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Old 10-15-2013, 07:54 PM   #121
Vendetta21
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Default Re: TWG CII: Host Signups

it's not significant but it would be how it would happen
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Old 10-15-2013, 08:06 PM   #122
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Default Re: TWG CII: Host Signups

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we have been playing with NAR i thought
I always thought inspection happened at the beginning of the day phase.

We're still operating on NAR.
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Old 10-15-2013, 09:40 PM   #123
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Default Re: TWG CII: Host Signups

what's a pirate's favorite way to sort out night actions?

n'ARRRRRRRR
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Old 10-16-2013, 09:14 AM   #124
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Default Re: TWG CII: Host Signups

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let's see

Nightstart, right? does the Tracker get a report for that first night phase?

can wolves get/use orbs? can the Tracker get/use orbs?

Wizard is combination guard & roleblock, correct? can that roleblock prevent another orb holder from using the orb? if blocked, would the target who was prevented from using the orb keep it or lose it?

if an orb user gets wolfed or vigi'd on the same night, does that orb power still go into effect?
1.) Nightstart, the tracker gets his report and orbs can be used night 1.

2.) Yes and Yes.

3.) I'm going to have the Wizard/Jailkeeper orb function like so:
If the wizard orb targets another player who is using an orb, that player's orb is used and no result is given. The orb is used with no effect.

4.)Night actions will happen like this:

Wizard --> Tracker/Seer --> Vigi/Wolf kill

5.) In addition to those questions, when the tracker recieves his report he will get his report based off of who held the balls at the very start of the night phase.

Anything else? I'll put player signups up in a bit.
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Manti, I apologize for insulting you. Let the record show that I am a prickass douche, and not only that, but that I am a terrible player.
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Old 10-16-2013, 10:43 AM   #125
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Default Re: TWG CII: Host Signups

host the gaaaaaaaame
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Old 10-16-2013, 11:46 AM   #126
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Default Re: TWG CII: Host Signups

Ok I'm going to keep using this thread to pitch an idea I've had in my mind for a while. I think I've pitched this before.

TWG: Please let me use my role omg.

13 players.

3 wolves
10 humans

Day phase start.

Everyone has two things: an enabler and a role. You need to speak with your enabler to get permission to use your role. Roles are randomized. There are more roles than there are players so not all roles are in the game.

Active roles.

Guardian - protects player.
Bodyguard - dies to protect player.
Seer (Color) - picks player to reveal current color.
Shaman (Role) - picks player to reveal current role. Seer is not informed if role was active or inactive.
Vigi - kills player of choice
Vote nullifier - nullifies day phase vote for specific player. Player is unaware.
Vote enhancer - increases the voting power of a specific player by 1. Player is unaware.
Phantom - pick a player to begin the day phase with one vote against him.
Wizard - blocks a player from using his ability, if any. Player is not informed.
Partner Swap - Pick two players. Their enablers will be switched. The two players are informed they have new partners. Enablers are not informed they’ve been swapped.
Backup - May activate role for another player. Activating a role that is already activated has no effect.
Tracker - picks a player to learn who he targeted that night. Only blue results possible.
Watcher - picks a player to learn who targeted him that night. Only blue results possible.
Commuter - player is allowed to leave the town during the night phase.

Passive roles.

Red Miller - seer red
Green Miller - seer green
Psychic - reads number of remaining wolves at beginning of day phase.
Auger - reads number of total role activations at beginning of day phase.
Bulletproof - becomes immune to night kills.
Lynchproof - becomes immune to lynches.
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