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Thread: [Inquisitor]Heap Challenge: The Rules Post

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    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    [Inquisitor]Heap Challenge: The Rules Post

    Overveiw:
    Your planet has been deemed Heretical by the Emperor's Holy Inquisition. Unfortunately, it's too valuable to destroy, so the Inquisition has taken a, slightly, different approach.
    Everyone on your planet has been removed from their home and placed into concentration camps. You have all been alerted that there are Heretics among you, and in order to save yourselves, you are to ferret out the corruption in your Internment Camp. A member of the Ecclesiarchy has been provided to care for your souls, but it is up to you, denizens of Internment Camp 683 to weed out the Cultists among you.

    There are 3 Alignments in this game, Citizenry, Inquisitional and Cultist. The object is for the Citizens (with the Help of the Inquisition) to kill off all of the Cultists. There are also factions within the Citizenry, named the Arbites and the Gangers, who have their own goals.

    Everyone in the game can do actions at night. Some roles grant more actions. Each day, everyone is called upon to vote, and vote publicly, to burn one of your number in search of the cultists. In the end though, it comes down to figuring out who is who, and trying to keep your side alive.

    Unfortunately, that is extremely unlikely.

    ------

    Rules:

    General Rules:
    • 1 Turn Every 24 hours during weekdays, 48 during weekends
    • Turn ends at midnight Forum time (0000GMT, 7PM EST, Noon in upsidedown land)
    • Votes will be clearly placed with a $$Name, this makes it easier for the GM to count them
    • On Tie Vote, no one is killed
    • Abstain votes = votes for no one, if a majority, no one is killed
    • Screen shots are prohibited, but PMs are encouraged
    • Lying is it's own reward
    • Try to play to your Alignment(s) at all times
    • On the second day of INACTIVITY (defined as not posting, or only posting a vote), you are a free EXTRA kill for any of the factions. If you send a PM to the GM, you can extend this by 1 Turn. The most fun you get out of the game is if you actively play, please do. Actively looking for inactives will be rewarded somehow (probably with Armor).
    • Specific Win Conditions are listed appropriately
    • The Game Continues until 1 of the following occurs:
      • There are only Citizenry left
      • The =I= calls an all clear
      • The Cult has complete control
      • A Daemon is the only one left


    ---

    Terms:
    • Alignment: Determines your win conditions. Not exclusive, although the Win Conditions could be. Alignments are Inquisitorial, Cultist and Citizenry, with 2 Sub-Alignments within the Citizenry called Arbites and Gangers.
    • Role: What you are in the game, determines what Actions you can take.
    • Public: Anything in the thread and known to anyone playing. Public Roles can do Public Actions, which happen immediately the next time the GM checks the thread.
    • Action: Something you do during the night, usually to a Target. Denoted by Italics. You only every have 1 Action in a Turn.
    • Status: Something that modifies you, usually changing Strength in some way, or granting Actions. Can be Investigated by someone.
    • Target: A person or Group. Groups cannot be Targeted unless you know someone belongs to that Group.
    • Group: People who can pool their Strength. Starting groups are Inquisition, Cult, Arbites and Gangers. Adhoc groups are formed when more than 1 person does the same Action to the same Target. Groups can be defined by a leading member as well (ex. Steph's Group). Groups are aware of each other on the Turn they do an Action together.
    • Strength: An arbitrary number used to determine who wins during Attacks. If you have more Strength than your opponent, then you win; If you tie or have less, you lose. Everyone starts with 1 Strength.
    • Hiding Spot: An arbitrary number used to keep you safe from harm. The place you are considered to Hide. Increases when you Search for Hiding spots, decreases when someone Searches for you.


    -----

    Roles and Alignments:
    What is expected from your role will be sent via the First PM from the GM.
    Roles will be vaguely to strongly revealed on death via descriptive text, the person will be clearly stated.
    Killings will be vaguely to strongly attributed via descriptive text, people who die will be clearly stated.
    There can be more than 1 Cult. But there can be only 1 at the end.
    You can gain any number of Alignments during play, but you win with your primary one. Sub-Alignments can gain minor victories.

    Citizenry

    1 Priest, At least 1 Arbites, At least 2 Gangers, any number of Citizens and PDF
    Citizens do not know each other, with specific exceptions.

    Win Condition:
      Spoiler:
    Citizens win if all of The Cult are killed off, and the Inquisition is either dead, or calls an all clear. This is 40k, Citizen's almost never win.


    Citizens
    Can vote each day to burn someone.
    Can Search, Hide, Follow, Attack, Assist and Protect during the night.
    All other Roles have the same priviledges.

    PDF
    1/5 of the total players who are also citizens will be considered Armed.
    “Look Ma, I got to keep my Lasgun!”

    Priest
    Loss Condition:
      Spoiler:
    The Priest loses if less than a Quarter of his flock (Citizens) remain alive (minimum of 2)
    {At y-1 where roundup(y=(x-3)/4) where x=Total Players; (x-6) for games with an Interrogator and extra Cult}

    Public Role (In a low population game, begins play unknown)
    Cannot be Recruited, except through an appropriate Attack Action.
    Can Investigate for Warp Touched
    Can Pray 3 times per game to the God Emperor to Save a person's soul. There is a 50% chance that this instead Kills the Target (100% if it's a Daemon). Prayer is required to be used Publicly. The Priest is at +1 Strength for the Turn he Prays. If the Priest becomes a Heretic, he can only Pray for himself.
    Is encouraged to take private confessions. Anything gained via confession (volunteered by another player through PMs) CANNOT be shared to any other player that is not a also a Priest.
    Can train another Priest, which takes 1 full turn with no other actions, and can only come from the Saved. That person becomes a Priest upon completion.
    Does not Vote

    Saved
    Created Role
    Loses all Gained Roles and Alignments, returning to Beginning Role and Alignment only.
    Retains any Statuses
    Can be trained to be a Priest

    Adeptus Arbites
    Win Condition:
      Spoiler:
    Wins with their Alignment, but can also achieve a Minor Victory by eliminating all of the Gangers

    1/5th of total players (Minimum 1 starting)
    Begins play knowing each other and the Priest
    Can Investigate for Armed
    Must Protect any Public Roles each night with at least 1 member. If this is not voluntarily seen to, every Arbites forfeits their Action and switches to Protect.(in a low population game, this is 1 out of every 2 or 3 turns after the Role is known to the Arbites)
    Can Recruit if not at maximum members (1/5th total players)(Minimum 2)
    Given Additional Arms and Armor equal to 1/2th their Maximum (Minimum 1)
    Armed and Armored

    Gang Members
    Win Condition:
      Spoiler:
    Wins with their Alignment, but can also achieve a Minor Victory by eliminating all of the Arbites

    1/4th of total players (Minimum 2 starting)
    Begin play knowing each other
    Can Investigate for Armed
    Can Recruit, but has to Arm the recruits (from weapons acquired during Attacks). This is an Attack that doesn’t kill.
    Armed

    ---

    Inquisition (=I=)

    1 Inquisitor and possibly 1 Interrogator. Up to 2 Acolytes at one time.
    The Inquisition begins play knowing each other

    Win Condition:
      Spoiler:
    =I= wins if they kill off all the Heretics. They can be sadistic bastards and kill everyone else if they want, or Call an all clear.

    Inquisitor
    Can Investigate for Heresy
    Can Recruit one Acolyte at a time
    Starts with an Additional Weapon that can be used to Arm a Recruited Acolyte. Any further weapons must be obtained during play.
    Can grant 1 Special Action per turn to their Acolyte
    Can be Recruited, but does not gain the new Alignment
    Can Kill confirmed Heretics
    Can reveal himself as the Inquisitor and become a Public Role. This power is never transferred.
    Armed and Armored

    Interrogator
    Optional Role, if used add 1 Additional Cult. 25+ player games only.
    Can Investigate for Heresy
    Can Recruit one Acolyte at a time
    Starts with an Additional Weapon that can be used to Arm a Recruited Acolyte. Any further weapons must be obtained during play.
    Can grant 1 Special Action per turn to their Acolyte
    Can be Recruited, but does not gain the new Alignment
    If the Inquisitor dies, gains the Kill before any Acolytes
    Armed and Armored

    Acolyte
    Created Role
    Is granted powers by their sponsor on a turn by turn basis.
    If their sponsor dies, gains the Investigate and Kill powers permanently

    ---

    Heretical Cult

    1 Cult Leader and 1 Psyker and as many Heretics and Daemons as they can get away with.
    The Cult begins play knowing each other
      Spoiler:
    If there are Multiple Cults, each one starts with their own Leader and Psyker who know each other. They will be referred to by specific Chaos Gods (Khorne Cult, Slaneesh Cult, Tzeentch Cult and Nurgle Cult). Heretics can belong to as many Cults as they can get Recruited to.

    Win Condition:
      Spoiler:
    The Cult wins if they convert/kill everyone -OR- the =I= Calls an all clear and there are ANY left.

    Psyker
    Can Recruit Citizens, turning them into Heretics with a 10% chance of Creating a new Psyker.
    Immune to Prayer, and if prayed about Retaliates
    Can psychically Scry on someone. This is a Follow action that counts as Hide but has a 10% chance to summon a Daemon to possess the Psyker or the Target (50/50). The Inquisitor, Interrogator, Priest and other Daemons cannot be possessed.
    Heretic
    Warp Touched the Turn after using Scry or Recruit. His Target is also Warp Touched that turn.

    Cult Leader.
    Is a Cult Member
    Sets Default Actions of the Cult Members.
    Gets to decide who knows what and when, in regards to the Cult.
    If killed, a new one is elected the next night, using up all of the Cult Member's Actions (unless there is only 1 choice).
    Heretic

    Cult Member
    Citizens turned to chaos.
    Default Action is set by Cult Leader, therefore to follow orders, they don't have to actively set their Action.
    Can Recruit, but it counts as an Attack that does not kill, and only works when the Psyker is Hiding. This Recruit does not create new Psykers and does not work if there isn't a Psyker.
    Heretic

    Daemons
    Win Condition
      Spoiler:
    Daemons win if they kill everyone else. Yes, this includes any other Daemons. If there are multiple Daemons, it's possible that no one wins. If there is a Daemon left in play, the game does not end. In the Event of an all Daemon ending, Strength will be used to determine the most powerful Daemon. If there is a tie, no one wins.
    Created role
    Can Kill, and HAS to Kill once every 3 turns or is removed from play.
    Warp Touched and Heretic.

    -----

    Actions:
    • EVERYONE can take ONE (1) action per turn.
    • GROUPS can co-ordinate actions. Still limited to 1 per person.
    • PMs for Actions are required to be submitted before the end of the Turn.
    • If the GM has to ask for a clarification, this time is extended for about an hour.
    • All Actions WILL happen, even if the Order has to be juggled a bit. Generally, it will be as follows:
      1. Hide First;
      2. Follows, Searches and Recruits Second;
      3. Assists and Attacks Third;
      4. Retaliates Last.
    • The following Actions reveal you to your target: Recruit, Attack (if Unsuccessful), Assist; Protect reveals you to your Target and their Attacker, but only if there is an Attack.
    • Action Priority (what Action defeats what) is as follows: Search > Hide > All Other Actions > Search
        Spoiler:
      Hide defeats all actions except for Search. Search defeats Hide until a new Hiding Spot is Searched for (multiple turns). If you want to Attack someone, you should probably Search for them and then Attack. If 2 people are working together, 1 can Search while the other does something else. Larger groups have more options.
    • Group Actions: Most useful for Defense. Declare a group name as your Target (ex. Steph's Group), then everyone doing the same Action to the same Target becomes a group. This allows Protect to extend to the whole group without daisy chaining Actions. Assist is likely more useful with a single person as a Target. Group Actions are likely to alert your Target that they are being Targeted.


    EVERYONE can do the following actions:
    • Hide: You Hide and cannot be easily found. This is the Default Action. You automatically start with 1 Hiding spot.
    • Follow: Follows 1 person for the night. You find out what they do during the night. You also find out if anyone else is Targeting them.
    • Search: Allows you to find a new Hiding Spot, or Someone Hiding. You can build up hiding spots by searching for them multiple times.
    • Attack: You Attack someone with intent. Winners get to claim all of the guns left behind (Armed status from dead), but Armor: is ruined. If the Target survives, they will know who lead the attack.
    • Assist: You add your Strength to someone, helping in whatever they do during the night.
    • Protect: An Assist that is more specific, aimed towards Defense.
    • Lynch: This is technically a Group Kill that Targets the winner of the Vote. Does not use up an Action


    The Following Actions are per Role/Status:
    • Investigate: You Follow someone and look for signs of [Thing]. You get all of the Normal Follow information as well.
    • Recruit: You Recruit a Person as long as the requirements are met.
    • Kill: An Attack that Ignores the Status of the Target. Strength is still tallied from any Assisting.
    • Retaliate: If you die, you take 1 of your Attackers with you. Automatic Action, can only happen once.
    • Pray: See Priest Role
    • Scry: See Psyker Role


    -----

    Statuses:
    All Statuses stack with each other, but you can only have 1 of each type at a time.
    • Armed players subtract 1 from their enemies Strength and Retaliates.
    • Armored players add 1 to their Strength and negates 1 Retaliate per game. Destroyed on Death or Retaliate.
    • Warp Touched subtracts 1 from their enemies Strength
    • Heretic only counts for Investigation


    -----

    Specific Examples and Clarifications (Contains Math):

      Spoiler:
    Group Attacks:

    Group Attacks are violent and bloody. To represent this, when Groups fight more than 1 person may need to die during an attack.
    During a Group Attack, the Final Modified Strength numbers are subtracted from each other, and the resulting number is used to determine who dies based off of their unmodified Strength. This number is known as Remaining Strength.
    1. If the Attackers are successful, they start with their target, otherwise the person is determined at random from the losing side.
    2. Subtract that person's Unmodified Strength from the Remaining Strength.
    3. Repeat until Remaining Strength = 0.

    Every additional person suffers the same fate as the original Target. In the case of the Defenders wining, the Attackers are killed by default. Any Retaliate Actions will be determined after this step.

    Combat Examples:

    PDF vs Normal citizen. PDF is normal strength 1, does -1 strength to enemy due to armed, while normal citizen is strength 1. So the adjusted strengths are PDF 1 vs Citizen 0, citizen dies.

    Adeptus Arbite vs armed ganger. ganger is +1 normal, -1 enemy due to armed. AA is +1 normal, +1 for armored, -1 enemy due to armed. So the adjusted strengths are AA 1, vs ganger 0, ganger dies but retaliates because he was armed and breaks the AA's armor.

    Imperial Inquisitor (+1 normal, +1 armored, -1 enemy due to armed) being assisted by his Armed Acolyte (+1 normal, -1 enemy due to armed) vs 5 enemy cultists (+1 each) that attack the inquisitor. Inquisitor team is combined +3 strength, -2 enemy strength, vs cultist +5 strength. So the adjusted values are +3 vs +3, nobody dies.

    Imperial Inquisitor vs Heretic AA member. Because the Inquistor's kill command ignores status like armed or armored the effective strength is going to be Inquisitor (+1 normal, +1 armored, -1 of enemy b/c armed) vs AA (+1 normal). Inquisitor wins 2 to 0

    Somehow during play a Normal Citizen is Recruited to the Arbites, the Gang and becomes an Inquistorial Acolyte who is then Scryed upon by the Psyker and becomes a Daemon. This person is Armed, Armored and Warp Touched which gives him a Base 2 Strength and subtracts 2 Strength from his Target. He can also Kill without worry, which ignores his Target's Statuses, reducing them to Base 1 Strength which is then modified. Luckily the Priest will have no problems destroying this creature, provided he can find out who he is...

    Credit for the Examples is due to Bentguru
    Last edited by LarkinAlpha; June 30 2013 at 07:27:20 PM.

  2. #2
    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Ok these are the revised rules for the game. It's a bit rule heavy, but most of it can be ignored if it's not your role.

    Everyone can do something each turn as well. Not sure if it will work, but it should keep the game flowing along and keep everyone involved. The game has the potential to end on Turn 5 or Turn 25 or more depending on what happens and how many people there are playing.

    Let me know if anyone spots any inconsistencies or anything that needs to be clarified. If you have a question to ask, go ahead.

    If you have a re-write suggestion, or a re-org suggestion, go ahead too.
    Last edited by LarkinAlpha; June 5 2013 at 08:22:10 AM.

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    Donor Navigator Six's Avatar
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    Domination.
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    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Quote Originally Posted by Navigator Six View Post
    As much as I appreciate the sentiment, it doesn't help me condense or fix any of the problems.

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    Lana Torrin's Avatar
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    Quote Originally Posted by LarkinAlpha View Post
    Quote Originally Posted by Navigator Six View Post
    As much as I appreciate the sentiment, it doesn't help me condense or fix any of the problems.
    I cant even follow whats going on so I cant even judge if Nav6's comment is valid or not...

    Edit: Just to be clear this was me asking for an overview.
    Quote Originally Posted by lubica
    And her name was Limul Azgoden, a lowly peasant girl.

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    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Overview is probably a good idea. I'll add one to the post.

    Updated with an overview.
    Last edited by LarkinAlpha; June 5 2013 at 07:49:52 AM.

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    Donor Navigator Six's Avatar
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    Awright, here is a barrage of questions (keeping in mind I don't know jack about 40k):

    Alignment is talked about. What is it? Chaos vs non-chaos?

    What does the starting scenario look like? Everyone is visibly a citizen? Or everyone is visibly a citizen, except for the priest / inquisitor roles? Would there be one gang member / one adeptus who then need to recruit people?

    How do group actions work? I can see why you'd want to use them (boosting strength, etc), but how do you decide to form a group? Does each player need to declare they're part of it? What about splitting up actions (so if I have a group of three citizens, can one search for a player and the other two attack that player)?

    How do the Adeptus decide who will protect who? Is there a "head Adept" who parcels out actions to their followers?

    It looks like a citizen will want to be recruited into a faction, generally, but it also looks like they can't tell what faction they're actually being recruited into until it's done. Is that correct?
    Domination.
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    Lana Torrin's Avatar
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    I feel I am too dumb for this game as even with the overview and re-reading it im still not following what the idea is.
    Quote Originally Posted by lubica
    And her name was Limul Azgoden, a lowly peasant girl.

  9. #9
    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Quote Originally Posted by Navigator Six View Post
    Awright, here is a barrage of questions (keeping in mind I don't know jack about 40k):

    Alignment is talked about. What is it? Chaos vs non-chaos?
    Yes pretty much. I added it in the Overview and in the ALignment section.
    What does the starting scenario look like? Everyone is visibly a citizen? Or everyone is visibly a citizen, except for the priest / inquisitor roles? Would there be one gang member / one adeptus who then need to recruit people?
    Everyone a Citizen except the Priest. The gang and the Arbites are based of the number of people playing, probably between 4 and 5 each to start with. Arbites start at max, but the Gang can grow as they get ahold of weapons.
    How do group actions work? I can see why you'd want to use them (boosting strength, etc), but how do you decide to form a group? Does each player need to declare they're part of it? What about splitting up actions (so if I have a group of three citizens, can one search for a player and the other two attack that player)?
    The default groups are in the roles (Inquisition, Cult, Arbites, Gang) but any citizen can help any other citizen. Basically, they'd send me a PM both (or all) saying "We're doing this." This opens up the options for people to backstab groups. And you nailed it on how to kill someone in one turn, have 1 person search for them, and then the others do the Attacking.
    Another thing that a group could do is have a person Hide and then have the protectors protect them. Everyone in the same "area" doing the same action would help everyone else. Then anyone in the protection group would help anyone else or the person hiding. But they wouldn't be protecting a member of their group who was out following someone else. Make sense?
    How do the Adeptus decide who will protect who? Is there a "head Adept" who parcels out actions to their followers?
    I was going to leave it up to them as a group. As long as they assigned the minimum to the public roles they could do whatever with the rest of their members. Each default group would get a Quicktopic to talk about their stuff.
    It looks like a citizen will want to be recruited into a faction, generally, but it also looks like they can't tell what faction they're actually being recruited into until it's done. Is that correct?
    Yes, and for the regular groups you really don't get a choice. This is usually the way it's depicted in the 40k fluff as well, an Inquisitor will swoop in and use whomever he wants. The Arbites can pressgang people, Gangs will pick up members by drugging them and the cultists will mind wipe people.

    That being said, you can always kind of advertise if you want to join a certain group and didn't get in during the pre-game assignment. But that would all be in game of course.

  10. #10
    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Quote Originally Posted by Lana Torrin View Post
    I feel I am too dumb for this game as even with the overview and re-reading it im still not following what the idea is.
    I was trying to keep the villager roles from being too bored with the game, and to give everyone incentives to work with others in secret even if they didn't have a special role.

    All of the actions and stuff just mean that no one should feel completely powerless in the game. If you think someone is going to kill you during the night you can Hide and maybe mess them up. If you've got a hunch about someone you could follow them and find out more, or even message someone in secret and then both of you could head out to attack them.

    The rules are a bit closer to an RPG than a simple forum game tbh. If you've ever played a TT RPG you could look at the Nighttime action rules as Combat rules from just about any book and they should be fairly easy to follow.

    [ Hide - Search - Everything else ] could even be [ rock - paper - scissors ]

    The roles just add individual abilities to people, and a purpose to the game.

    Most of the crunch would just be for the GM though, and group leaders if they know the strength of whoever they're attacking.

    I do need to do a cleaning and organizing pass though.
    Last edited by LarkinAlpha; June 5 2013 at 08:15:07 AM.

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    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    To help out, here's what happens if you end up as a normal citizen and play it like a normal Mafia game.

    You don't send PMs for nighttime actions. Every turn you would Hide during the night. This makes it so anyone who wants to do anything to you has to take 2 turns to do it.

    During the day you would be playing like a normal game, but with 1 person you can absolutely trust is on your side (the Priest).

    If you get recruited to a side, you would be sent the information you need for that side at that point. There's probably someone at least nominally in charge by that time.

    If you died during the night, you can be amused that it took at least 2 turns and probably 2 people to do it.

    If at any point you have a theory about someone that you would like to check, you could send in an action to follow them, or protect them or flat out attack them.

    As a side effect of all the rules, the fastest way to kill someone is by lynching them. It's also probably a good idea to wait several turns before lynching anyone.

  12. #12
    Toxic's Avatar
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    I think this has potential to be FUCKING AWESOME. I will give it a proper read later when Im not tired, and give you some feedback
    Amantus for mod 2012 2013 2014 2015 2016

  13. #13
    Lana Torrin's Avatar
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    The concept sounds interesting and people should not be put off by my stupidity.

    Tapaderpin v4
    Quote Originally Posted by lubica
    And her name was Limul Azgoden, a lowly peasant girl.

  14. #14
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    This is a sign up.

    I think just starting off and trying the rules would be a good way to test this out.

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    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Quote Originally Posted by Kilabi View Post
    This is a sign up.

    I think just starting off and trying the rules would be a good way to test this out.
    Hopefully this. In reality it's only as complicated as you want to make it for yourself. If you're just doing your role and concentrating on that it shouldn't be that bad to start off with. The Cult leader (who doesn't have extra options at all) will have the hardest time since his role is so Meta and requires cunning. And even he should be alright for 3-4 turns (got to find 2 people and then recruit them to really get started).

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    Bar some retardedly bad luck they should be fine.

    What about the priest tho? Wasnt he originally kill immune?
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    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Quote Originally Posted by Toxic View Post
    Bar some retardedly bad luck they should be fine.

    What about the priest tho? Wasnt he originally kill immune?
    Yes, but with the Arbites and the whole Strength thing, I think it works out better. Anyone attacking the priest should count on hitting Strength 9 with -4 to their own strength at the worst with at least Strength 3 (-1) at the best case. This gives the Priest 3 turns before he's vulnerable at the best and something like 10-12 turns before it's certain he could be killed.

    I haven't done all the math yet to figure out exactly when things could be possible.

  18. #18

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    I think this has lots of potential, I'll read over it again later and maybe make some suggestions (probably related to how to explain it better).
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    Quote Originally Posted by QuackBot View Post
    Canadians are usually cooler.
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    Sounds awesome, in

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