[Pregame Setup] Werewolf XXVII: The Battle for Boswell III [Stasis]

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Rainboy
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Werewolf XXVII: The Battle for Boswell III [Stasis]

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Alternate Game Type: Semi-Closed - Most Rules are posted in the thread. Any hidden parts will usually be labeled as such, and most questions will be answered.
Common Round Type: Speedplay [TThSa 9PM Eastern] - Day and night phases are combined into one phase. Players may submit actions at any time.
Common Action Timestamp: No Surprises - Voting and actions are held in tight order. Any votes or actions after the deadline will not be counted, even if the Host hasn’t posted Dusk or Dawn yet. Any action not taken will be lost [with the exception of mandatory actions, which will be randomized]; the Host will not extend a round or give you a random peek or kill.
Common Voting Type: Timed Lynch - At the end of a certain amount of time, the player with the most votes is lynched.
Alternate Tie Breaker: Coin Flip - In the event of a tie, one of the tied players is lynched at random.
Common Ghost Etiquette: RP Play Style - Once dead, players may post in the thread and join public IRC so long as they don't make game related posts or comments. They may not PM other players about the game or have private conversations on IRC. If you have data that you'd like to share, please, do so before your death. Dead [non-neutral] players are given a partial exception and are allowed to PM other [connected members of their team]. All players are always free to talk with their Host in private IRC or PM. [Note: PMs from dead teammates follow the same rules as host PMs, and cannot be directly quoted except to other teammates.]
Alternate Game Start: Influence Distribution - All players will be allowed to choose another player to use their Influence power on. After this selection, the game moves directly into the voting phase.
Common R0 Peeks: Random Negative - [All players will be told the name of one player who is not on their team during R0.]
Alternate Death Reveal: Alignment Reveal - All players, when they die, will have only their [Realm name] revealed publicly. No other information on roles, powers or anything else is given. [Neutral roles will be revealed as Neutral on death.]



The Battle of Boswell III

At the request of Hater, I'm reviving and updating the old setup for a new crowd. Come one, come all! Currently just a draft. Don't expect anything to be set in stone; that said, I'm reasonably happy with my changes so far and don't expect a TON of stuff to change.

I've made a few tweaks. Be sure to read through the ruleset again to catch the changes even if you played the last one; you can also look at the old threads to see parts of the game that are changed if you're interested.

My edits to the ruleset are again focused on removing several of the random elements to give a more deterministic game while ironing out some of the more plain or unbalanced parts of the game. I've already revamped many of the Realms and standardized the types of powers the roles have.


Basics
Rounds will end on Tuesday, Thursday and Saturday at 9PM EST. Even if I do not post results at that time, actions and votes placed after 8:59:59PM Eastern Time will not be accepted. Actions will be calculated in the following order:
Slander/Compliment/Rumors -> Blocks -> Redirection -> Protection/Healing -> Trade -> Power Play -> Lynch -> Poison -> Kills -> Challenge Issued -> Peeks
Note: Player Influence, Poison Stacks, and Connections are locked during calculations and only update at the beginning of each round. This means that Trade, Arsenic, etc. will be applied but will not have an effect until the following round.


The Battle of Boswell
The reign of King Murphy was a brutal one. The people of Redemption, criminals though they were, had an unfair advantage learned through years of underhanded behavior. God, having exhausted his patience with Murphy's evil deeds, determined to break the king's lineage. After King Murphy’s death, on the day of the inauguration of King Murphy II, God put a stop to the ceremony and invited a few members from each region to a special arena He had created. Each of them would have a specific strength based on their worldly talents. There would be an Assassin, a Knight, a Wizard, a Merchant and a Thief. Furthermore, each region of Boswell would be given secondary advantages and disadvantages based on their natural strengths. The men and women of Boswell will soon clash to decide the next King of Boswell. Let the Great Conflict begin!

Premise
The Battle for Boswell is a game that will have up to six teams, each representing a Realm within the Kingdom of Boswell. At the start of the game, none of the players will know the other representatives of their Realm. During the game the players will have an opportunity to seek out those that they are affiliated with and form alliances that strengthen their position. Each of the realms will be represented by up to five players, all of whom have special powers. However, each of the seven Realms also has special powers that thematically match the Realm that they are from.


Roles
Each role has four powers: a Passive which must be triggered to be used, a powerful Unique which can only be used once, a Nightly which serves as the bread and butter action for the role, and an Influence which defines how the role can affect the Influence of other players. Influence actions are mandatory and immune to roleblock; other role actions are not mandatory and will only be used if submitted. No targeted role action may be self-targeted.
Spoiler!
Assassin
Passive - Retaliation: If killed, the Assassin may brutal a single player in the game, killing them also.
Unique - Disable: Once per game, the Assassin may apply a roleblock, voteblock and two stacks of poison to a target player. (See Poison below)
Nightly - Spy: The Assassin is able to discern the Role of a single target each night, forming a connection if the two are from the same Realm.
Influence - Slander: Target player loses one Influence.

Knight
Passive - Armored: The Knight will use his toughness to survive any single death. Refreshes upon killing a target with Challenge.
Unique - Challenge: Once per game, the Knight may publicly Challenge a target player (see Challenge below).
Nightly - Shield: The Knight may protect one other player each night, preventing the application and effects of poison and taking any kills besides lynch targeting that player on himself instead.
Influence - Compliment: Target player gains one Influence.

Wizard
Passive - Attuned: The Wizard will know the name of any abilities used on him each night, but will not know where they originated from.
Unique - Revoke: Once per game, the Wizard may use his magic to realmblock a target Realm. Publicly posted that the Realm was disabled.
Nightly - Oracle: The Wizard may choose two players each round and will be told the current end-of-round Influence of the targets and form a connection if they share his Realm.
Influence - Compliment: Target player gains one Influence.

Merchant
Passive - Last Rites: If killed, the Merchant may choose which player(s) receive(s) his Influence. (Defaults to killer if not selected before death)
Unique - Tourist: Once per game, the Merchant may go on a trading mission. During the following round, the Merchant will be untargetable, roleblocked, and his Influence counts as zero for lynch and nightkill.
Nightly - Trade: The Merchant may exchange his Influence with that of another player each round. Forms a connection if the target is from the same Realm.
Influence - Compliment: Target player gains one Influence.

Thief
Passive - Underhanded: The Thief is automatically protected from retaliation and application of poison.
Unique - Copycat: Once per game, the Thief may mimic the Unique of any chosen player. Received power lost at the end of the following round.
Nightly - Arsenic: The Thief may poison a player each round. To be used on players who are lookin' mighty suspicious right about now. (See Poison below)
Influence - Rumors: Target player gives one Influence to another target player.
Realm Advantages
Special realm powers may only be used if the required numbers of people from the same Realm have found each other. A Minor Special requires three members to activate and two members to maintain, and a Major Special requires four members to activate and three members to maintain. Once activated, a special may be used as long as it is maintained. Realm Disparities are activated when only one member from that Realm remains alive.
Spoiler!
Boswell Woods
Living in a vast realm of dense vegetation, the citizens of Boswell Woods are able to channel magic more effectively than most, able to divine truth from lies and to influence the choices of others.
Role Strength: Wizard->Magi (Revoke may be used twice)
Role Weakness: Merchant->Broker (Tourist does not block nightkill or votes, Last Rites generates public post describing who the Influence went to)
Realm Passive (Staying Power): All Boswell Woods citizens will delay their death by one round. Their death will be publicly posted, but they will still be able to vote, speak, and submit actions during the following round.
Minor Special (Stop): Choose a player in the game to roleblock for one round. Realmblocks take priority over this power. May be repeated each round.
Major Special (Reverse): Select two players to swap actions performed on them. Does not affect blocks, votes, lynch, or the nightkill. May be repeated each round.
Disparity (Champion): The last remaining citizen from Boswell Woods gains the standard Passive powers of all other roles (does not refresh existing passive).

Golden Lakes
Living in a majestic city magically suspended over the largest body of water in Boswell, the citizens of Golden Lakes are master healers and negotiators.
Role Strength: Assassin->Guardian (Retaliation and Disable additionally protect all Golden Lakes citizens from death during the following round)
Role Weakness: Thief->Beggar (Arsenic cannot poison a player who started the round with poison stacks)
Realm Passive (Influential): Citizens of Golden Lakes apply double their voting power for lynch if they would otherwise be the highest voted.
Minor Special (Cleanse): Protect a target player from the effects (but not application) of poison for one round. Fully heals poison if used on a citizen of another Realm. May be repeated each round.
Major Special (Common Ground): Publicly form a temporary alliance with a chosen Realm, silently voiding all aggressive actions (votes, roleblocks, poison, kills, challenges, and retaliations) originating from one Realm and targeting the other. Alliance expires when either Realm activates their Disparity or when they are the last two remaining Realms. May be used only once.
Disparity (Life): Raise a chosen Golden Lakes citizen from the dead, restoring their Unique power.

Meadowvale
Living in a flat, peaceful land where honor and chivalry abound, the citizens of Meadowvale are fierce defenders of justice and their fellow man.
Role Strength: Knight->Paladin (Shield forms connection and does not kill, passive disabled)
Role Weakness: Assassin->Bandit (Retaliation poisons instead of killing, disable does not roleblock or voteblock)
Realm Passive (Iron Will): The first time a Meadowvale citizen would die, they are instead revealed as surviving with Iron Will.
Minor Special (Grand Finale): All connected Meadowvale citizens will gain the Nightly powers of any fallen comrades for one round following their teammate's death. Passively activated when a Meadowvale citizen dies.
Major Special (Honorable Society): Force two chosen players to issue a Challenge to each other. May be used only once.
Disparity (Census): The last remaining citizen receives a report each round revealing all players' end of round Influence.

Redemption
The coastal capital of Boswell, the city of Redemption is overrun with thieves and bandits. Wholly corrupt, its people excel at underhanded tactics and are apt at assassination, extortion and manipulation.
Role Strength: Thief -> Witch Doctor (Arsenic may be used on three players each round but poisons the Witch Doctor as well, Copycat does not expire, passive disabled)
Role Weakness: Knight -> Mercenary (Challenge replaced with the Assassin's Disable, Shield does not protect from poison, passive disabled)
Realm Passive (Heart of Stone): Redemption citizens who are Poisoned are immune to its roleblocking effects and require five stacks to die instead of three; however, they do not heal poison naturally.
Minor Special (Flex Pick): Redemption citizens may have two of their living members trade roles OR poison stacks. May be repeated each round.
Major Special (Echo): Grants a copy of all Unique powers used by non-Redemption citizens used during the round Echo is activated. Each round thereafter, one Redemption citizen must use one chosen power from the pool, consuming it. May be activated only once; pool expires if Echo is not maintained.
Disparity (Blood Pact): The final Redemption citizen becomes a Witch Doctor, heals all poison stacks, and is immune to all non-poison death, but gains an extra stack of poison each round.

Six Summits
A highly mountainous region bordering Boswell Woods, Six Summits is home to a rich abundance of natural resources and its citizens are apt at leveraging them.
Role Strength: Merchant->Caravan Trader (Trade may be used to copy Influence either direction as well as exchange it)
Role Weakness: Wizard->Apprentice (Oracle may only be used on one player each round)
Realm Passive (Diplomatic Poise): Each round, two random unconnected Six Summits citizens will be connected to each other. If killed by lynch or the standard nightkill, Six Summits citizens will publicly reveal the name and current Influence of the player who performed the action.
Minor Special (Embargo): Voteblock a target player, voiding their vote that round. May be repeated each round.
Major Special (Coup): Doubles Influence for purposes of lynch calculations if Six Summits has the least Influence in the game. Halves Influence for purposes of nightkill calculations if Six Summits has the most Influence in the game. Passively activated each round while maintained.
Disparity (Sanctuary): The last citizen of Six Summits may publicly reveal himself in order to secretly gain Sanctuary from a chosen player. Any actions targeting the citizen (including lynch and nightkill) will fail, and any actions targeting the Sanctuary (except those that originate from Six Summits) will target both players. Effect fades if the Sanctuary dies.

Trinity Islands
A secluded coastal realm, the Trinity Islands are the home to many cultures and talents who excel at a large variety of occupations and abilities.
Role Strength: All Roles (Able to use the Influence action of any standard role, not just the action prescribed to them)
Role Weakness: All Roles (Take on the weakness of each of the other Realms)
Realm Passive (Stealth): The citizens of Trinity Islands are immune to peeks from other Realms, including the R0 Negative and the Wizard's Attuned power. Does not apply to Census or Diplomatic Immunity.
Minor Special (Normalization): All connected roles are enhanced to remove their weaknesses. Passively activated; remains in effect even when not maintained.
Major Special (Position of Strength): All connected roles are farther enhanced with the strength of each of the other Realms. Passively activated; remains in effect even when not maintained.
Disparity (Transformation): The last remaining citizen gains the Unique powers of all standard roles, in addition to any existing Unique power.

Influence
Everyone in the game starts with a personal Influence of one and is not allowed to go below that level. Influence represents how much power a player has over the lynch result. Vote tallies will not show individual current influence, therefore the popular choice may not be lynched; however, the total amount of influence placed on each person will be public knowledge following the lynch. Be warned: you probably don't want to be a lone voter, unless you don't mind your influence being public knowledge. The winning voter with the least amount of influence will perform the kill and receives the influence of the lynched player if killed by lynch.

At the dawn of every morning there will also be a listing of all of the Influence in the game by Realm. Neutral roles will not have their Influence posted unless their role says otherwise. The names of Realms will not be disclosed; merely the sum total of Influence all members of that Realm have. The recap will look like this:

Realm Influence: 12, 8, 7, 7, 5


Night Kills
Night kills will be determined by totalling a Realm's influence. The Realm with the lowest total Influence controls the night kill. If a majority of members of a Realm choose the same target, then that is the player who will be killed. If the members of the country submit different targets (most likely as a result of not knowing each other) then the player in that Region with the least influence will direct the night kill. If no players in the Realm submitted a night kill, I will randomly choose who will be killed. If there is a tie for Realms with the lowest Influence, the Realm with the lowest individual Influence will perform the kill. If this too is a tie, I will randomly determine which Realm gets the kill.

As previously stated, everyone in the game should submit a night kill target each night, especially if you are an Assassin. If an Assassin is killed, their night kill target will be the target of their Retaliation. Assassins are also allowed to submit a secondary target to be used in the event that their nightkill is already dead.


Blocking Actions
This game, three different blocks will be referenced: roleblock, realmblock and voteblock. A player who is roleblocked will not be able to use their Passive, Unique or Nightly abilities. Roleblocks do no affect votes, nightkills, lynches, Realm powers (even if submitted by the roleblocked player) or the mandatory Influence abilities. A player who is voteblocked will have their Influence set to zero for the purposes of lynch. Finally, a Realm that is realmblocked will be unable to use their Passive, Minor Special or Major Special. Realmblocks do not prevent Role Strength, Role Weakness or Disparity powers. Neutral players cannot be realmblocked.


Challenges and Poison
When a Challenge is issued, both the target and issuer are posted publicly in the thread and will become immune to lynch and the standard nightkill (not poison, retaliation, etc) while the Challenge stands. While a Challenge is active, the target will be attacked each following round until they die. A Challenge ends when the issuer or target are killed, or when another Challenge targets the issuer. (Example: A issues a Challenge to B on R1, B will now be attacked unless a player issues a Challenge to A during R2. However, C is a Knight and issues a Challenge to A in response during R2, meaning that A will now be attacked unless some player issues a Challenge to C during R3.)

Poison is a stack-based kill system, where players will have the following effects depending on how many times they've been targeted. Poisoned players know how many stacks they have and will fully heal automatically if they are not targeted by poison for one round. Due to the roleblocking aspects of stack two, players who would otherwise activate their Passive on death will generally not do so when attacked by poison. Players may gain up to two stacks of poison in a round, and players who survive death by poison will drop half (rounded down) of their stacks.
First stack: Nothing
Second stack: Roleblock
Third stack: Roleblock + Death

Note: Some powers may block the application or effects of poison, but generally do not stop a player from being targeted by it and having their healing cancelled.


Win Conditions
The last Realm standing wins (bar muckary from neutrals). Due to the different ways players have to get Influence, there shouldn’t be a tie at the end of each round in terms of Influence and the Realm that has taken the most risks should be rewarded with the win. If there does happen to be a tie in voting for any reason, the tied player with the least Influence is lynched. If this is also a tie, I will randomly decide which player is lynched.

Neutral roles will have their own wincons. Neutral roles may have wincons that conflict with or outright prevent the main Realms' wincon. All wincons exclude at least one other. If a neutral role happens to work with the main wincon, it will conflict with another neutral role's wincon. It is also possible for a neutral role to be able to win with a specific Realm or Realms or for their wincon to depend on choices they made during the game.


Other Rules
  • You must vote every round. If you do not post a vote, I will count it as a vote for yourself.
  • When a player successfully connects to another player from their Realm, both players (and anyone already connected to them) receive one extra influence.
  • Upon death, a player's Realm is revealed, but not their role or Influence. If the player was neutral, the name of their role will also be revealed.
  • The influence of dead players is given to the player that killed them. This may chain multiple levels (X kills Y who kills Z) and will split if multiple players are responsible for the kill. In the event a closed loop is made with no exit (Merchant, two players responsible for a kill, etc), the bounty Influence will be lost to the game.
  • Each player will be told one player that is not from their realm prior to the start of the game, even if they have no peeking powers. (R0 Random negative)
  • Using the Assassin's Spy ability on a neutral role will reveal their role name and wincon, but not their abilities.
If you have any questions, comments or suggestions, please post or PM me.


Notes and Clarifications:
Spoiler!
  • If any player ends a round with less than one Influence for any reason, they will start the next round with one Influence.
  • A player's Influence is reduced to zero upon death and cannot change. If they are revived, they will be revived with one Influence (per above) unless otherwise stated by the power that revived them.
  • When a Boswell Woods player is killed, the transfer of Influence for their death is delayed by their passive until they die on the following round. During their final round, they may still be affected by any abilities, including roleblock, trade and additional kills. Additional kills will share equal parts of their Influence, as if all kills had happened at the same time.
  • The Knight's Shield ability prevents further stacks of poison, but does not prevent being targeted by poison. Thus, a shielded player may still be prevented from automatically healing if a poison ability targeted them.
  • If a loop is made with Shield targets (eg, Knights protecting each other) than all players in the chain will be roleblocked.
  • If multiple Merchants form a chain of Trades, only the end points of the chain will exchange influence. (Examples: A->B, C->B means that A and C will exchange and A->B, B->A means A and B exchange as usual, A->B, B->C, C->A means that nobody will exchange)
  • If a player is roleblocked while being the issuer of a Challenge, their target will still be attacked. However, if they are roleblocked on the round they would issue a Challenge, the Challenge will be prevented.
  • While the Merchant is using Tourist, he is untargetable from ALL actions, including nightkill and votes. Players who finish the round voting for the Merchant will instead vote for themselves, and mandatory actions targeting the Merchant will target randomly.
  • Due to being untargetable, the Merchant will heal any stacks of poison while using Tourist. However, if he gained a 3rd stack of poison on the same round that he used Tourist or was already the target of a Challenge, he will still be killed while using Tourist.
  • If two players issue Challenges to each other during the same round, they will both successfully Challenge the other and neither will be cancelled.
  • Influence is locked prior to calculations. A Merchant trading his Influence will make the action before lynch, but player Influence values will not change for actual lynch or nightkill calculations. So if a Merchant traded his Influence to another player, the trade would be performed just before lynch but the player's effective Influence for lynch and nightkill would not change until the next round.
  • Underhanded will not stop the effects of existing poison, and will itself be roleblocked if the player has two stacks. Poisoning a player with active Underhanded will still prevent them from curing existing poison, but will not apply a new stack.
  • Any effect that works off only part of a player's Influence will round down to the nearest integer.
  • Six Summits major effectively makes them better at nightkill when they control the lynch and better at lynch when they control the nightkill.
  • There is only one nightkill, directed by the Realm with the lowest Influence. Other kills (retaliation, challenge, poison, etc) do not count as the nightkill.
  • In the smaller versions of the game where there are four players per team, it is possible for two separate groups of players from the same Realm to activate their Minor Special. If this happens, both will be treated as valid actions and the Realm will effectively have two uses of their Minor Special until the groups connect or a citizen dies.

Setups
34 Players - Maximum allowed. If we have more than this, a 7th Realm will be added.
<30 Players - Trinity Islands excluded from the setup.
<25 Players - Realms will not start with their weak role. Specials require two and three members to activate.
<21 Players - Golden Lakes excluded from the setup. Redemption Passive kills at 4 stacks instead of 5.
<16 Players - Merchant excluded from the setup. Minor rebalancing required.
12 Players - Minimum required to play.


Mod Advice: Realms
Spoiler!
Each realm has a unique playstyle and power curve. Some have very powerful unique units, while others have more of their power pushed into specials, passives or disparities.

Boswell Woods
Focus: Information and Disruption
Power Peak: Mid
Boswell Woods has a nice bell shaped power curve. Their real power comes during the mid-game when they have access to both of their specials. With both a roleblock and a redirect to abuse each round, they will be able to cause serious trouble until their numbers are trimmed. That said, if they fail to abuse these powerful specials, their disparity will offer them very little to sustain a long term power play. While the disparity may tip the tables if they manage to delay its activation until near the end of the game, it is very easy to overcome by most of the other Realms' Disparities. On top of this, they have no good answer for lynch wagons or nightkill attempts.

Golden Lakes
Focus: Survival and Diplomacy
Power Peak: Late
Golden Lakes has perhaps the best chance of reaching late game of them all with their Major Special allowing them to effectively prevent chosen Realm from doing anything to them for much of the game. This is especially powerful when used on Redemption or Boswell Woods. Regardless of their target, they will likely be in for smooth sailing through most of the mid game, setting them up for a potentially fantastic late game. The power is publicly posted, so Golden Lakes will have to be careful with their diplomacy to avoid getting hunted down by the other Realms to force the alliance to expire. Timing is everything here. Golden Lakes boasts some powerful protection and even a resurrection ability, allowing them the time needed to potentially outlast the more aggressive Realms. Their Thief is severely limited, though, rendering their offensive power pretty low. Golden Lakes must therefore focus on getting the other Realms to attack each other for them. If left in a one on one situation, their passive will make it possible for them to control both the lynch and nightkill at the same time, depending on the situation.

Meadowvale
Focus: Survival and Information
Power Peak: Early
Meadowvale boasts a strong defence with their Paladin and Iron Will and they can cause some havoc with their Major Special, potentially unleashing a chain of Challenges over the following rounds. However, their Major is their only decent offensive power, leaving them weak to more offensive Realms that can hammer them later. Their disparity also leaves them in a precarious position in the late game, forcing them to levy and bargain with information to stay alive.

Redemption
Focus: Offense and Poison
Power Peak: Early
Redemption boasts some brutal killing power. Their Witch Doctor is probably the best Role Strength in the game, allowing poison to be spread far and wide. On top of this, their Minor Special will allow them to hide their Witch Doctor by rotating him (or the Poison stacks he generates) around the team. They are weak to Challenges, but the raw killing power of poison is unrivalled amongst the other Realms. They are fairly strong at all points in the game, provided they avoid activating their Disparity too early.

Six Summits
Focus: Influence and Connections
Power Peak: Mid
Six Summits' passive ensures that, despite having a gimped Wizard, they will be among the first to gather their team and unlock their Minor and Major Special. They focus almost exclusively on the Influence game, making them a strong partner to nearly any other Realm; however, alone they will have difficulty out lasting any Realm that has an Assassin or Thief alive in the endgame. Six Summits will need to secure a lead early by levying their superior coordination and lynch control to wear down the other Realms. After that, they can either continue to push for lynch control, or they can switch gears and try for nightkill control. Whichever way they go, their Major Special allows them to go hard in that direction and still potentially control both Lynch and Nightkill during the mid game.

Trinity Islands
Focus: Balance and Secrecy
Power Peak: Late
Trinity Islands is the biggest late game powerhouse in the game, but they pay the price with a disorganized and weak early game. Having taken on all Realm's weaknesses, they only have two peeks until their Wizard or Merchant are connected and they activate their Minor Special. This will seriously hamper them, and may even result in their team being crushed before they get their Major Special, especially if their Wizard or Assassin die early. That said, if they are able to connect, they become a neigh unstoppable powerhouse of versatility. Redemption's poison, Golden Lake's team-wide protection, and Meadowvale and Boswell Woods' roleblock immunity are among the arsenal the other unfortunate Realms will face if Trinity Islands is skilled or lucky enough to finish building their team. And even if the other Realms manage to stunt their warmongering, their Disparity kicks off round two of the fight, allowing for another Challenge, Disable, Census, Copycat and Tourist on top of what they already had. Beware the Realm that underestimates a fully empowered Trinity Islands.
Mod Advice: Major Changes from Redux
Spoiler!
Roles
The Physician from last game has been replaced with a Thief, who keeps much of the passive immunity of the Physician but exchanges protective powers for versatility and poison. Additionally, all roles have been given standardized actions - that is, every role has one Nightly, one Unique (one off), one Passive and one Influence action. This gave the Wizard a realmblock ability instead of his previous Census and the Knight a new Challenge ability (see below).

Poison
The changes to poison remove the random elements (previously, poison would randomly kill, roleblock or do nothing) and replaces them with a stack system. Under the new poison, attackers gain the consistency of knowing what can happen with their poison, while defenders will know how far they are away from death or other ill effects. Note that the actual effects of poison are one round delayed from the application, due to poison being frozen at the start of a round. Thus, players will be able to know if they will be roleblocked / killed on the following round.

Challenge
This mechanic is new to Boswell and provides some offensive power to the Knight. It is tricky to use, as the first Challenge is likely to provoke a response from the other team to nullify it; thus, Challenge is best used if you can secure another Challenge or if you can ensure the target Realm does not have a living Knight. If you or a teammate are Challenged, it is best to respond with a Challenge of your own. Killing the attacker is a secondary option but, since all kills happen at the same time, you will still have to deal with one kill hitting the Challenged player. Redemption will have to suffer through and try to forge a defensive alliance with another Realm, while Meadowvale is in an excellent position to start some midgame madness with their Major special while safely holding on to their own Knight's Challenge.

Realms
See the mod notes above. In general, Realms have been focused to provide more distinct strengths and weaknesses while still leaving them open to several different strategies. Six Summits and Redemption in particular have been widened so they may freely pursue lynch or nightkill control by dropping their previous Major Specials which strongly encouraged them into one or the other.
Round PMs
Spoiler!
You are an Assassin this game. As an Assassin, you have the following default abilities (which may be modified by your Realm):
Passive - Retaliation: If killed, the Assassin may brutal a single player in the game, killing them also.
Unique - Disable: Once per game, the Assassin may apply a roleblock, voteblock and two stacks of poison to a target player. (See Poison below)
Nightly - Spy: The Assassin is able to discern the Role of a single target each night, forming a connection if the two are from the same Realm.
Influence - Slander: Target player loses one Influence.

As an Assassin, each round you will need to:
Vote for another player in the thread.
Submit target players for nightkill, Spy, and Slander. These targets may not be self-targeted.
Optional: Select a secondary target player for your Retaliation, in case your nightkill target is already dead.
Optional: Select a target player for Disable. Note that this ability may only be used once.

------------------------

You are a Knight this game. As a Knight, you have the following default abilities (which may be modified by your Realm):
Passive - Armored: The Knight will use his toughness to survive any single death. Refreshes upon killing a target with Challenge.
Unique - Challenge: Once per game, the Knight may publicly Challenge a target player (see Challenge below).
Nightly - Shield: The Knight may protect one other player each night, preventing the application and effects of poison and taking any kills besides lynch targeting that player on himself instead.
Influence - Compliment: Target player gains one Influence.

As a Knight, each round you will need to:
Vote for another player in the thread.
Submit target players for nightkill, Shield, and Compliment. These targets may not be self-targeted.
Optional: Select a target for your Challenge. Note that this ability may only be used once unless refreshed.

-------------------------

You are a Wizard this game. As a Wizard, you have the following default abilities (which may be modified by your Realm):
Passive - Attuned: The Wizard will know the name of any abilities used on him each night, but will not know where they originated from.
Unique - Revoke: Once per game, the Wizard may use his magic to realmblock a target Realm. Publicly posted that the Realm was disabled.
Nightly - Oracle: The Wizard may choose two players each round and will be told the current end-of-round Influence of the targets and form a connection if they share his Realm.
Influence - Compliment: Target player gains one Influence.

As a Wizard, each round you will need to:
Vote for another player in the thread.
Submit target players for nightkill, Oracle, and Compliment. These targets may not be self-targeted.
Optional: Select a target Realm for Revoke. Note that this ability may only be used once unless refreshed.

-------------------------

You are a Merchant this game. As a Merchant, you have the following default abilities (which may be modified by your Realm):
Passive - Last Rites: If killed, the Merchant may choose which player(s) receive(s) his Influence. (Defaults to killer if not selected before death)
Unique - Tourist: Once per game, the Merchant may go on a trading mission. During the following round, the Merchant will be untargetable, roleblocked, and his Influence counts as zero for lynch and nightkill.
Nightly - Trade: The Merchant may exchange his Influence with that of another player each round. Forms a connection if the target is from the same Realm.
Influence - Compliment: Target player gains one Influence.

As a Merchant, each round you will need to:
Vote for another player in the thread.
Submit target players for nightkill, Trade, and Compliment. These targets may not be self-targeted.
Optional: Select a new target player or players for Last Rites. Only the last target(s) submitted will be used in the event of your death. If all targets are already dead, your killer will gain your Influence.
Optional: Specify that you wish to use Tourist. Note that this ability may only be used once.

-------------------------

You are a Thief this game. As a Thief, you have the following default abilities (which may be modified by your Realm):
Passive - Underhanded: The Thief is automatically protected from retaliation and application of poison.
Unique - Copycat: Once per game, the Thief may mimic the Unique of any chosen player. Received power lost at the end of the following round.
Nightly - Arsenic: The Thief may poison a player each round. To be used on players who are lookin' mighty suspicious right about now. (See Poison below)
Influence - Rumors: Target player gives one Influence to another target player.

As a Thief, each round you will need to:
Vote for another player in the thread.
Submit target players for nightkill, Arsenic, and Rumors. These targets may not be self-targeted.
Optional: Select a secondary target for your passive, in case your nightkill target is already dead.
Optional: Select a target player for Copycat. Note that this ability may only be used once, but may copy itself if you target another Thief.

-------------------------
-------------------------

You are a member of Boswell Woods this game. Try to find the rest of your team as quickly as possible! As a member of Boswell Woods, you gain the following:
Role Strength: Wizard->Magi (Revoke may be used twice)
Role Weakness: Merchant->Broker (Tourist does not block nightkill or votes, Last Rites generates public post describing who the Influence went to)
Realm Passive (Staying Power): All Boswell Woods citizens will delay their death by one round. Their death will be publicly posted, but they will still be able to vote, speak, and submit actions during the following round.
Minor Special (Stop): Choose a player in the game to roleblock for one round. Realmblocks take priority over this power. May be repeated each round.
Major Special (Reverse): Select two players to swap actions performed on them. Does not affect blocks, votes, lynch, or the nightkill. May be repeated each round.
Disparity (Champion): The last remaining citizen from Boswell Woods gains the standard Passive powers of all other roles (does not refresh existing passive).

-------------------------

You are a member of Golden Lakes this game. Try to find the rest of your team as quickly as possible! As a member of Golden Lakes, you gain the following:
Role Strength: Assassin->Guardian (Retaliation and Disable additionally protect all Golden Lakes citizens from death during the following round)
Role Weakness: Thief->Beggar (Arsenic cannot poison a player who started the round with poison stacks)
Realm Passive (Influential): Citizens of Golden Lakes apply double their voting power for lynch if they would otherwise be the highest voted.
Minor Special (Cleanse): Protect a target player from the effects (but not application) of poison for one round. Fully heals poison if used on a citizen of another Realm. May be repeated each round.
Major Special (Common Ground): Publicly form a temporary alliance with a chosen Realm, silently voiding all aggressive actions (votes, roleblocks, poison, kills, challenges, and retaliations) originating from one Realm and targeting the other. Alliance expires when either Realm activates their Disparity or when they are the last two remaining Realms. May be used only once.
Disparity (Life): Raise a chosen Golden Lakes citizen from the dead, restoring their Unique power.

-------------------------

You are a member of Meadowvale this game. Try to find the rest of your team as quickly as possible! As a member of Meadowvale, you gain the following:
Role Strength: Knight->Paladin (Armor is immune to roleblock, Challenges targeting the Paladin kill attacker also, successful Shields poison instead of killing)
Role Weakness: Assassin->Bandit (Retaliation poisons instead of killing, disable does not roleblock or voteblock)
Realm Passive (Iron Will): The first time a Meadowvale citizen would die, they are instead revealed as surviving with Iron Will.
Minor Special (Grand Finale): All connected Meadowvale citizens will gain the Nightly powers of any fallen comrades for one round following their teammate's death. Passively activated when a Meadowvale citizen dies.
Major Special (Honorable Society): Force two chosen players to issue a Challenge to each other. May be used only once.
Disparity (Census): The last remaining citizen receives a free census of all players' Influence each round.

-------------------------

You are a member of Redemption this game. Try to find the rest of your team as quickly as possible! As a member of Redemption, you gain the following:
Role Strength: Thief -> Witch Doctor (Arsenic may be used on three players each round but poisons the Witch Doctor as well, Copycat does not expire, passive disabled)
Role Weakness: Knight -> Mercenary (Challenge replaced with the Assassin's Disable, Shield does not protect from poison, passive disabled)
Realm Passive (Heart of Stone): Redemption citizens who are Poisoned are immune to its roleblocking effects and require five stacks to die instead of three; however, they do not heal poison naturally.
Minor Special (Flex Pick): Redemption citizens may have two of their living members trade roles OR poison stacks. May be repeated each round.
Major Special (Echo): Grants a copy of all Unique powers used by non-Redemption citizens used during the round Echo is activated. Each round thereafter, one Redemption citizen must use one chosen power from the pool, consuming it. May be activated only once; pool expires if Echo is not maintained.
Disparity (Blood Pact): The final Redemption citizen becomes a Witch Doctor, heals all poison stacks, and is immune to all non-poison death, but gains an extra stack of poison each round.

-------------------------

You are a member of Six Summits this game. Try to find the rest of your team as quickly as possible! As a member of Six Summits, you gain the following:
Role Strength: Merchant->Caravan Trader (Trade may be used to copy Influence either direction as well as exchange it)
Role Weakness: Wizard->Apprentice (Oracle may only be used on one player each round)
Realm Passive (Diplomatic Poise): Each round, two random unconnected Six Summits citizens will be connected to each other. If killed by lynch or the standard nightkill, Six Summits citizens will publicly reveal the name and current Influence of the player who performed the action.
Minor Special (Embargo): Voteblock a target player, voiding their vote that round. May be repeated each round.
Major Special (Coup): Doubles Influence for purposes of lynch calculations if Six Summits has the least Influence in the game. Halves Influence for purposes of nightkill calculations if Six Summits has the most Influence in the game. Passively activated each round while maintained.
Disparity (Sanctuary): The last citizen of Six Summits may publicly reveal himself in order to secretly gain Sanctuary from a chosen player. Any actions targeting the citizen (including lynch and nightkill) will fail, and any actions targeting the Sanctuary (except those that originate from Six Summits) will target both players. Effect fades if the Sanctuary dies.

-------------------------

You are a member of Trinity Islands this game. Try to find the rest of your team as quickly as possible! As a member of Trinity Islands, you gain the following:
Role Strength: All Roles (Able to use the Influence action of any standard role, not just the action prescribed to them)
Role Weakness: All Roles (Take on the weakness of each of the other Realms)
Realm Passive (Stealth): The citizens of Trinity Islands are immune to peeks from other Realms, including the R0 Negative and the Wizard's Attuned power. Does not apply to Census or Diplomatic Immunity.
Minor Special (Normalization): All connected roles are enhanced to remove their weaknesses. Passively activated; remains in effect even when not maintained.
Major Special (Position of Strength): All connected roles are farther enhanced with the strength of each of the other Realms. Passively activated; remains in effect even when not maintained.
Disparity (Transformation): The last remaining citizen gains the Unique powers of all standard roles, in addition to any existing Unique power.
Neutral Roles
Spoiler!
Viper
Wincon: Have 10 stacks of Poison at the end of the game. Causes all normal factions to lose.
Passive - Immunity: The Viper is immune to the negative effects of poison and cannot lose stacks by not being poisoned or by the actions of other players (such as Paladin). This power is immune to roleblocks.
Passive - Tainted Blood: Each stack of Poison grants an Action Point (AP) each round, which fuels abilities. No ability may be used more than once in a round.
Passive - Exalted: Upon reaching 10 stacks of Poison, the Viper's role will be publicly posted to the thread and all abilities will cost 0 AP for the rest of the game.
Passive - Death Defied: Spend three Poison stacks to survive any death. Spend five Poison stacks to cancel a Challenge targeting you.
Nightly (0+AP) - Absorb: Transfer up to one poison stack from a target player to yourself. May raise maximum transfer for 2AP per stack.
Nightly (1AP) - Sixth Sense: Receive a report describing which players have at least one poison stack. Does not trigger the Wizard's Attuned power.
Nightly (3AP or 4AP) - Venom: Poison a target player, adding one stack of poison and granting them the Immunity passive for one round. May target a second player for extra 1AP cost.
Nightly (5AP) - Zombify: Protect a target player from death. If they would have died but are saved by this power, transform them into a Zombie.
Nightly (8AP) - Incubate: Applies one stack of poison to every player in the game. Cannot be used with Absorb. Shows as Arsenic to Attuned players.
Influence - Slander: Target player loses one Influence.

Note: As the Viper is not a member of a Realm, they are not 'healed' of Poison by Cleanse; however, Cleanse will cause Poison to not grant AP while applied.


Zombie
Wincon: Zombie team reaches parity with the normal Realms in the game. Causes all normal factions to lose.
Passive - Immunity: Zombies are immune to the negative effects of poison and cannot lose stacks by not being poisoned or by the actions of other players (such as Paladin). This power is immune to roleblocks.
Passive - Armored: Zombies can use their toughness to survive any single death.
Passive - Exhume: Automatically raise players who died of Poison as a Zombie on the round they die. Fails if any Zombie is roleblocked the round a target would be raised.
Nightly - Death's Touch: Zombies may apply their current poison stacks to another player each round. (Limited by the two stack per round maximum)
Influence - Destabilize: Transfers one Influence to the target if the Zombie has less; transfers one influence from the target if the Zombie has more.


Lapidary
Wincon: Collect one of all existing types of Amulets. Causes the game to end and all normal factions to lose.
Passive - Treasure Trove: During R0, the Lapidary must select three other players whose Influence targets will be gifted a Sapphire, Ruby and Pearl Amulet. If a gifted Amulet would go to the Lapidary, it instead goes to the selected player.
Passive - Party Favors: Any player targeting the Lapidary with an Influence (4th slot) ability will receive a new Amulet. There is a 50% chance a random previously created Amulet is created and a 50% chance that the first unassigned Amulet in the list is created.
Passive - Looting: The Lapidary will steal any Amulets a player possesses when they die.
Passive - Lockbox: The Lapidary is immune to roleblocks and cannot have his Amulets stolen, transferred or lost.
Passive - Eye for Color: Each round, the Lapidary will receive a report of how many of each Amulet were distrubuted that round.
Nightly - Benevolence: The Lapidary may give a chosen Amulet to a chosen player. If he does, he will be roleblocked and untargetable during the following round.
Influence - Gift: Target gains a random existing Amulet; Lapidary gains one of the target's existing Amulets (if any).

Note: Roleblocks will stop all Amulets from functioning, even if the owner is otherwise immune to roleblocks.

Available Amulets:
Sapphire Amulet - Nightly: Target player has their end of round Influence publicly revealed.
Ruby Amulet - Passive: Receive reports listing all players who targeted you with a role power, lynch, or nightkill.
Pearl Amulet - Passive: Receive reports listing all players who have at least one Amulet.
Amber Amulet - Passive: Automatically issue a counter Challenge on the round after being Challenged. Lost on use.
Topaz Amulet - Passive: Absorbs one stack of poison each round. Lost once three stacks have been absorbed.
Amethyst Amulet - Nightly: Transfer this Amulet to another player and steal any Amulets they have.
Ammolite Amulet - Nightly: Transfer this Amulet to another player and roleblock them.
Diamond Amulet - Passive: On death, lose all Amulets and automatically revive. Other abilities which trigger on death may still trigger, and Influence is still transferred on death.
Opal Amulet - Nightly: Voteblock yourself and a target player.
Emerald Amulet - Nightly: Apply two stacks of poison to a target player.



Jester
Wincon: Survive until the end of the game. Causes all other players to lose.
Passive - The Joke's on You: If the Jester votes for a player who is not lynched, all players in the game will be voteblocked on the following round.
Passive - Populist: The Jester is immune to voteblocks unless he is also roleblocked.
Passive - Prankster: Challenges issued against the Jester will instead act as if the Jester had challenged the attacking player and will not cancel existing challenges.
Nightly - Reverse: Select two players to swap actions performed on them. Does not affect blocks, votes or the nightkill. Can target self.
Influence -


Shadowmancer
Wincon: Puppet all living players. Causes all other players to lose.
Passive - Puppeteer: Secretly gain access to any end of round PMs sent to puppeted players. Negative actions (including votes, lynch, and nightkill) targeting the Shadowmancer and performed by a puppet will fail.
Passive - Father Governs Children: Killing actions (including lynch and Challenges) used on the Shadowmancer will instead randomly target his puppets, if any.
Passive - Child of Darkness: The Shadowmancer and all puppeted players gain the Passive effects of Redemption; however, they will instantly die (ignoring all protection) if Challenged.
Nightly - Shadow Possession: Haunt a target player, puppeting them if they are roleblocked. Puppets (and connected teammates) know they were puppeted.
Nightly - Clone: Release a puppet to gain a copy of any Nightly and Unique powers they currently have available.
Unique - Nexus: Target a player to turn them into a Nexus for one round. Nexus players are roleblocked and will propagate the Nexus status to any player who targets them. The Shadowmancer and his puppets are not roleblocked.
Influence - Pulling Strings: Target loses one Influence. If the target is puppeted, they lose another Influence and the Shadowmancer gains two Influence.

Note: Votes and realm powers do not count as actions, but being the player who actually 'performs' the Lynch or Nightkill does. Additionally, actions that are prevented by roleblock do not count.

Battle of Boswell IV
Spoiler!
Just some musings I wanted to save for later...

Boswell IV


Influence
As with previous Boswell games, Influence will be given to players which they can apply to all votes in the council and will increase the rewards of doing so. The faction with the lowest Influence will control the nightkill.


Each round, players may vote for a player to remove from the proceedings, eliminating them from the game.




Roles
Each player will have a role, which grants a passive, nightly and unique (one time use) power. If roleblocked, all of these powers are disabled.

Assassin
Passive - Retaliation: On death, the Assassin may retaliate against a chosen player, killing them also.
Nightly - Disguise: The Assassin may exchange his Influence with that of another player each night.
Unique - Disable: Once per game, the Assassin may roleblock up to three chosen players.

Wizard
Passive - Immunity: The Wizard will not be killed by poison, regardless of how many stacks he gains.
Nightly - Oracle: The Wizard may peek a player each night to receive a list of Factions that support them.
Unique - Census: Once per game, the Wizard may receive the current end of round Influence of all players in the game.

Knight
Passive - Armored: The Knight will use his toughness to survive any single death.
Nightly - Shield: The Knight may protect one other player each night, taking any kills besides lynch targeting that player on himself instead.
Unique - Pilgrimage: Once per game, the Knight may go on a pilgrimage to seek the support of a chosen Faction, removing himself from the game for the following round and gaining support from the chosen Faction.



Realms
Each Realm will represent a team of three players, one of each role. A Realm has no special abilities this game until it is activated by two of its members forming a connection. Once activated, two predefined Factions will automatically support them, but won't cancel existing support for other Realms.

Boswell Woods - Arcane Triad, High Council
Golden Lakes - Banko Movement, Order of the Oracle
Seven Sands - Cult of Midnight, Diplomat's Creed
Meadowvale - Sons of God, Holy Order
Valleyfield - Assassins' Caste, Mercenary Brotherhood
Six Summits - Partisans, Merchant Guild
Redemption - Sorcerers of Dominion, Temple Guard
Trinity Islands - Mastery, Separatists
Sunset Islands - Skull Faction, Anarchists



Factions
Each round, Realms may maintain existing support or seek support from three new Factions. If exactly one Realm seeks the support of a Faction, that Faction will support them and stop supporting any Realms that did not maintain existing support that round. If no Realm or multiple Realms sought the support of that Faction, nothing will change and the Faction will continue to support existing Realms.

Passive powers apply to all players in a supported Realm. Nightly powers allow each supported Realm (not player) to perform the action each round. Alternating powers are the same as Nightly, but cannot be used two rounds in a row.


Influence
The Partisans - Passive: Supported players temporarily gain Influence for the purposes of lynch equal to the current round number.
The Sorcerers of Dominion - Passive: Supported players temporarily lose Influence for the purposes of nightkill equal to the current round number.
The Merchant Guild - Nightly: Target player gains or loses two Influence.

Manipulation
The Cult of Midnight - Alternating: Choose two players. Any actions targeting either player will instead target the other.
The Sons of God - Passive: Lynch and nightkill actions performed by supported players also roleblock prior to the kill.
The Holy Order - Passive: Any player responsible for successfully killing a supported player will be roleblocked continuously until the Holy Order supports their Realm.

Protection
The Banko Movement - Passive: Poison requires 5 stacks to kill supported players. Supported players will always survive retaliation, but can still lose toughness.
The Arcane Triad - Nightly: Target supported player is protected from all death and poison during the following round. If no effects are negated by this power, target player is killed.
The Mercenary Brotherhood - Passive: Supported players are immune to peeking actions (but may still form connections).

Killing
The Assassins' Caste - Nightly: Target player gains a stack of poison. Two stacks kills; stacks do not expire.
The Skull Faction - Passive: Players who target supported players (including other supported players) gain a stack of poison. Two stacks kills; stacks do not expire.
The Temple Guard - Alternating: Choose a player. If that player targeted any supported member with any action, the targeted player is roleblocked and killed.

Information
The High Council - Nightly: Peek a player to discover their current Influence.
The Order of the Oracle - Nightly: Peek a player to discover their role and Realm.
The Separatists - Nightly: Peek three Factions to discover which Realm(s) they support.

Faction
The Anarchists - Alternating: Select two living players and exchange their roles (but not Realms or wincons).
The Diplomat's Creed - Passive: May seek the support of Factions which already support you.
The Mastery - Alternating: Choose a living player and a Faction. If the selected player is supported by the chosen Faction, the Faction will instead support you.
Last edited by Rainboy on Fri Feb 03, 2017 1:43 pm, edited 3 times in total.
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Re: The Battle for Boswell (Part 3)

Post by Unown »

YES
If noone comes from the future to stop you from doing it, then how bad of a decision can it really be?
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Re: The Battle for Boswell (Part 3)

Post by Tweekz »

OMG Finally!
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Re: The Battle for Boswell (Part 3)

Post by Blaze »

throwback

btw gratz rainboy
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Re: The Battle for Boswell (Part 3)

Post by Shadi »

the battle of tilt :lol:
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Re: The Battle for Boswell III

Post by Rainboy »

Preliminary ruleset posted. Quite a few changes from last time, but the setup is NOT final and may change a lot. Comments welcome as usual, especially if you can point out something that is unbalanced and needs my attention.
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Re: [S2] WW XXVII: The Battle for Boswell III

Post by Rainboy »

Signups for this game will open when I feel that Hater's game is close to finishing and will remain open for one week or until Hater's game ends (whichever is longer). If we don't get 12 players, I will instead run a simple Mafia setup. Regardless, I will not delay the start of this game.

In other news, I think the setup is reasonably stable at this point. I will begin posting any changes I make from here on out so prospective players don't have to reread the first post for changes. If you're interested, you can help me refine the game by reading and asking questions at this point.
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Re: [S2] WW XXVII: The Battle for Boswell III

Post by Rainboy »

Rearranged order of actions slightly.

Updated clarifications with a few additional items.

Refined examples for Merchant Trade.

Change Shield loop from poisoning everyone in the loop to roleblocking them all. Looping Shields is a very bad idea, in general.
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Rainboy »

Blocking actions explained more fully and voteblock added as a mechanic.

Assassin's Disable now voteblocks.

Six Summits Minor Special changed to a roundly voteblock.

Six Summits Passive changed. Removed doubled effectiveness of Influence actions and added a mechanic which publicly reveals the killer if a Six Summits citizen dies by lynch or nightkill.

Poison stacks changed. Stack one does nothing, while stack two is a full roleblock.

Knight's Armor now refreshes if he successfully kills a player with his Challenge.

Added mod advice at the bottom. These will be reposted as their own posts (likely with others to come) during signups and R0.

Current ToDos:
Refine Redemption Major Special
Alter Merchant to have some abilities that are not Influence based. (Looking into swapping Unique)
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Rainboy »

Merchant changed: Unique - Tourist: Once per game, the Merchant may go on a trading mission. During the following round, the Merchant will be untargetable, roleblocked, and his Influence counts as zero for lynch and nightkill.

Broker updated (Tourist does not block nightkill or votes, Last Rites generates public post describing who the Influence went to)

Order of actions simplified to combine all blocks. Boswell Woods Minor Special specifies that it takes lower priority than Realmblocks.

Guardian updated; no longer fails to protect from lynch.

Meadowvale Major updated to force two players to Challenge each other instead of one player Challenging another player.

Redemption Major updated.
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Rainboy »

Welp, Phantoms looks like to me like it's past the halfway point and may end in a week or two. Signups are opened; we start when Phantoms ends.

[signups open]

I am currently very happy with the setup and do not expect anything to change. Please read up, and ask questions if you don't understand something.
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Maki »

[in]
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Konijn »

>Leaves perma mod position
>Starts game 2 days later
:think:
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Maki »

Konijn wrote:>Leaves perma mod position
>Starts game 2 days later
:think:
was weird, had to give him the WW mod group this time around
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Re: Werewolf XXVII: The Battle for Boswell III

Post by Cerdric »

That's quite a lot of words, isn't it?
The pieces fit the way I want them to.
There's no more mystery. I know all about you.
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