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Thread: Curse Of Ret-Talus Rules, Regulations, and Roles

  1. #1
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    Default Curse Of Ret-Talus Rules, Regulations, and Roles

    WELCOME TO CURSE OF RET-TALUS RULES, REGULATIONS, AND ROLES

    LAST UPDATED: APRIL 6TH 2013

    COMING SOON: GAMEPLAY VARIANTS
    &
    ADDITIONAL ADVANCED ROLES

    CoRT Simple Backstory
    refer to page #1 post #2

    BASIC Rules, and Forum Rules and Mechanics
    refer to page #1 posts #3-5

    BASIC+ Rules and Gameplay
    refer to page #1 post #6

    ADVANCED Rules and Gameplay
    refer to page #1 post #7

    THE KEEP Rules and Gameplay
    refer to page #1 post #8-#10

    BASIC & BASIC+ Special Roles Index
    refer to page #2 post #11

    ADVANCED Special Roles Index
    refer to page #2 posts #12 & 13

    WILDCARDS Special Roles Index
    refer to page #2 post #15

    MERCENARY Special Role Index
    refer to page #2 post #15

    ROLES DISTRIBUTION TABLE
    refer to page #2 post #16

    NEW AND IMPORTANT UPDATES WILL BE POSTED IN RED, AND WILL ALSO BE LOGGED IN THIS POST


    2011:
    Jan 24th: Added Basic+ and Advanced Descriptions

    Jan 27th: Added the Visionary to the List... (Don't quite know how I forgot that one!)
    Feb 9th: Added Clarifications on the Sympathizer and Zombies
    Mar 1st: Fixed Clarifications on Sympathizer and Zombies
    Mar 12th: Moved to the new RR&R thread!!!
    Mar 13th: Added official Forums Rules
    Mar 13th: Added Basic+ Variant Rules
    Mar 13th: Edited Welcome Post
    Mar 13th: Added Advanced Variant Rules
    May 1st: Added the Additional Advanced Roles
    May 8th: Added the Master Set Factions to list of usable factions
    May 8th: Cleaned up spelling, and grammar
    May 8th: Added Keep Variant
    Aug 3rd: Added Roles Distribution Table
    Aug 3rd: Edited Welcome Post
    Aug 26th: Combined Wildcards and Merc's Post into one
    Aug 26th: Edited Welcome Post

    2012:
    July 17th: Redid the Roles Distribution List due to the Site's new features
    July 17th: Retitled Basic+ Roles List to Basic & Basic+ Special Roles Index
    July 17th: Cleaned up Advanced Special Roles Index and Wild Cards Posts
    July 17th: Combined The Wild Cards and Merc's Post with the Roles Distribution List to make room for a new Game Play Variant!

    2013:
    Apr 6th: Edited the main forum rules. Players are no longer able to self-sacrifice due to any reason. IT IS NOW PROHIBITED!

    Last edited by Jebuh214; 04-06-2013 at 04:07 PM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  2. #2
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    The battle for the summoning stones rages across the lands.
    Some of the summoners recieve word that a new summoning stone has been found in a disclosed location.
    Out of fear that the evil Ret-Talus, along with their other enemies will retrieve the stone.
    Each summoner sends out a group of warriors to get the stone first. Unbeknownst to them, they are walking directly into a trap of Ret-Talus.
    For as they reach the inside of the cave in which the stone was foretold to be housed in-

    BOOM!!!


    A large boulder falls in the mouth of the entrance, and they are trapped...

    The warriors quickly realize they are not alone, for they feel the presence of a mystical being who is pulling the strings behind their fates.
    The mystical being somehow communicates to the warriors, and tells them of the trap that they sprung, and how it was originally a game hosted by a vile monster named Ne-Gok-Sa.
    But now has been adapted by the dark lord Ret-Talus.

    "Ret-Talus, has placed a group of sleeper cell zombies within your venturing parties. He plans to give you all a chance to live though. For currently you outnumber the zombies, so with each passing day it is wise to attempt to kill the zombie slaves off. As to prevent them from overpowering you, killing you." the mystical being tells them. "Though be warned! The zombies will also attempt to strike you down with each falling moon. They too will kill, but at night, in the secret of night."

    With these words, the warriors, know their task, and how to go about zombie hunting, for the mystical being also tells them of a special warrior known merely as the visionary, whom has the ability to see the zombies for what they really are.
    Hopefully with the guidence of the visionary, and the strength of the warriors, they will make it out of the cave in one piece.

    If not, they will all fall victim to the:

    CURSE OF RET-TALUS
    Last edited by Jebuh214; 03-13-2011 at 12:04 AM.

  3. #3
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    RULES AND MECHANICS FOR
    ONLINE (FORUM) PLAY


    The Curse of Ret-Talus is ideally suited for play in an online environment; It can be played in a chat room, on a bulletin board, or in a community forum, just like this one.
    *Most of these rules can be altered at the discretion of the Storyteller*

    • All dates and times referenced by these rules will be based on Central Standard Time (CST) in the United States (or Greenwich Mean Time minus 6 hours). The forum clock at Summonerwars.com will be the official time-piece when enforcing game deadlines. [Note: the "Timezone" option in the user profile at Summonerwars.com must be set to "(GMT - 5 hours)" during Daylight Saving Time (April-October) or "(GMT - 6 hours)" otherwise (May-September) to be synchronized with CST.] All game deadlines (for registration, voting, special powers, etc.) will be explicitly posted before each game begins. Usually, this occurs at 11:00PM CST (2300hrs) on each real-world day in question.
    • Participants must be registered users in the Summonerwars.com forums to play, and must adhere to all forum guidelines through out the course of the game.
    • To enter a game, there must be an open registration thread in the 'Contest' forums. If there is a game accepting entries, interested users must send a PM (private message) to the host's user account at Summonerwars.com and agree to all of the rules posted here. All registrations must be received before the deadline posted in the registration thread. A list of all registered players will be maintained in the registration post and updated throughout the game to reflect the players' statuses. Once the registration period ends, no further entries will be permitted.
    • A player may only participate in one CoRT game at any given time. If a player is participating in a CoRT game already in progress (whether active or dead), that player will not be allowed to sign-up for a new game undergoing registration.
    • Once a player registers for a CoRT game, that player will be expected to participate in that CoRT game. Prospective players who are unsure of their ability to regularly participate in the game for the posted dates should not register. Registered players who, by choice or necessity, withdraw their participation from a game in progress should show other players the couresy of announcing this publicly. Players who regularly exhibit a lack of active participation in CoRT games before they are killed may be warned by the host(s) or banned from entry into future CoRT games, solely at the discretion of the Storyteller(s).
    • Once registered, each player may choose his or her character identity for the game if they wish. A player must post his or her choice in the registration thread before the end of the registration period, and it must be an 'official' Plaid Hat Games character that is a member of one of the following factions: Benders, Cave Goblins, Cloaks, Deep Dwarves, Guild Dwarves, Jungle Elves, Mountain Vargath, Phoenix Elves, Sand Goblins, Shadow Elves, Swamp Orcs, Tundra Orcs, Vanguard, or Mercenaries (Summoner, Champion, or Common). A player may also choose to play as a Hero from Plaid Hat Game's new game Dungeon Run (i.e. a character that players in that game can choose to play as). Characters are claimed on a first-come, first-served basis, and once a character is claimed by a player, no other player may use that character. Characters that follow Fallen Kingdom or The Filth may NOT be chosen unless specifically allowed by the Storyteller(s) during registration.
    • Players who do not choose a character identity by the end of the registration period will be assigned one randomly by the host. Players whose character identities are randomly assigned (by choice or by default) will be given 1 extra 'vote' in the 'role-playing' category at the end of the game to determine distribution of the 'role-play' Victory Points (see scoring, below).
    • Each CoRT game will contain no less than 10 players and no more than 24 players total, excluding the Storyteller. After registration, players will be divided randomly by the host(s) into the minimum number of similarly-sized games to accomodate these restrictions, unless otherwise indicated during registration.
    • Player roles (Normal Warrior, Visionary, or Zombie Slave) will be assigned randomly by the host. There will always be exactly 1 Storyteller and 1 Visionary in each game. The number of Slaves in each game is equal to one-quarter of "X" (rounded down), where "X" is the total number of players in the game minus 1.
    • Each player will be sent a confirmation PM to their Summonerwars.com account of thier secret role and their public character identity before the game begins.
    • Player roles will be kept SECRET for the duration of the game. Roles will not be revealed by the Storyteller as players are killed. All roles will be revealed only when the game is concluded.
    • Any revelations by a player of his or her role, whether 'accidental' or deliberate, should be considered an attempt to mislead or manipulate the other players (because it probably is). This is a perfectly acceptable and time-honored tactic. ^_^
    • Players may 'role-play' their characters if they wish (i.e., a phoenix elf may act as if obsessed with fire, or a Guild Dwarf may act drunk and disorderly [within forum guidelines], etc.). This is not required, but it will increase the likelyhood of netting 'role-play' Victory Points at the end of the game.
    • Each 'DAY' of the game will consist of a 48-72 hours time period in the Real World
    • Each 'NIGHT' of the game will be a 24-hour time period in the Real World
    • DAY Votes (by all active players) must be submitted PUBLICLY in the forum. Each player voting must post their vote in BOLDED RED ALL-CAPS at normal text size (or larger) so that it can be easily located by all players. Votes may be cast for a 'player' (i.e., I VOTE FOR JEBUH214) or their character identity (i.e., MY VOTE = STORYTELLER), as desired.
    • Day Votes must be posted BEFORE 11:00PM (2300 hrs) CST to be valid. Votes submitted after this cutoff will not be counted.
    • DAY votes in the forums may NOT be retracted or changed, for any reason. A Day Vote may be cast anytime in the 48-72 hour period, as each player sees fit, before or after any degree of discussion with the other players. However, be sure you are absolutely certain of your vote BEFORE you post it in the forum thread. I repeat, once you post a vote in the forum thread, it MAY NOT be taken back or changed.
    • For the above reason, no posts in the game thread may be edited by their creator, for any reason. If you make a mistake, or mis-typed something, make a new post to clarify; DO NOT use the 'edit post' button in the game thread. Players who edit their own posts (for any reason) may be warned or simply evicted from the game, at the sole discretion of the Storyteller (so don't do it).
    • NIGHT Votes (Zombified Players only) will be submitted IN SECRET to the Storyteller (host) via PM. Votes are not required to be in bolded red all-caps for Night vote PMs, but this convention may be used, if desired.
    • NIGHT Vote PMs must be posted BEFORE 11:00PM (2300 hrs) CST to be valid. Votes submitted after this cutoff will not be counted.
    • NIGHT vote PMs may also NOT be retracted or changed, for any reason. A Night Vote PM may be sent anytime in the 24-hour period, as each Zombified player sees fit, before or after any degree of PRIVATE discussion (via PMs) with the other Zombiefied players. However, be sure you are absolutely certain of your vote BEFORE you PM it to the host. I repeat, once you PM your vote to the host, it MAY NOT be taken back or changed.
    • Each Zombie Slave must submit his or her own vote PM to the host for it to be considered valid. A single Zombie 'ring-leader' may not send the host a PM 'decision' for the whole group.
    • DAY or NIGHT votes submitted by dead players will not be counted. Dead players are encouraged to continue to participate in the discussions to help their faction win, but they no longer have killing votes.
    Last edited by Jebuh214; 07-17-2012 at 04:31 PM. Reason: Added the new character selection rules
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  4. #4
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    RULES AND MECHANICS FOR
    ONLINE (FORUM) PLAY (cont.)

