[S2] Vampires I: Blood Pact
Posted: Sat Oct 17, 2015 11:18 pm
Hello and welcome to the first game of Season 2 of nD WW!
We're proud to announce Vampires, the new gamemode we've created for Season 2.
In Vampires, everything is based of the amount of Life you have. As in any WW-style game, there are two teams: Vampires, and the Village.
There are certain abilities that anyone can choose -- however, abilities cost a certain amount of life. Some abilities are available only to Vampires.
So, without further ado:
Game Specs:
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New mechanic: Life. You start with a certain amount of life. If, at any point your life reaches 0 or below, you die.
For the first 3 rounds of the game, new players may join in at a reduced starting life.
If you joined the game:
Before r0 - 1000 life start.
r0 - 900 life start
r1 - 800 life start
r2 - 600 life start
r3 - 400 life start
For every player that joins the game, there is a 25% chance the vampire team will be able to convert a villager. This conversion SCALES WITH PEEKS (meaning that if you peeked a player as innocent before they were converted, that peek will be updated to be correct when they are converted). (Limit one vampire per every four players).
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All players may gain 50 life each turn by voting. Players may not vote for no lynch.
Lynches subtract (250 + 50 per every 4 players in the game beyond the first 4) life from the target immediately and negate 50% of the lynched player's healing that round. For every 4 players that are added to the game beyond the first four, the lynch gains +50 damage.
The Vampire Nightkill subtracts 200 health from its target. The nightkill is performed by the Vampire team as a whole and therefore cannot be roleblocked.
All players may use 2 Abilities each round. Vampires have access to the Vampiric abilities.
Players may not use the same ability twice in the same turn.
Standard Abilities (Villagers and Vampires alike may use these):
Snoop (50 health + 100 health for each previous time you have used this ability): Find out a player's life at the end of the current round. Also reveals if they have used Desperate Gamble, and if so, for what amount.
Investigate (700 life): Investigate a target player. The cost of this skill scales upward by 250 per player attempting to investigate in the same round.
Blood Pact (120% amount chosen to give) -- Give up to 300 Life to target player, taking it from yourself.
Salvation (200 + 20% of current life, one round cooldown): Heal a target player for 100 health, and prevent them from taking damage from outside sources this round (excludes lynch). May not be used twice consecutively on the same player. May not be self-cast.
Desperate Gamble (No cost, one time use): Shield yourself for 300-600 life, starting the next round. If the shield is broken (e.g. you take equal or more damage than you shielded yourself for), you regenerate 75% of the total damage you took that round (including damage blocked by the shield). Otherwise, you take the unused amount of shield as damage. ALL OTHER HEALING IS ADDED TO THE SHIELD AMOUNT INSTEAD. Once applied, this effect may not be canceled and re-applies each round.
Equilibrium (No cost, one time use): Average your life with that of another player. (Applied at end of round, doesn't count as healing/damage). Cannot be used by or on a player with desperate gamble or salvation active. Equilibrium will be canceled if the target or caster dies before it is cast.
Hemotoxin (400 Life): Poison a player, roleblocking them for the round, while causing them to take 50, 100, and 150 damage respectively, on the current round and the next two rounds. (Players are informed when they are poisoned.)
Bandwagon Bargain (No cost): Mark a player for lynch next round. if that player is lynched the next round, you gain 200 health and they will lose 50 additional life to the lynch. If that player is marked by more than one player, and they are lynched, there is no healing, but the lynch damage goes up by 50 for each additional player that marked them.
(Players are informed when they are marked for a lynch.)
Scarlet Wound (20% of current life): Sacrifice 20% of your current life to damage an enemy for 25% of theirs. Additional scarlet wounds on the same player in the same round will deal damage equal to half the that of the last, rounded down to the nearest %.
(So, the first scarlet wound in the same round will deal 25% of the targets life, the second in the same round will deal an additional 12% of the current health, the third, 6% (for a total of 43%), and so on).
Vampiric Abilities (Vampires Only):
Drain (100 Life): Damages a target for 150 life and heals you for the amount of damage done if it is not blocked by Salvation or Hemotoxin.*
Enshroud (50% of current life): Cause all peeks on you to return innocent for that round. The player may also give an amount of life they would like to be seen with if Snoop is used on them that round.
Unholy Retribution (200 health): Place a mark on a target player that lasts for the next 2 turns. (The player will be informed that they have been marked for death.) While the mark is active, all damage on that player is amplified by 50%. When the effect ends, the player takes an additional 100 damage. Unholy retrbution marks do not stack.*
Sacrifice (100% of current health): Immediately suicide, giving 50% of your current health to a target teammate, and empowering any Drains to steal double the health at half the cost.
Unmask (One-time-use PER TEAM, heals 50% of current life): Reveal yourself as a Vampire, dealing and receiving twice as much damage, and becoming immune to roleblocks.
Health costs for abilities are not counted as "damage", are not considered "outside sources", and are not blocked by Salvation or Desperate Gamble. If a player does not have enough health to cast an ability without dying, it will not be cast.
*Cannot be cast on self or teammates
Order of actions:
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Rounds will be 24 hours long.
No activity for 2 rounds = lose 300 health that round, 400 health the next round if you're still not active, and so on.
If you've lost health due to afking, you may not use Equilibrium or Scarlet Wounds until you have been active for a full round after.
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[signups open]
[cohost shadi]
We're proud to announce Vampires, the new gamemode we've created for Season 2.
In Vampires, everything is based of the amount of Life you have. As in any WW-style game, there are two teams: Vampires, and the Village.
There are certain abilities that anyone can choose -- however, abilities cost a certain amount of life. Some abilities are available only to Vampires.
So, without further ado:
Game Specs:
Spoiler!
------------------------------------------------------------------
New mechanic: Life. You start with a certain amount of life. If, at any point your life reaches 0 or below, you die.
For the first 3 rounds of the game, new players may join in at a reduced starting life.
If you joined the game:
Before r0 - 1000 life start.
r0 - 900 life start
r1 - 800 life start
r2 - 600 life start
r3 - 400 life start
For every player that joins the game, there is a 25% chance the vampire team will be able to convert a villager. This conversion SCALES WITH PEEKS (meaning that if you peeked a player as innocent before they were converted, that peek will be updated to be correct when they are converted). (Limit one vampire per every four players).
------------------------------------------------------------------
All players may gain 50 life each turn by voting. Players may not vote for no lynch.
Lynches subtract (250 + 50 per every 4 players in the game beyond the first 4) life from the target immediately and negate 50% of the lynched player's healing that round. For every 4 players that are added to the game beyond the first four, the lynch gains +50 damage.
The Vampire Nightkill subtracts 200 health from its target. The nightkill is performed by the Vampire team as a whole and therefore cannot be roleblocked.
All players may use 2 Abilities each round. Vampires have access to the Vampiric abilities.
Players may not use the same ability twice in the same turn.
Standard Abilities (Villagers and Vampires alike may use these):
Snoop (50 health + 100 health for each previous time you have used this ability): Find out a player's life at the end of the current round. Also reveals if they have used Desperate Gamble, and if so, for what amount.
Investigate (700 life): Investigate a target player. The cost of this skill scales upward by 250 per player attempting to investigate in the same round.
Blood Pact (120% amount chosen to give) -- Give up to 300 Life to target player, taking it from yourself.
Salvation (200 + 20% of current life, one round cooldown): Heal a target player for 100 health, and prevent them from taking damage from outside sources this round (excludes lynch). May not be used twice consecutively on the same player. May not be self-cast.
Desperate Gamble (No cost, one time use): Shield yourself for 300-600 life, starting the next round. If the shield is broken (e.g. you take equal or more damage than you shielded yourself for), you regenerate 75% of the total damage you took that round (including damage blocked by the shield). Otherwise, you take the unused amount of shield as damage. ALL OTHER HEALING IS ADDED TO THE SHIELD AMOUNT INSTEAD. Once applied, this effect may not be canceled and re-applies each round.
Equilibrium (No cost, one time use): Average your life with that of another player. (Applied at end of round, doesn't count as healing/damage). Cannot be used by or on a player with desperate gamble or salvation active. Equilibrium will be canceled if the target or caster dies before it is cast.
Hemotoxin (400 Life): Poison a player, roleblocking them for the round, while causing them to take 50, 100, and 150 damage respectively, on the current round and the next two rounds. (Players are informed when they are poisoned.)
Bandwagon Bargain (No cost): Mark a player for lynch next round. if that player is lynched the next round, you gain 200 health and they will lose 50 additional life to the lynch. If that player is marked by more than one player, and they are lynched, there is no healing, but the lynch damage goes up by 50 for each additional player that marked them.
(Players are informed when they are marked for a lynch.)
Scarlet Wound (20% of current life): Sacrifice 20% of your current life to damage an enemy for 25% of theirs. Additional scarlet wounds on the same player in the same round will deal damage equal to half the that of the last, rounded down to the nearest %.
(So, the first scarlet wound in the same round will deal 25% of the targets life, the second in the same round will deal an additional 12% of the current health, the third, 6% (for a total of 43%), and so on).
Vampiric Abilities (Vampires Only):
Drain (100 Life): Damages a target for 150 life and heals you for the amount of damage done if it is not blocked by Salvation or Hemotoxin.*
Enshroud (50% of current life): Cause all peeks on you to return innocent for that round. The player may also give an amount of life they would like to be seen with if Snoop is used on them that round.
Unholy Retribution (200 health): Place a mark on a target player that lasts for the next 2 turns. (The player will be informed that they have been marked for death.) While the mark is active, all damage on that player is amplified by 50%. When the effect ends, the player takes an additional 100 damage. Unholy retrbution marks do not stack.*
Sacrifice (100% of current health): Immediately suicide, giving 50% of your current health to a target teammate, and empowering any Drains to steal double the health at half the cost.
Unmask (One-time-use PER TEAM, heals 50% of current life): Reveal yourself as a Vampire, dealing and receiving twice as much damage, and becoming immune to roleblocks.
Health costs for abilities are not counted as "damage", are not considered "outside sources", and are not blocked by Salvation or Desperate Gamble. If a player does not have enough health to cast an ability without dying, it will not be cast.
*Cannot be cast on self or teammates
Order of actions:
Spoiler!
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Rounds will be 24 hours long.
No activity for 2 rounds = lose 300 health that round, 400 health the next round if you're still not active, and so on.
If you've lost health due to afking, you may not use Equilibrium or Scarlet Wounds until you have been active for a full round after.
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[signups open]
[cohost shadi]