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Posted

Hmmm...That might be an idea, Bort. I would worry about having too many metals in play, though. If everyone could order 3 different metals, that would be 3*(# of players) new vials added per Turn, which is more than could be conceivably used. The metallurgist would become superfluous and therefore vulnerable very fast.

 

I think I'm going to go with making the Metallurgist a public role. Everyone knows who they are at the start of the game. Anyone can PM them for metals. Allomancer or not. Only 2 metals per person. 2 metals per person should get enough metal vials out there to jumpstart trading, and also obfuscate which metal you really want. That combined with the fact that a non-Allomancer can also order metals should further muddy the waters. And once trading starts, the metallurgist's role becomes much less powerful, because they don't know all of who is getting what metals. So - still powerful, and still has access to a whole lot of information, but has a whole lot less certainty than the Tineye or the Seeker.

 

Small mechanic change to the Smoker - their ability may be used in either cycle, but only lasts for that cycle. So they can Smoke someone in the day, and protect them against vote manipulation, or do so in the night to ward against Seeking, but to do both takes 2 vials of metal. Also, Bronze used on a Smoker or someone being Smoked as if they hadn't used metals.

 

Small change to Tin - it can be used in the Day or the Night cycle (or both, with 2 metal vials). If more than one Action was performed, the Tineye finds out about one of them at random. Votes do not count as actions for the Tineyes ability (but they still count as actions for the person doing them.)

 

I'm also going to edit in a Turn Order and a Mechanics section, but I'll repost them here because this is the post that will likely be read.

 

Mechanics:

Allomantic Metal Vials:

During the day cycle, an Allomancer may PM a Metallurgist and place an order for up to two metals. This uses an Action (see below). During the night cycle, they will receive one vial of each metal they ordered. Because of the unreliable trade routes, the Metallurgist is not guaranteed to have all metals available. On the first Turn, all metals can be ordered. For each Turn thereafter, the metals available for purchase will be randomly determined and posted in the thread with the write-up. Specifically, each metal will have a 20% base chance of being available on any turn. For each turn that the metal is unavailable, the chance increases by 20%, until after 4 turns of being unavailable, it reaches 100%. After a metal becomes available, the chance resets to 20%.

 

Each Misting begins the game with two vials of the metal they can use. The Mistborn and the Hemalurgist start the game with one vial of each metal they can use.

 

A player can gift another player any number of metal vials in either a Day or a Night cycle, using an Action (see below). If a player is killed, all of their metal vials are removed from the game.

 

Actions:

Each player may take 2 actions per cycle (Day or Night). The following count as Actions:

 

Placing a vote (Day only)

Ordering metals (Day only)

Using an Allomantic power or role ability (Day or Night, as specified in the role description)

Gifting metals to another player (Day or Night)

The Eliminator kill ability

 

Turn Order (Day):

Copper

Tin

Brass/Zinc

Votes

Pewter

Lynch

Gifting metals

 

Turn Order (Night):

Copper

Bronze/Tin

Iron/Hazekiller protection

Captain's Roleblock

Pewter

Steel/Eliminator kill

Metallurgist distribution/Gifting metals

 

Any thoughts on whether I should swap out the Lurcher's ability to roleblock instead of protection? I can see pros and cons either way.

Posted (edited)

I like it Seonid! It sounds like it will be a blast to play.

 

A couple suggestions/musings, do with them what you will.

 

re: the Metallurgist

Here's an idea- make the Metallurgist(s) faction-neutral, so not a part of either House Conrad or House Venture, but on a faction all on their own, with the win-condition of simply surviving to the end of the game (EDIT: also, neither faction needs to eliminate the Metallurgist(s) as part of their own win condition). That way, yes, they'll get lots of information about other players, but will not automatically feel obligated to reveal any of that information to anyone. I think it would make for an awesome and fun dynamic (as well as thematically accurate), with the metallurgist(s) needing to find the right balance of keeping everyone happy so that nobody kills them out of spite. I can see lots of bribes and/or threats playing out as players on both sides try to get information out of the metallurgists  ;)

 

re: Lurcher

I agree about the lurcher's power needing to be changed. However, if you make it a roleblock, then you're overlapping with the Captain. How about this instead- Let the lurcher target one player each night and steal a random metal vial from that player.  :ph34r:;):D

 

So many devious and fun possibilities!  :lol:

 

EDIT: spelling

Edited by Herowannabe
Posted

Thanks for the compliment!

 

I like the idea with the metallurgist. That would fit thematically, as well as mechanically. (Honestly, I was halfway to putting in 2 Metallurgists and making one of them an Eliminator, but this balances better, I think.)

 

The lurcher suggestion fits well, I think. As defender, it overlapped a little bit with the Hazekiller. As roleblocker, it overlapped even more with the Captain. But stealing a vial of metals is a fascinating idea, although it seems like a better secondary ability than a primary one. If all you can do is steal other folks metals, and stealing their metals costs you a vial of your own, that seems a little underwhelming. What about redirecting an Action as a Night ability and stealing a vial of metals in the Day?

 

That would bring up an interesting problem, as only a few roles have actions that can be performed in both cycles, and this would be the only one with 2 different actions, though. But maybe if I put in a few other action opportunities for other roles too, leaving all the roles with the option to take an Action in each cycle...that could work.

 

I'll be back in a few hours with more thoughts on it.

Posted

At first I was going to say that then the game basically hinges on who the Metallurgists side with, and while that's still the case to a degree, when I looked back over the roles, either side should have plenty of means of killing/disrupting the Metallurgists. The only difference being that the Venture has a bit of an advantage to put pressure on the Metallurgists early on. I could really see something like that working, especially if you had some pretty devious Metallurgists. They could technically go for a Metallurgist only win if they wanted to. 

 

The sharing of vials and everyone being able to get vials is something that I'd probably drop though, especially if you went with Hero's suggestion. It gives the Venture a lot more power and a lot less incentive to keep the Metallurgists alive. They just get vials for their most useful powers, stockpile them by having everyone get those vials, and then kill off the Metallurgists to keep the Conrads from getting any more vials. The sharing of vials is a lot like the Breath mechanic from LG4; it greatly benefits the Eliminators since they know who each other are. 

 
The Lurcher is difficult. With the way that Hero has it set up, it fits better, but it also gets too much information if you continue with the vial sharing. Not only does it work as a future (random) roleblock by stealing the vials, but if they get to know what the vial is, then they also work as an impromptu seeker. On top of that, they can then bargain with the stolen vial? That's a lot of power for one role.
 
I like the idea of the steal though, so, if it were me, I'd drop the sharing of vials and the Lurcher doesn't get to find out what vial they stole or even if they stole one. They can't do anything with stolen vials. The role is then hampered in the early game, wondering if what they're doing is even doing any good. But, later in the game, once they know who some of the Venture are, the role can really shine. 
 
That's my thoughts. 
Posted

Seonid, I had a question about the availability of metals. When you say there is a base chance of 20% of a metal being available, is that per person, so if three people requested tin, there would be three rolls, each at 20% to see if each person can get some, or would it be one roll at 20%, and everyone can get some?

Posted

I thought that was likely the case, but it is good to clarify these things :)

 

It's sounding like it'll be a fun game.

Posted

Thanks, Bort!

 

Current iteration of the Metallurgist/metal vial rules:

 

The Metallurgist(s) is(are) on their own faction, separate from both the House Conrad villagers and the House Venture Eliminators. The win condition is to have at least one metallurgist surviving until the end of the game. Each Allomancer starts with a private PM (not affected by the Courier) with one of the Metallurgists to place their metal orders. The Metallurgists do not begin the game with their identities publicly known.

 

Each night cycle, an Allomancer may place an order for 1 metal vial, chosen from the list of vials that are available that round. Non-Allomancers may not place orders.

 

If the Metallurgist that you have a PM with is killed, you may start an order PM with another Metallurgist, provided you know who they are. And provided there is a Courier still alive to let you make PMs. This new order PM can still be used if the Courier dies after it is started, but no new order PMs can be started if the Courier dies.

 

Metal vials may not be traded or gifted to other players.

Posted (edited)

I have a few things to say before anybody reads the rules for my first attempt at making an SE:

-Firstly I started working on this game before I ever saw the rues for the upcoming MR8 and corruption. So I didn't just steal my breaking idea from it. 

-Secondly their are definitely a lot of holes and problems in this game. I was attempting to troubleshoot it all myself but just found myself staring at the screen a lot so I need outside help for that so I decided to just post it and let all you fine people notice all the obvious mistakes I made.

 

 

Alcatraz LG(Needs a name)

 

You have been infiltrated! You are not sure how, maybe it was their incredible disguises; perhaps you have been betrayed by one of your own. No matter how it happened you have to deal with it. It is too dangerous to allow these free kingdom spies to interact with the commoners and spread terrible things like truth and logic. That is why you have decided to quarantine the library for as long as it takes for all the free kingdomers to be killed.

 

Typical long game. 48h days 24h nights. One day/night is a turn and a day/night combined is a cycle.

 

 

Alignment:

Librarians: You are sworn to keep Bibliodens dream alive and suppress the people of the world for their own good. You must destroy the spies before they can bring knowledge and therefore destruction onto the whole Hushlands. You win by eliminating all the free kingdom spies.

Free Kingdom spies: You are the most knowledgeable of the free kingdom about the hushlands and have been chosen because of this to infiltrate the librarians and take down their operation from the inside. Somehow the librarians found out that you are there and now you must fight your way out of the quarantined library in order to survive. You have a doc to conspire in and a group kill (takes an action but can be either an item or role action) every night. You win by outnumbering the librarians

 

Roles:

Occulators:
Some players are occulators while others are not. This affects your ability to use lenses as your item action. This is not a role unto itself as you can be an occulator along with any other role or talent.


Smedry talents:
Maybe you were born a smedry and got your talent from your bloodline, maybe you are a librarian that managed to marry a smedry and gain their talent, however you got it these talents can be used by either side and are not safe roles. The talent of breaking is the only exception, as it will belong to a free kingdom spy. All talents have a pro and a con.

Lose yourself: Active Night
You can use this talent to get lost for a night. You cannot use this talent two nights in a row
Pro: You are immune to all actions taken against you.
Con: You cannot start new PMs or use any items during the time you are lost.

Lose things: Active Night
Pro: You can target any other player at night causing them to lose all their items for the next cycle. The items are all returned the following day.
Con: Anyone who attempts to steal an item from you has a +1 bonus to his or her die roll.

Arrive late: Passive
Pro: Once killed you get to live another Cycle and then die.
Con: You cannot submit your votes or actions within the last hour of a turn. They will not take affect. You were too late.

Trips easily: Passive
Pro: When someone uses a non-lethal action against you trip and the action fails.
Con: When you trip you drop your item so that any item action you use for that turn also fails. You do not actually lose the item itself.

Look ugly in the morning: Active Night
Pro/Con: At the beginning of every cycle you can use your power to impersonate another player. You become intertwined with that player and all actions that affect either of you will affect both. Any information seeking action will learn the info about both you and your target. The only exception is stealing. This talent does not affect stealing. Example: If you are an oculator and target a non-oculator with your talent. That night someone targets one of you with Oculator lenses. They will be told:
Your target is an oculator and not an oculator.

Bad at math: Active Day
Pro: Anytime a lynch ends within one vote you can decide from among those within one vote who gets lynched. Must be 2 or greater votes for this talent to take effect. Anyone can count to two. This occurs last in the order of actions. This means you must submit who you would like to die in case the votes are close enough before knowing the actual results. If the vote was not close enough for you to decide the action fails and the con doesn’t occur.
Con: Every time you successfully use this talent you get a lynch vote added to you that stays for the entire game.

Speak nonsense: Active Night
Most of the time what you say is just nonsense but every once in a while there is a hint of prophecy. During the night phase you may choose to guess who will be lynched during the next day.
Pro: If you guess correctly you gain an extra vote that you can tack on to your normal vote in any subsequent day turn. These extra votes are stackable.
Con: If you guess incorrectly your vote does not count in the day following your failed guess.

Says inappropriate things: One-shot Active
You can say something inappropriate that causes another player to challenge you to a duel to the death.
Pro/Con: During the day phase following the challenge only you and the person you choose can be voted for that day.

Breaking: To some it seems more like a curse but you have found a way to master the dark talent and bend it to your wills. Those with this talent have two powers given by it.
Passive
Pro: If attacked by a firebringers lense your breaking power kicks in causing the lens to break(to the point where it can’t be used in any fashion) and you are not harmed by the attack
Con: When you survive an attack this way the breaking power also causes any items in your possession to break to the point of non-usability.
Active Day/Night:
You have the power to break any items in your possession. Breaking an item does not make it useless it only causes it to have different (mostly negative) side effects when used. You can break one item per turn. A broken item is indistinguishable from a working item.

Other Roles:

Skilled Oculator: You are very gifted in the use of lenses of all types. You can use your role action to use lenses at the same time as with your item action.

Dark Oculator: Passive
Some think alivening is dark and evil. For you it is just practical. That is why you alivened a stack of bad romance novels to protect you. Your romance novel monster can protect you from one kill attempt and causes your attacker to flee leaving whatever lens they were wearing behind in their escape. Once you are attacked once the romance monster is destroyed and you cannot create a new one because you have already broken off too many pieces of your mind. The romance monster doesn’t protect from the lynch.

