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Roadwalker

Hey, if anyone wants to RP I just got stabbed in the gut.

Silver let loose with a three-shot burst, almost hitting, when the knife hit him in the side. He gasped.

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He staggered back against the wall, and as his vision blackened, closed, tunneled in, he managed to drop the gun and scrabble in his pocket for the piece of paper, the precious piece of paper. He could

Edited by Roadwalker
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"Long ago, well before there were any people, all life existed in the sky. Olorun lived in the sky, and with Olorun were many orishas. There were both male and female orishas, but Olorun transcended male and female and was the all-powerful supreme being. Olorun and the orishas lived around a young baobab tree. Around the baobab tree the orishas found everything they needed for their lives, and in fact they wore beautiful clothes and gold jewelry. Olorun told them that all the vast sky was theirs to explore. All the orishas save one, however, were content to stay near the baobab tree." Yoruba Creation Myth

 


No rules were voted in!

The Rule Submissions for this turn are:

#1: A giant meteor will strike the thread on Day 7, killing everyone, reducing their lives to 0. The game will end after the meteor strikes, with win conditions being determined at that time.

#2: 

Spoiler

 

Suspension of the game:

When this rule is passed, all actions in the game are suspended. They are considered to have been sent, but not received by the target. Until the game is un-suspended, players cannot send in actions, make kill lynch or roleblock lynch votes, use passive abilities, or otherwise interact with the rules. The exceptions to this are that players with PMs and docs can still talk in them, and players may still RP for pancakes and write keteks for action slots.

Voting:

The cycle beginning as this rule is enacted is a special voting cycle. All actions that were previously suspended do not resolve until this cycle is complete. For this cycle, all players are limited to one vote. Effects that might affect votes, such as vote multiplication from Dungeon Masters and any vote manipulation from Elementalists, have no effect on these votes. For the purposes of these votes, Seranatha Theranson Thereson the 45th and a Half has a vote. The same is true for any other player that dies before this rule takes effect.

Resolving the Vote:

For all rules in the game, players must vote either Keep or Remove. These votes must be made in-thread. Vote retractions are in yellow. For a vote to be removed from the game, it must gain Remove votes equal to half of the number of living players rounded up or greater. A rule with equal or more Keep votes than Remove votes remains in the game; and a rule with more Remove votes than Keep votes, but with Remove votes less than the threshold specified, also remains in the game.

In the event that fewer than half of the living players have cast votes by the end of the voting cycle, the cycle will be extended by 24 hours until at least half of the living players have voted. (This ensures that we don't have less than half of the players vote and therefore all roles be kept).

Unfreezing the Game:

After the voting cycle concludes, the game resumes. All actions that were suspended and are no longer part of the game do not resolve their effects. The same is true for passive effects, such as bunnies eating items. All actions that were suspended and remain in the game after the removal of rules go off as normal.

 

 

 


Drake Marshall has died!  They were a WorldSmith and a member of the Brotherhood of Peace.  They were a Dungeon Master!


No one was lynched!

Lynch results - Roleblock:
Wilson (1) - Wilson
Jondesu (1) - Jondesu
Orlok (1) - Orlok
Sart (1) - Sart
Ecthelion (1) - Ecthelion
Flash (1) - Flash
Roadwalker (1) - Roadwalker
Arin (1) - Arin

The following players are now boring:
Straw, King Cole, Hemalurgic_Headshot, winter, sami, bart, DA, randuir, Majestic, Drake, Eternum, Drought, Elithanathile, Aonar, Bort, Grumpy Dula, Clanky, Magestar, Lemonelon, Megasif, Brightness Radiant, Bard

 


The Rules, as of Night 4:

Factions

Spoiler

 

The Agents of Chaos
Win Condition: Create enough chaos
Abilities: Can use each ability in the game once

Agents of Chaos may be part of other factions as well.  They have a doc to communicate in.
The WorldSmiths
Win Condition: Have the most items by the end of the game

Abilities: Each night the WorldSmiths can kill someone.  When they kill someone, an item is created and given to the killer which contains one of the victim’s abilities or traits (such as access to a doc or a role ability) as decided by RNG.  The person holding the item is then able to use that trait as if it were their own.

Items can be given away for one action during the Night.

The WorldSmiths have a doc in which to communicate in called Celestial Abode.

The Brotherhood of Peace
Win Condition: Remove all kill roles and items from the game
 

Each cycle, one of the members of the brotherhood can proclaim their peaceful ways to someone else. This has one of several effects, depending on the target chosen.

If the target has an item that allows for a kill, that item is removed. If the target has more than one such items, all are removed.
If the target has a role or faction ability that allows for performing a kill, that players is instead role-blocked for a cycle(if the player has both items and roles, he only loses the items, and is not role-blocked).
If the target is faction-less and did not have a role/item that allowed for performing a kill, they are converted to the brotherhood of peace.
The Elementalist role does not count as a kill role, though it can be used as such. An Elementalist converted to the brotherhood can not use their element to kill.

A person can only be targeted once by the brotherhood in the course of the game. The brotherhood has a temple dedicated to peace, in which they can meditate on their peaceful ways (in other words, they have a faction doc).
 

Stereotypical Villager
Overly paranoid, highly xenophobic, and poor losers, they win if they remove all other factions with a mechanically achievable and game-relevant win-con.

 

Roles

Spoiler

 

Gunsmith (Unique)
Win Condition: Hand out all their guns and have them be used before they die.  They must also complete all their faction’s win conditions.

Abilities:  The Gunsmith starts with 5 guns.  Each night they can give any number of their remaining guns to players of their choosing.

Using a gun:  If a player has a gun, they may post in the thread at any time “I am shooting [player name]”.  Their target then dies if they do not have any protection (this does not bypass both lives) and thus must stop posting and PMing.  If a player who does not have a gun does this, they instead are the one who dies.

Potato Master (2-3 players)
Abilities:  Each cycle you may gift a player a potato.  The potato takes on a randomly decided form out of Raw, Baked or Mashed.

If the potato given was Raw, then the player it was given to is roleblocked for a cycle.
If the potato given was Baked, the receiver gains a one-time roleblock ability.
If the potato given was Mashed, the receiver gains a one-time role-scan ability. 

Strong-Willed
After having died, a player with the Strong-Willed role has the ability to make a final post at any time until the end of the cycle.  They are not given access to the dead doc until after this post is made or the end of the cycle has happened, whichever occurs first.

Paranoia
Each night, a player with the Paranoia role may activate their ability. If they do: If they are attacked that night, they survive the night and execute an attack against all the people who attacked them.  If they are not attacked that night, then they die.

Dungeon Master
Each night a person with the Dungeon master role may do two of the following:

  • Create a mob of NPCs, doubling their votes for the next day.
  • Influence the dice, choosing a player and redirecting a random action targeted at the Dungeon Master to that player instead.
  • Deny a player's request, roleblocking them for the Night.”


Elementalist
You are assigned an element.  Provided you can justify it thematically, you may perform any action that is cleared with the GMs.

Secret Keeper
Once per cycle, the Secret Keeper may introduce a rule into the game that is guaranteed to come into play, provided the GM allows it.

Odium
Odium gains a kill action that they may use at night.  They must be the last person alive.  No faction may win until Odium is removed from the game.

General Abilities

Spoiler

 

Role Proposal
Each turn, a player may submit a rule proposal in their GM PM.  In the following write-up, all the rule proposals are anonymously presented to be voted upon.  The three proposals with the most votes are incorporated into the game, starting the next turn.

Rule Votes
Each turn, a player may submit a rule vote in their GM PM.  This vote must select one of the rule proposals presented that turn that the player supports.  The three proposals with the most votes are incorporated into the game, starting the next turn.

In addition to being able to vote for a rule players, also get a single vote against a proposed rule each cycle. This counts as -1 to its total votes.

If a given rule has 0 or fewer votes, it won't be passed, even if it is technically in the top three proposals by merit of being the only rule etc.

Proposal
At any time, a player may submit an order to propose to another player.  This order is unblockable and unredirectable.  A player who has been proposed to may then submit an order to accept the proposal.  The proposal expires at the end of the following turn.  If the proposal is accepted, the two players are then considered married.  This is irreversible.  The two share all traits, including but not limited to, access to docs, win conditions and faction abilities.  This remains true even if one of the pair dies.

Adoption
At any time, a married pair may submit an order to adopt another player, requiring consent from both parties.  A player who has such proposed to them may them submit an order to accept it and become adopted.  In addition, a fourth player must also submit an order to acknowledge the adoption.

The married pair then becomes aware of their adopted child’s roles, alignment and items.  They are also added in to any PMs the child is a part of or becomes a part of.  After 3 cycles, the adopted child may choose to end the arrangement.

PM Creation
During a night turn, a player may create up to two PMs each with up to three players in them.  All PMs must include at least one GM (AliasSheep or Stink).

Infuse spheres
A player may put any number of their uninfused spheres out in the highstorm during the night turn.  These spheres are then returned to them the following day turn, infused, unless the spheres are stolen.

This action does not expend an infused sphere.

Steal spheres
A player may target another player during the night turn.  If that player had spheres out in the highstorm, then the first player gains those spheres the following day turn rather than the player whose spheres they originally were.

 

Passive Rules

Spoiler

 

Lives
Each player has two lives.  If a player has two lives, then if they would die, they instead lose one life.

Alternation
Each cycle there is a 15% chance that all rules, including but not limited to: win conditions, probabilities and item effects, will reverse.  There is then an 85% chance that the rules will switch back.

Boringness
If a player receives no votes, that player is Boring. Boring players can't be targeted by other players because no one pays attention to them. Further, since no one pays attention to Boring players, no one is affected by their actions. No one pays attention to their votes, because they're so boring, unless they vote on themselves, which makes them interesting, and stops them from being Boring.

Pancakes
Each player starts with a random number of pancakes up to a maximum of 5.  Each day turn, a pancake is consumed.  During the night, one action may be spent to gain 2 pancakes.  If a player runs out of pancakes, they become Hungered.  A Hungered player may not vote and may only use their night actions to gain pancakes.  If a player remains Hungered for a whole cycle, they lose the ability to talk in the game thread and may only use their actions to gain pancakes or create PMs.

Roleclaiming
If a player claims their role, either in the thread, PMs or in a doc, they die the turn after.  Their items as a result of this death are then divided randomly among the people they had PMs with.  A player may however, affirm or deny another player’s guess of their role.

Spheres
Each player starts the game with 5 infused spheres.  Each action they take uses up a sphere, changing it from infused to dun.  They can be infused again using the “Infuse spheres” action.  

Random Redirection
Each night, a single action from any player is redirected to a random target, though it may not affect the original target.

Family Ties
A player many not kill, attack or vote for their spouse, their adopted children or the spouse or adopted children of their adopted children, and so on down the family tree.  If a player does attempt to do so, any votes are cancelled and they are roleblocked the next turn.

If a married couple has a win condition that would require one to kill the other, this particular case no longer applies, and they can win without killing each other.


Searanatha theranson threson the 45th and a half
Searanatha theranson threson the 45th and a half must at all times be referred to as Searanatha theranson threson the 45th and a half.

Vendetta
Each player is assigned another player with whom they have a Vendetta.  As a part of a secondary win condition, they must attempt to play a direct part in that player’s death, be that through lynching them or killing them by action.

 

RP Pancakes
If a player's RP in a turn is 250 words or more, they gain a pancake.

RP Keteks
If, during a day turn, a player's RP contains a coherent ketek in bold, they gain a free action to use the following night.

Bunnies
Each player receives one bunny which is either male or female.  If a player has a male bunny and a female bunny, they gain another bunny each cycle.

Platypus: item. 

5 platypi will be distibuted into the game. A person with a platypus may steal a bunny from another player each cycle. A player with a platypus gains the win condition "wins if they have 10 bunnies." 
A player with a platypus may use this ability regardless of whether they or their target are boring.  Platypi cannot be eaten by Bunnies.

Action Limit
No one may use an ability or item with the same effect more than once in a turn.

The Lynch

Spoiler

 

Each day turn, a lynch occurs.  Each player may vote up to three times, and may vote in either red or orange.  If a player wishes to retract or change one of their votes, they must put that vote in green in the post they retract or post the new vote.

The player with the most red votes at the end of the day turn is killed.  The player with the most orange votes at the end of the day turn is roleblocked until the next day turn.

 

Set-up

Spoiler

 

Dula’s Gift
Each player at the beginning receives one of the following items, chosen randomly:

Knife (Ka-neef-fay). This item may be used when you make a kill action.  Your kill action applies before any other actions. 

Machete Throwing Ape (Ma-cheat-tee-throw-ing-app-y). You may kill a player with a 50% of working. If it misses it goes to the other dimension and trolls people. (Interpretation of this is left to the user. (Please discuss with Sheep how you want it to troll people.))

Monkey (Munk-why). You may target a player.  That player is role blocked.

Each item, when used, is removed from the player’s inventory.

 

 


Player List
Straw - Straw
coal - King Cole
Qwertyuiop - Hemalurgic_Headshot Hastur Hastur Hastur
Willow - little wilson
Hoid - winter devotion
Kintas - Jondesu
Locke Tekiel - Orlok Tsubodai
Non Sequitur - Sart
Bob the Omnipotent - Ecthelion III
mysterious Speed Force energy - Flash
Blade - Sami
Elias - Bartimaeus
Insanus - Darkness Ascendant
Kel - randuir
Silver Feather - Roadwalker
Majestic Eagle - Majestic
Ati - Drake Marshall
Sol - Eternum
Ad - DroughtBringer
Elithanathile - Elithanathile
Amarthion - Elenion
Aed - Aonar Faileas
Bortholomew the Blind - Bort
Nocturnal Flying Mammal Man - Grumpy Dula
Bugg - Clanky
Magestar - Magestar
Fess - Arinian
The Lemon - Lemonelen
Caramelion - Megasif
Bri - Brightness Radiant
Olbar - The Young Bard
Searanatha theranson threson the 45th and a half - Ornstein


The turn will end in 27 hours:
blu_1505761200.png

Edited by AliasSheep
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Personally, I'm not a fan of either of the rule submissions this turn. I think that turn 7 is too early to end the game, if we decide to do so via intervention, and think that something like turn 10 would be more reasonable.

I'm also of the view that problems we have with the game can be resolved via the normal vote process, as indeed was demonstrated by the resolution to the bunny issue, and that there's no need to hold such a moot. I further think that said moot is open to manipulation by the factions, and may well be used in a self-interested manner, rather than one focused on improving the fun of the game.

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So If we're fixing things through the normal vote process, what kind of rules would we have to submit to make that happen? 

If we want to move to being a more regular elimination game, I think lynches and faction attacks should be instant kills (so no surviving with 2 lives). Also, either the brotherhood's conversion ability needs to be capped, or we need 1-2 more factions to turn it into a full faction game. There's a couple of other things as well, but these seem like relatively immediate concerns. Doe anyone have anything else to add?

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4 hours ago, randuir said:

So If we're fixing things through the normal vote process, what kind of rules would we have to submit to make that happen? 

If we want to move to being a more regular elimination game, I think lynches and faction attacks should be instant kills (so no surviving with 2 lives). Also, either the brotherhood's conversion ability needs to be capped, or we need 1-2 more factions to turn it into a full faction game. There's a couple of other things as well, but these seem like relatively immediate concerns. Doe anyone have anything else to add?

We can vote to repeal rules. We already did that with the kill-conversion rule. So I'd say more stuff like that. We'll want to plan for the most pressing issues though so we don't get 8 rules we really want all in one turn and then two the following turn.

I definitely agree the Brotherhood conversion needs to be capped, but I also think a couple more factions would be a good idea as well. Just one or two more factions. Nothing too crazy. And a better end-game solution than a giant meteor.... We just created the Cosmere. Why are we trying to destroy it now?

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12 minutes ago, little wilson said:

We can vote to repeal rules. We already did that with the kill-conversion rule. So I'd say more stuff like that. We'll want to plan for the most pressing issues though so we don't get 8 rules we really want all in one turn and then two the following turn.

I definitely agree the Brotherhood conversion needs to be capped, but I also think a couple more factions would be a good idea as well. Just one or two more factions. Nothing too crazy. And a better end-game solution than a giant meteor.... We just created the Cosmere. Why are we trying to destroy it now?

I'm still in for a every one wins ending to the game. 

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Okay. What would be a reasonable conversion cap? Given their numbers, I'd say no more than 2-3 conversions? Of course, all the other things they can do with their faction ability remain in play.

Edit: I won't propose the cap right away, as I think this is something that needs to be discussed a bit more so that we don't need to adjust the numbers again later.

Edited by randuir
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2-3 makes sense to me. The rules for this cycle don't say how many they started with, but I think the rule proposal was 3, so 2-3 conversions (probably not counting any marriages), would allow for a team of 5-6, which is a good-sized team, especially adding in marriages. Though Drake is now dead, as is Len, so that's 4-5 + marriages. So a max of....8-10? I think. Assuming the converts don't marry the initial members post-conversion. I think 2 conversions would be best since a max of 8 players is far more reasonable than 10.

And I would concur with Jon about the end game condition/win con not being everyone winning. I can see why that would appeal, but right now, there are at least faction win cons (including the village "faction") that have win cons that cannot work together. The "village" has to get rid of all the factions. The Brotherhood has to get rid of all items and kill roles (which means they have to somehow remove all the WorldSmiths, who all have access to their faction kill). Saying that "everyone wins" feels.....cheap....to me. We really just need to get a game-ending-condition in place, whether that's a "the game ends on this cycle" or "once this thing happens".

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I think Len and Drake were married so we are probably looking at about 4 members of Brotherhood. They seem like an anti-elim team which may be like a village with a doc? So probably needs around 10 members based on how many players we have? I'm viewing the factionless as more of a SK role so I think there should be less, worldsmiths as elims and agents of chaos... No idea how they fit into the game.

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