Rocks: win when all of the Scissors have been eliminated.
Paper: win when all of the Rocks have been eliminated.
Scissors: win when all of the Papers have been eliminated.
Each of the three main factions are masons and each of the three factions have the same three roles. Vigilante, Guardian, and Psychic.
Vigilante: Each night the Vigilante may target a player for a kill. However, if the target is not a member of the team that the player must kill to win the game, the kill is unsuccessful.
Guardian: Each night the Guardian may target a player to protect them from being killed. However, the Guardian may not guard themselves, and they also cannot guard the same player two nights in a row. If the Guardian attempts to guard a player on the team that the Guardian needs to kill to win, the guarding attempt will fail.
Psychic: The Psychic receives a PM report from the host every time a player dies. The report tells who died and their allegiance.
There are also three "greens" who are unrelated to the Rocks, Papers, or Scissors. Unlike the factions, each green does not know who the other greens are. Greens win when each of the three Vigilantes die and will be notified when this occurs via PM from the host.
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Night events are rendered in this order:
#1: Guards.
#2: All Kills simultaneously.
#3: Death reports for the Psychic.
Each day will last [at least] 72 hours. Night phases will be [at least] 24 hours. Normal rules regarding phantoms and instalynches. Because of the win conditions and the way kills are rendered, it is possible for more than one team to win simultaneously, and in that case, each win should be considered a complete, proper win and not be considered as a "tie" between competing teams. However, for a team to win, at least one player from that team needs to be alive at the end of the phase in which they won.
Three people per team. Each team has two teams it beats.
Rock, Paper, Scissors, Lizard, Spock.
Rock beats Scissors and Lizard.
Paper beats Rock and Spock.
Scissors beats Paper and Lizard.
Lizard beats Paper and Spock.
Spock beats Rock and Scissors.
The number of players in the team determines what abilities they can choose to use during the night phase. If all three players are alive they get to seer, guard or kill. If only two players of a team are alive they only get to guard or kill. If only one player remains he only gets to kill. If no player remains the team gets to be dead.
The objective of the team and it's members is to kill the teams they beat. We do this through night phase kills, if any, and day lynches. Several teams can win at once.
The mechanics of the night phase actions are easy. Teams get to seer anyone outside of their team. Guard anyone but the people on that's trying to beat them. Kill anyone.
Teams may only pick one action per night phase should they have an option.
There is a 'no-lynch' vote as well should a player not want to kill someone.
Actually, I think that it might be a good idea to have one more "regular" style of game rather than going in to something that bends the game mechanics like fic's... not sure what everyone else thinks of that though.
I want to give people a reason to strategize by putting everyone against one another. I want people to think and doubt and question every single line of text they see in AIM.
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