replacing nopointinactingup replacing Super Smash Bros. Fan
Nicodemus
replacing Bowser
totallynotmafia
VP Baltar
xvart
Those who have Died - 2
Feysal
-
Murdered
during
Night 9
,
Insanity Count
: 2
Trilobite
-
Destroyed by an Unspeakable Being
during
Night 9
,
Insanity Count
: 5
Those who have returned to Dust - 19
ReaperCharlie
-
His Soul Ripped From His Body
at the end of
Day 1
,
Insanity Count
: 0
,
Investigator
.
Fate
-
His Soul Ripped From His Body
at the end of
Day 1
,
Insanity Count
: 1
,
Investigator
.
Lost Butterfly
-
Murdered
during
Night 1
,
Insanity Count
: 1
,
Investigator
.
MagnaofIllusion
-
Lynched
on
Day 2
,
Insanity Count
: 2
,
Investigator
.
Furpants_Tom
-
Destroyed by an Unspeakable Being
during
Night 2
,
Insanity Count
: 0
,
Investigator
.
El Goosuki
-
Lynched
on
Day 3
,
Insanity Count
: 1
,
Investigator
.
Furcolow
-
Murdered
during
Night 3
,
Insanity Count
: 1
,
Investigator
.
Wickedestjr
-
Destroyed by an Unspeakable Being
during
Night 3
,
Insanity Count
: 2
,
Investigator
.
SpyreX
-
Lynched
on
Day 4
,
Insanity Count
: 4
,
Cultist
.
Wraith
replacing rewq455
-
Destroyed by an Unspeakable Being
during
Night 4
,
Insanity Count
: 2
,
Investigator
.
Baby Spice
-
Lynched
on
Day 5
,
Insanity Count
: 5
,
Cultist
.
Plum
-
Lynched
on
Day 6
,
Insanity Count
: 2
,
Investigator
.
AurorusVox
-
Murdered
during
Night 6
,
Insanity Count
: 4
,
Investigator
.
hitorogoshi
-
Destroyed by an Unspeakable Being
during
Night 6
,
Insanity Count
: 6
,
Investigator
.
Andrius
-
Lynched
on
Day 7
,
Insanity Count
: 5
,
Cultist
.
Seacore
-
Destroyed by an Unspeakable Being
during
Night 7
,
Insanity Count
: 7
,
Investigator
.
kunkstar7
-
Lynched
on
Day 8
,
Insanity Count
: 7
,
Cultist
.
VasudeVa
-
Destroyed by an Unspeakable Being
during
Night 8
,
Insanity Count
: 2
,
Investigator
.
Triglav
-
Lynched
on
Day 9
,
Insanity Count
: 3
,
Cultist
.
Posted: Sun Oct 17, 2010 10:50 am
by Percy
Roles
There are three Roles in this game -
Investigators
, who number three quarters of the starting players;
Cultists
, who number one quarter; and
Murderers
, who appear later in the game.
Investigator
Honest individuals caught in the deadly machinations of the Cult. You must outwit and outplay the evil Cultists and deranged Murderers, fending off the strange and horrifying supernatural world that threatens to overwhelm you.
Win Condition
: The Investigators win when all Cultists and Murderers have been killed, provided there is at least one Investigator still alive.
Cultist
Depraved individuals intent on slaughtering the Investigators. They command the dark, supernatural forces that threaten the lives of every Investigator and Murderer, but at a price; their sanity will slowly be eaten away by the very beasts they try to control.
Special Abilities
:
Secret communication
- All Cultists will receive a link to a QuickTopic thread with their PM. They may communicate with each other in this thread at any time, provided they are still alive. If they communicate during the
Day
between two successive Vote Counts, the text *whisper whisper* will appear in the next Vote Count.
The Ritual
- Cultists may select the Night Actions
Pass Fetish
,
Craft Fetish
and
Participate in the Ritual
. However, they may not select the Night Action
Stalk
.
Win Condition
: The Cultists win when they number at least half the remaining players, and there are no surviving Murderers, at the beginning of either the
Night
phase or the
Day
phase.