Knight of Crystalia/ Defected Knight of Crystalia (normal or defected depends on your alignment, just for continuity purposes): Active Night
You don’t have any smedry talents and you aren’t an occulator. However that doesn’t mean you are powerless. You can protect one player every night from being affected by any actions. However once you stop a firebringer or frostbringer lens your crystal sword breaks and you can no longer protect anyone for the remainder of the game. You can protect yourself but you cannot protect the same player twice in a row.

Colour-blind oculator:
Silimatic lenses have all been made colour coded so that they are easy to tell apart. You unfortunately are colourblind and cannot tell which is which. Anytime you use a lens you do not get to choose which of your lenses is used. You choose the target but the lens is chosen randomly from among all the lenses you own. You find out which lens you used when you get the results from your action.

 

Items:

Items begin with players . You can only use one item each turn. Items can be given away freely without the use of an action on either the day or night turn. You get to send an anonymous message along with the gifted item. You cannot have more than one of an item at a time, if you acquire a second of an item you must give it away on the next turn.

Potted plant disguise: Passive
When you are wearing the potted plant disguise any information-seeking item used against you yields no results.
Broken: If you are wearing a broken potted plant disguise any information seeking item used against you will learn everything about you. Role, items, actions and targets during that turn as well as your alignment.

Duct Tape: One-use active
Most things considered common knowledge in the hushlands are blatant lies.
However some things are known throughout both the hushlands and free kingdoms. Things like duct tape fixes everything. You can use a roll of duct tape to fix one broken item. If the target item is not broken the duct tape is still used up but will prevent that item from being broken in the future.
Broken: Silly you, duct tape can’t be broken.


Lenses: Lenses can only be used by Occulators with the exception of warrior lenses and blood forged lenses. A blood-forged lens is identified as such to the player who receives it.

Warrior lenses: Passive
Warrior lenses increase your speed and reaction time. When wearing Warrior lenses your items cannot be stolen.
Broken: When wearing broken warrior lenses anyone trying to steal from you gets a +1 bonus to his or her roll.

Voidstormer lenses: Passive
If anyone uses an information-seeking role on you when you are wearing these lenses you gain the same information they gain about you about them.
Broken: When wearing broken voidstormers lenses they fire backwards sticking to your face instead of pulling someone towards you. They stay stuck to your face for another turn so you cannot switch to a new item.

Oculators Lenses: Active Night
Target a player and learn if they are an oculator or not.
Broken: The results you get from this lens will be the opposite of the truth.

Translator lenses: Active Night
You may send a message to the GM via PM that will be put in the write-up.
Broken: The message will still show up in the write-up but it will show you as the source of the write-up.

Frostbringer Lenses: Active Night
You can use this to freeze another player so that they cannot vote the next day or use any actions during the night.
Broken: The lenses backfire freezing you with the same affects as a non-broken frostbringer lens.

Discerners Lenses: Active Day/Night
Allows you to target one of your own items to see if it is broken or not.
Broken: Items will always come back as not broken.

Firebringer lenses: Active Night
Shoots a line of fire at your target. Allows you to attack one target every night.
Broken: Lens backfire attacking you instead.

Torturers lenses: Active Night
You use this lens to target another player to see who they used actions on that night.
Broken: The lenses backfire on you. Your role is revealed to your target.
Active Day
Use this lens to changes someone’s vote to a player of your choice. This will be reflected in the final vote count with the targets name moved along with their vote.
Broken: Your vote is cancelled and your target is unaffected.

Trackers lens: Passive
You are informed of everyone who targeted you with an action while you are wearing them.
Broken: You are not told anything when someone targets you.

Courier Lens: Passive
As long as a living oculator has a set of non-broken courier lenses one-on-one PMs are allowed. Courier lenses do not need to be worn for PMs to occur.
Broken: Once all courier lenses are broken or no longer in the possession of an oculator PMs are no longer allowed.

 

Mechanisms:

Inheritance:
Every player can name an heir to one of their items to be given one of their items upon death. A message may be included but there is no way to differentiate between inheriting an item or being gifted an item.

Stealing:
If a player finds themselves with no items they may use their item action to instead choose a player to steal from. A d6 is rolled and a 6 is required for the theft to be successful. A random item is transferred from the target to the thief in the event of a success.

 

Order of actions:

Day:
-All discounted votes by any means
-torturers lenses
-Bad at math
-Lynch
-Inheritance
-Duct tape
-Stealing
-Gifting

Night:
-Look ugly
-Lose yourself
-Crystallia protection
-Lose things
-Frostbringer lenses
-Firebringer lenses/Spy kill
-Torturer/tracker/oculator lenses
-Translators’ lenses
- Inheritance
-Duct tape
-Stealing
-Gifting

Edited by Clanky
Posted

Well since nobody else has asked anything about my game I had a few specific things that I was wondering what people thought of:

 

1) Bad at math talent: Too powerful? Should I make it a one-shot? Make the con worse? Scrap the idea all together? 

 

2) Con for arriving late: Is it a little unfair? 

 

3a) Breaking Talent: I tried to design the rules to allow for lots of fluidity in items so that broken items can enter circulation easily. Is it too much? Or maybe I haven't done enough to ensure circulation

 

3b) Braking Talent: Should I make it so when they are attacked the breaking of items occurs in the same way as the purposeful breaking?

 

4) Dark occulator: I was considering making the alivened to send an attack back at the attacker as well as defend. Or perhaps send an attack at the last voter in case of a lynch?

 

5) Cop role: I am not the biggest fan of the traditional cop role that reveals alignment. Is it a necessary part of any LG? I tried to include enough minor-seeking powers to account for there being no cop. 

 

6) Stealing: Is a d6 good odds for this mechanic?

 

7) Name: I can't think of anything good

Posted (edited)

Due to Shenanigans happening, I will be GM'ing the next Long Game. I have two games ready to play, and would greatly appreciate your input on both, and a vote. Which should be played next?

 

Alcatraz vs. Weiry Writer The Evil Librarians

Long Game based on The Alcatraz Series: The Members of the Free Kingdoms have been infiltrated by the Evil Librarians. The Librarians have a group Doc to communicate in, as well as a Group Kill each night.

 

The Game will take place in 72 Hour Cycles. The Day Turn will be 48 Hours Long, and the Night Turn will be 24 Hours Long. Each player may place One(1) Vote and take One(1) Action each Day Turn. Each player may make One(1) Action each Night turn. UNLESS said otherwise. A Player may not use the same Action Twice per Cycle.

 

In order to be lynched, a player must have at least two votes on them. If there is a tie, no one is lynched.

 

Roles: There are no ‘Safe’ roles or ‘Evil’ Roles. All roles can be had by anyone. People may have multiple roles.

Smedry: You are a Member of House Smedry. Your name is Common Knowledge, though Your Talent is not. You might be lucky enough to have another Role as well, Or you might have Converted to the Librarian Way of Thinking. Either way, you Posses a Special talent:

  • Getting Lost: For Two(2) Turns, no one can Target you with a Non-Vote Action (Active Day/Night ). Your vote is also Canceled. You may take no other actions until you are no longer lost. When you activate your ability, it goes into effect that turn. So if you activate Being Lost on Day 3, you will be lost for Day 3 and Night 3.

  • Looking Ugly: You can Vote as Yourself, and as Somebody Else. That person will be registered as having Voted twice. Unfortunately, if the person you are impersonating is lynched, you are also lynched. (Active Day)

  • Arriving Late: Any Action taken against you happens the following Half Cycle. So if you get Lynched, you will die at the end of the night instead. You will be told wht action was taken against you, but not who made the action.(Passive Day/Night)

  • Tripping: Each night, you may choose to trip, knocking yourself or someone else over. If that person (Or yourself) is attacked, they’ll survive one kill. Each day you  accidentally knock over somebody who voted against you, canceling their vote. (Passive Day and Active Night)

  • Making Awkward Comments: You distract people, making them Lose any one Action OR one Vote in that Cycle. You can choose to cancel their vote or their action in the day. (Active Day/Night)

  • Dancing Really Badly: During the day, you can kill someone, but, only if somebody else Sings in their Post. It will be shown Publicly. (Active Day) If you receive the Music Box, you make make kills at night, in secret.

  • Losing things: Any Action that affects your items fail. You may also keep Lenses from the Archive. (Passive).  

  • Bad at Math: You may Move one Item on the Order of Actions to another spot on the Order of actions. (Active Day/Night) (Exception: You cannot move votes after the Lynching.) The new order of Actions will be posted as soon as it is changed.

  • The Dark Talent: You can break anything at all, including Physics. So you can use any of the above talents, but you cannot use the same one twice in a row. In addition, you may break Time once (1) during the game, ending the Day whenever you want. The write-up will be regular time, but any actions taken after you end the day won't be counted. This includes rescinding the order. So once you use it, you cannot rescind it, unlike other abilities.

Occulator: You can use any set of Lens. Each Occulator starts with an Occulator's Lens, and one Random Lenses.

Known Lenses:

  • Occulator's Lenses: You may target one person per cycle, and will be told if they used a Lenses that Turn. (Active Day/Night)

  • Firebringer’s Lenses: You may target another player, and one random Item they have Melts. (Active Day). If they do not have an Item, nothing happens. You are not told if your action succeeded.

  • Torturer’s Lenses: You may target one person. All actions and Votes they take that turn are negated. (Active Day/Night)

  • Windstormer’s Lenses: Knocks a person Backwards, making any action they take that turn happen the Next Cycle. (Active Day/Night) So if you target Bob, who makes a vote for Jack. Bob will vote for jack tomorrow, in addition to his normal vote for that cycle. This late action does not count for your targets cap.

  • Shocker’s Lenses: Protects you from all actions for one night. (Active Night)

  • Disguiser's Lenses: You can Vote as Yourself, and as Somebody Else. That person will be registered as having Voted twice. (Active Day) Unfortunately, if the person you are impersonating is lynched, you are also lynched.

  • Tracker’s Lenses: You may target one person per cycle, and will be shown who they have visited in the game on which days. This includes who they voted for.(Active Night/Day)

  • Oracle’s Lenses: You may Target one person per cycle, and will be told what actions they took that cycle, but not how they took them. You will see their actions even if they were roleblocked. (Active Night/Day)

    • If the Trackers lense target a Player with (Action A, B or C), they will see <description>.

    • (Knight, Bad at Dancing, Librarian, Warrior Lenses)  <Your target made a Kill>

    • (Reformed Librarian, Evil Librarian searching) <Your target was looking for a Librarian>

    • (Occulator lenses, Tracker’s Lenses) <Your target sought to learn something>

    • (Arriving Late, Dark Talent, Windstormer’s Lenses) <Your Target can affect Time>

    • (Inhibitor’s glass, Torturers Lenses, Awkward Comments) <Your Target prevented someone from taking an action>

    • (Shockers Lenses, Getting Lost, No Actions other than Vote) <Your target took no actions>

    • (Looking Ugly, Disguiser’s Lenses) <Your target Changed their face>

    • (Losing things, Firebringers lenses, Engineer) <Your target messed with Items>

    • (Tripping, Warriors Lense) <You’re target was attacked, but lived>

 

Knight of Crystallia: There will always be three Knights. They get their own PM to talk in. Their Identities are not known to anyone, except each other. They may choose to reveal their Identities of course, but this is not required. They get one group kill per Day. If one of them dies, the remaining two decide which player will become a New Knight. If all three of them die at the same time, The Smedries will vote one Player to become a Knight. That Knight will choose two more Knights to Aid him/her. If the knights cannot get at least two players to agree on who to kill, then they will not make a Kill that Day. If multiple knights are killed before they can make their kill, then the kill will still happen. Only if all three knights are killed will the kill be blocked. Every time a new knight joins, the PM will be restarted.

 

Silimatic Engineer: Once per Cycle, you can make an Item. You can keep it, or give it to someone else. (Active Day/Night)

Craftable items:

  • Warrior’s lenses

  • Any normal Lenses

  • Inhibitor’s glass (Role blocks Smedry talents and lense powers for one cycle)

  • Music Box (if given to a smedry who's bad at dancing, they can now make secret night kills rather than public day kills.)

 

Warrior's Lens: You've found a Pair. They're one use, but they'll let you either Survive an Attack (Passive), or let you kill someone (Active Night). If you are attacked the same night you want to attack someone, your attack will NOT go through, but you’ll survive.

 

Librarian: (Reformed or Evil): A Librarian may target one person per cycle, and will be told if they are also a Librarian. It will not Differentiate between Reformed or Evil. All Evil Librarians have this role, in addition to any other role they have.

Special Rules:

 

Copy/Pasting: Those wily Librarians are attempting to plant and change information in the city. As such, COPY/PASTING any text IS allowed. But so is Copy/Edit/Pasting. This includes things I tell you. The only thing you can’t do is post screenshots. (Note that all of my Role PM’s will be structured differently. Everyone's PM will be unique.)

 

Marriage: During the Day Turn, A Smedry may choose to marry another Player. That Player joins House Smedry, with an Exact Copy of their Spouse's Talent. The Marriage is Publicly Announced. Divorce is not an Option, and neither is Polygamy. This counts as a Non-Vote Action. If one spouse dies, the other may not Remarry. Spouses do not lose their Talents if their Spouse dies.

