Center WW
Narrators: Ramsus & Penguinator (and possibly some third person?)
Rules written by: Me (Ramsus) with help from....everyone who helped, you know who you are you filthy commies!
The land is in trouble. With little information to go on, important Elemental Kin leaders have been called to the castle of Stalm for a meeting. But what will they learn? And how will it end?
Ok so just a warning here; this is just backstory and information for the setting. It's not required reading for anyone except perhaps narrators.
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A long time ago the world of Center was a flat circular disk floating between an endless expanse of sky and a seemingly bottomless pit. Waterfalls endlessly cascade over the edges and down into the pit which glimmers as if a pool of water. It had a single sun which rotated around it. It was a world full of mages. Everyone from simple farmers to professors of advance magecraft theory used magic on a near constant basis. They drew their magic from the air, the water, the land, but, mostly the light of the sun.
Eventually this society reached a peak of magical power available while their theories of magecraft had revealed spells to them which they could use to achieve amazing wonders if only there was more power to draw from. Long had mages sought to draw power directly from the sun but, had discovered there was a barrier around it preventing this. So they created a massive ritual to breach this barrier. They drew a massive ritual along the whole of the world, primarily along the leylines. The spell succeeded all too well. It not only breached the barrier around the sun but, split the sun itself apart. This caused a tremendous backlash of magical power that tore the world apart along the leylines. It is told, that witnesses reported seeing massive chunks of land float up into the air and vanish. Over a third of the world was lost this way.
As the now two suns stabilized themselves massive amounts of elemental energies flowed through the land. All living things either submitted to these energies, their essence being forever shaped by them or perished. Finally after centuries the suns finally stabilized themselves. One which was in the sky for most of the day and shone brightly, dubbed the Daystar and the second which shone down light of darkness, dubbed the Nightstar.
Most living things were now possessed of a single elemental essence. Those that are composed of more than one are typically viewed as monsters. Every living thing is now its own source of ever replenishing magical energy of their respective element. As such it has become impossible for people to draw magic from outside of themselves. Humans have now become known collectively the Elemental Kin. There are Fire Kin, Water Kin, Frost Kin, Air Kin, Storm Kin, Earth Kin, and Metal Kin.
Additionally there are the Wood Kin, more commonly known as the Fae. While most Elemental Kin are relatively the same as humans the Fae are somewhat different. The Fae are comprised of the Sevle who are the most human-like in appearance with greenish or bark colored pigmentation and sometimes pointed ears (these will be the Wood Element players), the Pixies which look like miniature humans, varying in size from 1/4th human size to barely the size of a boot, with wings made of flower petals, Dryads which are stunningly beautiful and always of apparently female gender which must always remain nearby their sentient tree counterparts..., the Ents which while otherwise appearing as normal trees can communicate telepathically with other Fae, and the "intelligent" plants which can also communicate telepathically. Fae breeding is a tangled web of complicated weirdness. Successful Fae and Elemental Kin pairing are a thing of rumor and are known as Kor. Reportedly they look like a mix of plant and human with powerful elemental powers of the element of the non-Fae parent. Fae typically live in what they call Entholms.
The Anzjiel, human looking people with usually white bird-like wings, first appeared around a hundred years ago. They typically travel in nomadic flocks but some have settled down in larger towns or the just once again forming castles and cities, usually to set up churches to spread their religion which is incredibly complex with various celestial deities, prayer rituals, and the themes of kindness and order. Their origins remain a mystery.
The Dyvil, human looking people with a variety of different appearances but typically with dark asymmetrical tattoos. They are just now starting to show up, typically individually, so almost everything about them is a mystery.
(Just a random note here: The Fae, the Anzjiel, and the Dyvil all typically do not get along.)
Creatures of note:
Elementals: These are non-sentient but, cunning and dangerous in an animal way, creatures of various sizes and shapes composed entirely out of a single element. They eat the element they are made out of and in so doing grow larger and stronger. Especially attracted to rarer or special forms of their element. This makes them one of the primary predators of Elemental Kin of their associated element. Their existence is one of the primary reasons for forming mutli-typed elemental kin communities as elemental kin of their element have almost no defenses against them.
Dragons: Not dragons in the typical fantasy sense. They can look like virtually anything. Their common traits are that they are immensely powerful, typically large, intelligent (perhaps more so than humans), and everything nearby can just simply tell they are a Dragon.
