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Traits WW: The misty isle
Traits WW:
The misty isle
The boat landed onto the 'Isle of Mist'. It was a common legend spread about the main isle, but it looked as if it actually existed, a safe haven from the Daicchi. The Daicchi were similar to Aldaran in most ways. Except for their love of cruelty, which split them away from the peaceful Aldaran.
'Well, so the myth is real,' laughed the captain of the boat. 'What did I tell you Re'illo?'
A teenager cleaning a knife looked up. 'Well... I guess. But do you really think this is a safe haven from Daicchi?' He asked, 'I mean... You wouldn't even be able to pick out a Daicchi's defining features here...'
An older man came out from under a tent-like construction in the centre of the boat. 'Quit worrying lad,' he said in a reassuring manner, 'I'm sure everything is going to be just fine.'
Re'illo's face made it obvious that he didn't think so, but they proceeded to explore the island to see who else was on there. It didn't take them long until they found an enormous building. In which they saw other people, some watching from the darkness, some walking around. They all, however, acted like they had nothing to fear.
Out of the blue, someone knocked into Re'illo. 'You! You're Daicchi, I know it!' Re'illo said in an angered tone. The person looked revolted and opened his mouth to say something - it wasn't going to be polite either - but then an elderly man stepped in. 'Stop this! Stop this at once! There will be no fighting on my island!' He said in a voice which clearly showed his age. 'You two, go now, and reflect on the acts which could have resulted from your harsh feelings.'
Re'illo could have sworn he saw the man he suspected was a Daicchi mouth 'You'll go after him'. But knowing his place in this situation, he decided to keep his mouth shut.
Rules:
Spoiler
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Lynches: You vote for someone by putting their name in red, if you vote for someone and you've voted previously that day, cross out your old vote if you want your new one to count.
QTs: Each player has their own QT with which to send in night action, you are not allowed to link to, copy and paste, or in any other way prove your role. Telling people your scry results, role-claiming etc. are perfectly fine, you're just not allowed to in some way undeniably prove it. It would kill the game. :/
The general idea is that QTs will be shared at game end, so, if you don't want your QT shared, just post in it saying so before the end.
Allignment: This game has four teams in it, those being:
Team Aldaran(Town), wins when all the wolves and the mysterious are dead.
Team Daicchi(Wolves), wins when they have or are drawing for the majority of the players and the mysterious is dead.
Team Indifferent(Neutral), Gains minor win if 1 or more nuetrals survived until one of the other teams wins, gains minor win from achieving personal win. Two minor wins make a win.
The mysterious, an extremely powerful being with nigh-on game breaking powers, wins when there are 4 or less players left and it's still alive. If it wins, everyone else but the neutrals lose.
Traits: Each player has three traits, which are defined as following:
1. The alignment, Town/wolf etc.
2. The main role, all trait scriers etc. have the same trait here, even if they're good/evil/neutral.
3. The side role, their are only three different things people can have here.
Traits aren't named what they are, say wolf alignment is Boredom, and being a killer role was ADHD, and having a side role of Garbage collector was Trolling, then you'd scry a wolf killer with a garbage collector as 'ADHD, Boredom, Trolling'. You just have to figure out what traits are what. The traits will be given to you alphabetically, so that you can't figure out anything out of that. The traits will be selected randomly at game begin, as of now, there aren't any traits assigned to anything.
Other: If you make a QT for anything, then share it with me, So I can see all the action behind the scenes.
Day phases will be 72 hours, night's will be 48.
Roles:
Spoiler
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Team Aldaran:
Spoiler
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The Perceptive: Trait scry.
The Guardian: Careless baner.
The Vengeful: Good beast.
The Defiant: Good killer.
The Dreamer: Good voider.
The Persuasive: Twice the voting power during the day.
Member of 'Poverty': Mason.
Aldaran citizen: Vanilla villager
Team Daicchi:
Spoiler
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The Investigator: Trait scry.
The Sadist: Evil killer.
The Maniac: Evil beast.
The Druid: Evil voider.
The Politician: Twice the voting power during the day.
