little wilson she/her Posted December 22, 2014 Posted December 22, 2014 Wilson's Divided Loyalties: Yes, I did just name your game for you. Restares and Thaidakar should probably be 'Safe' Roles. Friction just doesn't make sense for what it did in the book Reverse Seeker (?) - Ardent maybe? They're responsible for soulcasting the dead. Vote manipulator (?) - Lighteyes? or maybe Landlord? Scout (?) - Survivalist? or Hunter. Runner - Good name Assassin - Good Name Action Discovery (?) - Um, fabrial engineer? or, Investigator? Ardent (?) - Ardent works, but it goes better with the reverse seeker. I might just use that name in part. You're probably right that Thaidakar and Restares should be safe roles. I'm not going to do that though, because of the very definition of safe roles. While it makes logical sense for them to be safe, I can't see any way to balance the game so they wouldn't reveal themselves and then get their teams to protect them for the rest of the game. I will never put a safe role in any game I build unless I'm balancing the game from the beginning to counter any revelation, making it unlikely that there would ever be a strategic reason to reveal (that's actually something I'm attempting with a different game I'm currently building). I'm not a fan of safe roles revealing, and then Team Good rallying around them making it impossible for Team Evil to kill them. Call it trauma from LG4, if you will. Yeah, I know Friction doesn't make sense. I initially had Friction as what Transportation basically is--a protection from all actions, because they're so quick no one can find them. But I couldn't figure out anything else that really worked for Transportation, so I had to come up with something else for Friction. Basically, the idea is that the Edgedancer is so fast, they sneak into the room, read the messages, and get out without getting caught. Those role names are pretty good. I figured out names for them a few days ago, though. Let me know what you think (I put the role description for the cook and the assassin because they don't make sense otherwise. But I'm highly entertained by them): Surgeon - You can protect any player from one attack per night, but you cannot protect yourself. Runner - Each night, you can create a PM with one player. Send in your request to the GM, who will set it up for you at the end of the night (accounting for any redirection and/or other blocking abilities). This PM can continue for as long as both participants are alive. Artifabrian - Pick a target. One random action that would affect target comes to you instead. Ardent - Change a vote (including no vote) to another player Cook - You learned your impressive culinary skills among the Horneaters, and you can cook a meal like these lowlanders haven’t ever tasted before. You know how to mask the most potent flavors in a dish, and occasionally, you’ve been known to use that skill for less-than-pleasant purposes. You’ve racked up quite the body count with some of your culinary surprises. Each night, you can attempt to kill any player. Veristitalian Scholar - Seek the dead to discover alignment and role. Explorer - Each night, you can prevent any and all actions targeting you from affecting you. Assassin - You’re a master assassin, and you have many skills at your disposal. You’re invisible when you want to be, you have a knack for learning the information you need to get into inaccessible places, and you see things others tend to miss. Unfortunately for you, your assassin services aren’t needed as much here in Urithiru, but that doesn’t mean you can’t use your other skills. You can watch a player any night, learning the identity of one random player who targeted them (regardless of whether the action succeeded or not) <--Liss was the inspiration behind this one. 4
Jo and the Bush all/any Posted December 22, 2014 Posted December 22, 2014 I'm foreseeing a write up where the cook kills the assassin. And i'm loving it. On the subject of safe roles, One of my games has a role that is 'Safe', but it'a ability is that it's immune to all other roles, other than lynch and Eliminator kill. So if he's careful, he can organize the people, but as soon as who he is becomes widespread, he gets killed, since he's immune to the protective roles.
little wilson she/her Posted December 22, 2014 Posted December 22, 2014 I'm foreseeing a write up where the cook kills the assassin. And i'm loving it. On the subject of safe roles, One of my games has a role that is 'Safe', but it'a ability is that it's immune to all other roles, other than lynch and Eliminator kill. So if he's careful, he can organize the people, but as soon as who he is becomes widespread, he gets killed, since he's immune to the protective roles. I know, right? The write-ups in general regarding those two (particularly the cook, whenever he kills) could get hilarious. And that's actually exactly what I mean about building a safe role intentionally so the person can't reveal. That's a really interesting ability though. Good nerf for the safe role (which is kind of in itself an ability). The safe role I'm working on is actually a group of safe roles who have a secret vote. The target of the secret vote loses their role and their ability to talk in the thread (but they can still PM). The catch is that it requires 4 or more votes to target someone, so it's unlikely to happen unless it's coordinated, and even then I think Team Good will be hesitant to coordinate it without being nearly certain someone is evil. And coordinating in the thread will be difficult without revealing roles. Plus, there are only 2-3 protective roles (at most), so by the time that all the safe roles can be protected, those safe roles won't even be a threat anymore. I'm still working on it. I only started building that game on Friday, and I haven't really done much with it outside of coming up with that idea, so now I'll be building the rest of the game around it to balance it more. I'm not even sure it'll work, but I hope it will. Could be a very interesting mechanic (the result of the secret vote, that is).
Turos Posted January 6, 2015 Posted January 6, 2015 Kinda its own game, but along the same lines: At night(whatever), everyone votes for someone. You must vote and can only pick one person. You can not pick yourself. During the day, everyone finds out how many times they were voted for. They get as many chances to guess who voted for them as the number of votes they received until they discover someone. The Host does not vote nor can be voted for. The host will keep track of votes and tell the numbers to each person. The host will confirm correct guesses. Someone who is discovered loses the game. The game ends when only two remain. They are the winners. A twist that to the regular game style: Each night, you can guess someone who will attempt to kill you. If you are right on at least one person who attacked you, you are safe. I guess this is more of a free-for-all type game instead of preset teams. 1
Mckeedee123 he/him Posted January 6, 2015 Posted January 6, 2015 Kinda its own game, but along the same lines: At night(whatever), everyone votes for someone. You must vote and can only pick one person. You can not pick yourself. During the day, everyone finds out how many times they were voted for. They get as many chances to guess who voted for them as the number of votes they received until they discover someone. The Host does not vote nor can be voted for. The host will keep track of votes and tell the numbers to each person. The host will confirm correct guesses. Someone who is discovered loses the game. The game ends when only two remain. They are the winners. A twist that to the regular game style: Each night, you can guess someone who will attempt to kill you. If you are right on at least one person who attacked you, you are safe. I guess this is more of a free-for-all type game instead of preset teams. You should see if you can find a place where you can fit that into a Cosmere context.
