Team Good 1 Wolf Seer - Seers during the day 1 Wolf Gambler - Has the option to roll a 3-sided die (via integer generator), with the results
1/3 - Cardflip self in thread
2/3 - Cardflip a random person
3/3 - Cardflip self and gain a vigi 1 Normal Wolf
Team Evil 1 Brutal Seer - Power is activated ONLY when killed via night-time wolfing. Will send a PM to the host of any chosen player that voted for their wolfing, and they will be killed during the day. 1 Seer Gambler - Rolls a 3-sided die, results:
1/3 - Cardflip self in thread
2/3 - Cardflip and vigi a player of choice
3/3 - Death to gambler 1 Normal Seer
8 Wolves
This game, obviously will operate much differently. Team good is composed of wolves, with team evil being composed of humans.
Lynchings are now wolfings and the votes will take place during night, whereas Team Evil will choose a victim over daytime and rupture their mind, literally seering them to death. This will not deliver colored results, and will be handled like wolfings.
Gamblers will roll upon their choice and any rolls must be conducted during daytime.
Would the wolves know who each other are, and would the seers as well? Also, does the Normal Wolf have any abilities besides being just a wolf, and would the game end once the three wolves died, or not until the three seers died?
Not saying i want to host, but i hosted a TWG over in FFYa that went as following.
15 Players:
3 Wolves
4 Sets of 3 Masons each
So basically, you have this structure.
Wolf
Wolf
Wolf
Mason A
Mason A
Mason A
Mason B
Mason B
Mason B
Mason C
Mason C
Mason C
Mason D
Mason D
Mason D
Except, in the actual game, there are no Letters denoting which mason group you are in. The PMs would go:
x, y, and z, you are all Masons.
a, b, and c, you are all Masons.
l, m, and n, you are all Masons.
h, i, and j, you are all Masons.
q, r, and s, you are wolves.
However, due to inactivity and people being banned, it wasn't as interesting as it could have been, and the wolves were pretty much guaranteed after two humans were banned, and one human racked up a 2.01 phantom.
Again, i'm not saying i want to host this, just throwing an idea out.
This is an advanced version of the jTWG, but much different. I made it myself and think you guys will absolutely love it (there is no random.org bull**** this time). I'm taking a new approach here, so I think everyone will have a lot of fun, rather than a lot of frustration.
And just for you complainers, you can vote on items, scavenging, card-flipping and both the length of day and night phase. It's all up to you.
roundbox, you do realize there's a 2/3 chance the Seer Gambler dies, right? I'd say make it 1/3, or at least 1/2.
I'll make it 1/2, but not now I'm lazy :<
Originally posted by Temote
Would the wolves know who each other are, and would the seers as well? Also, does the Normal Wolf have any abilities besides being just a wolf, and would the game end once the three wolves died, or not until the three seers died?
Seers would know each other. Wolves would not. I forget why I even have the normal wolf. Maybe he'll just be a guard, I'm stupid. Game would end when seers are dead. All players are considered wolves.
I am reviving this game because I still consider it one of my best creations. This game was a victim of its own mechanics last time; I have since fixed such errors. Please, seriously consider this game and get petential playyers interested if need be.
19 players.
The Chimera Elite (Wolves)
#000: Master Wolf. Has the one-time use power to infect a human. This makes them seer red, and also makes them count as a wolf in the wolf/human count. The infected human must be dead in order for humans to win the game. This ability can be used during any phase of play and happens without the knowledge of the target. Seers GREEN.
Zade: Wolf Thief. Attempts to steal items from one person during the night. Seers RED.
Malakh: Wolf Scavenger. Searches the city for items at night and distributes his findings to other players. Seers RED.
Arun: Wolf. Seers RED.
2 Infected Humans: Lonewolf Masons.They are freshly infected, so they are still difficult for #000 to rein in.. They seer RED. By Night 5, they are told who the other wolves are and lose their kill ability.
Each night, both regular and lost wolves send in kill PMs. Since they represent 1/3 of the wolf population, there is a 1 out of 3 chance that the lost wolf kill will succeed.
Security Force Mobius (Special Humans)
Ether: The Mobius leader. A highly advanced biomech with impressive defense capabilites. (Guardian. Guarding protects a player from any kind of death except lynching and curse death.) Seers BLUE
Psykit: Ether’s partner and SIC of Mobius. Highly skilled at detecting both enemies and allies. (Seer. If, by the time the MW infects a human, the wolf thief was unsuccessful in stealing any items, the seer receives a PM saying a human was infected, unless she is infected herself, of course.)
3 Masons:
Ailian: Cursed Mason. On Night 3, the night of the eclipse*, she can seer someone. She dies Night 4. Seers GREEN.
Marth: Mason with the others. Seers GREEN
Jade: Mason with the above two. Seers GREEN.
*NOTE: During the eclipse, #000 loses his powers of concealment, seering RED to any seering method, and specifically being revealed as the MW if seered by Ailian.
Ran: Scavenger. Searches for items and gives the little gifts to other players. Isn’t he sweet? Seers BLUE.
Kain: Mystery Role!
Mavy: Mystery Role!
Tair: The crafty thief. Steals items from people and -- hopefully -- benefits his team. Seers GREEN.
ACSF Soldiers: 4 Regular Humans. Nothing special. They seer GREEN.
Scavengers/Items/Thieves!!!
Scavenging odds are as follows:
Human Scavenger: 4/12 chance of finding no items. 5/12 chance of finding 1 item. 2/12 chance of finding 2 items. 1/12 chance of finding 3 items. Wolf Scavenger: 3/7 chance of finding no items. 3/7 chance of finding 1 item. 1/7 chance of finding 2 items.
Stolen items carry over to the next night, regardless of special effects.
Item odds are as follows:
12 of 20 items found will be shards, of which: 6 will be pure shards, and 6 will be tainted shards.
5 of 20 items found will be crystals, of which: 2 will be pure crystals, 2 will be tainted crystals, and 1 will be a natural crystal.
2 of 20 items found will be Soul Talismans.
1 of 20 items found will be Great Soul Talismans.
Item Descriptions
Pure Shard/Tainted Shard
~ Destruction Ability: Can vigi any player. You may choose yourself.
~ Protection Ablility: Can protect a player from any kind of death during the night, except curse death. You may choose yourself. Only one ability can be used.
Pure Shard Special Conditions:
– If the MW is in possession of a pure shard, and is seered, the reading will return BLUE unless the seering was done using a crystal or higher item.
– If a wolf other than the MW recieves a pure shard and does not use it in the same phase, the wolf dies.
Tainted Shard Special Conditions:
– If the MW is in possession of a tainted shard, and is seered, the reading will return RED unless the seering was done with a crystal or higher item.
– If a human other than a blue receives a tainted shard and does not use it in the same phase, the human dies.
Pure Crystal/Tainted Crystal/Natural Crystal
~ Destruction Ability: Can vigi any player. You may choose yourself.
~ Protection Ablility: Can protect a player from any kind of death during the night, except curse death. You may choose yourself.
~ Revelation Ability: Can seer any player. Only one ability can be used. Exception: Two abilities may be used from the natural crystal.*
Pure Crystal Special Conditions:
- If the MW is seered while in possession of a pure crystal, the reading will return BLUE regardless of seer method.
- If any wolf receives a pure crystal and does not use it in the same phase, the wolf dies.
Tainted Crystal Special Conditions:
- If the MW is seered while in possession of a tainted crystal, the reading will return RED regardless of seer method.
- If any human receives a tainted crystal and does not use it in the same phase, the human dies.
Natural Crystal has no Special Conditions.
*NOTE: When using a crystal, PM the name of two powers you would like to use and who you would like to use them on, putting the one you would like to use most first.
Players cannot physically determine a shard or crystal's alignment.
Soul Talisman
~ Resurrection Ability: Can bring any deceased player back into the game.
You can use this ability plus one ability from the following:
~ Destruction Ability: Can vigi any player. You may choose yourself.
~ Protection Ablility: Can protect a player from any kind of death during the night, except curse death. You may choose yourself.
~ Revelation Ability: Can seer any player.
Soul Talisman Special Conditions:
– If a thief steals this item and does not use it, the thief will be unable to steal the following night.
Great Soul Talisman
~ Resurrection Ability: Can bring any deceased player back into the game.
You can use this ability plus two abilities from the following:
~ Destruction Ability: Can vigi any player. You may choose yourself.
~ Protection Ablility: Can protect a player from any kind of death during the night, except curse death. You may choose yourself.
~ Revelation Ability: Can seer any player.
Great Soul Talisman Special Conditions:
– If a thief steals this item and does not use it, (s)he will be relegated to normal human status and be unable to steal items ever again.
– If four or more wolves remain, and the MW has infected a human, the player will be cured if a human uses this item.
– If three or less wolves remain, the MW gains an extra infection power if a wolf uses this item.
Phases
Nights end, at maximum, 24 hours after I send 1st Item Distribution PMs. Days end 48 hours after Nights terminate.
During the night:
Seer/Guardian/Wolves send in PMs.
Scavengers receive First Item Find PMs.
Thief attempt #1.
Theft notices are given to robbed players.
Scavengers send Item Distribution PMs to host.
Thief attempt #2.
Theft notices are given.
Scavengers recieve Second Item Find PMs.
Scavengers send Item Distibution PMs to host.
Wolves/Blues send in PMs.
Item Usage PMs are sent.
*NOTE: The human thief takes precedence over the wolf thief on odd-numbered nights, and the wolf thief takes precedence on even-numbered nights. This is to resolve issues with the thieves targeting one player at the same time.
If the target has one item: The favored thief gets the item.
If the target has two items: The favored thief gets the higher ranked item.
If the target has three items: The favored thief gets 2 items.
During the day:
Seer readings/notices to thieves are given (thieves do not know on which attempt they stole items.)
Deaths/Resurrections are announced.
Votes are made and counted.
Lynch occurs.
Phantoms are awarded.
Team Leader Seer Team Guardian Rogue Mage Human Brutal Wolf Wolf
Team 2 Team Leader Team Guardian Morph Poisoner Rogue Hunter Wolf Wolf Leader
All wolves know each other. Everyone knows who is on their team, but not which team they are on. Nearly everyone will have their own objectives.
1/3 of victory is General Wolf/Human Victory. 1/3 of victory is Team Victory. Your team aims to survive and outnumber the other team. 1/3 of victory is Personal Victory, i.e completing your personal objectives.
The specifics of the roles will be kept under wraps, but rest assured that there will be interesting interplay between the two teams. You might be able to reveal your powers, but there may be consequences for doing so.
Not giving up on these.
Here's another idea I had. It's going to be themed around Sonic. It's in a rough state and I doubt I'll get it down in time for this TWG, but here's the concept just as a teaser:
All the players in the game will be "playing" a level. As they progress, they will defeat enemies, look for secrets, and of course collect rings. If someone collects 100 rings, they will get an extra life, just like in the games, and it will save them from death once. Everyone will have stats that will determine their characteristics, and they can use their strengths against rival characters:
Power determines how strong your attacks are. There will be barriers in the levels too, and if you are powerful enough you can break through. Speed determines how fast you are, and how much you progress each phase. Also plays a part in how well you handle badnik attacks. Defense determines how likely attacks are to hit you overall.
The levels will contain rings, item boxes, boost pads, badniks, springs, all that good stuff. Some of it helps, some of it hurts. Badniks will attack anyone in the level, whether good or evil, as they're too dumb to tell the difference. They haven't been told that some of the runners are on their side.
On each level, players will be heading for the goal. After three players reach the goal, the level ends automatically and everyone stops where they are. Then, the three players will participate in a Special Stage for a chance to get a Chaos Emerald (This I haven't quite thought out yet.)
Don't know why I''m posting an unfinished idea, but it helps for interest I guess.
~ OFFICIALLY RETIRED FROM FFR THE GAME AND FFR TWG ~
Comment