    • The Warrior with the Visionary power may send a single PM to the host anytime in a 24-hour 'NIGHT' period to ask the role of any player he or she wishes, be they dead or not. This PM must be posted BEFORE 11:00PM (2300 hrs) CST on the Monday or Thursday in question to be valid. The Storyteller will answer the Visionary's question with a PM to him or her containing that character's role. The Storyteller will not lie or mislead the Visionary.
    • Nobody is allowed to 'abstain' from DAY voting. If an official 'DAY' vote from an active player is not posted by the appropriate deadline (as applicable), that player's vote will be assumed to have been cast for themselves and entered into the results, and that player will receive one inactivity strike against them.
    • If nobody votes during the period in question, then the target of that DAY's Paralysis will be determined randomly by the Storyteller. All vote results, including Zombie PMs, Visionary queries, and random vote asignments, will be posted at the game's conclusion, if requested.
    • Any active player who receives two inactivity strikes will be dropped from the game immediately. The character and role held by that player will then be handed off to a SIDEBOARDING player to fill that character/role for the remainder of the game. Repeating for clarity: any active player who accumulates two inactivity strikes will be ejected from the game immediately, and have their character/role filled by a SIDEBOARDER. If you plan on 'laying low', you will still have to at least fill your 'DAILY' voting responsibilities, or you will be removed from the game.
    • In the event that there are no side boarders, you will be killed along with the night, vote, though the remaining players will be alerted to the fact that it happened due to inactivity.
    • Zombie Slaves MAY 'abstain' from voting at NIGHT. Zombie NIGHT votes are never cast for 'themselves' or a 'random' target. If none of the Zombies cast a Paralysis vote during a given NIGHT period, then there will be NO VICTIM Paralyzed by the Zombies that NIGHT.
    • Any DAY or NIGHT ties will be broken RANDOMLY by the host, as necessary. There will be no re-votes. Anyone who thinks they might end up in a tie should do their pleading and groveling publicly in the thread before the final votes are cast. No second chances. ^_^
    • The official results of the DAY and NIGHT votes will be posted in the game thread as soon after the end of each game 'DAY' or 'NIGHT' period as is feasible for the host. Return PMs to the Visionary (and/or other 'advanced' NIGHT power roles, such as the Empath, Intuitive, etc.) will also be sent at this time (after the NIGHT deadline has elapsed). These things should usually be done within one hour of the deadline (by midnight CST), but the Storyteller(s) will not be held to this. The current 'status' board with each player's current condition will also be updated at this time. (The result of each 'Day' vote should be obvious to anyone who is keeping track anyhow, unless a tie-breaker is needed or secret balloting is being used.)
    • Players who are killed (by DAY vote or by the Zombie Slaves) suffer no immediate ill-effects beyond the loss of their voting privileges. Dead players are encouraged to remain an active part of the discussions to help their faction win. Note the dead players still get equal victory points if their faction wins the game, and continued participation will increase the likelihood of receiving 'role-playing' and 'most-entertaining' votes to determine the game's true winner(s).
    • Players MAY choose to voluntarily sacrifice THEMSELVES, if they wish. This may be done by DAY or NIGHT, simply by posting in the public thread that their character is offering themselves to the zombies. Once the Storyteller rules that such an act is 'official', it may not be retracted, and that character is considered dead for the rest of the game. The first such self-sacrifice during any DAY will count as the DAY killing for that DAY (for the purposes of the Empath power, etc.), and will invalidate the DAY voting for that DAY as well (the player, if any, with the most votes that DAY will not be killed). There may only be one self-sacrifice per game, so once a player has done so, it may not be done again, at anytime. THIS RULE HAS OFFICIALLY BEEN REVOKED. PLAYERS ARE NO LONGER ALLOWED TO SELF-SACRIFICE. SELF-SACRIFICING IS NOW PROHIBITED, AND HAS NO IN-GAME EFFECT!
    • The game will end when (a) all of the Zombies have been killed [and the Warriors will all win], or (b) the number of active zombie players equals the number of active Warriors [and the zombies will all win]. When either situation occurs, the host will make a post to announce the end of the game, post the identities of all the players, and release the results of all of the voting.
    • The players themselves will decide the true 'winner(s)' of the game after it ends. Players on the winning faction will get 3 initial victory points each. Players on the losing faction get 1 initial point each, and the Storyteller gets 2 initial victory points. Each player may then cast 2 additional final votes, 1 to the player in the group who best acted out and/or role-played their character identity, and the other 1 to the player in the group who made the game the most fun. These are obviously speculative, and made at each player's discretion.
    • Any post-game 'votes' not cast in the thread within 96 hours after the game ends will be considered forfeit and will not be included in the final determination of the voting outcome.
    • Players whose character identities were randomly assigned will receive one extra 'role-play' vote during the post-game voting tabulation. Any players who registered for one type of game (advanced, basic or keep), but willingly allowed the Storyteller to move them to a different type of game instead (for size-balance purposes) will receive one extra 'most-fun' vote at this time as well.
    • After the final votes have been counted, the player with the most 'RP' votes will get 3 extra points. The player with the next-most 'RP' votes will get 2 extra points, and the 3rd-highest total of 'RP' votes will get 1 extra point. Likewise, most 'fun' votes gets 3 points, 2nd-most gets 2 points, and 3rd-most 'fun' votes gets 1 point.
    • The player(s) with the most victory points after all of the final votes are tallied wins the game. Ties are fairly common. Curse of Ret-Talus games should never have physical 'prizes' at stake, as the whole point of playing is simply to have fun. However, 'league' rankings will be compiled for all players based on an average number of points per game played, and can be used for bragging rights, or to decide who should be Paralyzed first in the next game. ^_^
    • PMs between any and all players are legal, and encouraged. However, be warned that this is a game of subterfuge, intrigue, politics, manipulative schemes, and LIES. I would advise all players to regard ANY messages they receive from other players as outright falsehoods and attempts at vote manipulation (becase they probably are). ...But feel free to pretend that you believe them and then manipulate them in return if it suits your agenda... ^_^
    • There is not a 'rule' against posting a game-related PM from another player in the public forums or in another PM. However, since any idiot can FAKE a quote from another player with relative ease, this should also be viewed as little more than deception and trickery (which it probably is). To further undermine the credibility of 'quoted' messages, any player may request any role-specific 'forged' PMs that they wish, via PM to their Storyteller. Requests for forged messages should state to whom the PM should be addressed and what the message should relay (i.e., a Visionary message stating so-and-so is a Zombie, or an Empath Message stating that thus-and-such is a normal Warrior, etc.). The 'fake' PM will be constructed by the Storyteller in an exact format matching the 'authentic' PMs being sent for that game, and the fraudulent PM will be sent back to the requesting player at the same time that any 'authentic' PMs are dispatched for that NIGHT (after the ending deadline). The 'forged' PM may then be forwarded to other players as needed, and will be indistinguishable from 'official' messages of the same nature. ^_^
    • It is ILLEGAL to post anything other than bbcode and text in the game thread, or in PMs between players. DO NOT post images or screen captures, or any links to such images, in the game thread or in game-related PMs unless you have explicit permission from the Storyteller. (A small signature-line image identifying your in-game character is allowed.) It is also ILLEGAL to take ANY action in the game thread or via PM which completely removes all doubt of a player's secret identity (for example, telling another player your forum password so they can login as you and see your 'identity confirmation' PM). DOUBT is the central element to making this game function, and any action that completely removes all doubt will be considered cheating and grounds for ejection from the game (solely at the Storyteller's discretion).
    Last edited by Jebuh214; 04-06-2013 at 03:55 PM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  5. #5
    Join Date
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    Conneautville, PA, USA
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    RULES AND MECHANICS FOR
    ONLINE (FORUM) PLAY (cont.)

