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Posted (edited)

Right, so I've been working with the Roshar roles I put up earlier in the thread, trying to get something useable from them. I think I might have something close now, so here's a quick sort of skeleton outline for the game. Feel free to comment on stuff in-doc.

 

If I do end up running this game, I won't be able to until summer, but if someone could stick me on the Long Game GM list for now, that'd be great.

Edited by AonarFaileas
  • 3 weeks later...
Posted

Does anyone want to help me GM the Twinborn game?  

 

It's going to be a very fun game.  There are lots of powers.  There are fun items.  There is a map.  The problem with all of this is that if I GM it alone, there will be a huge turnover time between the action deadline and the writeup.  I am prepared to do it alone, even if it drives me stark raving mad, but I think it will be more fun for the players if they don't have to wait so long.  

 

Besides, it will be super fun to GM!  With all of these powers, the writeups will be very fun to write.  We can take turns doing the writeups and we can work together to balance the spreadsheet in Google Docs.  I already have the spreadsheet ready.  It has a map and everything.  

 

There are a couple issues to work out before the game starts.  The greatest of these are making the backstory better, and figuring out which factions need which powers.  It's ok though!  As of this moment, I am still #4 on the waitlist.  So we have plenty of time.  

 

 

Please send me a message if you are interested.  It's going to be fun!

Posted (edited)

Hey guys.  Sorry for double-posting, but I felt like this post was separate enough from the previous to warrant it.  

 

I'd like to announce that AonarFaileas is co-GMing the Twinborn game with me!  It's going to be awesome.  Everyone please go find one of his posts and upvote it.

 

Also, today I thought of a quick fix game, so I would like to be added to the QF GM list.  Don't worry.  This one isn't insane like the Twinborn game.  Sadly, it does not have a map and everything.

 

Quick Fix: The Pits of Hathsin

You are a prisoner and a slave to the Lord Ruler.  Every day, you must struggle to find an atium bead to give to the Taskmaster, or you will be beaten to death.  Every prisoner wants to survive.  Most wish they could band together and kill the Taskmaster, but there are some who would snitch on them to gain the Taskmaster's favor.  

Maybe if... accidents happened to befall the snitches, the rest of you could band together and get out of this hell-hole.  

 

Prisoners: Your goal is to kill all of the snitches so you can escape.  In the mean time, the Taskmaster requires one atium bead from you every cycle, or you will be beaten to death.  

Snitches: You have thrown your lot in with the Taskmaster.  Kill all of the non-snitch prisoners!  You have a google doc to conspire in, and the Taskmaster only requires an atium bead from you every two cycles.  Each cycle within your google doc you can snitch on two prisoners.  If you have evidence that they have done something besides searching for atium, those prisoners will be beaten to death by the Taskmaster.  

 

Cycles:

  • Each cycle is 24 hours.  The write-up following that cycle will contain any killings, mention how many people snapped, and include the result of the Prisoners' Tribunal and the Taskmaster Beatings.  
  • The Prisoners' Tribunal is held within the pits.  Every cycle, they vote to kill someone.  All votes take place within the thread.  
  • At the end of the cycle, the Taskmaster takes an atium bead from each prisoner.  Any prisoner who does not have an atium bead to give will be beaten to death.  Whoever has been snitched on will also be beaten to death.  

 

You have two action periods per cycle.  You can use those action periods searching, using an active power, or spying.

Note:  You can also give atium to another player before, between, or after your actions.  This does not use up any action periods.  

 

Searching:

  • When you search for atium, you have a 2/3 chance of finding a bead.  You can spend both action periods searching for atium, if you so desire.  
  • When you search for a shardpuddle, a tiny fraction of Ruin's power in pure liquid form, you have a 1/6 chance of finding one.  If you find a shardpuddle, you can use it to kill up to three people.  You must specify which people you would kill when you send in your actions.  

Spying:

  • All snitches have the ability to spy.
  • If you spy on someone, you will be told that they were either searching for atium, searching for a shardpuddle, or using an active metal.  You will not be told which metal they were using, but you will be told if they were using it to attack someone.  
  • You can snitch on someone for searching for a shardpuddle or using a metal.  You decide as a group who to snitch on.  You can only snitch on two people per cycle.  
  • If someone you were spying on was also being clouded by a Smoker, you will be told that your action failed.  

Snapping: You cannot use your allomantic abilities until you have snapped.  There are two ways to snap.  

  1. Near Death Experience.  If you were second place in the lynch vote, you will snap.  If multiple players tied for second place in the lynch vote, all of them will snap.  However, this only works if somebody actually was lynched.
  2. Ultimate Misery.  At the beginning of the game, PM me which other prisoner your character loves.  If they die, you snap. This doesn't necessarily have to be romantic love.  They could be a friend or a family member.  You decide.  You don't have to tell anyone which character you love, though it might be fun for RP.  

POWERS!

Lurcher: Target someone with iron and you will destroy all the atium they possess.  Active power.

Coinshot: Target someone with steel and you will destroy all the atium they possess.  Active power.

Thug: Survive one attack.  Passive.  

          Attack someone once.  Active.

Tineye: If anyone spies on you, you will find out.  Passive.

            Check someone's alignment.  Active.  

Smoker: Target someone with copper to hide them from detection for that action period.  You and your target will both be protected from spies and Seekers for that action period.  You will also both be immune to Rioters for that cycle.  Active.  

Seeker: Find out someone's allomantic power.  If they haven't snapped yet, find out what power will have.  Active.  

Soother:  Sooth the Taskmaster's anger against one person per cycle.  That person will not be beaten to death. This power does not use up an action period.  

Rioter:  Riot someone to change their vote.  This power does not use up an action period.  

Seer: Use up an atium bead to attack someone.  Active.

          Use up an atium bead to survive an attack.  Passive.

 

 

Notes:

All players start the game with 1 atium bead.  That way, you won't be killed in the first cycle because of rotten luck.  

 

Order of cycle:

Atium donation

Cycle 1 actions

Atium donation

Cycle 2 actions

Atium donation

Emotional allomancy

Prisoners' Tribunal

Taskmaster Beatings

 

You steal the atium of any character you kill.  

If the Taskmaster kills a character, all of their atium goes to him.  

When a character is killed by the Prisoners' Tribunal, the atium is distributed among those who voted to kill that person, starting with those who voted first.  

For example, if Newan has three beads of atium and four people vote to kill him, the first three people to vote to kill him each get a bead.  

For another example, if Newan has five beads of atium and three people vote to kill him, the first two people to vote for him will get two beads, and the third person gets one bead.  Yes, I know this encourages bandwagoning.  But when the eliminators need evidence to kill, we can afford to give them a little bit of hiding space.  

 

Using atium to bribe people is allowed. 

There is no enforcement for these bribes.  If you say you will give someone atium and then keep it all to yourself, there is no punishment.

Edit: formatting.

Edited by New One
Posted

You would probably want to do that through Docs on a weekend, but it's possible.

Maybe do it in fourty-five min cycles b/c a half hour is a bit short.

Bonus points if it has no roles/all roles

Posted

Hi. I've started to create some roles, would anyone come and help look them over?

So it looks like there are three Mistborn Assassins? (Koloss, Cett and Venture). That's extremely overpowered for Evil team, it's a possible three kills every night. As for the End game, the Assassins attacking each other won't really work. The rest of the Villagers have already Lost, so they're useless. The game is now a three person game.

 

So the roles all work, but the game itself doesn't. Personally I would recommend having only one Mistborn assassin, and two or three Misting Assassins. They get a group kill, and the Mistborn doesn't get to choose his metal. 

 

Still, Upvote for the work you did.

Posted

Do any of you live near Provo?  I'm thinking of attempting to create a Sanderfan Club to meet at BYU, and perhaps playing Sanderson Elimination LIVE.  

 

Do you guys think that would work well?  It would be a lot more like real mafia, because you could try to figure out who was lying by looking at their faces.  Unfortunately, there would be no PMs, because everybody would be sitting there in front of each other.  

Posted

Sounds like fun  :D. And then we can all play the Mistborn RPG, tryout my GURPS adaptation of the Cosmere, form a stalking party to follow Sanderson to and from his writing lecture, and all be totally frightened by my obsessive behavior!

 

Wait, what am I saying? This is the 17th Shard for Colors sake, obsessive is in the job description.

Posted (edited)

Just to let all of you know, I'm planning to run a few more games in the future, and have a document with a link to the rules of some of them (including the game I'm about to describe below).  It can also be accessed via the link at the bottom of my signature-thing.

 

Anyway, the game I'm planning to run next is a MR game.  I've tried changing things up from the standard Elimination Game rules, so the game will likely need some major reworking.  Anyway, see what you think:

 

Bridge 11

 

Life used to be so simple.  But then, you were sentenced to bridge duty.  Since then, you and your bridge crew have toiled and labored, lifting bridges for the whims of lighteyes such as Highprince Sadeas.  Some of your comrades have snapped under the pressure; others have simply succumbed to their fate.  Many of you wish to seek revenge on the cruel lighteyes who treat you worse than parshmen.

 

The War of Reckoning is reaching a crucial stage, and the lighteyes wish to make an example of your bridge crew.  The lighteyes have heard rumors that your crew is planning to rebel, and Sadeas wants them to put an end to it.  The lighteyes have infiltrated your bridge crew, and plan to tear it apart at the seams in any way they can.  It is only through collaboration that you will be able to survive the onslaught.

 

Overview

This is an MR game, with 48 hour day cycles.  Each cycle, there are TWO votes.  The first is a regular vote that takes place in-thread.  The second is a secret vote that takes place via PM (to the GM).  These two votes are independent from one another, and the two players with the most votes (public and secret) are placed at the front of the bridge crew during the day’s bridge run, where they will almost certainly die.  Tied lynch votes (public and secret) will result in no lynch.  Players may vote both in-thread and secretly, use role actions, auction for an item, and use an item during the same cycle.  Players that do not post for two consecutive turns will be executed.

 

The goal for the Bridgemen is to eliminate all of the Lighteyes, so they can stop them from murdering the crew.  The goal for the Lighteyes is to outnumber the Bridgemen.

 

In each cycle’s write-up, all players that have died will have their alignment and role revealed (but not the items in their possession).  The method of their death will also be revealed.  If a player is saved by Knobweed Sap or Parshendi Armor (see “Items”), they will be revealed as having been attacked, but the player that saved them will not be revealed.  The public vote tally will be written in the write-up, but the secret vote tally is kept secret.  The items available for auction that cycle will also be listed in the write-up.

 

Highstorms

Occasionally, a highstorm will ravage the Shattered Plains for roughly half of a cycle, preventing all players from submitting action PMs to the GM until it has passed through.  During this time, in-thread discussion is still allowed, and players may PM each other freely (the GM must be included in all PMs).  However, PMs may not be used once the highstorm has ended.  Likewise, the Lighteyes have a google doc set up, which can only be edited during the highstorms.  The first 24 hours of the game occur during a highstorm.

 

Roles

There may be several players with the same role in this game, and not all roles will necessarily be used.  All special roles can be of either alignment.

 

Bridgeman: You are a regular old bridgeman, sent to Bridge 11 to lift bridges until you die.  Your only hope of survival is to figure out who amongst you is a Lighteyes in disguise, and eliminate them using your votes and any items you can obtain.

 

Lighteyes: You are one of the lighteyed conspirators.  Your eyedrops are capable of disguising your physical appearance as a darkeyes, but being a darkeyes is beyond eye color.  Your goal is to avoid the bridgemen’s suspicion long enough to single them out and get them killed during the bridge runs.  Unlike previous games, the Lighteyes do not get a group kill each cycle.  They get a google doc, but it can only be edited in during the highstorms (at other times, it can only be viewed).

 

Horneater-Blooded: You have the blood of the Unkalaki in your veins, making you stronger and more durable than the other bridgemen.  You survive the first attack that would normally kill you.  If this occurs, the attack on you will be noted in the write-up, but your role will not be revealed.

 

Sentry: You keep watch in your bridge crew, but one player has specifically caught your attention.  Once per game, at any time, you may choose another player to watch for the rest of the game.  Each cycle, you learn who that player’s secret vote targeted, and what (if anything) they auctioned for, along with their bidding price.  You may not change who you are watching until the player you have been watching has died.

 

Con Artist: You have the deftest hand in this bridge crew, but nobody knows it.  Each day, you may disguise any player’s (it can be your own) secret vote from Sentries, to make it appear as though you voted for someone else (you may choose who to disguise it as.  Along with this, you may choose what the targeted player appeared to bid for, and how much they bid.

 

Herdazian: You are such an affectionate person that nobody can resist doing what you say!  Each cycle, you may choose another player and change their secret vote to a player of your choice (or change it to a “no” vote).  However, the Sentry will see that player’s original vote.

 

Grave Robber: While many disapprove of your… abilities, you like to think that you are just making the most out of what you have.  Each cycle, you may choose one dead player, and steal 1 item from them.  If they do not have any items left, you will be notified.  If two Grave Robbers target a player with 1 item, one of the two will randomly receive the item.  If the dead player has two or more items, both Grave Robbers will each receive different items.

 

Stormwarden: A former scholar of storm studies, you can still detect when a highstorm is brewing.  You will be informed (via PM) when a highstorm is going to occur, approximately one cycle in advance.  You will also be told roughly when in the cycle it will occur, and for how long.

 

Items

Each Day, there will be multiple items available for purchase, which will be mentioned in the write-up at the beginning of the cycle.  Each player may bid for one item each cycle, using secret votes.  The player with the highest bid (randomly selected, if there’s a tie) receives the item, and has the number of votes they bidded for the item added to the secret vote total against them for the cycle.  You cannot bid more votes than the number of players remaining.

 

For instance, say that Moash bid 4 votes for some Knobweed Sap, and received it.  He would then have an additional 4 secret votes added against him.  So, if he would’ve normally had 2 secret votes against him, he would now have 6 against him.  If that is more votes than anyone else, he would be lynched that cycle.

 

No players begin the game with any items.  Items can be secretly given to other players via a PM to the GM.  The target player will receive the item at the end of the cycle, and will not be able to use it until the following cycle.  Giving away items does not count as an action (it cannot be blocked), and you may choose to give away multiple items during your turn.

 

Players with items in their possession when they die will be buried with their items, preventing all roles, other than the Grave Robber, from stealing them after death.  All items are one-use only.

 

Blackbane: A plant with black leaves, which is poisonous when dried.  The poison will instantly kill the target.  It does not, however, bypass the Horneater-Blooded’s second life.  (Horneaters have very strong immune systems.)

 

Knobweed Sap: A milky sap used as an antiseptic, allowing you to prolong another player’s life (from any cause, excluding inactivity) for one cycle.  If the targeted player was not attacked, the sap is wasted.  Knobweed Sap may be used to prolong a player’s life for consecutive cycles.  A player that is using Knobweed Sap to prolong their life will be vulnerable to attacks.

 

Spear: A dilapidated spear that will not kill its target, but gives them minor cuts and scrapes, effectively role-blocking them for the cycle.  It will not block the target’s public and private votes, but it will prevent them from taking part in any auctions and role abilities that cycle.  If the targeted player used an item, it will be wasted and will not be returned to them.  The spear can block the Stormwarden’s ability, but it cannot cancel the Horneater’s second life.

 

Parshendi Armor: A set of Parshendi exoskeletal armor.  When a player uses the armor, they will be ruthlessly attacked by the Parshendi, preventing all other players from being killed during the Day’s bridge run (i.e. both lynches fail).  However, the wearer will become mortally wounded, and will die the following Cycle unless saved (by Knobweed Sap).

 

Truthberry Jam: A jam made from the truthberry, a fruit commonly associated with magical properties.  The jam may be used on another player (including a dead player), allowing you discern what role and item actions that player took on one particular cycle (past or current).

 

Order of Actions

  1. Give Items
  2. Spear
  3. Con Artist, Sentry
  4. Votes Counted (Public and Private), Herdazian
  5. Knobweed Sap, Parshendi Armor
  6. Bridge Run 1 (Public Lynch)
  7. Item Auction
  8. Blackbane
  9. Bridge Run 2 (Private Lynch)
  10. Delayed Deaths (Knobweed Sap, Parshendi Armor)*
  11. Truthberry Jam, Grave Rob

*These delayed deaths occur a cycle after the player was targeted.

 

Edit: Changed a lot of stuff

Edited by Ookla the Incendiary
Posted

A Game of Spies

There's to many chances and percentages. Most of these games hold appeal because of the Certainty of all actions. Unless they get roleblocked, they go through. Most of the Percentages do make sense, except for the Kill ones. That makes it much Harder for te Parshendi.

 

How many Dun Spheres do people start with? Is there a Maximum amount of Spheres people can Have? Where do the Infused spheres go if you Survive?

 

Still, you have good Ideas, I hope you don't stop making Games.

Posted (edited)

Finally finished the Hemalurgy. Here are the basic rules:

 

Long Game: The Ruler of Ash and Mists

 

The Lord Ruler didn't disapprove of mixing Metallic Arts - he just didn't want challengers. He set up a small Canton of Inquistion in the Scadrian Ocean, on a small island isolated far from anyone else. He threw a few Allomancers, Feruchemists, and Hemalurgists onto the island, and their powers mixed and fractured in very interesting ways. Unfortunately, the Lord Ruler is dead, and Ruin is free. While the Hero of Ages and the Ascendant Warrior battle Ruin on the mainland, Ruin has taken control of one fifth of the Hemalurgists on the island. Their task: to take control of the island. These Agents of Ruin plot together, ready to kill everyone, but they are slightly outnumbered. These agents will have to bide their time, slowly killing the Islanders.

 

The Rules: There are four action periods, each taking 24 hours: Day I, Day II, Night I, and Night II. You may vote during Day I. Day II is for one action. Night I and II are both for actions; however, the player must sleep one night period.

 

The Roles: There is one of each ferring, misting, and spiked. There is also one Mistborn, a Feruchemist, and an Inquisitor.

Allomancy - One Action. You may only burn once a cycle (Mistborn excluded).

 

Orange = Passive; Blue = Night Only; Violet = Day Only; Red = Ruin Side Only; Green = Island Side Only    

 

Tin - Create a PM with one person per burn OR Add a message to the writeup which will be designated "Tineye Message"

 

Pewter - 2 Lives - Passive Burn. One time kill - must be actively burned. If Kill remains unused until the Pewterarm's death, the kill will be activated on the murderer. If lynched, whoever is the final vote to kill the Pewterarm is killed.  

 

Iron - Protect someone from attack or lynch. Cannot lurch self more than once, nor can you lurch someone twice in a row.  

 

Steel - Attack one person. Revealed in writeup as "An attack on Player _____ happened."        

 

Copper - Conceal one person from Allomantic zinc, Allomantic brass, Allomantic bronze, Feruchemical zinc, Feruchemical electrum.  

 

Bronze - Find one person's Allomantic ability and alignment (if either the Allomantic ability or an alignment ability is used).  

 

Zinc - Change one vote at the negation of your own.  

 

Brass - Make one vote null.        

 

Gold - See all actions performed on you in last cycle.  

 

Electrum - See everyone who performed an action on you in the past cycle.  

 

Cadmium - Role-block one person. Both of you miss all targets (except you Cadmium target, obviously). 20% chance of being protected.  

 

Bendalloy - Gain an extra night cycle. ex. Night 1 - Sleep. Night 2 - Burn Bendalloy. Night 3 - Use _____ Ability.        

 

Aluminum - Immune to Allomantic zinc, Allomantic brass, Feruchemical zinc, Feruchemical electrum.  

 

Duralumin - Can choose to reveal oneself as the Duralumin Gnat. (Does not apply for Mistborn).

 

Chromium - Can choose a target. If Allomantic ability was used, it does not take effect.  

 

Nicrosil - Can choose a target. They recieve an extra Allomantic bead. They can use it as an additional charge in a subsequent day, or can use it as a double charge.     

 

Atium - Recieve one bead every three cycles. While burning, you have to lives, and can kill one person.        

 

Mistborn - While you have no Feruchemical or Hemalurgic abilities, you can use all of the above metals. Mistborn can use every metal twice, but cannot use the ability more than this until every ability has been used twice. Mistborn also have the bonus ability of using duralumin to boost one of their own metals ( see Nicrosil ).      

                    

 

Feruchemy - Storing does not use an action. You can choose to store during the entire cycle or not. Tapping is one action. You may only tap once a cycle (Keeper excluded).

 

 Blue = Night Only; Violet = Day Only;

Storing

 

Tin - Cannot receive or send PMs

 

Pewter - Can not use one action per cycle

 

Iron - Cannot be protected from attack. 

 

Steel - Have a 5% chance of being attacked by someone else if there is an attack that night.

 

Bronze - Sleep both night periods.

 

Copper -  Forget a random action.

 

Zinc - Vote randomely switched.

 

Brass - 5% chance of contracting hypothermia, which makes you unable to use one action.

 

Gold -  5% chance of being sick (losing an action).

 

Electrum - Vote Doesn't Count

 

Cadmium - 5% Chance of blacking out. Lose action if you do.

 

Bendalloy - Lose Vote

 

Aluminum - Your vote is added to whoever has the highest voted already.

 

Duralumin - Store a vote.

 

Chromium - 5% Chance of Permanently Losing Action, Miss all targets (including vote) randomely.

 

Nicrosil - Do not perform an action.       

 

Atium - Takes 3 Nights to store.   

 

Tapping

 

Tin - Create one PM to one person, or add a message to the writeup.

 

Pewter - Plus one live per tapped charge, or one time kill ability. See Allomantic pewter for kill rules.

 

Iron - Protect one person from an attack.

 

Steel - Kill one person.

 

Bronze - You do not have to sleep either night period.

 

Copper - Remember one person's Feruchemical ability and alignment if either has ever been used.

 

Zinc - Sway one person's vote.

 

Brass - Attackers are instantly killed.

 

Gold - Heal one attack.

 

Electrum - Negate someone's Vote

 

Cadmium - Roleblock someone

 

Bendalloy - Gain an extra Allomantic bead.

 

Aluminum - Vote cannot be swayed or changed.

 

Duralumin - Tap a vote. All Votes must be applied toward one person.

 

Chromium - All targeting aimed at you misses randomly.

 

Nicrosil - Boost someone's feruchemical ability (see Allomantic Nicrosil)

 

Atium - While tapping, your change in age makes you younger. You may kill someone and you have a bonus life while tapping.

 

 

 

Keeper -  While you have no Allomantic or Hemalurgic abilities, you can use all of the above metals. Keepers can use every metal twice, but cannot use the ability more than this until every ability has been used twice. Keepers can also store more than one metal at a time, though they can only tap at the normal rate.

 

Hemalurgy - One action. May only use once a cycle.

Tin - Allows one to send one pm or one message input the writeup

 

Pewter - One random fPhysical ability every cycle

 

Iron - 2 lives, one time kill. see Allomantic pewter

 

Steel - One random aPhysical ability Each cycle

 

Copper - See someone's Hemalurgic ability and alignment if used.

 

Bronze - One random aMental ability Each cycle

 

Zinc - Immune to emotional Allomancy, vote sways, etc.

 

Brass - One random fMental ability Each cycle

 

Gold - One random fTemporal ability Each cycle

 

Electrum - Cannot be blocked or canceled

 

Cadmium - One random aTemporal ability Each cycle

 

Bendalloy - Survive one attack.

 

Aluminum - One random aEnhancement ability Each cycle

 

Duralumin - One random fSpiritual ability Each cycle

 

Chromium - Cancel someone's Hemalurgic ability for a turn.

 

Nicrosil - Boost someone's Hemalurgic ability.    

 

Atium - Channel the Power of Ruin. Takes three cycles on which kills happened to charge. One kill and one bonus life while using.    

 

Inquisitor - All of the above, can use only one per action period. Can only get one charge out of a spike until each one has been used. May choose his Allomantic and Feruchemical abilities, but may only use this spike once until every other spike has been used. In addition, he may not choose the same Allomantic and Feruchemical ability twice

 

Agents of Ruin - Have one group kill. There is one Agent of Ruin out of every 5 people that join. Also have the EvilDoc© to write in. Must kill everyone except the Kandra to win. If the Agents of Ruin win, well, let's just say mainland Inquisitors got help developing feruchemical spikes. :wacko:

 

The Kandra - has two random spikes. The Kandra may switch its spikes for any  of the dead's spikes the day they die, up to three times. The Kandra's goal is to be the last one standing. Both the islanders and the Agents of Ruin must kill the Kandra to win. Unfortunately for them, the Kandra is unkillable in lynchings. The Kandra can also post anonymously, via the GM, meaning the Kandra can vote anonymously. If only Agents of Ruin and The Kandra are left, Ruin takes control of the Kandra, and the Kandra loses.

 

The Koloss - One player is a koloss. For every five players killed in game, the koloss may gain either a night kill or an extra life. The Koloss wins if every other player is dead, excepting the Kandra. Any emotional Allomancy used on the Koloss lasts two cycles.

 

Villagers - Powers will be distributed so all players have an equal chance of having a power. You are vanilla. You win if only Villagers remain.

 

The Cookie Giver - has a secondary win condition: give every member of Team Evil a cookie before their death. Has a bonus action of giving a cookie to someone each cycle. They will be notified.

 

 

I am so glad this is done!

 

 

Prizes of a Fabulous Nature: There will be three prizes: one grants an Allomantic ability, one a Feruchemical, and one grants a spike. I am not posting them now because all you smart people will crack the code, but here is one of the same nature. 285903-4.3.4.4.4!

 

So, I have created my game. I have all the necessary components ready to begin it; however, my schedule does not allow me to GM it. Does anyone want to do so for me? If so, I would be grateful. I would still pop in to answer questions, busy schedules pretty tough, so I can't do it all.

Edited by Rubix
Combined into the appropriate topic.
Posted

I'm specifically trying to think of ways to make a Gambling system that works. I know King has a very elegant solution to the problem, but here's one I'm considering and would like some feedback on, if possible.
 
The suggestion was to turn it into more of a lottery system:

For each cycle, the GM uses a d16 [could be easily downgraded to a d12 or d6, depending on the player numbers and how much coin you want circulating in the system] to roll for a number. During the cycle, players can choose to gamble up to 3 coins. For each coin gambled, they get one guess. The players who guess the number correctly win. The payout for each winner will be 2x coins, where x is the initial number of coins gambled, plus one additional coin per two players gambling. The other gambling players lose their coins.

 

The alternative to that which I can think of: leave it at guessing one number from a d6/d12/d16 or something but allow players to only make one guess. But the payout will be 2x, with x being however many coins the player bets.

 

Thoughts on the matter?

Posted (edited)

So, I've updated the rules for my Mid-Range game based on the Alethi War of Unification, removing almost all the random and mathsy elements from it to make it simpler. Balancing this may be a little difficult though, so help would be appreciated with the roles, mostly.

 

General Rules

Each player is a member of The Blackthorn's army, and has their own position in the camp. Each cycle, four things things happen.

  • The players are notified of this cycle's Event at the start of the day.
  • The Blackthorn calls together his most trusted people and asks who they believe is a Spy. That player is placed at the vanguard of the army in next battle to prove their valour, and will almost certainly die during it.
  • Combat occurs, unless there is a Highstorm. The player with the most votes, and one of the players chosen by an Eliminator will die, unlesss saved somehow. A Lighteyes cannot avoid a battle that they would be in the vanguard for. If there is no battle this cycle due to a Highstorm, they will instead be forced to take a walk in it, and cannot be saved.

Any player that fails to report for their shift (by not posting) for two cycles in a row will be executed. Cycles last for 48 hours. A player may use all possible actions in one cycle - Lighteyed Vote, Role Actions, Spy Actions and Shardblade Kills.

 

Events

At the end of each cycle, one of three things will happen: A Highstorm (20%), a Skirmish (60%), or a Battle (20%). You will be told which will happen at the start of the Cycle.

  • During a Highstorm, no actions may be taken at all. Voting will still occur, however, and so the lynch will still take place. In fact, the player lynched at this time can’t be saved by anything and will definitely die.

  • During a Skirmish, one of the players chosen by the Eliminator teams will die, chosen at random. After this, protective roles will be applied to see if they die.

  • A Battle is similar to a Skirmish, except all the players chosen by the teams will die. A player loyal to Dalinar will publicly win a Shardblade. If they are not a Lighteyes, they will become one, with all the privileges that grants. If they die, the Shardblade goes to The Blackthorn. A Shardblade can be used to kill a player, even if protected by a Surgeon. A Spy cannot be killed during combat with their own faction's army.

 

Spies

There are a number of spies, all working in pairs, from different armies. They do not know the identity of spies from other armies. Spies may be of any eye colour and may have any role. The spies all win together, providing their faction survives. A doc symbolises their Spanreed. If one of the Eliminators dies, a random player will gain the other Spanreed. Messages may be sent using these spanreeds anonymously, via the GM.

 

During each Cycle, each Eliminator team chooses a player to sabotage in the coming battle. During the next combat they take part in, a random player chosen this way will die, whether that combat is this Cycle or the next.

 

Eye Colour

Each player will have one of the eye colours below, and that will define which Role they have. The eye colour of each player will be known at the beginning of the game. There will be many more Darkeyes than Lighteyes, and only one Heterochromeric, who will be hidden amongst the list of Darkeyes.

  • Darkeyes have no special abilities (isn't it sad?).

  • Lighteyes may secretly send a PM to the GM once per cycle containing the name of a player. The player with the most votes from this secret ballot will have an additional vote placed against them (The Blackthorn’s). They may also choose, once per game, to skip this Cycle's combat.

  • Heterochromics are Darkeyes with a Lighteyes role. They are grouped under Darkeyes.

 

Roles

  • Spearmen [Darkeyes] are simple soldiers in the army, each hoping to with a Shardblade and rise to the ranks of the Lighteyes.

  • Watchmen [Darkeyes] keep an eye out each Cycle on a player, and will be informed of a random player whose action(s) affected that player that Cycle.

  • Messengers [Darkeyes] are able to start a PM chain between themselves and one other player, but only to one new person per cycle. The PM is set up by the GM. When a new PM starts, the old one must not be continued (but it is not necessary for either player to delete it).

  • Scouts [Darkeyes] can leave camp on every even-numbered Cycle to scout ahead, and are unable to be targeted by actions when doing so. They may not use any of their own actions when doing this, however. Their vote is not counted, but they can still be lynched. They cannot use this ability when there is a Highstorm.

  • Guardsmen [Darkeyes] can choose another player to protect each combat. If that player would die in the battle, they will survive, but the Guardsman will die instead, and cannot be saved. This does not protect from Shardblades, but does from a lynch.

  • Squad Leaders [Darkeyes] have more sway within the group than most. They can choose to silence a Darkeyed player’s vote each Cycle.

 

  • Swordsmen [Lighteyes] are more extravagant, wealthy soldiers. They have no special role in the army, but at least they're not Darkeyed.

  • Surgeons [Lighteyes] can choose another player each cycle, and that player will be saved if they die via a lynch or combat (but not by Shardblade).

  • Officers [Lighteyes] are able to order Darkeyes around without question, and can stop one taking any meaningful actions over a Cycle.

  • The King's Wit [Lighteyes] is a safe role, and wins a personal victory if they are either lynched (and die) or if they are killed by a Shardblader, as long as Dalinar’s forces also win in the end. The player that killed them or voted for them first will lose their role (but not their Shardblade or Spanreed, if they have one), and if they are a Lighteyes, they will be treated as a Darkeyes for the rest of the game.

Mostly, looking closely at the Darkeyed Roles, since they can be a little more complicated. Probably also need a few more Guardsmen than you'd normally expect due to the Dark/Lighteyed thing being publicly known. Not all roles will be present if there aren't enough players, but I'm not quite sure what I would take out or what the numbers would need to be.

Edited by Wyrmhero
Posted

If a Squad Leader gets a shardblade, does he become an Officer? Or does it have the same abilities, but can also send the PM to the GM for the Blackthorn vote? 

 

Can a shardblade be used every cycle, or just once?

 

It says if somebody with a shardblade dies, it goes to the Blackthorn.  What does he do with it?  Does it just disappear from play?  

 

Is there any way to discover a spy besides his death or a very lucky Watchman? 

Posted (edited)

For the most part, Wyrm, the game seems a lot cleaner and better balanced now. It was really interesting before, but it would have gotten very confusing, very fast.

 

 

 

 

 

Alright, so I had an idea that's been kicking around for a little bit. It was kind of a weird one, but what the heck.

 

So, I was reading Garth Nix’s Old Kingdom series, (in anticipation of getting Clariel, which came out a few weeks ago) and I thought, “Hey… The Old Kingdom would make a great setting for an Elimination game.” :P

 

For those of you who haven’t read the books, you can check out the TV Tropes or Wikipedia pages, although be warned, there are spoilers.

 

For those who have read the novels, basically the premise would revolve around a Necromancer or Free Magic Sorcerer that has infiltrated one of the border towns near the Rift. They’ve managed to bind a few powerful Free Magic Entities/Greater Dead, and conceal them among the Townspeople.

 

It's a little rough, but there are a few roles I can think of:

 

Berserker: Somewhere along the line, you must have had a Charter blood ancestor, because the fury is always just beneath the surface. You may attempt to make one kill every second cycle, and any attack made on you has a chance of failing or killing the attacker. If you are attacked by a Free Magic creature, or attack a Free Magic entity, you have a chance of briefly overcoming their will. If this occurs, you may ask them one question, and they must answer truthfully, or they will be bound (Binding-specific rules covered below).

 

Charter Mage: You’ve spent decades devoting yourself to learning the Charter. You can call upon the marks with unparalleled speed and power. You have three options:

  • Spend one cycle to make a Charter-spelled sword. The next cycle, you may use this sword, or give it away. It will send Greater Dead back into Death, and bind Free Magic Entities. However, every time it is used, the marks fade. You can choose to spend a cycle renewing the marks, or allow the sword to break.
  • Spend one cycle making gethre plate. You may keep this, or choose to give it to another player. This will protect from one kill attempt. Passive.
  • Spend one cycle creating a Charter-skin. Once again, you may keep this, or give it to another. Using this skin, you may track one player learning of any actions taken that night, and avoid detection yourself. Must be renewed after a second use.
  • Any one of these items may be given to any player, but may only be used by someone without a connection to the Free Magic. (Any player who is not a Necromancer/Elemental/Undead)

.
Clayr: You have the Sight, and can see a number of possible futures. Its visions are often cryptic and confusing, but they’ve saved your life in the past, and may well do so again. Once every two cycles, you can choose a player, and you will be informed of any actions that are chosen to target them at any point. You will not know if these actions are retracted.

 

Free Magic Elemental: You are a shapechanger, a being made from magic itself, as old as the wind and the earth. Your actions cannot be tracked by a Charter Mage, and you may track one player each cycle. If you are attacked by an Abhorsen, Berserker, or Charter Mage, you will be bound. While bound, you may not take any actions, any votes you make will not count, and you don’t count towards the player count. However, you can still speak in the thread and PMs, and communicate with your doc-mates. For all intents and purposes you are dead, although you can still influence the living. You may be freed in exchange for a service. True information, a kill, a role-blocking, protection etc.

 

Greater Dead: You are a powerful undead, almost unkillable by mortal means. You have no active powers, but you can survive two attacks, including lynching. Once killed, you may still communicate with your doc-mates, but nothing else. If contacted by the Abhorsen after death, there is a chance that you might be returned to the game, in a weaker form.

 

Necromancer//Abhorsen: A mage claiming an ancient bloodline, you have a mastery of magic, particularly of spells dealing with the Dead and Free Magic; you are also in possession of a full set of Necromantic Bells. Similar to a regular Charter Mage, you have a few options.

  • You can venture deep into Death to speak with one of the fallen. You may ask one yes or no question each cycle to one player that has died. They will be compelled to answer truthfully. This is detrimental, however, preventing you from placing votes, participating PMs etc. Exactly what is lost depends on how long the player in question has been dead, and the role of the particular player.
  • You can role-block one player, or remove their vote.
  • Once per game, you can make a single, unblockable kill attempt. You can choose to kill up to three people. You can only choose one of the targets, however. Using this ability will kill you.

 

Not exactly "Sanderson" Elimination, but what do you think? Does anyone like the idea? Have any suggestions? (And has anyone else even read these books? :P) I probably wouldn't run it unless there was actually a decent amount of interest in it, but I figure I may as well bring up the idea.

Edited by AonarFaileas
Posted

If a Squad Leader gets a shardblade, does he become an Officer? Or does it have the same abilities, but can also send the PM to the GM for the Blackthorn vote? 

 

Can a shardblade be used every cycle, or just once?

 

It says if somebody with a shardblade dies, it goes to the Blackthorn.  What does he do with it?  Does it just disappear from play?  

 

Is there any way to discover a spy besides his death or a very lucky Watchman? 

 

Players who gain Shardblades keep their Roles, they just become Lighteyes and can skip one combat a game, and can try to convince the Blackthorn to vote.

 

Shadblades can be used every Cycle.

 

If a Shardblade goes to the Blackthorn, it is removed from the game, so probably a good idea to protect someone who has it.

 

Spies can only be confirmed through his death, or potentially a Watchman if only one person uses an ability on them (Spy Sabotage) and they die in the combat.

Posted

For the most part, Wyrm, the game seems a lot cleaner and better balanced now. It was really interesting before, but it would have gotten very confusing, very fast.

 

 

 

 

 

Alright, so I had an idea that's been kicking around for a little bit. It was kind of a weird one, but what the heck.

 

So, I was reading Garth Nix’s Old Kingdom series, (in anticipation of getting Clariel, which came out a few weeks ago) and I thought, “Hey… The Old Kingdom would make a great setting for an Elimination game.” :P

 

For those of you who haven’t read the books, you can check out the TV Tropes or Wikipedia pages, although be warned, there are spoilers.

 

For those who have read the novels, basically the premise would revolve around a Necromancer or Free Magic Sorcerer that has infiltrated one of the border towns near the Rift. They’ve managed to bind a few powerful Free Magic Entities/Greater Dead, and conceal them among the Townspeople.

 

It's a little rough, but there are a few roles I can think of:

 

Berserker: Somewhere along the line, you must have had a Charter blood ancestor, because the fury is always just beneath the surface. You may attempt to make one kill every second cycle, and any attack made on you has a chance of failing or killing the attacker. If you are attacked by a Free Magic creature, or attack a Free Magic entity, you have a chance of briefly overcoming their will. If this occurs, you may ask them one question, and they must answer truthfully, or they will be bound (Binding-specific rules covered below).

 

Charter Mage: You’ve spent decades devoting yourself to learning the Charter. You can call upon the marks with unparalleled speed and power. You have three options:

  • Spend one cycle to make a Charter-spelled sword. The next cycle, you may use this sword, or give it away. It will send Greater Dead back into Death, and bind Free Magic Entities. However, every time it is used, the marks fade. You can choose to spend a cycle renewing the marks, or allow the sword to break.
  • Spend one cycle making gethre plate. You may keep this, or choose to give it to another player. This will protect from one kill attempt. Passive.
  • Spend one cycle creating a Charter-skin. Once again, you may keep this, or give it to another. Using this skin, you may track one player learning of any actions taken that night, and avoid detection yourself. Must be renewed after a second use.
  • Any one of these items may be given to any player, but may only be used by someone without a connection to the Free Magic. (Any player who is not a Necromancer/Elemental/Undead)
.

Clayr: You have the Sight, and can see a number of possible futures. Its visions are often cryptic and confusing, but they’ve saved your life in the past, and may well do so again. Once every two cycles, you can choose a player, and you will be informed of any actions that are chosen to target them at any point. You will not know if these actions are retracted.

 

Free Magic Elemental: You are a shapechanger, a being made from magic itself, as old as the wind and the earth. Your actions cannot be tracked by a Charter Mage, and you may track one player each cycle. If you are attacked by an Abhorsen, Berserker, or Charter Mage, you will be bound. While bound, you may not take any actions, any votes you make will not count, and you don’t count towards the player count. However, you can still speak in the thread and PMs, and communicate with your doc-mates. For all intents and purposes you are dead, although you can still influence the living. You may be freed in exchange for a service. True information, a kill, a role-blocking, protection etc.

 

Greater Dead: You are a powerful undead, almost unkillable by mortal means. You have no active powers, but you can survive two attacks, including lynching. Once killed, you may still communicate with your doc-mates, but nothing else. If contacted by the Abhorsen after death, there is a chance that you might be returned to the game, in a weaker form.

 

Necromancer//Abhorsen: A mage claiming an ancient bloodline, you have a mastery of magic, particularly of spells dealing with the Dead and Free Magic; you are also in possession of a full set of Necromantic Bells. Similar to a regular Charter Mage, you have a few options.

  • You can venture deep into Death to speak with one of the fallen. You may ask one yes or no question each cycle to one player that has died. They will be compelled to answer truthfully. This is detrimental, however, preventing you from placing votes, participating PMs etc. Exactly what is lost depends on how long the player in question has been dead, and the role of the particular player.
  • You can role-block one player, or remove their vote.
  • Once per game, you can make a single, unblockable kill attempt. You can choose to kill up to three people. You can only choose one of the targets, however. Using this ability will kill you.

 

Not exactly "Sanderson" Elimination, but what do you think? Does anyone like the idea? Have any suggestions? (And has anyone else even read these books? :P) I probably wouldn't run it unless there was actually a decent amount of interest in it, but I figure I may as well bring up the idea.

Totally excited, because I love the Old Kingdom :P I'll have to express my thoughts about the balance another time: not really feeling well at the moment.

Posted

Finally finished the Hemalurgy. Here are the basic rules:

 

Long Game: The Ruler of Ash and Mists

 

The Lord Ruler didn't disapprove of mixing Metallic Arts - he just didn't want challengers. He set up a small Canton of Inquistion in the Scadrian Ocean, on a small island isolated far from anyone else. He threw a few Allomancers, Feruchemists, and Hemalurgists onto the island, and their powers mixed and fractured in very interesting ways. Unfortunately, the Lord Ruler is dead, and Ruin is free. While the Hero of Ages and the Ascendant Warrior battle Ruin on the mainland, Ruin has taken control of one fifth of the Hemalurgists on the island. Their task: to take control of the island. These Agents of Ruin plot together, ready to kill everyone, but they are slightly outnumbered. These agents will have to bide their time, slowly killing the Islanders.

 

The Rules: There are four action periods, each taking 24 hours: Day I, Day II, Night I, and Night II. You may vote during Day I. Day II is for one action. Night I and II are both for actions; however, the player must sleep one night period.

 

The Roles: There is one of each ferring, misting, and spiked. There is also one Mistborn, a Feruchemist, and an Inquisitor.

Allomancy - One Action. You may only burn once a cycle (Mistborn excluded).

 

Orange = Passive; Blue = Night Only; Violet = Day Only; Red = Ruin Side Only; Green = Island Side Only    

 

Tin - Create a PM with one person per burn OR Add a message to the writeup which will be designated "Tineye Message"

 

Pewter - 2 Lives - Passive Burn. One time kill - must be actively burned. If Kill remains unused until the Pewterarm's death, the kill will be activated on the murderer. If lynched, whoever is the final vote to kill the Pewterarm is killed.  

 

Iron - Protect someone from attack or lynch. Cannot lurch self more than once, nor can you lurch someone twice in a row.  

 

Steel - Attack one person. Revealed in writeup as "An attack on Player _____ happened."        

 

Copper - Conceal one person from Allomantic zinc, Allomantic brass, Allomantic bronze, Feruchemical zinc, Feruchemical electrum.  

 

Bronze - Find one person's Allomantic ability and alignment (if either the Allomantic ability or an alignment ability is used).  

 

Zinc - Change one vote at the negation of your own.  

 

Brass - Make one vote null.        

 

Gold - See all actions performed on you in last cycle.  

 

Electrum - See everyone who performed an action on you in the past cycle.  

 

Cadmium - Role-block one person. Both of you miss all targets (except you Cadmium target, obviously). 20% chance of being protected.  

 

Bendalloy - Gain an extra night cycle. ex. Night 1 - Sleep. Night 2 - Burn Bendalloy. Night 3 - Use _____ Ability.        

 

Aluminum - Immune to Allomantic zinc, Allomantic brass, Feruchemical zinc, Feruchemical electrum.  

 

Duralumin - Can choose to reveal oneself as the Duralumin Gnat. (Does not apply for Mistborn).

 

Chromium - Can choose a target. If Allomantic ability was used, it does not take effect.  

 

Nicrosil - Can choose a target. They recieve an extra Allomantic bead. They can use it as an additional charge in a subsequent day, or can use it as a double charge.     

 

Atium - Recieve one bead every three cycles. While burning, you have to lives, and can kill one person.        

 

Mistborn - While you have no Feruchemical or Hemalurgic abilities, you can use all of the above metals. Mistborn can use every metal twice, but cannot use the ability more than this until every ability has been used twice. Mistborn also have the bonus ability of using duralumin to boost one of their own metals ( see Nicrosil ).      

                    

 

Feruchemy - Storing does not use an action. You can choose to store during the entire cycle or not. Tapping is one action. You may only tap once a cycle (Keeper excluded).

 

 Blue = Night Only; Violet = Day Only;

Storing

 

Tin - Cannot receive or send PMs

 

Pewter - Can not use one action per cycle

 

Iron - Cannot be protected from attack. 

 

Steel - Have a 5% chance of being attacked by someone else if there is an attack that night.

 

Bronze - Sleep both night periods.

 

Copper -  Forget a random action.

 

Zinc - Vote randomely switched.

 

Brass - 5% chance of contracting hypothermia, which makes you unable to use one action.

 

Gold -  5% chance of being sick (losing an action).

 

Electrum - Vote Doesn't Count

 

Cadmium - 5% Chance of blacking out. Lose action if you do.

 

Bendalloy - Lose Vote

 

Aluminum - Your vote is added to whoever has the highest voted already.

 

Duralumin - Store a vote.

 

Chromium - 5% Chance of Permanently Losing Action, Miss all targets (including vote) randomely.

 

Nicrosil - Do not perform an action.       

 

Atium - Takes 3 Nights to store.   

 

Tapping

 

Tin - Create one PM to one person, or add a message to the writeup.

 

Pewter - Plus one live per tapped charge, or one time kill ability. See Allomantic pewter for kill rules.

 

Iron - Protect one person from an attack.

 

Steel - Kill one person.

 

Bronze - You do not have to sleep either night period.

 

Copper - Remember one person's Feruchemical ability and alignment if either has ever been used.

 

Zinc - Sway one person's vote.

 

Brass - Attackers are instantly killed.

 

Gold - Heal one attack.

 

Electrum - Negate someone's Vote

 

Cadmium - Roleblock someone

 

Bendalloy - Gain an extra Allomantic bead.

 

Aluminum - Vote cannot be swayed or changed.

 

Duralumin - Tap a vote. All Votes must be applied toward one person.

 

Chromium - All targeting aimed at you misses randomly.

 

Nicrosil - Boost someone's feruchemical ability (see Allomantic Nicrosil)

 

Atium - While tapping, your change in age makes you younger. You may kill someone and you have a bonus life while tapping.

 

 

 

Keeper -  While you have no Allomantic or Hemalurgic abilities, you can use all of the above metals. Keepers can use every metal twice, but cannot use the ability more than this until every ability has been used twice. Keepers can also store more than one metal at a time, though they can only tap at the normal rate.

 

Hemalurgy - One action. May only use once a cycle.

Tin - Allows one to send one pm or one message input the writeup

 

Pewter - One random fPhysical ability every cycle

 

Iron - 2 lives, one time kill. see Allomantic pewter

 

Steel - One random aPhysical ability Each cycle

 

Copper - See someone's Hemalurgic ability and alignment if used.

 

Bronze - One random aMental ability Each cycle

 

Zinc - Immune to emotional Allomancy, vote sways, etc.

 

Brass - One random fMental ability Each cycle

 

Gold - One random fTemporal ability Each cycle

 

Electrum - Cannot be blocked or canceled

 

Cadmium - One random aTemporal ability Each cycle

 

Bendalloy - Survive one attack.

 

Aluminum - One random aEnhancement ability Each cycle

 

Duralumin - One random fSpiritual ability Each cycle

 

Chromium - Cancel someone's Hemalurgic ability for a turn.

 

Nicrosil - Boost someone's Hemalurgic ability.    

 

Atium - Channel the Power of Ruin. Takes three cycles on which kills happened to charge. One kill and one bonus life while using.    

 

Inquisitor - All of the above, can use only one per action period. Can only get one charge out of a spike until each one has been used. May choose his Allomantic and Feruchemical abilities, but may only use this spike once until every other spike has been used. In addition, he may not choose the same Allomantic and Feruchemical ability twice

 

Agents of Ruin - Have one group kill. There is one Agent of Ruin out of every 5 people that join. Also have the EvilDoc© to write in. Must kill everyone except the Kandra to win. If the Agents of Ruin win, well, let's just say mainland Inquisitors got help developing feruchemical spikes. :wacko:

 

The Kandra - has two random spikes. The Kandra may switch its spikes for any  of the dead's spikes the day they die, up to three times. The Kandra's goal is to be the last one standing. Both the islanders and the Agents of Ruin must kill the Kandra to win. Unfortunately for them, the Kandra is unkillable in lynchings. The Kandra can also post anonymously, via the GM, meaning the Kandra can vote anonymously. If only Agents of Ruin and The Kandra are left, Ruin takes control of the Kandra, and the Kandra loses.

 

The Koloss - One player is a koloss. For every five players killed in game, the koloss may gain either a night kill or an extra life. The Koloss wins if every other player is dead, excepting the Kandra. Any emotional Allomancy used on the Koloss lasts two cycles.

 

Villagers - Powers will be distributed so all players have an equal chance of having a power. You are vanilla. You win if only Villagers remain.

 

The Cookie Giver - has a secondary win condition: give every member of Team Evil a cookie before their death. Has a bonus action of giving a cookie to someone each cycle. They will be notified.

 

 

I am so glad this is done!

 

 

Prizes of a Fabulous Nature: There will be three prizes: one grants an Allomantic ability, one a Feruchemical, and one grants a spike. I am not posting them now because all you smart people will crack the code, but here is one of the same nature. 285903-4.3.4.4.4!

 

So, I have created my game. I have all the necessary components ready to begin it; however, my schedule does not allow me to GM it. Does anyone want to do so for me? If so, I would be grateful. I would still pop in to answer questions, busy schedules pretty tough, so I can't do it all.

So how do the Kandra and the Koloss balance with the rest of the game? Are any powers too OP or useless? Any feedback on the prize?

Posted

About the prizes, In past games, (Mailliw's) Those have been met with extremely negative feedback, since they turned a Rout into a Victory at the last minute. They're rather unfair.

 

As for the Koloss and the Kandra, The Kandra are OP in their Lynch Immunity, and the Koloss just doesn't make any sense canonically. Alsy, they're way underpowered.

Posted (edited)

Thanks for the feedback, Joe.

 

About the prizes, In past games, (Mailliw's) Those have been met with extremely negative feedback, since they turned a Rout into a Victory at the last minute. They're rather unfair.

 

As for the Koloss and the Kandra, The Kandra are OP in their Lynch Immunity, and the Koloss just doesn't make any sense canonically. Alsy, they're way underpowered.

 

 

Good point. I'll make it so the Kandra aren't lynch protected; they are protected from the evil team's night kill. (I think this was what I meant when I wrote it up. Hm. You'd think I would have caught that.)

 

The Koloss are getting stronger as they spike more people during the cycles.  Perhaps one of the AoR is the Koloss controller - they are unable to perform the night kill, but get koloss as the game progresses.

 

Prizes: I will try to downsize them. Maybe make it so whoever gets the prizes doesn't have to sleep for a single night. These winners would then be able to execute three actions in one day.

 

FYI, the above code says : Hello.

 

So the changes proposed are:

 

The Kandra - has two random spikes. The Kandra may switch its spikes for any  of the dead's spikes the day they die, up to three times. The Kandra's goal is to be the last one standing. Both the islanders and the Agents of Ruin must kill the Kandra to win. Unfortunately for them, the Kandra is unkillable by Team Evil's night kill. The Kandra can also post anonymously, via the GM, meaning the Kandra can vote anonymously. If only Agents of Ruin and The Kandra are left, Ruin takes control of the Kandra, and the Kandra loses.

 

The Koloss Handler - One player is a koloss handler. For every four players killed by Team Evil, the koloss handler can make a koloss out of a fifth player, which kills them. Each koloss can kill one person before dying. If the koloss handler is attacked, the koloss takes the hit, and dies. Cannot make a night kill.

So if Joe is a Koloss Handler, because he is usually evil, then after Team Evil kills four people, Joe (who may have other abilities) gets to kill someone (let's say Meta, because honestly, Meta is probably going to die) and makes Meta into a Koloss. At any time later in the game, Joe may order the Koloss formerly known as Meta to kill someone, at which point the koloss formerly known as Meta dies. If Joe is attacked prior to sending out the koloss formerly known as Meta, then the koloss formerly known as Meta is killed instead of Joe.

 

Man, those notes will be fun to look at! :D

 


Prizes of a Fabulous Nature: There will be three prizes: Each allows the winner to stay awake one extra night period once.

Edited by 18th Shard
Posted (edited)

About the prizes, In past games, (Mailliw's) Those have been met with extremely negative feedback, since they turned a Rout into a Victory at the last minute. They're rather unfair.

 

Point of order, the prizes weren't what turned it around. They helped by making it slightly shorter, but the Village would still have turned it around due to the number of role blocks we had. But you're right that they tend to be met with negative feedback, particularly since they're highly dependent on your timezone as well.

Edited by Wyrmhero
Posted (edited)

Two sections to this post. First, some stuff I've thought about Aonar's Old Kingdom game.

 

Aonar:

 

1. I like the binding rules, but when you say they may be freed in exchange for a service, I presume you mean just about anyone can free a bound creature? Can a teammate free a bound creature in exchange for a service, or is this only something the binder can do?

 

2. What would a Greater Dead return as?

 

3. I'm 50/50 about giving the Abhorsen/Necromancer and Charter Mage so many options. To me, it's less problematic for the Abhorsen/Necromancer, since the Astarael/Nuclear option is pretty much not going to be used until desperate, but letting the Charter Mage do so much just seems to make them the bottleneck for most actions (since they have to give away the sword/skin/gethre plate for someone else to be able to work with those.)

 

4. Is there meant to be one Necromancer and one Abhorsen per game? I'm also wondering if it would help, even flavour-wise, to differentiate the Abhorsen/Necromancer a bit more, though of course the overlap might be to help the Necromancer get cover by obscuring if a role-block has been courtesy of the Abhorsen or the Necromancer.

 

-

 

Second, I've worked on my Wheel of Time game and I think I've managed to polish it a bit more and work out some mechanics that were troubling me. This game is meant to be an MR with a conversion killer.

 

The Tower Divided:

These are dark times for the Black Tower. No one has heard word from LOGAIN ABLAR, loyal lieutenant to RAND AL’THOR, the Dragon Reborn. In his absence, MAZRIM TAIM, the M’Hael, controls the Black Tower. MEZAR KURIN, a man fiercely loyal to LOGAIN has returned to the Tower, claiming that all is well with LOGAIN and the dispute between LOGAIN and TAIM will soon be resolved. But you don’t know if you can trust him; his smile is different somehow, his eyes seem all wrong, and he has become a new favourite of TAIM.

As members of the faction loyal to LOGAIN, you all meet in utmost secrecy to discuss what should be done. After all, the Black Tower is a dangerous place, these days.

It’s a good plan, really, except for this:

One of your number will betray you.

  

General Rules:

1. Have fun!

2. While the setting for this game is in the Black Tower, anyone who wants to play a female character is, of course, welcome to do so.

3. Everyone possesses the base role: Asha’man. Reflecting the division in the Black Tower, each Asha’man is loyal to either Logain or Mazrim Taim.

4. As everyone is an Asha’man, everyone has access to different weaves of the One Power. These weaves have different effects and there are rules governing their use. See the Weaves list for further clarification. Some Asha’man will possess a template added to their role: this is referred to as a Background. This allows them access to abilities some might consider unnatural.

5. Each cycle lasts 48 hours, and is referred to as a Week.

Actions:

Each player can undertake a total of three actions, one of which is voting. While voting must be done publicly, in-thread, actions are done by sending a PM to the GM. Asha’man with a Background can replace one action (including a vote) with their ability. Actions that can be blocked by Shielding will be marked in italics in the following order of actions list. Actions that can be blocked by Earthen Wall will be marked by underlining in the list.

This is the order of actions per cycle:

1. Shielding

2. Alarm Ward, Trap Ward

3. Mask of Mirrors

4. Blademaster’s challenge

5. Earthen Wall, Whispers of Air

6. Throwing Fire, lynch

7. Borderlander kill, Detect Evil

8. Turning

9. Dragonsworn kill, Spy reading, Wilder flash-blinding

Turning:

The game begins with one Asha’man loyal to Taim having infiltrated your faction’s meeting. However, as Taim’s Agent, this Asha’man has access to resources none of you do. Specifically, he can lure one of your number each Week into a clandestine circle of thirteen Dreadlords and thirteen Myrddraal and Turn them to the Shadow. Turned who possess a particular background will retain their abilities.

Taim’s Agent and the Turned get a doc on which they can conspire. They do not get access to a group kill. Any member of the Turned can use the Turn action, but only one of them can do so each cycle.

Win conditions:

Loyalists: The Asha’man win when they can root out Taim’s Agent and the Turned from among them.

Turned: Taim’s Agent and the Turned win when they have eliminated the Loyalists:. (Because of the presence of Battle Weaves, this game will likely have to be played to Last Man Standing.)

Weaves:

Weaves are separated into two kinds: battle weaves and support weaves. Battle weaves are flamboyant and will catch the attention of every channeler in the Black Tower, including the M’Hael. Because you are trying to avoid detection, battle weaves have a cooldown of one cycle. In addition, you can only use one battle weave in a cycle. However, being more unnoticeable, with subtle effects, support weaves can be used with no penalty on them.

Support Weaves:

Whispers of Air: A weave of Air carries your voice to the ears of one other person and wards your conversation against eavesdroppers. During the next cycle, you can PM one other person.

Alarm Ward: You tie off a weave that creates a ward anchored to a player (this may include yourself.) This ward alerts you to all actions taken against that player in the following cycle.

Trap Ward: An inverted ward that cannot be seen until it is triggered. If you set the Trap Ward on A, it will trigger and inform everyone of one of those who targeted A in the same cycle as the setting of the Trap Ward. The revealed person is randomly selected, and may include the person who set the Trap Ward in the first place. You may target yourself with a Trap Ward.

Battle Weaves:

Earthen Wall: You rupture the earth with the One Power, sending a thick earthen wall jutting up into the air between a player (this may include yourself) and an attacker. This allows them to survive a single kill.

Throwing Fire: You weave Fire in your hands, throwing fire at your target to incinerate them to death.

Shielding: A weave, primarily of Spirit, forms a shield over the other player, cutting them off from the True Source. For the rest of the cycle, the affected player can take no Power-based actions, apart from voting.

Background:

Blademaster: You have either slain a blademaster in witnessed combat or have been awarded this rank by the unanimous judgement of five blademasters. Either way, your skill with the sword is unmatched among the Asha’man.

Ability: You can challenge another player to a duel once in the game. During the lynch, all votes cast can only be for you or for your opponent. This ability must be invoked in the first 24-hours of a cycle.

Taim’s Agent: You have infiltrated the faction of Logain loyalists at the orders of the M’Hael, Mazrim Taim. You have sworn your loyalty to Taim and you are party to some of his darker plans for the Black Tower. You can Turn a limited number of players to the Shadow.

Ability: Every cycle, you can spend an action turning a player to the Shadow. The number of players who can be Turned will be pegged to a quarter of the number of players taking part in the game.

Borderlander: As a Borderlander, you have grown up in lands under constant siege by the Shadow. You understand that sometimes, it takes being hard to defeat the Shadow. You have been taught all your life that death is lighter than a feather, duty heavier than a mountain.

Ability: Once in the game, you may choose to indicate a target. If you are fatally wounded, you Sheathe the Sword, killing yourself, but taking down someone else with you. Targets can be changed once a cycle, until your death, upon which your most recent target will be taken down with you.

Spy: You once served a lord as a spy. You were at the top of your game, and now that you’ve joined the Black Tower, you understand that your edge came from being able to channel. You’ve spent years training yourself to be observant and analytical, and now you find that you are skilled at reading residues in the One Power, able to detect and read weaves that someone else has woven in the past.

Ability: Every cycle, you can select a player and read the residue in the One Power to tell what weaves they have woven.

Wilder: It was only a matter of time before you touched the One Power on your own, and you did. The taint on saidin was beginning to have its way with you when the Dragon Reborn established the Black Tower. At first, you thought that the Black Tower might be a place of safety, but you’re beginning to learn that you’re wrong: the shadows still lurk behind corners, and they’re still whispering to you all the time. You have a good trick up your sleeve though; you’re getting better at blinding the eyes that watch you.

Ability: Every cycle, as long as they have one Power slot left open, the Wilder ‘flash-blinds’ one of the people targeting them, preventing that person from using the One Power next cycle. This ability targets at random.

Dragonsworn: You have devoted yourself to the cause of the Dragon Reborn, and regard Logain with only a fraction of that loyalty. You believe with all of your heart that the Dragon Reborn, the Lord of the Morning, is the only shield of the Light against the Dark One bound in Shayol Ghul, and you will serve him without a shred of doubt or hesitation.

Ability: Cannot be Turned. Anyone who attempts to Turn you dies. This second ability only comes into play at a maximum of two times.

Lieutenant: You are a trusted lieutenant of Logain, and as a result, he has taken you into his confidence, teaching you some of the hidden weaves that he has learned from the Dragon Reborn. In his absence, you’re struggling to uphold Logain’s interests, but this is a difficult thing to do with Mazrim Taim’s ambitions.

Ability: Mask of Mirrors. Once in a game, you can designate a player. Any lynch or kill-attempt targeted at you will instead kill the other player. Targets can be changed once per cycle, using up an action, but when you are targeted by a kill, the Mask will automatically target the player most recently designated and have them die in your stead. In addition, the Lieutenant begins the game with the Mask of Mirrors up.

Thief-Taker: You used to be a thief-taker, before circumstances led to your path crossing an Asha’man’s and your life took a different turn. Even now, as an Asha’man of the Black Tower, your ability to detect evil will be put to the test...as you find yourself picking up on traces of Shayol Ghul’s evil surrounding some of your comrades.

Ability: Detect Evil. Every cycle, you can select one player. This ability will tell you if that player is Turned or remains loyal to Logain and the Dragon Reborn.

Experimenter: You have always been interested in coming up with new and better ways to do things. You were born with the spark, and began to channel unknowingly when you sought for ways to make your devices work better than they otherwise would have. As an Asha’man, you experiment in secret with weaves, trying to come up with ways to achieve all the things Aes Sedai were said to be able to do in the Age of Legends.

Ability: Mask of Mirrors. Once in a game, you can designate a player. Any lynch or kill-attempt targeted at you will instead kill the other player. Targets can be changed once per cycle, using up an action, but when you are targeted by a kill, the Mask will automatically target the player most recently designated and have them die in your stead. In addition, the Experimenter begins the game with the Mask of Mirrors up.

I know that the Experimenter and the Lieutenant share the same ability. I do not consider that a bug but a feature. Thoughts?

Edited by Kasimir
Posted (edited)

Old Kingdom Game:

1. Only the binder can free a Bound Elemental (well, I suppose someone else could, if the binder decided to give the Elemental's prision away). The idea is that if the Charter Mage/Berserker gets really desperate, they can restore one of their enemies to kill/find another, more dangerous one. (Bypassing Greater Dead protection, killing the Necromancer when you're pretty sure they're roleblocking you, etc.) Of course, the Elemental in question is going to do everything in their power to screw with their binder's head and convince them to release them when they shouldn't, or not release them when they should. (As a general note, any time where in this game a player would be compelled to answer a question or take an action, they are free to interpret the request as literally as they like. Incautious wording would be real dangerous in this game.)
 
2. I'm wavering a bit on this one. I really don't want the Abhorsen finding one Eliminator by accident, and then spamming his questioning ability until he find them all (hence the multiple penalties for requesting information from the Dead). I'm thinking either a regular Lesser Dead, (one life, cannot vote, can communicate), or a Shadow Hand, that possesses one random player (removes powers, follows regular conversion rules otherwise). With the exception of the Shadow Hand, one of the Dead returning would be made obvious in the write-up. Shadow Hands would be noted, but you wouldn't know who they possessed. 
 
3. Yeah, the problem I keep encountering is that, unless you're a Free Magic Sorcerer, Charter Mage, or one of the four Charter bloodlines, you're pretty much screwed in the Old Kingdom. :P I could throw in Wallmakers, and let them take a couple of the Charter Mage's powers, (probably gethre plate and Charter-spelled sword) but it still really doesn't change a whole ton (If I did this, I'd probably give the Mage an option to create a Sending, and start PMs).
 
Abhorsen/Necromancer kind of has to have that many powers. Astarael provides a very interesting ability, but it's not going to be used very often, if at all. Speaking with the dead is another cool power, and given the setting, I can't feel justified in not using it. :P The role-block is less key to the role, but seeing how four out of the seven bells, (Ranna, Kibeth, Dyrim and Saraneth) can be used to prevent people/the Dead from acting/speaking, the power fits quite well. I actually debated giving them a PM-related power or Copperclouding type power as well, with Belager being able to mess with memories. I eventually decided that that might be a little much though. 
 
4. There would be one of each, I think. I originally planned on the Necromancer and the Abhorsen having some similar powers, with a few differences. However, I was having trouble differentiating between them without making one or the other overpowered. Astarael is about equally useful for both of them, as would be the role-block. Speaking with the Dead is a little biased towards the Abhorsen, but I'm not sure what I could replace it with for the Necromancer. I would like to give them a power related to Mosrael and raising the Dead, maybe replacing the questioning with a kill? I'm not sure.

 

On to your game:  

That looks like it would be a really cool game. Also very complicated, with the sheer number of actions flying around. 

 

The only problem I can really see is balancing the Trap Wards. As I understand it, all you would have to do is ask that every player targets themselves with a Trap Ward and take no other actions. Assuming that the Ward triggers off both kills and conversions, you would be able to find the Eliminators real fast. Aside from that, I can't see any powers that seem like they'd be game breaking, but with the sheer number of things going on, it's hard to really see how they would interact.

Edited by AonarFaileas

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