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Old 01-20-2017, 09:57 PM   #1
Tokzic
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Default TWG CLXIII: Allies and Adversaries - Signup Thread

Whoops! Let's try that again.

Player List v2:

1. j-rodd
2. inDheart
3. thesunfan
4. Raeko
5. Meno
6. ShadoWolfe
7. Vendetta21
8. AragakiAyase
9. XelNya
10. Hakulyte
11. Xiz
12?

Replacements
1. Litodude
2. R.E. Aryxi
3. Freezin

The format*:

*may or may not receive a minor balance patch before the game starts

Allies and Adversaries

- 10-16 players
- 12h Night / 36h Day
- Night start
- Colour cardflips. Roles are not revealed on death. Humans flip green and wolves flip red unless otherwise specified.
- Insta: On
- Phantoms: Off

In this game, most power roles do not pick targets directly. Instead, every player (including vanillas and wolves) submits an allegiance PM at the start of the game and every night after, choosing a player as their closest Ally, and another player as their loathsome Adversary. Whoever a PR targets will use their target's allegiances to determine who their power gets used on. If a PM is not sent, the previous Ally/Adversary pair will be used.

This format is semi-closed. You will know what roles may exist in the game, but not precisely which ones.

Potential Roles:

Human PRs:
1x Wise Seer - On first night, starts with a random vanilla human check. Each following night, checks the flip colour of their target's Adversary. If they skip a night of using their power, their next check will check alignment instead of colour. Cardflips grey.
1x Adept Guardian - Protects the Ally of the player they target. If they skip a night of using their power, their next power usage will protect both target's Ally and target's Ally's Ally. Bulletproof to Vigi. Cardflips grey.
1x Vigi - Kills the Adversary of the player they target, but must rest for one night after making a kill. Cardflips red.
1x Jailkeeper - May jail either the Ally or the Adversary of their target, negating their allegiance PM, preventing death, and roleblocking them. Bulletproof to Vigi.
1x Pink Ranger - Marks the target's Adversary with a pink paintball at night. That player will cardflip pink instead of their usual cardflip colour, and the Pinkmaster will be informed if one of their marks stops flipping pink. After successfully using three shots, is notified by the host how many players who flip pink are wolves, and may no longer tag. Cardflips pink.
1x Greenmaster - Has 3 shots. Each night, may target a player. If that player's Ally flips green, this Ally is informed of the Greenmaster's identity. If one of the greens visited by the Greenmaster stops flipping green, the Greenmaster is notified by the host and loses all remaining shots.


Wolf PRs:
1x Doublecross Wolf - Guesses the current allegiances of the target. If both are correct, the target dies in addition to the nightkill. Cannot Doublecross a Sabotaged target.
1x Freeze Wolf - Negates the target's allegiance PM that night, and roleblocks the target's Ally. Bulletproof to Vigi. Cardflips grey.
1x Chaos Wolf - Paints a target's Adversary a colour of their choice. Until next power usage, that player will cardflip that colour. Cardflips a colour of their choice, except green.
1x Sabotage Wolf - Replaces the Ally/Adversary of their target to players of their choosing and negates the target's next allegiance PM.
1x Master Wolf - Bulletproof to Vigi. Appears human-aligned to Seer. Cardflips green.
1x Janitor Wolf - Masks the wolves' nightkill, causing the dead player to flip pink instead of their true colour. Cardflips pink.

Format-Specific Wolf Rules:
1a. Mafia kills are not on their target, but on their target's Ally.
1b. Wolf kill power increases with each wolf death. After one wolf is dead, wolves may target either Ally or Adversary of their target. The last wolf standing may target nightkills directly.
2. Wolves may only use one PR per night, with the exception of Doublecross. A wolf using a PR may not also make a kill, unless they are the last wolf standing.
3. Wolf PRs have a one night cooldown, except Doublecross which can use power every night, and Sabotage which has a two night cooldown.
4. Wolves must target humans.

Vanilla Human PM:

{Player}, you are a Vanilla Human. You cardflip green. Use your vote, your allegiances, and your wits to crush the wolf threat.

Please reply with your initial Ally and Adversary.
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Old 01-20-2017, 11:15 PM   #2
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

intersting idea for a game
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Old 01-20-2017, 11:51 PM   #3
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

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Old 01-20-2017, 11:57 PM   #4
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

I'm in
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Old 01-21-2017, 01:00 AM   #5
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

Allies and Adversaries Patch 1.1

- Seer is now Colour Seer and checks flip colour instead of alignment.
- Chaos Wolf now flips a colour of their choice that is not green, instead of grey.
- Adept Guardian is now bulletproof to Vigi.
- Doublecross Wolf is now excepted from the one-PR-per-night rule and the cooldown rule.
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Old 01-21-2017, 01:18 AM   #6
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

Allies and Adversaries Patch 1.1b

- Pink Ranger is now informed when one of their tagged players stops flipping pink.
- Vigi now must rest the night after they make a kill.
- Doublecross Wolf now kills their target instead of their target's Ally.
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Old 01-21-2017, 01:37 AM   #7
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

replacement
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Old 01-21-2017, 02:44 AM   #8
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

replacement
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Old 01-21-2017, 09:51 AM   #9
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

pink ranger needing 3 shots seems way too many lol
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Old 01-21-2017, 10:08 AM   #10
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

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Originally Posted by AragakiAyase View Post
pink ranger needing 3 shots seems way too many lol
it's night start

if it's 10 players maybe, 12+ should be fine with 3 shots though
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Old 01-21-2017, 10:47 AM   #11
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

oh night start

should I join just to get n0d

hmmmm
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Old 01-21-2017, 12:51 PM   #12
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Old 01-21-2017, 01:44 PM   #13
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

Quote:
Originally Posted by AragakiAyase View Post
oh night start

should I join just to get n0d

hmmmm
yes
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Old 01-21-2017, 03:02 PM   #14
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Old 01-21-2017, 03:07 PM   #15
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

can we get an approximate PR distribution? like in a 10 player game, how many wolves (all PR I assume), how many town PR?
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Old 01-21-2017, 03:16 PM   #16
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

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Originally Posted by AragakiAyase View Post
can we get an approximate PR distribution? like in a 10 player game, how many wolves (all PR I assume), how many town PR?
can't do this, i'm afraid - gotta leave that window wide open

you can, however, safely work under the assumption that there is no more than one of any given role in the game

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Old 01-21-2017, 03:27 PM   #17
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

ok i think i'm happy with the balance now

Allies and Adversaries Patch 1.1c

- Colour Seer is now Wise Seer. After skipping a night of using their power, their next power usage will check alignment instead of flip colour.

this is probably the final version of the format, unless it ends up being a big game, in which case i will patch in another potential wolf role
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Old 01-21-2017, 06:32 PM   #18
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

In.
Still pretty swamped, but I miss TWG and 36hr days seems manageable. Just don't expect me to be SupertryhardWolfe or EpitomeofactivenessWolfe please :3
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Old 01-21-2017, 06:39 PM   #19
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

in
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Old 01-21-2017, 06:43 PM   #20
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Default Re: TWG CLXIII: Allies and Adversaries - Signup Thread

Quote:
Originally Posted by AragakiAyase View Post
oh night start

should I join just to get n0d

hmmmm
The answer is always yes
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