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

  1. #11
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    INDEX OF
    'BASIC & BASIC+ SPECIAL ROLES'


    There are Three Versions of Curse of Ret-Talus. The Basic Version which only uses the Story Teller, the Normal Warriors, and the Zombie Puppets. The Basic+ Version, a new addition, which includes all of the Basic roles plus any of the following, the BEATIFIC, the CHARMED, the EMPATH, and/or the SYMPATHIZER. And finally the Advanced Version of the game, which will include more roles, plus those described for the Basic+ .

    **Not all of these roles must be used. The Story Teller may choose whether or not to include the different roles.

    (All descriptions use the words 'he', 'his', and 'him' when referring to players, purely for simplicity - no offense is intended toward female players by this convention):


    • BEATIFIC- Though he has always hidden it from his comrades, this Warrior has tremendous faith in the power and righteousness of the Diety he worships. His faith is so great, in fact, that he can protect one other player of his choice each NIGHT purely through the power of prayer. Each NIGHT, if the Beatific is not dead, he may send a PM to the Storyteller containing the name of one other 'living' player to be the target of his prayers. The Beatific may NOT pray for himself, as such a selfish act would immediately cause the loss of his Diety's blessings. If a Zombie Slave chooses the protected player as a victim that NIGHT, that player will not be killed. Note that, as with the Charmed this could result in a NIGHT with no deaths at all.


    • CHARMED- This is a Warrior who leads an exceptionally charmed existence. Maybe he wears a talisman that wards away evil, or it could be that his faith protects him from harm, or possibly his mind is somehow shielded against supernatural attack. Whatever the reason, if the Zombie Slaves choose this player as a victim at NIGHT, the Charmed is not killed. (As with the Beatific, this could result in a NIGHT with no deaths at all). His good fortune offers no protection against the the other regular warriors that occur during the DAY, so the Charmed can still be killed is by his fellow Warriors during a DAY vote.


    • EMPATH- This Warrior's latent empathic abilities have been augmented by the nearness of Summoning Stones. The Empath has the ability to know with absolute certainty if a person is sincere and free-willed or under the subversive control of Ret-Talus. Unfortunatly, this power is only triggered when the person in question drinks is killed. If the Empath is not dead at the beginning of each NIGHT, the Storyteller will send him a PM at the end of that NIGHT to inform him of whether the player who just was killed as a result of the most recent DAY vote was a Zombie Slave or a free-willed Warrior.


    • NORMAL WARRIORS- Normal Warriors are those players who were not given any of the other 'Special Roles' listed here. Normal Warriors who are not dead each have one 'vote' during the DAY voting to elect and kill one of the remaining players suspected of being a Zombie Slave. Normal Warriors do not have any special 'powers' to use or game-related duties to perform during NIGHTS. The normal Warriors (including any dead ones) will win the game as soon as all of the Zombie Slaves have been killed.


    • STORYTELLER- The Storyteller does not belong to either the Warrior or Slave faction; he is a neutral observer who manages the flow of the game. The Storyteller is the only person who knows ALL of the players' identities. During the the game, he will oversee the various phases of each Day and Night stage, enforce the rules of play, arbitrate any minor disputes that might arise, and officially announce when the game has ended and which side has won. The Storyteller will not provide players with any 'hints' and will take all possible care to ensure that no identities are compromised by his words or actions.


    • SYMPATHIZER- Though he is technically not a Zombie Slave, this Warrior WAS almost killed, and therefore possesses a deep conection with Ret-Talus. Though he is not controlled by the Fallen Kingdom's Summoner, he feels an unexplainable connection with the Zombie Slaves, and secretly hopes that they will win this conflict! The Sympathizer and Zombie Slave players do not know each other's identities, but if the Zombie Slaves win the game, so does the Sympathizer. Conversely, if the normal Warriors win, the Sympathizer loses along with the Slaves. If the Visionary envisions a sympathizer, the vision will come back as a NORMAL WARRIOR. The Storyteller is allowed to supply the Sympathizer with false vision once per night like with the zombies.


