Trixie
2009-12-22, 06:48 PM
Fate III: Hey, we were in the game, too!
http://lh3.ggpht.com/_THRVNyZ8xf0/SzFYUjIvfTI/AAAAAAAAABo/goa8PDZp37A/Lanc.png
It was long night. The streets were painted with blood, the tyrants toppled, the resistance of the people finally triumphed over the forces of Evil. All that remained...
All that remained was a lone figure on a rooftop, lit by the lights of a - now free - city.
All that remained was a few untidy, loose plot ends.
All that remained was a question - as if spoken by that silent man:
- Hey, guys, what about us? We were in the game, too...!
***
Yes, you read that right! By popular demand, Fate/SN WW series will return one last time, to provide a (sort of) closure to the series in the last installment of Fate Trilogy...
...which would be fitting, considering that the original was a Trilogy, too...
...and it will give chance to shine for all characters cut (due to space restrictions) in the previous two F/SN WWs! :smalltongue:
What you might expect? Well, the same as in the previous instances - good game balance, unique powers, cutting edge-rules, and more intrigue than ever!
Game start: ~1 January, 2010, first WW game in the New Year!
Player List:
1. Aemoh
Billtodamax
BishFish
Bookworm
Darkcomet
Elder Tsofu
Fan
Fleeing Coward
Fostire
10. Geesi
Helgraf
Lex-kat
Murska
Oddity
Paul Muad'dib
Rakkoon
Sanity702
TehSheen
Total: 18
Rules:
Rules:
Standard rules - 48 hours for a day phase, everyone points in red at (the most likely) enemy. 24 hours for night phase, every player with abilities and/or kills gets to use them. Repeat until victory or defeat.
Autolynches: Autolynch takes place if player is for 3 straight days. Of course, if you let me know beforehand, we will give you a pass.
Other rules: scry interference, simple majority of votes.
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, for balance.
Please make note that talking to dead players or roleclaiming might be unwise, due to certain powers.
Places of Power:
To streamline the mechanics of the previous editions (one-use items and power loss) and to follow the fluff closer, this edition features Places of Power (PP for short). There are two of them - Kotomine's Church and Ryudo Temple.
How does it work? During the first day (which will be longer to allow for a bit of diplomacy) please vote for one or two people in blue - one of these votes can be made by PM. Two players with the highest amount of votes then occupy both places. If (for any reason) players think it was a bad idea, they can issue a challenge to one of them. Then, if someone can gather more votes (percentage-wise, to not give too big advantage to early stages of game) during next day and night phases, the defending player is unseated (he can try to gather more votes as well, though, from players who haven't voted for him). Alternatively, you can nightkill/lynch defender and replace him with simple majority.
What advantage does it give? Each PP generates one point per day. For 3 points, you can buy one-time bane, scry, or day vote. For 5 points, you can buy void or 3 day votes. Alternatively, instead of using points you can use "Special" ability noted next to some roles. Also, the player in PP is immune to any abilities save for those used from the other PP (yes, even to scries), nightkills, banes, and lynches.
This, of course, raises a few tactical conundrums - do I push to occupy one? On one hand, this makes me a prime target for nightkills... on the other, for banes, too. And since everyone draws some kind of profit from it, you can't be sure if the current owner is on your team, or not.
Roles:
Team Good(ish)
Tohsaka [Seer] - Again, for the third time, the best mage in the city. One of the two survivors of the previous edition. Her already considerable skills were further improved last time - not that recognizing eight foot tall human with two handed sword as "odd" is difficult, anyway.
Special: Lose the ability to use PP to return one player to life.
Fuji-Nee [Fool] - An expert when it comes to human behavior. Which is part of the problem - she can't read undead spirits at all. Random scries.
Special: You can make scries made on even days true.
Illyasviel - The second survivor. This time, she agreed to act totally serious and actually protect others - which might be a bit problematic, giving her record. Still, let's hope for the best.
Special: Lose your bane this night to gain one daybane this day.
[B]Mitsuzuri [Herbalist] - The best martial artist in the city. Sadly, while she is capable of dealing with any human her lack of magical powers reduces her to baning equivalent of the fool, given the level of the threat, here. Random banes.
Special: You can make banes made on odd days true.
Citizens [Villagers] - Squishy innocent bystanders.
Special: You can gain one (and only one) extra vote for lynch purposes.
Victory conditions: Standard - kill Team Evil.
Team Neutral
Inquisition [masons] - as tradition dictates, there shall be a team of neutral masons. Now with more options and less sadistic victory conditions :smalltongue:
Victory conditions: secret for now.
Team Evil [Servants]
Lancer [Devil] - Really friendly guy.
Like any WW Devil, he can scry one person per night.
Special: One additional kill during his turn.
Berserker - Has... interesting issues.
Like any WW Beast, he can kill his killer.
Special: Immunity to first kill he received in this PP.
[B]Rider [Voider] - Owner of (really) killing looks.
A target loses either day or night actions and cannot speak during that phase. Cannot target the same person twice in a row unless he/she roleclaimed :smallwink:
Special: She generates 2 points in PP.
(True) Assassin [Shadow] - Good when you need a (stealthy) crowd.
Always scries as villager.
Special: Gains one temporary day vote per any night kill to use as needed - but you can "store" only as many of these as the PP has points at the moment.
Team Evil players start not knowing each other. Team Evil has one night kill, with target picked by order of appearance (Lancer/Berserker/Rider/Assassin). Night kill of another Servant fails, and both are placed in contact.
Each Servant has two abilities - only one can be used per night, unless the other is automatic.
Victory conditions: Standard - number of non-evil players equals that of evil ones.
If you're interested, more fluff, names and character descriptions can be found in the opening posts of recruitment and game thread of previous editions.
