As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

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

MaximMaxim Registered User regular
edited May 2008 in Critical Failures
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.

[SIGPIC][/SIGPIC]
Maxim on
«13456720

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 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

    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

    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]
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited May 2008
    Jesus H Christ that is a wall of text.

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
  • Hi I'm Vee!Hi I'm Vee! Formerly VH; She/Her; Is an E X P E R I E N C E Registered User regular
    edited May 2008
    Your mom is a wall of text.

    Read it, bitch!

    Hi I'm Vee! on
    vRyue2p.png
  • TehSpectreTehSpectre Registered User regular
    edited May 2008
    Hurf durf

    TehSpectre on
    9u72nmv0y64e.jpg
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited May 2008
    I did. I think I've seen D20 systems easier.

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
  • MaximMaxim Registered User regular
    edited May 2008
    You'll get the hang of it. It's simpler than it looks.

    Maxim on
    [SIGPIC][/SIGPIC]
  • TehSpectreTehSpectre Registered User regular
    edited May 2008
    Oh god, Zot is their leader.

    TehSpectre on
    9u72nmv0y64e.jpg
  • TrueNeverbornTrueNeverborn Registered User regular
    edited May 2008
    So, anyone have any clue who is the big baddie?

    TrueNeverborn on
    So if you love games and I love games... Why are we not playing... **sees the forum** OOOOHHHH Yeh!
    TrueNeverBorn_sm.jpg
  • TrueNeverbornTrueNeverborn Registered User regular
    edited May 2008
    I think Maxim must have a bottle of meds next to his desk and a list of everyone's role pms. That has to be a nightmare.

    TrueNeverborn on
    So if you love games and I love games... Why are we not playing... **sees the forum** OOOOHHHH Yeh!
    TrueNeverBorn_sm.jpg
  • SepahSepah Registered User regular
    edited May 2008
    Maths! It burns us, precious!

    Sepah on
  • giltanisgiltanis Registered User regular
    edited May 2008
    Well now I know why my PM told me so openly that Zot was the Dark great one <laughs>. Oh yah and good morning all.

    giltanis on
    sig.gif
  • UltaruneUltarune Registered User regular
    edited May 2008
    This is going to be awkward, I've never been able to do a playthrough of a Kotor game as a lightsider. We are supposed to use our powers benevolently, not kill people for our own amusement and profit?

    Ultarune on
  • WildcatWildcat Registered User regular
    edited May 2008
    For those of us who don't live on the moon, I think that 8 PDT will be 3am GMT, or 4am BST.

    Wildcat on
  • MaximusMaximus Engineer of the Harbinger Engine RoomRegistered User regular
    edited May 2008
    Ultarune wrote: »
    This is going to be awkward, I've never been able to do a playthrough of a Kotor game as a lightsider. We are supposed to use our powers benevolently, not kill people for our own amusement and profit?

    Yeah, but we can do all that stuff to the dark ones, and still enjoy being good.

    Maximus on
  • precisionkprecisionk Registered User regular
    edited May 2008
    MAY THE LIGHT SHINE ON OUR PATH

    precisionk on
  • TrustTrust Registered User regular
    edited May 2008
    Why couldn't Pk be our great one? That would have been awesome.

    Trust on
    We Stand Ready
  • NionNion Registered User regular
    edited May 2008
    I predict that this game is going to end with the 1% chance costing us the game on the last turn. :P

    Nion on
  • precisionkprecisionk Registered User regular
    edited May 2008
    Trust wrote: »
    Why couldn't Pk be our great one? That would have been awesome.

    I agree. I WOULD HAVE BROUGHT FORTH AND LEAD MY FOLLOWERS TO THE TRUTH, JUSTICE AND THE AMERICAN WAY.

    precisionk on
  • WildcatWildcat Registered User regular
    edited May 2008
    Ah, if you'd said UK way I'd have staged a revolution for you, but better luck next time.

    Wildcat on
  • chamberlainchamberlain Registered User regular
    edited May 2008
    Keeping up on two threads is not going to be easy...

    Oh well, screw working at work!

    chamberlain on
  • NionNion Registered User regular
    edited May 2008
    !vote Infidel

    Because the RNG told me to.

    Nion on
  • GreeperGreeper Registered User regular
    edited May 2008
    My 'good' friends, let's get this done.

    Greeper on
  • MatatatMatatat Registered User regular
    edited May 2008
    HELLO

    Dammit this is a terrible totp

    Matatat on
  • GreeperGreeper Registered User regular
    edited May 2008
    I wonder if we can abstain from day 1 voting. I mean, I've always hated it in theory because I have no clue what's going on.

    Oh well, RNG, I guess.

    Greeper on
  • RendRend Registered User regular
    edited May 2008
    Maybe I missed this, but can we vote for members of the opposite thread? Or is that only through the prosecutor style thingie?

    Oh, and good morning gentlemen. The brandy will be out shortly.

    Rend on
  • Hi I'm Vee!Hi I'm Vee! Formerly VH; She/Her; Is an E X P E R I E N C E Registered User regular
    edited May 2008
    Rend wrote: »
    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.

    Hi I'm Vee! on
    vRyue2p.png
  • Hi I'm Vee!Hi I'm Vee! Formerly VH; She/Her; Is an E X P E R I E N C E Registered User regular
    edited May 2008
    Crossposted from the Dark thread:
    MrBlarney wrote: »
    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.
    When you go into the Twilight, is it just for the one turn or do you stay until you move out?
    Plutonium wrote: »
    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.

    Hi I'm Vee! on
    vRyue2p.png
  • projectmayhemprojectmayhem Registered User regular
    edited May 2008
    No idea what is going on, but I love it

    projectmayhem on
  • MatatatMatatat Registered User regular
    edited May 2008
    Rend I am irked as I have not yet received my brandy

    Matatat on
  • SmasherSmasher Starting to get dizzy Registered User regular
    edited May 2008
    This is going to take some time to wrap my head around.

    Smasher on
  • B:LB:L I've done worse. Registered User regular
    edited May 2008
    No idea what is going on, but I love it

    Hmm.

    B:L on
    10mvrci.png click for Anime chat
  • TrueNeverbornTrueNeverborn Registered User regular
    edited May 2008
    !TrueNeverborn for I know I've done nothing wrong.

    TrueNeverborn on
    So if you love games and I love games... Why are we not playing... **sees the forum** OOOOHHHH Yeh!
    TrueNeverBorn_sm.jpg
  • TrueNeverbornTrueNeverborn Registered User regular
    edited May 2008
    ... Is it even possible to Abstain and not violate inactivity? !Abstaining my Other Balls off

    TrueNeverborn on
    So if you love games and I love games... Why are we not playing... **sees the forum** OOOOHHHH Yeh!
    TrueNeverBorn_sm.jpg
  • Hi I'm Vee!Hi I'm Vee! Formerly VH; She/Her; Is an E X P E R I E N C E Registered User regular
    edited May 2008
    Just to clarify, people sent to the Inquisition by the vote will be executed regardless of whether they're guilty of being a Fanatic.

    Hi I'm Vee! on
    vRyue2p.png
  • InfidelInfidel Heretic Registered User regular
    edited May 2008
    Making post for blue dotz.

    I'm at work until this evening.

    Infidel on
    OrokosPA.png
  • GrundlterrorGrundlterror Registered User regular
    edited May 2008
    !RNG says maximus

    Grundlterror on
    steam_sig.png
  • InfidelInfidel Heretic Registered User regular
    edited May 2008
    p.s. This shit looks cool, reminds me of Gods of Phalla a little bit. Not surprising eh? :lol:

    Thanks for the game (already) VH and MrB! Don't make me take that back!

    Infidel on
    OrokosPA.png
  • TrueNeverbornTrueNeverborn Registered User regular
    edited May 2008
    Hey I'm sure they reserve the right to shovel the Isht whenever they please!

    TrueNeverborn on
    So if you love games and I love games... Why are we not playing... **sees the forum** OOOOHHHH Yeh!
    TrueNeverBorn_sm.jpg
Sign In or Register to comment.