    • VISIONARY- Perhaps he is a latent telepath. Maybe his mind was somehow altered by the nearby Summoning Stone. Then again, it might just have been the chunk of debris that hit him in the head during a rockslide. Whatever the cause, this Warrior has been haunted by mystic visions since the game has begun. Once per NIGHT, he has a vision about one other player of his choice and discovers if that player is a Zombie Slave or a normal Warrior. If the Visionary is 'living', he may send a single PM to the Storyteller each NIGHT to ask the role of any player he wishes (dead or not). The Storyteller will answer the Visionary's question with a PM stating whether that character IS or IS NOT a Zombie Slave. The Storyteller will not lie or mislead the Visionary.


    • ZOMBIE SLAVES- Players with this role will all know each others' identities, and will be working as a group to kill all of the other Warriors one-by-one during the NIGHTS while avoiding detection by the Warriors during the DAYS. Like normal Warriors, each 'living Zombie Slave has one 'vote' during the DAY voting, but also has one 'vote' at NIGHT to determine which of the normal Warriors will be killed. The Zombie Slaves (including any dead ones) win the game as soon as the number of 'living' Warriors and Slaves in the cave is equal (for example: 2 Slaves and 2 Warriors still active, or 3 and 3, or 1 and 1, etc.), as they would then be able to overwhelm the Warriors openly.

    (Once per night, the zombies may ask for a vision of one player, it may be a living or dead player. The Zombies must specify whether they would like the fake vision results to be a warrior or a zombie, or it will the result will automatically be a warrior.)
    Last edited by Jebuh214; 07-17-2012 at 03:44 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)

  2. #12
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    INDEX OF
    'ADVANCED SPECIAL ROLES'



    • INTUITIVE - The proximity of the magical Summoning Stone has sharpened this Warrior's intuition and enhanced his sensitivity to the supernatural. With concentration, this Warrior is able to 'feel' if other Warriors are being affected by external magical forces. Once per NIGHT, he may focus his thoughts on another player of his choice and discover if that player is an 'average' Warrior or carries powers beyond those that would be considered 'normal'. If the Intuitive is alive, he may send a single PM to the Storyteller each NIGHT targeting any player he wishes (Dead, or not). The Storyteller will reply to the Intuitive's query with a PM that the chosen target is either 'a normal Warrior' or 'not a normal Warrior'. A 'normal Warrior' is one that has no 'Special Roles' whatsoever. 'Not a normal Warrior' indicates that player carries at least one of the 'Special Roles' listed here, and could therefore be an Empath, Lover, Sympathizer, Visionary, Wildcard, Zombie Slave, etc.




    • LOVER- The Lover is the player who has become enraptured with the Romantic (see below). Unlike other 'Special Roles', the role of the Lover CAN be given to a Warrior OR a Zombie Slave. In fact, the Lover role can even be given to a Warrior who already has any of the other 'Special Roles'. Before the game begins, PMs will be sent to both the Romantic and the Lover, letting them know of each other's identities. Note that the Lover will know that the Romantic is a normal Warrior, but the Romantic will NOT know if the Lover is a Slave or a Warrior (with or without any special abilities). For the remainder of the game, neither the Romantic nor the Lover may cast a vote for the other during DAY voting to choose a victim. If the Lover happens to also be the Rogue or Reliquary, the Lover may (obviously) not use his power to Paralyze the Romantic. In addition, if it turns out that the Lover is a Slave, the power of his love for the Romantic is so strong that it overpowers even Ret-Talus’ magical compulsions. NONE of the Zombie Slaves may choose the Romantic as a victim at NIGHT as long as the Slave Lover is still ‘living’ himself.




