It wasn’t hard to track down his quarry. The Dark One was astoundingly self-confident for a mere second-level sorcerer, and hardly bothered to hide his powers at all. Ilya, masking his own powerful essence, had followed the Dark One for days, and the man had no clue that the Light One was even nearby. Once again, Ilya fingered the items the Moscow Night Watch had given him for his mission. These were extremely rare, valuable items, but the Night Watch had deemed it extremely important that the Dark One’s cargo never be delivered, so the bracelet, sphere, and key came along with Ilya.
He glanced over at the Dark One sitting in the seat across the aisle and four rows ahead of him. The sorcerer appeared to be trying to sleep, an effort which baffled Ilya. One of the best things about becoming an Other, in his opinion, was the drastically reduced necessity for sleep. Ilya had always considered sleep an unfortunate, but necessary, waste of time. Now that he no longer required it, except on rare occasions, he had many more hours to spend on activities that interested him more. Intriguing that a Dark One, so concerned with freedom of action, would waste valuable time doing absolutely nothing.
Ilya had been gradually influencing the human passengers to move to a different car, and as the last one exited through the rear door, he deemed it time to make his move. He stuck his left hand through the bracelet, and opened a Light Portal right next to the Dark One. He jumped out of his seat and charged at his opponent, tackling him and forcing him through the Portal he had just created. The world went topsy-turvy for a moment, and then the two Others were through the Portal. Hoping to end things quickly, Ilya shot a blast of light at the prone Dark One, but the man was too quick and rolled out of the way. Ilya took a step back and prepared to release the power within the key, but noticed the man’s outstretched hand and opted to channel his power into the bracelet instead. A crystal shield appeared in front of him, and he gasped as he felt the force of the Dark One’s spell hit the barrier. He was afraid for a moment that the spell would break through, but fortunately the shield held, and the evil grey coils dissipated.
The Dark One was clearly in shock that his spell had not worked. Ilya hoped that his own trepidation didn’t show as he took a deep breath and addressed his opponent. “Goodness, I certainly wasn’t expecting such a powerful counterattack. You must have been granted an item by your superiors, because I know of no second level sorcerer who could cast the Grey Prayer at all, much less remain standing after doing so.†The Dark One’s face remained impassive and guarded as he observed Ilya carefully. Casually, Ilya raised his shadow and stepped into the Twilight. The Dark One quickly followed, still in a defensive posture, and Ilya took a deep breath as he managed to snag the edges of his shadow and step into it once again, plunging into the second level of the Twilight. He watched the Dark One move as if in slow motion before finally succeeding in finding his own shadow and stepped into the second level as well. Ilya was tempted to face the man in the second level, as he was clearly too weak to defend himself properly, but deciding to leave nothing to chance, he grasped the grey sphere in his hand and walked towards the Dark One. As he shattered the sphere in his fist, his shadow suddenly became very visible, and he raised it easily and moved into the third level of the Twilight.
Instantly, his power began draining from him. Only Great Ones were supposed to traverse this level of the Twilight; the only reason he could even come here was the artifact he had been given by the Night Watch. He only had seconds before the Twilight would consume him, so he stepped quickly behind the Dark One, who seemed to be barely moving at all, and burst back into the second level of Twilight like someone erupting out of water for a gasp of air. He pulled out the key artifact and sent his waning power through it. Suddenly, he was holding a sword of purest light, and he wasted no time thrusting it through the heart of the Dark One. As the man fell to the ground, Ilya felt a profound sorrow as he relinquished the power of the key artifact. An Other killed in the Twilight, particularly the second level, would be caught in its darkness forever; a fate that, despite the Dark One being his enemy, he would never have wished upon him. He searched the clothes of the rapidly dying Other before him, and grasped the item he was looking for in his right hand. He quickly left the Twilight, not wishing to see the final torture of the soul of the Dark One he had killed. He held the opaque cylindrical object to his ear and shook it a few times, hearing the slosh of liquid within it. Satisfied, he opened a Portal to New York City, and stepped through to complete the final phase of his mission.
Posts
Basic Dynamics and Win Conditions
1) Find and eliminate all of the Fanatics within their own group. Thus, the Light Others will win if all the Light Fanatics are eliminated, and the Dark Others will win if all the Dark Fanatics are eliminated.
OR
2) Become three times as powerful than the opposing side (Light vs. Dark). Thus, if at some point in the game the Dark Others’ power becomes three times greater than that of the Light Others, the Dark Others will win, and vice versa.
The Purists can only win if Win Condition #1 is fulfilled for their side. The Fanatics can only win if Win Condition #2 is fulfilled for their side. Regular Others can win with either win condition. The first group to fulfill a win condition will win the game. In the case of simultaneous win conditions being met, Condition 2 takes preference over Condition 1.
Voting
Light and Dark Motives and Incentives
Dark Others will not suffer any chance of dematerialization for making any attack. However, if the Dark Others successfully vote on a Fanatic to send to the Inquisition for execution, there is a very small percentage chance (10%) that the Fanatic will know some damaging information about one of the Dark Others who voted for him, and will reveal it to the Inquisition. If this occurs, the Dark One in question will be executed.
Power Levels
A player’s power level determines several things: what spells they can use, how well they can defend themselves, how much they can perceive about other players, and their “status†among other players on their side. (A list of common spells can be found below.) Normally, a player will receive (7 - Level) "Spell Points" for distributing each round. Great Ones will have even more spell points. A player’s defense is their level minus the combined levels of any spells they used that round, adjusted for the reverse level system. For example, if a Level 2 player (5 points) uses a Level 3 spell, then he can defend himself against another player using 2 spell levels. This may be a little confusing because player levels with higher numbers are actually weaker, but if you think of Player Level 6 being worth 1 Spell Point, and Player Level 1 being worth 6 Spell Points, the math becomes easier.
Certain abilities can only be detected by players with a level equal to that of the ability. Also, any player, when engaging in any sort of actions with or against another player, can determine that player’s exact level if it is less than or equal to the first player’s level. When a player is affected by other players' spells or abilities, only the level information is known and not the name of the player nor any other information. For example, if a Level 3 player attacks a Level 5 player, then the Level 3 player will be able to see that his opponent is at Level 5. However, the Level 5 player will only be able to see that he was targeted by someone of a higher level.
Spell Points and Spells
Offensive Spells – Offensive Spells can be cast at any level. The power of an offensive spell is based on how many Spell Points are spent on it.
Defensive Spells - Defensive Spells can be cast at any level. The power of an defensive spell is based on how many Spell Points are spent on it. By default, any unused points spent by a player are assigned to defense.
Damage taken from an Offensive Spell is dependent on the difference between the Offensive Spell Level and the Defensive Spell Level.
Offense level - Defense level = 0 - Target takes 20 HP Damage
Offense level - Defense level = 1 - Target takes 25 HP Damage
Offense level - Defense level = 2 - Target takes 35 HP Damage
Offense level - Defense level = 3 - Target takes 50 HP Damage
Offense level - Defense level = 4 - Target takes 70 HP Damage
Offense level - Defense level = 5 - Target takes 100 HP Damage
Offense level - Defense level = 6+ - Target takes 150 HP Damage
Every level above 6 does not increase damage but makes it more difficult to decrease the damage taken. Every level below 0 decreases damage taken by 5: if OFF - DEF = -1, 15 HP Damage is taken, and so on.
Support Spells – Support Spells provide bonuses to allies. Support spells come in defensive and offensive varieties. Depending on how many Spell Points you spend on a support spell, your ally will gain a certain number of Spell Points to their offensive spell or their defense.
DEF Up 1 (1 Spell Point) - Increase an ally's defense one level.
DEF Up 2 (3 Spell Points) - Increase an ally's defense two levels.
DEF Up 3 (5 Spell Points) - Increase an ally's defense three levels.
ATK Up 1 (2 Spell Points) - Increase an ally's attack one level.
ATK Up 2 (4 Spell Points) - Increase an ally's attack two levels.
ATK Up 3 (6 Spell Points) - Increase an ally's attack three levels.
Drain Spells – Drain Spells are the opposite of Support Spells. They inflict penalties on opponents. Drain spells also come in defensive and offensive varieties. Depending on how many Spell Points you spend on a drain spell, your target will lose a certain number of Spell Points from their offensive spell or their defense.
DEF Down 1 (3 Spell Points) - Decrease the target's defense one level.
DEF Down 2 (5 Spell Points) - Decrease the target's defense two levels.
DEF Down 3 (6 Spell Points) - Decrease the target's defense three levels.
ATK Down 1 (2 Spell Points) - Decrease the target's attack one level.
ATK Down 2 (4 Spell Points) - Decrease the target's attack two levels.
ATK Down 3 (6 Spell Points) - Decrease the target's attack three levels.
Twilight
Example: If Player B is in Twilight Level 2, and attacks Player A, who is in Twilight Level 1, then one point of Player B’s defense is ignored. Thus, applying this situation to the previous example, Player A would have only had 1 point of defense against Player B, meaning that Player B’s spell would deal damage equal to that of a Level 3 spell. However, being in a lower level of the Twilight does not increase the power of a spell, it merely reduces defense. Thus, if Player A had not devoted any points to defense at all, and Player B attacked him from a lower level of the Twilight with a Level 3 spell, it would still only do damage equal to that of a Level 3 spell, not damage equal to that of a Level 4 spell. In addition, a player attacking from a lower level of the Twilight gains First Strike against his target. On the rare chance that two players are targeting each other and both would deal enough damage to kill the other player, then the person attacking from a deeper level of the Twilight would deal his damage first, thus eliminating the other player before the other player had a chance to kill him.
The Inquisition: Accusations and Deals
Alternatively, any two members of opposing factions may make a deal with each other allowing them to take actions that would normally break the treaty, as long as the Inquisition agrees to the deal. For example, a Level 3 Light Other and a Level 4 Dark Other might each agree to allow the other a free Level 2 spell of their choice. If the Inquisition approves this deal, then the Light Other could use a level 2 offensive spell to attack a Dark Other, even though this would normally violate the treaty. In addition, if an Other is caught breaking the treaty, rather than accusing them, the opposing side might ask for the ability to break the treaty themselves sometime in the future. Thus, if a Dark Other catches a Light Other illicitly using a Level 3 spell on someone, the Dark Other could ask the Light Other to grant him the usage of a Level 3 spell in the future.
All requests to the Inquisition should be PMed to Maxim.
Character Types and Perks
Light Others: Enchanter, Enchantress, Shapeshifter
Dark Others: Sorcerer, Witch, Vampire
Enchanters and Sorcerers are basically regular Others who use spells normally. Witches and Enchantresses use spells normally as well, but in addition to that they have items that only they can use (Enchantress-specific items and Witch-specific items). Shapeshifters and Vampires are unusual Others with special rules.
Each player also has at least one 'perk' that will help to differentiate themselves from others of the same level and type.
Items
Inactivity
PMing Actions and Clarifications
Any clarification questions that cannot be made public should be sent to MrBlarney or visiblehowl.
Day End
Voting closes at 8 PDT/11 EDT. All actions must be sent in by then regardless of whether MrBlarney or visiblehowl is present to close voting. Any actions or votes occuring after the deadline will be counted towards the next day, or possibly ignored depending on how lazy/cranky the GMs are feeling. Votes should be made in bold red. No retractions are necessary, just make a second vote.
Great One of the Light: giltanis
1. abotkin
5. chamberlain
7. Crono729
9. durax
10. Egos
13. Last Son [strike]Gorilla Salad[/strike]
14. Greeper
16. iamtheaznman
20. Matatat
21. Maximus
27. sepah
29. TehSpectre
30. TheLawinator
32. Trust
34. Wildcat
35. Zellpher
Dead Players
2. B:L - Light Enchanter
15. Grundlterror - Light Enchantress
31. TrueNeverborn - Light Enchanter
6. cheez - Light Enchanter
19. Look Out it's Sabs! - Light Enchantress
33. Ultarune - Light Purist Enchanter
8. delroland - Light Enchanter
24. precisionk - Light Purist Shapeshifter
3. Burnage - Light Enchanter
17. Infidel - Light Fanatic Enchanter
23. Obbi - Light Enchanter
28. Smasher - Light Fanatic Enchantress
22. Nion - Light Enchantress
26. Rend - Light Enchantress
4. robothero [strike]Casual Eddy[/strike] - Light Enchanter
11. EvilBadman - Light Enchanter
18. Lignisse - Light Fanatic Enchantress
12. giltanis - Light Great One
25. Ardor [strike]projectmayhem[/strike] - Light Purist Enchantress
You may read the other thread, but you may not post in it!
Day 1 ends Friday at 8 PDT/11 EDT
Clarifications
Basic Dynamics and Win Conditions
The information is out there to figure out exactly how we're going to judge that.
Edit: In other words, I'm not telling :P
Voting
Accusations against members of the opposite alignment are a separate mechanic.
Abstaining is frowned down upon.
Light and Dark Motives and Incentives
Spell Points and Spells
Twilight
Thus, the answer to Plutonium's question is that you must spend a point for each turn you're in the Twilight. If you move out of the twilight, then you are free to use that Spell Point for other uses instead. Spell Point drain only lasts while you're in the Twilight. Your full potential returns when you exit the level of twilight that drains you.
Clarification: Scrying, Support, and Drain can be used from deeper in the Twilight than the target, but Offensive and Healing spells need to be used on the same level as targets.
For example, if MrBlarney is on level 1 of the Twilight, and visiblehowl is on level 2, then visiblehowl can cast Scrying, Support, and Drain spells on MrBlarney without moving back to level 1 of the Twilight. However, if he wants to cast an Offensive or Healing spell on MrBlarney, he must move back to level 1 of the Twilight.
No spells can be cast on a target in a deeper level of the Twilight. In the previous example, MrBlarney would not be able to cast spells of any kind on visiblehowl without moving to level 2 of the Twilight.
The Inquisition: Accusations and Deals
Deals are made between players on opposite sides, submitting to the Inquisition (played by Maxim) a bargain of their choice. Bargains typically allow players to cast attack spells without fear of being accused once; these bargains only apply to the players signing off on the deal. Should someone make an accusation against such a player, if they are protected by a deal, then the judgment returned is that no judgment can be made. Deals can also be made semi-retroactively: as an example, if Player A knows that Player B broke the treaty, rather than make an accusation, he can strike a deal with Player B to be able to violate the treaty himself, and give Player B immunity to accusations on that attack. Keep in mind that both players in a deal must consent; it helps to bargain before submitting to the Inquisition.
You can make any side deals you want. The only deals that are sanctioned by the Inquisition, though, are deals regarding breaking the Treaty. And the only way you can break the Treaty (in this game) (as far as you guys know) is by attacking someone.
Please don't send a PM to Maxim telling him about how you exchanged knowledge of the Dark One's seer for the Light One's vigilante or something...
(Note: seer and vigilante roles may or may not exist)
Inactivity
If the player targeted by the vote dies of something else first, the vote just does nothing.
Order of actions: Twilight movement, Spell and item actions, Vote.
Various Reveals
Master Spreadsheet
Master Proboards
Role Effects
Enchantresses and Witches had the same properties, but could analyze and use special Enchantress- or Witch- only items. If a different player got a hold of these items, they would not be told their use. If a Great One got a hold of these items, they would be told if someone on their team or another team would be able to make use of them.
Shapeshifters could change into Animal Form, giving them an extra point of Offense and Defense. They could also act as a guardian shield for another player, taking their attacks. However, while in animal form only Offense and Defense spells could be cast, and their overall Spell Points was one less than normal players.
Vampires could use The Call with their entire spell point pool to try and prevent their prey from taking any actions, as well as hitting with an amount of unblockable damage equal to an Offense spell of the same level as the spell points spent. However, The Call did not work if the target was too strong, their level meeting or exceeding the level of the vampire. Vampires had one Spell Point less than the normal player.
Light got a bit of an advantage over the Dark with their unique special, and their Enchantress items were much better than the Witch items, in my opinion...
Player Distribution
Fanatics started out networked and were composed of a variety of roles. They had in their posession a weapon that had a power equivalent to a Level 5 Offense Spell. It could not be powered up, but could be blocked by regular defense spells. One player could use the weapon per night, and the weapon automatically stayed with the group no matter what. The Light Fanatics had a Knife of Light, the Dark Fanatics a Sphere of Darkness.
On the light side was a team of four Purists and eight Fanatics; on the dark side was a team of five Purists and seven Fanatics. It was assumed that the light would concentrate more on their own number while the dark side would concentrate on the other side initially, making the uneven distribution interesting. The Purists were perhaps a little underpowered and understaffed, but their power to Investigate without failure could hold potential for quite a bit of power, considering the Inquisition.
The Light Great One was an Enchanter with 8 Spell Points. The Dark Great One was a Sorceror with 8 Spell Points. Neither were aligned with Purists or Fanatics.
There were no 'spies' in either group.
Perks
Endurance 1 / 2- Start with 110 or 120 max HP (rather than the normal 100)
Adept 1 / 2 - All attack spells deal 5 or 10 more damage than normal unless negated below effective level 1.
Offensive- Any attack spell of level 2 or higher automatically receives one extra attack level.
Resilience 1 / 2 - Receive 5 or 10 less damage from all attack spells.
Defensive - If 2 or more points of defense are retained, one extra defense level is automatically provided.
Regeneration 1 / 2- If below maximum, regenerate 5 or 10 HP per turn.
Drainer - All spells in the drain category cost one less spell point to cast. (Could also use Offense Wands to increase Drain Spell SP)
Scryer - Able to use scrying spells. (Could also use Support Wands to increase Scry Spell SP) (see Special Spells section)
Healer 0 / 1 / 2- Able to use healing spells. May heal 5 or 10 more points than expected. (Could also use Defense Wands to increase Healing Spell SP) (see Special Spells section)
Special Spells
Healing Spells – Healing spells allow you to give back some HP to a target (but never above maximum). The more Spell Points you spend on a healing spell, the more HP you heal. Only certain people are skilled enough to be able to use healing spells.
Healing level 1 - Target recovers 20 HP.
Healing level 2 - Target recovers 25 HP.
Healing level 3 - Target recovers 35 HP.
Healing level 4 - Target recovers 50 HP.
Healing level 5 - Target recovers 70 HP.
Healing level 6 - Target recovers 100 HP.
Common Items
Offense / Defense / Support Wands
Wands are items that can store power within them. A wand is charged with a certain number of Wand Points. The bearer of the wand can use those points in addition to their own. Your wand also has the Support/Defense/Offense aspect. <A support wand adds levels to any support spell cast./ An offensive wand adds levels to any offensive spell cast./ A defensive wand adds levels to a person’s defense.> Wand points work a little differently than normal Spell Points. One spends wand points in order to gain Spell points. The more Spell Points one wants to add to their offense or defense, the more wand points it costs to do so. The Wand points to Spell Points ratio is indicated by this chart:
WP SP
1 1
3 2
6 3
10 4
15 5
White Noisemakers
White Noisemakers are items that block scrying attempts. To use a white noisemaker, you crush it in your hand. For one day, any scrying attempts on you will be blocked. White noisemakers can be used only once.
These items were Enchantress use only:
Ring of Aura Recognition
The Ring of Aura Recognition is an Enchantress-only item. It is a ring that can capture a snapshot of an attacker’s aura. Any time the Enchantress holding the ring is attacked, the ring records the aura of the attacker, and the Enchantress learns their full identity (name, level, and character type). If the Enchantress is killed, the ring goes to the Great One for the Light Others. He can then give it to another Enchantress, who can analyze it and find out the identity of every person who ever attacked the Enchantress who formerly held the ring.