Murderer
Players who succumb to the urge to strike out against unseen horrors and go on a killing spree become Murderers. They become lone wolves, fighting for themselves alone. They descend the dark steps to insanity as they strike out at former friends and foes with equal ferocity.
Special Abilities
:
Killer
- Murderers may take the
Murder
action more than once.
Serial Killer
- Murderers who reach an
Insanity Count
of
9
may target two people with one
Stalk
action.
Win Condition
: A Murderer wins instantly upon the completion of a Murder action, provided that they:
-are the only Murderer alive,
-have completed more successful murders than any deceased Murderer, and
-have completed at least two Murders before this one.
Global Mechanics
Night and Day
The game is broken into two phases,
Night
and
Day
. During the
Day
, the spirits retreat from the harsh sunlight; at
Night
, they come out to play... The Investigators retreat to dark corners and small rooms to await the day, managing only small bursts of activity to do what they can to save their fellows and root out the Cultists.
Each
Night
, all players may perform a single
Night Action
. The Cultists may perform
The Ritual
. Players may not publicly post at
Night
.
During the
Day
, all characters discuss events in the game thread and perform a
Lynching
. Play then proceeds to
Night
again.
The game begins at
Night
.
Lynching
During the
Day
, a
Lynch
is performed. Each player has one vote as to who they want lynched, which can be changed at any time. Once a majority of the players left alive have voted to lynch a player, that player is killed (and therefore becomes
Dead
). Once the required number of votes has been reached, no further vote changes will be counted. The lynched player may not post, though others may continue to post until the thread is locked by a moderator. The option to lynch nobody is available (
Vote: No Lynch
). Once a majority has been reached, the game moves to the
Night
phase.
Votes must be marked in bold in the format
Vote: Herbert West
. You may
Unvote: Herbert West
to undo the previous vote. Whilst they are encouraged when changing your vote,
Unvote
s are not mandatory.
A successful lynch will reveal the
Insanity count
of the lynched player, but not his role (but see
Rob Grave
, below).
A deadline of three RL weeks will be in place for the first three
Days
, falling to two RL weeks for subsequent
Days
. If activity has been good, the Moderator may extend the deadline by one RL week up to two times per
Day
by request from the players. At deadline, whoever has the majority of votes will be lynched. If there is a tie, whoever received their final vote first will be lynched.
States
Various things can happen to you during the course of the game - you may become
Bloody
, hear
Noise
, go
Insane
, become
Dead
and eventually turn to
Dust
. You must also be wary of a descent into
Chaos
.
Bloody
Characters may get blood on their clothes from the
Resuscitate
and
Murder
actions, as well as from
The Ritual
. The
Investigate
action can detect blood. The
Launder
action will clean the blood away. You will be told when you become
Bloody
.
Hearing
Noise
Night Actions
that target a character will often make noise. If your character is the target of at least one of
Pass Fetish
,
Craft Fetish
,
Resuscitate
,
Investigate
,
Ward
or
Stalk
, you will receive the message "You heard
Noise
in the night" upon the start of the next
Day
. You will receive the same message, even if multiple noisy actions target you.
Insanity
Every character begins the game with an Insanity Count of 0. As they are exposed to the bleak horrors of their environment (willingly or unwillingly), their count rises. The
Rob Grave
,
Stalk
,
Murder
and
Commune
actions all cause Insanity, as will being saved from death by a successful
Resuscitate
and participating in
The Ritual
.
Launder
,
Craft Fetish
and
Ward
can also cause insanity, as will receiving a
Fetish
of yourself from a
Cultist
.
Each time a player's
Insanity Count
increases, they will receive a PM from the Moderator. They must choose an
Insanity
from the list below at the start of the next
Day
, prior to posting. You cannot choose the same
Insanity
more than once. You can never remove or change your
Insanities
.
(i)
Taboo
- Choose an action you have
Equipment
for. You may no longer take that action.
(ii)
Hallucination
- You always hear
Noises
each
Night
regardless of actions taken.
(iii)
Compulsion
- If you are
Bloody
, you must
Launder
.
(iv)
Suicidal
- You require one less vote to lynch. This is not reflected in vote counts and does not affect
Sadism
.
(v)
Distraction
- Your vote, once placed on another player, cannot revert to a player you voted to lynch earlier that
Day
.
(vi)
Paranoid
- If at least one player has voted for you today, you may only vote players who have voted you today.
(vii)
Twitchy
- If you heard
Noise
the
Night
before, you are
Bloody
, gained an
Insanity
the
Night
before, or any combination of these, your first post in the thread for the
Day
must contain *twitch* or *twitches*.
(viii)
Obsession
- If on a previous
Night
you chose
Investigate
,
Resuscitate
or
Commune
and your relevant
Equipment
did not break, you must use that same action this
Night
. (
Compulsion
and
Taboo
take precedence).
(ix)
Sadism
- You may only place your votes on players who are one or two votes away from a lynch.
(x)
Denial
- Your
Insanity Count
does not increase tonight, but it will automatically increase by one at the beginning of each of the following two
Nights
.
(xi)
Marked
- If at least one player targets you with
Resuscitate
, you count as being resuscitated by one less player for the purposes of
Murder
and
The Ritual
.
(xii)
Mutilation
- You always appear
Bloody
for the purposes of the
Investigate
action.
(xiii)
Solist
- You may only have one piece of
Equipment
at a time. If you
Search
, you lose what you have. You cannot gain
Equipment
from
Rob Grave
.
(xiv)
Necrophilia
- You must choose
Rob Grave
at least once every
Night
if able.
(xv)
Sociopathy
- You may not speak in
The Sanctum
during the
Day
. (
Cultists only
)
(s)
Psychopathy
- You are now a
Murderer
. (
This may not be selected in the usual way - see
Murder
, below.
)
If a player posts before PMing their Insanity choice(s) to the Moderator, or if they contradict one of their Insanities in any post, the Moderator will send them an
Insanity Infraction
PM. If a player would receive a second
Insanity Infraction
PM for the same offence, or a third for any reason, instead they will be modkilled.
If a player reaches an Insanity Count of
10
, they will no longer gain any
Insanities
. Votes that contradict
Insanities
will still contribute to a Lynch.
Dead
Once you have been lynched,
Murdered
or killed by
the Ritual
, you may no longer post. You may still be the target of the
Rob Grave
and
Ward
actions.
Dust
You may no longer be the target of
Rob Grave
. All of your
Equipment
is destroyed (if it was not taken by a grave robber), and your role is made known to the players.
Chaos
If
every living player
is
Bloody
at any time, all
Investigators
immediately gain the
Psychopathy
insanity, and the
Day
phase no longer occurs. For this state to be triggered, there must be at least three more
Investigators
than
Cultists
remaining alive.
Night Actions
The following are the available Night Actions. They take place in the listed order, and each action resolves simultaneously amongst those who have chosen it (most relevant for
Murder
,
Ward
and
Commune
). If your action fails for any reason, you will be informed via PM (with
Ward
and some instances of
Resuscitate
being the only exceptions). A failed action will not produce the
Effect
, but all
Side Effects
still apply. Some actions allow you to take another action, but you may never perform more than two actions in a single Night.
Cower
Target
: Yourself.
Effect
: You gain an
Insanity
.
Notes
: Players who do not submit a
Night Action
will default to this action.
Participate in the Ritual
Target
: Any player.
Effect
: You submit the target's name to the Ritual.
Prerequisites
: Only
Cultists
may take this action. At least one third (rounding up) of the Cultists must submit the same name for the Ritual to take effect, and the Cultists must possess a
Fetish
linked to the target.
Greater Ritual
: If two thirds (rounding up) of the Cultists target the same player, the Ritual counts as an extra kill for the purpose of
Resuscitate
. If the Cultists use
Corpse Dust
, the Ritual counts as an extra kill for the purposes of
Resuscitate
, and the
Corpse Dust
is consumed. These two effects are cumulative.
Free Action
: You may
Participate in the Ritual
and perform another (different)
Night Action
.
Launder
Target
: Yourself.
Effect
: If you are
Bloody
, your
Blood
is removed.
Prerequisites
: None.
Side Effects
: If you are not
Bloody
when you take this action, you gain an
Insanity
.
Search
Target
: Yourself.
Effect
: You acquire your choice of
Equipment
-
Forensic Tools
,
Resuscitation Kit
, or
Occult Books
.
Prerequisites
: You may not search for a
Resuscitation Kit
while
Bloody
.
Forensic Tools
Effect
: You may choose the
Investigate
Night Action.
Destroyed when
: An
Investigate
you perform discovers
Blood
.
Resuscitation Kit
Effect
: You may choose the
Resuscitate
Night Action.
Destroyed when
: You are
Bloody
.
Occult Books
Effect
: You may choose the
Commune
Night Action.
Destroyed when
:
Commune
discovers someone more
Insane
than you are.
Ward
Target
: Any other player.
Effect
: If your target is targeted by the
Pass Fetish
,
Craft Fetish
,
Stalk
or
Rob Grave
actions, those actions fail.
Prerequisites
: None.
Side Effects
: Your target (if alive) hears
Noise
. Your action will fail if someone targets you with
Ward
, and you will not be notified of the failure. If you target a
Dead
player with this action, you gain an
Insanity
.
Pass Fetish
Target
: Up to three (different) non-Cultists.
Effect
: The targets acquire a
Fetish
of themselves, causing them to gain an
Insanity
.
Investigators
and
Murderers
cannot gain more than one
Insanity
per night as a result of this action. The Cultists lose any Fetishes they successfully pass.
Prerequisites
: You must be a
Cultist
to choose this action. The Cult must also possess
Fetishes
of each of your targets.
Side Effects
: Your targets hear
Noise
.
Craft Fetish
Target
: Up to three non-Cultists.
Effect
: You create a
Fetish
of your targets.
Prerequisite
: You must be a
Cultist
to choose this action.
Side Effect
: Your targets hear
Noise
. If you targeted three players, you gain an
Insanity
.
Notes
: Fetishes are not
Equipment
, and once made are available to the Cult as a group. This action will fail if your target has also been the target of
Pass Fetish
.
Rob Grave
Target
: Any
Dead
player.
Effects
: Your target turns to
Dust
, and the role of the player is publicly revealed the next
Day
. If you are the only player to target them, you will receive all of their
Equipment
(
Resuscitation Kits
provided you are not
Bloody
,
Forensic Kits
and/or
Occult Books
) if they had any.
Special Effects
: If you are a
Murderer
and target the victim of a successful
Murder
action, you will learn who killed them.
If you are a
Cultist
and are the only person to target the
Dead
player, you may elect to take
Corpse Dust
. The
Cultists
cannot have more than one lot of
Corpse Dust
at any one time, and it is available to them as a group.
Prerequisites
: None.
Side Effects
: You gain an
Insanity
.
Free Action
: You may choose
Rob Grave
and another
Night Action
. You may select
Rob Grave
twice.
Resuscitate
Target
: Any other player.
Effect
: You protect your target against one of either
Murder
or
The Ritual
.
Prerequisite
: You must possess a
Resuscitation Kit
.
Side Effects
: Your target hears
Noise
. Any Resuscitate action targeting you tonight will fail, and the player who targeted you will not be notified of the failure. If you successfully protect them, you become
Bloody
, and your target both becomes
Bloody
and gains an
Insanity
when the killing action (
Murder
or
the Ritual
) resolves.
Notes
: If more killing actions target the player than there are players Resuscitating them, then the kill is not prevented, though you still become
Bloody
when the killing action resolves. If you save your target from death, they will be notified that they were saved, but not by whom.
Investigate
Target
: Any other player.
Effect
: You determine whether your target has
Blood
on their clothes.
Prerequisite
: You must possess
Forensic Tools
.
Side Effect
: Your target hears
Noise
.
Stalk
Target
: Any other player.
Effect
: You prepare yourself to
Murder
your target.
Prerequisites
: You must be an
Investigator
or a
Murderer
.
Side Effect
: Your target hears
Noise
. You gain an
Insanity
.
Notes
:
Murderers
with an
Insanity Count
of at least
9
may target two players with this action; each target hears
Noise
, but you still gain only one
Insanity
.
Murder
Target
: Any other player.
Effect
: You kill your target. They are now
Dead
.
Prerequisite
: You must have targeted them with
Stalk
the previous night.
Side Effects
: You become
Bloody
. You gain an
Insanity
. When you select this action for the second time, you automatically gain the
Psychopathy
insanity in addition to any other
Insanities
you would gain that
Night
.
Commune
Target
: Any other player.
Effect
: You learn whether your target has (strictly) more
Insanities
than you.
Prerequisites
: You must possess
Occult Books
.
Side Effects
: You gain an
Insanity
after the
Effect
resolves.
Ritual Resolves
Effect
: The target of the Ritual is killed.
Side Effects
: All
Cultists
who selected
Participate in the Ritual
gain an
Insanity
. If the target was not
Murdered
, they also become
Bloody
, even if the kill was prevented by
Resuscitate
.
Notes
: Only one Ritual may succeed per night. If there are multiple names submitted for the Ritual, whoever has the clear majority will be killed. If there is no clear majority, the Ritual will fail. This action cannot be selected; it is included in this list to indicate its place in the resolution order.
Other Game Rules
Role PMs
Twenty one players will receive the following Role PM:
Seven players will receive the following Role PM:
Questions and Answers
Questions asked publicly of the Moderator will be appended to this post.
“Fools!” said West, his clenched fist striking the lectern before him. “We must prepare today’s youth for a world whose terrors are etched upon ancient clay tablets recounting the fever-dreams of the other gods; those who lie beneath the earth, waiting until the stars align so they can return to their rightful place as our masters..."
Greetings to those I know – the player list is long enough that it is pointless to list you all.
Welcome to those I don’t. I look forward to getting to know you as we play this game.
I’ve reviewed the player list. Of those players I am familiar with the player I feel is most likely going to be a potential problem long-term for the Investigators (regardless of alignment) is Furcolow. This is based on direct personal experience and the end of Stars Aligned II.
VOTE: Furcolow
Wingless wrote:vote: kunkstar7
A quite stirring entry into the game. Bravo [/sarcasm off]
RC wrote:I HEARD NOISE.
Let’s review the hearing noise information -
HearingNoise wrote:Night Actions that target a character will often make noise. If your character is the target of at least one of Pass Fetish, Craft Fetish, Resuscitate, Investigate, Ward or Stalk, or if your character performs the Ward action, you will receive the message "You heard Noise in the night" upon the start of the next Day. You will receive the same message, even if multiple noisy actions target you.
Based on it being N0 the only actions that could possibly cause you to hear noise are as follows –
Targetting You – Craft Fetish, Ward, or Stalk
You targeting others – Ward
So if you are telling the truth and Warded someone else you can’t really mine that information.
I myself also Heard Noise and did not Ward. I don’t think at this juncture we are going to get a ton of information out of who heard noises. Anyone who didn’t hear noise might provide something to go on as those players (if telling the truth) can’t be the target of a NK action N1 and thus should not be protected via Resuscitate.
Anyone want to volunteer as to not hearing noises N0?
Posted: Wed Oct 20, 2010 5:38 am
by kunkstar7
Vote: Fate.
Murderer or Cult. Its win-win either way.
Might as well do the noise claims. Heard noise here.
Posted: Wed Oct 20, 2010 5:39 am
by hitogoroshi
Welcome everyone. A few people I know (glad to be playing with Spy and VP), a lot of new faces for me.
I have a question for everyone: What is your Stars Aligned experience? That is, have you played in both 1 and 2, just one of them, or is this your first?
Personally, this is my first Stars Aligned game.
I would appreciate if someone who has played in at least one previous Stars Aligned game would weigh in on the merits of noise-claiming versus not. We know that people who didn't hear noise today won't die tonight, but it also gives the cultists information and I'm not entirely convinced it's in our favor to claim noise. If a player heard noise and WASN'T targeted by cultists, cultists know they were either warded or stalked (or warded someone else.) The benefit to town seems smaller than this, and so I'm leaning towards saying we shouldn't claim noise.
Posted: Wed Oct 20, 2010 5:45 am
by Lost Butterfly
Let's just skip RVS and get down to business.
(Well, actually...
Daykill: Fate
I've waited for months to do that!)
I'm in favour of a mass Noise/No noise and Ward target claim, popcorn style. Faraday and I were in favour of a mass claim, but then I noticed that players who resuscitate that night can't be resuscitated. So I don't think we should give away who has what equipment.
I think Faraday had his own opinions on who'd be most likely to go murderer, but my personal choice to go first would be VasudeVa, because of this post from the sign-up thread:
This makes me want to help a murderer win. (Especially after seeing that ultra delicious Cult win flavor yum, yum. <3.)
Someone awesome please go murderer? <3vpbaltarsottyrulezojanenspyrexmagnaofillusion I'mlookinatyou
Anyone have another choice?
====================================================
EBWOPreview: Ninja'd by RC and Magna. Do people agree that we should do it in order to maximize the chances of someone slipping up?
I myself also Heard Noise and did not Ward. I don’t think at this juncture we are going to get a ton of information out of who heard noises. Anyone who didn’t hear noise might provide something to go on as those players (if telling the truth) can’t be the target of a NK action N1 and thus should not be protected via Resuscitate.
I think it's still informative to claim if you heard noise AND ward targets, because:
1) It allows for better direction of Resuscitation/Warding tonight:
i-if someone didn't ward and heard noise, we know absolutely that he was stalked or had a fetish crafted of him (unless he's lying), and would be a good resuscitation target.
i--if someone claims to have warded you, you know you can't be killed tonight. (Although hang on, I just thought of a caveat.
Mods: will players be informed if Craft Fetish and/or Stalk fails?
) Other players would also know that a protown player who didn't hear noise would be a good ward target on N1.
2) It might be interesting to see how the numbers match up (if a suspiciously high or suspiciously low number of people claim to have heard noise, for example).
Posted: Wed Oct 20, 2010 5:53 am
by Lost Butterfly
(By the way, Faraday and I can start signing our hydra posts, but I think it's pretty easy to guess who's who just by looking at the word count. )
hitogoroshi wrote:Welcome everyone. A few people I know (glad to be playing with Spy and VP), a lot of new faces for me.
I have a question for everyone: What is your Stars Aligned experience? That is, have you played in both 1 and 2, just one of them, or is this your first?
Personally, this is my first Stars Aligned game.
This is my first Stars Aligned game, although I'd skimmed the post-game of the second one. I think Faraday said he'd replaced out of SAII.
I would appreciate if someone who has played in at least one previous Stars Aligned game would weigh in on the merits of noise-claiming versus not. We know that people who didn't hear noise today won't die tonight, but it also gives the cultists information and I'm not entirely convinced it's in our favor to claim noise. If a player heard noise and WASN'T targeted by cultists, cultists know they were either warded or stalked (or warded someone else.) The benefit to town seems smaller than this, and so I'm leaning towards saying we shouldn't claim noise.[/quote]
I haven't played either of the SAs, but I don't get your argument. How does it help the cultists to know that someone was warded or stalked on N0?
Meanwhile, if we know who heard noise and wasn't warded, we can figure out who most likely to die tonight and stop the kill.
hitorogoshi, since you're the one arguing we shouldn't noise-claim, what possible benefit do you think the cult would glean from knowing who was warded on N0?
Posted: Wed Oct 20, 2010 5:56 am
by Furcolow
I warded El Goosuki
MoI pushing policy lynch D1 when it should be RVS is suspicious, but he's just mad I got him lynched in ReaperCharlie's mini theme 1000.
I did not hear noise last night.
Posted: Wed Oct 20, 2010 6:04 am
by hitogoroshi
hitorogoshi, since you're the one arguing we shouldn't noise-claim, what possible benefit do you think the cult would glean from knowing who was warded on N0?
If you know that someone was warded, you know that someone thinks they're worth protecting even knowing they might be scum. Actually though, the biggest isn't knowing who was warded, it's that they get a good idea who was
stalked
.
Skill is subjective to a degree, but I think if we all divided the playerlist into "great players" and "not great players", we'd have considerable overlap. If a not-great player hears noise but was not targeted by Craft Fetish, it's less likely they were warded and more likely they were stalked.
For the record, I'm not arguing that we shouldn't noise claim. I'm just pointing out that there ARE negatives to noiseclaiming. There are positives as well, and they could well outweigh the bad stuff. That's why I'd like to hear from someone who's played Stars Aligned before. But with ReaperCharlie's first post being "I HEARD NOISE", I'm worried that people think there are no negatives.
Furcolow wrote:
I warded El Goosuki
MoI pushing policy lynch D1 when it should be RVS is suspicious, but he's just mad I got him lynched in ReaperCharlie's mini theme 1000.
I did not hear noise last night.
If you warded, you would have heard noise. Lynch all liars.
Vote: Furcolow
Posted: Wed Oct 20, 2010 6:05 am
by Furcolow
also, i'd like to add, where I didn't hear noise and I warded, this needs to be rectified somehow... makes no sense.
Posted: Wed Oct 20, 2010 6:05 am
by Furcolow
that's not a lie. things offset wards, as in other wards. are you dumb?
Posted: Wed Oct 20, 2010 6:06 am
by Furcolow
"Your action will fail if someone targets you with Ward. "
Posted: Wed Oct 20, 2010 6:06 am
by Percy
Version error from ruleset now corrected...
Hearing Noise wrote:
Night Actions
that target a character will often make noise. If your character is the target of at least one of
Pass Fetish
,
Craft Fetish
,
Resuscitate
,
Investigate
,
Ward
or
Stalk
, or if your character performs the
Ward
action
, you will receive the message "You heard
Noise
in the night" upon the start of the next
Day
. You will receive the same message, even if multiple noisy actions target you.
Also,
Lost Butterfly wrote:
Mods: will players be informed if Craft Fetish and/or Stalk fails?
Yes.
Posted: Wed Oct 20, 2010 6:08 am
by Furcolow
Percy, since you're hear, and you said "your ward action will not be messed with" basically... can you tell me how someone can NOT be told when they know they DIDNT hear noise and SHOULD HAVE?
you basically told me my action failed though you said "you will not be informed"
that is a little bit... um... i don't know the word... slighted?
@mod: did I hear noise last night? I warded, I should have heard noise
Posted: Wed Oct 20, 2010 6:09 am
by Furcolow
oh... i see the stripe now. sorry percy.
Posted: Wed Oct 20, 2010 6:09 am
by hitogoroshi
Your action will fail if someone targets you with Ward.
If someone had warded you, you still would have heard noise.
Preview-edit: Oh, but that was a ruleset error. Cheerfully withdrawn!
Unvote
Posted: Wed Oct 20, 2010 6:10 am
by Furcolow
hitogoroshi wrote:
hitorogoshi, since you're the one arguing we shouldn't noise-claim, what possible benefit do you think the cult would glean from knowing who was warded on N0?
If you warded, you would have heard noise. Lynch all liars.
Vote: Furcolow
I find benefits from who heard noise and who didn't based upon ward claims, because we know who to ward and who will be potentially dying. Information for the uninformed majority is good from my perspective. I want as much information as we can get.
You need to unvote me now that the mod has rectified the situation.
If you do not unvote me, you are voting me without reason now, as it is shown I am not fucking lying.
Posted: Wed Oct 20, 2010 6:11 am
by Furcolow
hitogoroshi wrote:
Your action will fail if someone targets you with Ward.
If someone had warded you, you still would have heard noise.
Preview-edit: Oh, but that was a ruleset error. Cheerfully withdrawn!
Unvote
I didn't even get to preview edit this. I guess we hit submit quick enough together I didn't get to.
Sorry for the language, brosef, I didn't mean to not be brolite.
Posted: Wed Oct 20, 2010 6:17 am
by Lost Butterfly
There's stuff I wanted to say to hitorogoshi, but I have to go, so I'll save it for later.
I just remembered that there's another juicy benefit to a Noise/No Noise and Ward Target claim, but I won't give it away until after a massclaim.
Kunkstar and RC, since the cat is out of the bag, did you ward?
Is anyone interested in continuing this in order, or should I just claim to make this go more quickly?