    • RELIQUARY- Before departing on this mission, this Warrior was secretly given two powerful magical items by his Summoner. Each of these two items may be used by the Reliquary ONCE during the game, then their powers will be exhausted. The first artifact is a small tome which must be burned at twilight while whispering a magic chant. Once this is done, a spell will be released which will protect everyone in a single closed space from magical attack, but only until the next sunrise. The second artifact is a tiny concealed vial containing three drops of a powerful potion. If the Reliquary drinks the fluid himself and speaks a person's name, that person will be struck by a powerful jinx that very NIGHT. Ironically, the effect of this spell is a crippling death, virtually identical to a murder by the Slaves of Ret-Talus. If the Reliquary is not dead, he may send a PM to the Storyteller during any NIGHT to use one or the other of his artifacts (but not both simultaneously). The use of the Reliquary's power is not mandatory; he may use the potion or the tome a maximum of one time each whenever he chooses, or not use either at all. To use the protective tome, the Reliquary must send a PM to the Storyteller containing the words "USE TOME". To use the crippling elixir, the PM to the Storyteller must contain the words "USE POTION" and state the member-name or character who is the desired target (i.e., "USE TOME ON JEBUH214"). If the TOME is used, then no players will be killed that NIGHT, and the Storyteller will simply announce the next morning that there are no new zombie victims. If the potion is used, the player chosen by the Reliquary will be killed (unless they are the Charmed or were protected by the prayers of the Beatific). Their body will be found the next morning, dead just like the victims of the Zombie Slaves and/or Rogue. Remember that each item may be used only once per game, maximum, and they may not both be used in the same NIGHT. After the Reliquary has used both of his spells, he becomes a normal Warrior (with no special powers) for the rest of the game. Also note that the Reliquary's TOME will NOT be able to prevent the death of the Vinculum if the Warrior to which he is tethered was Paralyzed during the previous DAY (nothing can deter this destiny).




    • ROGUE- Though this person is a Warrior, he is also unfortunately a little mentally unstable. Close proximity to the Summoning Stones has given the Rogue the unique ability 'hear' the zombies chittering telepathically to each other at NIGHT, though he cannot quite make out what they are saying. He has also inexplicably gained the power to kill one player each NIGHT, just like the slaves do. Due to the Rogue's warped metality though, he might choose to use his powers against the Zombie Slaves, or he might choose to JOIN THEM! Sometime during the first DAY, the Rogue must send a PM to the Storyteller declaring which of the two game factions he wishes to join. If the Rogue joins the Slaves, he will still not know who they are, but will win the game only if the Slaves win. If he remains allied with the Warriors, he will win if they win, as usual. If the Rogue does not send such a declaration PM to the Storyteller by the end of the first DAY, he will be assumed to have joined the Slaves. During each NIGHT of the game, if the Rogue is not dead, he MAY send the Storyteller a PM instructing him to kill any one player still active (including himself). The chosen player will be Paralyzed during the NIGHT (unless they are the Charmed or were protected by the prayers of the Beatific or the Reliquary's tome), and their body will be found in the morning along with that of the Zombies’ victim. The use of the Rogue's power is not mandatory; he may decide not to kill anyone on any particular NIGHT(S), or he may kill once every NIGHT if he desires (though the latter will shorten the game substantially). The Rogue's killing power works exactly like the Slaves’ does, so bodies killed by him will be indistinguishable from those killed by the Slaves and/or the Reliquary's potion (making it appear as if the Slaves killed two victims that NIGHT).




    • ROMANTIC- The Romantic is a Warrior whose uncanny persuasive charms always manage to find him companionship wherever he goes. Unfortunately for him, he seems to have little control over his seductive powers, and he sometimes gains affection from unexpected avenues. None the less, his magnetic charisma has always served him well in the past, and he trusts in it completely, faithfully following the currents of love wherever they may lead him. Before the game begins, the Storyteller will choose one other random player to be the Romantic's current Lover. PMs will be sent to both the Romantic and the Lover, letting them know of each other's identities. Note that the Lover will know that the Romantic is a normal Warrior, but the Romantic will NOT know if the Lover is a Zombie Slave or a Warrior (with or without any special abilities). For the remainder of the game, neither the Romantic nor the Lover may cast a vote for the other during DAY voting to choose a victim. If the randomly chosen Lover happens to be the Rogue or Reliquary, that Lover may (obviously) not use his power to kill the Romantic. In addition, if it turns out that the chosen Lover is a Slave, the power of his love for the Romantic is so strong that it overpowers even Ret-Talus’ magical compulsions. NONE of the Zombie Slaves may choose the Romantic as a victim at NIGHT as long as the Slave Lover is still ‘living’ himself.
    Last edited by Jebuh214; 07-17-2012 at 04:01 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)