    • All players should refrain from making 'out-of-game' references to their honor, nobility, or general trustworthiness. Any player who swears an oath of honesty on their mother, their priesthood, their dog, etc., or asks another player to do so, will most likely be met with significant hostility from the remaining players, possibly even resulting in the offender's death during the next DAY vote. This is just a game - please keep 'personal' elements out of it.
    • That said, keep in mind that this is a game of DECEPTION. Players in here are undoubtedly going to lie, backstab, and manipulate each other regularly in order to win. It's nothing personal, ...it's just the nature of the game. Whatever happens in a CoRT game, let it stay in the CoRT game. Just because someone is a lying, treacherous, backstabbing, evil swine in this game, it doesn't mean they are that way all the time, it just means they're good at playing this game. (...Or if they ARE that way all the time, just wait for them to prove it outside the game before you start openly hating them for it, O.K.?...)
    • Cheating SUCKS. The bulk of this game revolves around secrets, deception, and paranoia. Anyone willing to cheat in order to win shouldn't be playing this game. For those determined enough to find them, I'm sure there are ways to cheat that are not covered in these rules. However, DON'T CHEAT. Don't make the Storyteller come up with even more rules to prevent cheating or decide punishments for it. Just DON'T CHEAT. Play Fair and Have Fun, or don't play at all. ^_^

    LET THE CORTING BEGIN!!!



    Now to give Credit where Credit is due:

    Lord Donovan Raidor of Heroscapers.com should be creditted with the original writing of these rules, I merely modified them to fit CORT.
    Last edited by Jebuh214; 03-13-2011 at 11:55 AM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  6. #6
    Join Date
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    Conneautville, PA, USA
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    Rules for Basic+ Games

    In CoRT, there is a stepping stone between full fledged advanced games and basic games, those games are called Basic+. Basic+ Games use some but not all of the available special roles, to ease a player into the advanced game setting. As with a visionary’s special power, these roles also have special power which are activated at NIGHT. These new roles reflect the unpredictable magical influence of the Summoning Stone on all the characters in the cave. There is a list of Basic+ Roles which can be found later in this thread.

