FFR Player
Join Date: Jun 2009
Location: On a life-size Flat Earth model
Posts: 149
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TWG 204 - HOST VOTING!
Holidays are coming up, and there's no better way to celebrate than playing a game involving lies and murder!
We've got a whooping SEVEN SIX games to choose from this time. As always, you have three votes each, placed using [twgv] tags and locked once placed. May the best game win!
1:
2:
Forest Feast
Setup
2 Termites
6 Trees
1 Exterminator
Notes
Termites have a single factional night action. They may choose to swarm a single target, or to devour all previously swarmed targets.
Exterminator blocks the swarming of a target ONLY on the night in which they are being swarmed.
Trees become Tree-stumps upon being eliminated via the Day vote, allowing them to continue posting in the thread.
Exterminators, Trees, Tree-stumps, and Termites are all vulnerable to being swarmed and devoured.
Players are not told when they are swarmed, Termites are not told if the swarming was successful.
Tree-stumps cannot vote, and do not count as a vote for endgame purposes.
Termites
Welcome to [Game]: Forest Feast!
You crave nature, trees and other plant matter. The sight of the forest outside of your home fills you with desire. If you could just find a way to devour it all, you might finally satiate your never ending hunger. Actually....that kind of sounds like a good idea...
You are a Termite, along with your partner [Player Name]. You may post in the thread and vote as you see fit. Your additional abilities are listed below.
Abilities
Factional Communication: During the night phase you may talk with your partner [Private Topic Link]here[/Private Topic Link].
Factional Meal Prep: Each night phase either you or your partner may take one and only one of the the following actions:
Swarm a target to ready them for your next meal.
Devour all previously swarmed targets by eating them whole, leaving nothing behind.
Win Condition
You win when only Termite aligned players are left alive, or nothing can prevent this from occurring.
Tree
Welcome to [Game]: Forest Feast!
Your leaves are green, your roots are long, and the creatures of the forest marvel at your very sight. Your life is simple, and quite frankly, that's exactly how you like it. Kind of makes you wonder though...how long will things stay that way?
You are a Tree, and aligned with the Forest. You may post in the thread and vote as you see fit. Your additional abilities are listed below.
Abilities
Stumped: Upon being eliminated via the Day vote you become Tree-stumped. This means you will still be allowed to post in the thread, but you will not have a vote. Being killed in any other way overrides this ability, and will cause you to be removed from the game.
Win Condition
You win when only Forest aligned players are left alive.
Exterminator
Welcome to [Game]: Forest Feast!
You love nature, trees, and things that are green. However, you HATE insects and have made it your life’s mission to kill them all, especially the ones who threaten the beauty of the forest near your home. Pesky bugs better watch their backs!
You are an Exterminator, and aligned with the Forest. You may post in the thread and vote as you see fit. Your additional abilities are listed below.
Abilities
Swarm Prevention: Each night phase you may choose one other player to douse with insect repellent. The doused player will be immune to being swarmed for consumption during that night phase.
Win Condition
You win when only Forest aligned players are left alive.
3:
4:
The Nonary Werewolf Games
Hello? I know you can hear me now. I know you don’t know me, but I need to tell you about this universe. Well, that’s not quite right. Universes would be more accurate.
I know the many Nonary Games have left you with a shock, and you may not know what I mean now, but I really must emphasize that any reality can occur. Even though you may be familiar with a few universes, we will never know which one we are in until you open the box. Who will be alive or dead? Do we exist in an infinite state of both? It’s time to take a look inside.
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The Nonary Werewolf Games is a semi-open setup. 9 players can join this game.
General Mechanics
Day Start
48/24 Phases
Cardflips: FULL
OOTC: OFF (Minus factional wolf chat)
Night talk: OFF
Post minimum: 5 per phase
Voting Mechanics
Knife in the Box: ON
No Vote/No Kill: ON
MYLO/LYLO Vote Lock: ON
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Setup Information
The Nonary Werewolf Games is a semi-open setup for 9 players. Unlike most semi-open setups, The Nonary Werewolf Games has an incredibly high number of iterations.
Here is how The Nonary Werewolf Games is rolled:
-First, a row or column is determined. The host will roll a number 1-6 to determine if the setup is comprised of one of the three games (rolls 1-3) or one of the three states of Dimensional Flux (4-6).
-Dimensional Fluxes occur when universes collide and personalities from each game are misplaced. There are no duplicate participants in Dimensional Fluxes.
-After a row or column has been determined, the host rolls each player a character.
-After characters have been determined, the host rolls alignment. Here is the alignment distribution:
-2 Town Power Roles
-2 Wolf Power Roles
-5 Vanilla Town
-One town power role and one wolf power role will be permanent abilities. Permanent abilities can be used every night.
-One town power role and one wolf power role will be one-shot abilities. One-shot abilities, as the name implies, can only be used once per game.
-All abilities are based off of which character has been rolled. Refer to the chart below to see each characters’ abilities for either alignment.
-The four players rolled as power roles will be informed of their character and their ability (permanent or one-shot).
-The five players rolled as Vanilla Town will only be told that they are Vanilla Town and not which character they are.
-Any character that has been rolled as Vanilla Town will be name flipped upon death.
Character lists for each setup
Power Roles
With only a few exceptions, powers can be rolled as either alignment within this setup. Below are the power roles in convenient alphabetical order.
Accuser: At night, a target of your choice will show up to the night kill and show up as red if checked by the Colour Cop.
Note: You may not choose the same target two nights in a row.
Brainshocker: At night, a target of your choice will have any abilities they use carried out on themselves (i.e. a Cop will instead check themself).
Note: You may not choose the same target two nights in a row.
Bus Driver: At night, select two targets. Any action placed on one target will instead be applied to the other and vice-verse.
Colour Cop: At night, select a target. You will receive a report in the morning with the colour of your target. Reports will be in this format:
Code:
In the night, you discover [Target] is [green/blue/red].
Coverup: At night, select a target. Target player will be untrackable/unwatchable and show up as green to the colour cop.
Note: You may not choose the same target two nights in a row.
Doctor: At night, select a target to prevent a single kill attempt during the night.
Note: You may not choose the same target two nights in a row.
Friendly Neighbour (1-shot only, alternate of Innocent Child): At night, select a target. In the morning, they will receive the following report:
Code:
[User] is a Friendly Neighbour. Howdy!
Gunsmith: At night, select a target to give them a gun. The recipient of the gun can use it to kill another player at any time during the next day phase by sending a message to the host with their target.
These guns are brittle and will disintegrate if not used by the end of the day phase.
The recipient will get the following report:
Code:
You have received a gun! You may fire the gun at any player of your choice once during this day phase, killing them. Message the host your target.
You find a small inscription on the barrel of the gun: Will disintegrate if not used by the end of the day phase. You’ve been warned!
Innocent Child (permanent only, alternate of Friendly Neighbour): At any time during the day, you may post the following image in the spoiler below.
The host will confirm you as the Innocent Child to the whole thread upon seeing the image. Anybody else that pastes this image will be instantly modkilled and probably face punishment.
Interceptor: At night, select a target to receive any reports sent to them.
Reports will be in the following format:
Code:
[Target] received the following report: [Report]
OR
[Target] did not receive any reports.
Note: This role cannot exist in a setup without reports.
Jailkeeper: At night, select a target to roleblock (prevent from doing a night action) and prevent them from dying.
Note: You may not choose the same target two nights in a row.
Light Sleeper: At night, any actions carried out on you will be revealed to you, but not the user of the power. Reports will be in the following format:
Code:
In the night, you have been:
[Bus driven/Colour checked/Doctored/Friendly Neighboured/Gunned/Name checked/Tracked/Watched].
Note: You will not be notified of jailkeeping actions.
Name Cop: At night, pick a target to learn the name of their character. Reports will be in the following format:
Code:
In the night, you discover [Target] is [Name].
Roleblocker: At night, select a target. That target cannot perform their role ability that night. Any role that receives a report from the host as a part of their action will be informed of any role blocking that occurs. They will receive this message:
Code:
You have been roleblocked!
Note: You may not choose the same target two nights in a row.
Role Cop: At night, select a target. In the morning, you will receive a report on the role they possess, but not how many charges of that ability. Reports will be in the following format:
Code:
In the night, you discover [Target] is a/an [Bus Driver/Colour Cop/Doctor/Friendly Neighbour/Gunsmith/Jailkeeper/Name Cop/Tracker/Vanilla Town/Vigilante/Watcher].
Strongman: At night, select a target. Any killing action on that target will pierce any protective abilities.
Note: You may not choose the same target two nights in a row.
Tracker: At night, select a target. In the morning, you will receive a report telling you any and all players your target visited in the night. Reports will be in the following format:
Code:
In the night, you discover that [Target] visited [Player/nobody].
Vigilante: At night, select a target to kill. Bang!
Watcher: At night, select a target. In the morning, you will receive a report telling you any and all players that visited your target. Reports will be in the following format:
Code:
In the night, you discover that [Player(s)/nobody] visited [Target].
Power FAQ and Notes
-Powers follow Natural Action Resolution.
