Re: TWG LVIV Host Signups
If the above games made you crap your pants, here are some other ones.
baleeted
Dual Shock
16 players
This is an experiment to see if lots of people can have a special role without the game being messed up.
Players are separated into 2 teams.
Team 1
Team Leader
Seer
Team Guardian
Rogue
Mage
Human
Brutal Wolf
Wolf
Team 2
Team Leader
Team Guardian
Morph
Poisoner
Rogue
Human
Wolf
Wolf Leader
All wolves know each other.
Everyone knows who is on their team, but not which team they are on.
Nearly everyone will have their own objectives.
1/3 of victory is General Wolf/Human Victory.
1/3 of victory is Team Victory. Your team aims to survive and outnumber the other team.
1/3 of victory is Personal Victory, i.e completing your personal objectives.
The Team Leader can choose to kill one person during the game. Their objective is to kill the other team's leader. If the leader of a team is killed, all players in the team are eliminated from the game! BLUE to seer.
The Seer checks one person for color each night. Readings return RED, BLUE, GREEN, or PURPLE. Every time the Seer uses his/her power, however, someone dangerous will be closer to finding out who (s)he is..... The Seer's objective is to lead the team's humans to victory.
The Guardian protects one person per night from their team only. Guarding protects from both kills and spells. The Guardian's objective is to lead the team's humans to victory. BLUE to seer.
The Rogue can kill one person during the game. They know who the guardian guarded every night. Their objective is to kill the guardian. PURPLE to seer.
The Mage can cast one of the following spells on anyone during the night:
Paralyze (stops the target from using their power during the night)
Silence (invalidates the target's vote the next day)
Curse (makes the target die the next night)
After casting two spells, the Mage must rest for one night before they can cast any more.
The Mage's objective is to cast 3 successful spells.
PURPLE to seer.
The Poisoner picks two people to poison every night.
If a seer is poisoned, they will recieve a reading from a player above their target on the player list.
If the guardian is poisoned, they will guard someone below their target on the player list.
If a hunter or rogue is poisoned, they will kill someone below their target on the player list if they use their kills.
If a leader or mage is poisoned, they will use their power on someone above their target on the player list.
Anyone else is not affected by the poison.
RED to seer.
The Morph picks someone every night.
If the morph picks a team leader, it loses its power and is told that person is the team leader.
If the morph picks a blue, it gets that blue's power for one night
If the morph picks a wolf, it loses its power and is told that person is a wolf.
If the morph picks the Wolf Leader, it dies.
If the morph picks any other role, it will switch roles with the target.
The morph appears as GREEN to seer initially, but it assumes the seer color of whoever it mimics.
The Human is normal meat, nothing special. Sorry
GREEN to seer. Their objective is to survive. However, one human will be a Hunter, and their powers and objective will be revealed after something specific occurs....
The Wolf Leader can choose three (3) nights to appear GREEN to seer. Otherwise RED. Their objective is to lead the wolves to victory.
The Brutal Wolf will kill a random human upon death. RED to seer.
Cavern Crisis
17 Player MYSTERY GAME :O!!!!
Every player will have a unique role, and there will be a third party working against both sides.
There will be a MAGIC SYSTEM and a SHOP in this game. Everyone will have 12 HP and and 8 MP.
Most people will gain 120 Gold per night, while certain special roles gain 180.
Everyone in the game will be able to cast spells.
Level 1 spells cause 2 damage and cost 2 MP
Level 2 spells cause 5 damage and cost 4 MP
Level 3 spells cause 11 damage and cost 8 MP
There are four elements in this game: Fire, Ice, Light, and Dark.
Fire and Ice are conflicting elements, as are Light and Dark.
Each spell cast will have an element, and each player will have an element.
If you are hit with a spell of your element, it will do 0.5x damage (rounded up to the nearest whole number)
If you hit with a spell of a conflicting element to yours, it will do 1.5x damage.
Damage from conflicting elements cancel out if they target the same player.
Examples:
1. Player A casts a Level 2 Fire Spell on Player X, and Player B casts a Level 2 Ice Spell on Player X. Player X will take no damage.
2. Player A casts a Level 1 Light Spell on Player X, and Player B casts a Level 2 Ice Spell on Player X.
Player X will take 3 damage from the Ice Spell.
Each element spell will have a unique effect.
Fire spells have a burning effect. This effect causes 2 extra damage at the end of every phase, and also makes a players vote count as 2 votes during the day.
The effect lasts: 1 phase for a level 1 spell
2 phases for a level 2 spell
3 phases for a level 3 spell
Ice spells have a freezing effect.
This effect prevents actions during the night, and also invalidates a player's vote during the day.
The effect lasts: 1 phase for a level 1 spell
2 phases for a level 2 spell
3 phases for a level 3 spell
Light spells have a psychic effect.
This effect will have a chance of cardflipping it's target during the day, or seering its target to the caster.
The chance of this happening is: 1:8 for a level 1 spell
1:4 for a level 2 spell
1:2 for a level 3 spell
Dark spells have a killing effect.
This effect will have a chance of killing its target instantly.
The chance of this happening is: 1:8 for a level 1 spell
1:4 for a level 2 spell
1:2 for a level 3 spell
THE SHOP
Red Potion: Restores your HP to full. Cost: 55 Gold.
Green Potion: Restores your MP to full. Cost: 55 Gold.
Blue Potion: Restores your HP and MP to full. Cost: 100 Gold.
Shield Charm: Must be used the day/night it is bought. Prevents damage from spells, and lessens damage from lynchings and wolvings to 9 HP. One time use. Cost: 180 Gold
Solar Protective Ward: Protects you from damage from spells, but not the effects. One time use, lasts 3 phases. Cost: 160 Gold
Lunar Protective Ward: Protects you from the effects of spells, but not the damage. One time use, lasts 3 phases. Cost: 160 Gold
Soul Talisman: Can be used to refill your HP at any time. If you die while holding a Soul Talisman, you immediately revive and recover to full HP. Cost: 360 Gold.
Vital Orb: Can be used at any time to expand your HP capacity by 1 HP and recover your HP to full. Cost: 270 Gold
Vital Star: Can be used at any time to expand your HP capacity by 4 HP and recover your HP to full. Cost: 1050 Gold.
Mana Orb: Can be used at any time to expand your MP capacity by 2 and restore your MP to full.
Cost: 350 Gold.
Mana Star: Can be used at any time to expand your MP capacity by 4 and restore your MP to full
Cost: 680 Gold.
OTHER NOTES
Lynchings/Wolvings do 12 damage.
Gold can be passed in any amount to any player at any time.
Items cannot be passed
I will update the game to the best of my ability. Actions will be treated as Real-Time.
Note to wolves, make sure everyone sends in the wolving. If only one wolf sends in the PM and he gets hit with an Ice Spell there will be no wolving.
HP bars will be semi-public. You will know how much damage someone currently has, but not their full HP capacity.
MP bars will be private.
If the above games made you crap your pants, here are some other ones.
baleeted
Dual Shock
16 players
This is an experiment to see if lots of people can have a special role without the game being messed up.
Players are separated into 2 teams.
Team 1
Team Leader
Seer
Team Guardian
Rogue
Mage
Human
Brutal Wolf
Wolf
Team 2
Team Leader
Team Guardian
Morph
Poisoner
Rogue
Human
Wolf
Wolf Leader
All wolves know each other.
Everyone knows who is on their team, but not which team they are on.
Nearly everyone will have their own objectives.
1/3 of victory is General Wolf/Human Victory.
1/3 of victory is Team Victory. Your team aims to survive and outnumber the other team.
1/3 of victory is Personal Victory, i.e completing your personal objectives.
The Team Leader can choose to kill one person during the game. Their objective is to kill the other team's leader. If the leader of a team is killed, all players in the team are eliminated from the game! BLUE to seer.
The Seer checks one person for color each night. Readings return RED, BLUE, GREEN, or PURPLE. Every time the Seer uses his/her power, however, someone dangerous will be closer to finding out who (s)he is..... The Seer's objective is to lead the team's humans to victory.
The Guardian protects one person per night from their team only. Guarding protects from both kills and spells. The Guardian's objective is to lead the team's humans to victory. BLUE to seer.
The Rogue can kill one person during the game. They know who the guardian guarded every night. Their objective is to kill the guardian. PURPLE to seer.
The Mage can cast one of the following spells on anyone during the night:
Paralyze (stops the target from using their power during the night)
Silence (invalidates the target's vote the next day)
Curse (makes the target die the next night)
After casting two spells, the Mage must rest for one night before they can cast any more.
The Mage's objective is to cast 3 successful spells.
PURPLE to seer.
The Poisoner picks two people to poison every night.
If a seer is poisoned, they will recieve a reading from a player above their target on the player list.
If the guardian is poisoned, they will guard someone below their target on the player list.
If a hunter or rogue is poisoned, they will kill someone below their target on the player list if they use their kills.
If a leader or mage is poisoned, they will use their power on someone above their target on the player list.
Anyone else is not affected by the poison.
RED to seer.
The Morph picks someone every night.
If the morph picks a team leader, it loses its power and is told that person is the team leader.
