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Werewolf XII: Hang 'Em High - Game Over: Good Emerges Victorious!!
After nearly a month's delay (for which I apologize and appreciate the patience of others), the time has come: Werewolf XII is ready to go. I used the extra time to refine the strongest of my ideas and create several very compelling twists that will make everyone think twice about their usual strategies.
Roles GOOD PLAYERS Natives (Masons): Earnest tribesmen whose trust in each other grant solidarity. Each Native knows the identity of all other Natives in the game and may communicate with them freely. Because of their spiritual connections, each Night, as long as there is more than one Native alive, all Natives may select one of their own to be protected; all attacks made against the protected Native, during that Night, fail. This is a group effort, however; if only one Native remains, he must rely upon his own wiles to stay alive. Huckster (Seer): A crafty plainsman with a knack for reading others like an open book, he is able to see through the veil of pretense and gaze directly into the heart of his target. Once per Night, the Huckster may choose another player; he is told that player's role. How the Huckster uses this information is up to him. Lunatic (Fool): Burdened with a history of failure, the Lunatic has deluded himself into thinking that he's got the skills of a Huckster, whereas he, sadly, is nothing but a wannabe loser. The Lunatic functions identically to the Huckster, with the exception that he will always receive false information. Shaman: Practicing beneficial voodoos, the Shaman is a highly valued figure in the West. Once per Night, the Shaman may select any other player; that player is protected and is protected from all attacks except the Gunslinger's (Hunter's). Highwayman (Vigilante): Not content to wait for the daylight lawmakers to apprehend evildoers, the Highwayman doles out his own brand of frontier justice. Once per Night, the Highwayman may choose any player; that player is killed unless protected by any source. Simple as that. Gunslinger (Hunter): Long since retired from fighting crime, the Gunslinger is a loner whose only fondness is peace and quiet. Anyone who disturbs the Gunslinger is just asking for trouble. If the Gunslinger is attacked, his attacker is also killed in a swift act of revenge. If the Gunslinger is attacked by a group, he may choose his victim before expiring. If the Gunslinger is protected by any source, he will survive the attack but is still allowed to kill his attacker. Deputy (Lucky Stiff): More of a figurehead in the local law enforcement than anything else, the Deputy's main consolation is his sense of personal security; whenever trouble shows up at his doorstep, he can rely upon the assistance of his superiors to quickly come to his protection. If successfully attacked, the Deputy will miraculously survive the assault. All players will know that he is, in fact the Deputy, so his secret will be exposed. This is the price of living another day. On the plus side, the Deputy will also know the identity and role of his attacker. If the Deputy is attacked by a group, he will be informed of one of the group's members at random. Preacher: A pious man whose sharp tongue and willful spirit have earned the loyalty of numerous townsfolk, the Preacher can rely upon the willingness of his flock to back up his firm convictions. During each Day's lynching, the Preacher's vote counts three times, making him a very influential person. The extra two votes are anonymous votes and will only appear in the final tally. The downside to this is that the Preacher's influence may become rather transparent as time wears on, making him rather targetable by evil. EVIL PLAYERS: Outlaws (Mafia): Sinister curs whose tenuous alliance grants them an edge in crime. Each Outlaw knows the identity of all other Outlaws and may communicate with each freely. The Outlaws also know the identity of the Snitch and may also communicate with him. Additionally, once per Night, the Outlaws may select one player; that player is killed unless protected by any source. The Snitch (Spy): A snivelling toady of a lowlife, the Snitch is willing to sell out the identities of his fellow townsfolk for a share of the ill-gotten profits. The Snitch knows the identities of all Outlaws and may communicate with them freely. Once per Night, the Snitch may select any player and will learn the true role of that player. He may share this information with the Outlaws, but may not participate in the nightly killings (that is, the Snitch may not submit the nightly kill.) Chupacabra (Werewolves): Unholy demons spawned in the heart of the desolate Badlands, these filthy whelps prey upon the fear and flesh of the innocent. Each Chupacabra knows the identity of each other Chupacabra and may communicate with them freely. Each Chupacabra also knows the identity of the Diablo and may communicate with that player also. Once per Night, the Chupacabras may select one player; that player is killed unless protected by any source. El Diablo (Devil): The ersatz emissary of the Chupacabra, El Diablo scouts out potential victims for his fellow hellspawn to devour. El Diablo knows the identities of all Chupacabras and may communicate with them freely. Once per Night, El Diablo may select any player and will learn the true role of that player. He may share this information with the Chupacabras but may not participate in the nightly kill (in the same way that the Snitch