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[Night Watch Phalla] - Dark Ones - Game Over: Dark Ones Win!

MaximMaxim Registered User regular
edited May 2008 in Critical Failures
The bumping of the train was preventing Franco from sleeping. Not that he really needed to sleep much anymore, but every Other retained some of the pleasures from back when they were human, at least for their first century or so. He desperately wanted to take a nap, but every time he’d finally begin to doze off, the train would bounce suddenly, and he’d be jolted awake. It didn’t help that he was nervous about his cargo.

His decade-long search had finally culminated in discovering the last piece of the puzzle he had been assigned to solve. It had taken years of patience, but he had finally gotten the last ingredient from an old hermit living in the mountains in Siberia. It turned out that the man was an Other as well, which was probably the only way he managed to survive in such cold weather. His abilities were weak, though, and Franco had had no trouble procuring what he needed. Once again, he was tempted to take out his precious cargo and stare at it, to gaze in wonder at the small item that had taken nearly ten years of his life. Albeit, he had many many more decades ahead of him, but he had only become an Other thirty years ago, so he had yet to assume the casual indifference towards the passing of time that was so common among the elder Others. He leaned his head back in yet another attempt to doze.

He awoke with a start yet again, but this time the train was not at fault. He had sensed an extremely large expenditure of Light energy very nearby. Caught by surprise, he didn’t have time to react before someone pushed him into the Light Portal that had suddenly appeared in the seat next to him. He tumbled through the other side and landed in a large snowdrift. Recovering quickly, he rolled to the side just as a blast of bright light scorched the snow where he had been lying a moment before. He jumped to his feet and stretched out a hand towards his assailant, touching the jade artifact in his pocket. Power flowed through him, and a series of grey ropes wriggled through the air towards the Light Other. As they neared his opponent, they smashed into a transparent convex barrier and disintegrated. Franco’s eyes widened, and he crouched into a defensive stance, summoning the power needed to erect a Dark Shield if necessary.

The Light Other seemed a bit stunned as well. He reached up and adjusted his glasses before speaking. “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.” Franco grimaced internally; he had expended almost all of the power remaining in the jade figurine, and had only his own power to rely on to protect himself. Still, the Light One must have used up a large quantity of energy as well, because any shield strong enough to resist a Grey Prayer required vast amounts of power.

The Light One sniffed and rubbed his nose, and Franco readied himself for another attack. He watched as the Light One’s shadow rose from the ground and engulfed the man, and then the Light One was gone. Franco quickly raised his own shadow, and plunged into the Twilight. As the world became grey and desolate around him, he saw that the Light One was already finding the thin wisps of shadow that remained in the Twilight and stepping into it. Gritting his teeth, he grasped blindly at the edges of where he suspected his shadow was, and stepped into the second level of the Twilight. He could already feel the Twilight draining his energy, sucking his life force out of him greedily. The landscape had become completely barren; no trees, hills, or mountains existed anymore, only a wide, flat expanse of grey before him. He knew that he could not remain at this level very long, but he also knew that being attacked from a deeper level of the Twilight would spell his doom. He locked eyes with the Light One, and his heart sank as his opponent grinned and lifted a sphere that seemed even greyer than the landscape around him. The Light One took two steps towards him before crushing the sphere in his hand. Then he was gone.

Franco desperately searched the ground for his shadow. He knew he wasn’t strong enough to last even five seconds in the third level of the Twilight, but he had no choice at this point. His head started spinning, and the edges of his vision began to turn to black. He fumbled weakly with his mind for his shadow, but he knew it was no use, as the Light One appeared suddenly behind him and ran him through with a sword of pure light. His last feeling was the Light One rummaging through his pockets, and then all he knew was despair as the Twilight tore his soul in twain and absorbed it into its essence.