More notes about Elemental Kin:
Martial usage of elemental energies typically involves enhancing weapons or armor or anime style special attacks.
Magic spells are not unique to any element, and in fact teaching them to others of a different element is no harder than someone of the same element. What differs is the effect of the spell.
At some point people found out that they could remove parts of their soul and place it into an animal of their element or even craft a creature out of it. This is referred to Soul Bonding. Soul Bonded pets are more intelligent than their typical counterparts. They may speak telepathically with their soul bonded partners and even grow in power with them.
Enchanting is very similar to Soul Bonding. The difference is that it typically involves using less of the soul and takes a lot of time and magecraft knowledge. It is possible to work with others of different elements to create multi-elemental magical objects. Additionally some objects, if in the constant presence of powerful people will slowly absorb some of that power and spontaneously become magical. This is even possible for already magical items, thus leading to traditions of families handing down items through the generations.
Through martial prowess, magical knowledge, or other such individuals will become more magically powerful. This will slowly effect visual changes. Starting with coloration of skin, eyes, strange hair, and the like. Truly powerful people will eventually end up tapping into the power of either the Daystar or the Nighstar and this power will be present in their appearance and their powers. An extremely powerful person would eventually look perhaps somewhat similar to a humanoid elemental.
About Ghosts, the power of will, and necromancy:
Some details of this I will keep a secret as I plan to run this setting again in the future. Suffice it to say there are places in the world where there are ghosts. The power of Will overpowers them and drives them away (and has other effects). Necromancy taps into their spectral powers and even can be used to control them.
So this is my first time running a WW game so if anyone sees anything obviously broken in the rules, has suggestions, comments, disposable income, anything I simply overlooked, etc. feel free to post or PM. I'm probably going to set up personal QuickTopics and ones for the two "wolf" teams due to wanting to ever receive PMs again have space in my PM box. If that doesn't work for anyone I'll lower myself to of course accept using PMs. Thanks for your consideration and I hope I don't screw anything up too badly.
The Teams
Team Town
Power Roles: the Champion of the Daystar, the Champion of the Nightstar, the Possessor of the Power of Will, the Necromancer
Victory Condition: Everyone on Teams Celestial and Infernal is dead (Dave)
Team Celestial
May attempt to recruit one person once a night
Power Roles: The Anzjiel(s): Cannot pick soul bond as a power. Do not pick one of the standard elements.
Victory Condition: All of town is dead or has been recruited to team celestial or team infernal and team celestial's living members outnumbers team infernal's.
Team Infernal
May attempt to recruit one person once a night
Power Roles: The Dyviil(s): Cannot pick soul bond as a power. Do not pick one of the standard elements.
Victory Condition: All of town is dead or has been recruited to team celestial or team infernal and team infernal's living members outnumbers team celestial's
Rules
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Everyone will get a pm of their role and a private QT (please do not share this with others, there will be penalties involved if caught, mind shattering guilt if not). They then respond in their QT with 2 of what kind of powers they want out of the options of: Martial, Magical, and Soul Bonded Pet. There is only 1 pet power per element and as such can only be selected once. There are two powers per element of both Martial and Magical. If you pick one power of both categories you do not get to pick which one you will receive. If not an Anzjiel or Dyviil they also pick an element their powers are out of the following: Fire, Water, Ice, Air, Storm, Earth, Metal, Wood.
Day Phase: During this phase players vote, in red, for a person to be lynched at the end of that day. Votes may be changed by crossing it out (like so: red) before the day ends. Each player has a base voting power of 1. The person who accrued the most points is lynched. In the case of a tie it defaults to being determined randomly between those who tied. Certain powers may be used during this phase. The game starts in this phase. Days will be about 72 hours (hopefully).
Night Phase: During this phase team Celestial and Team Infernal may each send in a single recruit attempt. The target of a recruit attempt may choose to accept or reject the recruitment. If they accept they join the appropriate team at the start of the day phase. If they reject it, the appropriate team, is informed that their recruit attempt failed at the start of the day. Certain powers may be used in this phase. Nights will be about 48 hours (hopefully).
"Voting Power": How many standard votes a vote counts as.
Ghosts
Dead players lose all their powers and become Ghosts. Ghosts may vote for a player, in blue, during the day phase to reduce their total voting power by c/x (where c is some number and x is the number of ghosts). Votes may be changed by crossing it out (like so: blue) before the day ends.Ghosts are on the same team they were when they died.
Scry Interference: When two or more players scry the same target during a night the results they get back are a random mix of the target and one of the other scriers. Scriers are not informed that this has happened.
Autolynching: After three consecutive days of not voting you will be autolynched. There is an autolynch replacement list.
Items: There will be a few mystery items given both at the start of the game and during events.
Events: Also a mystery (to be fair the mystery might be there aren't any events).
Roles
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The Champion of the Daystar: In addition to their two elemental powers they posses two additional powers. 1) They automatically (and unknowingly) refuse recruitment attempts. 2) They may choose a target, who is not them-self or the Champion of the Nightstar, during the night who, the following day, will not die to the lynch, is immune to the effects of ghosts, and is immune to/removes any negative effects. If the target has a living pet they are also protected from being killed during the following night.
The Champion of the Nightstar: In addition to their two elemental powers they posses two additional powers. 1) They automatically (and unknowingly) refuse recruitment attempts. 2) They may choose a target who is not them-self or the Champion of the Daystar during the night who, for the night, automatically (and unknowingly) refuses any recruitment attempts, is protected from night kills, and is immune to/removes any negatives effects. If the target has a living pet they are also protected from being lynched the following day.
The Possessor of the Power of Will: In addition to their two elemental powers they posses one additional power. During the day they may pick one target who, for that day, gains +1 voting power for each ghost voting for him/her instead of subtracting voting power from them.
The Necromancer: In addition to their two elemental powers they posses one additional power. During the day they may pick one target who, for that day, all votes by ghosts targeting them count as standard votes instead of subtracting voting power from them.
The Anzjiel: Their two powers are of the Celestial element. They may not posses the Soul Bond power.
The Dyviil: Their two powers are of the Infernal element. They may not posses the Soul Bond power.
Villager: They possess two powers of their element.
Powers
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Martial
Fire:
Flaming Weapon: +1 voting power, at the start of the game pick two elements this will give an additional +1 voting power against. Always on.
Flame Shield: A randomly selected person who was responsible for your death dies when you do.
Water:
Dodge: Self target bane. When used the player automatically (and unknowingly) refuses any recruitment attempts. Usable once every three nights.
Counter Strike: A randomly selected person who is pointing at you at the end of the following day has their total voting power redirected at themselves. Usable once every other night.
Ice:
Frost Weapon: +1 voting power, at the start of the game pick two elements this will give an additional +1 voting power against. Always on.
Shield: -1 total vote per person voting for you at the end of the day. Usable once every three days.
Air:
Fly: -5 to the total votes received the following day. Usable once every other night.
Counter Strike: A randomly selected person who is pointing at you at the end of the following day has their total voting power redirected at themselves. Usable once every other night.
Storm:
Shocking Weapon: +1 voting power, at the start of the game pick two elements this will give an additional +1 voting power against. Always on.
Static Sense: Self target bane. When used the player automatically (and unknowingly) refuses any recruitment attempts. Usable once every three nights.
Earth:
Shield: -1 total vote per person voting for you at the end of the day. Usable once every three days.
Rock Armor: Self target bane. When used the player automatically (and unknowingly) refuses any recruitment attempts. Usable once every three nights
Metal:
Shield: -1 total vote per person voting for you at the end of the day. Usable once every three days.
Spiked Shield: A randomly selected person who was responsible for your death dies when you do.
Wood:
Barbed Weapon: +1 voting power, at the start of the game pick two elements this will give an additional +1 voting power against. Always on.
Regeneration: Self target bane. When used the player automatically (and unknowingly) refuses any recruitment attempts. Usable once every three nights.
Celestial:
Smite: Your vote gains +2 voting power when pointing at someone on team Infernal.
Fly: -5 to the total votes received the following day. Usable once every other night.
Infernal:
Smite: Your vote gains +2 voting power when pointing at someone on team Celestial.
Back-stab: Once every three nights you may secretly add two votes to any target the following day. Additionally you determine the outcome of any tied lynches the following day.
Magical
Fire:
Fireball: Night Kill. Usable once every third night.
Fire Wall: Reduces all votes on you by 1 voting power. In addition everyone voting for you is lit on fire and has an additional vote placed on them for the duration of the current day and the following one (they are informed of this effect at the start of the night phase). Usable once every third day.
Water:
Heal: Once per game bring one Ghost back to life.
Scry: Learn the role, alignment, and types of powers of one target. Usable once a night.
Ice:
Cryoball: Night Kill. Usable once every third night.
Ice Wall: Reduces all votes on you by 1 voting power. In addition everyone voting for you suffers from frostbite and has one less voting power for the duration of the current day and the following one (they are informed of this effect at the start of the night phase). Usable once every third day.
Air:
Scry: Learn the role, alignment, and types of powers of one target. Usable once a night.
Illusion: All votes directed at you the following day are instead directed at the target. Usable once every three nights.
Storm:
Lightning Bolt: Night Kill. Usable once every third night.
Stun: Void one target's next used power for the next night/day cycle.
Earth:
Scry: Learn the role, alignment, and types of powers of one target. Usable once a night.
Sand Trap: Void one target's next used power for the next night/day cycle.
Metal:
Impale: Night Kill. Usable once every third night.
Iron Wall: Prevent yourself and one additional target from being lynched and grants both players immunity to the effects of being on fire or frostbite for the following day. Usable once every three nights.
Wood:
Entangle: Void one target's next used power for the next night/day cycle. Usable once a night.
Heal: Once per game bring one Ghost back to life.
Celestial:
Reflect: One target has a night action they used directed at a randomly selected valid target. Usable once every other night.
Lunacy: Once per game, all votes are randomly assigned. May be used during the day it will effect or the previous night. For that day, all vote reducing powers and day banes are nullified.
Infernal:
Disguise: Determine the results of a scry on one target that night. Usable once a night. A second disguise in a row on any target fails.
Taint Soul: Target Ghost's vote counts as a lynch vote with +1 voting power the following day instead of subtracting voting power. If the target is Celestial aligned, instead their vote simply does nothing the following day. Usable once every other night.
Soul Bonded Pet
(These are all the same regardless of element.)
Gives +1 voting power. Dies in your place the first time you would die to a lynch or night kill but, you then lose the extra voting power.
Player List
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{table=head]#|Player|Killed?|Role
01|Bladescape|Killed Night 13|Dyviil Ghost
02|Lex-kat|Killed Night 21|Celestial Water Necromancer Ghost
03|cd4|Lynched Day 13|Dyviil Ghost
04|billtodamax||
05|Murska|Killed Night 4|Infernal Water Kin Villager Ghost
06|IXI_FatTony_IXI|Lynched Day 12|Water Kin Villager Ghost
07|Gray Mage|Lynched Day 1|Water Kin Villager Ghost
08|otakuryoga|Killed Night 11|Anzjiel Ghost
09|The Grimmace|Lynched Day 25|Celestial Champion of the Daystar Water Kin Ghost
10|TsukikoJ|Lynched Day 4|Celestial Water Kin Villager Ghost
11|Internet Flea|Lynched Day 22|Fire Kin Villager Ghost
12|Onime-no-Enishi||
13|Xanmyral|Lynched Day 14|Infernal Anzjiel Ghost
14|Khal Eternal Drifter||
15|Eternis||
16|Jjeinn-tae Grue Bait|Lynched Day 26|Air Kin Villager Ghost
17|Qwaz|Lynched Day 11|Celestial Possessor of the Power of Will Air Kin Ghost
18|Orangeban|Lynched Day 23|Water Kin Ghost
19|Istari||
20|RuneboundShade|Killed Night 22|Ice Kin Villager Ghost
21|Fleeing Coward|Lynched Day 5|Ice Kin Villager Ghost
22|Lemonus|Lynched Day 9|Earth Kin Villager Ghost
23|TigerFang|Lynched Day 17|Dyviil Ghost
24|Bunny Earz usourselves&we||
25|C'nor|Lynched Day 24|Water Kin Villager Ghost
26|super dark33||
27|banjo1985|Lynched Day 6|Infernal Anzjiel Ghost
28|Zar Peter||
29|TheLaughingMan|Lynched Day 20|The Champion of the Nightstar Earth Kin Ghost
30/Cake|Rosencrance|Killed Night 22|Celestial Dymiiun Ghost
[/table]
Autolynch Replacements
Nobody! :smallfrown: