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I know I am new, but have an idea for a game. I would like to try GMing it with a co GM to help me, but if you guys want instead I could co GM it with someone more experienced. I am not going to reveal it yet and going to wait for you guys to reply. I will then pm that person the details and see if it will work. It has to do with Scadrial, when Kelsier starts the Skaa rebellion. It is called, A world without Vin.

Edit : 100TH POST!!

Edited by Conquestor
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I know I am new, but have an idea for a game. I would like to try GMing it with a co GM to help me, but if you guys want instead I could co GM it with someone more experienced. I am not going to reveal it yet and going to wait for you guys to reply. I will then pm that person the details and see if it will work. It has to do with Scadrial, when Kelsier starts the Skaa rebellion. It is called, A world without Vin.

Edit : 100TH POST!!

 

Do you at least know what format you want to run the game in? Long game, Mid-range, or Quick Fix? So then we cold at least get you and whomever you get as a co-GM added to the appropriate list and PMs

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I believe it would be either a MR or LG. I am leaning more towards LG because of all the Roles, but there are already two or three of those going on, so I am not sure. Thanks Elbereth, but do you think I could GM or no? If not then I could co GM.

Edited by Conquestor
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I believe it would be either a MR or LG. I am leaning more towards LG because of all the Roles, but there are already two or three of those going on, so I am not sure. Thanks Elbereth, but do you think I could GM or no? If not then I could co GM.

 

There's definitely no rule or discouragement of newer players getting on the list for GM'ing! We'll get you added to the list as soon as you let us know which you decided on! And don't worry about the amount of games playing at once, that's just the new schedule we've switched to for what games are running, and how many at a time, etc. So there'll definitely be game overlap happening, but the faster schedule lets for more games to be played! The first two posts in the General Rules thread has a good breakdown of the nuances of the different game formats to help you decide which one would be best for you, and it also has a link to the Master Doc we use to keep track of the GM lists as the currently stand, to give you a better idea of how long each list is. But like I said, the schedule we run does let a lot more games run in a faster period of time now, and with a constantly moving list of the GMs with people's availability and real-life factors, you can be running a game before you know it!

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For the next quick game I run, what would people think about a game where the eliminators are unknown? You don't know if they have a kill, if there is a they, or if it's a conversion team.

That sounds... Scary. Would have to make the village more powerful to combat the entirely unknown. Very paranoia-inducing.

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I believe it would be either a MR or LG. I am leaning more towards LG because of all the Roles, but there are already two or three of those going on, so I am not sure. Thanks Elbereth, but do you think I could GM or no? If not then I could co GM.

As a general rule, if you come up with the game, you are the GM. You run the show. I just help with whatever you need. :)

For the next quick game I run, what would people think about a game where the eliminators are unknown? You don't know if they have a kill, if there is a they, or if it's a conversion team.

:D I like this idea. Very, very much.
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OK. I was sort of developing this as I was doing LG21. I'll probably edit it as I grow more experienced as an SE player as I find out what works and what doesn't. I'd like to see what you all think! (Sorry if it's a bit confusing to read. I just moved everything from my head straight to the computer screen. I'll tidy it up later.)

 

In this one, I'm sort of leaving the regular realms of Village v. Eliminator. There are 5 'clans', each the enemy of the other. Each clan has a speciality (I'll invent names for them later.):

 

Clan 1: PM's: Most clans can make 1 PM per cycle. In this clan, the limit is raised to 1 PM per living person in the clan, and 3 PMs per cycle for the communicator role. PM's can include or not include 

 

Clan 2: Vote Manip's: The Clan gets a total of 8subject to change vote manip's throughout the course of the game. They can use this all in one go, or stagger it throughout the game. The numbers and names will not show a change in the write-up, although the lynch result has the potential to change.

 

"Chameleon Clan": At the beginning of the game, members of this clan will tell the GM what clan and role they would like to be identified as if they're scanned. They can change this at any time. If someone scans them, then the clan and role will be revealed as the clan of the choice.

 

Clan 4: Patience. This clan has the ability of 'saving up' their votes. They'll tell the voter in the GM to not count their votes if they choose (the numbers and names in the write-up will appear as though they had, though the lynch results will not factor). Then, they will develop a 'credit' of votes, which they can use up at a later time.

 

Clan 5: Assassins. Every night, the clan may launch an assassination attempt. This is the closest thing to the "Eliminators" in the game.

 

Clan 6: Spies. Each person in this clan is able to spy on the Doc of one of the other clans. They aren't allowed to comment, however.

 

Each clan has a doc where they can discuss their plans and so on. Each clan aims to outnumber the other clans combined.

 

Each clan also has a number of individual roles.

 

Specialist: The specialist start with only the skill of their own clan, but specialists can 'teach' one another one skill. This can be organized through a PM (or the main thread I suppose, but in the process you'd reveal your role.) If receiving an assassination or vote manip. skill, then you are able to assassinate or vote manipulate once during the game. You are only allowed to use one of your skills on any given turn.

 

Scanner: You are able to scan someone on each night, in addition to whatever else you may do that turn. You are then told that person's role and alignment.

 

Communicator: This person is able to create one PM per cycle. If in Clan 1, they are able to create 3 PM's per cycle.

 

Soldier: This person is able to protect one person from their clan for the next Day or Night Turn.

 

In a lynch tie, if the number of votes on a player with the tie is more than 1/3 of the living players, then both/all people are killed. (Does that make sense?)

 

In the event that the number of sign-ups don't equal 5, then secret roles may be added.

 

Form: LG

Minimum signups: 24

 

I know that's a lot to take in, but could it work? The only flaw I can see is that 4 clans could just ally with one another and wipe the other ones out, but I'm trying to work in a discouragement to that to make things more interesting.

 

I might come back to GM this one day, but if I were to start off GM'ing, I'd like to start with a QF, not something as intensive as this.

Edited by The Young Bard
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Anyone who is willing to sit it out, I would love some help balancing the Shard's win conditions. Also, this game is ridiculously stupid. 

LG: Shards of Logic

 

Sixteen Shards. Sixteen factions. Sixteen win conditions. Infinite fun.

 

Odium: ?

Ruin: ?

Preservation: ?

Cultivation: ?

Honor: ?

Devotion: ?

Dominion: ?

Autonomy: ?

Survival: ?

Endowment: ?

Change: ?

Imagination: ?

Law: ?

Neutrality: ?  

Win Conditions:

Each win condition and ability is related to the Intent of each Shard, but will be concealed to all but the players who are part of each faction. Anyone who would like to know the win conditions to help balance the game are not allowed to be a player.

 

Conversion:

Each faction starts with one player, but all factions have the ability to convert players who have roles and no win condition onto their side. The conversion is mentioned as happening in the writeup, portrayed as a fog of the color of the Shard appearing, but not which player has been converted. Any player who is not a Shard may be converted to a different faction at any time. If they are converted, they gain the new win condition, but have access to the old doc.
 

Lynch:
Each faction gets a vote, which is revealed by the player who has the actual Shard. A dead Shard is given to a random member of their faction. If there isn’t a member of their old faction left, then the Shard is given to a random player who does not hold a Shard. They retain their faction membership, but their old ability is lost and replaced by the Shard power.

 

Corruption:

Every two cycles, each player holding a Shard gains a new rule that they must follow, based off of their Intent. It might be something like changing the way that they talk in their posts,  or how they communicate in PMs. If someone is given the Shard, the corruption begins at the start again.

 

PMs:

All Shards can start one PM. If the Shardholder is killed, then the new Shardholder joins the PM that the previous one started. The amount of people who are in that PM change from Shard to Shard.
 

Roles:

All roles can only affect other people, that is, not Shardholders. Only Shardholder powers and lynches affect Shardholders.
 

Poisoner: Can poison one person (not Shardholder). Once the poisoner is killed, so does the person they poisoned. Roleblocks can be used on them on the cycle when they poison someone -- the action fails and the poisoner is told - or the cycle in which the poisoner dies. In which case, the poisoned player survives.  

Guard: Can give their services to one player (not Shardholder). If the person they gave their services to is killed, they die instead.

Worldhopper: You have knowledge of the Cosmere and you know one random Shard’s win condition and power. Passive.
Insomniac: Since you never sleep, you have an extra life. Applies to lynches, but can be roleblocked.

Stormlight Junkie: You’re so distracting and annoying you can roleblock one person.

Cupid: You can make two people fall in love, and if either of them die, the other dies. They cannot gain Shards.

 

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For the next quick game I run, what would people think about a game where the eliminators are unknown? You don't know if they have a kill, if there is a they, or if it's a conversion team.

As long as it isn't one of those twist games where there are no eliminators and you are just messing with your players until they all die D:

(I played in a game like that on another forum. The GM was trolling us. It wasn't the worst trolling either - there was one with four village power roles: a cop (scans alignment), a naïve cop (scans alignment but always gets Villager), a paranoid cop (scans alignment, but always gets mafia), and an insane cop (scans alignment, but gets mafia if they target a villager and villager of they target a mafia), all of whom were told they were normal cops, of course. Hilarity ensued.)

Edited by Nyali
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Is there another game that I should check out that's similar to mine in gameplay/execution? I'm trying to work out how things would work. Clan 6 is very overpowered, so I'm toning that down, but I'd like to hear from any of you for ideas.

 

Winter, I can honestly say that that looks extremely interesting. The only problem is if you get, say, under 30 players, you could have too many Shards compared to non-Shards, which means that each alignment will have only 1 or 2 players.

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Idea I just started thinking of for a QF. And everybody will kick themselves for not thinking of this game sooner. Believe it! ;)

 

Naruto Shippuden Elimination: Attack on Leaf Village!

 

The Akatsuki have infiltrated the Leaf Village, and are trying to bring down the Hokage once and for all! Can the shinobi band together and hunt down the Akatsuki hiding in their midst before it's too late?
 

24-hour combined cycles. NO PMs. :ph34r:

Akatsuki: A shadowy organization comprised of elite shinobi who have kept outside the ranks of the Hidden Villages, working for their own goals and agendas, usually at odds with the rest of the ninja world. You get to communicate in a Doc together and can make a group kill each cycle. You win when you outnumber the rest of the villagers.
 

The Roles are separated into the different forms of powers and abilities; Ninjutsus, Genjutsus, Taijutsus, and others. Note that not all Roles may be used.

Wind Release - You have the power to control the flows of wind, calling forth powerful gusts of air. You can redirect somebody's action to a target of your choice (not yourself) once per cycle

 

Fire Release - With the power over fire, you can hurl flames wherever you chose. Can attack target player once per night.

 

Water Release - Power to control and manipulate water, able to apply great levels of pressure. Can negate a players vote on the lynch once per cycle.

 

Lightning Release - Lightning has made you quicker than everybody else, who are too slow to see you. You can change somebody's vote once per cycle.

 

Barrier Ninjutsu - Can place a target over a player once per cycle, not letting them target any other player, nor can they be targeted by any other actions that cycle either.

 

Earth Release - The power over earth and rock gives you extra protection, protecting you from one attack during the game.

 

Medical Ninjutsu - Can protect one player (including yourself) from death once a cycle, doesn't affect lynch.

 

Genjutsu - Illusions can be quite powerful, rendering even the most practiced shinobi useless. Puts a target player in a sedated trance, blocking any action they would perform that cycle.

 

And since it's just a QF, I figure I shouldn't add in any of the Sharrigans, or Rinnegans just yet, and I'll leave all the Tailed-Beasts for the sequel which would probably be a MR! (And then eventually a LG that ends up being an all out war in the ninja world, with factions being each village and all that!)
 

 

I think that's a good start though so far! What you all think?

Edited by Gamma Fiend
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Is there another game that I should check out that's similar to mine in gameplay/execution? I'm trying to work out how things would work. Clan 6 is very overpowered, so I'm toning that down, but I'd like to hear from any of you for ideas.

 

Winter, I can honestly say that that looks extremely interesting. The only problem is if you get, say, under 30 players, you could have too many Shards compared to non-Shards, which means that each alignment will have only 1 or 2 players.

The point is to have them needing to steal each other's players and whatnot. 

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Anyone who is willing to sit it out, I would love some help balancing the Shard's win conditions. Also, this game is ridiculously stupid.

LG: Shards of Logic

Sixteen Shards. Sixteen factions. Sixteen win conditions. Infinite fun.

Odium: ?

Ruin: ?

Preservation: ?

Cultivation: ?

Honor: ?

Devotion: ?

Dominion: ?

Autonomy: ?

Survival: ?

Endowment: ?

Change: ?

Imagination: ?

Law: ?

Neutrality: ?

Win Conditions:

Each win condition and ability is related to the Intent of each Shard, but will be concealed to all but the players who are part of each faction. Anyone who would like to know the win conditions to help balance the game are not allowed to be a player.

Conversion:

Each faction starts with one player, but all factions have the ability to convert players who have roles and no win condition onto their side. The conversion is mentioned as happening in the writeup, portrayed as a fog of the color of the Shard appearing, but not which player has been converted. Any player who is not a Shard may be converted to a different faction at any time. If they are converted, they gain the new win condition, but have access to the old doc.

Lynch:

Each faction gets a vote, which is revealed by the player who has the actual Shard. A dead Shard is given to a random member of their faction. If there isn’t a member of their old faction left, then the Shard is given to a random player who does not hold a Shard. They retain their faction membership, but their old ability is lost and replaced by the Shard power.

Corruption:

Every two cycles, each player holding a Shard gains a new rule that they must follow, based off of their Intent. It might be something like changing the way that they talk in their posts, or how they communicate in PMs. If someone is given the Shard, the corruption begins at the start again.

PMs:

All Shards can start one PM. If the Shardholder is killed, then the new Shardholder joins the PM that the previous one started. The amount of people who are in that PM change from Shard to Shard.

Roles:

All roles can only affect other people, that is, not Shardholders. Only Shardholder powers and lynches affect Shardholders.

Poisoner: Can poison one person (not Shardholder). Once the poisoner is killed, so does the person they poisoned. Roleblocks can be used on them on the cycle when they poison someone -- the action fails and the poisoner is told - or the cycle in which the poisoner dies. In which case, the poisoned player survives.

Guard: Can give their services to one player (not Shardholder). If the person they gave their services to is killed, they die instead.

Worldhopper: You have knowledge of the Cosmere and you know one random Shard’s win condition and power. Passive.

Insomniac: Since you never sleep, you have an extra life. Applies to lynches, but can be roleblocked.

Stormlight Junkie: You’re so distracting and annoying you can roleblock one person.

Cupid: You can make two people fall in love, and if either of them die, the other dies. They cannot gain Shards.

I can help out, if you want. This game looks like it'll be very entertaining to watch.

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This is an idea I've been tossing around in my head. I'm not exactly sure how GM'ing goes, but I would be fine if someone else GMed it.

 

QF: The Shades of Threnody

 

Based in Threnody, from Shadows for Silence in the Forests of Hell. The basic story is that the players, a band of thieves, have taken shelter in an abandoned safehouse. Their leader lies dead outside, murdered, attracting quite a few shades. (I'm not very good at this preliminary story stuff...)

 

Gameplay:

There are two groups; the Loyal Crewmembers, and the Mutineers. The win conditions are pretty basic, the Mutineers are trying to outnumber the Crewmembers, and the Crewmembers are trying to kill the Mutineers.

 

The game consists of combined day/night cycles.

 

The twist for this game is the role of deceased players. When killed, a player becomes a shade. Each cycle, they can collectively inspect a single player. If the player uses a kill action, eliminator or not, the player is killed by the shade. The victim of the kill action is still dead. Sorry.

 

Every player starts out with a limited number of items. As an action each cycle, a player can either use an item or give it to another living player. All items can only be used once. Items carried by dead players are distributed randomly. What items the deceased had will not be made public.

 

Knife: Used to kill a player once.

Silver Powder: If carried, player is immune to shade kills. Only consumed if the player is inspected during a kill.

Intoxicant: Used to change a player's vote.

 

Order of Deaths: Eliminator -> Lynch -> Knife -> Shade 

 

 

So... Any suggestions?

 

 

 

Edits shown in italics.

 

This one may be coming up soon... any feedback?

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Do eliminators in the dead doc still get to help the shades decide their kill? Do the sahdes have to have a unanimous, majority, or just most votes to decide who to inspect?

I'm trying to figure how much the shade kill will favor the village. I'm thinking it depends on how many knives are in play, the more there are, the more the shades help the eliminators.

Can an eliminator use an item and make an eliminator kill?

Will all players start with at least one item?

Edit: and since you said you're not good with the preliminary stuff, would you like help with the writeups and preliminary stuff? (Ha! I offered before you Elbereth!)

Edited by The Only Joe
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Edit: and since you said you're not good with the preliminary stuff, would you like help with the writeups and preliminary stuff? (Ha! I offered before you Elbereth!)

>> This is what happens when email notifications stop working temporarily. :P

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Do eliminators in the dead doc still get to help the shades decide their kill? Do the sahdes have to have a unanimous, majority, or just most votes to decide who to inspect?

I'm trying to figure how much the shade kill will favor the village. I'm thinking it depends on how many knives are in play, the more there are, the more the shades help the eliminators.

Can an eliminator use an item and make an eliminator kill?

Will all players start with at least one item?

Edit: and since you said you're not good with the preliminary stuff, would you like help with the writeups and preliminary stuff? (Ha! I offered before you Elbereth!)

 

Shades have to have a majority vote, and dead eliminators cannot vote, but are allowed in the dead doc. The dead eliminators cannot just reveal the rest of the eliminators to the shades.

 

Eliminators cannot use an item and make an eliminator kill.

 

Not all players will start with an item.

 

Help with the write-ups would absolutely be appreciated. :) Elbereth is welcome to help as well.

 

Ripple, how does the Shade kill work? What happens if they don't collectively agree?

 

If a majority is not reached, nothing happens. Shade kill occurs after the other kills; if the target had used a kill action this cycle, they are now dead.

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This isn't a complete idea, just something I've thrown together on the spot based on perfect state. If anyone would want to elaborate on it, I'd be happy to be a co-GM with you or vice verca!

Factions:

Eliminators: want to outnumber villagers. Have Elim kill

Villagers: want to kill all eliminators. Have lynch

Basic ideas

  • X infections will be present in the game that provide their hosts with powers
  • On C1, there will be 2 players with each infection
  • Each host can hold their infection for 2 cycles before becoming immune
  • On their second cycle, all holders have to pass their illnesses to a new player who will become infected the next cycle
  • If no one is selected to be infected or an immune player is selected, the infection is given randomly
  • If you are infected by Y number of infections at the same time or both copies of the same infection, you succumb to your illnesses and die

Possible other ideas

  • PMs will be allowed between infected and infector on the turn the infected becomes newly sick
  • 20% chance of incubation period (1 cycle in which the infection basically doesn't exist to keep from entirely simultaneous transmission)

I also have some ideas I'm not posting here for reasons I'm not inclined to share as of now

Edit: So, my HTML-based bbcode knowledge is not working, nor is the tutorial I found online. Anyone mind letting me know how to make unordered lists, please?

Edited by Elbereth
that formatting hurt my eyes
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I'm messing around with a new idea for what should probably be an LG. Could I get on the LG list, please?

 

My idea is a little complex right now and not fully formed, but by the time my turn comes around, I should have something ready. I've discarded like, three previous versions of the idea for being unworkably complex, but this one seems like it could work.

 

 

The basic idea is for a game that's more RPG than normal, with all roles, powers, and alignments hidden and no role/alignment reveal on death. Players will either belong to an open faction, a hidden faction, or be independent. Open factions will be like eliminator teams - they know each other, have a doc in which to collaborate, and share a goal. Hidden factions will be like towns - they all have the same goal but don't know who each other are and cannot communicate with each other outside of other means.

 

Everyone has their own goals, usually three, that they need accomplished at the end of the game to win. Some of these will be state-based (can swap between successful and unmet), and some of those will start already succeeded (example: "end the game Alive"). Members of factions always have the common faction goal as one of their goals. The game ends when either one faction achieves their faction goal, or three (or more) Independents have achieved all of their goals. It is entirely possible for no one to win because a faction goal was reached with no one in the faction having their other goals ready, but faction members can subtly sabotage their own faction goal to slow it down so they can finish their other goals. Most players can still win despite dying if their remaining goals can be accomplished by others, and some goals may even involve dying in a specific way.

 

The game will be played across five worlds and feature world PMs as the primary form of communication outside of the main game thread (which will represent the Cognitive Realm). Roles will be based on various Sanderson characters, but the game will be set in an alternate timeline where powers, goals, factions, chronology, and history can all differ from canon.

 

There will be common powers listed publicly that characters may or may not have access to, and each character can have special abilities beyond those. Items also exist, which work identically to other abilities, except they're tradeable. Here's a link to my working doc for the game design. It contains no spoilers for the game (roles are in a separate doc), but it does contain spoilers for most Cosmere novels (as will the game.)

 

Here are two sample characters that will not be in the game (or at least, not with these character sheets). Spoilers for Warbreaker in both:

Role: Talaxin

Homeworld: Nalthis

Alignment: Independent

Starting Investiture: {30}

 

Goal - Cranky: You must end the game as the only player on your Current World.

 

Goal - Out of the Wrong Hands: Shasharra must die. In addition, either Shasharra must die before creating the Item Nightblood, or you must end the game Alive and with the Item Nightblood in your possession.

 

Goal - Warbreaker: You must be responsible for the deaths of two or more players who have an Alignment listed as "Evil," or you must be responsible for preventing the deaths of two or more players who have an Alignment that is not marked as "Evil."

 

Item - Glowing Emerald Broam

  • Type: Active [assist]

  • Origin: Roshar

  • Target: Self

  • Effect: Gain {4}. If you do, exchange this item for a Dun Emerald Broam, which has the effect, "If you end an even numbered Cycle on Roshar, exchange this item for a Glowing Emerald Broam."

 

Special - Awakener

  • Type: Passive

  • Effect: You may use Awakening abilities.

 

Special - A New Friend

  • Type: Passive

  • Effect: If you are not in possession of the Item Nightblood at the end of a Cycle but are on the same World as the one who has him, you will be informed. If you are in possession of the Item Nightblood, you do not lose Investiture due to holding it. In addition, Black Smoke and Inspire Greed do not drain Investiture from you, and you may use Destroy Evil without spending the initial {1} (though successfully attacking with that action still drains {2} from you)

 

Special - Returned

  • Type: Passive

  • Effect: At the end of each even numbered Cycle, lose {1}. If you ever have less than {10}, you die immediately. This death cannot be prevented. You may not use the Awakening action, "My Breath Becomes Yours."

 

Special - "My (Divine) Breath Becomes Yours"

  • Type: Active [assist]

  • Cost: {10}, then {~}

  • Effect: Give all remaining Investiture to your target after subtracting this ability's cost (note that using this ability will automatically kill you). Your target is protected from all [attack] actions this turn and cannot die this turn. This ability can also remove specific negative Specials from your target. This ability cannot be negated or redirected. If you give at least {1} with this ability, your target gains the Awakener Special and loses the Mundane Special if they have it.


Role: Shasharra

Homeworld: Nalthis

Alignment: Independent

Starting Investiture: {25}

 

Goal - Avid Researcher: Successfully use the Collaborate action with two different targets. Successfully use the Interview action with two different targets. Successfully Publish while on Nalthis.

 

Goal - Prove Your Theory: Successfully use the Special Craft Nightblood.

 

Goal - True Love: Talaxin must end the game Alive.

 

Special - Craft Nightblood

  • Type: Active [assist]

  • Cost: {35}

  • Requirement: Mastery of Awakening

  • Target: Player (local) or Self

  • Effect: Create the Item Nightblood in the possession of your Target. Nightblood has the following effect: "Passive: You may use Nightblood abilities."

 

Special - Researcher

  • Type: Passive

  • Effect: You have access to Research abilities. For the purposes of these abilities, you are your own Faction.

 

Special - Awakener

  • Type: Passive

  • Effect: You may use Awakening abilities.

 

Special - Returned

  • Type: Passive

  • Effect: At the end of each even numbered Cycle, lose {1}. If you ever have less than {10}, you die immediately. This death cannot be prevented. You may not use the Awakening action, "My Breath Becomes Yours."

 

Special - "My (Divine) Breath Becomes Yours"

  • Type: Active [assist]

  • Cost: {10}, then {~}

  • Effect: Give all remaining Investiture to your target after subtracting this ability's cost (note that using this ability will automatically kill you). Your target is protected from all [attack] actions this turn and cannot die this turn. This ability can also remove specific negative Specials from your target. This ability cannot be negated or redirected. If you give at least {1} with this ability, your target gains the Awakener Special and loses the Mundane Special if they have it.

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