Team Indifferent:
Spoiler
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The knowledgeable: Trait scry.
The Guard: Careless baner.
The Playful: Neutral voider.
The Mysterious:
Spoiler
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Can do two of the following during the night: Disguise someone's traits for that night as the traits of a team, role and minor role of his choice, kill someone, Void someone or bane someone, in addition, it has 2 extra vote power during the day.
(The mysterious's role trait is that of a killer)
In addition, each person will be assigned one of these three minor roles:
Garbage collector: Can scry two traits of a dead person each night.
Lookout: Can scry one trait of an alive or dead person each night.
Matcher: Can scry two alive players, it is revealed to them how many matching traits they have, but not the traits.
Player list:
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{table]##|Name|Role|Death?
01|Penguinator| |
02|Ramsus| |
03|Usourselves&we| |
04|Vesth|Seer(Good)|Day2
05|Chaos redefined| |
06|Tom the mime| |
07|cd4| |
08|Istari| |
09|TBFProgrammer|Mason|Day1
10|Gray Mage| |
11|Lex-kat| |
12|Grue bait| |
13|Ur-Quan| |
14|Internet Flea| |
15|Matthias| |
16|Count DingDong| |
17|C'Nor|*Unknown|Night1
18|Ebonwolf| |
19|Bookboy| |
20|Bladescape|Beast(Evil)|Day2
[/table]
Recruitment starts now, and ends when I have 20 players.
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Re: Traits WW: The misty isle
First! What now?
Edit: As with Ramsus, I would not be opposed to a QT now.
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Re: Traits WW: The misty isle
I'll second this being in motion! Now to read the rules... QT now? I have zee questions and such.
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Re: Traits WW: The misty isle
Well looky here we are the third :D
So this is this all blind, would think so
or do other people then the masons know each other?
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Re: Traits WW: The misty isle
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Re: Traits WW: The misty isle
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Re: Traits WW: The misty isle
To answer questions:
Q: Is it a blind game? Who knows each other at the beginning of the game?
A: Yes, all blind but the masons(Anything else in this setting would be odd), If the wolf killer tries to kill another wolf, then he is informed that that player is a wolf and he doesn't kill anyone. Should the wolf killer die his kill will be given to another wolf at random, that wolfs traits will not change.
You can, of course, create a QT with people you think are wolves if you want, but that might not be as effective. :smallbiggrin:
Q: Can I have my QT now? I have questions.
A: Hmmm.... well, I was intending to give out the QTs when I gave out the roles.... :/
But sure, I'm fine with giving you a QT now... but I may create a new QT for you when the game actually starts.
Also, another thing I forgot to originally mention, when someone dies, their role is revealed, their traits aren't.
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Re: Traits WW: The misty isle
I'll give it a shot, though I think the Mysterious is at a pretty big disadvantage, considering everyone wants to kill him.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Internet Flea
I'll give it a shot, though I think the Mysterious is at a pretty big disadvantage, considering everyone wants to kill him.
Well, how does one tell that the mysterious is indeed the mysterious? And how does one kill it? It can randomize its traits, it can bane itself to make it immune to night kills it can void to render powers useless, and it can kill people... Of course, right now we still haven't mentioned it's 3 vote power, which gives it one heck of an advantage.
The mysterious would actually be my favourite role to play.
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Re: Traits WW: The misty isle
I still don't really see why the neutrals need it dead. (This was one of the things I wanted to say in a QT.) If they didn't that gives them a more interesting set of choices. Work with full teams (if they can be found) of town or wolves or the single very powerful thing both other teams want dead.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Ramsus
I still don't really see why the neutrals need it dead. (This was one of the things I wanted to say in a QT.) If they didn't that gives them a more interesting set of choices. Work with full teams (if they can be found) of town or wolves or the single very powerful thing both other teams want dead.
Well, that's an interesting view point, but I'll have to change the neutrals win conditions, as I didn't include the common minor win conditions that nuetrals normally have, which was kinda silly of me. It doesn't actually make sense for the neutrals to want the mysterious dead anyways, now that I think about the character that the mysterious is.
(Oh yeah, note, every role is a character, and most characters are roles.)
Also, I haven't got 'round to sending you and Pengi those QTs because my compy got hit by melware today, which means I'm dis-organized and not in contact with some of my files. It should be back up soon enough though. :smallbiggrin:
EDIT: Okay, changed the win rules for neutrals, do you think that's a bit more balanced?
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
RuneboundShade
Well, how does one tell that the mysterious is indeed the mysterious? And how does one kill it? It can randomize its traits, it can bane itself to make it immune to night kills it can void to render powers useless, and it can kill people... Of course, right now we still haven't mentioned it's 3 vote power, which gives it one heck of an advantage.
The mysterious would actually be my favourite role to play.
The sheer length of time it has to stay alive makes it hard to do so. 30 players means twenty six players have to die before he does, which if I'm reading the rules right means it has to survive at least eight randa-lynches, dodge a bunch of nightkills, and explain how it survived if it gets hit.
(Although I do like the element of "He survived a nightkill, LYNCH HIM!" the role can bring.)
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Re: Traits WW: The misty isle
I'm just curious, but what are a Daicchi's defining features, which cannot be distinguised on the Island, but can be seen elsewhere? :O
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Vesth
I'm just curious, but what are a Daicchi's defining features, which cannot be distinguised on the Island, but can be seen elsewhere? :O
Ah!! Good question, devations in skin colour, hair colour, and eye colour.
The mist on the isle makes it so these differentiations can't be seen properly. And no, this isn't the sort of mist that if you get really close doesn't really matter, this is the sort of magical mist that just slightly obscures everything.
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Re: Traits WW: The misty isle
Well, it'll certainly (probably?) still be tough for the mysterious to win but, I believe it's better the way it is now. You might want to make sure with each person if they're ok taking up the challenge it presents. Or maybe not. I dunno.
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Re: Traits WW: The misty isle
Hmm, I'll join because I enjoyed Demons quite a bit once I got into it. It's possible I may need to be poked though...
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Re: Traits WW: The misty isle
Looks interesting, I'm in.
Out of curiosity, how many masons are there likely to be? Seems to me that with a reasonable mix of minor roles and coordination that they could be very effective.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Tom the Mime
Looks interesting, I'm in.
Out of curiosity, how many masons are there likely to be? Seems to me that with a reasonable mix of minor roles and coordination that they could be very effective.
I was going to have four masons, anymore and the masons would be OPd, any less and the masons would be too easy to 'remove'.
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Re: Traits WW: The misty isle
I think four might be a bit strong actually. Three would probably be better. I point out that with four of them they're almost assured to have all of the minor roles. And don't normally masons come in fours anyway? That might be overkill for a group of 100% sure of each other's side people who all also have information gathering abilities.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Ramsus
I think four might be a bit strong actually. Three would probably be better. I point out that with four of them they're almost assured to have all of the minor roles. And don't normally masons come in fours anyway? That might be overkill for a group of 100% sure of each other's side people who all also have information gathering abilities.
Hmmm... you make a very good point, I wasn't thinking of the added advantage of the minor roles, I'll make it three then....
Now all I need to do is invent another citizen character, and remove one of the members of 'poverty' that I created but... which one...? :smalleek:
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Re: Traits WW: The misty isle
Just make one of them an npc that dies with the last mason, no need to completely scrub a character from existence if they are already alive in your head.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
usourselves&we
Just make one of them an npc that dies with the last mason, no need to completely scrub a character from existence if they are already alive in your head.
You're right, I didn't think of that, thanks! :smallbiggrin:
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Re: Traits WW: The misty isle
I think I will join this game,
Questions:
1) The mysterious require 4 or less people in the game to win, does that include itself?
2) With the neutrals, if there are 2 alive at the end they minor win, if there are 4 alive at the end they major win, what happens if there is 3 alive at the end?
3) Can the mysterious day-bane?
4) Can the matcher choose themselves as one of the 2 targets?
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Re: Traits WW: The misty isle
Sounds interesting, I'll join.
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Re: Traits WW: The misty isle
An Isle shrouded in fog. A being hidden in the depths of a dark robe. What light there is unable to penetrate deep enough to reveal its face. It gestures for drink. Not even the sound of its voice is cast into the crowd.
It retreats with its drink to a room, which stands empty awaiting it. The man pushes back his hood and sighs. If only there were not so many enemies after him, this hiding would not be necessary.
In.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
cd4
1) The mysterious require 4 or less people in the game to win, does that include itself?
Yes, that includes itself.
Quote:
Originally Posted by
cd4
2) With the neutrals, if there are 2 alive at the end they minor win, if there are 4 alive at the end they major win, what happens if there is 3 alive at the end?
Uhhh... 2+ alive at the end for survival minor win, they get a major win if they get their other minor win condition, which is individual to each neutral. Hope that clears things up.
Quote:
Originally Posted by
cd4
3) Can the mysterious day-bane?
:smalleek:
I certainly hope not, that would make it nigh-on invincible. But good question.
Quote:
Originally Posted by
cd4
4) Can the matcher choose themselves as one of the 2 targets?
Hmmm.... Yes, yes you can, in fact... This is likely the most useful move as a matcher, N1 at least. :smallbiggrin:
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Re: Traits WW: The misty isle
As to the Mysterious having a Day-bane, I think it would be nice to give him the option to day-bane or night-bane, but not both in the same night.
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Re: Traits WW: The misty isle
Giving the mysterious a day-bane doesn't work. As the killers on both sides are roles, if those roles die, he's then invincible. Also, he has extra voting power and if lyched once and day baned would be pretty much confirmed the mysterious and if the killers are alive he'd just die that night or the next day instead. It wouldn't really help him much. On the other hand, giving him a careless day-bane would be...interesting?
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Ramsus
Giving the mysterious a day-bane doesn't work. As the killers on both sides are roles, if those roles die, he's then invincible. Also, he has extra voting power and if lyched once and day baned would be pretty much confirmed the mysterious and if the killers are alive he'd just die that night or the next day instead. It wouldn't really help him much. On the other hand, giving him a careless day-bane would be...interesting?
I think those killers are in addition to the wolf team kill.
Even if it's nearly useless, it'd still be a nice option. He can only do two things per night anyway.
(Although seeing that there are three or four kills per night, he's probably not as overwhelmed as I was thinking.)
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Internet Flea
I think those killers are in addition to the wolf team kill.
Even if it's nearly useless, it'd still be a nice option. He can only do two things per night anyway.
(Although seeing that there are three or four kills per night, he's probably not as overwhelmed as I was thinking.)
Errr... no, it's only the wolf killer who kills, although, should he die, the kill is given to another wolf. Wolves can't be NKed by wolves though, NKing a wolf if you're a wolf links that wolf to you.
There are two NKs flying round at night.
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Re: Traits WW: The misty isle
Three if The Mysterious wishes, and we see no reason why they wouldn't do so.
If one is protected from a night kill that would other wise just link them with their would be killer are they still linked? It would be much fun if a bane disrupts that process.
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Re: Traits WW: The misty isle
Well, yes, if the mysterious so wishes, then there would be three.
Also, yes, if a wolf targets a wolf for a kill, and that wolf that's being targeted is baned, than it disrupts the process. :smalltongue:
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Re: Traits WW: The misty isle
'Allein shae cas'ren.' The soft voice stirs the air but briefly, the amethyst eyes almost glowing, but still masked by the fog. 'The isle is shrouded by fear. Soon darkness will assail the walls.'
There was none to hear the words as the young hermit pulled his hood up against the dampning rain, clutching his staff tightly. His legs were almost frozen to the ground, as he stared at a vision none other could see. 'When one falls by the sword, their path is chosen. When one falls by the rage, their path is chosen. One more will fall, but the darkest of shadows. Then the path will be chosen for all.
Ayala can'si-ar. May illumination save us all.'
(And in. You can ignore or use my character as you see fit, but I'll be RPing the half-Daicchi Soothsayer the entire game. Or as long as I live.)
