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Author Topic: VvW8: Roles and Rules  (Read 2385 times)

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Friday

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VvW8: Roles and Rules
« on: March 21, 2011, 07:45:38 PM »

(New Changes in Bold)

ITEMS

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.

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.)
50% shield (50% chance to avoid any effect that would kill you.)
Super Plush Bear (Same effect as Teddy Bear, protects you from a death and then breaks.)
Nonhuman Seeking Scrier (Scries a random nohuman.)
Ouija Board (The owner of this item may speak to dead players. Dead players do not HAVE to talk to the owner.)

ROLES

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.)

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. 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.

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 any vampire bites a wolf, they both die. Werewolves cannot be turned. However, the Master Vampire has a defensive advantage against normal wolves. If he is attacked by a normal wolf, the wolf will die and the Master will survive. If attacked by the Greater Werewolf, both die.

Werewolf Roles:

Greater Werewolf: Leader of the wolfpack.  Has the same defensive advantage as the Master Vampire against regular Turned.

Werewolf: Mean, lean, and hungry. Kills Vampires without dying this time around, but not the Master Vampire. Only way for the wolves to directly kill him is to send the G. Wolf, which kills them both.

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

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.

Ninja: Can flip out during the day to kill both target and self. Always kills, ignores Death Shields.

Wolfsbaner: 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.

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 both the wolf and the Vampire Hunter now know each other as such. 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.

Thief: Once per game, can steal another player's items and money.

Banker: Removed because it was fucking boring.

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.

THE WERETIGER:

Weretiger: Team 4. An army of one. Wins the game whenever any victory condition is met.

The AH:

Sells Wolfsbane each turn for 4 gold as long as the Wolfsbaner is alive. The cost of Wolfsbane goes up as the game goes on, however.

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)

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: Everyone knows you've got it. Can be used to kill a player during the day, once per day.

CLOAK OF INVISIBILITY: Does absolutely nothing 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 Detector: The owner of this item will be notified of being scried, told exactly who scried him, but not the type of scry. For example, the owner would have no idea if the person who scried him was Dracula, The Devil, The Seer, or just the Banker.

Ultrasafe 9000+ Piggy Bank XTD: Removed because it was fucking boring.

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.

---------------------------------------------------

SUBJECT TO CHANGE, UNDER CONSTRUCTION

---------------------------------------------------

Questions go where? HERE!
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Bongo Bill

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Re: VvW8: Roles and Rules
« Reply #1 on: March 21, 2011, 08:42:59 PM »

Can the Scry-Sucking Crystal Ball suck the Private Investigator's snooping?

At the top, you said that the Auction House sells three items per night, but down below it still says two. I presume that the latter information is in error.

What happens, again, if the Master Vampire attacks the Greater Werewolf? I will make a little chart if you like.

Clearly we start with two vampires, but do we get to know how many werewolves there are at the beginning? Also: how many?
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Friday

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Re: VvW8: Roles and Rules
« Reply #2 on: March 21, 2011, 08:46:30 PM »

Quote
Can the Scry-Sucking Crystal Ball suck the Private Investigator's snooping?

Yes.

Quote
At the top, you said that the Auction House sells three items per night, but down below it still says two. I presume that the latter information is in error.

Fixed. It's three.

Quote
What happens, again, if the Master Vampire attacks the Greater Werewolf? I will make a little chart if you like.

They both die.

Quote
Clearly we start with two vampires, but do we get to know how many werewolves there are at the beginning? Also: how many?

The exact amount of starting wolves is left a tad ambiguous. The FAQ actually has an entry about this. 1/3 starting players being "evil" is a good rule of thumb.
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Bongo Bill

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Re: VvW8: Roles and Rules
« Reply #3 on: March 21, 2011, 08:51:11 PM »

Each column is an attacker, each row is an attackee, and the name indicated in the column is who dies:

*M. VAMPTURNEDG. WOLFDOGGIE
M. VAMPderpderpbothattacker
TURNEDderpderpdefenderdefender
G. WOLFbothattackerderpderp
WOLFbothbothderpderp

Is this corrrect?
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Friday

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Re: VvW8: Roles and Rules
« Reply #4 on: March 21, 2011, 08:58:23 PM »

There are several possibilities:

1. Vampire or Dracula attacks Wolf. Result: Both die
2. Wolf attacks Vampire. Result: Vampire dies
3. Vampire attacks G. Wolf. Result: Vampire dies
4. Wolf attacks Dracula. Result: Wolf dies
5. G. Wolf attacks Dracula or Dracula attacks G. Wolf. Result: Both die

please note for the purposes of this chart "attacks" also means "attempts to turn"
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jsnlxndrlv

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Re: VvW8: Roles and Rules
« Reply #5 on: March 21, 2011, 10:25:49 PM »

Players may bid on the PI's services like the auction house. Does this mean we specify an "up to" amount? Or does the PI's choice mean that whatever amount we're offering is the amount we pay if we're picked, regardless of the amount other players were bidding? Do all of our bids in one day have to add up to less than or equal to the amount of money we currently carry, or can we overbid on multiple items or services, since the possibility of winning for less means we'd have more money for the other item?
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Friday

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Re: VvW8: Roles and Rules
« Reply #6 on: March 21, 2011, 10:50:01 PM »

Quote
Players may bid on the PI's services like the auction house. Does this mean we specify an "up to" amount? Or does the PI's choice mean that whatever amount we're offering is the amount we pay if we're picked, regardless of the amount other players were bidding?

The latter. PI does not Ebay.

Quote
Do all of our bids in one day have to add up to less than or equal to the amount of money we currently carry, or can we overbid on multiple items or services, since the possibility of winning for less means we'd have more money for the other item?

You can't overbid. For example, if you had 10 gold and wanted to buy 2 items and also hire the PI, you could only bid a total of 10. (3, 3, 4, for example.)
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Zach

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Re: VvW8: Roles and Rules
« Reply #7 on: March 21, 2011, 11:45:27 PM »

How do I get more hats?
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Niku

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Re: VvW8: Roles and Rules
« Reply #8 on: March 22, 2011, 05:26:33 AM »

there's a .5% chance of receiving a hat drop each night

the hat can be seen publicly and may inspire homicidal jealousy in the rest of the populace
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Friday

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Re: VvW8: Roles and Rules
« Reply #9 on: March 22, 2011, 09:51:38 AM »

I've already gotten some questions about the Private Eye, and as he's a brand new role to everyone and effects every player, I thought I'd go into how he works in more detail.

The PI is NOT a public role. He is secret like everyone else.

During the day, people will send me a private bid the same way they bid on items. These bids should look something like:

I bid 7 gold to investigate Kazz.

During the night, the PI will receive a list of bids from every player that bid. So, something like this:

Niku is offering 7 gold to investigate Kazz.
Envy is offering 5 gold to investigate Newbie.
Guild is offering 1 gold to investigate Niku.


etc.

He will then select a job (or decline to work at all). He may only select one job. If he takes a job, he and his client (the one who paid) will learn the powers, roles, items, gold, etc, about the investigated player. The PI will not be revealed to anyone. It's possible for the PI to accept a job to investigate himself, though, if the offer of gold is high enough and he doesn't mind the client finding out who he is.

Since the PI starts with zero gold and only gains gold through working, the amount offered is a good way to get him to work for you.

However, keep the following in mind when using him:

1. Anything you learn, he learns. Evil players may hire him, and he won't know you're an evil player just by that act, but if you hire him to investigate the Seer and the next night the Seer is mauled by wolves, the PI might get suspicious.
2. The PI's motivation is not solely gold. He may opt to take a lesser paying job because he thinks higher paying clients are evil, or because he's more curious of the target.
3. Hiring the PI does not prevent him from investigating you for another client.
4. The PI can be turned like anyone else. If this happens, he may opt to work for free for his team each night, or he may continue to accept jobs. Remember, a turned PI still makes no gold outside of working.

The PI cannot investigate someone "on his own." He needs a client to work.

Giving up that you are the PI publically is just as dangerous as doing it as a Seer. Since turning the PI is basically just as good as turning the Seer, vampires and wolves will jump at the chance to do so. They may not want you dead quite as much, though, since they can hire you.

Ouija Board

The owner of this item may "break the rules" and talk to dead players. Dead players may include

1. former confirmed team mates
2. total strangers

Note that while the owner of the board will know who the dead player is due to role reveal on death, the dead player has no idea who the owner of the ouija board is. A dead Seer should be very suspicious of a player with the board claiming to be innocent and asking for his scry list!

The board in no way compulses either side (dead or alive) to tell the truth. Through the board, dead players may attempt to continue to manipulate the game. Note that once you speak to a dead player using the board, they are allowed to talk to you from then on.
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NexAdruin

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Re: VvW8: Roles and Rules
« Reply #10 on: March 22, 2011, 03:29:20 PM »

Does a dead player know who killed him?
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Friday

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Re: VvW8: Roles and Rules
« Reply #11 on: March 22, 2011, 04:22:18 PM »

In most cases, no.
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Friend

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Re: VvW8: Roles and Rules
« Reply #12 on: April 18, 2011, 04:48:21 PM »

Can the baner buy wolfsbane?
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jsnlxndrlv

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Re: VvW8: Roles and Rules
« Reply #13 on: April 18, 2011, 04:49:39 PM »

I can, and I have.
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LaserBeing

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Re: VvW8: Roles and Rules
« Reply #14 on: April 23, 2011, 05:29:27 PM »

Just for clarification, if the night order is:
Protection > Items > Wolves > Vampires > Other Kill Types > Others

Does a scrying item take effect during the Items phase, or during the Others phase with the rest of the sight powers? Like if you use the Seer's Glasses on someone who ends up getting turned the same night, do you see them as Innocent or Turned?
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