed are the only people who can start the messages. The GM must be included in all messages to make sure there are no rule violations. The PMs can contain any number of people

-Alerter: Alerts you to any actions performed on you during the cycle.

-Emotion bracelet: The holder of this item can choose one person a night and will be informed of any actions the target performed.

-Reverser: The reverser allows the holder to change one person's vote each day cycle.

Other roles:

Thief: The thief can name a person and an item they want to steal from that person each night. If that person holds that item, the thief steals it. Can be of either faction. Shards cannot be stolen by the thief. After the thief uses the item once, it disappears.

Ghostbloods: They get to conspire on a secret google doc. They get one group kill a night plus any items they may have. One person must send a formal pm with their desired kill. This counts as an action and a maximum of only two others can be taken. Win condition: Acquire a Shardblade and a Soulcaster.

Shardbearers: Any person who holds one or more shards can challenge someone during the day. That day, the votes can only be between those two people, the Shardbearer and their chosen opponent. This may only be used once per shard weapon.

Artifabrians: Can choose one person a night to get any item except Shards or a Soulcaster. That person will receive the item and can use it for the next cycle. After that it will be taken away. The person given the item will be informed what they were given but not who gave it to them.

Spy: the Spy can choose one person a night cycle to spy on. They will be told one of the items that person holds.

Full Shardbearer: if someone has Shardplate and a Shardblade and is killed, the attacker is revealed in the writeup.

A player can, instead of their day vote, give someone an item, but they must declare it in the thread publicly. At night, an item can also be given in place of an action.

A player may nominate an heir in place of a day vote or night action who will receive all their items if they die.

If a person is killed at night, one of their items go to their killer and the rest to the heir. If no heir, all the items are sent to the killer. If a person is lynched, their items go to the King, the GM, who rolls to see which player who voted for that person gets the items, unless there was an heir declared, in which case all items would go to the heir.

A player can only hold one item of each of the 12 types at a time. A player can also only have one of any of the Class 1 Defense and Attack items at a time. Ex: Bob can have a Shardblade and a half-shard shield, but if he kills a player with a Pain Knife or Painrial, he doesn't get to keep it.He can choose whether to keep the Pain Knife/Painrial or the Blade/Plate though. The other(s) will be rolled for to see who finds it or given to an heir if there is one.

Death Cries: When a player is killed in any way(except with a Shardblade), they get a chance to send one last message to the group as a whole. The messages must be less than 200 characters and sent to the GM to be posted to the rest of the group. Except for this, the dead may not speak.

I added the Grandbow and clarified some of the other rules. Two things I would particularly like feedback on are: How often should the Pain Knife be allowed to be used? Every other cycle or a set number of times? And should there be a killing condition for the Ghostbloods to win?

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Sorry for the double post, they are just two different topics. The above is a revised set of rules.

So is the Ghostbloods win condition just obtaining a Soulcaster and Shardblade/Plate? Or do they need to get a full Shard Set (Plate + Set). Because I still think that might be too easy for them. With luck, they could basically just win within a couple nights if they hit the right people.

Do you think I should add a kill condition for them too?

Also, I don't think the Pain Knife will ever get used for it's vote-blocking ability. Night action blocking is way more useful, I think, since you can't even be sure who the person who's vote you'd be blocking will even be voting for the next day. (Unless Dueling comes into play, which will still be hard to determine who will all be Challenigng whom)

If the PK isn't used at night, you can use it to target someone during the day, effectively "Soothing" them.

And with the Shardplate, I'm only reading one Night Kill action besides the Shardblade kills, so does the Shardplate protect from Shardblade AND a regular Night-kill?

I added the Grandbow which should balance this a bit more. But yes.

Does being a Shardbearer mean only owning either a Blade or a Plate? What happens if 2 or more people with Shards challenge a duel during the same Vote cycle? Does the vote then get split between all who declared Duels, instead of who they declared their Challenge on?

To duel, yes it is only holding one that allows you to challenge someone once. It will be split between all who challenged and were challenged.
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Alright, with Maill's game underway, I will be running the Quick Fix Game # 3 after Rubix's game ends, so it'll be maybe towards the end of Maill's game, or sometime during Bart's, I imagine.

How does everybody feel about a game set on Threnody? It's the world of the Cosmere short story Shadows for Silence in the Forests of Hell. (Was included in the Dangerous Women Anthology).
For those unfamiliar with the world, I will try and keep the game spoiler-free from the story, and I'll only introduce the basic mechanics of the world, so it will be pretty loosely based to allow for more free RP.

And following the Format of Tempus' First Quick Fix game, I decided to keep it short but sweet.

The Forests of Hell is not a place for the weak of heart. Those who do not follow the Simple Rules do not survive. Cityfolk and foreigners may scoff at the superstitions, but the Waysides in the Heart of The Forests weren’t full of such foolish people. Only those strong enough were able to survive out here. Unfortunately many of those people were criminals, for who else would want to live in such a harsh environment?
The White Fox is one such individual, a relentless bounty hunter that tracks down any such criminals or escaped convicts. The White Fox has tracked down a group of high bounty criminals to one of the many Waysides in The Forests. But can The White Fox take them without endangering the innocent travelers staying there as well? Or can the civilians help the White Fox and root out the dangerous criminals before the Convicts do what they do best?


“Don’t kindle flame, don’t shed the blood of another, don’t run at night.”

-The Three Simple Rules

Roles

Civilian: A regular citizen, just at the wrong place at the wrong time. But in the Forests of Hell, it is usually always the wrong place at the wrong time.

White Fox: A bounty hunter. Once per night you can investigate somebody and find out their alignment.

Convict: A group of criminals with a high bounty on your head, once you heard the White Fox was on your trail and possibly at the same Wayside as you, you all were left with no choice. Leave No Survivors. You get to conspire in a Doc with each other and submit a Group Kill per day.


All players will be assigned their roles at the beginning of the game, and it will immediately start with write-ups occurring every 24 hours with the results of the vote and any Kill by the Convicts.

The Civilians win if they can vote out all of the Convicts. The Convicts win if they outnumber the rest of the remaining players. Players are requires to send in a vote via PM to the GM every Cycle, and post at least once in the thread.
Players may publicly announce their votes if they wish, but the vote will remain anonymous, with only the top 2 voted players being revealed in the write-up.



What do you all think? Anything you like or don't like? Do you think just the Investigator is enough for these quick style games? Would you prefer the votes to be shown with the write-up? Or incorporated into the RP itself?
Remember, us GMs are doing this so you can have a fun game, so please let me know how I can make this game better for you!
 

Edited by Gamma Fiend
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Alright, I've been working on things, and here is the rough draft for my Elantris rules. I think I may just have surpassed Claincy's Nalthis game for complexity though. I THINK I covered all the possible interactions of powers I'm pretty sure I've missed stuff. So look things over and tell me if anything is unclear or there are problems with the roles.

I incorporated several roles from Werewolves that I like (the Gyorn, for example, is basically the Piper, but with a twist or two). I also thought up several new roles. It didn't start out this way, but eventually I noticed that I was developing a bit of a theme of roles that play around with votes, so I went with it. Also, one of my goals was to make it so that nobody has a way of absolutely proving their innocence to others. We've already seen how that can mess with games. Hopefully all these new vote-related roles will encourage players to stay active and involved in the game.

If I misspelled anything, please let me know. I mostly listen to Brandon's book on audiobook, so sometimes I don't know how things are spelled.

Anyway, here it is:

(Edits, updates, and clarifications in maroon)

Elantris Elimination Rules

The Jeskeri Mysteries Cult

Goal: Eliminate all other players

Cultist: As a group, the cultists may pick one person to kill each night. They have access to the Jeskeri Mysteries doc, and may communicate with each other freely in it.

