Post by Mister Blockey on Nov 5, 2009 22:08:39 GMT -5
So.... This is somewhat complicated, but did you expect anything else.
Pollux and I shall be hosting.
There is a mansion in the middle of nowhere.
In that mansion is a room.
In that room is a dark mirror.
Six people step into the room and watch their reflections come to life and then slowly warp and change.
The door is locked, and then gone. The lights wax and wane like the sun. Someone here comes bearing death, and on the other side a partner has been created.
This is an open game with card flip.
Players will be one one of two sides, the light side, or the dark side.
On day 1 people on the light side of the mirror may vote to lynch someone on the dark side of the mirror.
On day 2 people on the dark side of the mirror may vote to lynch someone on the light side of the mirror.
And so on.
Everyone on one side is linked to someone on the other side. If they die you do too, with the exception of.
Role 1: The shiver
On each side of the mirror is a shiver. It's a creature of the mirror and is not linked with it's counterpart. They can not communicate and do not know their counterpart's identity. They can each, however, sever the connection for one person every night. It is entirely possible for them to split someone who's already been split to no effect.
Role 2: The Hunters
These are the "scum" in the game. There is one on each side. These are the only other people in the game with rules about their linkages. They can not be linked to each other. The also know who they are linked to. No one else in the game knows who they're linked too. The hunters can communicate privately at any time, and share a night kill.
Role 3: The Shine
This is the day doc on the light side. He chooses one person every day to protect them from dying alongside the person being lynched. (The shine can not stop a lynch, but can stop someone from dying if they happen to be linked to the lynch victem)
Role 4: The Gloom
This is the night doc on the dark side. He chooses one person every night to protect from death. Only the person targeted is protected. A night kill directed to a person protected by the gloom, will still kill any person connected to the target.
Role 5: The Diviners
Each side has a diviner. It's basically a cop, however investigations reveal the name, role, and alignment of the person connected to their target, not their direct target. This is night action resolves first. (If a shiver separates their target on the same night as the investigation, the investigation will still succeed)
Role 6: Victim
My full version of the game likely will not have any vanilla roles, however in a shrunk down version like this balance becomes terribly difficult. There will be two vanilla victims on each side.
We will now take signups and any questions.
Players
1: Meeko
2: Texcat
3: Pedescribe
4: BillMC
5: TotalLost
6: sister coyote
7: Natlaw
8: MHaye
9: Inner STickler
10: redskeezix
11: Honest Moley
12: nphase
Sub: Parzival
Pollux and I shall be hosting.
There is a mansion in the middle of nowhere.
In that mansion is a room.
In that room is a dark mirror.
Six people step into the room and watch their reflections come to life and then slowly warp and change.
The door is locked, and then gone. The lights wax and wane like the sun. Someone here comes bearing death, and on the other side a partner has been created.
This is an open game with card flip.
Players will be one one of two sides, the light side, or the dark side.
On day 1 people on the light side of the mirror may vote to lynch someone on the dark side of the mirror.
On day 2 people on the dark side of the mirror may vote to lynch someone on the light side of the mirror.
And so on.
Everyone on one side is linked to someone on the other side. If they die you do too, with the exception of.
Role 1: The shiver
On each side of the mirror is a shiver. It's a creature of the mirror and is not linked with it's counterpart. They can not communicate and do not know their counterpart's identity. They can each, however, sever the connection for one person every night. It is entirely possible for them to split someone who's already been split to no effect.
Role 2: The Hunters
These are the "scum" in the game. There is one on each side. These are the only other people in the game with rules about their linkages. They can not be linked to each other. The also know who they are linked to. No one else in the game knows who they're linked too. The hunters can communicate privately at any time, and share a night kill.
Role 3: The Shine
This is the day doc on the light side. He chooses one person every day to protect them from dying alongside the person being lynched. (The shine can not stop a lynch, but can stop someone from dying if they happen to be linked to the lynch victem)
Role 4: The Gloom
This is the night doc on the dark side. He chooses one person every night to protect from death. Only the person targeted is protected. A night kill directed to a person protected by the gloom, will still kill any person connected to the target.
Role 5: The Diviners
Each side has a diviner. It's basically a cop, however investigations reveal the name, role, and alignment of the person connected to their target, not their direct target. This is night action resolves first. (If a shiver separates their target on the same night as the investigation, the investigation will still succeed)
Role 6: Victim
My full version of the game likely will not have any vanilla roles, however in a shrunk down version like this balance becomes terribly difficult. There will be two vanilla victims on each side.
We will now take signups and any questions.
Players
1: Meeko
2: Texcat
3: Pedescribe
4: BillMC
5: TotalLost
6: sister coyote
7: Natlaw
8: MHaye
9: Inner STickler
10: redskeezix
11: Honest Moley
12: nphase
Sub: Parzival