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Old 06-09-2006, 10:22 PM   #1
hoopsguy
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Join Date: Oct 2000
Location: Chicago
Werewolf: Hunt for Necromancers - GAME OVER! Post #3469

Figured I would put this up now and give people a chance to jump in. Looking to start on 6/19. The setting for this game will be Ancient Egypt. I am still hoping to sign up a couple of alternate players in the event someone drops or I implement special roles that activate the alternates ...

1. Barkeep49 - Fanatic , killed Night 6
2. Passacaglia - Ruling Class, killed Night 4
3. Schmidty - High Priest, Ruling Class Alternate
4. path12 - Pharaoh, killed Night 7
5. Anxiety - Elite Guard
6. Cronin - Explorer, lynched Day 2
7. Dubb - Soothsayer
8. AlanT - Necromancer, killed Night 5
9. Saldana - Enchanter, died from disease Day 7
10. SnDvls - Egyptian
11. Lathum - Prophecy
12. Coffee Warlord - Ruling Class Fanatic, killed himself Night 4
13. bulletsponge - Necromancer, lynched Day 4
14. Qwikshot - Necromancer, killed by Anxiety Night 8
15. Tyrith - Egyptian
16. Bek - Necromancer Initiate, lynched Day 3
17. Blade6119 - Mystic, Day kill Day 4
18. Swaggs - Ruling Class, lynched Day 1
19. Vince - Egyptian
20. Chubby - Head Necromancer, Magically Attuned, lynched Day 6
21. Tanglewood - Egyptian
22. Kingfc22 - Necromancer Initiate, lynched Day 8
23. Fouts - Avatar, lynched Day 5

Alternate 1:
Alternate 2:
Alternate 3:

Important Post Numbers:
409 - end of Day 1 (includes final votes, results from lynch)
449 - end of Night 1
837 - end of Day 2 (includes final votes, results from lynch)
945 - end of Night 2
1331/1339 - end of Day 3 (votes at 1331, results from lynch at 1339)
1401 - end of Night 3
1631 - day kill
1818 - end of Day 4
1858 - end of Night 4
2681 - end of Day 5
2733 - end of Night 5
2988 - end of Day 6
3036 - end of Night 6
3338 - end of Day 7
3416 - end of Night 7
3458 - end of Day 8
3469 - end of Night 8, end of Game

95%+ of the rules are listed below. The remaining 5% will be realized over the course of the game, depending on actions and surviving roles. If I do make additions to the rules over the remainder of the week, I'll make special note of these for the sake of clarity.


Rules:
Humans = Egyptians
Wolves = Necromancers

Victory Conditions:
Egyptians - eliminate all necromancers
Necromancers - eliminate all Egyptians

General Info:
Roles are revealed by moderator/GM upon death.
Lynch every day, Pharoah initially has tie-breaker.
Deadlines: 9PM CST for lynch, 7AM CST for night actions (earlier if possible)

Public Roles:
- Pharaoh: duke role, keeps it if he lynches a necromancer.
Can only be day lynched if all three members of the ruling class are all in faction voting for him. Can issue a protet order to Elite Guard if desired (night action).

Private Roles - Egyptians:
These roles may or may not be in the game. There may be more than one of these roles.
- Elite Guard: standard bodyguard role. Do not learn the identity of the attacker, but will successfully block an attack except by Mummy or a Disease. Can not guard same person on consecutive nights without explicit order from the Pharaoh.
- Mystic: Option to view one player per night. Can summon an Avatar, but must forego seeing for three days to do this (summon on Night 4).
- Enchanter: can craft a Scarab of Protection once every four nights (Available on 3rd day, can be used once every 4 days, uses cannot be 'stockpiled).
Cannot use their own scarab initially, but can use it in the event it is passed back to them.
- Avatar (does not start in game, new FOFC member when introduced): Lives for a max of three days. Cannot be a night kill. Night action includes a guard action.
- Fanatic: this zealot has the power to record a night attack against a necromancer. But if he takes the life of an innocent (anything but a necromancer) he will be overcome with shame and immediately take his own life as atonement. He will be slain outright if he attacks either the Mummy, Avatar, or the Prophecy.
- High Priest: has the ability to consecrate the dead, prevented them from being reanimated, once every three days (note - cannot be used until at least Night 3, usage cannot be 'stockpiled').
- Explorer: this person does not need sleep. He uses the night hours to search for artifacts that may help him fight the necromancers. But not all of the desert's mysteries are meant to be found ...
- 'Favored by the Gods': will avert death (at least) one time during the game. No dice roll is invoked, no opportunity to identify his attacker. He will not even know he was attacked. The necromancers will know that he is 'Favored'. This power is useless against the Mummy or a Disease spell.
- Healthy: will not be affected by Disease spell.

Private Role - Neutral
These roles may or may not be in the game. There may be more than one of these roles.
- Ruling class: will have a vote that can potentially hang the Pharaoh. Upon the death of one member another member will be appointed - up to a point.
- Magically attuned: has 10% chance of detecting mystic/enchanter/necromancer/high priest/soothsayer when they invoke the following actions: craft scarab, consecrate dead, animate mummy, summon avatar, 'lie detector'.
- The Prophecy: the coming of this one has been foretold. But will he bring victory to the forces of life or death? Note - only hidden role in the game. Cannot be detected by seer, does not show up as a necromancer if 'sought'.
- Soothsayer: this person can review two statements as true/false over the course of the game. May only be used once every three days. GM note - I will be a stickler on what is legitimate use of this power. There is no reason for everyone to CYA with "I am not a necromancer" at the start of the game to avoid detection by Soothsayer.
- Brothers: these two players may PM each other freely throughout the game. The loss of one will have consequences on the other.

Private Roles - Necromancers:
- Mummy: the mummy has ability to alternate between protecting a necromancer or completing a night kill (100%) each night, will overpower Elite Guard (kills him, not target) but will be destroyed if he encounters the Avatar. The mummy does not have to activate his power if he deems it more covert to avoid doing so. The mummy will only be animated for a maximum of three nights. Can communicate with Head Necromancer who raised him, as well as any other necromancers in Head Necromancer's discovered group. Does not start in the game. Similar to the Avatar, the Mummy will be a new player to the game if/when he is invoked.
- Head Necromancer: powers described below.
- Initiate: powers described below.
- Dreamweaver: powers described below.

Necromancers do not know each other from the outset
- each one can attack on a given night
- a single Necromancer has a 50% chance of achieving a night kill alone. If there are two involved, that percentage rises to 100%.
- if they attack the Elite Guard, Mummy, or Avatar by themselves, they die. If they attack with two members, they escape the Elite Guard, but one is killed by the Mummy or Avatar.
- if they attack another necromancer, there is a 25% chance that one dies before they identify each other as necromancers
- on a failed night kill, there is a 20% chance that the target learns the identity of the necromancer.
- once they identify a fellow necromancer they can communicate (PM, IM, etc)

Head Necromancer powers:
1.) Search for fellow necromancers
2.) Silence (daytime action - duration one hour, must be lifted with ten minutes remaining before deadline) - 3x per game, can't be used on consecutive days
3.) Disease (two days to live - cannot be stopped by bodyguard). Available 2x per game.
4.) Animate mummy - raise a dead player (new FOFC member) who is aligned with necromancer team. Available every 4th day, beginning with Night 4.
If the Head Necromancer is killed, a percentage of his power may transfer to one of the Initiates.

Initiate powers:
1.) Search for fellow necromancers
2.) Craft a cursed scarab. Available on 3rd day, can be used once every 4 days, uses cannot be 'stockpiled. Cannot use their own scarab initially, but can use it in the event it is passed back to them.

Dreamweaver powers:
1.) Search for fellow necromancers
2.) Search for seer
3.) Poison seer vision - reverses seer vision on a player, available once per week.

Items:
- Scarab of Protection - room cannot be entered that night
- Cursed Scarab - will change seer view (wolf seen as human, human seen as wolf)
- Only the Enchanter and Initiate are able to identify what role an item plays (distinguish between scarabs, for example).

Additional items may be added leading up to start of game, or may remain unidentified in the rules.


Order of Actions:
1.) Pharaoh's Order
2.) Protection/Consecrate
3.) Invoke Item
4.) Pass Item
5.) Seer Scan/Search/'Lie Detector'
6.) Night Kill/Disease
7.) Treasure Hunt
8.) Detect Magic

A player may only hold onto one item at a time. Extra items must be passed. A player may hold onto a single item for as long as they wish.

If a player is killed, the slayer assumes control of his items.


Last edited by hoopsguy : 06-29-2006 at 07:29 AM. Reason: 6/17 - removed reference to action points no longer in the game rules
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