  3. #13
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    CONTINUED INDEX OF
    'ADVANCED SPECIAL ROLES'



    • TIRAM'S CHOSEN- This Warrior has has been blessed by the spirit of Sir Tiram, the Guardian Knight who fell fighting against the evils of Ret-Talus. He has been given the power to revive one warrior he feels was unjustly sentenced to death, he may choose to secretly cast a powerful spell on the dead victim to counteract the murder. However, the Tiram's Chose has only enough magic to use the spell once, so it must be used wisely. Once per game, if the Chosen, if he is still ‘living’, he may send a PM to the Storyteller at NIGHT naming one dead player that he would like to revive. The chosen target MUST have been killed as a result of the daily vote. Players killed at NIGHT may not be revived by Tiram's Chosen. If Tiram's Chosen chooses a valid target for his spell, then that Warrior will be completely revived at the first light of the following dawn (the beginning of the next DAY). The chosen Warrior will be announced by the Storyteller to be completely healed of any wounds, and alive once again. For roleplay purposes, the revived Warrior's body and mind will have completely reverted to normal; he may now move and speak freely. His ability to vote during the DAY will be restored, and he may again use the abilities of his 'special role' at NIGHT, if he has one.

    Note: This spell will not prevent the revived Warrior from being Paralyzed again if he is later targeted by another NIGHT killing or elected to die in a subsequent DAY vote. After Tiram's Chosen uses his power once, he becomes a normal Warrior (with no special powers) for the rest of the game.

    • VINCULUM - The mystic tides of karma have hinged this Warrior's fate upon another's. The energies seeping from the Summoning Stone make it crystal clear to the Vinculum that his destiny is inextricably tied to another Warrior within the cave. Before the game begins, the Storyteller will choose one other random player to be the target of the link with the Vinculum. The identity PM to the Vinculum will tell him the name of the character to which his fate is tethered, but that other Warrior will NOT be notified of the existance of the Vinculum or the connection between them both. Note that the Vinculum will not know if the player to which he is bound is a Zombie or a Warrior (with or without any special abilities), only that their fates are linked. For the remainder of the game, if the Warrior linked to the Vinculum is ever killed, the Vinculum will die as well (if he isn't already). If the bonded Warrior is killed at NIGHT (and this does not end the game), then the Vinculum will also die that same NIGHT. If the Warrior linked to the Vinculum is killed during the DAY (and this does not end the game), then the Vinculum will die during the NIGHT that immediately follows (even if he is the focus of the Beatific's prayers and/or the Reliquary uses the TOME that NIGHT). Note that death of the Vinculum will not cause the Warrior to which he is tethered any harm whatsoever; death only carries over FROM the linked Warrior TO the Vinculum, not visa-versa. The most important fate shared by the Vinculum and his bonded Warrior is not Paralysis, however, but victory. The Vinculum will only win the game if the Warrior with the shared destiny wins, regardless of all other circumstances. If the Warrior to which he is tethered loses, then so does the Vinculum.



    • ZOMBIE SENTINEL- This Zombie has a stronger connection to the magic of the Ret-Talus than his fellow slaves. He is still in every way a slave of Ret-Talus, but this zombie also has an ability to detect supernatural threats to himself and his brethren. Once per NIGHT, he may scrutinize one other player of his choice to determine if that player has an ability to independently kill or accurately identify the Zombies. Each NIGHT, in addition to participating in the Zombie vote, an ‘living’ Zombie Sentinel may send a single PM to the Storyteller to inquire about any ‘living’ player he wishes (‘dead’ or ‘infected’ players not viable targets). The Storyteller will answer the Sentinel’s question with a PM at the end of that NIGHT indicating if that Warrior is a THREAT or not. If the target of scrutiny is the Empath, Reliquary, Visionary, or Rogue (regardless of allegiance), the Sentinel will be told that the chosen Warrior is a 'THREAT'. If the chosen target has any other Special Role listed here (including Wildcard), or has no role at all, then the Sentinel will be informed that they are 'not a THREAT'. Note that a Zombie Sentinel will only be present in a game with 4 or more Zombies total.
    Last edited by Jebuh214; 07-17-2012 at 04:03 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)

  4. #14
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    FUTURE SITE OF INDEX OF ADVANCED SPECIAL ROLES pt.3
    Last edited by Jebuh214; 08-26-2011 at 10:37 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)

  5. #15
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    WILD CARDS & MERCENARY!!!