[SIGPIC][/SIGPIC]
Maxim on
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Posts

  • MaximMaxim Registered User regular
    edited May 2008
    Rules:

    Basic Dynamics and Win Conditions
    The players will be divided into two groups, Light Others, and Dark Others. Within each group, there are different factions. The Fanatics are Others who feel that members of the opposing side must be eliminated at all costs, even if it means violating the treaty. They serve as a sort of Mafia for this game. The Purists, on the other hand, refuse to violate the treaty at any costs. They might have special abilities which allow them to find the Fanatics. Most of the Others within each group will be regular Others, i.e. neither Fanatics nor Purists. The Light and Dark Others have the same 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
    The game will be divided into two threads, one for each side. Within each thread, every person will make one vote per round for which member of their own side they will accuse of being a Fanatic. The person with the most votes will be turned over to the Inquisition and executed.

    Light and Dark Motives and Incentives
    In the books, when the Light Others feel they have committed a great wrong, they dematerialize. For the Light Others, every time they attack another player, there is a very small percentage chance (1%) that they will dematerialize. Fanatics are immune to dematerialization; they are so convinced they are in the right that they would never succumb to self-doubt to that extent.

    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
    Each player has a specific power level. Power levels range from Level 6 (weakest) to Level 1 (strongest). There is also a Great One power level, which is more powerful than Level 1. Only one member of each side will be a Great One. There will be more players at a weaker level than at a higher level.

    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
    "Spell Points" may be spent each round on four types of spell: Offensive, Defensive, Support, and Drain. There are some players that are able to cast spells of other types as well...

    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
    The Twilight is a sort of magical alternate dimension most Others can enter and exit. There are 3 levels of the Twilight, each of which is deeper and harder to reach than the one before. A player’s level determines how deep into the Twilight they can go. By default, players are considered to be in the real world (mechanically equivalent to a Twilight level 0). A player between levels 6 and 4 can enter the first level of the Twilight. In order to do so, they lose a “Spell Point”. A player between levels 3 and 1 can enter the first level of the Twilight without losing a Spell Point, and may enter the second level of the Twilight by sacrificing a Spell Point. A Great Other may enter the first and second levels of the Twilight without losing a Spell Point, and may enter the third level of the Twilight by sacrificing a Spell Point. If a player is in a certain level of the Twilight, he can only be seen or attacked by someone who is in that level of the Twilight or deeper. In addition, a player who attacks someone from a deeper level of the Twilight gets a “surprise” bonus, allowing them to get a first strike and ignore part of their target's defense. Attacks, however, require that the attacker move to the level of Twilight their target is in; thus, doing so may expose them to attacks by other players.


    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
    If one side feels that a member of the other side has violated the treaty (attacking someone else, whether on the same side or opposite), they may accuse that player and bring him before the Inquisition. In order to do so, they must appoint a Level 3 or higher player from their own side to serve as prosecutor. Accusations must be specific in nature: the attacker and target must both be claimed in the submission. The Inquisition will determine if the accused is guilty - their judgment will always be correct based on the actual actions players have taken. If the accused is guilty, they will suffer the appropriate punishment. If the accused is not guilty, the appointed prosecutor will suffer a loss in power. Each complaint requires a separate prosecutor, and each player can only serve as a prosecutor once per round.

    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
    Everybody will be a different type of Other. These are the character types:



    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
    There are a number of items present in the game. Many can be used by all players, but some are limited to use by certain characters only. Only one item may be used per round. If a trade is desired, then PM Maxim the name of the player you wish to trade with as well as CCing that player. That player will return a PM accepting or rejecting that trade. Certain items cannot be traded.


    Inactivity
    We will be VERY strict about inactivity for this game. At minimum, we request you post at least twice, make a vote, and send a PM to Maxim outlining your actions for the night. Gross violations of the inactivity policy will result in replacement.


    PMing Actions and Clarifications
    All action PMs should go to Maxim. PLEASE CONSOLIDATE ALL OF YOUR ACTIONS INTO A SINGLE MESSAGE. If you are using an item, using an ability, casting a spell, etc etc, please do not send multiple PMs, as there are 70 players and Maxim's PM box only has a capacity of 100. Also, try to be as sure as possible before sending a PM; changing your mind is not prohibited, or even discouraged, but it would be nice if Maxim's PM box didn't fill up every day. If you are sending an action to Maxim and his PM box is full, send it to either MrBlarney or visiblehowl. Probably MrBlarney, because he'll be around at vote close more often than visiblehowl will.


    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.

    Maxim on
    [SIGPIC][/SIGPIC]
  • MaximMaxim Registered User regular
    edited May 2008
    Player List

    Great One of the Dark: Zot aka Cold Salmon and Hatred

    3. Cold Salmon and Hatred
    4. Crovaxan
    5. DasUberEdward
    7. Erandus
    19. MechMantis
    31. Stew_Stick
    33. Toxic Toys
    34. Ultros64
    35. Varcayn

    Dead Players

    1. Bliss 101 - Dark Sorceror
    21. Oatway - Dark Vampire
    30. spaik - Dark Purist Sorceror

    9. Fat.Pig - Dark Sorceror
    23. Plutonium - Dark Fanatic Witch

    2. cj iwakura - Dark Purist Sorceror
    6. El Skid - Dark Fanatic Vampire
    13. FunkyWaltDogg - Dark Purist Vampire
    20. Mr. Defecation - Dark Fanatic Vampire
    22. Osvik - Dark Sorceror

    17. Lady Eri - Dark Witch
    18. lonelyahava - Dark Fanatic Sorceror
    28. Seriously
    32. thorgot - Dark Sorceror

    12. FrostMist - Dark Sorceror
    15. Inquisitor - Dark Sorceror
    27. Rygar - Dark Fanatic Sorceror
    29. Shamus - Dark Sorceror

    8. Exarch - Dark Sorceror
    10. Fembot - Dark Purist Witch
    11. FreeAgent - Dark Purist Witch
    14. Gumpy - Dark Vampire

    16. JoschuaEsQ - Dark Fanatic Sorceror
    24. Quoth - Dark Fanatic Witch
    25. Rainfall - Dark Witch
    26. Romantic Undead - Dark Sorceror

    Maxim on
    [SIGPIC][/SIGPIC]
  • MaximMaxim Registered User regular
    edited May 2008
    Alright, you're good to go, people.

    You may read the other thread, but you may not post in it!

    Day 1 ends Friday at 8 PDT/11 EDT


    Clarifications

    Clarifications

    Basic Dynamics and Win Conditions
    What does "three times as powerful" mean? Is it just another way of saying three times as many surviving players, or are our power levels factored in somehow?
    It means just what it says; "more powerful".

    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
    Maybe I missed this, but can we vote for members of the opposite thread? Or is that only through the prosecutor style thingie?
    You can only vote for members of your own thread.

    Accusations against members of the opposite alignment are a separate mechanic.
    Is it even possible to Abstain and not violate inactivity?
    Abstaining is frowned down upon.

    Light and Dark Motives and Incentives
    Clarification: For the light and dark incentives. The de-materialization for the light ones state (1%)one percent but the information death for the dark ones is (10%) ten percent is that correct or is the light ones also (10%) ten percent?
    The values listed in the rules are correct as stated.

    Spell Points and Spells
    What is the limit for the number of spell points a person can have at any time?
    The number of Spell Points a person has to spend is dependent on the player's level, role, and other potential factors. Normally, the amount will be equal to (7 - level), but it may be different. They will have that amount to spend each night, no matter what they do. Said another way, you may spend that many Spell Points each night. Spell Points regenerate each night, so you will have the maximum to use every day.

    Twilight
    When you go into the Twilight, is it just for the one turn or do you stay until you move out?
    Does entering your highest level of Twilight take a commitment of one spell point while you're in it, or does it just cost one point to enter, and you have full spell points next turn, or is it a permanent loss?
    Being in the Twilight lasts for one turn. If you wish to be in the Twilight the next day, you must indicate such in your PM.

    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
    Can we get a little more clarification on Accusations and Deals?

    Who determines whether a supposed breach is to be prosecuted, and who picks the prosecutor?

    With regards to deals, it sounds like any player can make a deal which is effectively binding on his whole side. Is that right?
    Claims that the Treaty has been violated are made by specific players of level 3 or more powerful. They submit to Maxim (playing the role of Inquisition) the name of the person who made the attack, and the person who was targeted. If the accusation holds true (i.e. Player A really did attack Player B) then Player A is punished, otherwise the prosecutor is penalized.

