Outlaw: Baner (Can protect anyone during the night phase)
Roadkill: Fool (Always scries incorrectly, until Spectre is killed. Then gains 75% scry ability, unless Helgraf's Interference disrupts
Scries as Seer/Fool)
Axel, Club Kid, Crimson Fury, Flower Power, Thumper, Twister, and Warthog: Masons (These 2 to 7 4 players start the game knowing each other. I'll let the players decide which one they wish to represent them. )
Victim: Basic Driver.
Grasshopper is searching for Calypso. Can scry each night searching for Calypso. Gets "Nothing" if she doesn't find him specifically. Once Calypso is scried by her, she can then Night Kill him.
((Goal: Kill Calypso))
Two Hammerheads, searching for each other. Can scry each night searching for each other. Gets "Nothing" if they don't find the other specifically. ((Goal: Join together and be more powerful))
If they find each other, they can point at the same person, for a bonus vote. (3 instead of 2)
Rules So far.
25% majority rule: Votes are done in red text. Once a 25% majority (rounded down) has been reached, whoever has the most votes after 48 hours is removed from the game. If no 25% majority is reached, the mob cannot gather sufficient numbers to lynch anyone.
Helgraf's Interference: There are upto Seven Characters with scrying abilities.
Just for fun, let's see how often you can scry without interfering with someone else's.
Silence Rule: Please do not call out your roll. This only takes away from the fun of the game.
Note: This rule is suspended if you are threatened with a lynch (3 or more votes). Thank you.
Autolynches: We will be autolynching players only if they do not point for 3 days straight. Of course, if you let me or Atreyu know that you will be gone for more than a week, we will give you a pass.
Power-ups (All power-ups activated during the day)
Power Missile: Shoot this missile, and your point counts as 3 points.
Remote Bomb: Drop this, and destroy the point of the person who points after your last point.
Napalm: Who ever you vote for the day you use this, will be targeted for the next two days after also, or until dead.
First Aid Kit: Avoid upto three points when this is activated.
Fire Missile: Shoot this missile, and your point counts as 2 points.
Homing Missile: Shoot this at the person who's point you wish to secretly mimic.
If you see something that might be over-powered, let us know, so we may change it before the game starts.
Name: Asquith Fillibuster Everstein Nostradamus Pasado "Non-Sequiter" McAllister (except on Sundays and alternate Wednesdays) –*but everyone calls him Dan.
Vehicle: Unknown –*everyone who sees it sees something different (and totally absurd, of course).
Weapon: The Poodle Launcher 2012.
Quote Of The Week Whenever I Feel Like Updating It (last updated 1/17/12)
Originally Posted by Phase
That guy was badass! He was like, "Oh! Oh, you're gonna try to Chuck Norris me, I'll just Chuck Norris you!" Unfortunately, I am the best Chuck Norris since Chuck Norris.
Which is saying something, considering that Chuck Norris... was Chuck Norris.
Having lost everything in the failure of his first big assignment, one police officer travels through time to set right what once went wrong. Unfortunately he hit his head, got amnesia, and remembered only the name Corncob, and his need to join the convoy.
The truck in this picture
Special Weapon: flamethrowers, which happen to also be good for popping corn.
Avatar by Vulion. Vectored by me.
the neutral doesnt seem much like a neutral with the goal to kill Calypso fyi.
Well whoever is Grasshopper basically wins once she does that. So just like the last game, s/he can quit after that is over, or continue playing.
But yes, she is more of a Neutreal/Leaning toward Good.
Her opposite is actually Yellowjacket, who is doing essentially the same thing, except he's looking to join the Wolves.
Originally Posted by Deathslayer7
Second: a three night cool down for changing one person's vote? seems a bit harsh.
The reason for the three day cooldown, is because all the wolves, except SweetTooth and Yellowjacket, have powers. That's five powers. And most of them know each other from the beginning. With only Calypso and Yellowjacket starting blind.
The goodguys only have 3 powers. Baner and Seer. With the Masons and an unreliable Seer making 1/2 a power each.
You watch for clues in how people behave, the kinds of stuff they say, the way they voted, whether you catch them in a lie. There are seers who have the ability to see people's roles, but of course if someone claims to be a seer, are they telling the truth? Took me about 4 or 5 games before I started to get a feel for it. And of course I'm still wrong more often than I'm right.