Co-narrator still welcome.
http://lh3.ggpht.com/_THRVNyZ8xf0/SzFYUjIvfTI/AAAAAAAAABo/goa8PDZp37A/Lanc.png
It was long night. The streets were painted with blood, the tyrants toppled, the resistance of the people finally triumphed over the forces of Evil. All that remained...
All that remained was a lone figure on a rooftop, lit by the lights of a - now free - city.
All that remained was a few untidy, loose plot ends.
All that remained was a question - as if spoken by that silent man:
- Hey, guys, what about us? We were in the game, too...!
***
Yes, you read that right! By popular demand, Fate/SN WW series will return one last time, to provide a (sort of) closure to the series in the last installment of Fate Trilogy...
...which would be fitting, considering that the original was a Trilogy, too...
...and it will give chance to shine for all characters cut (due to space restrictions) in the previous two F/SN WWs! :smalltongue:
What you might expect? Well, the same as in the previous instances - good game balance, unique powers, cutting edge-rules, and more intrigue than ever!
Game start: ~1 January, 2010, first WW game in the New Year!
Player List:
1. Aemoh
Billtodamax
BishFish
Bookworm
Darkcomet
Elder Tsofu
Fan
Fleeing Coward
Fostire
10. Geesi
Helgraf
Lex-kat
Murska
Oddity
Paul Muad'dib
Rakkoon
Sanity702
TehSheen
Total: 18
Rules:
Rules:
Standard rules - 48 hours for a day phase, everyone points in red at (the most likely) enemy. 24 hours for night phase, every player with abilities and/or kills gets to use them. Repeat until victory or defeat.
Autolynches: Autolynch takes place if player is for 3 straight days. Of course, if you let me know beforehand, we will give you a pass.
Other rules: scry interference, simple majority of votes.
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, for balance.
Please make note that talking to dead players or roleclaiming might be unwise, due to certain powers.
Places of Power:
To streamline the mechanics of the previous editions (one-use items and power loss) and to follow the fluff closer, this edition features Places of Power (PP for short). There are two of them - Kotomine's Church and Ryudo Temple.
How does it work? During the first day (which will be longer to allow for a bit of diplomacy) please vote for one or two people in blue - one of these votes can be made by PM. Two players with the highest amount of votes then occupy both places. If (for any reason) players think it was a bad idea, they can issue a challenge to one of them. Then, if someone can gather more votes (percentage-wise, to not give too big advantage to early stages of game) during next day and night phases, the defending player is unseated (he can try to gather more votes as well, though, from players who haven't voted for him). Alternatively, you can nightkill/lynch defender and replace him with simple majority.
What advantage does it give? Each PP generates one point per day. For 3 points, you can buy one-time bane, scry, or day vote. For 5 points, you can buy void or 3 day votes. Alternatively, instead of using points you can use "Special" ability noted next to some roles. Also, the player in PP is immune to any abilities save for those used from the other PP (yes, even to scries), nightkills, banes, and lynches.
This, of course, raises a few tactical conundrums - do I push to occupy one? On one hand, this makes me a prime target for nightkills... on the other, for banes, too. And since everyone draws some kind of profit from it, you can't be sure if the current owner is on your team, or not.
Roles:
Team Good(ish)
Tohsaka [Seer] - Again, for the third time, the best mage in the city. One of the two survivors of the previous edition. Her already considerable skills were further improved last time - not that recognizing eight foot tall human with two handed sword as "odd" is difficult, anyway.
Special: Lose the ability to use PP to return one player to life.
Fuji-Nee [Fool] - An expert when it comes to human behavior. Which is part of the problem - she can't read undead spirits at all. Random scries.
Special: You can make scries made on even days true.
Illyasviel - The second survivor. This time, she agreed to act totally serious and actually protect others - which might be a bit problematic, giving her record. Still, let's hope for the best.
Special: Lose your bane this night to gain one daybane this day.
[B]Mitsuzuri [Herbalist] - The best martial artist in the city. Sadly, while she is capable of dealing with any human her lack of magical powers reduces her to baning equivalent of the fool, given the level of the threat, here. Random banes.
Special: You can make banes made on odd days true.
Citizens [Villagers] - Squishy innocent bystanders.
Special: You can gain one (and only one) extra vote for lynch purposes.
Victory conditions: Standard - kill Team Evil.
Team Neutral
Inquisition [masons] - as tradition dictates, there shall be a team of neutral masons. Now with more options and less sadistic victory conditions :smalltongue:
Victory conditions: secret for now.
Team Evil [Servants]
Lancer [Devil] - Really friendly guy.
Like any WW Devil, he can scry one person per night.
Special: One additional kill during his turn.
Berserker - Has... interesting issues.
Like any WW Beast, he can kill his killer.
Special: Immunity to first kill he received in this PP.
[B]Rider [Voider] - Owner of (really) killing looks.
A target loses either day or night actions and cannot speak during that phase. Cannot target the same person twice in a row unless he/she roleclaimed :smallwink:
Special: She generates 2 points in PP.
(True) Assassin [Shadow] - Good when you need a (stealthy) crowd.
Always scries as villager.
Special: Gains one temporary day vote per any night kill to use as needed - but you can "store" only as many of these as the PP has points at the moment.
Team Evil players start not knowing each other. Team Evil has one night kill, with target picked by order of appearance (Lancer/Berserker/Rider/Assassin). Night kill of another Servant fails, and both are placed in contact.
Each Servant has two abilities - only one can be used per night, unless the other is automatic.
Victory conditions: Standard - number of non-evil players equals that of evil ones.
If you're interested, more fluff, names and character descriptions can be found in the opening posts of recruitment and game thread of previous editions.
Co-narrator still welcome.