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Author Topic: VvWX: Roles and Rules  (Read 972 times)

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Friday

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VvWX: Roles and Rules
« on: January 15, 2013, 05:14:31 PM »

(New Changes in Bold)

THE DAY/NIGHT LIMIT IS 48 HOURS. EACH PLAYER HAS A ONCE PER GAME "HAMMERTIME" THAT THEY MAY CALL TO EXTEND THE CURRENT DAY 24 HOURS. AT THE END OF THE DAY LIMIT, THE PLAYER WITH THE MOST VOTES IS LYNCHED. AT THE END OF THE NIGHT LIMIT, THE NEXT DAY DAWNS. ANY ABILITIES NOT TAKEN/USED ARE LOST.

THE AH NOW HAS 3 ITEMS PER DAY TO BID ON.

BIDDING CHANGED SLIGHTLY: YOU NOW WILL BID "UP TO" THE AMOUNT YOU SEND ME. LIKE HOW EBAY WORKS. IF YOU CAN WIN THE BID FOR LESS, YOU WILL. EXTRA GOLD WILL BE RETURNED

1. Items have night priority, then wolves, the vamps, then Seers
2. you can use ANY item on the same night you get it
3. items that are only "one use" (like seer's glasses, shovel, assassin's blade) reset their "use" upon the holder being killed. this means you can dig up an assassin's blade and use it again even if it was already used.
4. Holy Cross and Silver Pendant will now also give the holder a one time use death shield if they are attacked by the appropriate faction. Using the item to kill negates this, and getting hit negates being able to use it to kill.

Core Rules: The lynch always kills. There is no getting around a lynch kill with any kind of death shield. If the number of votes needed to lynch during the day is greater than 8, the number is 8.

As soon as enough votes are reached, the kill is done. So be careful voting, as wolves or vampires can hop on quickly to secure a lynch. However, I will not lynch a player who has not had a chance to log on and defend himself. There is not hard and fast rule for this, as player's schedules tend to vary. Rest assured, however, you will not be lynched "in your sleep" before you have had a chance to post and defend yourself.

NIGHT ROLE PRIORITY: Protection > Items > Wolves > Vampires > Other Kill Types > Others

Gold: You begin the game with 10 gold and gain 2 per turn (at the start of each day) unless specified otherwise.

AH: Bids take place that day or that night, in private to me in PM. Items take effect as soon as bought.

WIN CONDITIONS:

Innocents Win if: All wolves, vampires, and weretigers are dead.

Wolves Win if: Their number exceeds the number of remaining other players. If all vampires are dead, wolves win if their number exceeds or ties.

Vampires Win if: Their number exceeds the number of remaining other players. If all wolves are dead, vampires win if their number exceeds or ties.

Weretiger Wins if: Anyone wins and he or she is still alive.

Vampire Roles:

Dracula, the Master Vampire: The head honcho. Can bite to turn others to his legion of undead. Can instead use his powers to scry one target. Gets a night 0 scry. If killed, the vampire team selects a new Master Vampire from their ranks. If killed again, no new Master Vampire arises, and the remaining Turned must finish out the game as best they can.

Olrox: The other starting vampire. Works like a normal Turned, but will be shown to be Olrox upon being killed, so the other players know he was a vampire from the very start.

Death: Devil for the Vampires. Does not start off knowing the vampires, or they him. As a Devil clone, starts off human and can be turned into a vampire, but not a wolf. (Being wolfturned kills instead.)

Turned: Regular Vampires. Can kill (not turn) one person per night.

Vampire Team Notes:

The Vampire Team can take one action per round. This means that The Master can bite, or scry, or have one of his Turned kill. Not all three at once.

Vampires are allergic to werewolf blood. If Dracula bites a wolf, he loses his powers and turns into a regular turned, passing his mantle. Werewolves cannot be turned. Dracula has a defensive advantage against normal wolves. If he is attacked by a normal wolf, the wolf will die and Dracula will survive. If attacked by the Greater Werewolf, Dracula dies but the G Wolf survives, as he is now unkillable by any source other than lynch.

If a regular Turned attacks a Wolf, both parties die.

Werewolf Roles:

Greater Werewolf: Leader of the wolfpack.  Cannot be killed except by lynch.

Werewolf: Mean, lean, and hungry. Kills Vampires without dying, but not Dracula. Only way for the wolves to directly kill him is to send the G. Wolf.

Devil: Works like the Seer (see below) but is on the wolves side.

Cornell: Starts off as the wolfsbaner, but if killed by the G. Wolf, becomes a second G. Wolf.

Wolf Team Notes:

The wolves can turn one player. You can only do this ONCE, per game, so make sure it counts.

Innocent Roles:

Seer: Picks one player per night to scry. Reveals any role but not items.

Oracle: Seer, but only is able to tell what Team the target is on. (Wolves, Vamps, Innocents. The Weretiger is invisible to the Oracle.) Gets a night 0 scry.

Private Eye (Innocent role. Works for hire. Players may bid on his services same as bidding on AH items. That same night, the PI gets a list of all offers, including the name of the client, and the name of the person they want investigated. He may take up to 1 job, or none. Taking a job reveals ALL pertinent information about the investigated player, including items held, gold, and roles, to both the client and the PI. The PI starts with zero gold and does not gain the normal 2 gold per day. Instead, he makes his money from jobs.)

Cornell: Selects one person per night to protect from Wolves. If protecting himself and targeted by wolves, loses this ability. If slain, the AH will stop selling Wolfsbane each day. If killed by the Greater Wolf, becomes a second Greater Wolf.

Julius Belmont (Vampire Hunter): Once per night, can target a player. If that player is a vampire, it melts. If that player is a wolf, nothing happens, but the Vampire Hunter is informed of the wolf. If a non-wolfpire is targeted, the vampire hunter must pay 4 gold to recharge his whip during the next night. i.e. The Hunter cannot whip the next night if he missed the previous night. The Vampire Hunter is immune to being turned, but can be nightkilled by vampires.

Vigilante: Can kill one player, once per game, at night.

Yoko Belnades: (Replaces Thief) Can use her magic once per night to protect a target from both being killed or being turned. May also use her magic to instead rob another player of all items and gold once per game.

The Gravedigger: Once per game, can dig up someone's grave, gaining all gold and any items they had on them at the time of their death. After a night spent digging, there will be a public announcement that so and so's grave has been defiled, so everyone will know what items are back in the game.

Arikado: If both Julius (The Vampire Hunter) and Yoko are dead, Arikado reveals his true form, gaining the powers of both. Arikado cannot be turned by either team, dying instead.

THE WERETIGER:

Weretiger: Team 4. An army of one. Wins the game whenever any victory condition is met. Can either scry like a seer at night, or kill. May only kill once per game.

The AH:

Sells Wolfsbane each turn for 4 gold as long as the Wolfsbaner is alive.

Also, sells three random items from a pool, each turn:

Seer's Glasses: Scry one target. Breaks after.

Teddy Bear: Prevents death, once.

Holy Cross: Can be used, publically, once, on a target. If that target is a vampire, it melts. Also protects from being turned or killed by vampires while held, once.

Assassin's Blade: Can be used in the night, once, like a vigilante. Kills the target.

Star Power: Highest Bidder becomes invincible for 2 rounds. (Ninja and lynch still kills him) This takes effect the night it is bought, the next day, the following night, and the day after that, for a total of 2 nights and 2 days.

Money Tree: Owner gains +3 gold per turn.

The Silvery Pendant Of Silver: This item works like the holy cross, but against wolves. Protects from a wolfkill, once.

Lightsaber: Removed.

CLOAK OF INVISIBILITY: The owner of this item always scries as an innocent with no powers. (And yes this hides the Weretiger :D :D :D) This effect does not fool the PI.

Voting Box: Gives the owner the power of the Mayor. (Vote counts for two.)

Thief's Glove: Gives the owner the power of the Thief. (Rob someone of all their gold and items during the night.)

Interceptor: RUFFRUFFRUFFRUFFRUFFWILD FANGRUFFRUFFRUFFRUFFRUFFRUFF (Land Mine. Next person who kills you also dies.)

Scry Sucking Crystal Ball: During the night, the owner of this item will recieve, at random, one of the results of the remaining scryer-type players. If there are no seer-types left alive, item is useless.

The Auction House: The owner of the actual AH can give me one item per night that they wish to see up for purchase the following day. The other items will be determined randomly as usual. Also, the income from the AH gives the owner +1 gold per day.

