(Or click this!): https://docs.google.com/document/d/1w_oWcaRIy5-IJHYQXY0_yfvI9Vd_oYDchiVfQ2_FnhI/edit?usp=sharing
1. Format
This is an Experimental Wayne Brady. Players begin as (largely) free agents, tied to a loose alignment (Kingdom), uninformed of those who share that alignment (and those who share other alignments), and have a rigid set of targets that need to be eliminated from the game to contribute to their win condition. This is achieved through a series of rounds called Nights, in which players coordinate actions together in order to damage and deter other players.
Sample Win Condition: You are a member of [Kingdom]. You know a Boss Animal with the alias [ALIAS], and this information is known amongst you and your kingdom-mates. You need [NUMBER*] points and for one other Kingdom to be completely eliminated to win. You will score a point for:
- One of your Threats being eliminated.
- A member of the same guild as yourself being eliminated.
And, exclusive to this game:
- An Boss Animal eliminated by your Kingdom will award a point to you and all your Kingdom-mates.
- A player with an unachievable win condition via these means will have their win condition change to: you must be the last player alive to win.
*NUMBER will be variable according to the amount of players in the game.
**No alternate win conditions exist in this game.
2. Components
a. Role PM: You will have access to a group chat with the Hosts of the game (Nuxl), who moderate and resolve each Night. All communications between you and the Hosts take place in this chat, such as distributing your Role (see below) and submitting actions.
- Do NOT post mod communications received in this chat to other players, such as Roles or Night results. This includes posting fake mod logs from your Role PM.
A Standard Role PM may look like this:
Dear Player,
You are a member of [Kingdom].
Your threats are [X], [Y], [Z], [..].
You know a Boss Animal with the Alias [ALIAS]. This information is shared with you and the rest of your Kingdom.
You need [NUMBER] points to win, in addition for one other Kingdom to be completely eliminated.
You will score a point for:
- One of your Threats being eliminated.
- A member of the same Kingdom as yourself being eliminated.
- A Boss Animal being eliminated where your Kingdom was the majority damage contributor.
b. Role: You have a kit of powers known as a Role. This informs what Abilities, such as performable Actions, the player may utilize throughout the game. For further information about how Roles work see Section 5.
- A list of every existing player and alias will be disclosed on the Player List and Alias List. These lists will be posted publicly by the Hosts and will be updated each Night to reflect deaths.
- Hosts will assign aliases to players.
3. Game Chat and Outside Communication: This game is an OC, which means it is primarily played over Discord. Access to Discord is strongly recommended when playing this game, and the server will be linked.
Players may communicate with each other either on the Host-designated public Game Chat on the server, or privately outside of this chat. Please add Hosts (Nuxl) to your group chats with other Players.
1. Please don’t talk about the game in voice chats or without hosts. Moreover, sharing screenshots of game chats is forbidden (paraphrasing is allowed). If you’re unsure about whether a form of communication is okay, ask!
2. When chatting with other players one-on-one, use group DMs consisting of you, the other player, and any relevant host account(s). Do not add additional players to these one-on-one group DMs; they are intended to mimic DMs as much as possible, only with hosts present. If reminders to use the host-included chat are being ignored, punitive action may be acted upon. Proof of gamechats being circumvented for malicious or strategic purposes will result in a minimum of a modkill.
3. When using a groupchat with multiple other players (living or dead), adding other players later is permitted as long as all living players in the chat agree. Host(s) must be present in these chats as well (if there is not enough space for all participants and at least one host, make a server). Once a player in a groupchat has died, you may no longer add living players to the chat.
4. Furthermore, Hosts will have separately designated channels for Announcements and Flips, where Hosts will publicly communicate updates about the game, such as declaring deaths.
5. Finally, there exists a private channel known as Graveyard, which is only accessible to the Dead, Hosts, and Spectators (who observe the game as a third party).
6. Spectators and Dead should not convey any information about the game state to Players, this is known as Deadtalk.
4. Game Specific Rules
a. This game is an Experimental Wayne Brady, and has a few specific mechanics:
- Threats, as described in 1.a are a group of randomized players which you need to eliminate. You will know them by their Soul Name, which will be a word generated by the hosts. You will know your Soul Name and the Soul Names of your Threats, but not what players your Threats are.
Like mentioned in the win condition, falling an Boss Animal will grant a point to all Kingdom members of the awarded Kingdom. There is a process to this:
b. As an additional standard ability, all players will be able to scan Aliases to determine whether they are a Kingdom-mate, Threat, Boss Animal, or neither. This Standard Scan is influenced by ability disruptives.
c. Any Boss Animal kill is determined at the night it was dropped to or below 0 HP, counting all damage dealt the night it dies, up until Damaging priority (Damage that reduces the Boss Animal below 0 is still counted.) Damage is tallied and attributed to the respective player's Kingdoms, with the Kingdom that dealt the most overall damage being attributed the point.
- In the case of a tie for damage, the Kingdom with the most members that committed damage to the Boss Animal will be awarded the point.
- In the case of a tie for attackers, the Kingdom with the least Boss Animals killed previously will be awarded the point.
- ...Should it come to tie again, the point will be nullified.
1. Format
This is an Experimental Wayne Brady. Players begin as (largely) free agents, tied to a loose alignment (Kingdom), uninformed of those who share that alignment (and those who share other alignments), and have a rigid set of targets that need to be eliminated from the game to contribute to their win condition. This is achieved through a series of rounds called Nights, in which players coordinate actions together in order to damage and deter other players.
Sample Win Condition: You are a member of [Kingdom]. You know a Boss Animal with the alias [ALIAS], and this information is known amongst you and your kingdom-mates. You need [NUMBER*] points and for one other Kingdom to be completely eliminated to win. You will score a point for:
- One of your Threats being eliminated.
- A member of the same guild as yourself being eliminated.
And, exclusive to this game:
- An Boss Animal eliminated by your Kingdom will award a point to you and all your Kingdom-mates.
- A player with an unachievable win condition via these means will have their win condition change to: you must be the last player alive to win.
*NUMBER will be variable according to the amount of players in the game.
**No alternate win conditions exist in this game.
2. Components
a. Role PM: You will have access to a group chat with the Hosts of the game (Nuxl), who moderate and resolve each Night. All communications between you and the Hosts take place in this chat, such as distributing your Role (see below) and submitting actions.
- Do NOT post mod communications received in this chat to other players, such as Roles or Night results. This includes posting fake mod logs from your Role PM.
A Standard Role PM may look like this:
Dear Player,
You are a member of [Kingdom].
Your threats are [X], [Y], [Z], [..].
You know a Boss Animal with the Alias [ALIAS]. This information is shared with you and the rest of your Kingdom.
You need [NUMBER] points to win, in addition for one other Kingdom to be completely eliminated.
You will score a point for:
- One of your Threats being eliminated.
- A member of the same Kingdom as yourself being eliminated.
- A Boss Animal being eliminated where your Kingdom was the majority damage contributor.
b. Role: You have a kit of powers known as a Role. This informs what Abilities, such as performable Actions, the player may utilize throughout the game. For further information about how Roles work see Section 5.
- Each Role is assigned a starting number of Health Points (HP). If a player’s HP is reduced to zero or below, they are declared Dead and will be removed from the game. Furthermore, every role is assigned a number which represents their Might (MT).A player’s MT represents their damaging power, which may be referenced in actions that damage other players.
- The average HP/MT this game will be 11HP/3MT.
- Players will be assigned a random animal as the flavor for their role. Hosts will use these characters as inspiration for their Role.
- A list of every existing player and alias will be disclosed on the Player List and Alias List. These lists will be posted publicly by the Hosts and will be updated each Night to reflect deaths.
- Hosts will assign aliases to players.
3. Game Chat and Outside Communication: This game is an OC, which means it is primarily played over Discord. Access to Discord is strongly recommended when playing this game, and the server will be linked.
Players may communicate with each other either on the Host-designated public Game Chat on the server, or privately outside of this chat. Please add Hosts (Nuxl) to your group chats with other Players.
1. Please don’t talk about the game in voice chats or without hosts. Moreover, sharing screenshots of game chats is forbidden (paraphrasing is allowed). If you’re unsure about whether a form of communication is okay, ask!
2. When chatting with other players one-on-one, use group DMs consisting of you, the other player, and any relevant host account(s). Do not add additional players to these one-on-one group DMs; they are intended to mimic DMs as much as possible, only with hosts present. If reminders to use the host-included chat are being ignored, punitive action may be acted upon. Proof of gamechats being circumvented for malicious or strategic purposes will result in a minimum of a modkill.
3. When using a groupchat with multiple other players (living or dead), adding other players later is permitted as long as all living players in the chat agree. Host(s) must be present in these chats as well (if there is not enough space for all participants and at least one host, make a server). Once a player in a groupchat has died, you may no longer add living players to the chat.
4. Furthermore, Hosts will have separately designated channels for Announcements and Flips, where Hosts will publicly communicate updates about the game, such as declaring deaths.
5. Finally, there exists a private channel known as Graveyard, which is only accessible to the Dead, Hosts, and Spectators (who observe the game as a third party).
6. Spectators and Dead should not convey any information about the game state to Players, this is known as Deadtalk.
4. Game Specific Rules
a. This game is an Experimental Wayne Brady, and has a few specific mechanics:
- Threats, as described in 1.a are a group of randomized players which you need to eliminate. You will know them by their Soul Name, which will be a word generated by the hosts. You will know your Soul Name and the Soul Names of your Threats, but not what players your Threats are.
Like mentioned in the win condition, falling an Boss Animal will grant a point to all Kingdom members of the awarded Kingdom. There is a process to this:
b. As an additional standard ability, all players will be able to scan Aliases to determine whether they are a Kingdom-mate, Threat, Boss Animal, or neither. This Standard Scan is influenced by ability disruptives.
c. Any Boss Animal kill is determined at the night it was dropped to or below 0 HP, counting all damage dealt the night it dies, up until Damaging priority (Damage that reduces the Boss Animal below 0 is still counted.) Damage is tallied and attributed to the respective player's Kingdoms, with the Kingdom that dealt the most overall damage being attributed the point.
- In the case of a tie for damage, the Kingdom with the most members that committed damage to the Boss Animal will be awarded the point.
- In the case of a tie for attackers, the Kingdom with the least Boss Animals killed previously will be awarded the point.
- ...Should it come to tie again, the point will be nullified.
5. Game Progression
- The game takes place over a series of Nights. During a Night phase, Players may interact with one another and submit actions in their Role PM until its deadline, known as Phase End.
- In general, for the first 3 phases of the game, each Night will last 48 hours. Below this threshold, Nights will last 24 hours. This is subject to change depending on gamestate and/or the hosts’ availability.
- The hosts reserve the right to end the Night early should all living players confirm their actions as Locked. Hosts will announce when they will be allowing locked actions. Prior to this point, no Night shall end prior to its announced deadline.
- Actions are to be submitted in a player’s designated Role PM. Details on formatting will go out when the Role PMs goes out. A player must specifically state they are Idling as no submission of actions will be noted as an Inactivity Idle.
- The first Inactivity Idle will result in a warning, the second will result in a Modkill.
- When you submit your action, it is helpful to ping all game mods as well as pin your actions.If you edit your action, please give notification to the game moderators, or better yet, submit your actions.
- You are allowed to intentionally Idle your Standard shot at a given time, however Idling consecutively will result in you taking damage equal to the value of your starting MT or a 1/3 of your starting HP rounded up, whatever is higher.
- After Phase End, Resolution will occur where Hosts will collect all submitted Actions and resolve their effects, with a 15-30 minute grace period (depending on surviving players) after the phase ends for players to submit actions. This process may take a few hours depending on how many players are alive. This process will take 24 hours for the first 3 Nights at least. Game-related discussion is not permitted during this time, and no new Actions or edits to prior Actions will be accepted. The same restrictions apply if a mod announces a Phase Pause; an interim during the middle of a Night phase.
- Once all actions are resolved, the Hosts will declare those who died, as well as any other public updates. Each player will receive Results from the previous Night, which will update the Player on information, such as the success of any Abilities they used, or if any health was lost. Results are not guaranteed to be 100% truthful.
- Afterwards, the Hosts will declare a new Night, and the same process will take place until the game ends. The game will end when all players have either won, died, conceded, or can no longer fulfill their win condition.
6. Player Etiquette
- Don’t be a dick outside the usual confines of the game and treat others with respect. If any player feels any other player is doing so, they should contact a game or server mod (Nuxl). Should any player feel a Host is in violation of this rule, they should contact another Host.
- Please do not spam the official game chat on the Discord server, or ping the Players role.
- For game-related chats with other players, invite the host account(s) to your chats using a group DM (see "Game Chat and Outside Communication"). You may not deny a host access to your chat. If you forget and start talking in DMs, or a mod is forced to remind you, make a gamechat and paste previous logs. Refusal to do so can result in a modkill.
- Negotiating deals, trading information (eg. aliases, character, etc), establishing alliances, or other actions which deliberately attempt to gain an advantage in gamestate prior to N1 is forbidden; this is called Pregaming. Due to the broad nature of this definition, punishment and handling of what constitutes breach of this rule will be handled on a case-by-case basis, but will likely result in offending players being removed from the game; discuss with the hosts if you are concerned if an action may break this rule.
- Certain communication methods are forbidden. Any and all forms of Screensharing, including but not limited to screenshots, video call screen sharing, and actual physical viewing of another player’s screen, are disallowed. Moreover, communicating in voice calls with other players about the game is not permitted.
- Faking communication logs with other players is allowed. Faking screenshots of communications with other players is considered a form of Screensharing and is thus disallowed.
- Direct copy/pasting of communications with a game mod, including Role PMs or Night Results, is disallowed. This includes copy/pasting fake communications with mods. Paraphrasing is allowed, as well as direct transcription of components that cannot reasonably be paraphrased (such as Role Name).
- If you need to leave the game, you may Forfeit, which will usually, but not always result in a Modkill processed at the end of the night. Substitutions are rare, and are given on a case by case basis.
- You may not coerce someone to quit the game.
- Don’t attempt to bribe other users with out-of-game favors in order to influence game-related actions. Accepting a bribe also counts towards this rule.
- Dead players (or spectators as noted in rule 4.10) are forbidden from conveying or making available information about game state to a living player in any shape or form. This includes preparing messages ahead-of-time, like encryption, alongside other ways of communicating post-mortem. This is referred to as Deadtalk.
- Graveyard and Spectator Policy. Those who are not participating in the game, including Dead players and Spectators, may communicate with living players. However, said communications must not convey any information about the game state to the player in-question. Failure for a Dead player or Spectator to abide by these rules may result in removal from Graveyard, or escalation to a server mod.
- Spectator Policy: Spectators are allowed to enter Graveyard and may be added to a Player’s Role PM to observe their thoughts. Spectators may occasionally speak to a Player in Role PM as long as it is not Deadtalk (see rule 4.9).
- The Dead and Spectators must abide by the Graveyard Etiquette Rules, which are usually pinned to the top of any Graveyard channel. In general, nothing that is said in Graveyard or by its members may be shared with a living Player. Furthermore, the Dead and Spectators must discuss the game state respectfully, and refrain from talking shit about living/dead Players alike.
- If you are a member of Graveyard, ask a moderator before you approach a living Player if you are unsure about what to say (note that even the slightest bit of tone could affect game state).
7. Roles
- A Role consists of the following components: Role Name, Flavor Text, Attributes, Abilities, and Win Condition (henceforth referred to as Wincon).
- A Role Name is the character or concept off which the Role is based. A Role’s Abilities will be thematically based on its Role Name to some degree.
- Flavor Text is a short blurb or bio offering backstory on a Role’s Role Name. It serves no actual game purpose except to inspire role creation for Hosts.
- An Attribute is a numerical value which defines an inherent value of the player’s role, such as their health or damaging power. This game uses an HP system in order to determine when players die.
- Each player will have an assigned number of Hit Points (HP) and Might (MT) as a part of their role attributes.
- Hit Points determine how much damage a player can take before being eliminated from the game. Once a player hits 0 HP (or below), they will die and are eliminated from the game.
- Might determines how much damage a player's Standard Shot does. MT is subtracted directly from HP in order to calculate damage taken.
- Some Abilities may rely on a player's MT or HP values, while others may rely on unique values. The amount of damage a player's ability deals will always be noted within the ability paragraph, if applicable.
- Each player will have an assigned number of Hit Points (HP) and Might (MT) as a part of their role attributes.
- An Ability is an inherent power which the Player may use to interact with the game. It consists of three components: Name, Tags, Description. An Ability’s Name is how it will be referred to in all official mod communications. An Ability’s Tags refers to the mechanics behind the Ability’s use. An Ability’s Description describes its effect.
- Abilities are divided into the following subtypes: Passive, Active, and Standard.
- Passive Abilities define how the Role passively interacts with other Roles, Abilities, or the game state as a whole. Unless otherwise specified, Passive Abilities are considered live during all stages of all nights and cannot be disabled except through the use of an outside Ability.
- Active Abilities are abilities that can be used once each night to achieve a described effect. An Active Ability pulls from a pool of action tags which define how they are utilized; the full tag naming conventions can be found in the Glossary at the bottom of this page. Active abilities will also be classified by Priority (See Section 7) which defines at what order this action will be performed during Resolution.
- When the term “ability” is used on its own without other qualifiers, assume it returns to this.
- Standard Abilities refers to an ability that is universal to all players.
- The only standard ability in this game is a standard damaging action known as a Standard Shot, which will inflict the player’s MT worth of damage to the indicated target. Standard Shots are influenced by shot disruptives.
- As a standard ability, all players will be able to scan Aliases to determine whether they are a Kingdom-mate, Threat, Boss Animal, or neither. This Standard Scan is influenced by ability disruptives.
- The term “Actions” refers to both Active Abilities and Standard Shots. That is, it is all actionable Abilities, which excludes Passives.
- Each player’s Wincon describes the conditions they must meet in order to be declared a winner.
- Each Role in the game is intended to have a roughly equal chance of winning. The mods reserve the right to hotfix until the end of Night 1 any role which does not work as intended or is too imbalanced in either direction. After this window, all roles will be considered immutable for balance purposes, but wording, functional, etc. errors are fair game.
- Mods will not confirm details about any Roles or Abilities to any player unless that player has explicit proof of the existence of said Role or Ability (examples include the player’s own Role, a Role discovered through an Ability’s Night Results, and dead Roles).
8. Priority
- Priority denotes when Actions occur when resolved. For this game, not all Actions occur at the same time, and other actions have precedence over each other. Actions in the same priority tier are assumed to occur at the same time, unless stated otherwise. The order for this game is as follows:
Passive
Instant
High Priority > Disruptive (Mediation > Blocking > Delaying > Redirecting > Other > Empowering) > Utility > Damaging (Lethal > Non-lethal) > Low Priority- Passive Abilities are separate from the priority hierarchy and exist inherently. However, there may be roles that can cancel out the powers of a Passive ability within the priority hierarchy.
- Instant actions also resolve separately from the priority hierarchy. They resolve the moment a moderator sees it activated instead of waiting for Phase End. Instant abilities may be requested to occur at a certain time during the night assuming a moderator is able to process it at said time.
- Actions which resolve at Instant priority cannot be activated less than an hour before the designated Phase End.
- Actions which resolve at Instant priority will not resolve for the first hour of phase. If multiple Instant actions are queued during this time, they will all resolve simultaneously.
- By default, Instant priority Investigative actions resolve at Low priority on Night 1. Instant priority Damaging actions resolve at Damaging priority on Night 1.
- High Priority actions occur before any other actions in lower tiers. If there are multiple different types of actions within High Priority, they will resolve according to the rest of the hierarchy.
- For example, a High Priority Protective ability will resolve before a High Priority Damage ability.
- Disruptive actions can manipulate the success and direction of other player’s abilities by blocking, redirecting, delaying, or empowering (causing abilities to be unaffected by other Disruptive actions) them. Additionally, this tier will contain Passive Disablers. This tier does not include shots unless it also affects an Active ability.
- If multiple Disruptive roles target an alias, or if different Disruptive roles target each other in such a way they conflict, they will be resolved according to the following hierarchy: Mediation > Blocking > Delaying > Redirecting > Other > Empowering. An ability that is blocked cannot be redirected or delayed (the redirector/delayer will receive a success message but nothing will happen), however, an ability can be redirected AND delayed. This hierarchy does not apply otherwise, all actions occur at the same time unless there is a conflict.
- If two Active ability blockers target each other, they will both cause the other non blocking abilities to fail; if one is a fullblocker, this would resolve the same as two Active ability blockers and the fullblocker’s targets will also cause their shots to fail.
- If an action is redirected to the alias who used it, the action will fail (after having been redirected).
- If an action is redirected at the same priority to multiple unique targets, this action will instead be considered blocked and will not take effect on any involved target. In cases where this is relevant, the redirectors will be informed they succeeded.
- If an action is redirected to the same target that the redirected person intended, they will be notified that their action was resolved successfully.
- Delays cause the abilities affected to be performed by their alias the following night. Therefore, they may be similarly disrupted the next night by other abilities, and may be buffed, redirected, blocked, etc. Delays on abilities from players that die the same night they are delayed will cause them to fail.
- Mediation refers to abilities that block actions that specific aliases attempt to use on another specific alias(es) e.g., rogue, mediate, etc.
- Utility abilities are same-night buffs/debuffs, generally affecting a target's shot (damage modifiers, strongman, shot disruptives, etc.) as well as protection (roles that negate damage/death) on a target. Next-night buffs/debuffs should be placed in the Low Priority tier.
- Damaging abilities are those that inflict damage which may be lethal to a player. Every player will possess a Standard shot, which will be processed at this priority.
- Low Priority abilities are abilities that have effects that occur the next night. These also include investigative abilities which are abilities that learn information about a player/alias (cops, trackers, watchers, etc.).
- An ability may have multiple priorities. If this is the case, it will be stated which part of an ability occurs at what priority.
9. Resolution
- The following notes are general resolution guidelines on how specific roles will interact.
- All targeting Abilities visit their target. Any Ability that visits will trigger visit-related Abilities (i.e. Interceptor) as well as show up on Investigative reports unless an external modifier prevents this.
- There are some notable exceptions to this: Hijackers are not treated as targeting their second target, the person they are redirecting the ability to. Roles that require predictions (e.g., prophets) will not be treated as targeting. Other exceptions will be stated in Role PMs.
- If a multi-targetable action (which relies on the success of the first target in order to affect other targets) fails on its first target, all remaining targets will not be considered as a Visit. These occurrences will be notified in your results.
- Reflexive roles do not Visit.
- There may be Abilities that negate the intended purpose of other Abilities without causing those Abilities to explicitly fail.
- For example, being Strongwilled (unaffected by Disruptive actions) will not cause a Disruptive action performed on you to fail. Similarly, a Protective ability will prevent damage but it will not cause the actions that cause the damage to fail; that is, the player causing the damage would still receive a success message for their actions.
- In the case of an ability with multiple targets, if the ability fails on only some of its targets, the ability resolves as if it was successful and only targeted the other targets.
- If this would cause the ability to have no effect, the ability fails entirely.
- An X-Shot/limited use ability that fails due to external reasons does not count as being used, and may be used in future nights.
- If a player dies and still has additional actions to perform, they will not occur.
- For example, a player that dies at the Damaging priority will not have any of their actions that occur at Next Night Modifier or Investigative occur.
- Dead players (and NPCs) do not receive results.
- You may not submit actions on dead aliases from a previous Night unless your role states you can; if, during resolution, your action would target a dead person because they have died earlier in the priority hierarchy or on a previous night (due to delay, etc.), your action would succeed, however the target will still remain dead.
- All Active Abilities cannot be submitted on the same alias they succeeded on the previous night, unless stated otherwise. (This is commonly known as the consecutive targeting rule.)
- If your Ability fails or was redirected away from your original submission, you may repeat that submitted target without penalty.
- The same Active ability cannot be used on the same target twice during the same night phase, in cases where an ability has multiple targets or uses, or is motivated.
- If a Targeted Ability is delayed, the same Ability cannot be used on the same target that night. This means that if an ability is delayed on Night X, and successfully resolves on Night X+1, the target of that Ability is next an eligible target during Night X+3.
- Ability Motivators, or any variants of the role, can only act once per night.
- A healing action cannot successfully heal an alias for more than 4 HP throughout the entire game.
- Single-use components of Unlimited/Cycling roles (such as being able to self-target once) cannot be copied in any way (such as Gravedigger or Mimic).
- Some roles have NPCs associated with them. When such roles die, their NPCs also immediately count as dying, even if they never reached zero HP through violent means.
- If a rolecop targets an NPC, they learn the NPC’s starting statistics and any abilities they have outside of a standard shot. Rolecops do not learn who controls the NPC.
- If an NPC leaves the game because their owner dies, it will be announced in public (including the identity of the owner).
- The success or failure of an action is determined at the time at which it would be resolved, as opposed to at the time at which an action that blocks it is resolved (e.g., if a block is applied at a higher priority tier than an empower, the action still gets empowered).
- Protective actions, such as X MT Doctors, increase the amount of total protection on their target for the duration of the night phase.
- When calculating HP loss, the target loses HP equal to total Strongman damage + (total non-Strongman damage - total Protection). Afterwards, the target's remaining Protection becomes equal to total Protection - damage prevented.
- All unused Protection on a target is lost at the end of the night phase.
- Roles that have the functionality of blocking up to infinity damage (always or conditionally), such as Deathdoc or Dragon Rage, are treated as Infinity MT Doctors.
- Damage loses sourcing context after protection is applied. It is mechanically impossible to tell which player dealt which damage to another, and generally they are credited as having damaged their target if any damage went through.
- Conditional effects, such as Loveriser damage, are resolved at the end of the priority they were triggered.
Glossary of Basic Roles and Tags
- Please see the Codex for further information on roles.
- The following Tags are present in this game, if a tag appears in the game which is not mentioned below, please inquire with your hosts for additional information:
- Frequency: An action may have a limited or unlimited amount of uses throughout the game. The following tags inform the frequency of an action:
- Unlimited: Action may be used once every night, over the course of the entire game.
- Cycling: A collection of actions will be provided to the player. One of these actions may be used once every night, but cannot be used again until all other actions are used, or “cycled” throughout the game.
- Varies: This action is only available to use when a specified condition is met, noted in its description.
- x-Shot: This action may be used once each night, for a predetermined number of uses. Example: a 1-Shot may only be used once throughout the whole game.
- Targeting: An action may require the player to input a predetermined number of targets (usually Aliases) in order to be activated:
- Targeted: A player must target x amount of existing Aliases in order to use this action. Unless otherwise stated by the Ability, a player may not submit an action on their own alias or a dead alias with a Targeted Active Ability.
- Non-targeted: This action does not require an Alias to be targeted in order to be activated.
- Effect: An action or passive may refer to specific types of abilities and the effects they produce. The following tags below denote which type of effects an ability produces for resolution purposes.
- B (Beneficial) / H (Harmful) / N (Neutral)
- Frequency: An action may have a limited or unlimited amount of uses throughout the game. The following tags inform the frequency of an action:
Alongside regular Aliases, there are Dummy aliases with the stats 1 HP/0 MT called Noise. The number of Noise aliases will not be revealed.
This game is hosted and balanced by Nuxl, an EiMM hosting veteran. (eli.kenny on Discord)
This game will primarily be played over Discord, akin to EiPP and other BIGs. Role PMs will be given both over Discord and Smogon DM, albeit, again, it is very much recommended you use Discord. There will be a game server for this.
This setup is slightly revised from EiMM's setup, FOE, and FOE2, a patented creation by Xinnidy and her appointed cohosts.
This game will be balanced according to a revision of EiMM's Standard Tier List.
There is no player cap. Players will be accepted up to multiples of 5. Players will be accepted in priority of Smogon Mafia Regulars > Sign-Up Time.
Some of this information can be found in EiMM's main server. https://discord.gg/Ky3MfReK
This game is hosted and balanced by Nuxl, an EiMM hosting veteran. (eli.kenny on Discord)
This game will primarily be played over Discord, akin to EiPP and other BIGs. Role PMs will be given both over Discord and Smogon DM, albeit, again, it is very much recommended you use Discord. There will be a game server for this.
This setup is slightly revised from EiMM's setup, FOE, and FOE2, a patented creation by Xinnidy and her appointed cohosts.
This game will be balanced according to a revision of EiMM's Standard Tier List.
There is no player cap. Players will be accepted up to multiples of 5. Players will be accepted in priority of Smogon Mafia Regulars > Sign-Up Time.
Some of this information can be found in EiMM's main server. https://discord.gg/Ky3MfReK
This is a Boss Animal, a non-player entity represented by the alias [ALIAS].
You are the Ant, a small animal. You are the known Boss Animal of the Kingdom [KINGDOM].
HP: 12 [4/14 Edit: I mentioned this before but all bosses have 12 HP.]
MT: 2
(*Standard number subject to change according to final playerlist size)
Ant Dance (Standard, Kingdom, Targeted 1-3, Damaging/Low Priority)
Its forearms rip through armor easily as flesh.
The Boss Animal attacks much in the same way as a standard shot.
This Boss Animal will perform actions only if one of the following criteria are met:
-It has taken damage via player actions. (theoretical NPCs count as the players that control their actions)
This Boss Animal's behavior is deterministic:
This Boss Animal will use its abilities against members of a Kingdom that dealt the most damage to it in total, prioritizing:
-the member(s) that has scored the most points.
In case of a tie between Kingdoms:
-It will target a member of the Kingdom with most members alive.
In case of a tie of more members that it can target:
-it will target the one with the highest HP.
-if tied again, it will idle the remaining unresolved targets.
Exceptionally, Boss Animals will never target the same player two nights in a row.
A target will be notified that they will be attacked the following night by a Boss Animal.
Ailment Resistance (Boss Animal, Passive)
A beast far too used to the trickeries of nature will not succumb to human deceit easily...
An Boss Animal cannot be disrupted, it will also ignore beneficials targeted at itself.
Home Advantage (Boss Animal, Passive)
With the labyrinth as its domain, giving chase is ill advised…
On Night 1, all damage taken by the Boss Animal is reduced by 2/3rds, rounded up.
Character Progression (Boss Animal, Passive)
As explorers grow more experienced, their abilities to fight such beasts improve.
Each Night starting at Night 3, Boss Animals will lose 3 points of Max HP, this will stop when the Boss Animal reaches 5 HP, or is at 5 HP or less.
An Boss Animal does not have a win condition, defeating an Boss Animal will count as a point for all kingdommates of the awarded Kingdom.
You are the Ant, a small animal. You are the known Boss Animal of the Kingdom [KINGDOM].
HP: 12 [4/14 Edit: I mentioned this before but all bosses have 12 HP.]
MT: 2
(*Standard number subject to change according to final playerlist size)
Ant Dance (Standard, Kingdom, Targeted 1-3, Damaging/Low Priority)
Its forearms rip through armor easily as flesh.
The Boss Animal attacks much in the same way as a standard shot.
This Boss Animal will perform actions only if one of the following criteria are met:
-It has taken damage via player actions. (theoretical NPCs count as the players that control their actions)
This Boss Animal's behavior is deterministic:
This Boss Animal will use its abilities against members of a Kingdom that dealt the most damage to it in total, prioritizing:
-the member(s) that has scored the most points.
In case of a tie between Kingdoms:
-It will target a member of the Kingdom with most members alive.
In case of a tie of more members that it can target:
-it will target the one with the highest HP.
-if tied again, it will idle the remaining unresolved targets.
Exceptionally, Boss Animals will never target the same player two nights in a row.
A target will be notified that they will be attacked the following night by a Boss Animal.
Ailment Resistance (Boss Animal, Passive)
A beast far too used to the trickeries of nature will not succumb to human deceit easily...
An Boss Animal cannot be disrupted, it will also ignore beneficials targeted at itself.
Home Advantage (Boss Animal, Passive)
With the labyrinth as its domain, giving chase is ill advised…
On Night 1, all damage taken by the Boss Animal is reduced by 2/3rds, rounded up.
Character Progression (Boss Animal, Passive)
As explorers grow more experienced, their abilities to fight such beasts improve.
Each Night starting at Night 3, Boss Animals will lose 3 points of Max HP, this will stop when the Boss Animal reaches 5 HP, or is at 5 HP or less.
An Boss Animal does not have a win condition, defeating an Boss Animal will count as a point for all kingdommates of the awarded Kingdom.
There is no player cap, however, players will be accepted up to multiples of 5. Players will be accepted in priority of Smogon Mafia Regulars > Sign-Up Time.
Signups will end next Sunday, April 6. I am hoping to start the game around evening PST, Monday April 7th.
N7 Alive: (11)
Lechen
sunny004
zorbees
NightEmerald
skippergamez
Celever
Thetwinmasters
Former
Akeras
Alice Kazumi
roxie
LonelyNess
__Night 2 Alias List: [15]__
Basin
Beach
Deepsea
Desert
Garden
Island
Lake
Lavaflow
Marsh
Mine
Ocean Died N3, Golem Boss Animal (Claimed by Golems)
Park Died N2, Pegasus Boss Animal (Claimed by Golems)
Peak
River
Space
Star
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Subs:
1. Laurel
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