Trixie
2009-08-25, 11:46 AM
Fate /SN II: Unlimited Blade Wolfs*
That's right - one of the games with the largest amounts of behind-the-scenes deals, backstabbing, scheming and treachery is back! :smallamused:
And to make things even better everything has been greatly overhauled, streamlined and polished to deal with all issues players had last time.
Imagine dark, gloomy building from the beginning of the century. It is a large, two floor mansion, standing in a garden somewhere on the outskirts of the city.
Imagine a circle, somewhere in the basement. Blood red lines form a delicate network, lights dance around, and the whole room is filled with vicious energies.
It is a portal.
Last remnants of The Mage Association banded together to summon champions capable of overthrowing the regime Saber established after her victory in the war, a year ago.
Unfortunately, the last remnants that managed to disappear from her ever watchful gaze were equally cursed with their weakness - they were not notable enough to be found, but at the same time not notable enough to summon proper Servants of their own to wage war.
Instead, they opened a portal to an alternate version of history - one in which Saber lost last war. To avoid a Paradox, one that would be deadly for all creation, they only summoned a handful of mages, victors, people long dead in their own world. Five mages, heirs of ancient bloodlines of sorcerers and magicians.
Now, a new hope is dawning on the world. Can the defeat Saber in this reality, too? Will she be strong enough to defeat them once again? And what of other, so far neutral parties, ones that already noticed something is amiss, parties that even now plan to use a resurgence of magekind to their own, devious ends?
And, finally, what of the other Servants, ancients spirits of long gone great heroes, that - until now - lacked means to materialize themselves in the material world, thanks to Saber's purge?
Only time will tell.
*Yes, the title is correct.
Game will start around September 1st. I want to test some changes before Fate III starts, so we'll go with rules for non-scheduled games (which means 12-20 players). Have fun :smalltongue:
Rules:
Standard rules - 48 hours for a day phase, everyone points in red at (the most likely) enemy. Then, 24 hours for night phase, every player with abilities and/or kills gets to use them. Repeat until victory or defeat.
Autolynches: We will be autolynching players only if they are inactive for 3 days straight. Of course, if you let me know that you will be gone for more than a week, we will give you a pass.
No scry interference, no 25% votes needed - simple majority will do.
All roles mentioned below will be included in 20 player game. I reserve the right to cut some of them if there is not enough interest, to balance things.
Roles:
Team Good(ish)
Citizens: Casualties-to-be. Some of them are tougher than that, though.
Tohsaka [Seer] - Again, the best mage in the city. Her scries will return one of the four results: human (citizens), mage (power roles), inquisitor (neutrals) & constructs (servants).
Sakura [Fool] - (Almost) twin sister of Tohsaka. She would be the best mage around... If not for unfortunate lack of training and experience. Random scries.
Shinji [Voider] - can use the Book of Seals to target one Servant. Target will be voided and any kills and abilities they might us during that night will be suppressed. This works for the duration of that night only. Book can be used three times, but once the last Seal is used, all targets have a 50% chance to learn the name of the user.
Shiro - Can protect from almost anything... But even he cannot stop two or more kills on the same target at the same time.
(Kaleid) Ilia [Disciple] - A... weird version of Illiasviel von Enzbern, straight from a spin-off series. Apparently, something went very wrong during the summoning. Abilities - secret :smalltongue:
Victory conditions: Standard - kill all Servants and end their reign of blood.
Team Neutral
Inquisition [masons] - again, the best team of Inquisitors was assembled under the lone survivor of the previous war. They want to stop the Servants... but killing a few heretics won't hurt, too. Two of them will get the following roles:
Caren [Head Mason] - The survivor. Taught by the bitter experience of previous war, this time she adopted a more cunning and stealthy approach.
Sion [Traitor] - Once, long ago, one of the best alchemists of the world and staunch ally of the Church. Now, she has agenda of her own, and a vast array of abilities to make her goals true. No one knows about her defection, and the others think she is just an ordinary Inquisitor. Her goals, too, are mystery :smallamused:
Victory conditions: secret, but similar to the set they had last time.
Team Evil [Servants]
Team Alpha
[B]Saber [Alpha] - Victor of the previous War. Abilities:
Excalibur [x1] - one-shot-kill.
Avalon [auto, x1] - anyone protected by Avalon can ignore one kill action, no matter what the source.
Loss: Shiro, Sakura & Tohsaka.
Archer [Copycat] - Has... interesting issues. Abilities:
Trace [x3] - next day daybane or night bane or weak scry.
Independent Operations - cannot lose powers.
Loss: -
Team Beta
Caster [Devil] - Most powerful mage of her era. Abilities:
Farseeing - perfect scry.
Command [x1] - Once per game targeted person has to execute one short action next day or night. No metagaming, though.
Loss: Caster's choice.
Assassin [Shadow] - Nuff' said. Abilities:
Stealth - [auto] will be always scried as citizen.
Tsubame Gaesh [x1] - his day point counts as three.
Loss: Caster.
Both evil teams have one night kill. It doesn't matter who sends those, but if the Servant in question is voided, the kill will be voided as well. They know other members of the team, Alpha gets to pick his/her team.
Each Servant has two abilities - only one can be used per night, so automatic abilities like Avalon or Stealth will be disabled until the end of night if the other one is used. Numbers in [] indicate how many times per game each ability can be used.
They lose their powers if the person noted below their abilities dies.
Victory conditions: Kill the other wolf team, defeat team good.
If you're interested, more fluff, names and character descriptions can be found in the opening posts of recruitment and game thread of previous edition.
Players:
01. Shadowhisper
02. Murska
03. Opeth_Freak
04. The Bookworm
05. Aemoh
06. Kyouhen
07. Night Surgeon
08. Heroic
09. Geesi
10. Helgraf
11. Freshmeat
12. Fleeing Coward
13. Banjo1985
14. Jontom Xire
15. Oddity
16. Reinholdt
17. LexKat
18. Elder Tsofu
18. Zar Peter
19. Fostire
20. Supagoof
Anyone wants to co-narrate? :smallwink:
That's right - one of the games with the largest amounts of behind-the-scenes deals, backstabbing, scheming and treachery is back! :smallamused:
And to make things even better everything has been greatly overhauled, streamlined and polished to deal with all issues players had last time.
Imagine dark, gloomy building from the beginning of the century. It is a large, two floor mansion, standing in a garden somewhere on the outskirts of the city.
Imagine a circle, somewhere in the basement. Blood red lines form a delicate network, lights dance around, and the whole room is filled with vicious energies.
It is a portal.
Last remnants of The Mage Association banded together to summon champions capable of overthrowing the regime Saber established after her victory in the war, a year ago.
Unfortunately, the last remnants that managed to disappear from her ever watchful gaze were equally cursed with their weakness - they were not notable enough to be found, but at the same time not notable enough to summon proper Servants of their own to wage war.
Instead, they opened a portal to an alternate version of history - one in which Saber lost last war. To avoid a Paradox, one that would be deadly for all creation, they only summoned a handful of mages, victors, people long dead in their own world. Five mages, heirs of ancient bloodlines of sorcerers and magicians.
Now, a new hope is dawning on the world. Can the defeat Saber in this reality, too? Will she be strong enough to defeat them once again? And what of other, so far neutral parties, ones that already noticed something is amiss, parties that even now plan to use a resurgence of magekind to their own, devious ends?
And, finally, what of the other Servants, ancients spirits of long gone great heroes, that - until now - lacked means to materialize themselves in the material world, thanks to Saber's purge?
Only time will tell.
*Yes, the title is correct.
Game will start around September 1st. I want to test some changes before Fate III starts, so we'll go with rules for non-scheduled games (which means 12-20 players). Have fun :smalltongue:
Rules:
Standard rules - 48 hours for a day phase, everyone points in red at (the most likely) enemy. Then, 24 hours for night phase, every player with abilities and/or kills gets to use them. Repeat until victory or defeat.
Autolynches: We will be autolynching players only if they are inactive for 3 days straight. Of course, if you let me know that you will be gone for more than a week, we will give you a pass.
No scry interference, no 25% votes needed - simple majority will do.
All roles mentioned below will be included in 20 player game. I reserve the right to cut some of them if there is not enough interest, to balance things.
Roles:
Team Good(ish)
Citizens: Casualties-to-be. Some of them are tougher than that, though.
Tohsaka [Seer] - Again, the best mage in the city. Her scries will return one of the four results: human (citizens), mage (power roles), inquisitor (neutrals) & constructs (servants).
Sakura [Fool] - (Almost) twin sister of Tohsaka. She would be the best mage around... If not for unfortunate lack of training and experience. Random scries.
Shinji [Voider] - can use the Book of Seals to target one Servant. Target will be voided and any kills and abilities they might us during that night will be suppressed. This works for the duration of that night only. Book can be used three times, but once the last Seal is used, all targets have a 50% chance to learn the name of the user.
Shiro - Can protect from almost anything... But even he cannot stop two or more kills on the same target at the same time.
(Kaleid) Ilia [Disciple] - A... weird version of Illiasviel von Enzbern, straight from a spin-off series. Apparently, something went very wrong during the summoning. Abilities - secret :smalltongue:
Victory conditions: Standard - kill all Servants and end their reign of blood.
Team Neutral
Inquisition [masons] - again, the best team of Inquisitors was assembled under the lone survivor of the previous war. They want to stop the Servants... but killing a few heretics won't hurt, too. Two of them will get the following roles:
Caren [Head Mason] - The survivor. Taught by the bitter experience of previous war, this time she adopted a more cunning and stealthy approach.
Sion [Traitor] - Once, long ago, one of the best alchemists of the world and staunch ally of the Church. Now, she has agenda of her own, and a vast array of abilities to make her goals true. No one knows about her defection, and the others think she is just an ordinary Inquisitor. Her goals, too, are mystery :smallamused:
Victory conditions: secret, but similar to the set they had last time.
Team Evil [Servants]
Team Alpha
[B]Saber [Alpha] - Victor of the previous War. Abilities:
Excalibur [x1] - one-shot-kill.
Avalon [auto, x1] - anyone protected by Avalon can ignore one kill action, no matter what the source.
Loss: Shiro, Sakura & Tohsaka.
Archer [Copycat] - Has... interesting issues. Abilities:
Trace [x3] - next day daybane or night bane or weak scry.
Independent Operations - cannot lose powers.
Loss: -
Team Beta
Caster [Devil] - Most powerful mage of her era. Abilities:
Farseeing - perfect scry.
Command [x1] - Once per game targeted person has to execute one short action next day or night. No metagaming, though.
Loss: Caster's choice.
Assassin [Shadow] - Nuff' said. Abilities:
Stealth - [auto] will be always scried as citizen.
Tsubame Gaesh [x1] - his day point counts as three.
Loss: Caster.
Both evil teams have one night kill. It doesn't matter who sends those, but if the Servant in question is voided, the kill will be voided as well. They know other members of the team, Alpha gets to pick his/her team.
Each Servant has two abilities - only one can be used per night, so automatic abilities like Avalon or Stealth will be disabled until the end of night if the other one is used. Numbers in [] indicate how many times per game each ability can be used.
They lose their powers if the person noted below their abilities dies.
Victory conditions: Kill the other wolf team, defeat team good.
If you're interested, more fluff, names and character descriptions can be found in the opening posts of recruitment and game thread of previous edition.
Players:
01. Shadowhisper
02. Murska
03. Opeth_Freak
04. The Bookworm
05. Aemoh
06. Kyouhen
07. Night Surgeon
08. Heroic
09. Geesi
10. Helgraf
11. Freshmeat
12. Fleeing Coward
13. Banjo1985
14. Jontom Xire
15. Oddity
16. Reinholdt
17. LexKat
18. Elder Tsofu
18. Zar Peter
19. Fostire
20. Supagoof
Anyone wants to co-narrate? :smallwink: