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Posted
On 11/11/2017 at 5:35 AM, randuir said:

If anyone's still looking, I'm interested in co-GMing an upcoming game.

My newest Shard game is coming up soonish - probably pretty soon after the AG. Those are always long and complicated,  and in desperate need of a co-GM.

Posted

@Seonid, I'd be happy to help. I haven't gm'd or co-gm'd a game yet though, so if your game has three variations on lg33's naming mechanic you might want to have someone slightly more experienced (though I'd still like to try that). I've played plenty of games though and would like to think I've got a basic understanding of the various mechanics.

Posted

Which of the Balancing Council are willing to help me balance my Inceptionesque game? Helping will mean being spoiled for the stuff and it's a cool game so idk if all of you will want to help. But I DO need help balancing a particular role, so...

Posted

@randuir, while the Shardic games do tend to be complicated, they are not LG18/26/33-level complicated. They’re a level below that, perhaps - go look at the ruleset for LG21/29 if you want the best idea, as this game would be most similar to those two. 

@Steeldancer, PM me the doc and I’ll drop it in the Committee’s group PM, at which point any member who knows they likely won’t play can enter it and the rest won’t. 

Posted
5 minutes ago, Elbereth said:

@randuir, while the Shardic games do tend to be complicated, they are not LG18/26/33-level complicated. They’re a level below that, perhaps - go look at the ruleset for LG21/29 if you want the best idea, as this game would be most similar to those two. 

@Steeldancer, PM me the doc and I’ll drop it in the Committee’s group PM, at which point any member who knows they likely won’t play can enter it and the rest won’t. 

Ok give me a few hours. I need to transcribe the rules from my notebook to a doc, and I'm kind of busy until 7. But I'll get it in tonight, because otherwise OB is totally going to take precedence. :ph34r:

Posted (edited)

Game idea:

Basics:

 


-Rollover is at 6:00 EST.
-There are unlimited PMs.
-Every two cycles, you must make a PM with someone you have not PMed with. If you do not do this, you will die.
-You can only vote on a player you have a PM with.
-Every player will start with a PM with a random player.
-The GMs must be in every PM you make.
-This game is role madness.
-You can only use your action on people you have a PM with. The Ghostblood kill is excluded from this.
-Group PMs are not allowed.

Factions:

 


Alethi: You win when every Ghostblood is dead.
Ghostbloods: You win when your team outnumbers the Alethi. You have a Google doc to talk in and a kill each cycle. One of the members of the Ghostblood team must put in the kill order. When a player is killed, you will be told who they had PMs with. Next cycle, you must kill one of the players your target had a PM with.

Roles:

 


Spearman: You can kill one player each cycle.
Guard: You can protect one player each cycle.
Former Bridgeman: You can survive one kill/lynch.
Spy: You can scan one player each cycle, causing you to discover their role and alignment.
Nobleman: Your vote counts as two votes.
Scribe: You can scan one player each cycle, discovering who they have PMs with.
Trash Collector: You are added to every PM that only has dead players in it.
Hunter: Each cycle, you can choose one player to follow. You will learn what action the player took that cycle (kill, protect, scan, or follow).

All comments on the rules are highly appreciated.

Edited by Straw
Posted
32 minutes ago, Straw said:

Game idea:

Basics:

  Hide contents


-Rollover is at 6:00 EST.
-There are unlimited PMs.
-If you do not make at least one PM every two cycles, you will die.
-You can only vote on a player you have a PM with.
-Every player will start with a PM with a random player.
-The GMs must be in every PM you make.
-This game is role madness.
-You can only use your action on people you have a PM with. The Ghostblood kill is excluded from this.
-Group PMs are not allowed.

Factions:

  Hide contents


Alethi: You win when every Ghostblood is dead.
Ghostbloods: You win when your team outnumbers the Alethi. You have a Google doc to talk in and a kill each cycle. One of the members of the Ghostblood team must put in the kill order. When a player is killed, you will be told who they had PMs with. Next cycle, you must kill one of the players your target had a PM with.

Roles:

  Hide contents


Spearman: You can kill one player each cycle.
Guard: You can protect one player each cycle.
Former Bridgeman: You can survive one kill/lynch.
Spy: You can scan one player each cycle, causing you to discover their role and alignment.
Nobleman: Your vote counts as two votes.
Scribe: You can scan one player each cycle, discovering who they have PMs with.
Trash Collector: You are added to every PM that only has dead players in it.
Hunter: Each cycle, you can choose one player to follow. You will learn what action the player took that cycle (kill, protect, scan, or follow).

All comments on the rules are highly appreciated.

I'm confused why anyone wouldn't make PMs with all players. It lets them target everyone, and vote on all possible players. Maybe add a limit of one PM per cycle?

Posted
2 minutes ago, Straw said:

Game idea:

Basics:

  Hide contents


-Rollover is at 6:00 EST.
-There are unlimited PMs.
-If you do not make at least one PM every two cycles, you will die.
-You can only vote on a player you have a PM with.
-Every player will start with a PM with a random player.
-The GMs must be in every PM you make.
-This game is role madness.
-You can only use your action on people you have a PM with. The Ghostblood kill is excluded from this.
-Group PMs are not allowed.

Factions:[/spoiler]
Alethi: You win when every Ghostblood is dead.
Ghostbloods: You win when your team outnumbers the Alethi. You have a Google doc to talk in and a kill each cycle. One of the members of the Ghostblood team must put in the kill order. When a player is killed, you will be told who they had PMs with. Next cycle, you must kill one of the players your target had a PM with.[/spoiler]Roles:

  Hide contents


Spearman: You can kill one player each cycle.
Guard: You can protect one player each cycle.
Former Bridgeman: You can survive one kill/lynch.
Spy: You can scan one player each cycle, causing you to discover their role and alignment.
Nobleman: Your vote counts as two votes.
Scribe: You can scan one player each cycle, discovering who they have PMs with.
Trash Collector: You are added to every PM that only has dead players in it.
Hunter: Each cycle, you can choose one player to follow. You will learn what action the player took that cycle (kill, protect, scan, or follow).

 

All comments on the rules are highly appreciated.

I quite like the structure of your game.

General balance depends a lot on role distribution for this.

In regard to the PMing thing though. Your rule that enforces PM creation helps with this, but in the early game it's still a valid option to use dead people's contacts to predict future attack targets and protect them... Maybe you are expecting this though.

But what happens if you fail an attack? Are you still only able to access the same target pool (probably not a good idea), or does that mean you can attack anyone you choose on the following cycle?

Finally... What if a player doesn't want to be PMed? It is strategically valid in this case to not want to be PMed by other people, but it's out of your control if somebody else PMs you. Just something worth considering.

Posted

@Sart, there are two main disadvantages to that strategy:

1. When the Ghostbloods kill someone, they receive a list of people the victim had PMs with. Therefore, the village has the biggest strategic advantage when villagers have as few PMs as possible.

2. The activity filter states that if you do not make at least one PM every two cycles, you will die. If a player followed your strategy of making PMs with everyone on day one, they would die from inactivity at the end of cycle three.

Posted
On 11/13/2017 at 9:53 AM, Seonid said:

My newest Shard game is coming up soonish - probably pretty soon after the AG. Those are always long and complicated,  and in desperate need of a co-GM.

I am ridiculously excited for this, LG29 was my first game, and probably my favorite to date. 

Posted

Hmmmm reading Oathbringer has been very interesting in light of the LG I have waiting in line.

Some of my speculations were more or less correct and can be left as-is. Some of what I have learned means I will be changing it a bit.

  • 2 weeks later...
Posted

so i am making a non Sanderson game 
and i am supposed to get some feedback from here , so hello ?

well it will be set in the wormverse and more specificly in the agnosia miasma , cos it fits perfectly with the mafia  game style perfectly (a black out game , minimum information given preferably ), i also had a recomendation from bugsy that i could make it an anonymus game ,(but lets leave that on the side for now , cos it would depend on if i can get permissions and it can be implemented or not without changing much)

on the subject of a blackout game  , i am unsure of how much i should disclose here , cos i have some interesting ideas that would be better left unspoiled 
but the general rules are : the Slaughterhouse nine have come to rown , kill them all to win , you are unsure if you are a parahuman or not , you may use an action to remember who you are , and if you remember your triggeryou will be unable to vote the next day (game starts at night 0 and elims cant make a kill , but the are not affected by the miasma)
 

here is the doc if you want to spoil yourself  

p.s. i know the powerlevel of the rolse is kinda high (i'll try to bring it down ) 

Posted (edited)

Basics:

 

-Rollover will be at 6:00 PM EST.


-Every player has one action.
-There are infinite PMs.

Factions:

 

Knights Radiant: You win when all the Traitors are dead.

Traitors: You win when you outnumber the Knights Radiant. You have a doc to plot in and a kill each cycle.

Roles:

 

Each role has four single use abilities.

Windrunners:
-Adhesion: You can roleblock one player.
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Protecting: You can save one player from any kill actions that are targeting them.
-Leading: When you die, a random player on your team that does not have any abilities will become a member of the order of Windrunners.

Skybreakers:
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Division: You can kill one player.
-Just: You can scan one player, discovering their alignment.
-Confident: You can make your vote count as two votes.

Dustbringers:
-Division: You can kill one player.
-Abrasion: You can dodge all actions targeting you this cycle.
-Brave: When you die, your killer will be roleblocked for the next cycle.
-Obedient: Whenever you are part of a vote that has at least five other people in it, your vote will count double.

Edgedancers:
-Abrasion: You can dodge all actions targeting you this cycle.
-Regrowth: You can save one player from death.
-Loving: All kill actions from your team will fail to kill you.
-Healing: You can nullify the vote of one player.

Truthwatchers:
-Regrowth: You can save one player from death.
-Illumination: You can change one player’s vote.
-Learned: You start the game knowing the role and alignment of a random player.
-Giving: You can recharge a random action of a player of your choice.

Lightweavers:
-Illumination: You can change one player’s vote.
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Creativity: You can target one player, causing their role and alignment to be changed to your own.
-Honesty: Your role and alignment are revealed to a random player.

Elsecallers:
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Wisdom: You know if you have been targeted by any actions.
-Care: You can nullify one player’s vote.

Willshapers:
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Cohesion: You can roleblock one player.
-Resolute: Your vote cannot be nullified or changed.
-Builder: If the player you vote on is lynched and is a member of the other team, than your vote will count as two votes next cycle.

Stonewards:
-Cohesion: You can roleblock one player.
-Tension: You can survive one kill.
-Dependable: When you vote on a player, you will automatically vote on that player every cycle until that player dies.
-Resourceful: You can refill one of your other abilities.

Bondsmiths:
-Tension: You can survive one kill.
-Adhesion: You can roleblock one player.
-Pious: When you die, you kill two random members of your team.
-Guiding: You can convert a player of your choice to your team.

This is an idea for a game I might run. All feedback is highly appreciated.

Edited by Ookla the Insane
Posted
4 hours ago, Ookla the Insane said:

Basics:

  Hide contents

-Rollover will be at 6:00 PM EST.


-Every player has one action.
-There are infinite PMs.

Factions:

  Hide contents

Knights Radiant: You win when all the Traitors are dead.

Traitors: You win when you outnumber the Knights Radiant. You have a doc to plot in and a kill each cycle.

Roles:

  Hide contents

Each role has four single use abilities.

Windrunners:
-Adhesion: You can roleblock one player.
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Protecting: You can save one player from any kill actions that are targeting them.
-Leading: When you die, a random player on your team that does not have any abilities will become a member of the order of Windrunners.

Skybreakers:
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Division: You can kill one player.
-Just: You can scan one player, discovering their alignment.
-Confident: You can make your vote count as two votes.

Dustbringers:
-Division: You can kill one player.
-Abrasion: You can dodge all actions targeting you this cycle.
-Brave: When you die, your killer will be roleblocked for the next cycle.
-Obedient: Whenever you are part of a vote that has at least five other people in it, your vote will count double.

Edgedancers:
-Abrasion: You can dodge all actions targeting you this cycle.
-Regrowth: You can save one player from death.
-Loving: All kill actions from your team will fail to kill you.
-Healing: You can nullify the vote of one player.

Truthwatchers:
-Regrowth: You can save one player from death.
-Illumination: You can change one player’s vote.
-Learned: You start the game knowing the role and alignment of a random player.
-Giving: You can recharge a random action of a player of your choice.

Lightweavers:
-Illumination: You can change one player’s vote.
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Creativity: You can target one player, causing their role and alignment to be changed to your own.
-Honesty: Your role and alignment are revealed to a random player.

Elsecallers:
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Wisdom: You know if you have been targeted by any actions.
-Care: You can nullify one player’s vote.

Willshapers:
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Cohesion: You can roleblock one player.
-Resolute: Your vote cannot be nullified or changed.
-Builder: If the player you vote on is lynched and is a member of the other team, than your vote will count as two votes next cycle.

Stonewards:
-Cohesion: You can roleblock one player.
-Tension: You can survive one kill.
-Dependable: When you vote on a player, you will automatically vote on that player every cycle until that player dies.
-Resourceful: You can refill one of your other abilities.

Bondsmiths:
-Tension: You can survive one kill.
-Adhesion: You can roleblock one player.
-Pious: When you die, you kill two random members of your team.
-Guiding: You can convert a player of your choice to your team.

This is an idea for a game I might run. All feedback is highly appreciated.

Cool game idea. 

Posted
6 hours ago, Ookla the Insane said:

Basics:

  Hide contents

-Rollover will be at 6:00 PM EST.


-Every player has one action.
-There are infinite PMs.

Factions:

  Hide contents

Knights Radiant: You win when all the Traitors are dead.

Traitors: You win when you outnumber the Knights Radiant. You have a doc to plot in and a kill each cycle.

Roles:

  Hide contents

Each role has four single use abilities.

Windrunners:
-Adhesion: You can roleblock one player.
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Protecting: You can save one player from any kill actions that are targeting them.
-Leading: When you die, a random player on your team that does not have any abilities will become a member of the order of Windrunners.

Skybreakers:
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Division: You can kill one player.
-Just: You can scan one player, discovering their alignment.
-Confident: You can make your vote count as two votes.

Dustbringers:
-Division: You can kill one player.
-Abrasion: You can dodge all actions targeting you this cycle.
-Brave: When you die, your killer will be roleblocked for the next cycle.
-Obedient: Whenever you are part of a vote that has at least five other people in it, your vote will count double.

Edgedancers:
-Abrasion: You can dodge all actions targeting you this cycle.
-Regrowth: You can save one player from death.
-Loving: All kill actions from your team will fail to kill you.
-Healing: You can nullify the vote of one player.

Truthwatchers:
-Regrowth: You can save one player from death.
-Illumination: You can change one player’s vote.
-Learned: You start the game knowing the role and alignment of a random player.
-Giving: You can recharge a random action of a player of your choice.

Lightweavers:
-Illumination: You can change one player’s vote.
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Creativity: You can target one player, causing their role and alignment to be changed to your own.
-Honesty: Your role and alignment are revealed to a random player.

Elsecallers:
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Wisdom: You know if you have been targeted by any actions.
-Care: You can nullify one player’s vote.

Willshapers:
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Cohesion: You can roleblock one player.
-Resolute: Your vote cannot be nullified or changed.
-Builder: If the player you vote on is lynched and is a member of the other team, than your vote will count as two votes next cycle.

Stonewards:
-Cohesion: You can roleblock one player.
-Tension: You can survive one kill.
-Dependable: When you vote on a player, you will automatically vote on that player every cycle until that player dies.
-Resourceful: You can refill one of your other abilities.

Bondsmiths:
-Tension: You can survive one kill.
-Adhesion: You can roleblock one player.
-Pious: When you die, you kill two random members of your team.
-Guiding: You can convert a player of your choice to your team.

This is an idea for a game I might run. All feedback is highly appreciated.

When you say single use, that’s per game for all of those. Interesting way to make people think about their actions if so.

Posted
21 hours ago, Ookla the Insane said:

Basics:

  Reveal hidden contents

-Rollover will be at 6:00 PM EST.


-Every player has one action.
-There are infinite PMs.

Factions:

  Reveal hidden contents

Knights Radiant: You win when all the Traitors are dead.

Traitors: You win when you outnumber the Knights Radiant. You have a doc to plot in and a kill each cycle.

Roles:

  Hide contents

Each role has four single use abilities.

Windrunners:
-Adhesion: You can roleblock one player.
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Protecting: You can save one player from any kill actions that are targeting them.
-Leading: When you die, a random player on your team that does not have any abilities will become a member of the order of Windrunners.

Skybreakers:
-Gravitation: You can target one player. All actions used on them will be redirected to target you.
-Division: You can kill one player.
-Just: You can scan one player, discovering their alignment.
-Confident: You can make your vote count as two votes.

Dustbringers:
-Division: You can kill one player.
-Abrasion: You can dodge all actions targeting you this cycle.
-Brave: When you die, your killer will be roleblocked for the next cycle.
-Obedient: Whenever you are part of a vote that has at least five other people in it, your vote will count double.

Edgedancers:
-Abrasion: You can dodge all actions targeting you this cycle.
-Regrowth: You can save one player from death.
-Loving: All kill actions from your team will fail to kill you.
-Healing: You can nullify the vote of one player.

Truthwatchers:
-Regrowth: You can save one player from death.
-Illumination: You can change one player’s vote.
-Learned: You start the game knowing the role and alignment of a random player.
-Giving: You can recharge a random action of a player of your choice.

Lightweavers:
-Illumination: You can change one player’s vote.
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Creativity: You can target one player, causing their role and alignment to be changed to your own.
-Honesty: Your role and alignment are revealed to a random player.

Elsecallers:
-Transformation: You kill one player. Their role and alignment will not be revealed when they die.
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Wisdom: You know if you have been targeted by any actions.
-Care: You can nullify one player’s vote.

Willshapers:
-Transportation: You swap two players, causing the actions that were targeting each player to target the other player.
-Cohesion: You can roleblock one player.
-Resolute: Your vote cannot be nullified or changed.
-Builder: If the player you vote on is lynched and is a member of the other team, than your vote will count as two votes next cycle.

Stonewards:
-Cohesion: You can roleblock one player.
-Tension: You can survive one kill.
-Dependable: When you vote on a player, you will automatically vote on that player every cycle until that player dies.
-Resourceful: You can refill one of your other abilities.

Bondsmiths:
-Tension: You can survive one kill.
-Adhesion: You can roleblock one player.
-Pious: When you die, you kill two random members of your team.
-Guiding: You can convert a player of your choice to your team.

This is an idea for a game I might run. All feedback is highly appreciated.

For dependable, would you be able to change your vote?

Posted
13 hours ago, Straw said:

@Darkness_ No, you would not be able to change your vote until that player died.

Query, in this case, could you organise them as Passive and Active? or Triggered etc

You say one off, but that's not enough for me to make sense of it.

  • 2 weeks later...
Posted

Writing out a game set in Ashyn! (Probably no spoilers-- We don't know much.) Basically, it is all set around getting sick. I want it to be *somewhat* of a blackout game (not really) @Alvron who can I talk to about it?

 

  • 2 weeks later...
Posted

I think I have an idea. It's kind of a crazy one. It might even be a terrible one. But hey, here it is:


QF: Alpha Complex

Introduction

Welcome, Citizen, to Alpha Complex!! It is the dawn of year 214 of the Computer, and Alpha Complex is threatened by traitors!
Friend computer wants YOU to help fight the commie-mutant-traitor threat! Sign up today for your first mission!
The Computer is making a 1 TIME OFFER to promote the first 10 volunteers to RED clearance!
The nature of your first mission is above your current security clearance, until you accept said mission.
Furthermore, the existence of this mission is above your current security clearance, thus, failure to enlist for this mission would be treasonous.

Rules and Regulations

1. Knowledge of certain rules is treason.
2. This mission requires 10 participants. Any fewer and the mission will not run. No more than 10 participants will be accepted on this mission.
3. You are a troubleshooter. Your job is to find trouble, and shoot it.
4. Traitors, mutants, communists, improper paperwork, and [REDACTED] are all trouble. The Computer said so, and the Computer is your friend.
5. Friend computer has generously decided to supply each participant with 3* complimentary clones.
6. Cycles last 24 hours, unless the Computer says they do not.
7. Participants may covertly perform 2 actions every cycle. The following exceptions apply: [THIS INFORMATION IS YELLOW CLEARANCE AND ABOVE]. Please take this time to remember that the Computer is your friend, and hiding things from the Computer may constitute grounds for fining, probation, and/or summary execution.
8. Roleplay may influence the mission. Attempts to unduly leverage this fact are treasonous, and citizens found to be engaging in such activity will summarily be executed.
9. Inactivity is treasonous, and dereliction of duty will be met with summary execution.
10. You have been granted clearance for PMs, even group PMs. Friend Computer would like to take this time to remind you to avoid using this privilege for the purposes of traitorous collusion.
11. You are of RED clearance. Wear red at all times. Do not enter areas above RED or INFRARED clearance. For your safety, please obey citizens above RED clearance.
12. Upon completion of the mission, citizens will be appropriately debriefed.
[CENSORED AT YOUR SECURITY CLEARANCE]
17. In the highly unlikely scenario that a troubleshooter finds themselves in mortal danger while on a mission, DON'T PANIC**.
[CENSORED AT YOUR SECURITY CLEARANCE]
213. I've never played Paranoia, and I have no storming idea what I'm doing. This information is above your clearance level. Knowledge that this information is above your clearance is also above your clearance level.
214. Fun is Mandatory.

*Some of you may have heard rumors that troubleshooters are customarily given 5 clones, and that the Computer is in error to generously grant you 3 clones. Such rumors are obviously the work of the Commies, and should be reported. Any allegations that the Friend Computer may be in error are treasonous.
**Unless ordered to do so by a citizen of higher clearance, or the Computer.


So... If it wasn't already clear, this game is not meant to be a serious, competitive game. Indeed, it's nearly the opposite of serious and competitive.

It would be fastpaced and chaotic (it is, after all, inspired by Paranoia). The bar would be low for concentrated analysis. The sole objective would be fun (see rule#214).

It is probable that I am not equipped to design all of this. If the idea were approved I would want to partner with somebody to figure this out.

It is my hope that this might be a novel way to address some of the matters recently discussed in the meta thread.

Thoughts?

Posted (edited)

So, I had an idea for a game set on Ashyn:

Basics:

 

-Each cycle will be 24 hours long, with rollover at 5:45 PM EST.
-PMs are allowed. Group PMs are not allowed.
-This game follows the standard rules.

Factions:

 

Incubators: You are the Village faction. Your win con is to kill all the Spies.

Spies: You are the Eliminator faction. Your win con is to outnumber the Incubators. You have a doc and group kill every cycle to help you accomplish your win con.

Diseases:

 

Each Disease has a power, weakness, and length. The power represents the power you gain from the disease, the weakness represents the negative effect of the disease, and the length represents the number of cycles you have the disease for. When a player first gets a disease, they get to choose who is will eventually pass to. When a player dies, all of their diseases are passed to random players. A player can have multiple diseases.
 
Flight: At the end of each cycle, a random vote on you is removed. You are unable to vote on any players. This disease lasts for two cycles.

Regeneration: You can survive one kill/lynch. To all Clairvoyants, you will appear to be a Spy with no diseases.

Telepathy: You can create group PMs. You cannot talk in any PMs. You must start all PMs you make with “This is a PM.” This disease lasts for three cycles.

Forcefields: You can protect one player each cycle. You cannot get any new diseases. This disease lasts for two cycles.

Clairvoyance: Each cycle, you can discover the role and alignment of a player of your choice. You are unable to say the names of any players, except for when you vote on them. This disease lasts for three cycles.

Superspeed: You have two actions. If you do not make a post every cycle, you will die. This disease lasts for five cycles.

Invisibility: You cannot be targeted with any actions, and you cannot be killed by the vote or the inactivity filter. You cannot talk or use any actions. This disease lasts for one cycle.

Shapeshifting: You can choose what your role and alignment appear to be. All of your posts must be fewer than 50 words. This disease lasts for two cycles.

Illusions: You can change the vote of one player to a player of your choice. You cannot vote for anyone. This disease lasts for three cycles.

Poison Touch: Each cycle, you can target a player and they will eventually die. The player you target will only die when they vote for you (even if they change their vote). Each cycle, if you do not vote for a player, you will die. This disease lasts for one cycle. If this disease is held by an Eliminator, they must pass it to someone who is not an Eliminator.

 

Edited by Straw
Posted
On 1/1/2018 at 2:11 AM, Darkness_ said:

Something tells me the Computer could be a communist itself all things considered.

Spoiler

Shhh don't let the others hear you. Their security clearances are too low for that kind of state secret.

 

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