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  1. #1
    Quiraikotsu is offline Senior Member Community Builder
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    Default Vampire Game ;]

    THIS IS NOW THE VAMPIRE GAME.

    I'm the host =0 OR should I say hostess
    Or maybe not if I buckle under the pressure D=
    I use smilies far too much.
    Anyway these are the rules from the last game.
    I assume we might review the rules, roles and so on.
    Oh and the times as well.
    I can't stick to the old time system of SD's since I was always asleep when the night/day started and so on.
    I'll sort that out later:

    Overview

    29 Townies, 6 Vampires, one set of gallows [or whatever you like to kill them]. The goal is for the townies to uncover the hidden vampires who nightly assassinate one of the townies. The vampires are there to kill all the townies and gain control of the city. Plotting, evil deeds, lying, lateral thinking, deception, backstabbing, teaming up, are all encouraged to help either side achieve their goals. Townies must band together and vote on who the most likely Vampire members are and hang them till they stop twitching! Vampire members plot to kill all special townies and eventually win by being the only ones left!

    Roles

    Im not too keen on creating new roles and ive forgotten which ones were overpowered and such. If you have any ideas for new ones besides the ones i put here or can make a significant case as to why we should add old ones (the last games were usually a bit unbalanced) please by all means say so!

    Common Townie
    You must work together and form bonds and listen very carefully to what people say. Together you vote to hang whoever seems the most suspicious. Random killing is not recommended.

    Vampires
    You vote to kill one person per night, you all start out knowing who the other mafia members are. Finding out who is a roled townie is paramount if you are to succeed in your continued secret infiltration and internal destruction of the city!

    Psychic (Roled Townie)
    Each night you can sorta "see" someones true identity. You see townies, roled townies, or vampires.

    Coroner (Roled Townie)

    After every night phase, you get the names/roles of those who died. Additionally every other night you can view any of the bodies of dead members to see if you notices anything different about them.

    ^Or counter shown every other 'day'. And goes away after the coroner dies.

    Masons x2 (Roled Townie)
    You start out with a small, but prebuilt alliance, because you know each other

    Guardian (Roled Townie)
    Every night, he chooses 1 person, it can be anyone, to 'protect', this person will be saved if the vampire tries to kill him.

    Cleric (Roled Townie)

    Every night, the cleric chooses one player. That player, regardless of whether they are human or vampire, is notified by me that the cleric is definitely a human and that he is the cleric.

    Night Watchman (Roled Townie)
    you only work one out of every four nights but you always spy a dark cloaked figure in the night, unfortunately you can only tell small insignifitant random peices of information about them... fortunately its almost guaranteed that said figure is a vampire.

    Necromancer
    The Necromancer has the ability to revive one person every five days in the graveyard during the game.

    Bulletproof Townie

    It takes 3 wolf votes to kill you. The Berserker Vampire vote can kill you in one. And your fellow townies can lynch you. The Vampire Hunter cannot kill you, but he can once he changes to the Berserker (if he does).


    Hitman. Or Hitvampire (Roled Vampire)
    Once every three nights the Mafia can opt to use this member and kill a person regardless of their protected status. By sheer luck this member kills because the mafia doesn't know who is protected... or so the townies should hope.


    Vampire of Foresight
    A little minor ability given randomly to one of the vampires. This vampire has the ability to ping me and get the identity of a certain roled townie. (The vampire cannot request for what role, so it'll be random between the necromancer, cleric, and the two masons.) The night he pings, however, the vampires cannot kill anyone that night. It takes 3 nights for this to process, and it will be nulled if the vampire dies within these 3 nights.

    Vampire of Hypnotism
    Another minor ability given randomly to one of the vampires. This vampire has the ability to change the vote of one person before the end of the day.The vampire can not use this effect when there are less than 11 players (townies or vampire) alive. The vampires cannot kill that following night.

    Vampire Hunter

    Every night, you have a choice to make. You can kill someone during the night, or not. After the second time you kill someone, you have a 33 percent chance of becoming a Berserker Vampire. If you kill 3 nights in a row, the chance is 66 percent. (mutual kills are possible for this role)

    CAN CHANGE TO...

    Berserker Vampire (Roled er... berserker.)
    Each night, you choose one victim. Vampire, townie, roled townie (even the guardian or regenerating), doesn't matter, they all fall before you. However, you only win if you are the last one standing. (mutual kills are possible for this role)

    This in the BOLD is a more detailed explaination of the whole Hunter/Berseker thing...
    This role is neither townie nor vampire.
    IT IS BOTH.
    -The role starts off as HUNTER. THERE IS NO BERSERKER WHEN THE GAME STARTS OFF.

    Hunter will show up as Hunter on seer ping, and as Berserker when they change accordingly.
    If they change back to hunter after that, the ping will also change back to Hunter.
    Or is this too useless? :/

    -Hunter/Berserker can choose not to kill, of course.
    -If he kills someone, townie or vampire, he has 33% chance of being a BERSEKER.
    -He kills TWICE, and has 66% chance of changing to Berserker.
    -Kills THRICE, and he turns automatically to a BERSERKER.

    -If he keeps killing, he stays BERSERKER.
    -If he stops killing for ONE NIGHT, he has 33% chance of changing back to HUNTER.
    -If he stops killing for TWO NIGHTS IN A ROW, he ha
    s 66% chance of changing back to a HUNTER.
    -If he stops killing for THREE NIGHTS IN A ROW, he automatically changes back to a HUNTER, and shows up as HUNTER on the seer ping.

    ONCE HE CHANGES TO HUNTER AFTER ONE KILL, HE WILL NEVER SHOW UP ON A PING AS 'TOWNIE' AGAIN. ONLY AS HUNTER OR BERSERKER.

    An example
    -Say he is a BERSERKER, and he has 66% chance of changing to a HUNTER, stops killing for a night, he changes completely to a HUNTER.
    If he kills, his chance of become a HUNTER decreases to 33%.

    GOT IT?
    Wow my fingers hurt.
    Everyone understand?

    Oh, and in a BERSERKER role, just go back up there ^ to see the role details. PHEW.


    Rules
    Dead Men Tell No Tales...Dead women don't either smartypants. If I find out a dead person said something about the game the person they told is immediately killed. end of story.

    Tie votes result in NO KILL. Choose wisely and random killing is not recommended.

    Do not show, quote, screenshot, or anything any of the PMs i send out. Failure to comply results in instantaneous replacement from the game with one of the subs or death of character depending on the severity of the information disclosed.

    If you are inactive for more than two complete day cycles, you are replaced.
    This might be changed to: If you are inactive for more than 2/3 days, you're banned. Found this somewhere in the other thread. It stops people from just sacking the game off >:[

    Endings
    1. Vampires make up 50% of the remaining players. VAMPIRE WIN.
    2. Berserker is the only one left standing. BERSERKER WIN.
    3. No more vampires left. TOWNIE WIN.

    TALK AND COMMENT.

    OH and also bold your names to sign up. I might miss some people off, and that just wouldn't do now, would it? I am rather dozy.

    Oh gosh we could have vampires instead! =0

    OR ZOMBIES

    I'm getting quite excited.
    Last edited by Quiraikotsu; 05-05-2007 at 08:04 AM.

  2. #2
    Jakko's Avatar
    Jakko is offline Senior Member Community Builder
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    Pasted from other thread:

    That would be great, Vinc. However, before that, I recommend two changes:
    Remove the Werewolf spy. Too powerful.
    I would say remove one of the psychics, for fairness, though this is far less important than the removal of the spy.


    Regarding the counter, I would say we should remove it as well. It completely removes the meaning of the coroner. Deaths are supposed to be mysterious, only a roled person should know, it adds a whole 'nother facet to the game. Also, I was not lying earlier in the game, when I said that SD purposefully had to lie about the counter, making it inaccurate.


    Also, I am not sure if the hidden rule should stay, as it could help out both sides greatly, and hurt them. In the beginnning, it will only help the wolves, who have a solid starting userbase. Later in the game, however, it could be a great help to townies that have banded together. Also, it could help a townie that doesn't want to gain attention. Maybe we could say that a person is only allowed to vote silently once every other day?

    P.S. - Zombies wouldn't die if hung, and would only create more zombies when they killed someone. Like rappers. That would be a nightmare. =p
    P.P.S. - 7 day ban seems about right.

  3. #3
    Quiraikotsu is offline Senior Member Community Builder
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    If there aren't any objections to removing the hidden rule, counter, one of the psychics and the spy, I'll take them off the first post.
    Removing the counter would make the wolves so much more safer though...
    How about revealing the counter every 3 days?
    And what was the hidden rule from last game?
    And you mean a person as in a role townie that can vote silently, like the wolves do via pm?

    p.s. SD LIED ABOUT THE COUNTER LAST GAME? WHAT?!
    P.p.s. Any mod like to help me to ban people that break those rules? =]
    AKA the one about being inactive once you sign up and so on.

  4. #4
    flash is offline Senior Member Community Builder
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    I'll say no to hidden rule, because it'll greatly help the wolves, because they're a team and organized well, but not for the townies, the townies are scattered. and by looking the last game, I think only a few innocent townie who knew about the hidden rule, but not for the the wolf, 1 wolf knows, every wolf knows.

    But, I'll say yes to night (pm) vote, and yeah silent vote every other day is not a bad idea.

    and no multiple kill.

    player who is inactive for 3 days without a reasonable notification in advance should be banned! even the mod.

    PS: whatever you want to call it Quira, but I think Vampire > Zombie

  5. #5
    98abaile's Avatar
    98abaile is offline Senior Member Community Builder
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    Who won the last game?

    (Not signing up)

  6. #6
    flash is offline Senior Member Community Builder
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    The wolves,

    I want to suggest the necromancer, the vampire infected townie, 1 vampire hunter/berserker vamp, mm what else....

  7. #7
    deuce22 is offline Senior Member Community Builder
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    Deuce wants to play.

    agreed on the banning of inactive members. GHAD ITS SO ANNOYING.

    also agreed about taking out the mafia spy. Umm...and also, a second psychic is a slight overpowering...but not nearly to the degree of the spy.

    and also i believe removing the counter is only fair, only the coroner should know that and the ppl the coroner trusts.


  8. #8
    Quiraikotsu is offline Senior Member Community Builder
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    Flash and Jakko, I'm assuming you two are signing up?
    And what was the hidden rule from the last game?! >:[

  9. #9
    flash is offline Senior Member Community Builder
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    the night voting Quira, that's why we lose.
    Yes I'm signing up, pls

    Quote Originally Posted by IdiotHunter
    Well, the roles I thought of got trashed. So, I'll be sticking with DD's version with some tweaks.

    Day is 48 hours long, no night phase.

    Roles:
    5 Wolves
    2 Seers
    2 Masons
    Bulletproof Townie
    Psychic
    Guardian
    Werewolf Hunter
    Berserker Wolf
    Cursed Townie
    Necromancer
    Townie

    16 roles out of 26 people. Good more than 50% chance of getting a role.

    THE ROLES
    Wolves
    The wolves vote to kill one human a night, and know each other from the start of the game, same as the previous two games.

    Wolf of Foresight
    A little minor ability given randomly to one of the wolves. This wolf has the ability to ping me and get the identity of a certain roled townie. (The wolf cannot request for what role, so it'll be random between the insane seer, and the two masons.) The night he pings, however, the wolves cannot kill anyone that night. It takes 4 nights for this to process, and it will be nulled if the wolf dies within these 4 nights.

    Wolf of Hypnotism
    Another minor ability given randomly to one of the wolves. This wolf has the ability to change the vote of one person before the end of the day.The wolf can not use this effect when there are less than 11 players (townies or wolf) alive. The wolves cannot kill that following night.

    Seers
    One of you is normal, one is insane, each has one scry per night phase. You cannot scry/ping yourself to find out which you are, and the insane seer cannot tell what role a person has, beyond wolf/townie

    Masons
    You start out with a small, but prebuilt alliance, because you know each other

    Bulletproof Townie
    It takes 3 wolf votes to kill you. The Berserker wolf vote can kill you in one. And your fellow townies can lynch you. The Werewolf Hunter cannot kill you, but he can once he changes to the Berserker (if he does).

    Psychic
    After every night phase, you get the names/roles of those who died.

    Guardian
    Each night, you can choose to protect someone, including yourself, from a normal wolf kill

    Werewolf Hunter
    Every night, you have a choice to make. You can kill someone during the night, or not. After the second time you kill someone, you have a 33 percent chance of becoming a Berserker Wolf. If you kill 3 nights in a row, the chance is 66 percent. (mutual kills are possible for this role)

    Berserker Wolf
    Each night, you choose one victim. Wolf, townie, roled townie (even the guardian or regenerating), doesn't matter, they all fall before you. However, you only win if you are the last one standing. (mutual kills are possible for this role)

    Cursed Townie
    Before the beginning of each day (including the first day) the cursed townie has a 25% of becoming a wolf. Normal seer pings come up as "cursed townie." The cursed townie will not know he/she is cursed until he/she transforms.

    Necromancer
    The Necromancer has the ability to revive on person in the graveyard during the game.

    Townie
    You must hunt down the evil in your midst, and vote lynch it out!

    If you guys truly hate the cursed townie, then I'll remove him along with 2 signup slots. But, I originally created him to keep the normal townies active. Also, if there's a role that I trashed that ya'll want back, then just request it. We can always tweak those new roles so they're 100% fair.

    Endgame terms:
    TWG #4 can end in 3 ways!

    1. When either the normal wolves make up at least 50% of the remaining players (Normal Wolf victory)

    2. When only one Berserker Wolf is left (Berserker Wolf victory)

    3. When the normal and Beserker Wolf/Wolves are all dead. (Townie victory)

    Special rules:
    NO SHOWING ANY PM'S I SEND, OR SCREENSHOTS OF THEM, OR QUOTING THEM
    If you do this, I will instantly kill you from the game. This is your only warning. (it really skews the game against the wolves)

    THE DEAD TELL NO TALES
    If you are killed in the game, you must not talk about it. You may not reveal your role, say who betrayed you, or reaveal any suspicions you may have had. Failure to comply with this rule will result in a ban from the forum related to the severity of the offense.
    Quote Originally Posted by CPR
    addendum:
    Godfather-This is the leader of the wolves. The Godfather will turn up as innocent when pinged

    Wolves/subordinates - there are four of them.

    The Roles.
    Humans have an ace up their sleeve. 4 of them are special humans, each of which gets a unique ability. These 4 special humans have roles that, if used properly, can lead to the defeat of the wolves. Here are the roles;

    Guardian - Every night, he chooses 1 person, it can be anyone, to 'protect', this person will be saved if the wolves try to kill him.
    Psychic - Every night, the psychic is notified on whether or not the guy who died was a human or a wolf, and if he was a human, whether he had a role or not.

    Cleric - Every night, the cleric chooses one player. That player, regardless of whether they are human or wolf, is notified by me that the cleric is definitely a human and that he is the cleric.

    Normal Seer - Every night, he chooses 1 person, again anyone, to 'scry', he then is told by me whether that person is human or wolf and if the guy is human, whether he has a role.
    addendum:
    There are 4 seers. (each of them will think they are the normal seer though and they do not know who are their fellow seers.)

    Paranoid seer-Thinks everyone is mafia

    Naive seer- Thinks everyone is innocent gets the same result: Townie

    Insane seer- gets opposite results, for example he pinged a mafia, he gets the result townie.

    Governor- this person can call off a lynching

    Bulletproof townie- this person cannot die from the wolves.

    2 masons- these two know each other are regularly townies. This is very powerful to form alliances.
    Last edited by flash; 05-04-2007 at 08:52 AM.

  10. #10
    _Vincent_ is offline Senior Member Community Builder
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    Quote Originally Posted by Quiraikotsu View Post
    If there aren't any objections to removing the hidden rule, counter, one of the psychics and the spy, I'll take them off the first post.
    I agree with Jakko, its a good idea to take out the spy and the extra psychic. The spy made the game for the Townies a LOT harder but to even it out we can take out the extra psychic.
    Removing the counter would make the wolves so much more safer though...
    How about revealing the counter every 3 days?
    And what was the hidden rule from last game?
    And you mean a person as in a role townie that can vote silently, like the wolves do via pm?
    Revealing the counter every 3 days is nice but I think we should follow steal's idea to take it out when the coroner dies.

    I'm completely against the hidden rules. The last game confuse most players with the regular rules. The hidden rules will blow their heads off :P

    Silent voting is okay with me but I think it should be done a couple of hours before night phase. To give the Host/Hostess enough time to summarise everything.

    Just an idea:
    hmm I was thinking of using a bulletin board for the town. PM the host/hostess then they can write down whatever they want in the bulletin board. It's like an anonymous message from everyone. ofcourse it will be rewritten in a way that people wouldn't be able to trace it.

    EDIT:
    current players
    Deuce
    flash

 

 
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