    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.
    I assume deals are not limited to attacks? We can wheel and deal for information exchange?
    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
    When does inactive culling happen? Before or after the vote?
    And a followup clarification: what happens if the vote leader is culled or otherwise killed before the vote?
    The vote will never 'trickle down' to other players, so it doesn't really matter when inactives are shuffled out. If it does make a difference, it will happen after the vote results, which follow other player actions.
    This confuses me.

    !Clarification: The vote happens after player actions correct? But the vote will never 'trickle down'?
    Alternatively, What is the order of actions?
    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
    Enchanters and Sorcerors made up the majority of the playerbase. Nothing special about them.

    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
    Purists started out networked and were composed of a variety of roles. They were able to Investigate two players each night, which acted as a 'Scry' (see Special Spells) that could not be blocked.

    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
    All players received at least one perk from the following list. All Purists and Fanatics started with two perks, All level 1 players started with two perks, and the Great Ones each started with three 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
    Scry Spells – Scry spells allow you to see the actions of a target player. The level of the Scry spell you cast must be equal to or greater than the 7 minus the Power Level of your target. If your scry spell is successful, you will be informed of all actions taken by your target that night. For example, a Scry spell with 3 Spell Points invested will see the actions of a target if they are Level 4 or weaker, and fail if they are Level 3 or stronger.

    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
    These items could be used by anyone:

    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
    Pendant and The Messiah

    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.

    Maxim on
    [SIGPIC][/SIGPIC]
  • OsvikOsvik Registered User regular
    edited May 2008
    Sup my Dark brOthers

    Osvik on
  • Bliss 101Bliss 101 Registered User regular
    edited May 2008
    I am pleased with our roster.

    Bliss 101 on
    MSL59.jpg
  • JoschuaESQJoschuaESQ Registered User regular
    edited May 2008
    As a will-be attorney dark-willing I pass the bar, I welcome my fellow self-absorbed brethren.
    I'm so excited!!!

    JoschuaESQ on
    [SIGPIC][/SIGPIC]
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2008
    I am pleased to see that we have started this gathering in a civilized and amiable manner. Tea, anyone?

    El Skid on
  • OatsOats Registered User regular
    edited May 2008
    Mmm, yes, quite.

    I could do with a spot of tea.

    Oats on
  • PlutoniumPlutonium Registered User regular
    edited May 2008
    Zot???

    Zot is our great one?

    (Don't kill me man)

    Plutonium on
  • OatsOats Registered User regular
    edited May 2008
    Spectre already pointed that out in the goodie-two-shoes thread.


    Does... does anyone else get the feeling that they're watching us? Always?

    Oats on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited May 2008
    Plutonium wrote: »
    Zot???

    Zot is our great one?

    (Don't kill me man)

    Boooo

    FunkyWaltDogg on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited May 2008
    In case there is any ambiguity, I am booing Zot, not plutonium.

    FunkyWaltDogg on
  • OatsOats Registered User regular
    edited May 2008
    Ah.

    Good to know.

    Oats on
  • Cold Salmon and HatredCold Salmon and Hatred __BANNED USERS regular
    edited May 2008
    WELL WHAT ARE YOU WAITING FOR

    START BOWING DOWN

    Cold Salmon and Hatred on
  • Bliss 101Bliss 101 Registered User regular
    edited May 2008
    I would but I'm afraid my monocle would fall off. We can't have that.

    Bliss 101 on
    MSL59.jpg
  • ErandusErandus Registered User regular
    edited May 2008
    Right then, chaps, the game is afoot!

    But first, tea would be most agreeable, wot wot?

    Erandus on
    [SIGPIC][/SIGPIC]
  • Bliss 101Bliss 101 Registered User regular
    edited May 2008
    The dynamics of this game do look interesting. The whole system seems to self-correct against factions that try to fast-forward towards a specific win condition.

    Bliss 101 on
    MSL59.jpg
  • ErandusErandus Registered User regular
    edited May 2008
    Reading the rules made my head hurt. I predict an early death for myself due to shooting my mouth off, attracting attention, and bumbling ignorance.

    Ah well, stiff upper lip and all that.

    Erandus on
    [SIGPIC][/SIGPIC]
  • PlutoniumPlutonium Registered User regular
    edited May 2008
    It's a large figure eight.

    Light Ones want to kill Light Fanatics.
    Light Fanatics want to kill Dark Ones.
    Dark Ones want to kill Dark Fanatics.
    Dark Fanatics want to kill Light Ones.

    Of course, at any time Light can also win by taking out Dark, and Vice Versa.

    Plutonium on
  • ErandusErandus Registered User regular
    edited May 2008
    It gets a bit more complicated when you consider the fanatics of one side want to kill any of the members of the other side, of which that side's fanatics are a subset. So the fanatics are being persecuted by both their own kind and the fanatics of the other side.

    All in all, it sounds quite complicated and hats off to VH and Maxim for coming up with this.

    EDIT: Also.. goddammit, after reading the intro pieces in both threads, I'm going to have to order the books now.

    Erandus on
    [SIGPIC][/SIGPIC]
  • SeriouslySeriously Registered User regular
    edited May 2008
    A bit more depth than I anticipated.

    Seriously on
  • QuothQuoth the Raven Miami, FL FOR REALRegistered User regular
    edited May 2008
    A wha huh nyah?

    This may actually be more complicated than Phallout.

    So how are we going to do this? Baseless day 1 accusations while we wait for a seer to step up?

    Quoth on
  • ErandusErandus Registered User regular
    edited May 2008
    I thought 80 was going to be a lot of players and a long game, but with all the spell mechanics and attacking worked in, and all the different factions try to off fanatics/eachother... There's gonna be a whole lot of dying going on.

    Erandus on
    [SIGPIC][/SIGPIC]
  • Ultros64Ultros64 Registered User regular
    edited May 2008
    Wow. The rules here are really hardcore.

    This is going to be awesome.

    Ultros64 on
    It doesn't matter what I say, as long as I sing with inflection
  • FrostMistFrostMist NorwayRegistered User regular
    edited May 2008
    ...my head hurts

    FrostMist on
    Untitled-1.jpg
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited May 2008
    Can we get a little more clarification on Accusations and Deals?

    Who determines whether a supposed breach is to be prosecuted, and who picks the prosecutor?

    With regards to deals, it sounds like any player can make a deal which is effectively binding on his whole side. Is that right?

    FunkyWaltDogg on
  • ErandusErandus Registered User regular
    edited May 2008
    From what i gather in the rules, you need endorsement from a level 3+ to act as prosecutor for accusations of a broken treaty.

    For shady dealings, you just go through the Inquisition to arbitrate and whatever you get the other side to agree to is fair game, regardless if your side approves or not.

    I'm guessing if you don't somehow warn your own side, that may lead to false accusations of breaking treaty. I guess you can act independently in making deals, but it could "be bad".

    Erandus on
    [SIGPIC][/SIGPIC]
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2008
    So if we want to kill a dark one other via a method other than voting for them, someone has to appeal to the light siders via the inquisition in order to get permission to do so, or else the person attacking/killing the darksider is in violation of the treaty?

    Query: Why would the light siders allow us to attack on of our own in this case? The only way the light siders benefit from a dark sider killed is if they are fanatics, right? Otherwise, their goal is to kill off light side fanatics before we kill off our fanatics, so the possible outcome of killing a darksider is either a) the person attacked is a fanatic, in which case the dark siders are closer to victory, or b) the person attacked is not a fanatic, at which point the dark siders are closer to victory. And of course vise versa for them asking our permission to kill their own.

    I guess what I'm saying is... this whole applying to have people killed thing doesn't make sense to me at all o_O

    El Skid on
  • QuothQuoth the Raven Miami, FL FOR REALRegistered User regular
    edited May 2008
    Is that maybe more for the fanatics than the rest of us? Like maybe a dark side fanatic would appeal to a light side non-fanatic to kill a light side fanatic, which would benefit both groups?

    Quoth on
  • OatsOats Registered User regular
    edited May 2008
    I think it works thusly:

    Darkie attacks lightie. They are of the same power level (or Lightie is higher). Darkie does X damage, wounding but not killing lightie. Lightie finds someone of power level =< 3 (or just represents themselves if they are 3 or less). They say "Darkie attacked me, in violation of the treaty" to the Inquisition.