    New Rules:

    • Special Roles will be assigned randomly by the host before the game begins.

    • The exact number of Special Roles in play will be common knowledge.

    • The knowledge of which Special Roles are being used will be kept SECRET for the duration of the game. The host will announce at the start of the game only HOW MANY Special Roles are being played, but not WHICH ROLES they are. NOTE: The Visionary, and Zombie Slaves will never be removed from play.

    • ***The host may choose to reveal that there is a sympathizer in the cave, this is the only role which may be revealed.
    Just like votes, the use of 'Special Powers' is not retractable. Once a PM is sent to the Storyteller to 'use' a 'Special Power', that directive cannot be changed, nor can the target of the 'Power' be altered. Players should be absolutely certain of how or if they wish to use their 'Power' before sending the 'activating' PM to their Storyteller.
    Last edited by Jebuh214; 03-13-2011 at 02:29 AM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  7. #7
    Join Date
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    Conneautville, PA, USA
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    RULES FOR ADVANCED GAMES


    CoRT games online sometimes play with optional 'advanced' rules that give some Warriors Special Powers which are used at NIGHT, similar to the Visionary's power. These new roles reflect the unpredictable magical influence of the Summoning Stone on all the characters in the cave, not just zombies and the visionary, and brings much more depth and complexity to the game. In an 'advanced' cave where these roles are being used, the following additional rules will apply. An alphabetized list of potential Special Roles can be found in the later in this thread.


    NEW RULES: (DIFFERENCES FROM BASIC+ WILL BE LISTED IN RED)
    • Players must participate in at least one basic or basic+ CoRT game (without Special Roles, or using only the introductory Special Roles) before they will be permitted to register for an advanced game in which more Special Roles will be used.
    • Advanced Special Roles will be assigned randomly by the host before the game begins.
    • When assigning the Special Roles, you may use any special roles from the Basic+ list, or the Advanced lists.
    • The 'exact' number of 'Special Roles' in play in any given game will NOT be public knowledge. The number of 'Special Roles' in a game is determined by the following formula: After the Storyteller, Visionary, and Slave roles are assigned, the 'median' number of 'Special Roles' for a game is one-half of "X" (rounded down), where "X" is the remaining number of players in the game minus two, with a maximum of 7. The Storyteller will then roll a six-sided die. If the roll is a 1 or 2, one LESS than the 'median' number of roles will be used. If the roll is 3-5, the 'median' number of roles will be used. If the roll is a 6, one MORE than the 'median' number of roles will be used. The host will randomly select this final number of 'Special Roles' for use in that game. The maximum number of 'Special Roles' that will be included in any single CoN game is 8. (If this is confusing, there will soon be a Roles Distribution Chart following these rules. The number of Special Roles possible in each cave is shown as a range based on the number of players in that cave.) The chosen roles will then be delegated randomly among the remaining players. Those roles not selected will be removed from the game.
    • The knowledge of which Special Roles are being used will be kept SECRET for the duration of the game. The host will announce at the start of the game only HOW MANY 'Special Roles' are being played, but not WHICH ROLES they are. Note that the Storyteller, Visionary, and Slaves roles will not ever be removed from play.
    • Unlike in the BASIC+ games, the Storyteller may not tell the cave whether or not there is a sympathizer among them.
    • Note that if the Romantic is selected as a 'Special Role' for use in a game, that game will automatically include a Lover as well (games will include both of these roles or neither of them). The 'role' of the Lover is never counted in the number of 'Special Roles' in play. For example, if a game with 4 'Special Roles' has a Romantic present, that game will actually have 5 'roles', since the Lover will be included as well.
    • In an Advanced Game with 4 or more total Zombie Slaves, one of the Zombies will randomly be given the role of Zombie Sentinel. A Zombie Sentinel will only be present in an Advanced game with 4 or more Zombies total.
    • Some Special Roles require players to send PMs to the Storyteller at NIGHT. Players with these roles must wait until the official announcement that NIGHT has begun before they may send their activation PMs to the Storyteller. PMs meant to activate or use Special Powers that are sent before the official start of NIGHT will be ignored, the same as PMs submitted after the NIGHT ending deadline (11:00PM, CST).
    • Just like votes, the use of Special Powers is not retractable. Once a PM is sent to the Storyteller to 'use' a 'Special Power', that directive cannot be changed, nor can the target of the 'Power' be altered. Players should be absolutely certain of how or if they wish to use their 'Power' before sending the 'activating' PM to their Storyteller.
    ENJOY!
    Last edited by Jebuh214; 05-08-2011 at 03:25 PM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  8. #8
    Join Date
    Dec 2010
    Location
    Conneautville, PA, USA
    Posts
    732

    Default

    The Keep Gameplay Story

    The battle for the Summoning Stones rages across Itharia. The Vanguard and the Fallen Kingdom fight for control of the Summoning Stones, while the other factions pursue their own agendas. Mercenaries are implementing themselves within different armies further complicating things, and amplifying the destruction.

    Atop a long stretch of high, rocky cliffs overlooking the ocean, the battle continues. Mere minutes have passed since sunrise, yet conflict already storms across the Itharian coastline. Armed with spear and sword, the Warriors throw themselves against one another. Who they fight for and why becomes lost in the epic collision of arms and armor. All they know is that they must fight, for their causes, their masters, their loved ones, their own thirsts for power and death.


    ...the reasons matter not. And so, they fight...


    The battle-lines are blurred. All is carnage and chaos. One side is weakened, waning, ...losing. The other pushes forward, spurred by a passion to see their enemies driven into the sea. Waves crash upon the rocks below as swords clash on the cliffs above. The losing forces wage a desperate withdrawal up the coastline, away from their advancing enemies, retreating toward the only thing between them and the brutal ocean waves. At the end of the rocky penninsula, atop the wave-worn cliffs, stands an ancient structure. A tower, a long-forgotten keep at the edge of the world, holds their only hope for survival.


    The lonely keep is small and very old, but sturdy, and it has withstood the rigors of time and nature. The squat, cylindrical structure stands at the very tip of the treacherous finger of land bearing witness to the pitched battle. The stones of its walls are solid rock, thicker than a man is tall, and rise easily nine times as high. The diameter of the tower is barely thirty strides across at its base, and gradually tapers to slightly less at its roof. It may have garrisoned a mere fifteen or twenty men in its time, and it certainly is no castle, but it could well be all the retreating Warriors need to survive.

     
    But hope quickly fades for the defending force as they finally reach the tower. Unable to hold back their attackers long enough to secure the heavy metal doors, they fall back further, and the battle forces its way into the keep's interior. Except for the single vertical stone column rising to the roof in its center, the keep's interior is featureless. Any wooden planks that may have once been a second floor, or firing platforms at the raised arrow-slit windows, have long since rotted away into nothingness, as have any interior walls. Only the stone-hewn stairs to the roof remain, spiraling up the inside of the keep's outer wall to the closed metal trap-door on the ceiling. And so, the empty keep becomes a cauldron of combat, as both sides in the battle steel their wills toward the coming end.


    Then, a brilliant burst of light fills the interior of the keep. Startled, the blinded Warriors on both sides of the conflict stagger quickly away from their enemies, trying to regain their senses in this unexpected interruption of the battle. As eyes readjust to the again normal light, the combatants suddenly realize that the huge metal doors of the keep are closed and barred. What's more, the sounds of battle have completely ceased, outside of the keep as well as within. Before the dazed armies can react further, a deep voice rumbles through the keep, seeming to reverberate from the very walls themselves. It was a familiar voice, though it seemed unfamiliar at the same time...
    Last edited by Jebuh214; 05-09-2011 at 08:43 PM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  9. #9
    Join Date
    Dec 2010
    Location
    Conneautville, PA, USA
    Posts
    732

    Default

    The Keep Gameplay Story
    cont.

    "CEASE THIS! ...Who dares to defile my sanctuary with COMBAT?!? ...Who has the gall to drag the filth of pain and suffering into my sacred bastion?!? I will NOT HAVE IT!!!"


    With that, all of the Warriors' weapons suddenly become scorching hot. Bows, spears and swords alike, all are hastily dropped by their wielders’ as they become too painful to hold. Brief cries of surprise and shouts of disbelief filter through the keep's arrow-slits to confirm that the same is happening on the cliffs outside. When the painful cursing and clatter of fallen weaponry subsides, the ominous voice continues...

    "You barbaric fools are no more enlightened than the last time your ilk set foot in my keep, all those many ages ago. Carnage and butchery are all you seem to know. This, I will not tolerate. So be it; all of your fellow primitives on the cliffs beyond these walls are now PARALYZED, ...frozen in time until I decide how to deal with them! But what shall I do with you? Shall I obliterate you all, as you would seek to do to each other, and save the cosmos the indignity of your continued existence? Or, shall I give you a chance to prove that you are more than just stupid brutes, to earn back the lives which you have forfeited by desecrating my keep? Very well then; it is decided. I shall grant you the opportunity to stay your destruction by demonstrating your capability to THINK rather than FIGHT. We shall play a game, you and I..."

    "I have now seized control of several of the beings among your number. They have become zombies of such, controlled by my will; they are my slaves, ...my pawns in the trial to unfold, but the rest of you will not know their identities. Your task will be to work together to find out which among you are my Slaves. You must put aside your differences, look beyond race and creed and allegiance, and work in unison to accomplish this common goal. You will have to discard action in favor of thought, and utilize your wits instead of your weapons if you are to be successful."

    "My keep will be your prison until the game is done. You will find that the walls and doors are indestructible, completely beyond your ability to damage. Neither can the doors be forced open, nor are any of you small enough to squeeze through the arrow slits to escape. No violence of any kind within my walls will be tolerated. While this game plays out, any being in this keep who should become unable to restrain their barbaric urges to smash and maim will be immediately punished. So here you will stay, peacefully debating by course of logic and instinct alone, which of you I control and which I do not. There is no room for secrets; my sanctum is much too small for whispers to go unheard. Nor is there time to scheme with one another and form superficial alliances. Time is of the essence, you see..." 

    "At the end of every HOUR, from now until dusk, I shall return here and kill the one individual you deem by popular vote to be one of my Zombie Slaves. I will not tell you if you have chosen correctly, but I will kill whomever you choose. If you are unable or unwilling to make a decision by the end of each HOUR, then I will allow the fickle winds of fate to choose on your behalf. Yet, as you all have equal stake in this trial, I shall allow each Warrior killed to continue to speak in the debates, through their spirits. Though they'll no longer vote, their words can still be heard by the rest of you, to aid or hinder you in reaching your mutual goal."

    "After I have struck the target of your choice each HOUR, I will then kill one target chosen by my Zombie Slaves. They shall aid me with all of the knowledge and guile they naturally possess, and shall work to eliminate those of you they deem are the greatest threat to their discovery. Though you cannot hear their thoughts, they can hear each others', and I can hear theirs'. Thus, at the end of each HOUR, you will strike at them, and they will strike at you. Then, I shall leave you, and you will be granted another HOUR of thought and deliberation. The game will thus continue until one side or the other is victorious."

    "Because I am sympathetic to the struggles of lesser beings, I will also grant supernatural abilities to one or more of you Warriors to assist you against me. Some of you might be given the gift of True Vision, or of powerful Empathy, or of True Love. I might even give one or more of you the ability to alter the game itself, by killing those of your own choosing, or protecting others from the assaults of my Slaves. One of you might even be made immune to my Slaves altogether. Those who receive my gifts, whatever they may be, will naturally also know how to use them. Beware though, that if my Slaves discover you have these gifts, they will do everything in their power to remove them, or turn them to their advantage."

    "If you free-willed Warriors are able to discover and vote into death all of my chosen Slaves, then you will be have won. In recognition that there may yet be hope for you in the grand scheme of cosmic enlightenment, I shall send you and your kinsmen outside back to those you serve and out of my sight. If, however, my Slaves are able to avoid detection, and the number of “living” Zombies meets or excedes the number of living free-willed Warriors, then you will have lost our little game. For proving that you are too primitive to embrace any potential beyond that of brute force and physical violence, I shall consign all of you, including your companions outside, into oblivion where you belong."

    "The game has begun. I shall return in one HOUR..."


    As the Voice fades out of perception, the Warriors begin to gather their now-cooled weaponry. Some move to the doors to test their integrity, while still others climb or fly to arrow nooks to check on those outside. All that the Voice has spoken appears to be true. Eyeing each other suspiciously, the unwilling guests of the keep wonder what will happen when the forewarned HOUR has elapsed. Can this amalgam of Warriors from opposing forces band together long enough to unravel the puzzle set before them? Or by nightfall, will they all have vanished forever from the face of Itharia? Only time will tell the outcome of this strange trial of the minds within the walls of …


    The Keep
    Last edited by Jebuh214; 05-09-2011 at 08:44 PM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

  10. #10
    Join Date
    Dec 2010
    Location
    Conneautville, PA, USA
    Posts
    732

    Default

    THE KEEP'S
    CHANGES AND ADDENDA TO
    STANDARD "CoRT" RULES AND MECHANICS

    (Major differences from standard CoRT rules are highlighted in green)

    "The Keep" is a variant form of "The Curse of Ret-Talus" with an altered storyline to allow the inclusion of characters who follow the Fallen Kingdom. Several rules and mechanics changes have also been introduced to make the game less time-intensive and more akin to a 'real-life' game of "The Curse of Ret-Talus". The timeframe of the game has been "sped-up" to shorten game length and add a sense of urgency. Most notably, the use of "Private Messaging" has been removed, drastically reducing the time commitment required from players by eliminating 'secret whispers', hidden alliances, and conspiratorial subterfuge. Overall, the vast majority of the Rules and Regulations are the same as for a standard game of "The Curse of Ret-Talus" online. The following additional changes and/or addenda will apply to games of "The Keep" hosted in this forum:

    • Whenever the rules listed here for "The Keep" contradict the rules for a conventional game of "The Curse of Ret-Talus" online, the rules here for "The Keep" will always take precedence.
    • Prospective players must participate in at least one game of "The Curse of Ret-Talus" (with or without 'Special Roles') before they will be permitted to register for a game of "The Keep".
    • A player may still only participate in one CoRT game at any given time, and a "Keep" game is considered a CoRT game for this determination. If a player is participating in a CoRT game already in progress (whether active or “dead”), that player will not be allowed to sign-up for a new "Keep" game undergoing registration, and visa-versa.
    • Once registered, each player may choose his or her character identity for the game if they wish. A player must post his or her choice in the registration thread before the end of the registration period, and it must be an 'official' Plaid Hat Game character (Summoner, Champion, or Common). Characters that follow any faction, including Fallen Kingdom, may be chosen. Characters are claimed on a first-come, first-served basis, and once a character is claimed by a player, no other player may use that character.
    • Any player who has not made at least ONE POST in the game thread within the first real-world week of the game will be 'summoned' out of the game at that time. Repeating for clarity: any player who has not posted at least ONCE in the game thread by the beginning of the fourth HOUR will be summoned out of the game at that time. If you plan on 'laying low', you will still have to make at least an initial 'appearance' in the game, or you will be removed from it.
    • "The Keep" uses most of the 'special roles' found in an 'Advanced CoRT' game, but many of the ability descriptions have been changed slightly to fit the backstory for "The Keep".
    • Each 'HOUR' of the game will be a 48-hour time period in the Real World
    • HOURLY Votes (by all living players) must be submitted PUBLICLY in the forum. Each player voting must post their vote in BOLDED RED ALL-CAPS at normal text size (or larger) so that it can be easily located by all players. Votes may be cast for a 'player' (i.e., I VOTE FOR JEBUH214) or their character identity (i.e., MY VOTE = STORYTELLER), as desired.
    • 'Secret' HOURLY Votes (by the Zombie Slaves only) will be submitted to the Storyteller (host) via PM. These votes are not required to be in bolded red all-caps, but this convention may be used, if desired.
    • HOURLY Votes (both public and 'secret') must be posted BEFORE 11:00PM (2300 hrs) CST on the day in question to be valid. Votes submitted after this cutoff will not be counted.
    • Some 'Special Roles' (Beatific, Reliquary, Rogue, and Visionary) require players to send PMs to the Storyteller each HOUR of the game. A player with one of these roles may send a single PM to the host anytime during each 2-day 'HOUR' period to use their power as he or she wishes. This PM must be posted BEFORE 11:00PM (2300 hrs) CST on the day in question to be valid.
    • There are no conventional DAY or NIGHT cycles in "The Keep". The equivalent of both of these game cycles will occur simultaneously every HOUR in "The Keep". The official results of the HOURLY public voting will be posted in the game thread as soon after the end of each game HOUR period as is feasible for the host. The player elected by the public vote will be Paralyzed at this time. If this death does not end the game, then the Storyteller will IMMEDIATELY announce the target of the 'secret' Zombie Slave vote that also occurred during the same game HOUR, and that player will be killed as well. Any PMs from the Storyteller relating to the use of 'Special Roles' for this past HOUR will then be sent to the appropriate players, and the next HOUR cycle will begin immediately. These things should usually be done within one hour of the deadline (by 11:00PM CST), but the Storyteller(s) will not be held to this. The first-post 'status' board with each player's current condition will also be updated at this time.
    • (If the previous paragraph is confusing to you, think of it this way: The 'conventional' DAY and NIGHT periods from a CoRT game are happening at the same time - during each 2-day 'HOUR' of the game. Public voting (i.e., DAY stuff) will be taking place in the thread AND secret powers and Zombie voting (i.e., NIGHT stuff) will also be happening in PMs at the same time. If the public HOURLY vote (the DAY vote) doesn't end the game, then the Zombie killing and 'Special Role' powers (the NIGHT stuff) will all take place immediately, and the next HOUR of the game (DAY/NIGHT combo) will begin. Rinse and repeat until the game is over... ^_^ )
    • Any HOURLY voting ties (public or secret) will be broken RANDOMLY by the host, as necessary. There will be no re-votes. Anyone who thinks they might end up in a tie should do their pleading and groveling publicly in the thread before the final votes are cast. No second chances. ^_^
    • Players who are killed (by public HOURLY vote or the Zombies 'secret' vote) suffer no immediate ill-effects beyond the loss of their voting privileges. Dead players are encouraged to remain an active part of the discussions to help their faction win. Note the dead players still get equal victory points if their faction wins the game, and continued participation will increase the likelihood of receiving 'role-playing' and 'most-entertaining' votes to determine the game's true winner(s).
    • All communication between players in "The Keep" must be in the PUBLIC game thread(s). 'Private' game-related exchanges between players are ILLEGAL. This includes forum Private Messages, e-mails, Instant and/or Text Messaging, IRC chats, telephone calls, face-to-face conversations, etc. Repeating for clarity - all game play occurs PUBLICLY. Players MAY NOT secretly exchange "Keep" related information outside of the game thread(s) in any way, with the following exceptions:
    • Any player may send PMs to or read PMs from the Storyteller.
    • Warriors with 'Special Roles' that require PMs for the use of their powers (Beatific, Empath, Reliquary, Rogue, Visionary, and/or Mercenary) may send the required PMs to the Storyteller, and may read the applicable replies. However, even Warriors with 'Special Roles' may not correspond with each other via PMs, only with the Storyteller.
    • The Zombie Slaves players in each game MAY communicate secretly, by any means they so desire, but only with EACH OTHER, or with the Storyteller.
    • This is the major difference between a "CoRT" game and a "Keep" game. There is obviously little a Storyteller can do to police private exchanges, so adherence to this rule will rely largely on the honor system. However...
    • If any player receives an ILLEGAL game-related private communication during a "Keep" game, it is the responsibility of that player to notify the Storyteller, forwarding the content of said message, if possible. The Storyteller will monitor infractions to this rule as they are reported, and violations may be punishable with warnings or ejection from the game in question, solely at the host's discretion. DO NOT reply to the sender of an ILLEGAL message yourself, or action may be taken against you by the Storyteller.
    • Any physical violence or destructive act perpetrated by any character against any other character, their possessions, or the structure or contents of the Keep itself will be grounds for immediate death of said character, even if the act in question is somehow otherwise thwarted or causes no permanent damage. Use of any "Special Powers" from a character's Card that have a negative impact on other player characters and/or the game environment will be similarly punished. Characters killed in this fashion will be treated exactly the same as characters killed by an HOURLY vote, and such a death will not cause a disruption of the normal HOURLY game cycle. Exercise of this 'non-aggression' mandate is left solely at the discretion of the Storyteller, and is not open for public debate. Bottom line: This is a game of diplomacy, not arms - DO NOT BE PHYSICALLY AGGRESSIVE, or you will be 'neutralized'.
    Last edited by Jebuh214; 05-08-2011 at 07:37 PM.
    "BRA GABRAHAHAGABA"
    "(ME MUGGLUG!)"
    "And I'm Maldaria... in The Twelve Masks of The Summoner"


    "Now remember... Don't spam Rune Mages and never use Rallul."
    GLISA OFFICIAL RECORD: 4th Place
    2-3 (751 Summoner Strength Points)

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