Shu-Dereth

Goal: Convert all other players. If all the remaining players are converted, the game ends and the Gyorn and the Odiv are declared winners. All the converts lose.

Gyorn: Once per night, you may convert someone to Shu-Dereth. You may NOT "convert" yourself. Also, once per game, you may choose one of your converts to be your Odiv. If your Odiv is eliminated, you may NOT select another one, so choose wisely. You may select your Odiv during any night phase, and you MAY still perform your normal conversion action during the same night. You and your Odiv may PM each other freely. You are IMMUNE to the Shaod. I always wanted to try the Piper role in Werewolves, but never had a large enough group of experienced players to make a go of it.

Odiv: When selected to be Odiv, you keep your role(s), objects, and abilities, but your win condition changes to that of Shu-Dereth. You gain the following night action: Just like the Gyorn, once per night, you may convert someone to Shu-Dereth. You and your Gyorn may PM each other freely.

Convert: You have been persuaded to believe in Holy Jaddeth. When you are converted, your role, your abilities, and your win conditions DO NOT change. At the end of each night, you will be sent a PM by the GM telling you who all of the other converts are. You will NOT be told who the Gyorn is, nor which of the converts is the Odiv.

Citizens of Arelon

Goal: Eliminate all the Cultists as well as the Gyorn and the Odiv

Citizen: You have no special role, but your votes and your observations are of more value than any role anyway.

Shu-Korath Priest: Your faith in Merciful Domi is unwavering, and gives you insight into the hearts of those around you. During each night phase, you may PM the GM and target one player. At the end of the night phase you will be told that player's role and faction, and if that player is a Shu-Dereth Convert. You are also IMMUNE to being converted to Shu-Dereth, and you will be told if someone attempts to convert you, though not who it was.

Jindo Warrior: You are practiced in the martial art of ChayShan. Once during each night, you may PM the GM and choose one player to guard. That player is protected from the Cultists for that night. You may NOT guard the same player two nights in a row. You MAY guard yourself. You are IMMUNE to the Shaod.

Dula: You love to play matchmaker. At the beginning of the game, before the first cycle starts, you must choose two players, who then immediately form a bond of love (platonic or romantic) that transcends death (See the lovers, below). You may choose yourself as one of the lovers, if you wish. Also known as Cupido. <3 <3 <3

In addition, you're such an affable person that each day phase if you receive any votes, the total number of votes against you is reduced by 1.

 

• Lovers: The (platonic or romantic) lovers are told who each other are, but their roles are not revealed to each other. They may not vote for or act to kill each other for the whole game. If one of the lovers is killed during the course of the game, the other lover is so stricken by grief that life isn't worth living anymore, and in the ultimate act of Shakespearean (platonic or romantic) love, takes his or her own life, too. The lovers' win condition is changed to simply surviving to the end of the game. The Shaod and becoming Hoed both have no effect on the lover's bond.

The Prince/Princess and the Duke/Duchess CANNOT force you to vote for your partner. If this happens their power will have no effect that day. If this happens with the Duke/Duchess, you will NOT be able to choose his/her vote the next day. If the lovers happen to be from different factions then at some point they will likely have to betray their teammates in order to win.

 

Other roles

These roles may be had by a player from any faction.

Prince/Princess: You have the ability to inspire people to action. During each day phase, you may PM the GM and target one other player. If that player does not cast any vote, you choose who they vote for (include the vote in your PM to the GM), and they will show up in the write-up as such. You MAY still cast your own vote. You MAY have your target vote for someone different from you. You may NOT have your target vote for herself. Your target will not be informed that they were targeted.

You may not inspire your target to vote for someone that they are not capable of voting for. If you attempt this, knowingly or not, your power will have no effect that day.

If more than one Prince/Princess targets the same person, their target will cast NO vote.