The Ring is a passive item; there is no need to send any PMs regarding this item.
Amulet of Generous Protection
The Amulet of Generous Protection is a one-use, Enchantress-only item. The Enchantress who holds it may choose an ally to “watch”. If she or her ally is attacked, and the damage they take would be fatal, then the Amulet activates and a shield is thrown up around both the Enchantress and her ally. All damage to both of them is prevented for that round. Once the Amulet has activated, it disintegrates.
Please send Maxim a PM with the name of the person you wish to "watch". Once you have sent this PM, it will be assumed that you are watching this person for the rest of the game, unless you send another PM changing who it is.
These items were Witch use only:
Glamour Comb
A Glamour Comb is a Witch-only item. It is worn in the hair of a witch. The Glamour Comb casts an illusion over the witch that disguises her. A witch wearing a Glamour Comb appears to be of a different power level and character type than she actually is. The level and character type of the illusion is set at the beginning of the game and cannot be changed each round by the witch. However, if the witch wishes, she can take 2 rounds to change the power level and character type of the Glamour Comb. The witch cannot use the Glamour Comb during these 2 rounds.
Please send Maxim a PM saying the level and character type you would like to appear as. You may choose between Levels 6 through 1, and character types Sorceror, Witch, and Vampire. Every night, send a PM to Maxim saying whether you wish to wear the comb or not. If you do not send a PM, Maxim will assume that you maintained the most recent action you took with the comb. You start out not wearing the comb. If you wish to change the power level and character type of the Glamour Comb, PM Maxim with that request.
Conversation Stone
A Conversation Stone is a Witch-only item. It is a small stone that can easily be placed in someone’s pocket. A witch in possession of a Conversation Stone may choose a target at the beginning of the game. The target will be given the Conversation Stone. From then on, the witch may communicate with that person anonymously, through an alternate account that will be set up for this purpose. The witch may not retrieve the stone unless the player in possession of it is killed. If this occurs, the witch gets the stone back and may give it to another player.
Please send Maxim a PM saying which person you wish to give the Conversation Stone to. This can be anybody, Light or Dark. If your target is killed, Maxim will send you a PM asking which person you wish to give it to next.
Uncommon Items and Special Roles
Three Light players started in posession with mysterious Pendants. They were not told the specifics, but they could use the pendant each night on one person to see if they held a pendant as well. However, they were forbidden from mentioning or talking about the pendants to anyone. Pendants were destroyed if the player holding one was killed.
If one pendant holder found a second, they would be connected and given the offer to combine their pendants. If they did so, one player at random would be brought back from the dead as the Messiah. The Messiah gained the powers of a Great One as well as the ability to use any Enchantress item.
Vial of Twelve Bloods and The Higher Vampire
One Light Player was charged with holding a Vial of Twelve Bloods. If a Vampire player took hold of it and drank its contents, he could become a Higher Vampire. The Higher Vampire gains the ability of a Great One while retaining the ability to use The Call.
And with that, I think I am done. I'm sorry the game ended up being so complex and it's really too bad there weren't any narrations, but I'm glad that so many of you were willing to come back after the suspension to finish up the game. If there are any other questions or issues, I won't be around much tomorrow, but I'll keep an eye out tonight and tomorrow morning.
Read it, bitch!
Yeah, but we can do all that stuff to the dark ones, and still enjoy being good.
I agree. I WOULD HAVE BROUGHT FORTH AND LEAD MY FOLLOWERS TO THE TRUTH, JUSTICE AND THE AMERICAN WAY.
Oh well, screw working at work!
Because the RNG told me to.
Dammit this is a terrible totp
Oh well, RNG, I guess.
Oh, and good morning gentlemen. The brandy will be out shortly.
You can only vote for members of your own thread.
Accusations against members of the opposite alignment are a separate mechanic.
Hmm.
I'm at work until this evening.
Thanks for the game (already) VH and MrB! Don't make me take that back!