Sart he/him Posted January 6, 2015 Posted January 6, 2015 A twist like that to the regular game style: Each night, you can guess someone who will attempt to kill you. If you are right on at least one person who attacked you, you are safe. That's actually a really cool game mechanic... I think I can tie this into my Defending Elysium game. Here's what I've got so far. Eliminating Elysium First off, there are massive spoilers for Defending Elysium, a short story Brandon wrote, in this game. Thankfully, the story is free to read on Brandon's website. Here's a link to it. Now then, on to the game itself. Chaos has erupted in the Outer Platforms after it has been revealed that rogue aliens have been impersonating humans in an attempt to gain superior weaponry. Unfortunately for the residents of Jupiter Platform 19, their matter disruptor factory is a prime target for the rebels. Win Conditions: Aliens: Outnumber the Humans Humans: Kill all of the aliens. Cytonics: The ability to sense other minds is present in all intelligent lifeforms. During the night cycle, a player can protect himself from the actions of another player. If that player tries to use an action on the protected party, it will not happen, and will be revealed in the write-up for all to see. For example, Tom (A normal Human) sends in his night action to protect himself from Steve. Steve tries to kill Tom during the night. It will be revealed in the write-up that Steve tried to kill Tom, and Tom will survive. Roles: UIB Agent: Instead of using Cytonics, you can target one player during the night to learn that player's role and alignment. Cyto Adept: You can target two players with your Cytonic powers. Phone Company Operator: You can target two players with your Cytonic powers. Furthermore, instead of using Cytonics, you can kill a target player. Alien: You swapped minds with a human, and now look just like one of them. You have a Google Doc to conspire in, and you have a group kill. I'd be interested in running this as a Quick Fix Game. Feel free to give me suggestions about the game. 4
Turos Posted January 7, 2015 Posted January 7, 2015 Oooh. Nice! Good match up. I loved that story, too, so double points
Renegade he/him Posted January 9, 2015 Posted January 9, 2015 Inspired by the classic simplicity of the Anniversary Game (and my own boredom), I decided to make a relatively simple game, and then add in an interesting mechanic that all of the roles revolve around. Not really sure whether this should be run as a Long Game or a Mid-Range with 24 hour Days and Nights, as it could really work both ways. I call it: Alethi Corruption. The Game Highprince Sadeas is up to his old tricks, slipping poison in a few choice drinks, and silently seeding rumors throughout Dalinar Kholin’s warcamp. The old Blackthorn himself has decided to address this issue, noticing that Sadeas has become increasingly uncooperative, and that multiple brightlords have mysteriously gone missing. As members of the high Alethi society (or so you like to think), it is your job to find Sadeas’s rumormongers and avoid the corruption of the upper class. The Rules Each Day, there is a lynch vote, and each Night, one of the Conspirators makes a Night Kill (in place of their role ability). The game begins on Day 1. The goal for the Nobles is to eliminate all of the Conspirators. The goal for Sadeas’s Conspirators is to outnumber the Nobles. The Conspirators have a google doc to scheme in. 1-on-1 PMs are allowed, but can only be started/used during the Night. Group PMs are not allowed at all. All PMs must include the GM. Players must have at least 2 votes on them in order to be lynched, and tied votes result in no lynch. Lynched players have their role and alignment revealed. Players killed during the Night have their alignment revealed, but not their role. It will not be revealed whether a player was Corrupt or not when they died. The Roles Each player will have a different role. All roles in black may be of either alignment, while roles in red are solely Conspirator-aligned, and roles in green are solely Noble-aligned. There may be multiple of some roles, and some roles may not necessarily be distributed. High Brightlord: You are the center of rumor and gossip, and dispense it like windspren into a highstorm. Each Night turn, you may choose to target any other player (including a fellow Conspirator) to become Corrupt for the rest of the game. Corrupt players do not change their role or alignment, and are not aware that they have been Corrupted. Corrupt players have reversed role abilities (see each role for specific rules). Upon death, the High Brightlord converts a chosen Corrupt player to the Conspirator team. The High Brightlord may change their target convert at any time before they die. There will not be multiple High Brightlords. Ardent: You are a decent Vorin follower, and are fed up with all of this deceit and corruption. Once per Night, you may target a player to discover if they are Corrupt. (However, the High Brightlord masks his Corruption well, so he does not appear Corrupt.) You are also unable to be Corrupted. Both you and the High Brightlord will be informed of any failed Corruption attempts on you. Brightlord/Brightness: One of the common members of the Alethi nobility, you consider yourself “refined,” and believe that everyone should emulate you. During the Night, since you aren’t going off doing other things, you may secretly vote for another player via PM. The player with the most votes on them during the Night is reported as a “villainous scoundrel,” and receives an additional vote against them in the next Day vote. However, this extra Day vote will not be revealed until the Day turn is over. When Corrupt, your vote actually negates 1 secret vote against the target player. Artifabrian: With a few choice fabrials, you can try to soothe out the corruption from the nobility. Each Day, you may choose another player to target, removing Corruption from them for the following Night and Day. The target will be informed at the start of the Night that they are not Corrupt for the duration of the next cycle. However, when Corrupt, you instead spread the corruption with your fabrials. Each cycle, your target becomes Corrupt for that Night and following Day (and are not notified of this). Spy: With a spyglass in hand, and an eye for detail, you can tell when people are up to no good. Each Night, you can spy on a player, revealing their alignment (but not role or whether they are Corrupt). However, when Corrupt, your spying always gives the wrong result. (So spying on a Noble will give a Conspirator result, and spying on a Conspirator will give a Noble result.) Guardsman: As is your duty, you defend another player (not yourself) from all sorts of attacks during each Night. When Corrupt, you “accidently” kill your target, rather than defending them. Assassin: You are one of the most devious and sneaky people in the warcamps. Good thing you’re working for a noble cause… right? As a Night action, you may kill a target. When Corrupt, you befriend your victim and defend them from all Night attacks, rather than killing them. Worldsinger: You are a master storyteller, but your stories are so long that they usually put people to sleep! As a Day action, you may target a player to have their vote cancelled. When Corrupt, you spread seeds of propaganda in your stories, causing your target to be inspired and their vote to count as double. Courier: You are one of the poor souls who runs messages around the warcamps. Luckily, that gives you the chance to peek at some of the messages. Each Day, you can choose two players, and see any PMs between the two of them during the following Night. When Corrupt, you instead refuse to deliver any messages between those two players, preventing them from PMing each other. (At the end of the Night, you will be informed that no PMs took place between the target players.) Scholar: As a scholar, it is your duty to seek information and knowledge. As a Night Action, you may choose to search for information about a specific deceased player, learning their role and whether they were Corrupt at the time of their death. However, if you end up getting Corrupted, your notes become a bit sloppy, and you learn information about a different dead player (whose name is not revealed to you). Order of Night Actions:1. Corruption, Artifabrian2. Ardent3. Brightlord/Brightness Vote4. Protective Abilities5. Kills6. Spy, Scholar 7
Gamma Fiend he/him Posted January 9, 2015 Posted January 9, 2015 Ooh, I really like that game, Ren! That Corruption Mechanic looks awesome, great job! It actually looks rather solid as is! I even like how you utilized the secret 'Dragon' vote from my WoT!Also, popping in here to propose Two more game ideas (One LG and one probably MR), so add me to the GM list for both! XDMid-Range(ish): Welcome to the Steel Ministry! You are the newest recruits for the Canton of Inquisition, and have been shown the wonders of Hemalurgy! But none of you have your coveted Eye Spikes yet, and you must earn them! There is a small group of Skaa Traitors who have infiltrated the Ministry, to learn the secrets of Hemalurgy and to find a way to kill The Lord Ruler! You must Eliminate them before they do the same to you! Long Range game: The Chromeria!For all the fans of Brent Week's Lightbringer Series, I am working on a full-fledged game, exploring multiple aspects of the world and books, and while I just started working on this one, it's shaping up to be epic already! For anybody who is fully caught up to Book 3 that would like to take a sneak peek, just shoot me a PM for the link! (Don't want to post it here until it's more worked out, but I could always use a few extra sets of eyes of course!) The game shouldn't contain any actual spoilers for the 3rd book when it runs (depending on how long it is until I run it, of course), but the game-building discussion and random book tangents might contain some! 5
Mckeedee123 he/him Posted January 9, 2015 Posted January 9, 2015 Inspired by the classic simplicity of the Anniversary Game (and my own boredom), I decided to make a relatively simple game, and then add in an interesting mechanic that all of the roles revolve around. Not really sure whether this should be run as a Long Game or a Mid-Range with 24 hour Days and Nights, as it could really work both ways. I call it: Alethi Corruption. This is neat.
Metacognition he/him Posted January 9, 2015 Author Posted January 9, 2015 There have been a few games that have been added here that are not part of the GM list yet. I know not everyone who comes up with a game is ready to jump in and try to GM one, so if everyone who would like their game included on the GM list, please PM me and I'll get everyone added! 3
Kasimir he/him Posted January 10, 2015 Posted January 10, 2015 (edited) While working on this (currently secret) game set in Roshar, I surprised myself by coming up with the idea for a Reckoners QF. This is set way before the events of Steelheart, so there shouldn't be any spoilers from Firefight in the game. I'd appreciate some feedback as my current inclination is that the QF is a bit too elaborate: I'm tempted to 'trim' the roles off more by possibly leaving out the Veterans and the Ex-Convict, in order to reduce the Town's safety net. This QF was inspired by the idea that we have a lot of players here who appreciate mindgames and messing with their fellow players' heads (i.e. trolling) way too much Without further ado, I present to you: Riddles in the Dark: a Reckoners QF A game of deception, mindgames, and atmospheric creepiness. You wake. Nothing meets your eyes but an impenetrable darkness. All is silent. You prick your ears, trying to pick up the slightest sound, and are rewarded with the drip-drip-drip of water somewhere. Your head aches. Who are you? What do you remember? “Finally!” says a voice you don’t recognise. “You’re awake.” A flame flares to life; the face partly-illuminated by the lighter is one you don’t recognise. Grimy and tired, the person nods to you. “Another one here to join us, I suppose.” “Who are you?” you croak, are surprised to find your throat is bone-dry. He hands you a flask of water and you accept it. As you drink slowly, he replies, “I’m Kam. I’m one of the survivors.” His mouth twists in an expression you’re not sure what to make of. At your puzzlement, he goes on. “You see, right now, you’re one of us. A prisoner of the Epic Acuity.” This takes place somewhere near the tail-end of 2014: shortly after the first Epics began to manifest their powers, but before Steelheart claimed control of Chicago. In essence: you used to be a resident of the city of Chicago. Now, the Epic Acuity has made you an unwilling participant in one of his twisted games. You’re one in a group of prisoners in a dark shack. All you know is that your only chance at freedom is to play the game… And to unravel the trail of riddles to find and eliminate the traitors hidden among you… Before they claim your life. - General rules: 1.This game is a QF, and as such, will follow typical QF rules. Cycles will be 24 hours long, with the lynch and the Traitor kill taking place within the same cycle. Write-ups will reveal interactions that matter (e.g. a successful save by the Medical Examiner), as well as allegiances and roles upon death. Orders must be sent in by PM, but votes need only be placed in the thread. 2.Because this is a QF, there will be a penalty for inactivity. Inactive players will be killed after two cycles of not having posted. 3.There will be a general blanket ban on PMs. However, players who have placed a vote will be permitted to send one anonymous PM of less than 1000 characters to another player, through the GM. 4.This is the order of actions: M.E. save → lynch → kills → PMs. 5.There are two factions in this game: the Civilians and the Traitors. In order to prevent players from deducing Traitor identity from meta-game hints such as time spent in the Personal Messenger, Traitors will instead get access to a group doc. In addition, Traitors get access to a group kill and must appoint one of their number to execute the kill. 6.This game utilises the Riddles (trail of breadcrumbs) mechanic. See the following section for the explanation of what this entails. 7.There is always another secret. (This does not affect gameplay, I promise.) Riddles/Trail of Breadcrumbs mechanic: As you may have noticed (probably not, since the Roles section is further below…), this QF will not employ a Seeker. Instead, the Traitors and the Ex-Convict will come up with a list of suitably cryptic (but fair) hints/messages beforehand. This list must be approved by the GM. If the list is exhausted, then a GM hint/message will instead be provided. With each successive kill (made by both the Traitors and the Ex-Convict), a hint/clue as to the killer’s identity will be left behind in the write-up. So, for instance: if there are four Traitors, then the message/hint left behind will only pertain to the Traitor who made the kill. Win conditions: Civilians: Kill all the Traitors. Traitors: Outnumber all the Civilians. Roles: Civilian: You’re an ordinary person, snatched away from your life in Chicago, and now you find yourself an unwilling participant in Acuity’s twisted game. But chin up: if you keep your wits about you, you might just make it out alive… Medical Examiner: It’s been years since you graduated from med school, and since then, you’ve done your residency as a medical examiner. Still, although your skills lie more in the direction of cutting up dead bodies and figuring out what killed them, your med school basics are still there, if rusty. Once a cycle, you can pick a player to save from death (i.e. lynches or kills.) Ex-Convict: You did time, before. It wasn’t pleasant. You’ve tried to turn your life around and go straight, but unfortunately, you found yourself captured by Acuity’s machinations. Still, you’re resilient and resourceful. You’ve gotten your hand on a few materials, and slowly made yourself a shiv. Unfortunately, the improvised shiv is fragile and will shatter after two uses. Watchman: The shack is dark, but fortunately, you have a limited light source. The Watchman takes care of the candles, makes sure you can see each other’s faces. When the Watchman dies, the lights go out. Roles and allegiances are no longer declared upon death. In addition, write-ups will no longer differentiate between Veteran survival and the Medical Examiner’s protection. Most importantly, hints will no longer be given upon kills. Veteran: You’ve spent some time serving your country, and you’ve seen combat in a few places. Although you’ve been discharged from the military, your physical conditioning is still superb, allowing you to survive and recover from injuries better than others. In-game, this grants you an extra life. Traitor: You’re an ordinary person, snatched away from your life in Chicago, and now you find yourself an unwilling participant in Acuity’s twisted game. Except that you know the truth: that in the end, everyone’s just out for themselves. So you’ve cut a deal with Acuity: if you kill the rest of your fellow prisoners, you’ll walk free. Sounds pretty good, doesn’t it? Edited January 10, 2015 by Kasimir 4
Wyrmhero he/him Posted January 19, 2015 Posted January 19, 2015 (edited) Mistrun: Megacorporate Takeover (LG) The 'Final' Empire was not so final. Five hundred years since the death of the old world and the birth of the new, and the face of Scadrial has changed completely. Sprawling metropolises litter the landscape, from the city of Elendel on the North Pole, all the way around to its counterpart in the South. The world is smaller now, and the secrets it once hid had been brought to light. No longer do people only worship Harmony, or Ironeyes, or the ghost of The Lord Ruler. The only god here is capitalism. The rulers of this land are the ten 'Megacorporations', vast businesses that have divided the world and its resources up between them. They employ most of the people on Scadrial, and for those they employ, life is good. People slip between the cracks, but that is to be expected when they hate the Megacorps and refuse their aid. Many turn criminal, becoming 'Mistrunners', and breaking into or hacking the Megacorps to cause damage or steal. 'From cradle to grave': You were born in a Heron IndustriesTM hospital. You were raised in a Heron IndustriesTM nursery. Educated in a Heron IndustriesTM school. You work for Heron IndustriesTM. You get your metals from a Heron IndustriesTM foundry. And when you die, you will be buried by a Heron IndustriesTM funeral service, in a Heron IndustriesTM cemetery. You don't have to worry about the less important things in life, because you know Heron IndustriesTM will see you through. This means that you can focus on your job - more importantly, the advancement of your job. Opportunities for promotion are not rare, though the Megacorps make you work for it. Such an opportunity has recently arisen, as a matter of fact. Word has come down from upon high that they suspect a group of Mistrunners has managed to infiltrate the work force at the Heron IndustriesTM Headquarters, based in Elendel. Not only can you help to protect your jobs, but perhaps your superiors will take notice of your love for Heron IndustriesTM and reward you appropriately... Setting Based on the cyberpunk dystopian world of Shadowrun, players are all employees of one of the ten Megacorporations of the world, Heron IndustriesTM (which develops many things, but focuses mainly on the mining, processing and transportation of metals). Players have been employed by them all their working life, and are pampered and well-treated in the city that is the local Heron IndustriesTM headquarters. But the flip side of this is that a criminal underworld has developed in response, based on the Skaa underworld of the Final Empire. Some see the Megacorporations as tyrants that use their power to crush any who try to stand against them (and perhaps they are right - Megacorporations have their own cities, their own police, and are even considered to be sovereign countries within international law). Others simply see the lifestyle the Megacorporations can provide, and want to take it for themselves. Regardless of their reasons, however, these criminals, or 'Mistrunners' often attack Megacorporations and their assets, trying to harm the company as much as possible. Due to the need for good publicity, often a Megacorporation will even hire them to attack a rival covertly, destroying or stealing data to ensure they remain a step ahead. But for most players, only two things matter: They are trying to destroy your livelihood, and it's a great opportunity to prove your loyalty and get ahead of your peers. Can you survive the cutthroat world of business and get that fabled promotion to the top? Rules This game acts like a standard Elimination game, except that players are Fired rather than lynched or killed by Eliminators. Players are Fired at the end of the next Day Turn. A Fired player is sent to the Jobseekers' Doc, cannot interact with Employed players in the thread, and cannot send PMs or take any actions. Roles and Alignments are only revealed when a player dies. The Mistrunners win if the number of them Employed outnumbers the number of Employed Loyalists. The Loyalists win if all the Mistrunners are Fired or dead. Only the players still Employed by Heron IndustriesTM win if the Loyalists win. Roles Archivist - You know so much about the law that you can twist it around your fingers. During a Night Turn, you may target a Fired player. At the end of the following Day Turn, they will be reinstated providing you are still Employed at the end of the Day as well. Coinshot - You may target a Fired player each Night Turn and kill them. You bastard. Sparker - You may invade Heron IndustriesTM's computer systems and change or delete data. During the Night Turn, you may target a player and prevent any Actions from being able to Fire them that Night. Rioter - You may cause a scandal after work, prompting Heron IndustriesTM to take immediate reaction and Fire a target player at the end of the next Day. Kandra - The wonders of Heron IndustriesTM SynthskinTM mean that you don't have to wait for someone to be dead to pretend to be them to discover their connections. Each Night Action you may discover the Alignment of target Employed or Fired player. Seeker - You're paranoid enough to stalk people each Night instead of getting a decent night's sleep. You may target an Employed or Fired player each Night Action, and you will learn what Role they have, if any. Connector - You're able to manipulate peoples' feelings to suit your own whims. Each Day Turn, you may change target player's vote at the expense of your own (they must have voted), or you may nullify a vote against you (no target). Soother - You may force someone to be docile enough to cover your shift, ensuring that they cannot take any action this entire Cycle. Note that they will be informed of this during the Day Turn. Spinner - You're incredibly lucky. Maybe a few files that went missing turn up, or your boss' report on your bad behaviour vanished overnight. Whatever the reason, the first time you would be Fired, you will be automatically reinstated at the end of the very next Day. Steelrunner - You're fast. So fast that you are forced to be a go-between for people, delivering messages all day. It pays the bills, at least. As long as there is one Steelrunner still Employed, players can send messages during the Day Turn only. Steelrunners can also leave a message on their superior's desk each Night Turn. I would not be against an idea or two more for Roles, I must admit, if they can be fit into this world. I would mostly like a Lurcher-style Role to protect against night-Firings, I think. Edited January 30, 2015 by Wyrmhero 7
Kasimir he/him Posted January 20, 2015 Posted January 20, 2015 Wyrm: Consider maybe a Rioter/Soother in HR (Or maybe a low level manager...?) Their job is to make sure new(?) hires integrate smoothly into Heron Industries culture, and as such they're capable of protecting/preventing one employee from being fired? :S
Wyrmhero he/him Posted January 20, 2015 Posted January 20, 2015 (edited) Wyrm: Consider maybe a Rioter/Soother in HR (Or maybe a low level manager...?) Their job is to make sure new(?) hires integrate smoothly into Heron Industries culture, and as such they're capable of protecting/preventing one employee from being fired? :S Hmm... You've given me a thought with Rioters... Quick bit of reworking: Rioter - With your powers, you are able to cause quite the number of scandals after work. As a Night Action, you may target a player, and they will be Fired the next Day. (swapped with Sparkers) Sparker - You can hack into the company files and delete any data about a player. As a Night Action, you may target a player to prevent them being Fired the next Day by Actions taken that Night. Coinshot - You can kill Fired players only. (nerfed from Fired and Employed to make balancing easier) Archivist - You may target a Fired player each Night and they will be Employed again at the end of the next Day, if you are not Fired as well. (buffed due to Coinshot nerfing) Spinner - Modified Spinner slightly to fit better with the themes going on. Edited January 20, 2015 by Wyrmhero 2
Herowannabe he/him Posted January 22, 2015 Posted January 22, 2015 (edited) Well finally, months and months later, here are the (rough draft) rules for my Legion Quick Fix Game. Please look them over and tell me what you think. (also, Meta or one of the other mods, please change the link in the second post of the General Rules thread to this post, rather than this one. Legion Quick Fix Rules A Time of Nightmares This game will follow the normal rules for a Quick Fix game, as found in this post, with the following addendums: Setting: The game will take place in Stephen Leeds’ mansion, with Stephen, his butler Wilson, and all of his aspects present. The players will each be taking the role of one of Stephen’s aspects. Character Creation: When you create you character, please pick your name, description, and etc, but do NOT pick your area of specialty. This will be assigned to you by the GM before the game begins (see “Special Roles” below), and may or may not come with special abilities that can be used during the game. You may pick your own mental illness, strictly for roleplaying purposes. However, a word of caution: please please please be respectful in how you roleplay any mental illness. Keep in mind that for the most part these will be real afflictions that many people in the world do suffer from, and while it might be “funny” to portray a character with Schizophrenia or Claustrophobia or the like, just remember that there are people out there, and very possibly on these forums, who do suffer from the illness you are portraying. Please do so respectfully. If you don’t feel like your roleplaying skills are up to that task, consider NOT picking an illness for you character and make it a non-issue. Thank you everyone in advance. Posts, Personal Messages, and Docs: All of these will be handled very differently than in previous games. Namely: -Players are only allowed to make 1 post in the main thread per cycle, and the information they can post is very limited (see “The White Room) -Open PMs between characters will NOT be allowed under normal circumstances. There will be special pre-arranged group PMs, as described below (see “All Other Rooms”). -There will not be an evil-doc in this game, nor any other special ways for the Nightmare Aspects to communicate. They will be under all the same communication restrictions as other players. -There will be a dead doc as per normal. How then are we to play the game you ask? Let me explain. The game is set in Stephen Leeds’ mansion, and will be spread across several “rooms,” as follows: The White Room (Main thread): The Main Thread that players typically post in will be replaced by the White Room- the one room where Stephen is able to visualize all of his Aspects together with any amount of stability. Because of the strain it puts on his subconscious mind, his Aspects are limited in how much information they can pass on. Each cycle, players can post one and only one post in the White Room, and that post must be follow the following format: “I am voting for <player name>. At the end of the day I wish to move to <room name>.” The exact wording isn’t important, but any extra information, including explanations, smilies, ‘sorry’s, hidden white text, and etc. is not allowed in the White Room. If you decide to change your vote during the day, please do so by editing your original post and changing your old vote to green and/or striking it through, then posting your new vote. The same goes for room choices. All Other Rooms (PMs): There will be a number of other rooms in the mansion that Aspects can gather in to discuss, chat, strategize, plan, plot, conspire, and etc. The number of rooms will depend on the number of players that sign up, but there will be roughly 1 room for every 3-4 players. Each room will be handled via a group PM, that will be changed each cycle according to who is in the room. At the beginning of the game each player will randomly be put in one room. At the end of each cycle, players can move to another room. They do this by announcing in the White Room which room they would like to move to at the end of that cycle. Each room can hold a maximum of 5 Aspects. If more than 5 Aspects try to move into a room, 5 of them will be randomly selected to enter the room and the rest will be assigned to the room(s) with the fewest number of Aspects in them. EDIT: Any players who do not submit a room choice during a cycle will be randomly distributed among the room(s) with the fewest Aspects for the next cycle. /EDIT One more special rule for the different rooms: Special Abilities from your roles, can only be used to target an Aspect in the room you are currently in, unless stated otherwise. This also applies to Nightmare Aspect kill targets. Special Roles: The following are special roles that I am considering using for the game: Nightmare Aspects (the bad guys) These are the bad guys. Their goal is to "lynch" Stephen Leeds, and they win when they can succeed in getting more votes on Leeds than anyone else. In addition, they can perform secret killings. Each cycle, a different member of the group PMs the GM and targets one player in the same room, and the results of the attack will be posted in the write up, as per usual. The Nightmare Aspect with the kill will be selected randomly until all of them have had one kill, then they will be randomly selected again until each has gone twice, and etc. Again, note that the Nightmare Aspects will not have access to a secret doc or any other special way of communicating with each other. The Psychologist This is your traditional "Seeker" role. Once per cycle the Psychologist may PM the GM and target one other player in the same room. At the end of the cycle the Psychologist will be told via PM the target's role and alignment The Bodyguard This is your traditional "Lurcher" role. Once per cycle the Bodyguard can PM the GM and target one other player in the same room. The target player will be protected from the Nightmare Aspects' attack. The target will still be vulnerable to lynchings and deaths from other sources, such as the Demolitionist. The Bodyguard may target herself, but may not target the same person two nights in a row. The Demolitionist The Demolistionist can rig up boobytraps on a dead man's switch, set to go off if he dies. Once per cycle the Demolitionist can PM the GM and target one other player in the same room. If the Demolitionist dies this cycle then the boobytrap goes off, and her target is also killed. The Cryptologist The Cryptologist is very similar to the traditional "Tineye" role. Once per cycle, the Cryptologist can PM the GM with one and only one anonymous message, and instructions to send the message to the group as a whole, OR to one other player still alive. The other player does NOT need to be in the same room as the Cryptologist. At the end of the cycle, the GM will either post the message in the White Room as part of the write up or will send it to the target player in a PM, as appropriate. The Espionage Agent The Espionage Agent can set up surveillance in another room. Once per cycle, the Espionage Agent can PM the GM and target one room other than the one she is in. At the end of the cycle, the GM will PM a transcript of everything that was said in that room to the Espionage Agent. The Matchmaker Once and only once per game, the Matchmaker may PM the GM and target two players in the same room that the Matchmaker is in (The Matchmaker may target herself as one of the two targets). At the end of the cycle the targets form a bond of love (platonic or romantic) that transcends death (See the lovers, below). The Lovers: Once the Matchmaker has made her match, the (platonic or romantic) lovers are told who each other are, but their roles and factions are not revealed to each other. They may not vote for or act to kill each other for the rest of 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 (In other words, if one lover is killed then they both die). The lovers' win condition is changed to simply surviving to the end of the game. If the lovers end up being on opposing factions, then they will eventually have to turn on their teammates to protect their love and survive to the end of the game. Edited February 8, 2015 by Herowannabe 7
Seonid he/him Posted January 29, 2015 Posted January 29, 2015 Alright. Having now played nearly through to the end of my first Elimination game, I think that now is an appropriate time to post the beginnings of a game I would like to GM. This one would be best played as a Mid-Range game, in my opinion, although it could work as an LG as well. The setting is Final Empire-Era Scadrial, in the small farming community of Suttonsford. The players will be members of the personal guard of the nobleman Senn Conrad, who oversees the community. House Venture has recently demanded that he marry his only daughter to one of their client houses. He would rather use her to form an alliance elsewhere, but Venture is being insistent. To try to protect himself and his daughter, he has increased his personal guard, drawing on his House's strong complement of Allomancers. Unfortunately, some Venture agents have been snuck into his retinue. Their objective is to eliminate his guard so that they can kidnap Conrad's daughter to force his hand on the marriage matter. To increase the pressure, Lord Venture has also hired bandits to ransack the trade routes in and out of Suttonsford, leading to an increasingly desperate shortage of metals... Roles: All roles except the Hemalurgist are potentially available to either faction. The Hemalurgist is restricted to the Venture agents. Metallurgist - Provides metals to Allomancers. During the day cycle, an Allomancer may PM the (or one of the) Metallurgists and place an order for metals. During the night cycle, they will receive the metal they ordered. Up to two vials of metals may be ordered per cycle, but each vial must be different. (The soldiers are under orders not to reveal their powers, if any, and so they buy multiple vials to conceal their powers). Because of the unreliable trade routes, the Metallurgist is not guaranteed to have all metals available. On the first cycle, all metals can be bought. For each cycle thereafter, the metals available for purchase will be randomly determined and posted in the thread with the write-up. Each Allomancer begins the game with one vial of the metal they can use. A Mistborn starts game with a vial of each metal. The Metallurgist(s) begin play with their role publicly known. If all Metallurgists are killed, then Allomancers can only burn any vials they have on their person. Mistborn - May use any of the Allomantic powers, but may only use one per cycle. (Subject to what vials they have, of course) Seeker - During the night cycle, may target one player. They learn that players Allomantic power (if any), but not their alignment. Tineye - During the night cycle, may target one player. They learn what actions (if any) that player took. Also, while all Tineyes remain alive, players may use PMs. (Orders to the Metallurgist are separate) Soother - During the day cycle, may target one player. That player's vote is canceled. Rioter - During the day cycle, may target one player and switch their vote to another player. Smoker - During the night cycle, may target one player. They and that player are immune to Seeking, Rioting, and Soothing until the next Night Cycle. Thug - Survives the first kill (of any kind) that is directed at them. This includes the lynch. Coinshot - During the night cycle, may target one player to be killed. Lurcher - During the night cycle, may target one player. That player is protected against kill attempts for the rest of the cycle. This does not protect against lynches. Hazekiller - Not an allomancer (and so the Seeker returns nothing when they target them). The Hazekiller has years of experience fighting allomancers, though. They may target one player (including themselves) to protect during the night cycle. That player is immune to kill attempts. After successfully protecting a player once, the Hazekiller is injured and cannot protect anyone else. Lieutenant - Has two randomly chosen players under their command. Knows their alignment, and may cancel the vote of any of the players under their command. Hemalurgist - Only available to the Venture agents. The Hemalurgist has 2 Allomantic powers, and may use one per cycle. Starts with one vial of each metal they can burn. If targeted by the Seeker, the Seeker finds out what metal they burned last. What do all y'all think? 5
Mckeedee123 he/him Posted January 29, 2015 Posted January 29, 2015 Is everything randomly determined? Including the Hemalurgist's two powers?
Alvron Posted January 29, 2015 Posted January 29, 2015 If all Metallurgists are killed, then Allomancers can only burn any vials they have on their person. Are the allomancers allowed to pass the metals they get but can't use to another? or are those extra vials wasted? 1
Seonid he/him Posted January 29, 2015 Posted January 29, 2015 Is everything randomly determined? Including the Hemalurgist's two powers? Not quite sure on that one yet. I'd likely hand-pick the Spiked team based on what powers I thought they should have, and I might hand-pick the Hemalurgist's 2 powers, to avoid unbalancing it. Alternatively, another thought I had was that the Hemalurgist could start with one power, and pick up powers from any Allomancers they kill. Are the allomancers allowed to pass the metals they get but can't use to another? or are those extra vials wasted? That's another one I'm undecided on. I've thought about letting them pass vials on, but I want a way to do that without making Metallurgists useless after a period of time. 1
Herowannabe he/him Posted January 29, 2015 Posted January 29, 2015 @Seonid: one quick suggestion: give the Mistings more than one vial to start with, like say 3 or 4. It balances them out a bit with the Mistborn and Hemallurgist, because they won't have to worry about getting metals very often. If you're worried about that making it too easy to have and use vials, limit the number of metallurgists and/or the availability of metal vials. Also, you'll need to work out how metal vials work with some of the passive roles, like Pewter and Tin.
Seonid he/him Posted January 29, 2015 Posted January 29, 2015 Thanks, Hero. Tin has become an active role now, although I guess I have to figure out how to make the PM's work with that. But Pewter could be a sticky proposition.
Wyrmhero he/him Posted January 30, 2015 Posted January 30, 2015 (edited) Not quite the game I was planning to write up this morning, but I'm halfway through writing that one up and I'm at Uni, so I might as well write up the other idea. This one is brought to you by 3AM in the morning, which is according to my friend, 'the best time to plan Mafia games'. This one's non-Sanderson, but I have a feeling that a large number of you will recognise the setting . For those that do not, it is Magic: The Gathering.Ravnica, The City of Guilds (MR)The world of Ravnica is littered with concrete buildings and urbanisation. The entire Plane is covered with the city which shares its name. This is only possible thanks to the Guildpact, a magical contract formed 10,000 years ago which defined how Ravnica would be run. Nine Guilds oversee control of the city, and life has continued efficently and, for the most part, peacefully, thanks to this division. But there are whispers of Dissension amongst the people, both Guilded and Guildless alike. Something is changing, and its up to the Guilds to figure out what that is, before it overtakes them all and shatters this peace.General RulesWhile this is a standard setting, there is one main difference to take note of. Ravnica is a loud city, and it can often be hard to organise people in any specific direction - and even then, half will complain about where they're going, and the other half will complain about how they're getting there. As such, a consensus is needed when it comes to important decisions, and enough people must be asked in order for it to be democratic. A lynch cannot happen unless half the players (rounded down) vote. Guilds are not revealed upon death.GuildsMost players will belong to one Guild or another, and as people prove themselves worthy and others are shuffled off this mortal coil in the ensuring chaos, there are opportunities for other people to step up and be Guilded. At the start of each Cycle, a Guildless player at random will be chosen to be advanced into a position in a random Guild. I've included the Colours for the Guilds, in case anyone wants to look more into MtG's system. The Azorius Senate (WU) - The beaurocrats of Ravnica, they oversee the creation of laws for the Guilds and the people to obey.The Azorius employ Archons to help keep the peace and draft new rules. Each Cycle, they may target a player to get their vote lost somewhere in the wrong paperwork, changing their vote to be on a player of the Azorius' player's choice. House Dimir (UB) does not exist. The Boros Legion (RW) - The counterpart to the lawmakers, the Boros are the lawmen, discovering crimes and punishing the offenders in a rather heavy-handed manner. Most Angels belong to the Boros. Each Cycle, they may target a living player and prevent them from taking any Actions that Cycle. House Dimir has never existed, by the laws of the Guildpact. The Golgari Swarm (BG) - The Golgari fulfil the less pleasant needs of the city. They are the morticians and gravediggers of the city, as well as the farmers. Sadly, some people can't see this past the necromancy and the Liches. Each Cycle, they may target a dead player to learn their Guild, if any. The Dimir are hidden by the powers of the Guildpact. The Gruul Clans (RG) - The Gruul ensure that some parts of Ravnica remain green and beautiful. While they tend to be brutish, they are also firm defenders of parks and their Centaurs are put to great use as park wardens and huntsmen. Gruul members are tough and difficult to kill, surviving the first death inflicted upon them. The Dimir are the thieves and assassins of Ravnica. The Izzet League (UR) - The Izzet are thinkers and tinkerers, playing with science and engineering for the benefit of the city. Their most notable strange creature is the Weird, a plasma of magic and energy formed from experiments. At the beginning of each Cycle, Izzet players are granted one random Guild power for the duration of that Cycle. Even thoughts are not safe, thanks to their Vampires. The Orzhov Syndicate (WB) - The Orzhov are both the religious leaders of Ravnica, as well as the merchants and bankers - And the number of Spirits they have in their employ suggests quite heavily that a soul is not absolved of all debts in death. At the end of each Cycle, the dead may speak to their Orzhov representatives, in the form of a short message given by the GM, five words per dead player. The Dimir hide within other Guilds and the Guildless, and have their abilities. The Cult of Rakdos (BR) - The Rakdos own the entertainment in Ravnica, from food to music to less pleasant matters. They attract all kinds of hedonist, so it's no surprise that Demons and Devils tend to claim it as their Guild. Each Cycle, a Rakdos player may target a player for death. They do not like the Guildpact, as people cannot even acknowledge their Guild's existance. The Selesnya Conclave (GW) - The Selesnya provide the backbone of both the community and the Guildpact itself with their magic. Their Dryad leader's magic allows them to speak to one-another without words. All Selesnya players know of each other. As long as one Selesnya player is still alive, PMs may be sent between players. Dimir players have a private doc to discuss in. The Simic Combine (GU) - The Simic are biologists, the counterpart to the Izzet's physical experimentation. They have their own strange creatures - shapeless Oozes that were once people. Each Cycle, the Simic may target a player and save them from being killed that Cycle, except by the lynch. As a group, the Dimir may kill one person each Cycle as an Action. The Guildless - You have no Guild yet, but you hope to be employed by one at some point soon. Each Cycle, there is a chance for you to be elevated to a membership permission and attain all the benefits that come from that. The Dimir win if they outnumber the Guilded. They lose if they all die. Edited January 30, 2015 by Wyrmhero 11
Wyrmhero he/him Posted January 30, 2015 Posted January 30, 2015 (edited) And now for the actual game I was intending to post today.Mistrun: In Search of Ruin (LG)Sixty-seven years ago, Wyran Heron was born, and The Third World of Scadrial died.Nine others were born later that same year. Whether planned by Harmony or not, or perhaps even lingering elements of The Set, ten children were born with great and terrible strengths, each both Allomantically and Feruchemically complete. With powers bordering on the divine, they carved the world up between them through feats of manipulation and cunning and strength. Ten Lord Rulers, with ten Final empires to rule; the Megacorporations of Scadrial.Now the Megacorporations control almost everything. To keep the peace between them and maintain control, each holds a monopoly on some vital aspect of life - food, metals, and so on. Their power is so great that they are even considered to be sovereign countries in their own rights, with none willing to oppose them for fear of their lives being destroyed by the vindictive companies. Those who work for a Megacorp are guaranteed a safe and comfortable life within the family, 'from cradle to grave'. Those that do not, however, are cast to the wayside. They are the Skaa of the Fourth World.But with great power comes great paranoia. Compounding is no longer a secret for the common people, and even Hemalurgy is known of in both the darkest and the brightest parts of the world. There is one thing they fear more than each other - That more of their kind would grow to oppose them, or worse, all the people of the world become gods like them. From this fear grew the Hemalurgically Identified Spirit System. The HISS was designed to track everyone unique via small computerised chips embedded in the skin, acting as spikes to observe and ensure that people did not engage in Hemalurgy. This was not the reason they gave, of course; HISSes are used for every aspect of daily life, including employment, banking and even accessing The Cognitive Matrix.For one reason or another, you despise the Megacorporations enough to be HISSless, one of the forgotten people of the world. What is there for you to do but live in the underworld? But you have less savoury talents than most. You are employed as a Mistrunner, a person employed by the wealthy elite, other Mistrunners, or even sometimes other Megacorporations, for seedy purposes. In your time, you might have been a part of bodyguarding duties, 'retrieving' valuable goods, or even the dangerous task of breaking into and hacking Megacorporation assets. But like the Skaa Rebellion in the tales, you know that it is futile.There are whispers of change on the wind, however. You have a new benefactor, Feis Yolen, a man whom it is rumoured belongs to the most secretive and powerful Mistrunner group in the world - The Seventeenth Shard. And he thinks big. By bringing together representatives from a large number of Mistrunner crews, he hopes to emulate the Survivor himself - Destabilise the establishment, and create a war between the Megacorporations. Then, while they're distracted, he wants to steal the atium that keeps them young and ensures their dominance over the world for many years to come. To that end, they must break into their secure facilities and steal data until they find the location they keep it and the location of the source.But with so many teams in one place, it is inevitable that some will be compromised. The job cannot wait though. The longer it takes, the more likely that the Megacorporations will tighten their hold on the world and kill more Mistrunner crews. The risks are high, but the rewards are greater still.You signed your crew onto this mission because you have a dream of a world without the tyranny of the Megacorporations, and you will go to any lengths to realise it. No matter the cost, you will be free - in this life, or the next.Setting This game builds on my previous game idea, also titled 'Mistrun'. These take place in the same universe, and can be considered to be sequels/prequels to each other, depending on which gets run first. This game is also based on the Shadowrun universe, story-wise, but the mechanics are derived from Resistance. General RulesWhile the game for the most part runs as a standard Long Game, there is one important addition: Between the Day and Night Turns, there is also a Planning Turn, based on the Resistance game.The Day Turn is the same as normal and lasts 48 hours. A vote will be taken and a player lynched.During the Planning Turn, one player chosen at random and publicly known must assemble a team from the living players and inform the GM of their choice in private via their game PM. The Planning Turn lasts 24 hours. If no team is chosen, then the planner is lynched for indecision. The planner does not have to go on the mission. While I will accept Night Actions during the Planning Turn, note that it could be invalidated by the choice of players on the mission.The Night Turn also lasts 24 hours, and for most people is the same as normal. At the start of the mission, the players on the mission will be publicly stated. Players who are on the mission cannot post in the thread, or use or be affected by actions. They must each message the GM via their game PM, informing them of whether they want the mission to succeed or not. If at least one player votes 'no', then the mission fails, and a random loyal crewmember on the mission dies. The players will be informed that the mission failed, but not how many 'no' votes there were, or how people voted. A Loyalist who does not inform the GM will be treated as a failure vote, but they will be the one to die rather than one chosen at random. A Traitor who doesn't inform the GM is treated as a success vote.EliminatorsTraitorous crewmembers know the identity of their allies automatically. Each Night, one of them may inform the GM of a player that they wish to kill. If multiple players are chosen, then the first player who sent the PM will carry out the kill. The Eliminators win if they either outnumber the crew, or the crew do not have enough players left to carry out a mission. The Eliminators lose if they all die.SpecialisationsUnlike previous games, your Roles are not based on your character's abilities - Your character may be completely disparate from the specialisation of their crew, so feel free to pick whatever Allomantic/Feruchemical power(s) you want. Communications - Your crew is one of the best when it comes to making connections between people in the field. While there is still one Communications Specialist still alive, players may send PMs to each other during the Day and Planning Turns. No PMs may be sent during the Night. As a Night Action, you may also either send an anonymous message to another player through the GM, or send a message to the GM to post in the write-up. Medical - Your crew has an extensive knowledge of healing and surgery, and combined with the advancements 'procured' from Megacorp installations, you can patch anyone up almost instantly. As a Night Action, you may target yourself or another player and save them from death if they would die that Night. Fast Talking - Your crew works best with people, manipulating and misdirecting them into thinking that they want to give you what you want without them ever realising. As a Night Action, you may target a player and... persuade them to see things your way the next day. That player's vote will change to be on another player of your choice. This choice is made during the Day. This change will be reflected in the number of votes in the writeup, but the player will still appear to have voted for their original choice. Temporal Displacement - Your crew consists of many, many Pulsers and Sliders, able to subtly change the flow of time in miniscule ways around people here and there. You may target two players at once each Night Turn. The first will have his action copied onto the second in addition to any other targets it may have. They will be informed of this and the results of both their actions. If a kill is copied in this way, they will be written as separate events in the writeup. Assassinations - You're the best at what you do, and what you do isn't very nice. Death is a form of art for you, and you take it very seriously. Each Night, you may target any number of players and take out the key players in their Crew, killing that player. However, if you happen to target an innocent with these attacks, not only will your action be negated, but you will lose this ability and become a non-specialist Crew. Hacking - Your crew is good at sniffing out hidden information, no matter where it may be. Each Night, you may invade Heron IndustriesTM' computers and discover target player's Alignment. Data Gathering - Your people have so much information at your fingertips. The problem is just finding it, which will take quite some time. Each Night, you may discover target player's Specialisation. False Trails - Your crew is extremely good at covering tracks - both its own, and those of others. Each Night Cycle, you may target yourself and another player, hiding your Alignment and Role during the next Cycle. Non-Specialist - You provide the brute force (or brute intelligence, as it may be) for the job. While you may not provide a specific strength, your versatility allows you to contribute particularly well to missions. I wouldn't mind possibly a few more Roles with this, but otherwise I'm happy. A friend mentioned Temporal Displacement and Assassinations' mechanics being used in one of his games a few days ago, and I was rather excited to add them to one of mine when I could. Edited January 30, 2015 by Wyrmhero 8
Peng the Just he/him Posted January 30, 2015 Posted January 30, 2015 on the topic of the MtG game, is it just everyone else vs. the dimir or is there supposed to be some confilct between guilds?
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