Duke/Duchess: You have the ability to strike a deal. During each day phase, you may PM the GM and target one other player to be your business partner. You decide who your partner will vote for today (include the vote in your PM to the GM). Your partner's vote is changed to the person you choose for them to target, whether or not they cast a vote, and will appear in the write up as such. You MAY still cast your own vote. You MAY have your partner vote for someone different from you. You may NOT have your partner vote for herself. Your partner will NOT be told which player targeted them, but will be told that the Duke/Duchess changed their vote.

HOWEVER, during the next day phase, if your partner has not been eliminated, she gets to choose who YOU vote for that day, with all the same stipulations as above. You MAY strike a deal multiple days in a row- each new day your partner from the previous day will choose your vote, and you will choose the vote for your new partner.

If you happen to partner with a Debtor, they may pass their debt on to you instead of choosing your vote the next day. If this happens, you become a Debtor, but you still retain your roll as Duke/Duchess.

 

 

You may not force your partner to vote for someone he/she is not capable of voting for, nor may your partner make you vote for someone you are not capable of voting for (ie: If the Duke/Duchess partners with an Elantrian, he/she must select another Elantrian for his partner to vote for. The next day, the Elantrian partner may choose any target for the Duke/Duchess's vote that the Duke/Duchess is capable of voting for). If you attempt this, knowingly or not, your power will have no effect that day. If your partner attempts to make you vote for someone you aren't capable of voting for, OR if your partner neglects to choose a vote for you, you will show up as a no-vote that day.

(Note: If the Duke/Duchess and the prince/princess target the same person, the Duke/Duchess's power takes precedence. The prince/princess's power only works if that player casts no vote whatsoever.)

King/Queen: Your word is law. Your vote during the day phase counts double. You may not split your vote between two players. If targeted by the prince/princess or the Duke/Duchess, they control your double-vote. Off with her head!

EDIT: The King/Queen has the ability to declare by what means their heir will be selected when they die. You may PM the GM with your inheritance rules at any time. You may select a specific person to inherit, or may set up conditions for selecting your heir (they can be whatever you like- reputation tallies, a joke-contest, randomly selected, whatever you want, as long as it's narrator approved and doesn't break the game). Upon your death, the inheritance laws are revealed to the group and whoever is selected as your heir becomes the new King/Queen.

Pirate: You have the power to take people hostage. At any time in the game, you may PM the GM and target one other player to be your hostage. That player will remain as your hostage up until they die or you choose another hostage. If and when you are killed, your hostage is killed, too. Your hostage will not be informed that you are targeting them until you die. Adapted from the Hunter role in Werewolves. I think I figured out how to make it work in the PBP format. One of my favorite roles for bluffing.

Keeper of the Secret Tunnels: During each day phase, you may choose to cast your vote in secret. To do so, PM your vote to the GM during the day phase. You MAY cast a vote publicly, and your name will appear in the write up as having voted for that person, but the tallies will only count your secret vote. Casting a secret vote is not mandatory, you may choose to cast a vote the regular way, too. If you are targeted by a prince/princess or a Duke/Duchess, your secret vote will be ignored (or in other words, they cannot make use of your secret vote).

Debtor: Fate has conspired against you, and you have fallen on hard times. You are deep in debt, and the only thing keeping your creditors at bay is all the intrigue surrounding the daily lynchings. If there is ever a tie vote, including if nobody casts any votes, your creditors will get bored with the proceedings and come after your head. In other words, if after the votes get tallied nobody gets lynched, YOU will be eliminated instead. Do whatever you can to make sure the vote doesn't end up as a tie! If there is more than one debtor, and nobody gets lynched, it will be determined randomly which of the debtors gets eliminated.

If you are targeted by the Duke/Duchess, you may opt to pass your debt to the Duke/Duchess instead of choosing his vote the next day. You become a regular citizen, and the Duke/Duchess becomes a Debtor (they retain their Duke/Duchess role and powers, too). This change is permanent for the rest of the game.

Special objects

These objects grant abilities that are separate from those of normal roles. They may be possessed by player from any faction, as well as players that do or do not have special roles. They may be anonymously given to another player, if you wish, by sending a PM to the GM.

Seon: A certain number of players will be randomly be given Seons at the beginning of the game (each one unique). If you are given a seon, you may send PMs freely to other players (one at a time- NO group PMs allowed), but must include the name of your Seon at the start of every PM as sort of stamp of authorization.

Ie: PM from Sarene: "(Seon Ashe) Hey Raoden, we should vote to lynch Hrathen today."

You may PM the GM at any time and designate an heir, who will receive your seon if you die. If you die and do not have a living heir designated, then your seon is lost from the game. Alternately, you may choose to gift your seon to another player while the both of you still live and have not been taken by the Shaod. If you are taken by the Shaod, then your seon becomes corrupted and you may no longer send PMs.

***Players without seons may NOT send PMs normally. However, if someone with a seon PMs you, you may send ONE AND ONLY ONE PM in reply.

Poison vials: You recently received a package from your shady business contact in a distant country. The package contains a vial of poison, which if imbibed will duplicate the effects of the Shaod. Once during the game, during a night phase, you may select one player to poison (you may choose yourself if you wish). The next morning your target will appear in the write up as if she had been taken by the Shaod, and she will join the Elantrians. After two cycles, it will be revealed that she was merely poisoned, and she will leave Elantris and rejoin the main thread.

Elantris

The Shaod:Each night, most players have a small chance of being taken by the Shaod (Only the Gyorn and the Jindo Warrior are immune). If the Shaod takes you, black splotches will appear on your skin and your hair will fall out. You will be filled with an insatiable hunger, and your heart will stop beating. Upon seeing you the rest of society will consider you dead and cast you into the city of Elantris. Becoming an Elantrian has the following effects:

 

Memories of your old life: Though you are now considered to be dead, you still remember your life before Elantris. You retain your roles and powers (unless stated otherwise), and your win conditions do not change.

Cast out: You may no longer vote or post in the main thread- though you may still read it. Instead, you will be inducted into the Elantris thread (which will likely take the form of a group PM between the Narrator(s) and the Elantrian players. It is highly unlikely that there will ever be more than 10 Elantrians so that should work just fine). If you have a role that requires you to target another player, you must choose your target(s) from among the other Elantrians (the exception is the cultists. As long as there is at least one non-Elantrian cultist remaining they may target any player to kill).

Resented by the living: Players in the main thread cannot view the Elantris thread (they generally don't care about the Elantrians), but they MAY still vote to lynch Elantrian players and/or target them with night actions. Elantrians may still be targeted by any and all roles and powers, by players inside Elantris or out of it. Although it would be pretty silly to use the poison on an Elantrian.

If an Elantrian is targeted by the Duke, the Duke must select another Elantrian for his partner to vote for. The next day, the partner may choose any target for the Duke to vote for that the Duke is capable of voting for.

 

Elantrian body: Your body is weak and feeble, and your aches and pains never fade. If you ever receive 3 or more votes during a single day phase- whether from Elantrians and/or outsiders- you are injured to the point where your pain becomes unbearable. You then join the ranks of the Hoed (see below). If you receive more votes than anyone else, you are lynched (burned) and killed, just like any other player.

Gang rivalries: "Life" in Elantris is harsh, and there are many who would love to see you dead... Again. Elantrians may still vote to lynch during the day phase, but may only target other Elantrians. They cast their votes in the Elantrian thread. Their votes are added to the votes from the main thread to determine who gets lynched.

A ruined city to explore: Elantris was beautiful, once. The ruined city still contains many secrets. During each night phase, the Elantrians may vote on which area of the city to explore. Whichever area receives the most votes will be investigated by the group. There will be many areas to choose from (the Elantrians will be told ahead of time what they are), and each area will have a secret to be found. Some secrets will help the Elantrians, a few might harm them, and many will not do anything until specific other secrets are discovered (Note: secrets will randomly be matched up with areas at the beginning of the game, so you will not be able to rely on information from the book or previous games to tell you where to search). If the Elantrians are fortunate, they may very well unlock the secrets that can restore the city to its original majesty! This is the part of the game I'm most excited to play around with. Don't worry, none of the secrets will be game-breaking. Well, except for one really big one, perhaps.

Elantrian specific roles:

Note: a handful of players WILL start the game as Elantrians. They will be randomly selected, and may include players from any faction/roles other than the Jindo Warrior and the Gyorn

Hoed: Your eternal pains are too much for you to bear, and your mind has snapped. You are still in the game, and still alive, but you may not vote or use any of your powers. You may still try to communicate by posting in the Elantris thread, but you will be limited to 5 words (or smilies or symbols) per phase. You may use those 5 words as many times as you wish, in whatever order, in as many different posts as you wish, but they are the only words you may use. At the beginning of each day or night phase you may choose a new set of 5 words. Have fun with this one, fellow Tineyes. ;)

Note: Nobody will start their time in Elantris as Hoed. That's just too mean, even for me.

Veteran Elantrian: You have been in Elantris longer than most. Each night, you may PM the GM and target two unexplored Elantrian areas, and receive a hint about the secret contained in each area. You may target an area more than once, and receive new hints (up to 3 per area) each time. You MAY target one single area twice in one night and receive two hints about that area. 

Note: At least one of the players who begin the game as an Elantrian will be a Veteran.

Clarification on Win Conditions:

Jeskeri Mysteries Cult: They win if they kill all other players. They're your typical spiked/pahn kahl/mafia/werewolf bad guys.

Shu-Dereth: The Gyorn and Odiv win if they convert all remaining players. The converts do not share in the victory.

Citizens of Arelon: They win if they eliminate the Cultists and the Gyorn and Odiv. They're your typical good guys.

*The Lovers: Special win condition- the Lovers win if they survive to the end of the game, regardless of what faction(s) they are from.

Elantrians, Hoed, and Converts: These special conditions do NOT change your faction or your original win condition (For Example: Citizens who are converted to Shu-Dereth are still citizens, and win if the cultists, Gyorn, and Odiv are eliminated. Cultists taken by the Shaod are still cultists, and are trying to eliminate all other players. An Odiv who ends up as a Hoed still wins if all other players are converted. etc. etc. etc.) Elantris does NOT need to be restored- nor do any particular secrets need to be discovered- for the Elantrians/Hoed to win, though they may be helpful. The Derethi converts are technically not a part of the Shu-Dereth Faction (only the Gyorn and Odiv are) and do NOT need to be eliminated for Shu-Dereth to be defeated.

Hopefully that will make more sense now. Good suggestion Aonar.

EDIT: Clarified a couple parts in the Elantris section.

EDIT: Almost forgot an interesting role-ability I had in mind! See the King/Queen section.

EDIT: Added clarifications to numerous roles, including the Gyorn, Prince/Princess, Duke/Duchess, the Debtor, the Lovers, and the Elantrian roles.

Edited by Herowannabe
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...Wow. I don't even really know where to start with this. This is going to be huge.  :blink:

 

A couple quick things that came to mind:

 

If the Elantrians figure out how to restore the city and their Aons before the game's end, do they gain any benefit from this? For example, are the Hoed healed? Can they participate in the regular day vote? Do they have any powers they can use, etc.?

 

You might want to organize things a little more clearly when you post the Game. For one thing, I'm not really sure about all the Factions' goals. If I read things correctly, the Cultists want to kill everyone, the Derethi wish to convert everyone, the non-convert Arelons need to remove the Derethi (converts too?) and the Cultists, the Derethi Converts want to remove the Cultists (and the Gyorn/Odiv?) and the Elantrians have the same goal as the Citizens with the addition of restoring Elantris, right? 

Edited by AonarFaileas
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