 

The Royal Oculator's Archive Not a Library: The Archive contains multiple Copies of every known Lenses. Any Player, even non-Occulators, may check out a Lenses once per Cycle. They may keep it, or give it to another player. After that Lenses has been used once, it is returned to the Archive. The Archive posts a List of everybody who checked out a Lense during the day. This does count as a Non-Vote Action. The List will be posted at the end of every Day. Giving does not count as an action. You may give an Item to a player the same turn you check it out.

 

Writeups: Each Day and Night, the Order of Actions and an updated Player List will be posted. Each Writeup that starts the Night will also have the list of who checked out what Lenses.

 

Order of Actions:

Day:

Torturer’s Lenses

Windstormer’s Lenses

Silimatic Engineer

Bad at Math

Making Awkward Comments

Getting Lost

Tripping

Marriage

Normal Votes

Looking Ugly /Disguiser’s Lenses

Arriving Late

Firebringer’s Lenses

Dancing Really Badly

Dark Talent

Archive

Knights of Crystallia Kill

Lynch Kill

Tracker’s Lenses /Occulator’s Lenses / Librarian / Oracle’s Lenses

 

Night:

Shocker’s Lenses

Windstormer’s Lenses

Torturer’s Lenses

Making Awkward Comments

Bad at Math

Silimatic Engineer

Librarian

Archive

Warrior’s Lenses Kill

Occulator’s Lenses

Eliminator Kill

Tracker’s Lenses

 

To Shatter a Shard

Long Game based on The Shards: Odium has returned, and is attempting to shatter all shards who will not follow him. The Wolrdhoppers are attempting to stop him.

 

The Game will take place in 72 Hour Cycles. The Day Turn will be 48 Hours Long, and the Night Turn will be 24 Hours Long. Each player may place One(1) Vote and take One(1) Action each Day Turn. Each player may make One(1) Action each Night turn. UNLESS said otherwise. A Player may not use the same Action Twice per Cycle.

 

In order to be lynched, a player must have at least two votes on them. If there is a tie, no one is lynched.

 

Shards and Investiture

Shardic Roles have two abilities, one they can access (Shardic Power), and one they can grant (Investiture Power). In order to use their Shardic Power, they must give their Investiture power to another player (Referred to as Investing a player). That player will keep the Investiture Power for one whole cycle.

Some Shards also have a passive ability. This ability is always in use, whether or not the Shard has invested.

 

If a shard attempts to Invest in another Shard, they are told Exactly: “Your Investment Failed.” This will be copy/pasted into the PM. Nothing else will be told.

 

Multiple Shards may Invest in the Same Worldhopper. That Player may choose to use one ability per Turn. Example; she can use Domination’s Day vote-Change as well as Odium’s Night Kill in the same Cycle.

 

A Shard may send a Message along with their Investment. This message will be anonymous. The Worldhopper cannot reply. If the Sender chooses to reveal their identity in the message, the GM will neither confirm nor deny the identity. If the Shards sends orders in the message, the Worldhopper is free to obey or disobey them as they see fit.

 

If a Shardholder is killed, their shard is shattered. Endowment will pick it up and give it to another player.

 

If a player with a Shard goes inactive, the player will lose their shard, and Endowment gets to choose a new Shardholder. This shard is not shattered, and can still invest. This rule is to prevent inactives from wasting shards. Inactivity is judged by the Spec/Dead doc. If enough players in the Spec/Dead doc say that a player is inactive, I will send the Inactive player a PM, telling them they have One turn to prove their activity. This can be done by either taking an action, making a post, or showing me your analysis of the game. (And if the post is along the lines of, ‘yo, I’m not inactive’ it doesn’t count.)

Roles:

Hoid and Endowment are Village only. Odium and his Champions are Eliminator only. Survival is Neutral. All other roles can be on either the eliminator or the village team.

Shards:

ENDOWMENT: Shardic: When a player with a Shard is killed, Endowment receives the Shard. Endowment may use that Shard's Shardic Power once. Example: Ruin is lynched on Day 1. Endowment may make one kill. Endowment must give then give Ruin to a player.

Investiture: Once per cycle, Endowment can Invest a Shard in a worldhopper. From this cycle on, the player is treated as being Invested by the relevant Shard, and may use its Investiture Power for the remainder of the game. If this player dies, Endowment picks up the Shard again.

Special Notes: If Endowment is killed, their shard is picked up by a random Worldhopper.

 

CULTIVATION: Shardic: Once per day cycle, Cultivation can submit their vote to the Game Master as a Private Message. This vote takes precedence over the in-thread vote. It may NOT be affected by any vote changing abilities. Cultivation may also begin PM Conversations between herself and any amount of others, or between any three people without being in it herself. These Conversations do not stop until Cultivation dies. Cultivation cannot listen in on any PM’s that she isn’t in. Cultivation may choose to start the Conversations herself, or have the GM start them, keeping her anonymous.

Investiture: Once per cycle, Cultivation can invest in a worldhopper. That player can cast their vote during the next day turn in a Private message with the Game Master. This vote takes precedence over in thread votes. It CAN be affected by any vote changing abilities. The Player may also start one PM Conversation, with up to 3 other people. This Conversation ends once Cultivation takes her power back. If Cultivation invests in the same Worldhopper twice in a row, the Conversation keeps going. The Invested individual may choose to end this PM at any time.

 

DOMINION: Shardic: Once per cycle, Dominion can change a player's Target. They must specify what action they are changing. (Day Vote, Day Action, Day Invest, Night Action, Night Invest) If they try to change a non existent action, they will instead change a random action. Example: Dominion targets Meta, and makes him use his night invest on Alvron. Meta doesn’t have a Night invest, but does have a night action, so Meta’s Night action hits Alvron.

Investiture: Once per cycle, Domination can invest in a worldhopper. That player can change another player’s vote during the next day cycle. The invested player cannot change Dominion or Cultivation's Vote.

 

HONOUR: Shardic: Once per night, Honour can target a player, and that player will be given an extra life. The Player will not know they have been targeted, unless they are attacked.. They can only survive one extra attack. Honour CAN target himself.

Investiture: Once per night, Honour can invest in a worldhopper. That player can Lash someone during the next night phase, granting them an extra life. Honour and Honour’s Worldhopper can both target the same Worldhopper, allowing them to survive two attacks. They can also target each other.

Honour’s Worldhopper can NOT Target himself.

 

PRESERVATION: Shardic: Preservation has a One time use of Ultimate Preservation. Once they activate their ability, all actions, investments, votes and retractions made after that point, are null, until that day/night ends. I will be using timestamps for this to be accurate. This includes retracting the Ultimate preservation ability. Once it’s set off, you can’t take it back.

Passive: Preservation can survive a single attack.

Investiture: Once per cycle, Preservation can invest in a worldhopper. That player can survive one attack for a full cycle. This life is not permanent, and will be removed upon the end of the cycle.

 

 

DEVOTION: Shardic: During the day, Devotion can take the place of whoever is being lynched, dying in their stead. During the Night, Devotion may target a player. All actions that would have targeted that player, now target Devotion.

Investiture: Once per Cycle, Devotion may target a player. If that player has a minor role, they receive another set of items. (The awakener will be given 3 more breathes, the Voidbringer another charge of Stormlight, etcetera). If the Player does not have a minor role, they are given one, corresponding to the world they are on.

 

RUIN: Shardic: Once per Cycle, Ruin can target a player for death. He can target a Shard or a Worldhopper.

Investiture: Once per day, Ruin can invest in a Worldhopper. Once every day/night cycle, the invested player can target another player. During the day, a targeted player’s vote doesn’t count. During the night, a targeted player cannot use their ability. This does not stop a shard from investing. They may not Target Ruin.

 

ODIUM: Shardic: Once per night, Odium can target a player for death. If that player is a Shard, they die. Odium can choose to either shatter the shard, removing it from the game completely, or letting Endowment take it. Odium can NOT shatter Endowment. If Odium attempts to kill a non shardic Player, nothing happens. It is not revealed in the Writeup.

Investiture: During the Day, Odium can invest in a worldhopper. That player can kill a non shardic player during the night phase of the same cycle. If they target a Shard, nothing happens. It is not revealed in the writeup.

Special Notes: If Odium dies, his shard is given to the player last invested in rather than to Endowment.

If Odium attempts to kill a worldhopper who has an extra life, his attack will strip that extra life.

If Odium’s Investee attacks a Shard who has an Extra Life, his attack will strip that extra life.

 

SURVIVAL: Shardic: None.

Passive: Survival is immune to all non kill actions. But, he starts with 3 Lives, rather than the usual 1.

Investiture: At the cost of one life, Survival can target a player once in the game, and join that player’s team. If Survival targets Odium or a champion of Odium, He joins their Doc. If not, he simply becomes a villager. If Survival has one life left when he targets a player, he miraculously survives.

Special Notes: If survival has not chosen a side by the end of the game, he wins only if he is still alive.

Survival does not have to target a living player. He may target a Dead one instead.

 

Non Shards:

 

ODIUM’S CHAMPIONS: Odium's Champions get a doc to conspire in. They may have another role as well.

 

HOID: If Hoid is invested by a Shard, he gains a copy of that Shard’s Investiture power for the remainder of the game. Hoid may use three of these powers per cycle.

  • Honour: If Hoid is invested by Honour, he can Lash players once during the night cycle for the remainder of the game, saving they from death.

  • Cultivation: If Hoid is invested by Cultivation, he can cast all his votes in Private Messages.

  • Preservation: If Hoid is invested by Preservation, he can survive a single attack for the remainder of the game. If he is attacked, he can be reinvested by Preservation. These lives do not stack.

  • Dominion: If Hoid is invested by Dominion, he can change one players vote during the day cycle.

  • Devotion: If Devotion attempts to invest in Hoid, Hoid mocks her and nothing happens. (Devotion is told “Your Investment Failed”)

  • Ruin: If Hoid is Invested by Ruin, he can prevent one player action during the night cycle.

  • Endowment: Hoid does not keep the shard. He can choose to give it to someone else, or Shatter it, removing it from the game forever. Either way, he is still invested by that Shard. For Example: If Endowment attempts to give him Dominion’s shard, Hoid can use his Dominion ability for the rest of the game. But he must give Dominion to another worldhopper. If he attempts to give it to a shard, Endowment picks it up again.

  • Odium: If Hoid is invested by Odium, once a night he can target a player for death.

  • Survival: If Hoid is invested by Survival, Hoid becomes Neutral. He may now target a Living player to join their team. Survival does not lose a life in this case.

 

WORLDHOPPER: You aren't from this world. Perhaps you come from Yolen, Scadrial, Nalthis, Sel or Roshar. Maybe you were born on Threnody, or Ashyn. You might hail from Braize. Or are you one of those inhabitants of an unimportant Shardworld? Wherever it is, you have no abilities unless you're invested, but you can still vote during the day cycle.

 

Minor Roles:

For every two players above 16, I will include another minor role. These minor roles will all be included in the rules.  

 

AWAKENER: You start with 3 breaths. Each Cycle you can target a player, and will be told that they have Normal Investiture (meaning an Uninvested Worldhopper or Odium’s champion), High Investiture (A Invested Worldhopper/Hoid or a Minor role), or Oh My God King Investiture (A Shard). (Nalthis)

 

BLOODSEALER: Your pets are ready to hunt. You have 2 skeletals, every Night, you may choose two people and put a bloodseal on them. If they attempt to perform a kill move, one of your skeletals will attack the killer. The Skeletal is destroyed in the process. The Target's attack is also canceled. (Sel)

 

POISONER: You start with one Vial of poison. You may administer it to anyone. That player will die the same cycle you do. (First of the Sun)

 

THUG: You start with One vial of Pewter. If you are attacked, you will start consuming one vial of pewter per cycle. Once you run out of pewter, you will die. (Scadrial)

 

LIFELESS OPERATOR: You have one lifeless. You can send this lifeless to protect anyone you want, at any time you want. It’s default state is protecting you. If your target is attacked, the lifeless dies instead. (Nalthis)

 

UNMADE: You have two Charges of Stormlight. The Unmade may use one charge of Stormlight to destroy the planet s/he's on, removing it from the list of possible PM Planets. The Unmade may choose to do this during the day, in which case all participants of the PM will be sent to whichever world has the most players, Or they may send it in at night, which forces players who were transferring to that planet to stay put. (Roshar)


 

PM's: There are two ways to use PM's. One is to be in one with Cultivation, or a follower of Cultivation. The other is to be on the same world as a player. In addition to any other action a player may have, they may choose to go to a certain world. (The amount of Worlds is equal to 1/3 of the Original number of players, rounding up.) All players on that world will be put in a PM group for the duration of that cycle.

You CANNOT PM somebody on the same World as you privately. You just have to talk through the World PM.

 
Edited by The Only Joe
Posted

To Shatter a Shard sounds amazing, as games with group chats are always interesting as they add a new layer of complexity, which when coupled with Cultivation would make for some interesting conversations. Also, the idea of Odium spearheading a group of champions sounds amazing and who would ever want to turn that down.

Posted

To Shatter a Shard is actually a replay of a previous game, ' A Game of Shards.' Though it has been changed drasticcly, some players might want to play a new game.

Posted

I guess my I'd be more interested in playing To Shatter a Shard because the last one sounded like a blast. But then, an Alcatraz one would probably be just as fun.

Posted

Heh. The Game of Shards was quite interesting. I was Hoid, and he was vastly more OP than he would be with these rules. The biggest changes were that Hoid could use Cultivation's powers to open unlimited PMs (his most useful power, imo), and Preservation's lives stacked.

Ultimately, I ended up with four lives. All the Shards got together by Cycle two, as I recall. The only hugely interesting that happened was Meta's betrayal as Survival. Oh, and the trolling PM with Mailiw.

Posted

I personally would like the Alcatraz game, but if everyone wants the Shards one, I'm game for it. It'd be nice to play a balanced version. 

 

LORD ODIUM REIGNS.

Posted (edited)

Ultimately, I ended up with four lives. All the Shards got together by Cycle two, as I recall. The only hugely interesting that happened was Meta's betrayal as Survival. Oh, and the trolling PM with Mailiw.

The trolling PM that made you lose your evil role in the next game? Because you forgot I was in it?

And since everyone.who has voted wants it or is fine with it, we will be playing To Shatter a Shard. Look for sign ups on Monday.

Edited by The Only Joe
Posted

The trolling PM that made you lose your evil role in the next game? Because you forgot I was in it?

...ah yes. That incident. I don't like to think about that.

  • 3 weeks later...
Posted (edited)

I've seen a mention of a game taking place on First of the Sun, and wonder how many people would be interested in seeing it (or one like it) done?

 

EDIT: Alternatively, how about a Song of Ice and Fire? I know it's not BS, but I've seen some other worlds use and think it could be an interesting setting.

Edited by Alvom Halbin
Posted

I've seen a mention of a game taking place on First of the Sun, and wonder how many people would be interested in seeing it (or one like it) done?

 

EDIT: Alternatively, how about a Song of Ice and Fire? I know it's not BS, but I've seen some other worlds use and think it could be an interesting setting.

 

As you said, we've had a few games that have taken place in non-Sanderson worlds, so you're don't have to use one of his worlds as a setting. As far as interest, I'll play in just about anything. :D Even if I haven't read the source material, I find that playing in those games tends to give me a greater appreciation for those worlds and thus it gives me a new series or book to read! 

 

I think the main thing that it comes down to when people determine on whether or not they'd play in a certain game or not is how the game is put together. As they said in Field of Dreams, "If you build it, they will come." ;)

Posted (edited)

EDIT: Alternatively, how about a Song of Ice and Fire? I know it's not BS, but I've seen some other worlds use and think it could be an interesting setting.

 

EDIT: I had typed this out at 3 AM in the morning; going over it to sort out a few issues that my brain refused to comprehend at the time.

 

A Cold Iron Throne

 

The Iron Throne is empty once more.

 

After the disastrous Dance of the Dragons, protocols were put into place to prevent such a travesty from occuring again. Never again, vowed Westeros. Never again will there be a succession war of such scale. But systems exist for the clever to break them, and deadlock was achieved. Constant debate and filibustering put off the decision, day by day, month by month, as House Lords start waking up to knives between their shoulder blades. The plan – whose, nobody knows – becomes evident. Postpone the decision until there is only one House Lord with any power remaining, and let that decide.

 

The only unanimous decision that can be agreed upon is a need to find out who is paying the Faceless Men. If the high nobility could ever be called a lynch mob, that was what they became. Looking for the one person who had the most to gain, the one who would be in a perfect position to swoop in once the opposition is cleared out. And so, some begin to suspect spies within their own Houses. The high and mighty brought to devouring their own through paranoia; the schemer must be laughing with each new contract he puts out.

 

Format: Factions, Long Game

 

Win Condition: Be the last faction with a House Lord/Lady by eliminating opposing Lords/Ladies and Lordlings.

 

Additional Note: In keeping with the theme, death counts as a loss, even if your faction wins. Thus threats can be more effective knowing that dying for the greater good of your faction does not count as a victory. On another note, I’ve made every role a non-gender-exclusive role; even if I were hiding behind the excuse of keeping it accurate with lore, it would be insulting to lock half the planet out of the game. This will most certainly be an alternate timeline with regards to events in the books, occurring some twenty years after the Targaryen Civil War, also known as the Dance of the Dragons. Thanks to Wyrm for making the format I have shamelessly stolen to adapt to an SE.

 

I would like to explain a few details to be kept secret from the players themselves to whichever GM may consider running this, on the condition that, should this game be run and someone else chosen for GM, they do not join as normal players, and that they do not inform anyone else.

 

Factions

Lannister. Shimmering blood flows from Lannister mines and into the veins of the Seven Kingdoms. House Lannister starts with seven Gold, two Soldiers and five Secrets, and gains an extra unit of Gold per cycle.

 

Baratheon. War is the furnace in which Baratheons consider their pride to take form. Conflict fuels them, and they are known to draw warriors to them by reputation alone. House Baratheon starts with three Gold, five Soldiers and two Secrets, and gains an extra unit of Soldiers per cycle.

 

Stark. The Starks have always been isolationist, existing in their own private tundra, and so have had no reason to use their resources. The Starks start with five Gold, seven Soldiers and five Secrets.

 

Targaryen.  The last of the Targaryen dragons died out during the Dance, leaving House Targaryen an echo of greatness. But a dynasty cannot reign for a hundred and fifty years without assimilating wealth, a military, and enough political influence to cling to their power. House Targaryen starts with five Gold, four Soldiers and eight Secrets.

 

Conspirators. No one knows how well equipped the conspirators are, or how well funded. All that can be assumed is that they have infiltrated the other Houses, and are capable of breaking them from within. Conspirator players will be informed of their faction strengths when the game starts.

 

Resources

Each cycle, factions gain two points placed randomly across their three Resources, alongside an additional point for whichever Resource they vote on during the prior cycle. These resources are Gold, Soldiers and Secrets, used by various roles. Resources can be traded with other Houses. Gold is used as a common currency and can be exchanged for other resources at half the value of the gold given, while Soldiers and Secrets are role-specific.

 

A fourth Resource is House-specific based on whom it was acquired from, Blackmail. Blackmail can be used to change the vote of whomever it is held against, though only once per item of Blackmail. It may also be exposed at any time to apply an additional vote on them for the next three cycles, and to other members of his House for one cycle. Blackmail can only be used by the person who acquired it, unless that person dies or reveals the Blackmail to another player. If he dies, the Blackmail can be used by his entire House.

 

If two or more pieces of Blackmail are exposed on the same person in a single cycle, that person is automatically disowned to save his House’s honor, unless they are a House Lord, who is disowned upon three pieces of Blackmail. If expelled, other Houses can vote on whether to take him in as a member of their own. Four or more items of Blackmail exposed simultaneously apply an immediate execution for treason rather than the usual added votes, skipping the lynch process entirely. Upon expulsion, one is required to list which Houses he/she would rather belong to, in what order, to decide which House may recruit him in the instance of multiple attempts.

 

Roles

Fool. You are overlooked as a jester, an amusement, and as such listen in on conversations that others would rather you didn’t. You gain a single piece of Blackmail on a random player each cycle.

 

House Lord/Lady. You have a list of the various Roles your House has, and can overwrite two of them to targets you specify. There can only be one Lord per faction. The Lord/Lady may disown anyone within his House, leaving them out of the doc unless another House votes to bring the traitor into their own. Every time a House Lord dies, three Gold is removed from the House Coffers.

 

Infiltrator. Thieves who target the upper crust of society for the upper crust of society. An Infiltrator can be sent in to destroy Blackmail Material if the holder and target are both named, and can be stopped by a Knight or Squire standing guard over the holder. They spend a single Secret for each piece of Blackmail they set out to destroy.

 

Knight. The Knight is, by virtue of his training, more resilient than those he serves under. A Knight has two lives, except in the event of a lynch or Trial by Combat. Once per cycle, the Knight may take a single unit of Soldiers to guard someone. He may also take two units of Soldiers, skipping the potential to protect someone, to attack a single target. The Knight’s name is revealed to the person he attacked, should that person survive.

 

Lordling. By virtue of being the child of the current House Lord/Lady, the Lordling can call upon similar channels of influence. The Lordling must guess at one of the roles within the House, lacking the same list as the Lord/Lady, and if correct can overwrite the target. The Lordling is not informed whether the guess was correct. The Lordling can be overwritten by the House Lord/Lady.

 

Maester. A skilled physician and a man of the sciences, Maesters are recruited to keep their charges alive. A Maester can target someone every cycle to delay their death should they be attacked. The Maester must visit them once every cycle for three cycles in a row before they are fully healed, and missing one visit will lead to the death of the charge. Blackmail on a Maester can force him to ignore his charge, unless compelled by a Lord/Lady or Lordling.

 

Septon. Every man in the Seven Kingdoms, from beggars to lords, go to a Septon to confess their sins. You may approach anyone to discover their actions and votes during the previous cycle at the cost of one Secret. You may spend two Secrets to discover their true loyalties and guilt in regards to the Faceless Men, allowing you to identify whether your target is an Eliminator.

 

Squire. Perhaps you are an illegitimate son, or a cousin thrice removed with none of the family features. Whatever the reason, you have been sent to squire under a Lord/Lady, Lordling or Knight. Should a two thirds vote pass in the Squire’s House Doc for a payment of two units of Gold and one unit of Soldiers, the Squire is promoted to a full Knight. The Squire always has a PM active with whomever they were assigned to serve. The promotion of a Squire will be revealed in the writeup. A Squire can use a single unit of Soldiers to defend someone every cycle.

 

Whisperer. Whisperers are unskilled in direct political confrontation, and are an unknown element as far as the opposition are concerned. A Whisperer can target a single person per day, gaining Blackmail at the cost of a single Secret.

 

Mechanics

Succession.

 

The Lord/Lady may also dub a single new Lordling per cycle, as well as designating one as the Heir. If there is no given Heir and more than one Lordling, the House devolves into a succession crisis until there is either a unanimous vote among the living Lordlings for whom to appoint to the position of Lord/Lady, or there is only one Lordling left. A dubbed Lordling must choose whether to use his original role or his Lordling manipulation one cycle in advance.

 

Trial by Combat.

 

A Lord or Lordling may invoke the right for a Trial by Combat once per game against a single target. This creates a bonus vote for the following cycle between the instignator and the accused, suspending them from regular lynches and roleblocking them both. Whomever is given the most votes is killed by the other; in the event of a draw wherein both sides have the same number of votes, the victor bleeds to death after killing his opponent. Blackmail cannot be used to directly take control of a Trial by Combat vote.

 

Either of the two parties may appoint a volunteer to their cause as their champion, who adds a certain number of votes to the opponent based on his role. A Knight adds three votes, a Squire adds two, and any other role adds a single vote. A Maester will always survive a draw. Each Lord or Lordling may only call for a Trial by Combat once. Lords, Ladies and Septons cannot be champions.

 

Spies.

 

Certain members of each House will be spies for another House, with a direct PM to the Whisperer and House Lord of their original House. Each House Lord has four pieces of Blackmail on its spies, enough to have them executed should they disobey. A spy’s win conditions can be to win for either the House they are spying for or the House they have infiltrated.

 
Edited by Adamir
Posted (edited)

A simple QF.  And yes, this game can end on the first round if a lynch goes wrong.  This is by design.

 

Death Note Elimination

14 player minimum

 

Roles:

 

Ryuk:  You are a shinigami, a death god.  You have grown bored with ‘life’ in your world and have come to the realm of the living for some fun.  Each cycle you may recruit another player by giving them the Death Note.  You can only have one recruit at a time.  Should your follower die then you can recruit another the following cycle if you want.  Either you or the Death Note Holder can send in orders to kill another player but you cannot recruit and kill on the same cycle.

Note: If you are killed then you will also kill your follower as your final act before heading back to your realm.

Primary Win Condition:  Kill all other players bar yourself and the current holder of the Death Note.

 

Death Note Bearer:  You have been given the Death Note and can use it to kill one player per cycle. Note:  This is a shared kill with Ryuk.

 

L:  You are the greatest detective in the world and have taken it upon yourself to discover the means by which the criminals have been killed.  Once each cycle you can either protect someone or you may investigate someone to see if they have anything to do with the murders.  Investigations will show up as either Guilty or Innocent.

 

Police Officer:  You have served in law enforcement for most of your adult life and have a strong sense of justice.  As such you are immune to the corruptive influence of Ryuk.  If Ryuk tries to convert you they will fail.

 

Civilian:  You are a normal player and have no special abilities.

 

Criminal:  You are a murderer hiding from the wrath of ‘God’.  If investigated you will show up as Guilty.  Once per cycle one random murderer will be chosen to make a kill.  It is possible for a murderer to get the kill twice in a row.

 

Rules:

Cycles are 24 hours long.

PMs are only allowed to be one on one.

Ryuk and the Death Note Holder have a google doc for communication.

Investigations will only reveal if they are involved in murders.  It will not distinguish between Ryuk, Criminals or the Holder.

Ryuk will start with a Holder chosen randomly.

Primary Win Condition: Ryuk banished back to his realm and L lives.

Secondary Win Condition: Ryuk is banished.

 

 

Order of actions:

Protection

Death Note Kill (This death will negate the vote of the one killed.)

Investigation

Vote

Recruit

Lynch

Edited by Alvron
Posted

How do the secondary Lynch Conditions work? And are the Murderers on The Village side? If a murderer holds the death Note , can he make a murder kill and a note kill?

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