    THE WILD CARDS AND THE MERCENARY ARE THREE ROLES WHICH MAY BE USED IN AN ADVANCED GAME, THESE ROLES ARE EXTREMELY GAME TIPPING, AND CAN BE DANGEROUS, PLEASE READ THE DISCLAIMER AT THE BOTTOM OF THIS POST!!!

    ATTENTION STORYTELLERS!!!

    USE AT YOUR OWN DISCRETION!!!

    • WILDCARD (Empath) - This special role is unusual because the Wildcard will NOT actually know that he is the Wildcard. Instead, the Wildcard will be sent a PM before the game informing him that he is the Empath. This player will think that they have the ability to know if a player who is killed during the day is free-willed or a Slave of Ret-Talus, just as described for the true Empath (see above). However, before the first NIGHT, the Storyteller will secretly select a number of random players in the game equal to the number of Zombie Slaves in the game. These players might be normal Warriors OR Zombie Slaves, selected totally at random, and the Storyteller will secretly keep track of these characters as "Wildcard Slaves". (Note that only one group of "Wildcard Slaves" is selected per game; if two Wildcards are present in the same game, they will share the same list of "Wildcard Slaves". If a Wildcard is also the Lover, then the Romantic may NOT be chosen as a "Wildcard Slave". If this happens, the Storyteller will select another character at random instead to be the last "Wildcard Slave". Also, a Wildcard himself will never be selected as a "Wildcard Slave".) For the rest of the game, on each NIGHT that the Wildcard is not Paralyzed, the Storyteller will send him a PM to inform him of whether the player who killed as a result of the most recent DAY vote was a Zombie Slave or a free-willed Warrior (just as he would send to the Empath). HOWEVER, that PM may NOT contain the true identity of the target player. If the chosen player is a "Wildcard Slave", then the Storyteller's PM will tell the Wildcard that the player is a Mindshackled Slave, regardless of that player's true role. If the selected player is NOT a "Wildcard Slave", then the Storyteller's PM will inform the Wildcard that the target player is a Warrior, again regardless of that player's actual role. This has the effect of setting up the Wildcard as an unknowing 'False Empath'.
      (Note: There may be a Wild Card Empath without there being a true Empath present)




    • WILDCARD (Visionary) - This special role is unusual because the Wildcard will NOT actually know that he is the Wildcard. Instead, the Wildcard will be sent a PM before the game informing him that he is the Visionary. This player will think that they have the telepathic ability to 'vision' other players in the cave and determine their identities, just as described for the true Visionary (see above). However, before the first NIGHT, the Storyteller will secretly select a number of random players in the game equal to the number of Zombie Slaves in the game. These players might be normal Warriors OR Zombie Slaves, selected totally at random, and the Storyteller will secretly keep track of these characters as "Wildcard Slaves". (Note that only one group of "Wildcard Slaves" is selected per game; if two Wildcards are present in the same game, they will share the same list of "Wildcard Slaves". If a Wildcard is also the Lover, then the Romantic may NOT be chosen as a "Wildcard Slaves". If this happens, the Storyteller will select another character at random instead to be the last "Wildcard Slave". Also, a Wildcard himself will never be selected as a "Wildcard Slave".) For the rest of the game, if the ‘living’ Wildcard sends a PM to the Storyteller at NIGHT to request the identity of another player (as the Visionary would), the Storyteller will answer the Wildcard's question with a PM, just as he would the Visionary's. HOWEVER, that answer may NOT contain the true identity of the target player. If the chosen player is a "Wildcard Slave", then the Storyteller's PM will tell the Wildcard that the player is a Zombie Slave, regardless of that player's true role. If the selected player is NOT a "Wildcard Slave", then the Storyteller's PM will inform the Wildcard that the target player is a Warrior, again regardless of that player's actual role. This has the effect of setting up the Wildcard as an unknowing 'False Visionary'.

    [NOTE: Due to the strong impact Wildcard roles have on a game, Wildcards may be eliminated from the list of 'Special Roles' available before a game at the discretion of the Storyteller. If this is the case, the Storyteller will explicitly state before that game begins that Wildcards are definitively NOT present in the game. Without such an explicit disclaimer that Wildcards are NOT present, all players should assume that Wildcard roles were included in the random 'Special Role' assignment process, and it is entirely possible that one or both Wildcards are present in the game.]



    • MERCENARY - This special role is completely unique, in that the Mercenary actually plays as a faction of his own. The Mercenary is an agent for hire who has abandoned the faction that hired him, and has begun freelancing for himself. Because his own tremendous magical powers make him immune to the magical attacks, the Mercenary cannot be killed by the Zombies (or the Rogue or Reliquary) at NIGHT. With respect to ending the game and to the Empath's power, the Mercenary is considered to be a Warrior, and he can still vote with and be killed by the rest of the players during the DAY. If the Visionary asks the identity of the Mercenary player during the NIGHT, the vision will reveal him to be a Warrior, but the backlash from the brief magical connection with the Mercenary will overload the nervous system of the Mercenary! This causes the Mercenary to die. The outward symptoms of this are (conveniently) exactly the same as Zombie killings. If this occurs, the Mercenary’s body will be found in the morning, announced together with the player(s) killed by the Zombies (and/or Rogue/Reliquary). Note: If the Reliquary uses his crystal or the Beatific prays for the Mercenary on a NIGHT he is chosen by the Visionary, then the Mercenary will not be killed. Also note that "visions" from a Wildcard will not adversely affect the Mercenary in any way. If the Mercenary is killed during the game, then he loses, even if the remaining Warriors eventually win. If the Mercenary manages to still not be dead when the game ends, then he is declared the only winner (regardless of whether the Warriors or the Zombies should actually have won)!

    [NOTE: The Mercenary is the only secret role which is OPTIONAL. If the player given this role wishes to play as the Mercenary, then he may do so. If he does NOT want the role, he must send a PM to his Storyteller before the end of the first DAY of the game, and the role will be withdrawn (making him a normal Warrior instead). To repeat for clarity: If the Mercenary player does NOT want this role, he must send a PM to the Storyteller, and will become a 'normal' Warrior with no Special Powers instead. If the Mercenary player does not PM the Storyteller before the end of the first DAY voting, then it will be assumed that he wants the Mercenary role, and he will keep it for the rest of the game.]

    ROLES DISTRIBUTION LIST

    This list is to be used to determine the number of zombie slaves, and special roles in caves, and keeps.

    Total Number of Players (Including Story Teller) 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10
    Story Teller + Visionary 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
    Zombie Slaves 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2
    Remaining Players
    (Normal Warriors)
    17 16 15 14 14 13 12 11 11 10 9 8 8 7 6
    Special Roles to be Implemented
    (Basic+, Advanced,
    and Keep Games Only)
    6
    to
    8
    6
    to
    8
    5
    to
    7
    5
    to
    7
    5
    to
    7
    4
    to
    6
    4
    to
    6
    3
    to
    5
    3
    to
    5
    3
    to
    5
    2
    to
    4
    2
    to
    4
    2
    to
    4
    1
    to
    3
    1
    to
    3
    Last edited by Jebuh214; 08-01-2012 at 01:35 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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    CoRT: Plague of The Filth
    CHANGES AND ADDENDA TO
    STANDARD "CoRT: The Keep" RULES AND MECHANICS

    Major differences from standard CoRT: The Keep rules are highlighted in green)

    “Plague of The Filth” is a variant form of "The Curse of Ret-Talus: The Keep". This new game follows all rules of a Keep Game. The following additional changes and/or addenda will apply to games of "Plague of The Filth" hosted in this forum:



    • Whenever the rules listed here for "The Plague of The Filth" contradict the rules for a Keep Game of "The Curse of Ret-Talus" online, the rules here for "The Plague of The Filth" will always take precedence.
    • It is not recommended to play "The Plague of The Filth" with less than 14 total players (Including Storyteller)
    • Prospective players must participate in at least one game of "The Curse of Ret-Talus" (Advanced or Keep (NO Basic or Basic+ only)) before they will be permitted to register for a game of "The Plague of The Filth".
    • 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 "The Plague of The Filth" 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 or The Filth, 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 Plague of The Filth" uses most of the 'special roles' found in an 'Advanced CoRT' game, plus one additional new role. Mutants. Some of the ability descriptions have been changed slightly to fit the backstory for "The Plague of The Filth".
    • 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 and Mutants 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.
    • 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 Slave players in each game MAY communicate secretly with each other (If a Zombie Slave is turned into a Mutant, he or she may still continue to communicate with the other Zombies), 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'.
    • The game will end when (a) the Heretic all of the and 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], or (c) the number of active Heretic and Mutant players is greater than the number of active Zombies and there are no more living non-Mutant Warriors [and the Heretic and Mutants 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 Mercenary cannot be chosen for a Special Role in Plague of The Filth.
    • Finally, This game introduces a new element to CoRT. The Heretic and Mutants. The Heretic and Mutants are fully explained in the post entitled "Plague of The Filth Special Roles Index"

    Enjoy! ^_^
    Last edited by Jebuh214; 08-01-2012 at 02:06 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)

  7. #17
    Join Date
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    Conneautville, PA, USA
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    reserved for future posts #2
    "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. #18
    Join Date
    Jan 2011
    Location
    Madison WI
    Posts
    1,850

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    Okay, it looks like you have more than enough reserved posts so I think I can type here now.

    I think it would be worthwhile to remind people in the wildcard thread that there CAN be a wildcard Empath without a real Empath. I also don't think the roles are too unbalancing, many CoN's have them. If you ever try a Keep variant, keep them out, but in a normal advanced game I'd say they are fine.

    The Mercenary is a cool role, but can be very unfun in a game where the warriors quickly find the puppets and are worried about a Mercenary and so spend days going after him. There is a reason CoN's no longer use this role. You guys should be more than free to try it, but most of the time it is more annoying than anything.

    Finally, the role of the Necromancer was banned from CoN's because it was an easy way to become a confirmed warrior. It's the only one that the puppets can't fake. A few minutes before the deadline to a night the Nercromancer only needs to go "Hey, I'm the Necromancer and Player X will come back to life tomorrow!" Once the Necromancer does this, the warriors have a confirmed warrior. That allows the rest of the roles to reveal themselves to the confirmed and can quickly end the game. It's one of the few ways to get a confirmed warrior. Confirmed warriors eliminate the main point of this game: doubt. There should always be a reasonable doubt as to someone's identity. That's why CoN eliminated all ways they could to have confirmed warriors.

    Once again though...you guys don't have to copy CoN's by any means. I'm just telling you from my experiences why some of these roles are where they are over on hersocapers, and warning you of the potential dangers.
    Quote Originally Posted by Phoenixio View Post
    As for Ranior, he's a little more difficult to deal with and can do some real damage.
    Tournament Record: 37-18

  9. #19
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    Dec 2010
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    Conneautville, PA, USA
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    732

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    yeah i understand where you're coming from, but i think we should give them a try before just knocking them out.
    and I'm working on a counter necromancer role, which will be given to a zombie, and on probably on the end of the third or fourth night if the new role is still alive, a random living character will be killed, or a dead player will be brought back.
    idk for sure though, i'm going to collaberate with some other people before i just go and make a new role.
    "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. #20

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    I'm just a little confused on the Mercenary, when he visioned by the Visionary does the Mercenary die or is it the Visionary? And if the Beatific prays for the Visionary does he still die?
    Ninjaman1993 was Torgan the Thwarter in Sir Tiram's Charge.

    Ninjaman1993 was Halvor the Suicidal Beserker in The Curse of Sairook

    Ninjaman1993
    was a Lioness in The Dungeon of the Stone

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