If the morph picks a blue, it gets that blue's power for one night
If the morph picks a wolf, it loses its power and is told that person is a wolf.
If the morph picks the Wolf Leader, it dies.
If the morph picks any other role, it will switch roles with the target.
The morph appears as GREEN to seer initially, but it assumes the seer color of whoever it mimics.
The Human is normal meat, nothing special. Sorry
GREEN to seer. Their objective is to survive. However, one human will be a Hunter, and their powers and objective will be revealed after something specific occurs....The Wolf Leader can choose three (3) nights to appear GREEN to seer. Otherwise RED. Their objective is to lead the wolves to victory.
The Brutal Wolf will kill a random human upon death. RED to seer.
Cavern Crisis
17 Player MYSTERY GAME :O!!!!
Every player will have a unique role, and there will be a third party working against both sides.
There will be a MAGIC SYSTEM and a SHOP in this game. Everyone will have 12 HP and and 8 MP.
Most people will gain 120 Gold per night, while certain special roles gain 180.
Everyone in the game will be able to cast spells.
Level 1 spells cause 2 damage and cost 2 MP
Level 2 spells cause 5 damage and cost 4 MP
Level 3 spells cause 11 damage and cost 8 MP
There are four elements in this game: Fire, Ice, Light, and Dark.
Fire and Ice are conflicting elements, as are Light and Dark.
Each spell cast will have an element, and each player will have an element.
If you are hit with a spell of your element, it will do 0.5x damage (rounded up to the nearest whole number)
If you hit with a spell of a conflicting element to yours, it will do 1.5x damage.
Damage from conflicting elements cancel out if they target the same player.
Examples:
1. Player A casts a Level 2 Fire Spell on Player X, and Player B casts a Level 2 Ice Spell on Player X. Player X will take no damage.
2. Player A casts a Level 1 Light Spell on Player X, and Player B casts a Level 2 Ice Spell on Player X.
Player X will take 3 damage from the Ice Spell.
Each element spell will have a unique effect.
Fire spells have a burning effect. This effect causes 2 extra damage at the end of every phase, and also makes a players vote count as 2 votes during the day.
The effect lasts: 1 phase for a level 1 spell
2 phases for a level 2 spell
3 phases for a level 3 spell
Ice spells have a freezing effect.
This effect prevents actions during the night, and also invalidates a player's vote during the day.
The effect lasts: 1 phase for a level 1 spell
2 phases for a level 2 spell
3 phases for a level 3 spell
Light spells have a psychic effect.
This effect will have a chance of cardflipping it's target during the day, or seering its target to the caster.
The chance of this happening is: 1:8 for a level 1 spell
1:4 for a level 2 spell
1:2 for a level 3 spell
Dark spells have a killing effect.
This effect will have a chance of killing its target instantly.
The chance of this happening is: 1:8 for a level 1 spell
1:4 for a level 2 spell
1:2 for a level 3 spell
THE SHOP
Red Potion: Restores your HP to full. Cost: 55 Gold.
Green Potion: Restores your MP to full. Cost: 55 Gold.
Blue Potion: Restores your HP and MP to full. Cost: 100 Gold.
Shield Charm: Must be used the day/night it is bought. Prevents damage from spells, and lessens damage from lynchings and wolvings to 9 HP. One time use. Cost: 180 Gold
Solar Protective Ward: Protects you from damage from spells, but not the effects. One time use, lasts 3 phases. Cost: 160 Gold
Lunar Protective Ward: Protects you from the effects of spells, but not the damage. One time use, lasts 3 phases. Cost: 160 Gold
Soul Talisman: Can be used to refill your HP at any time. If you die while holding a Soul Talisman, you immediately revive and recover to full HP. Cost: 360 Gold.
Vital Orb: Can be used at any time to expand your HP capacity by 1 HP and recover your HP to full. Cost: 270 Gold
Vital Star: Can be used at any time to expand your HP capacity by 4 HP and recover your HP to full. Cost: 1050 Gold.
Mana Orb: Can be used at any time to expand your MP capacity by 2 and restore your MP to full.
Cost: 350 Gold.
Mana Star: Can be used at any time to expand your MP capacity by 4 and restore your MP to full
Cost: 680 Gold.
OTHER NOTES
Lynchings/Wolvings do 12 damage.
Gold can be passed in any amount to any player at any time.
Items cannot be passed
I will update the game to the best of my ability. Actions will be treated as Real-Time.
Note to wolves, make sure everyone sends in the wolving. If only one wolf sends in the PM and he gets hit with an Ice Spell there will be no wolving.
HP bars will be semi-public. You will know how much damage someone currently has, but not their full HP capacity.
MP bars will be private.





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