    Inquisition looks at their immaculate records and deduce that Darkie did indeed attack Lightie, and dole out some form of punishment.

    EDIT: The deals are just a way of preemptively getting around the treaty, I think.

    Oats on
  • ErandusErandus Registered User regular
    edited May 2008
    El Skid wrote: »
    So if we want to kill a dark one other via a method other than voting for them, someone has to appeal to the light siders via the inquisition in order to get permission to do so, or else the person attacking/killing the darksider is in violation of the treaty?

    Well, the only dark ones that the dark side wants dead is the fanatics, so the only mechanic that should be needed to attack them is the inquisition. Other than that, no dark ones should be killed by other dark ones.

    The treaty seems to cover light ones and dark ones attacking each other. Aside from fanatics, for whom there is already a mechanic in place for killing, there's no reason to attack your own faction.

    EDIT: The light side wouldn't give a damn if we want to kill our own, either. We're either killing a fanatic who is a threat to them, or generally whittling down our own numbers and moving them closer to the 3:1 outnumber ratio they can also win through.

    Erandus on
    [SIGPIC][/SIGPIC]
  • El SkidEl Skid The frozen white northRegistered User regular
    edited May 2008
    I think I understand how the deals are supposed to work...I just don't understand why anyone would ever agree to them.

    Edit- But...the only people who would want to attack the other faction are fanatics... and they'd have to 'out' themselves to do the asking.

    Or is this supposed to be a secret process?

    El Skid on
  • ErandusErandus Registered User regular
    edited May 2008
    Quoth wrote: »
    Is that maybe more for the fanatics than the rest of us? Like maybe a dark side fanatic would appeal to a light side non-fanatic to kill a light side fanatic, which would benefit both groups?

    Or a dark side fanatic could appeal to the light side to bump off a darkie who is suspicious of his true fanatacism. And as part of the deal, he gets a free shot at the other team, which as a fanatic he wants.
    El Skid wrote: »
    Or is this supposed to be a secret process?

    Wheeling and dealing is done through the Inquisition (PM's to the person you want to deal with and the GMs for approval), so you're not directly outing yourself. You don't need to reveal more info about yourself to the person you're dealing with than it takes to get them to agree. What they choose to reveal to their own team seems pretty dependent on what their true role is on their team, and whatever politics they're playing on their side. And who from their own team they trust with whatever info you choose to give them about yourself.

    Erandus on
    [SIGPIC][/SIGPIC]
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited May 2008
    Deals are via PM to Maxim, so yeah, they're secret.

    FunkyWaltDogg on
  • QuothQuoth the Raven Miami, FL FOR REALRegistered User regular
    edited May 2008
    But they're only secret if the other person involved in the deal doesn't snitch.

    Yeesh.

    Quoth on
  • ErandusErandus Registered User regular
    edited May 2008
    Or if you don't snitch, yourself.

    They/we also have to consider what revealing deals you've made under the table will make your own team think of you and what you're trying to accomplish. The fact that you even made a deal, or chose to reveal it's details could mean something about who you are. Or you could be lying about the whole thing, or parts of it.

    I think I need to lie down, i feel a bit dizzy thinking about all that. :P

    Erandus on
    [SIGPIC][/SIGPIC]
  • ExarchExarch Registered User regular
    edited May 2008
    Seems interesting, I can see the first turn being a bit chaotic with a lot of 'lets see what this does' going on.

    Exarch on
    No gods or kings, only man.
    LoL: BunyipAristocrat
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited May 2008
    When you go into the Twilight, is it just for the one turn or do you stay until you move out?

    FunkyWaltDogg on
  • ErandusErandus Registered User regular
    edited May 2008
    Exarch wrote: »
    Seems interesting, I can see every turn being a bit chaotic with a lot of 'what the hell is going on' going on.

    I think that's a bit closer to the truth.

    Erandus on
    [SIGPIC][/SIGPIC]
  • PlutoniumPlutonium Registered User regular
    edited May 2008
    Does entering your highest level of Twilight take a commitment of one spell point while you're in it, or does it just cost one point to enter, and you have full spell points next turn, or is it a permanent loss?

    Plutonium on
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