God Amongst the Ashes
The Setting
The Setting
Mankind has fled Earth, leaving behind a shattered world. For over two centuries, they have floated through space, subsisting on what little food they can grow in the dark hulls of their derelict spaceships. The reason for fleeing Earth has faded into myth, the true reason known only to Pyotr Kamarov, the Undying God-Emperor, and the first Psychic. For a generation, Pyotr alone guided the fleet, a hard chore that required intense concentration.
At the end of the generation, more men and women were born who exhibited Psychic ability. These men and women were trained by Pyotr himself, and assigned ships to captain, until eventually Pyotr was left only to guide the Flagship, Revenge of the Exile.
When Pyotr's body began to fail him, those remaining who still had Scientific training developed a machine to keep him alive, and his mind at work, but now he lies in a state of near-death, unable to die, but unable to project his thoughts through the haze of pain and fever that affects him constantly. The original Psykers he trained have passed away, and their disciples, and the disciples after them, until only seventeen remain; seventeen, for the seventeen ships where once there were hundreds.
These seventeen have no loyalty to the God-Emperor. Their senses, thrown ever wide, have finally detected one of the elusive "jump points", areas of space filled with enough energy to power the long-dormant Jump Engines attached to the Exodus's ships. It is believed that this jump point has enough stored energy to allow the fleet to jump to their destination; the lightyears distant "Destiny" star system. There are those, however, who would rather see the fleet pass by the jump point, and continue as it has. Men and women who have gathered power of a sort, on this lonely and terrible journey, and who are loth to give it up. And they will do anything to ensure that the fleet does not reach its destination in their lifetime, for they know that to reach a planet capable of holding life, will be as anathema to their newfound power. After all, what use is the navigator, if the destination has been reached?
Roleplaying
Players roleplay as one of the 17 Psyker-Navigators who captain and guide the ships of the Exodus Fleet. Players must choose a name for themselves and their ship, or I shall choose one for you. Four of the Psyker-Navigators have been corruped by the power they hold, and do not wish to relinquish it, while one of the Navigators has been possessed by Pyotr Kamarov, the Undying God-Emperor himself, who seeks to root out the corruption among the Navigators and keep the Fleet on course towards their destination.
Player Roles
12 x Psyker-Navigators of the Exile Fleet: The men and women who guide the ships of the fleet through the treacherous folds of space. They want for nothing but to aid the countless hundreds of millions who suffer aboard the decks of the Fleet's ships.
4 x Corrupted Psyker-Navigators: These men and women have grown fond of holding the power of life and death over their crew and passengers. They have established themselves as cruel tyrants, crime-lords who take whatever they want from the refugees they are supposed to be saving. With communication between ships often erratic, and small spacecraft rare and valuable, intership visitors are rare, and so the corrupt Navigators have been able to hide their malicious tyrrany from anyone in a position to stop them.
1 x Avatar of the Undying God-Emperor: This Navigator was unfortunate enough to be selected in infancy to become, in secret, possessed by the God-Emperor, who lives a new life through his eyes while his mortal body remains in a pain-wracked coma. Only he has the power to sift through the minds of the Navigators and discover who among them are the corrupt, and who the truthful.
The Deadline
The deadline shall be 08:00 GMT.
A vote posted at 08:00 GMT shall count. A vote posted at 08:01 GMT will not.
Voting ends at deadline even if I, the moderator, am not present. I will do my best to post results before 10:30 GMT.
EUROO7's Werewolf Lite Primer for Absolute Newbies
Werewolf Lite is a game of survival. Your main goal, no matter your role, is to survive. The game is played with seventeen players divided into two sides: the Villagers and Seer on one side, the Werewolves on the other. Each side's goal is to eliminate the other. Out of these seventeen, five are given a special role. Four are Werewolves, and One is a Seer. Their Identities must remain secret. If the Seer's identity is revealed, the Werewolves may hunt their most dangerous enemy. If the Werewolves' identities are revealed, the village will surely lynch the monsters.
The Game is divided into two sections. Day and Night. The game begins with a Night session. During the Night, the Werewolves hunt one person, and the Seer may discover the role of one player. During the day, the villagers must decide who is responsible for the murder of the night past.
Every game has a special theme. The theme for this game is above. Let your Werewolf Journey begin...
The Game is divided into two sections. Day and Night. The game begins with a Night session. During the Night, the Werewolves hunt one person, and the Seer may discover the role of one player. During the day, the villagers must decide who is responsible for the murder of the night past.
Every game has a special theme. The theme for this game is above. Let your Werewolf Journey begin...
Stock Lite Rules
There shall be seventeen players. Special roles will be handed out after the last person signs up. The game will then proceed to a Night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods are run concurrently, from one update till the next. Each update is 24 hours apart.
Each day, all players vote to lynch one of the players - the person they think is most likely to be a werewolf. Each night, the werewolves decide who to kill. In each 24 hour period, the village will lynch, and the werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Tamius23-approved tie, and the werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!
The werewolves win if they manage to reach parity with the villagers.
The villagers and seer win if they manage to kill all the werewolves.
Standard Werewolf Rules
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, except to substitute for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Failure to vote will lead to immediate substitution.
§2A. – Players will vote daily. See Rule 1D.
§2B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted and be considered to be in violation Rule 2A.
§2C. – In the event of a tie all tied players will be executed.
§2D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline. The presumed dead player should post in green text until his true role in confirmed.
§3A. - Orders and votes submitted after deadline are ignored.
§3B. - Orders (scans, hunts, et cetera) are sent to the Game Moderator via PM.
§3C. - Players are responsible for any Private Messages missed due to inbox being full.
§4A. - Spectators and ghosts may comment, but never suggest a course of action, reveal any new information, including vote counts. Preferably spectators will comment only in a manner tangential to the actual game.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§7C. - The villager PM will be distributed to wolves and the seer to preclude cheating.
§8A. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text.
§8B. - If you wish to un-vote someone, write "UNVOTE".
§8C. - In case of re-voting without un-voting the original vote will be the counted vote.
§8D. - Do not edit votes after posting them. If you make a mistake, like not bolding, unvote and revote in a new post.
§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM.
------- RULES COPIED FROM VAINGLORY'S PREVIOUS GAME.
IMPORTANT: MUST READ!
THE FOLLOWING RULES ARE BEING TESTED IN THIS GAME:
1. Deaths will only reveal allegiance, as suggested. The effect this will have over the game should be minimal, as it is a Lite, BUT it means that the village and wolves may continue to think the Seer is still alive after he is dead.
2. The Seer may not reveal himself or his scan results directly. This means no outings, but every piece of analysis could be the Seer trying to get the wolf he's scanned lynched. TO CLARIFY: NOONE MAY CLAIM TO BE THE SEER.
3. Ghosts can talk after death, and they will "win" if their side wins.
If in the case that these rules conflict with previously stated rules, these rules overwrite the Standard rules.
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