World of Darkness: The Seven - PG Content Warning (Game on!)
World of Darkness - The Seven
Narrators - Banjo, Wolfbane
Baleford Elementary – Tuesday 13th April 1998 2:15pm
It was a warm day in Baleford, and a good one, a day that proved beyond doubt that spring had finally won its annual war with winter. The playgrounds were empty and silent now, all the kids were back in their classrooms for another hour of forced education. Kind of like jail, Dave Ullman thought as he crossed from the sheds towards the main school building. The gods knew they were spoilt enough brats to need to do time, some of them.
“They’ll see soon enough.”
Ullman pushed through the double doors and into the main corridor. It stank of school dinners and armpits that wouldn’t learn about deodorant for another few years. That was okay though, they’d learn soon enough, everyone would learn. He chuckled under his breath and passed the big metal fire door that led down to his janitor’s haven down in the schools basement. Unusually, it opened outwards, with the hinges on the inside. He’d replaced the door over the weekend; the old one had been wooden and weak, on the edge of rotting. That wouldn’t have done at all. As he walked past Ullman stretched out a calloused hand to stroke the cold metal, caressing it like it was his own flesh and blood. It would be useful later on.
Ullman whistled tunelessly as his made his way towards the junior classrooms, a slight smile playing across his weathered face. No-one would guess that Dave Ullman was hopelessly insane, his evil fractured mind hidden behind a thin veneer of reason and clarity. It had all come falling down at once, not a gradual degeneration like the books and movies always said. Three weeks ago he was a well adjusted former family man on anti-depressants to get through messy divorce proceedings. Now what was behind Dave Ullman’s smiling face and dead eyes could barely be considered human. His estranged wife was lying face down in a pool of her own blood at her moms house, the old hag was slumped in the bath. Ullman had beaten them both to death with and wrought iron candlestick holder before coming to work.
The second grade classroom was at the far end of the juniors corridor. Ullman knew Miss Bennett was away from the classroom, he’d worked at the school for fifteen years. At 2.15 she always went outside for a five minute cigarette break, she’d be out the fire exit door now, puffing on a Marlboro. It wasn’t much time, but he thought it would be enough.
As he walked in several of the kids looked up, but none were alarmed, Ullman was a fixture around the school, many of them had probably spoken to him at one time or another, they had no reason to fear him.
“Hi kids, I’ve got some bad news.” His voice was calm, trustworthy, completely level,” There’s a gas leak just outside this classroom, and I need to fix it before anyone starts to feel bad.” Ullman smiled and put up a placating hand as a few of the younger kids started to panic. They were only six after all. “Now, now, don’t panic, everything’s fine, but we need to move the class down into my janitor’s office for a little while. Miss Bennett knows all about it, I’ll stay with you down there until she gets back. Then I’ll get rid of this nasty stuff outside.”
The kids started picking up there books and pencils, chattering to each other in excited voices. Ullman grinned. Kids were so gullible.
He led the class down the corridor, past other classes full of children. Later they would count themselves lucky to have a teacher that didn’t smoke. He pushed open the heavy fire door to the schools basement and smiled encouragingly. The kids either ignored or didn’t notice his twitching left eye.
“Okay kids, down into my office please. Sorry about the mess. Just sit down cross-legged on the floor, I’ll be down once you're all safe inside.”
The little six year olds filed past him, singing and babbling in little groups. It was like an adventure for them. Once the last few stragglers were through Ullman moved onto the top step and took a final look at the school, knowing he would never see it again. It was a liberating thought. Ullman smiled and closed the door behind him, locking it and dropping the heavy steel bar that served to secure it.
Less than a minute later the screams started.
Survivors (Villager) Rules and Roles
Beezer, Dent, Razor & Mosh (Masons) – Also known as The Overlords, these three young men and one woman make up Baleford’s local biker gang. Only Mosh actually went down to the basement, but all of them were affected by the sick event that ended their innocence. The tragedy they were so closely linked to has kept them together for life, a close-knit family that trust only each other.
