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FFR Player
Join Date: Jul 2020
Posts: 12
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Sorry for the late post, it took me a while to be free enough to organize even posting this. >> Each person has 3 votes and you can spend them however you like.
1
Sunfan's Dominion-themed "Can we fill a 13 player game" setup
13 players, all PRs mystery, but there is one good team and one evil team that is an informed minority Inactivity is not tolerated; replacements take precedent before modkills but 5 substantive posts per day phase is a requirement you could probably also vote roundbox's game and have a good time 2
Single Phase Werewolf
As a group of merchants visits an isolated village, but it becomes clear that not all intend to simply make an honest sell. An evil lurks among them and if it isn't found out by nightfall it will surely lead it's kin to the village in the dead of night, leaving only death in it's wake! Can the travelling traders find out who among them is a fake, or will their inability to do so let the werewolves feast on the innocent bystanders? 2Vanilla Merchants 1Perceptive Merchant 1Violent Merchant 1Disguised Werewolf 5 Player Game A Single 24 Hour Phase, Day Start. There will be no night phase of any kind OOTC: Off KitB: On Minimum Posts: Off ITA: ON As per the rules I will allow replacements in the case of a player having to leave over IRL issues, however I will NOT replace any slot over low post count for a single phase game. After heavy re-consideration, I have decided to still leave the Minimum Post off due to the short nature of the game. This game could be considered light bastard, but only because some roles lie outside normal TWG arch types. All additional rules and stipulations are meant to balance the game for it's single day format, not induce chaos. 3 ![]() 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. --- 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 --- 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
Nine Hours, Nine Persons, Nine Doors
1. Ace 2. Snake 3. Santa 4. Clover (999) 5. Junpei (999) 6. June 7. Seven 8. Lotus 9. Ninth Man Virtue’s Last Reward 1. Dio 2. Phi (VLR) 3. Tenmyouij 4. Clover (VLR) 5. Sigma (VLR) 6. Luna 7. K 8. Alice 9. Quark Zero Time Dilemma 1. Mira 2. Sigma (ZTD) 3. Junpei (ZTD) 4. Akane 5. Carlos 6. Diana 7. Q 8. Phi (ZTD) 9. Eric Dimensional Flux 1: 1. Santa 2. June 3. Junpei (999) 4. Phi (VLR) 5. Luna 6. Alice 7. Q 8. Mira 9. Eric Dimensional Flux 2: 1. Ace 2. Snake 3. Seven 4. Quark 5. Clover (VLR) 6. Tenmyouji 7. Phi (ZTD) 8. Diana 9. Sigma (ZTD) Dimensional Flux 3: 1. Lotus 2. Clover (999) 3. Ninth Man 4. Sigma (VLR) 5. Dio 6. K 7. Carlos 8. Akane 9. Junpei (ZTD) 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]. 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! 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!
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. 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]. 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]. Code:
You have been roleblocked! 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]. 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]. 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! -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 Quote:
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Example Rolls and Setups Quote:
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SETUP
9/11 Players 8/10 Town 1 Town(?)PR 2 Wolves 48 hour day phases 24 hour day nights Phantoms: OFF OOTC: OFF Wolf Chat: ON at all times Card Flips: Alignment TOWN(?) PR: The Unique Vigilante: You are given a very unique revolver. At the start of this game, I will give you one shot with a pre-determined bullet that you will be aware of. At night, You will be given an opportunity to decide whether to fire, or to reload. If you choose fire, you may select a target and fire upon them. If you choose reload, I will spin a wheel and you will be given a new bullet with a random ability, however you will not be able to fire until the following night. The abilities are as follows: 1. Kill one target 2. Protect one target 3. Warp Time (You do not have to select a target, just inform me if you wish to fire. This bullet shortens the day phase by half) 4. Gun Pass (You are no longer the Unique Vigilante, and whoever you shoot will become the Unique Vigilante) 5. Identity (allows you to see the alignment of the selected target) 6. Teleportation (Allows you to teleport two targets, or yourself and one other target) Note: Teleportation is a one shot Bus Driver Once the vigilante has fired their bullet, a new bullet shall be assigned at random If the Vigilante is lynched during the day, a new owner and bullet shall be spun at random, and they will be informed during the night NOTE: To keep things simple, if the Vigilante is town, and uses Gun Pass, they will flip as Vanilla Town. If they are wolf, they will flip as their assigned wolf role. Wolves: 1 Master Wolf- If you are shot with the identity bullet, the vigilante will see you as green 1 Wolf Roleblocker- Each night, you will be given an opportunity to stop the actions of the vigilante. You cannot select the same person more than once night in a row Voting will end in 1 week!
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they/them Last edited by bugkid666; 01-21-2023 at 10:48 PM.. |
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