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Joined: 23-January 15
Last Seen: Jun 7 2017, 09:37 AM
Local Time: Jun 24 2017, 02:28 AM
199 posts (0.2 per day)
( 0.09% of total forum posts )
Jan 22 2016, 09:21 AM
The game starts off with everyone in the mortal realm, which is the "main thread" of the game and will take place in BTSC #2 (not visible to everyone, just the living players in the game). When a player dies, instead of being completely out of the game they will (usually) continue to exist as a poltergeist in the spirit realm (BTSC #3, invisible to mortals) and be able to affect the mortal realm, but they will not be able to post in the mortal realm and will not be able to follow it in real time – at the end of each night and day phase, the mortal realm's thread for that phase will be locked and moved to the game's main forum where it's visible to everyone. Day posts and night posts will be the opening post in the next phase's thread, so the most recent DP/NP will not be visible to the poltergeists while they're acting. Poltergeists will have their own lynch voting and can vote for a mortal, counting as half a vote in the mortal realm. Poltergeist votes will not be posted in the mortal realm. Baddie poltergeists will lose access to the baddie BTSC.
Choice of NK with a carrier, or unsaveable RID obliterate (target is completely out of the game and not just poltergeisted) without a carrier. Either the NK or RID may target a poltergeist to take them completely out of the game.
Wincon: Have a majority of the players left in the mortal realm
1. Vote multiplier. Mortal – Self vote x2 (optional to use, not automatic)
Poltergeist – RID kill on even nights, only works on other poltergeists and takes them completely out of the game
2. Lynch frame. Mortal – ODTG lynch frame, may be used on self while getting lynched
Poltergeist – ODTG stun (all mortal and poltergeist actions for the night and following day fail except the baddie NK)
3. Block. Mortal – Block. Returns success only if it prevents an action (including un-needed saves). Blocked players are not informed.
Poltergeist – Sees the mortal realm in real time
Wincon: Get all of the baddies out of the mortal realm
1. Seer. Mortal – Sees the spirit realm but may not post there
Poltergeist – Lynch save
2. Redirect. Mortal – Redirect, may not redirect a player back to themself, does not return success or failure, affects both the NK and regular action if used on the NK carrier
Poltergeist – Targets a living player during a day phase, and that player will be able to use the redirect in addition to their regular action on the following night if they survive the lynch. Each player may only be targeted to receive a redirect once during the game, even if the redirect was not actually given due to an ODTG stun.
3. Kill. Mortal – Kill
Poltergeist – Kamikaze. Used on a poltergeist and takes both the target and self completely out of the game and prevents actions and voting for that phase. May be used in either a day or night phase.
4. Save. Mortal – Save, cannot save self
Poltergeist – ODTG may send a game related post to the mortal realm. The post may be submitted in either a night or day phase, and will appear in the transition to the next phase.
5. Spy. Mortal – Opposite spy. Names a player each night. From N2 onward, is told whether the player they spied is in the same or opposite faction as the player from the previous night. May not spy self.
Poltergeist – Vanilla
6. Mason. Mortal – Mason, BTSC is lost upon death
Poltergeist – Block, not twice in a row on the same player. Only works on mortals. Returns success only if it prevents an action. Blocked players are not informed.
7. Mason. Mortal – Mason, BTSC is lost upon death
Poltergeist – Turncoat. As a poltergeist, wincon changes to win with the baddies. If obliterated as a mortal then wincon remains with goodies, if obliterated as a poltergeist then wincon remains with baddies.
NP shows: Kills, saves, the ODTG stun
Tie lynch: No one dies
OOP: block > redirect
Lynches show "Mason" and do not differentiate vanilla from turncoat
RID does not need to differentiate between Mason-Vanilla and Mason-Turncoat to work
Players in unfavorable time zones may PM instructions about flashvoting, including conditional statements based on the roster visible to that player 2 minutes before deadline, as long as the instructions can be unambiguously evaluated (i.e. flashvote for player X if they're tied and it would put them in the lead, or flashvote whoever would be necessary to make the lynch votes tied if it's within range to tie at the deadline).
Oct 11 2015, 11:08 AM
I liked how direct player-to-player PM added a new twist to faction games and would like to try it with a standard goodie-baddie setup. Obviously it would make the game much different, and it will probably take a deal of fiddling with to understand how such games need to be designed to be balanced, but I think it would be possible to do since there are other places that allow it.
One scenario in particular that can happen with this setup I want to avoid: if one goodie gets 100% cleared, I don't want people to be able to say "Everyone claim your role to the outed goodie now or else you're presumed baddie, and the outed goodie will tell us all of the players that claimed the same role". One way to get around that is to have the number of goodie roles in the OP be the total number of players in the game (both goodie and baddie) so some of those roles don't actually get distributed, and let the baddies know which roles didn't get distributed to a real goodie and would be safe to claim in such a scenario. And that's the approach I think I'll go with for now.
Baddies (BTSC, group NK that can be exchanged for two unsaveable RID kill attempts, are told which three goodie roles are not distributed)
3) Vote multiplier, x2 or x0 on anyone
Goodies (seven roles will actually be distributed)
3) Faction spy targeter: name who the faction spy receiver learns the faction of
4) Faction spy receiver: learn the faction, but not the player, that got targeted for faction spying; if the targeter does not act (including being blocked, dead, or not in the game), the receiver is always told "goodie"
5) Follow spy
6) Trap (save + block + all other actions on them fail + cannot vote + cannot be lynched, but not silenced)
8) Vote multiplier, x2 or x0 on anyone
9) Bulletproof vest: ODTG can survive a kill attempt (cannot survive a lynch)
10) Inheritor: gains the ability of the first player lynched, if a baddie is the first one lynched they gain the baddie ability but still remain a goodie
NP shows kills (distinguishing goodie kill / baddie NK / successful baddie RID kill), saves, and traps
Bulletproof vest appears as being saved by the save, even if the save is dead
OOP: redirect > baddie block > goodie block > trap
Kills are not blocking
Redirects and blocks are told of the success or failure of their actions
Tie lynch = no one dies
Jul 19 2015, 10:52 PM
Current inhabitants are Eta, Gamma, and Iota.
Powerplay is not enacted by default, but may be enacted if you request it via PM.
Jul 12 2015, 09:56 AM
Current inhabitants are Beta, Gamma, and Zeta.
Powerplay is not enacted by default, but you can request to let the BTSC powerplay your actions by PM-ing me.
Jul 11 2015, 11:35 PM
Current members of this BTSC are Gamma, Zeta, and Eta.
Powerplay is not enacted by default, but can be enacted if you PM me.