The Overlords begin the game knowing each other. They must hunt down the Seven and deal with the restless spirits before Baleford becomes a literal ghost town. Scry as Masons.
Marie Bennett (Seer) – No-one knew The Seven in life better than Marie Bennett. Ullman chose her class for his atrocity, and Marie has never forgiven herself for not being there to stop it. Now a freelance artist doing small-time pieces for small-time clients, she feels The Seven’s restless presence every second of the day. It’ll eventually drive her mad, but there is no-one better equipped for finding the spirits.
Marie can scry one player per night phase and identify their role. Scries as the Seer/Fool.
Baydon Prince (Baner) – The mass murder of half of his school friends affected seven year old Baydon in a profound way. He clung on to his religious upbringing to try and find a reason for the tragedy and to keep himself sane, succeeding through determination and ironclad faith in his beliefs. A year ago he became Baleford’s youngest ever Sunday School teacher. Now he must provide protection for his former classmates while The Seven hunt them down.
Baydon can protect one player per night phase from attack by the Seven. Scries as the Baner.
Danny Wedrenski (Fool) – Danny escaped the atrocity that so badly affected his class, he’d faked the flu and was at home watching Power Rangers on TV. He’s never forgiven himself for it, and neither have a lot of his classmates that survived the event, despite his best efforts for atonement. He thinks he knows his former friends, but he’s dangerously wrong, the tragedy that hit them so badly has separated him from them forever.
Danny scries once per night phase like Marie, but the results he receives will be random. He will always scry Marie as the Fool, and vice versa. Scries as the Seer/Fool.
Carmen and Alex Rothen (Disruptors) – Carmen and Alex are identical twins that survived the tragedy that killed the Seven. They were once identical triplets, but Jack didn’t make it out of Ullman’s basement, his brother and sister had to watch him die. Now Jack’s back, and along with the rest of the spirits he’s hunting the survivors of the tragedy that killed him, including his dear brother and sister. Still, having a twin on the spirits side has its advantages…
Carmen and Alex begin the game blind. Once per night phase they can each target a player to be disrupted for that night. This action will only have an affect if the target is one of The Seven, at which point it interferes with their powers for that night phase. The effect can vary; if the target has joined with other spirits then it may lose them their combined scry action, or if they’re on their own it may negate their kill vote for that phase.
If Carmen and Alex ever target the same player with their ability that player is killed, regardless of whether they are one of The Seven or not. Should they ever target one another, they will be put in contact.
Survivors (Villagers) – Former pupils of Baleford Junior High, you live with that horrible bugbear buried deep in your past and think about it every day, the friends you lost, the kids you never even got to know…the blood…all that blood….Now The Seven are back, and they’re after your pain and your souls. You’d thought you’d left all this behind, but it just keeps coming back…
Survivors point during the day to try and put The Seven to rest before nightfall. Scries as a Survivor.
Neutral Rules and Roles
Longing (Hoarder) – The Seven weren’t the only spirits to escape into Baleford from the derelict school site. The thing that knows itself only as Longing is nothing more than a weak greed spirit that craves attention and trinkets in equal measure.
At the beginning of the game a set number of players will be given a small button. Each night phase, Longing can pick a target and take any button they might have. Each button has a set ability that will be granted to Longing to use immediately, but any ability that Longing uses will make his identity known to the target. All Longing wants is some attention after all. Scries as a Survivor.
The Seven (Wolves) Rules and Roles
The Seven are restless pain spirits created by the tragedy Ullman perpetrated at Baleford Grammar School, and the subsequent mourning of the families caught up in events. Awakened by the blood sacrifice of the narrators at the school, they have now spread into the town and separated. They do nothing but follow two simple impulses now; to join back together, and to feed on the pain of others, even if they have to cause it...especially if they have to cause it. If they cause enough pain and death in town, Baleford will become a Scar, a dead soulless place where spirits can flow into the real world and do whatever they please...not a nice place to be.
The Seven (Wolves) – The Seven begin the game blind. Each night they send in a kill target to the narrators, and the target with the most votes is killed. One of The Seven will be designated the nominal alpha, their vote will decide the kill in the case of a tie. When one of The Seven targets another with a kill vote, the two are put into contact and their kill votes are joined together from then on.
As The Seven begin to discover each other they manifest new powers to help them find their former classmates. As they find each other through kill votes, the powers The Seven have access to become more numerous. The powers at the disposal of the group depend on the amount of spirits in the group:
*Scry actions will also serve to join The Seven together.
The Seven win by reducing the number of remaining townies to equal their own. Neutral roles do not count towards this calculation. Longing wins by survival, as long as he has attracted five targets attention to it with its abilities. The Survivors win by eliminating every spirit of The Seven.
Helgraf’s Scry Interference will be in play.
Day Phases will last 48 hours, Nights 24. Sometimes phases will inevitably run over, so I apologise in advance.
Autolynches will occur after two consecutive days of inactivity. Voting for yourself, the narrators or someone who isn’t playing will count as inactivity.
25% votes are needed for a lynch.
Night 12 is now underway and will last until Monday
Aemoh - Lynched Day 9 - Survivor Billtodamax - Lynched Day 8 - The Seven
Darkcomet DD the Cookiemonster - Auto'd Day 10 - Survivor Deathslayer7 - Killed Night 8 - Survivor
Dirk Kris Dragoon - Killed Night 10 - Mosh
Eaglewiz Fin - Auto'd Day 6 - The Seven Fleeing Coward - Killed Night 3 - Fool
Hap Hazard Happyturtle - Killed Night 9 - Dent Haruki-kun - Killed Night 11 - Beezer Hyozo - Auto'd Day 11 - Survivor JontomXire - Lynched Day 5 - The Seven Lamech - Lynched Day 6 - Survivor Lex-Kat - Lynched Day 10 - Survivor Mechafox - Lynched Day 7 - The Seven Mooncalled - Auto'd Day 4 - Survivor Mordokai - Lynched Day 4 - Mosh
Mustiado Night Surgeon - Lynched Day 1 - Survivor Onasuma - Killed Night 7 - Survivor
Pondshadow Recaiden - Lynched Day 2 - Survivor Reinholdt - Killed Night 1 - Longing
Selrahc Shadowcaller - Killed Night 4 - Survivor Thanatos5150 - Lynched Day 12 - The Seven Tichrondrius - Auto'd Day 2 - Survivor Trixie - Killed Night 6 - Seer Zar Peter - Lynched Day 11 - The Seven
Re: World of Darkness: The Seven - PG Content Warning (Recruiting!)
I'm also very in.
Avatar by the great Lord Herman. Many, many thanks!
Empress Catherine by Dr. Bath!
Castaras made the PiratZarrrrr. Thank you very much!
Special thanks to Banjo1985 for the Catstronomer.
Re: World of Darkness: The Seven - PG Content Warning (Recruiting!)
Awesome. I love the backstory and the depth to it. I love the rules, so narrative, and fun, yet so interesting, yet so balanced.
I am so in, but I have one question. The abilities that the seven gain as they form a larger group, they can only use one a night or they can use all the ones they have gained so far at once?
Also, suppose all seven find each other and then one gets laid to rest, can they still use the seventh power? Otherwise as the end game approaches and they most need all their powers, they will actually be getting weaker and weaker as they lose members to lynchings.
Originally Posted by Shadowcaller
Damn Jontom and his twisting logic that make sense.
Originally Posted by banjo1985
Nothing personal JX, I just know how completely devious and brilliant you are at these games when you have the time to devote to them.
Originally Posted by banjo1985
All I'll say is that Jontom is a master at these games ... the blue guy with the spiky teeth can be very persuasive.