may not submit the kill report). WHO THE FUCK KNOWS? Maverick: Driven to the brink of sanity by a cruel, unforgiving frontier, the Maverick no longer cares about such issues as morality and fairness. He's out for blood simply because it makes him feel good, and he doesn't care whose he spills, good or evil. Because of this, the Maverick is an especially dangerous character; his only goal is survival. If he's the last player, he wins. Once per night, the Maverick may select any player; that player is killed unless protected by any source. In this, he functions identically to the Highwayman. Dark Horsemen (Mysterious Strangers): These shadowy figures are the type who roam from town to town, looking for a meal, a bottle and a good fight. Nobody knows their true allegiance except themselves, and they're not eager to share that information. Dark Horsemen arrive into the game late, but this also spares them from a premature death. A Horseman can be any other role listed above. It's up to the players to figure out who is what. Pistols At Dawn It just wouldn't be the Old West without an old-fashioned shootout! Because pistols can get messy, the citizens of Oxblood rarely shoot to kill. Instead, they aim for honor. The wounded are dishonored and their secrets laid bare to the others who then submit judgement. Many dishonorable reprobates have been run out of town on a rail for losing a shootout. Rules: Once per Day, a player may challenge another player to a shootout. Trigger fingers can get itchy, so if you're waiting to shoot, don't wait too long: the first player to challenge another earns the right to participate in the shootout. Each player may only issue one shootout challenge per game, but any player may be challenged any number of times. There will only be one shootout per Day. Before the end of each Day, both shootout participants will be asked to select a number between 1 and 100. The player who chooses closest without going over wins the shootout. If both players go over, each one "misses" and there is no winner. The winner's role remains a secret and that player may not be killed during the following Night, as he has become a short-term hero. The losing player's role is publicly revealed and that player must accept the ramifications of having been exposed in such a dubious manner. However, if you're Good, perhaps others will take sympathy and grant you protection for the Night. Even losing has a silver lining. Wanted Posters: At the beginning of the game, approximately one-third of the players will be given "Wanted Posters" bearing the name of another player. These posters represent bounties placed upon that player's head by an outside source; redeeming them brings great reward. In order to redeem a Wanted Poster, you must first possess one. If you have a poster and the player whose name is on that poster is killed by any means, you are eligible for a reward. Simply send a private message to me, with the subject "WANTED POSTER REDEMPTION". If everything checks out, the clerk at the outpost will give you a reward. You may redeem a poster at any time, but if you die, then you obviously cannot redeem anything. All Bounty rewards take effect at the beginning of the next Night after which the Wanted Poster is redeemed. What kind of rewards will you get? Who knows? That's half the fun? I promise, all rewards will be balanced, but also very interesting. It will be worth your while. When a Wanted Poster is redeemed, a public announcement will be made, but the identity of its redeemer will be kept anonymous. (I.E. "A bounty has been claimed on the head of Cloudiroth.") If you do not begin the game with a Wanted Poster, don't worry. There will be opportunities to find one as the game progresses. New bounties are always being made. (As a note, players themselves may not issue bounties on other players. That would be way too complicated.) The Mark of Calamity Jane Calamity Jane was jinxed, and those with whom she came into contact often displayed bad luck as well, causing folk to think Jane's jinx was contagious. At the beginning of the game, one player, at random, will be given "The Mark of Calamity Jane". The mark is publicly known and the bearer is effectively pariahed. If that person has any Nighttime actions, he or she loses them. That person will also not be allowed to vote during the next Day. The good news is that the "marked" player can choose who next receives the "mark". That player will be notified via PM and, at the beginning of the next Night, they're "marked". An extra benefit is that the bearer of the mark cannot be lynched, as even the hangman won't go near them. So it can also be used to protect another player from lynching, if you're crafty. All other normal Werewolf rules remain intact. If I have not named a particular game mechanic featured in previous games, then it probably doesn't exist in this game. However, there will be surprises, so take NOTHING for granted. This is Werewolf as you've never played it before. List of Players Tritoch knkwzrd Identity Crisis Lukage Zergrinch Brent nuttyturnip Ryuu Juanzen Yeldarb el jacko nazpyro RockgamerXIII Nehmi Plarom Shin Denicalis Chaotic Helloween Mucknuggle neus Darkcomet72 Kilroy a lurker RABicle ramoth YeOldeButchere Jochie Locke Dullenplain Qube BlueMikey Acro-nym wvlfpvp Rat Dekoa Role assignments will be going out shortly. I hope that the month off has given everyone a breather and that people are ready to come back to the game feeling refreshed. Once again, thanks for the patience, everyone.
Last edited by Crash Landon : Feb 3, 2007 at 12:31 AM.
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Anyway, I'm subscribed and ready. Good luck to everybody! ![]() Backloggery -=- Because no one demanded it!
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EDIT: Done. It requires at least two Natives to use their power now. EDIT: Also, roles are being sent out at this time.
Last edited by Crash Landon : Feb 2, 2007 at 10:46 PM.
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Ooooooooooh damn. I better get out my wolf-huntin' pants for this one!
I hope there's reference to the Futurama El Chupanibre. Links (Updated 6/21) ...start puttin' 'em in a bowl... ![]() |
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Wow, thirty-five players this time! Good luck, fellas.
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Great to see this finally underway! I've missed puzzling over Zerg's charts.
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The chart got smaller. Really!
(And just for my old pal Tritoch, it's now got twice the confusion, since you have to squint harder!)Join the Gamingforce Composition Competition Useful Stuff
Last edited by Zergrinch : Feb 8, 2007 at 12:20 AM.
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It's not too late to put Dekoa in. I'll figure something out for him. Zerg, you can add Dekoa into the chart.
But nobody else after him, as he'll be the last role I send out. EDIT: All the roles have been assigned and all vital information is in the hands of the players.
And that marks the beginning of Night One. Because there's a lot of actions to be made, the deadline will be . This will give everyone a chance to settle into their roles. Oh yes, as an added twist, I won't be saying how many of each role remains alive. How many of each are there? Who knows? This is frontier country, bitch. Suffice to say, there will simply be a list of players remaining alive, the Mysterious Strangers, and a general number of Good vs. Evil vs. Neutral. Players Remaining Alive: 36 Tritoch knkwzrd Identity Crisis Lukage Zergrinch Brent Ryuu Yeldarb el jacko nazpyro RockgamerXIII Nehmi Plarom Shin Denicalis Chaotic - Marked by Calamity Jane Helloween Mucknuggle neus Darkcomet72 (Became the world's first person to play a minor E chord on a tambourine.) Kilroy RABicle ramoth YeOldeButchere Jochie Locke Dullenplain Qube BlueMikey Acro-nym Rat Dekoa Mysterious Strangers: Juanzen wvlfpvp a lurker nuttyturnip GOOD PLAYERS: 22 EVIL PLAYERS: 13 NEUTRAL PLAYERS: 1 NIGHT ONE SHALL NOW COMMENCE. GOOD LUCK. YOU WILL NEED IT. Shamans, Hucksters, Chupacabra, Outlaws, Maverick, Snitch, El Diablo, and Natives will be allowed to act during Night One, as per their abilities. Gunslingers must wait until Night Two for revenge. Also, Dark Horsemen may not act during Night One, nor may they be targeted by anyone else until Day One.
Last edited by Crash Landon : Feb 3, 2007 at 02:25 PM.
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Also, stupid Zerg chart, stretching the tables. |