The Scry Reflector: The owner of this item will be notified of being scried, told exactly who scried him, and given the scry information of the person who scried him..

Dampening Field: Once per night, the owner of this item can target another player and shut down their night powers. This includes the use of any items. Once used on any particular player, that player becomes immune to this effect until one night has passed. (Meaning any one particular player can only be dampened once every other night.)

Fog Machine: Seers can't see anything the night it is used. Breaks after one use.

The Shovel: Owner gains the power of the gravedigger.

Last Will and Testament: User can "will" his items and gold to another player on death. This must be "written" before the user's death. All gold and items, except this one, are given to the player designated. This is public knowledge.

Watcher: Target one person at night. User will be informed of anyone who "visits" that person. A "visit" involves any power, item, or kill used.

Tracker: Target one person at night. User will be informed who that person "visits" that night.

Super Plush Bear: Same effect as Teddy Bear, protects you from a death and then breaks.

Nonhuman Seeking Scrier: Scries a random nonhuman.

The Mechanical Thief: This robotic manservant will go out and steal either a specific item from whoever has it, or rob the player who has the most gold, at the discretion of the highest bidder. If two or more players are tied for the highest gold, it is randomly determined who is robbed. The Mechanical Thief only does one job before breaking down.

Bomb: JC! A Bomb! If the owner of this item is lynched, (and only lynched, nightkills don't trigger) he may opt to kill a player of his choice before heading to his own grave.

Klingon Sword: Used on a target at night. The next day, your victim YOU, THE ONE WHO WAS SWORDED LAST NIGHT; EXPERIENCE BIJ! A player who is EXPERIENCING BIJ cannot vote. However, the sword has a 20% chance to cause a LOW LEVEL MALFUNCTION which are more common in this game than a Ferengi Starcruiser. If a LOW LEVEL MALFUNCTION occurs, one of three things will occur:
1. Everyone can vote, but nobody can talk other than that.
2. Only the holder of the sword can vote. Everyone can talk. One vote kill.
3. The person who should be EXPERIENCING BIJ instead gets a vote that counts for 3.

Air Bud: Immediately ends the day. No lynch, etc.
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Esperath

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Re: VvWX: Roles and Rules
« Reply #1 on: February 14, 2013, 10:28:56 PM »

As an aside, I think I originally meant Air Bud to be a public use item to be less blatantly abusive by the bads (or at least require the bads to choose a sacrificial lamb), but w/e
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Friday

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Re: VvWX: Roles and Rules
« Reply #2 on: February 18, 2013, 08:58:41 PM »

For some reason I like how Air Bud is like, the worst fucking item possible for the innocents
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Re: VvWX: Roles and Rules
« Reply #3 on: February 27, 2013, 08:07:56 PM »

Possible variations on the Air Bud:

(These are all
When used, day ends, and person with most votes is immediately lynched.
"" ""                ""  ""  , and person with most votes has their role revealed, as their corrupt scheme to fix the youth sports league is revealed to everyone
"" ""                ""  ""  , and person with most votes drops all their items as the police arrest them, leading them away while the credits roll

really, there's a lot of play you could do with "Day ends" and then the info that has been dispersed and acted upon up until that point. People who have voted get revealed or gagged, the user or person with most votes suffer something else. Maybe funnel these into seperate ideas, or give Air Bud some kind of thing that doesn't basically make it a fucking straight upgrade from quest greens for the bads.

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Esperath

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Re: VvWX: Roles and Rules
« Reply #4 on: February 27, 2013, 08:20:34 PM »

We had discussed some alternate versions of Air Bud a while back.  I think one was "Air Bud discovers the uncanny ability to vote."  Air Bud joins the user's team for a day and uses his canine senses to sniff out a baddie, casting a vote on them.

Friday I think wanted to modify it so that Air Bud sniffs out and votes for someone on a different team (so if you're a vamp Air Bud will sniff and vote on either a wolf or an inno).

The other was "Air Bud discovers the uncanny ability to dunk," causing the day's vote to be a slam dunk.  If an inno is lynched, that person survives.

Air Bud definitely needs to be changed though; lynch should be absolute, and Air Bud breaks that.  So does the second idea, really.
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