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Re: Traits WW: The misty isle
It's no fun to RP alone, innit? I shall join you in RP merry making :P
---
A note cuts through the still air, the warmth and joy coloring the emotionless fog.
But while the first note was one of mild amusement and musing, the next was one of heralding, an announcement of the player.
As that note fades into the foggy air, the half-Daicchi Soothsayer spies a figure in the fog, which soon parts to reveal a man.
His attire was one of mild opulence; the sleek elegant suit matching well with the top hat upon his head, which he politely doffs at the soothsayer.
"Well met, stranger."
With a sweeping bow, his instrument, a polished, well-crafted violin entering it's black, velvet case, while his oaken bow, the key to the vassal that was the source of his music, sparkled slightly, before settling in the form of an ivory cane - a minor enchantment, nothing more.
(This is a the combination of two characters; one was from a writing piece I wrote for a competition at DeviantArt (and won), while the other is an idea of a character I was planning to make for another piece :P)
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Re: Traits WW: The misty isle
I made a change to the trait disguise of the mysterious, just so you aren't caught off guard.
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
TBFProgrammer
An Isle shrouded in fog. A being hidden in the depths of a dark robe. What light there is unable to penetrate deep enough to reveal its face. It gestures for drink. Not even the sound of its voice is cast into the crowd.
It retreats with its drink to a room, which stands empty awaiting it. The man pushes back his hood and sighs. If only there were not so many enemies after him, this hiding would not be necessary.
I have the incredible urge to RP as someone who's trying to kill your character. Would you mind terribly if I did?
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Re: Traits WW: The misty isle
It seems that with the end of the school year quickly approaching, I've acquired extra time on my hands that I had previously been using to study specifically for an AP test. But since that is now over with, I think I will continue my adventures in the ww games so you can count me in. Feels good to be back. Now to read the rules...
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Re: Traits WW: The misty isle
Sorry to say this, but I'm going to drop out for now. I'll sign back up if I change my mind before the deadline, though.
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Re: Traits WW: The misty isle
Having internet issues, so I'm going to drop out as well.
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Re: Traits WW: The misty isle
Oh well... If things keep going like this it may take a little while for it to start...>.>
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Re: Traits WW: The misty isle
The swordsman was after his target again. He laughed maniacally, traipsing through the mist. "We'll find them, yes, we will. We'll find them. And then we'll feast again. Hahahahahahaha!" If anyone had seen the Daicchi, they would have thought him rather insane. But those with exceptional hearing might notice a high-pitched buzzing which accompanied his silences, and those with keen eyesight might see a slight glow around his blade during lulls in his conversations. Even then, they likely would pass him off as speaking only to himself.
The Daicchi crept past a tree, hiding in its shade, producing a handkerchief and wiping his blade. "I know you're hungry, I know it's calling... I'll have him in a few moments, you'll see..." He brandished the sword, calling, "Show me where he is! Show me!" He then turned slightly, the blade ever in front of him, as if leading him on. "You can run, but you can't hide... You can never hide! Hahahahaha!" The Daicchi went eternally through the mist, his laughter splitting through the darkness of night.
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Re: Traits WW: The misty isle
I suppose I'll join this.
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Re: Traits WW: The misty isle
A chill ran through the man, it was not safe here. Then again, for him, it was not safe anywhere. He set the feeling aside and began to prepare his wards. Little charms that the merchant he'd stolen them from so long ago had sworn could turn aside any search.
They didn't work, of course. He knew they didn't because he had been found so very many times. That wasn't going to stop him from hanging them up. Anything to ease his troubled mind.
No-one would find him in these mists, it was the perfect place to hide. Wait, what was that. Was someone outside his window. No, they were moving away. He really shouldn't stay at an inn.
By morning his mind was overwhelmed by the fear and he had slipped out of the window. An unfortunate guard had been nearby and now lay dead, a piece of burned wood used to decorate his face.
The Black Painter had struck again.
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Re: Traits WW: The misty isle
*Pokes thread to the top of the pile*
Where are the 18 other people? Let's find them, eh?
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Re: Traits WW: The misty isle
Ga'arin Rookblade cackled into the mist. He came across a small inn, stooping to look over a dead body. He took a large whiff, a singed smell coming through his Daicchi nostrils. There it was. His prey. He cackled menacingly, eyes glinting with madness. He stood and withdrew his sword, pointing it at the charred face of the corpse. "Find him. Show me. Pick up the scent!" His voice was a hoarse whisper, but his laughter was loud and cacophonous. His hand shifted, the blade pointing in a Northerly direction. "Hahahahahaha! I'll have you soon..."
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Re: Traits WW: The misty isle
You should mention it in the general. I found this thread by accident and I'd seriously have been on it if I saw it in General WW.
e: To say, I'm joining.
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Re: Traits WW: The misty isle
...well, my internet is up longer than I thought it would be, so I'm back in.
But if I don't post for a Day cycle you should probably replace me cause I probably won't be coming back.
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Re: Traits WW: The misty isle
The mysterious is a very... lonely lonesome loner. I hope I'm not it.
And in.
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Re: Traits WW: The misty isle
Heya! There room on the boat for one more? Not new to mafia but new to WW. Sounds interesting, and I'd love to give it a go! Anyone willing to give a noob a hand in filling in on rules/diffs b/w WW and mafia? Also, how much time does this take up?
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Re: Traits WW: The misty isle
After forgetting for way too long, I'd like to join, if there's still room.
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Re: Traits WW: The misty isle
Don't worry, I still need a few players yet. :smallbiggrin:
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Re: Traits WW: The misty isle
Quote:
Originally Posted by
Count Dingdong
Heya! There room on the boat for one more? Not new to mafia but new to WW. Sounds interesting, and I'd love to give it a go! Anyone willing to give a noob a hand in filling in on rules/diffs b/w WW and mafia? Also, how much time does this take up?
Well the main difference between WW and mafia is the names of the roles and the roles available. Here is a link to the basic rules. As for time it depends on how active you are. Some people spend a lot of time arguing others try the tactic of staying quiet. Though you should try to get on at least once each real-time day, if you are going to be away for several days then you should tell us when you are going to be away.
Glad to see a new player.
One last thing, I know some other mafia forums use the word scum for bad guys but that is never used here. We normally refer to the bad guys as wolves no matter what they are.
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Re: Traits WW: The misty isle
Many thanks for the link! I'm normally able to get on most days, though I've got a stayaway camp over the summer: June 24th - July 1st. Not sure how often I can get on and around then, so if need be, just kill me then. I just saw that this was a recruiting game, and you're still missing a lot of players. Maybe it would start up past then, and there won't be a problem? Or you'll get players quickly, and we can start playing. Don't know how long it takes to fill up games here.
But if this game doesn't work out for me, I can try out other ones when I get back. :smallsmile:
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Re: Traits WW: The misty isle
Don't worry too much about it. A week in a WW game isn't that long, you'll probably succeed in squeezing through.
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Re: Traits WW: The misty isle
Would there still be room for me? I'm about to be lynched in another game, so I have time for another one.
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Re: Traits WW: The misty isle
I'm going to have to drop out of this one as I will be leaving for Italy this Saturday for two weeks. I will be without reliable internet for that time so I will not be able to participate.
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Re: Traits WW: The misty isle
I'll volunteer to take 52.5 Lemons place. :smallsmile:
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Re: Traits WW: The misty isle
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Re: Traits WW: The misty isle
Well, I'd like to join this one but my computer doesn't let me use QT's so do you mind if I use PMs instead, Shade?
At the prow of his longboat, Sir Dorian Ebonwolf laid his hand causually upon the hilt of his sword. As the mists parted he let out a long sigh.
'This place will be a new begining for me.' he thought.
'Maybe I can finally know peace here on this tranquil island.'
Little did he know that trouble was brewing in the deep fog that shrouded the isle.
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Re: Traits WW: The misty isle
Sure, QTs are only for convenience, though I don't know why someone wouldn't be able to use QTs...>.>
Anyway, PMs are fine.
Also, I'll start this some time soon-ish, because I've delayed it for recruitment long enough now. :smallsigh: