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The Legend of Drizzt: Charon's Claw

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This is a 15 Player game based on R.A. Salvatore's Forgotten Realms Drizzt Books with a mix of town of salem and standard werewolf roles and rules, including multiple factions and possible conversion. 

Drizzt is a Chaotic Good Drow (dark elf) Ranger who is a part of The Companions of The Hall (a group of Heroes and their allies, including Drizzt, Dwarves, Humans, a Gnome,  a Halfling, a Werewolf, and an intelligent black panther). The Heroes (village) are pitted against two other factions, Orcs and Evil Drow who can or can't kind of work together (at least until the Heroes are all killed). A fourth "faction" is a single player who is actually a sentient dagger (Charon's Claw) that is a vigilante type role who would have their own winning condition when neutral, but can be continually "converted" from faction to faction throughout the game, and in Drow hands can convert others.

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The Legend of Drizzt: Charon’s Claw

This is a “4” faction game: the Heroes of Mithral Hall (village), The Many-Arrows Orcs (evil wolves/mafia), The Drow (chaos/evil converters), and Charon’s Claw ("Neutral" Vigilante).

15 players: 9 Heroes: 2-3 Orcs: 2-3 Drow: 1 Charon's Claw. Less than 15 will remove 1 role per # less. Going hero first, then Orc, then Drow. Final ratio will be posted at game start.

Both the Orcs and Drow will have their own private chat. Both the Drow and Orcs win by eliminating the Heroes. Once that is accomplished, if there are both Drow and Orcs still alive, they will turn on each other and must destroy the other faction. The Heroes win by eliminating all Orcs and Drow.

Charon’s Claw is a sentient dagger that is a player role. The Claw (a random vigilante in some cases - a self-controlling vigilante in others, and a converter in the hands of the Drow) is always wielded by another player and can move from faction to faction and player to player. The Claw’s goal is to eliminate *all heroes and orcs and be wielded by a victorious Drow (*including Jarlaxle if he is in the game). If, however, The Claw is wielded by Artemis Entreri (Hero Duke), The Claw will become a member of The Heroes as long as Entreri is alive and assume their winning condition. If the Claw ends up in the hands of an orc or any hero besides Entreri or Jarlaxle at end game, the Claw loses.

Charon’s Claw: Vigilante (A sentient dagger that kills or converts at night. Control of the target depends on the faction and role of the wielder).

  • The Claw is invulnerable to both lynching and night attacks, but attacks/attempts effect which faction it belongs to.
  • The Claw starts out in the possession of a random Hero. If The Claw’s wielder dies, or the player of The Claw “dies” in any way, The Claw is "lost." When a Hero loses The Claw, it is found by a random Drow. If a death does not cause the loss of The Claw, 24 hours after being found by a Drow, The Claw will be lost again to be found by any Orc that is still alive and 24 hours later the cycle will repeat. Entreri and Jarlaxle may choose to keep or lose The Claw at the end of 24 hours. If Jarlaxle chooses not to keep the claw he may select any role to receive it or choose to let it be randomly found as per the rotation order.
  • If a wielder of The Claw or The Claw itself "dies" The Claw will be "lost." If lynched, The Claw will immediately be found by the next faction and be active that night. If it is lost during Night Actions, it will be found at Dawn.
  • If The Claw goes to a player that cannot wield The Claw, it will immediately cycle to the next faction until it finds a wielder.
  • Some players cannot wield the claw. Some will dominate The Claw and others will be dominated.
  • Any player wielding the claw will be viewed as evil by the seer.

The Cycle goes “Heroes, then Drow, then Orc.” See Post #3 for complete info on The Claw

Game Play:

The "design" (or mashing together of a bunch of roles) of the game, built around the Town of Salem ruleset, is purposely conducive to a low lynch rate. As all players have powers, some with multiple abilities, it behooves everyone (especially the "village") to keep everyone around as long as possible in order to gather information and let players use their powers to advance the game. Early-game lynches (first few days) generally don't happen in this type of ruleset, but that does not mean they are disallowed. Their is no rule to say you can or cannot lynch at any given time, but the ruleset is intentionally designed to discourage early lynching. It is a complicated ruleset and for the enjoyability of all players (everybody wants a chance to use their powers!), it creates a system  with a better release of information through night actions than through early, "blind" lynches (maybe - that's my theory anyway).

Etiquette: 

Please be respectful of each other and leave name-calling and personal attacks to the trolls, and leave past games in the past.

  ·      Private messages are NOT to be mentioned in the main thread

·      There is no editing of posts for whatever reason. Please make corrections, if you absolutely have to, in a new post.

·      There is no quoting or posting screenshots of PM's received from the mod or other players.

·      There is no discussion of the game anywhere other than the game thread or a private thread created by the moderator. 

·      "Gaming" the system, or metagaming, (using information outside of the spirit of the game) is considered bad form. It is also considered bad form to try and "track players" using the "Who's Online" index. 

·      Werewolf is about accusations, defense, and argument. Much like debate. Do so in a civil manner and don't take it personally, OR make it personal.

·      While the game doesn't require a certain amount of posts per day it is to be expected that players will stay active and post regularly. Extended and uncommunicated absence could result in mod-kill.

·      Also, while the game doesn't have an official "no revealing" rule it is expected that players will let the game play out (again - playing within the spirit of the game) before doing anything drastic. That is not to say that claiming, false claiming, verifying etc. is overly discouraged, but they should be used judiciously.

Miscellaneous Rules:

The game will feature full role reveals unless a player action prevents it.

A majority vote will be required for any lynch.

Any "Duke" action (changing a lynch outcome) or extra vote mechanism will not result in the duking player being revealed.

Some night actions will result in the targeted player being informed that they were targeted, some will not. These will not be announced or confirmed.

Voting for yourself, voting for No Lynch, voting Nightfall (super-majority needed) are all allowed.

36 Hour Days and 12 Hour Nights (tentative - considering other options).

  • Days can be shortened with Nightfall voting, Nights can be shortened if ALL players lock their actions by adding "Lock" to their night action private message to the Mod (once a player types Lock in bold they cannot change their target - even if other players have not "locked" their actions and there is time remaining until the deadline.

JOURNALS

Players may keep private journals (called "wills" in Town of Salem). Journals will be posted to the Main Thread upon a player's death unless a player action prevents it.

Journals can be used to keep a record of player actions such as seer scans, suspicions, threats, or anything else in the spirit of the game. Depending on the Roles included in the game, Journals may be secretly altered by opposing players.

DEATH NOTES

Players with an active killing role may leave Death Notes behind, which will be found and posted to the whole village by the moderator.

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Roles

(List of possible roles - games will include 2-3 Drow, 2-3 Orcs, 8-9 Heroes, 1 Claw)

Drow - *All Drow (including converted Shades and the Drider) belong to a private group chat. When in possession of The Claw, the Drow wielder can select The Claw's target for a conversion to the Drow side, turning them into a Shade. Winning Condition: Destroy all Heroes and Orcs.

                                                                                                * not including Drizzt, Jarlaxle, Tiago

Gromph (Drow Wizard - Mind Control)

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  • Gromph can control any player not immune to Mind Control. Each night he can select two players, one to control and a target. If the player being controlled has a targetable action, then Gromph can direct that action. If the target is an information gathering role, he will receive the information normally received by the player being controlled (ie. he will get the results of a scan that he changed). The controlled player will be informed that they were controlled, learn the new target, and get the information they would normally get. 
  • See mind control immunities in the next post.
  • Immune to Roleblocks (unless he is passively maintaining Obould's disguise spell - see below), and Mind Control
    • Yvonnel or Gromph, in their guise as supposed allies of Obould, maintain a disguise spell on Obould while they are alive, which makes him scan as "Not Evil" to the Seer. 
      • If Roleblocked, the disguise on Obould is temporarily dropped and he will scan as Evil to the Seer, but her other powers will not be affected.
  • Scans as "Not Evil" to The Seer

Dantrag (Drow Warrior)

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  • Tough once – talks his way out of a lynch or defends self if attacked at night.
  • Forger. Twice per game, Dantrag can forge another player's "Journal" entry that is posted upon a player's death.
  • Once Dantrag gets his hands on Charon's Claw, he will be able to communicate with the player of The Claw with a one-sentence, one-time private message each day the rest of the game (even when he is not wielding The Claw). This is a two-way message so The Claw may reply with the same restrictions. If Dantrag has The Claw when the final Hero dies, and there are still Orcs in the game, he will keep it the rest of the game.

    Yvonnel (Transmogrifier)

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    • Transporter. Can transpose two targets, swapping any targeting on either
    • Roleblocker. One-time roleblock of any faction. Once per game can drop a Globe of Darkness on a night target, preventing their night action. The block has to succeed to count as the one-time use.
    • Yvonnel or Gromph, in their guise as supposed allies of Obould, maintain a disguise spell on Obould while they are alive, which makes him scan as "Not Evil" to the Seer. 
      • If Roleblocked, the disguise on Obould is temporarily dropped and he will scan as Evil to the Seer, but her other powers will not be affected.
    • Immune to Mind Control

    Tiago Baenre (Rogue Drow/Serial Killer)

    dNZoMst.png

    • Lone Killer. At the start of the game, Tiago is not aligned with any faction, operates on his own, and does not know who anybody is (including The Drow).
    • Tiago's primary goal is to kill Drizzt. Each night, while trying to find and kill Drizzt, Tiago can try to murder any player at night. 
    • Winning condition is to kill Drizzt then get himself killed in any way (so if he kills Drizzt he becomes a Jester-type role).
    • If Drizzt dies before Tiago can kill him, Tiago will be transformed into a Drider (half Drow half Spider) and become a member of the Drow team, changing his winning condition to that of The Drow, losing his night kill ability, but gaining an Orc-Seer Ability, useable nightly. This is the only way he will join the Drow group - as he is already a Drow he is immune to the Conversion power.
    • Immune to night attacks as long as Drizzt is alive.

     

    Orcs - All Orcs belong to a private group chat. Each night, the Orcs choose a target to night kill and which of them will attempt the Night Kill. If the attacker is roleblocked, the attack does not go through. Obould cannot be the night attacker unless he is the only orc alive. Winning Condition: Destroy all Heroes and Drow.

    Chief Obould Many Arrows (Orc Leader)

    SZSApHQ.jpg

    • Immune to any Night Attack
    • Scans as good as long as Yvonnel or Gromph the Drow is alive.
      •   If Yvonnel or Gromph is roleblocked and Obould is scanned on the same night, he will scan as evil.
    • Brutal against any existing random Shade or Drider.
    • Cannot carry out the night attack personally unless he is the only remaining Orc.
    • Immune to conversionCannot wield Charon's Claw .

    Hakuun (Shaman)

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    • Drow-Seer - Each night can select a target and will receive a "Drow" or "Not-Drow" result.
    • Janitor. One-time ID Wipe - Once per game, can force any player's death to not be revealed.

    Grguch (Orc Scout)

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    • Hero Roleblocker (cannot block the same player consecutively)
      • Distraction: Each night can select a target and if that target is a Hero, and not immune to roleblock, Grguch will create a diversion, making that player spend all night futilely chasing him and not getting a chance to use their night power.

    Scrauth (Spy)

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    Scrauth has two abilities.

    • First, each night he can spy on any player and learn their role.
    • Second, once per game, during night actions and instead of spying, he can “Summon Gerti.” Gerti is a Frost Giant NPC. When the spy summons Gerti, she will hurl boulders at the Village, randomly killing a Hero. If Drizzt, Breunor, Regis, or Cattie-bri are targeted, Wulfgar will abandon his targeted protection, take the hit, and retaliate with his enchanted hammer Aegis Fang and kill Gerti.

    Nukkels (Aura Sorceror)

    9tZXDe3.png

    • Each night, can select a target and twist their aura. If that target is "scanned" by an investigative type power, the investigating player will get a false return (good is bad and bad is good). Can select self or any other Orc except Obould.
    • In addition to his night power, any time Nukkels is scanned by an investigative type role the investigator will receive a false return.

    Heroes - The Village does not have a private chat except as indicated in player to player mason chats. Winning Condition: Destroy all Orcs and Drow. 

    .   Catti-brie (human): Seer.

    WDI9uca.jpg

    • Receives an "Evil" or "Not Evil" return on any night target. All Drow and Orcs (except *Obould) scan as Evil.
    • Charon's Claw scans as whichever faction is wielding it at the time of the seer scan. Receives a random village Night Zero scan.
    • Any player in possession of Charon's Claw will scan as evil.
    • Mason with Drizzt (private chat) 
    • If Drizzt dies and Guen is still alive, Catti-brie will gain the same benefits from her as Drizzt did (i.e. she gains possession of the Guenhwyvar magical figurine to call Guen from The Astral Plane).
    • Cannot possess The Claw.

    .   Drizzt Do'Urden (Hero Drow): Parity Hunter/Conditional Vigilante

    6xH0WJi.jpg

    • If night attacked while Guen is active, Guen will change targets, save Drizzt, and kill the attacker.
    • If Guen dies, Drizzt will become a Vigilante against her killer. If Drizzt targets the player that killed Guen, they will die, ignoring any night immunities that player may have.
    • If it was a group kill, any member of the group that is targeted by Drizzt will die.
    • If the targeted player is not Guen's killer nothing happens.
    • If Guen dies by lynch, Drizzt can select anyone that voted for Guen to night kill, but if they are immune to night attacks they will survive the attack.
    • Mason with Guen and Cattie-bri (two separate private chats)
    • Parity Hunter: Wins for the Heroes if he is the last hero against 1 orc and/or 1 drow.
    • Immune to conversion, Brutal when killed (brutal is mandatory and he must select the target - no target = randomized target).

    .   Wulfgar (barbarian): Protector.

    8qSdMKd.jpg

    • Can protect self but cannot protect the same target consecutively.
    • If Gerti the Giant is summoned and Drizzt, Breunor, Regis, or Cattie-bri are targeted, Wulfgar will abandon his targeted protection, take the hit, and retaliate with his enchanted hammer Aegis Fang and kill Gerti. 
    • Brutal when killed (brutal is mandatory and he must select the target - no target = randomized target).

    .   Regis (halfling): Thief/Orc Roleblocker.

    X0NwA2e.jpg

    • Each night, Regis can target two players. One for an Orc roleblock, and one to steal from. If the theft target is currently wielding Charon's Claw, they will lose it and Regis will attempt to control it. He has a 50/50 chance of controlling The Claw's night target or losing The Claw (if a Drow had The Claw it will still attempt a conversion, if an Orc or Hero had it, it will attempt a kill). If lost, The Claw will go to the next faction in the cycle the following morning.
    • Immune to conversion

    .   Bruenor Battlehammer (dwarf): Elder

    0pMuJHY.jpg

    • Bruenor's lynch vote secretly counts twice. His second vote, which always applies, will not be revealed in the tally. 
    • Hard to lynch. In order to be lynched, the lynch vote must be at least *50% of the current amount of living players. Bruenor is not a parity hunter so the 50% rule does not apply if he is the last Hero vs any Drow or Orc.

    .   Thibbledorf Pwent (dwarf) - Battlerager/Conditional Martyr 

    ceaFN1l.jpg

    • 3 Times per game can go "On Alert" at night, savagely killing anyone that targets him.
    • If Bruenor dies in any way, Pwent may choose to be killed in his place.
    • When wielding The Claw, may martyr himself in place of the random night kill target. The order to martyr must be received prior to the random selection of the target. 

    .   Artemis Entreri (human): One-time Duke, Orc hunter

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    • Once per game Entreri may redirect a lynch (even his own) to the player of his choice and he will assassinate that player.
    • When in possession of The Claw, Entreri will control its night kill. 
    • Orc-Seer: Each night can investigate any player to see if they are an Orc or not. (*only usable when not in possession of The Claw)
    • Entreri will still scan as good to the seer when he has the claw and is Night Immune while wielding The Claw.

    .   Guenhwyvar (great panther - conditional vigilante and protector): Mason with Drizzt/Vigilante/Deadly Protector. Guen lives on the Astral Plane and Drizzt possesses a figurine that can summon her to the Prime Material Plane (our world). During normal game-play, the figurine is always active so Guen resides with the Heroes.

    OfP0XCm.jpg

    • Can attempt a night kill each night.
    • If Drizzt is night attacked, will change targets to that attacker and kill them before they kill Drizzt.
    • Guen doesn't really die the first time she is "killed" in any way. When she "dies" she is sent back to The Astral Plane to heal. After a game day has passed, she will return. However, her vigilante power will be gone, so she will only be a passive Protector to Drizzt or Catti-brie (whichever holds the figurine). The protect Drizzt or Catti-brie power is passive and happens automatically. 
    • If she dies a second time, she will not recover enough to return from The Astral Plane for the remainder of the game (i.e., she really "dies").
    • Cannot possess The Claw. Immune to conversion.

    .   Nanfoodle (gnome): Magician.

    KWaFh0x.jpg

    • Can use each of the following powers once: escape (tough), disguise (prevents a reveal upon death), mind control (change the target of the controlled player), role scan (learn the role of any scanned player - if the scanned player is immune to investigative powers Nanfoodle will receive a false, randomized result).
    • If escape is not necessary, or mind control is unusable on his target, then the power is not considered "used."
    • Drow Roleblocker. Each night Nanfoodle can also select any player and if that player is an Orc, their night action will be blocked.
    • Immune to Roleblocks
    • Cannot possess The Claw.

    .   Bidderdoo Harpell (human): Werewolf

    HAvMfzk.jpg

    • During a Night with a Full Moon, Bidderdoo will transform into a Werewolf and night kill any random target. If he wields The Claw on a Full Moon night, he will be able to control the target.
    • Bidderdoo can cast a spell bringing the Full Moon. This is a Night Action, but will not take effect until the following night. Only two days can pass without a full moon, so at times he will be forced to cast the spell whether he wants to or not. The Dawn post by the mod will indicate whether or not there will be a Full Moon for the upcoming Night.
    • While a Werewolf, if Biderdoo is targeted for any reason, he will change his target to the targeter(s) and try to kill them all. Once per game, during a Full Moon, he can choose no target and will only kill if he is targeted.
    • Night Immune (full moon or not)
    • Immune to conversion.

    .   Jarlaxle (Hero Drow): Magician

    l1Cy75Z.png

    • Each night Jarlaxle will have three powers to choose from: Investigator Scan (gets a hint to the targeted player’s role narrowing it down to 3-4 possibilities), Escape (teleports out of trouble if night attacked), or Retribution (can resurrect any player that has already died). Escape and Retribution can only be used once (an unnecessary escape is not considered "used"). The Investigator Scan is a permanent power.
    • Drow Roleblocker, Immune to Roleblocks
    • If Jarlaxle finds The Claw he may keep it or attempt to transfer it to Entreri. To transfer, he must name a player to send it to. If that player is Entreri, then Entreri finds The Claw. If it is not Entreri, The Claw is lost again and will move on to the next faction in the cycle.

    Charon’s Claw: *Neutral Vigilante (A sentient dagger that kills or converts at night. Control of the target depends on the faction of the wielder).

    sm7FgZZ.jpg

    • The Claw is invulnerable to both lynching and night attacks, but attacks/attempts effect which faction it belongs to.
    • *The Claw starts out in the possession of a random Hero. If The Claw’s wielder dies, or the player of The Claw “dies” in any way, The Claw is lost. When a Hero loses The Claw, it is found by a random Drow. If a death does not cause the loss of The Claw, 24 hours after being found by a Drow, The Claw will be lost again to be found by any Orc that is still alive and 24 hours later the cycle will repeat. Entreri may choose to keep or lose The Claw. Jarlaxle can keep, lose, or pass the claw (passing goes to a role, not player, of their choice. If the role is dead the claw is lost)
    • If a wielder of The Claw or The Claw itself is lynched, The Claw will immediately be found by the next faction and be active that night. If it is lost during Night Actions, it will be found at Dawn.
    • If The Claw goes to a player that cannot wield The Claw, it will immediately cycle to the next faction until it finds a wielder. 
    • *The Claw’s goal, while not being wielded by Entreri or Jarlaxle, is to eliminate the Heroes and The Orcs and be wielded by a victorious Drow. If, however, The Claw is wielded by Artemis Entreri, The Claw will become a member of The Heroes faction as long as Entreri is alive and assume their winning condition.
    • when wielded by Entreri the two can choose the night kill target together in a night only mason chat.
    • Any player wielding the claw will be viewed as evil by the seer.
    • Find Entreri Power

    (see above and below for more info on The Claw)

     

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    Charon's Claw: Effects by Wielder

    I5ouvLD.png

    *Power Modifications for players "turned" into a Shade by The Claw

    Hakuun: Lynch Duke to another player becomes 1-time No Lynch

    Grguch: Loses Roleblock, gains ID Wipe (no reveal if target dies)

    Cattie-bri: Becomes Role Seer

    Wulfgar: Loses protection power and gains night kill (vigilante)

    Bruenor: Keeps double vote, becomes Easier to Lynch (takes one less vote than majority to be lynched)

    Pwent: Becomes pacifist (vote doesn't count), loses veteran kill but can protect self with any remaining "alerts." Can now Martyr any Drow player.

    Entreri: Will lose his Duke power and his ability to mason with The Claw if he wields it. The Claw, in this case, would be able to control targeting for conversion, but Entreri will not be able to keep The Claw after 24 hours (he will lose it). Gains "Framing" power. Target, if scanned by Seer, will result in an opposite return.

    Immune to Conversion:  Obould, Drizzt, Guenhwyvar, Regis, Biderdoo 

    Immune to Mind Control:

    ·      Obould

    ·      Hakuun (controlled as drow-seer only)

    ·      Gromph

    ·      Yvonnel

    ·      Drizzt

    ·      Regis (controlled as Orc Roleblock only)

    ·      Bruenor

    ·      Pwent (if controlled will do the opposite of intended in regards to going “on alert).”

    ·      Guenhwyvar (mind control does not effect the defense of Drizzt or Catti-brie but does change her night kill target)

    ·      Nanfoodle (mind control will only effect Nanfoodle’s Drow Roleblock ability)

    ·      Thiberdoo (if in werewolf form will kill the mind controller)

     

    MORE

    ·       If Entreri dies, The Claw will go back into it's faction cycle. If The Claw "dies" while being wielded by Entreri, it will be lost and re-enter the faction cycle, but Entreri (being attuned to the dagger) will know who gets it for the rest of the game.

    ·       Obould, Drizzt, Guenhwyvar, Cattie-brie, Nanfoodle, and Bidderdoo will reject The Claw if found. In which case The Claw would continue on to the next faction until it finds a wielder.

    ·       The Claw cannot be voluntarily passed to another player (except by Jarlaxle to Entreri), only lost and found by the next faction in the cycle:

    •     Hero, then Drow, then Orc

    ·       The Claw also has a Find Entreri night power. A successful Find Entreri will simply reveal Entreri’s identity to The Claw.

    ·       Any player other than Entreri will scan as Evil to The Seer when they are wielding The Claw. Does not apply to a Shade Seer.

     

     

     

     

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    Intrepid Players Willing to Experiment

    1. Jack Bauer
    2. SalinasSpartan
    3. Mysfit
    4. Billy B. Ace
    5. CV147
    6. Crimson Fox
    7. Warbow
    8. WYO1016
    9. Timmae
    10. 4UNLV
    11.  
    12.  
    13.  
    14.  
    15.  

    @tspoke

    @cgzpack

    @Bulldog Rob

    @MrBug708

    @trl87

    @ChozoRuins

    @britrock88

    @Mad_Hatter

    @carpen83

    @Jwherb

    @AZdogFan

    @Chief Rum

    @thelawlorfaithful

    @UNLVFan90

    @mugtang

    @TheBigAwesome

    @4UNLV

    @EFEXizBACK

    @CrimsonFox

    @CPslograd

    @nocoolnamejim

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    Reminds me of one of the family guy parodies of Star Wars, "something something dark side".

    anyways, I'm in. 

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    OK. I'll flail about posting nonsense in this game too. LOL

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    So......does the claw possess players or is there a player who starts out and moves through the game as the claw?

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    The Claw is a player and that player is "wielded" by another player and depending on who that is The Claw may be controlled, control itself, control the wielder, or do random targeting.

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    And how does thst all work when the claw player gets killed? Sorry for the questions but I'm  having trouble visualizing that

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    Is that player still in the game in a limited fashion?

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    6 minutes ago, mysfit said:

    Is that player still in the game in a limited fashion?

    It's a weird concept I came up with after having a little too much to drink last night ;p

    The Claw cannot die. If the player of the claw is lynched or night killed, the claw's wielder at the time "loses" it and the claw player then goes to the next faction in the rotation.

    If the claw attacks entreri then the claw player loses control of themself but remains in the game in that limited capacity.

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    So the claw player stays in the game but behind the scenes and not in the main chat? Playing from the grave, so to speak? I like that concept.

     

     

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    You could a The Stand kind of one with a Randall Flag and Mother Abigail talismans

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    27 minutes ago, mysfit said:

    So the claw player stays in the game but behind the scenes and not in the main chat? Playing from the grave, so to speak? I like that concept.

     

     

    hmm no but that has possibilities. If it (the player of the claw) attacks Artemis Entreri (the only person capable of/or willing to control the claw) they would still be in the main chat and still get their own vote, but Entreri would control the claw's night kill - and the claw could send a one-timer pm to entreri every day. In the stories, the claw attempts to control whoever it wields and it wants to be wielded by somebody who is ruthless, powerful, intelligent, but controllable. Some roles would be controllable (orcs and drow, and non-immune heroes) in that they lose their power while wielding the claw and the claw randomly night kills (or converts if a drow has it), but Entreri can control the claw. If Entreri finds the claw (instead of it attacking him) then the player of the claw and entreri become masons and can control the night kill target as a 2 player team - while Entreri keeps his original power - which right now is Duke.

    Oh, and Orcs (because they're dumb) become controlled by the claw and the claw gains their powers plus the vigilante kill for 24 hours. Only a non-immune hero, or Entreri, can keep the claw for more than 24 hours but if it's a non-immune hero the claw targets any random player at night.

    sorry very wordy - I'll try to make a chart. Bottom line, though, if I'm to develop it further - we NEED MORE PLAYERS!

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    If the claw player is lynched but then moves to the next player doesn't  that effectively out the claw?

     

    That's  where I am getting confused....someone has to be the claw player but how had you envisioned that working in a claw lynch?

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    likely it would out the claw yes but shouldn't out what faction it is aligned with (although there will be at least one and probably a couple ways for other roles to affect a lynch outcome) but the claw can't die so won't care if they're lynched and will continue to change hands and cause as much chaos as it can (because that's what it likes) while trying to set up its winning condition that could be in favor of the drow or the heroes.

    The orcs are probably underpowered right now.

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    so say entreri has the claw and the claw has been outted. Everybody knows who the claw is but they don't know who is wielding it (ie. what faction it belongs to). If the Orcs suspected that entreri had it (a big advantage for the village) they could target the claw for a night kill and if successful (no role blocks, no protections) they would force the wielder to lose it and it would then go to the orcs (because the order is drow, then heroes, then orcs)

    edit: changed the order to Heroes, then Drow, then Orcs

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