-Any role that receives a report from the host as a part of their action will be informed of any role blocking that occurs. The report will show up as:
Code:
You have been roleblocked!
-Accuser, Brainshocker, Coverup, Doctor, Jailkeeper, Roleblocker, and Strongman cannot target the same player twice.
-The Interceptor role cannot exist in a setup that does not generate any reports.
-The Light Sleeper role will not be informed if they are jailkept.
-A player can visit multiple targets in one night. A player under the affect of the Accuser power will carry out their normal action (if any) and visit the night kill.
-Any investigative action that is redirected will be informed on the redirected player. (i.e. Colour Cop C checks Wolf W, but they are redirected. Colour Cop C will receive the report "Colour Cop C is [Blue]").
-Wolves must designate which member is carrying out the night kill. A wolf can use their power and carry out the kill at the same time.
-There is a guide to follow when a bus driver drives another bus driver, but hopefully we won’t get into that situation. sunfan made a post breaking this down, I believe.
Role PMs
Example Rolls and Setups
Quote:
Base roll: 4
Santa, June, Junpei (999), Phi (VLR), Luna, Alice, Q, Mira, Eric
Player 1: Q
Player 2: Santa
Player 3: Luna
Player 4: June
Player 5: Alice
Player 6: Mira
Player 7: Eric
Player 8: Phi (VLR)
Player 9: Junpei (999)
Town Permanent: Player 9 (Junpei [999])
Town One-shot: Player 5 (Alice)
Wolf Permanent: Player 3 (Luna)
Wolf One-shot: Player 4 (June)
Roles: Town Permanent Jailkeeper
Town One-shot Tracker
Wolf Coverup
Wolf One-shot Bus Driver
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Quote:
Base roll: 3
Q, Mira, Eric, Phi (ZTD), Diana, Sigma (ZTD), Carlos, Akane, Junpei (ZTD)
Player 1: Phi (ZTD)
Player 2: Eric
Player 3: Diana
Player 4: Akane
Player 5: Mira
Player 6: Carlos
Player 7: Q
Player 8: Sigma (ZTD)
Player 9: Junpei (ZTD)
Town Permanent: Player 4 (Akane)
Town One-shot: Player 3 (Diana)
Wolf Permanent: Player 1 (Phi [ZTD])
Wolf One-shot: Player 5 (Mira)
Roles: Town Permanent Watcher
Town One-shot Doctor
Wolf Accuser
Wolf One-shot Brainshocker
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Quote:
Base roll: 5
Ace, Snake, Seven, Quark, Clover (VLR), Tenmyouji, Phi (ZTD), Diana, Sigma (ZTD)
Player 1: Clover (VLR)
Player 2: Snake
Player 3: Quark
Player 4: Ace
Player 5: Phi (ZTD)
Player 6: Sigma (ZTD)
Player 7: Tenmyouji
Player 8: Seven
Player 9: Diana
Town Permanent: Player 5 (Phi [ZTD])
Town One-shot: Player 3 (Quark)
Wolf Permanent: Player 2 (Snake)
Wolf One-shot: Player 8 (Seven)
Roles: Town Permanent Roleblocker
Town One-shot Friendly Neighbour
Wolf Role Cop
Wolf One-shot Name Cop
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5:
C H R O M A V A L O N
Setup:
11 Players* 5 Vanilla Towns * Red Merlin * Blue Merlin * Green Merlin * Red Werewolf * Blue Werewolf * Green Werewolf
Game Info:
* Werewolves are given a set of 5 town including the 3 Merlins and 2 random VTs, but they don't know who's who. Wolves cannot NK any of these players on the first night. * Each colored Merlin knows their color, and the identity of their correspondingly colored werewolf. ******* If wolves fail to achieve parity, they can win by identifying the colors of all Merlins correctly. This occurs after all werewolves have been lynched and before the game result is announced. If wolves are able to match the colors and identities of all merlins, the wolfteam wins. * Only alignments reveal on flip. * Wolftalk is always present, and dead wolves can continue to chat in the scum discord after death. * Merlins know the other Merlin identities, but not their colors.
Role PMs
Welcome, PLAYER, you are a Vanilla Townie.
AbilitiesDuring the Day, you may vote for whomever you want lynched. Win ConditionYou win when all threats to the Town are eliminated and at least one Town-aligned player is still alive, or nothing can prevent the same. You only win if the werewolves do not correctly match the colors and identities of the Merlins.
Welcome, PLAYER, you are a Town Red Merlin.
AbilitiesDuring the Day, you may vote for whomever you want lynched.
Red Merlin - You know that PLAYER is a Red Werewolf.
Wizard Tower - You know that PLAYER and PLAYER are also Merlins. If Town lynch all Werewolves, but werewolves guess the colors of you and your fellow Merlins, Town loses. Win ConditionYou win when all threats to the Town are eliminated and at least one Town-aligned player is still alive, or nothing can prevent the same. You only win if the werewolves do not correctly match the colors and identities of the Merlins.
Welcome, PLAYER, you are a Town Blue Merlin.
AbilitiesDuring the Day, you may vote for whomever you want lynched.
Blue Merlin - You know that PLAYER is a Blue Werewolf.
Wizard Tower - You know that PLAYER and PLAYER are also Merlins. If Town lynch all Werewolves, but werewolves guess the colors of you and your fellow Merlins, Town loses. Win ConditionYou win when all threats to the Town are eliminated and at least one Town-aligned player is still alive, or nothing can prevent the same. You only win if the werewolves do not correctly match the colors and identities of the Merlins.
Welcome, PLAYER, you are a Town Green Merlin.
AbilitiesDuring the Day, you may vote for whomever you want lynched.
Green Merlin - You know that PLAYER is a Green Werewolf.
Wizard Tower - You know that PLAYER and PLAYER are also Merlins. If Town lynch all werewolves, but werewolves guess the colors of you and your fellow Merlins, Town loses. Win ConditionYou win when all threats to the Town are eliminated and at least one Town-aligned player is still alive, or nothing can prevent the same. You only win if wolves do not correctly match the colors and identities of the Merlins.
Welcome, PLAYER, you are a Red Werewolf, along with your partners PLAYER, a Blue Werewolf, and PLAYER, a Green Werewolf.
AbilitiesDuring the Day, you may vote for whomever you want lynched.
Factional Kill - A member of the werewolves may kill one player per Night.
Factional Communication - There will be a Werewolf Discord that can be used for discussion at any time.
Avalon - You know the following set of players contain three Merlins(one of each color), who individually know the matching colored werewolf, as well as two Vanilla Townies:
PLAYER, PLAYER, PLAYER, PLAYER and PLAYER Win ConditionYou win when all town-aligned players are eliminated and at least one werewolf-aligned player is still alive (or nothing can prevent the same).
If you fail to achieve parity, you can win by identifying the colors of all Merlins correctly.
Welcome, PLAYER, you are a Blue Werewolf, along with your partners PLAYER, a Red Werewolf, and PLAYER, a Green Werewolf.
AbilitiesDuring the Day, you may vote for whomever you want lynched.
Factional Kill - A member of the werewolves may kill one player per Night.
Factional Communication - There will be a werewolf discord that can be used for discussion at any time.
Avalon - You know the following set of players contain three Merlins(one of each color), who individually know the matching colored werewolf, as well as two Vanilla Townies:
PLAYER, PLAYER, PLAYER, PLAYER and PLAYER Win ConditionYou win when all town-aligned players are eliminated and at least one werewolf-aligned player is still alive (or nothing can prevent the same).
If you fail to achieve parity, you can win by identifying the colors of all Merlins correctly.
Welcome, PLAYER, you are a Green Werewolf, along with your partners PLAYER, a Red Werewolf, and PLAYER, a Blue Werewolf.
AbilitiesDuring the Day, you may vote for whomever you want lynched.
Factional Kill - A member of the werewolves may kill one player per Night.
Factional Communication - There will be a werewolf discord that can be used for discussion at any time.
Avalon - You know the following set of players contain three Merlins(one of each color), who individually know the matching colored werewolf, as well as two Vanilla Townies:
PLAYER, PLAYER, PLAYER, PLAYER and PLAYER Win ConditionYou win when all town-aligned players are eliminated and at least one werewolf-aligned player is still alive (or nothing can prevent the same).
If you fail to achieve parity, you can win by identifying the colors of all Merlins correctly.
6:
Host Voting ends in approximately 1 week.
__________________
Quote:
Originally Posted by Hakulyte
I followed the "by the book" play, but I was reading the "not to do" page.
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Quote:
Originally Posted by XelNya
" I'd suck a dick in a dark, dark alley."
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Quote:
Originally Posted by YoshL
"i gave you 20 ducks, and spent a lot of time making one of them quack, and pointed at the particular one and asked "is that one the worst quacker"" ... "you could still give somewhat of an answer based on the quality of the quacks, and the other random quacks from the ducks surrounding that weren't the center of focus."
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Quote:
Originally Posted by mellon_collie
"I love Wolfe's duck avi so much. Shado's Duck Shrine is the best!!
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Last edited by ShadoWolfe; 11-28-2022 at 11:54 PM..
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