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Long Game 64: Choose Your Own Sanderson Adventure!


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5 minutes ago, Elbereth said:

Try 1: 80% chance of failing, no chance of being caught.
Try 2: 50% to fail, 30% chance to be caught.
Try 3: 20% chance to fail, 60% chance to be caught. 

Do you fail if you're caught?

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Paper Tosser: This role throws a wadded up paper ball at another player, distracting them and making any action they took that cycle is delayed in the order of actions. Can be used once per cycle

Anonymous Contact: Can anonymously send messages up to two people per cycle

Edited by Shqueeves
fixed a thing
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Here’s my second role:

Airplane Spoon: You are a spoon shaped like an airplane. You are used as evidence in a crime scene, and can send one player to jail as an action. However you are soon forgotten and the player is released after one cycle. The same player can’t be targeted twice in a row.  

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Role 2
Silimatic Engineer

You have expertise in different glasses used in the free kingdoms. You spend a night creating glass, and at the end of the night, the GM will inform you what kind of glass you have made. You may then use that glass twice (unless otherwise noted) or make more glass. You can only set up one glass contraption per night (more would be so tiring, and you are above scurrying around for the entire night). You can only set up glass at night, because you do not want to leak your secrets to anyone else. (You don't have transporters glass because Attica "borrowed" all of your sand to do some research).

Types of glass:

Communicator's glass: you may set up an additional PM at night when you use this glass.

Defender's glass: you may set this up at someone's house (including yours), preventing anyone from visiting them that night.

Enforcer's glass: you may attempt to detain someone and put them in prison with enforcer's glass handcuffs. If your target is evil, they will be put in prison; however, if they are your own faction, the next night, you hide in shame of being wrong and cannot build or place glass.

Grappler's glass: using this glass allows you to hang on a window outside of someone's room. Since you are on the window, no one notices you. It takes one night to make this glass and another night to put them on and test them. This may then be used twice. Grappler's glass allows you to see who visits someone for the night.

Inhibitor's glass: stop the person you target from using their ability if it is based on silimatic technology or Smedry talents.

Protector's glass: you may equip this glass or give it to someone else: doing so will protect them from a single attack. The glass degrades after two days of use, and when you make this glass, you can only use it once. (Does not protect from lynch or being jailed by vote).

Snarer's glass: you may place this outside of someone's room. You are informed the roles that visited your target that night (but not the names).

Edits: removed transporter's glass, elaborated on grappler's glass.

Edited by Ironfire
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41 minutes ago, Ironfire said:

Protector's glass: you may equip this glass or give it to someone else: doing so will protect them from a single attack. The glass degrades after two days of use, and when you make this glass, you can only use it once. (Does not protect from lynch or being jailed by vote).

Fairly certain the GM's won't allow this until we have 21 players.

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Just now, A Joe in the Bush said:

Fairly certain the GM's won't allow this until we have 21 players.

It sounds like an item, but it's not, right? You make it, then do it to someone (like a protective role), and they can't pass it to anyone else.

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Day 1: A Coolidge Conspiracy

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LG64 has started! A few changes have been made, so find the final ruleset here. (The OP will be updated to match shortly, but isn’t yet.) Of note: 

The Crystal Knight win condition is to be the only faction with living non-captured players. The Rogue Smedry's win condition is to be the last living non-captured player. The Crystal Knights cannot convert the Smedry. 

Players have one action per turn, which they can use on a role action or to create a PM by submitting an order to the GM. In general, role actions are night actions. 

The Silimatic Engineer role has been reduced to four different kinds of glass, for simplicity's sake. 

 

GM PMs should be out within the next five minutes. Player-player PMs will take slightly longer. 

Day 1 has begun and will end in 48 hours, at 6pm PDT on April 1. Remember that you may submit an action to PM another player during the day, which the GM will create at the start of Night 1. Please do not create any PMs with other players yourself. 

 

Player List

  1. Experience - Shard
  2. Straw - Straw
  3. Kidpen - Arthur Smedry
  4. A Joe in the Bush - Porona Candemic
  5. Coda - ?
  6. Striker - ?
  7. Kynedath - Bartholomew Prescot
  8. Elandera - Rainier
  9. Zillah - ?
  10. xinoehp512 - ?
  11. Ironfire - Liability
  12. Sart - ?
  13. Elkanah - Karen
  14. Fifth Scholar - Sergey Karjakin, Russian ambassador and secret adviser to the Secretary of Defense
  15. The God King - ?
  16. Shqueeves - ?
     


 

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Shard looks down at his phone and sees a message posted by the White House Cheif of Staff. He realizes that he was in the last group, and curses inwardly. Shard turns around to leave the tour, and sees the doors being locked behind him. He was stuck in the White House with the rest of the group. Hopefully it would be over soon...

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Karjakin sighed, looking up from the memo he was typing on his phone to see the flood of tourists around him pressing into the White House. Another crowd I’m forced to be a part of, he thought begrudgingly, returning to his memo with a vengeance. A few furiously typed lines and the press of a button, and it was off, skirting through digital space to his superiors. He was done for the moment as well, and caught the eye of another tourist in the crowd, who looked back significantly. Ah, right. He opened his messages, quickly sent “Best by test, of course,” and swiped two squares forward on his virtual board. Now he should be free of obligations, and could perhaps think of something besides his upcoming meeting with the Secretary of Defence. 

A bleep from his email sent that notion packing. A press release from the chief of staff? Three of those went out an hour, it seemed. Why should he care? He began reading, then frowned. Unusual incidents? This is not our work, whatever the stereotypes may be. He would have to speak with the embassy about this if he could. A president, even a dead one, was not a force he wanted to tackle alone. 

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Greetings, fellow tourists! So glad to be able to tour the White House with such a magnificent group of individuals!

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Oculator: You can scan a player as an action, either turn, to learn who they opened PMs with that turn. 

With the interesting PM mechanic this game, this is potentially a marginally more powerful role than it would usually be. Could be potentially used to verify that someone did not take an action.

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Therapist: Your goal in life is to help people find their true potential! As a night action, you can choose to switch the role of two players. If one or both roles are alignment-specific, the switch fails silently. This cannot be used on captured players. 

An interesting wildcard to consider. Potentially useful if you think one of the elims have a power role (or maybe an inactive...) Interestingly enough, it doesn't seem like this role precludes switching your own role with someone else's.

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Curator of the Library of the Congress: Much like your cousins in Alexandria, you are a specter charged with care of the Library of Congress. As a night action, you can lure someone into a trap, keeping them from taking any actions that night. 

A roleblock. Unclear if it works on faction actions, although I would guess it does. @Elbereth

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Trouble Magnet: You were born unlucky, and trouble gravitates towards you. As a night action, target a player. If they are of a different alignment than you, both you and your target die.

A sort of suicide bomber, then- kill yourself, but take the enemy with you. Doesn't really help with parity because of this, so it should probably not be used randomly.

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Gossiper: You've heard juicy secrets, and now you have to spill the beans. As a night action, create a temporary PM with yourself and as many other people as you want in it.  The people in this PM do not count toward the people you can target based on PMs, so if you do not already have a one-on-one PM with a player in the group PM, you still cannot target that player with an action. The group PM is closed at the end of the next Day.

If you're a PM person, you can probably think of something to do with this.

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Head of the Order of the Shattered Lens: Once per game, you can set up pillars which cause the actions of any player not in your faction to fail, including faction actions and PMs. This is a night action, and only applies to actions taken that night. 

Because the conversions are guaranteed to happen on certain nights, this pillar should most certainly be used on one of those nights.

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Jail-breaker: has three chances to break people out from prison. Each time, they get more practiced in breaking people out, so they're more likely to succeed. But the guards become more and more alert, so they have a higher chance of being caught. This is a night action.

- Try 1: 80% chance of failing, no chance of being caught.

- Try 2: 50% to fail, 30% chance to be caught.

- Try 3: 20%  chance to fail, 60% chance to be caught. 

Potentially useful if a powerful village role gets stuck in prison. You might want to burn your first chance as soon as you're willing to get to the higher probability chances.

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Transporter: As a night action, you may target a player, and as a result for all intents and purposes you have changed positions. Any action that would target you is used on them. Any that would target them would target you, including PMs. 

Could be used in a protective capacity- either for yourself, or for the target. You should probably tell someone who you switched with, in case you die.

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Madness Lenses: As a night action, you may target a player. That player's action is assigned randomly among legal targets this turn (including those in jail if applicable). This includes PM actions.

Chaos. :ph34r: 

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Criminal: You have been to jail so many times that you are a leader among the inmates. If you are locked up, each captured player's lynch vote has a 40% chance of changing to the same as your vote.

Provides an incentive to get oneself locked up, especially if one has no other action available.

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Paper Tosser: As a night action, you throw a wadded up paper ball at another player, distracting them and making any action they take that night delayed by one cycle. 

Less powerful than a roleblock, but still might catch the SK.

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Anonymous Contact: You can anonymously send messages to up to two people, as a night action. (This is submitted through the GM, who will forward the message to the player of choice.)

Could be useful in combination with another role that doesn't want to be revealed.

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Airplane Spoon: You are a spoon shaped like an airplane. You are used as evidence in a crime scene, and can send one player to jail as a night action. However, you are soon forgotten and the player is released after one cycle. The same player cannot be targeted twice in a row.

A sort of roleblock. Does this block the action the target took on the cycle they were targeted? @Elbereth

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Silimatic Engineer: You have expertise in different glasses used in the Free Kingdoms. All glass actions are night actions, including creating glass. You may choose what type of glass you create, but you cannot create the same type of glass twice in a row. Glass can be used twice unless otherwise stated. You cannot create and use glass on the same night.

A limited amount of actions with regards to glass, so be careful with what you do with it.

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Glass Types

Grappler's glass: As an action, you may see who targets someone for that night. (This includes PMs.) You will need to put the glasses on after creating them, before you can use them. Putting them on is either a day or night action. If you put the glasses on during the day, you will sacrifice your vote and have a 10% chance of someone catching you wearing the glasses, but you'll be able to use them the following night.

What does it mean to have someone catch you wearing the glasses?

Could be used to scan potential kill targets- maybe you'll get lucky and catch the SK. Or, potentially, if the originator turns out to be an elim, then their target might have been converted.

Something I just thought of- if someone targets the player who isn't in a PM with them, that means it's a faction action- likely the conversion, if they aren't dead.

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Inhibitor's glass: Stop the person you target from taking an action if it’s based on silimatic technology or Smedry talents.

Blocks... I'm not exactly sure, actually. @Elbereth

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Protector's glass: Protects from a single attack, but degrades two days after you've put it on if it hasn't been used. You can either put it on yourself or give it to someone else (through a night action). If given, it will automatically be equipped to the receiver, who will be informed. This glass does not protect from the lynch.

Is it implied that you put it on immediately after you create it (i.e. does it degrade two cycles after its creation or its first use?)

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Snarer's glass: See what actions visited your target that night (but not who sent them).

Similar to the Grappler's glass but for different things. Might catch a conversion in action, if you're lucky.

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"Why are you closing the doors? Why doesn't the carpet cover the whole floor? When do we get to see the president?" The shrill voice of a ten year old girl cut through the crowd causing people to turn and look. "Did you know this place burned down once?" 

Ignoring the angry shushes, she continued her logorrhea. "Did you know that bust of Lincoln was added here in 1908? Why are you locking the doors behind us?"

-------------------

I will be back with useful information once I reread all the rules

 

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