City of Washington, District of Columbia
- Jan 5, 2004
DOOM OF THE WEREYAK 6: THE KHENZIMANA PASS, 1959
The ancient cabal of Han Geomancers has descended into internecine strife, and its now-dominant faction, the Red Lotus, has broken the quondamatic alliance that had united the Necromancers of Thibet and the Mandarins of the Middle Kingdom since 1652. Their newly resurrected Red Chinese Empire has conquered the Land of Snows, and in the wake of the failed Lhasa Uprising, the 14th Dalai Lama flees for the safety of India.
While he hides, deathly ill, with a small band of loyal soldiers, a lone Chinese outpost on the Khenzimana Pass is directly athwart the Dalai Lama's escape rout. Beyond the pass lies India, and safety... but he must clear it first, and behind are the aroused armies of the Maoist occupier... The outpost is the farthest reach of Beijing's power, and the most remote, located on a barren ridge, its few soldiers are amongst the most fanatical followers of the Red Book and have committed themselves to the Revolution heart and soul. They stand ready to lay down their lives for the People.
To prepare the way for their Necromantic Ally, the SHAPE-SHIFTING WEREYAKS, have sent some few of their number to infiltrate the outpost and effect the massacre of the garrison, clearing the way for their ancient ally to escape his primordial home of Thibet, and ensure his survival.
Can the isolated PLA outpost identify the MURDEROUS WEREYAKS in their midst and hold the pass? Or will the ABOMINABLE WEREYAK triumph, and let loose the devil-souled lama into an unsuspecting world?
§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. If you are listed as a player but haven't received any message containing your role, you are a normal villager (as far as you know).
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§2. The game is split in two phases, “night” and “day.” The Baddies hunt and specials do their things during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing
changing one's vote is done by
If votes are not bolded I cannot guarantee that I will find them, and they may not be counted. If the proper player is not unvoted, the new vote will not count.
§2c. – Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
§2d. – Invalid votes (Voting for Game Moderator/Ghosts/Self) will not be accepted. Invalid votes will not be counted in vote tallies and will not count towards participation.
§2d(i). - Players who attempt to abuse any rules to further themselves will be auto-lynched at the GMs discretion.
§2e. DEADLINE FOR VOTES AND OTHER STUFF IS (1900 EST / 2300 GMT)
§2f. Posting or sending forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only. Do not show them to others, as this defeats the idea of the game.
§2g. Sending a PM containing a false/impossible order to the GM will be punished with instant DOOM.
§3. SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER REVEAL ANY INFORMATION (COMPILATION INCLUDED).
§3a. ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§3b. When doing ghost/spectator commentary, please use a non-white color.
§4. The villagers win when all Yaks are dead. The Yaks win when they eliminate the other evil packs and the evil villagers equal or outnumber the good ones.
§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:
Nightly Move Order:
3. Camp Trickster
4. CIA Assassin
5. Shot of Whiskey
6. WereYak - If multiple attack orders are sent from the same pack, the last order submitted is the one that counts.
10. Red Lotus Initiate
§6. All players will be given one of the following roles.
PLA Conscript: Good. Has no special abilities.
WereYak: Evil. Belongs to a pack. Wins if only their pack and other Evil characters are the only ones surviving. A pack can send in a hunt order at night, which will kill the player that is hunted unless they are saved by a special ability.
Red Lotus Initiate (Seer): Good. Sends in a scan order each night to determine if a player is a WereYak or a villager. Sends in one scan order each night.
Cultist: Evil. Works with the Yaks, and wins if they win. Sends in a scan order each night to determine a player's special role. If all Yaks in a pack die, the cultist will change pack affiliation and be given the name of one WereYak in the new pack. At game start, the Cultist is aware of the name of one WereYak.
Sorcerer: Evil. Works with the Yaks, and wins if they win. Can nullify the powers of any player for one night. That player will not receive a response from the GM if a scanner. Sends in one order each night, but cannot target the same player two nights in a row. At game start, the Sorcerer is aware of the names of one pack.
Commissar (Priest): Good. Able to scan players and detect cultists, seers, and sorcerers and the Assassin. Sends in one scan order each night.
Doctor: Good. The doctor can protect one player each night from attack by sending a PM with that player's name to the GM. If the protected player is attacked, the doctor saves him that night, but that player spends the next day recuperating this will be revealed as “no kill during the night.” Recuperating players cannot be hunted the next night. The victim is given the name of the doctor after recuperating, but while recuperating cannot vote or make any cogent posts, but they must post at least one LOLCAT picture or they die. If the player is a WereYak, the doctor will be informed of this after saving them.
Camp Trickster (Changeling): Good. Will send in an order every night consisting of two names-a target and a patsy. If ANY EFFECT takes place on the target, it will be re-directed to the patsy. Changelings cannot use themselves, and cannot use the same target twice in a game.
CIA Assassin: CAPITALIST EVIL. Will send in an order every night. This order will consist of three names. If either of the first two targeted is to be killed by any action that night, they will instead by saved... and the third name will be targeted for death by the CIA Assassin. The CIA Assassin wins by being one of the last three players, and cannot place their own name in their list. None of the three names can be used again until ALL names of active players have been used.
§6a. There are also TRAITS which can be had in addition to roles.
Apprentice: Only becomes active if his master is killed. A scanner can have more than one Apprentice but in case of the scanner's death only the first Apprentice will become active. Apprentices work just like their former master. If an Apprentice is in the game, the first scanner who finds him will make him his Apprentice. An unclaimed Apprentice does not know that he is one until he is scanned. There might be claimed Apprentices at game start in which case these claimed Apprentices will know their role. Players who start out as baddies cannot be apprentices.
Brutal: If lynched, can choose to kill one other player before dying.
Clairvoyant: Has a one time super-scan (100% success), revealing all roles and traits (including hidden ones).
Consumptive: If the Consumptive player is eaten by the WereYaks, that pack will be too sick to send in a hunt order the next night. Consumptive players are aware of their trait.
Cub: A cub is always a WereYak. If a cub is lynched, the Yaks who are members of that cub's pack can hunt TWO players who voted to lynch the cub. However, both of these players must have voted for lynching the cub. If they choose to hunt a player who did not vote for the cub, they cannot hunt a second player on that night. Defenders who attempt to stop/divert the Yaks when they carry out a revenge hunt are killed instead of the Yaks' targets. The Cub-revenge attack can occur at any night after the cub was lynched. CIA Assassin moves do not stop a Cub-revenge attack
Cursed: If this person is hunted, he will not die, but instead become a WereYak.
Gunga-Din: If lynched, renders all night actions void for that day.
Gambler (Lucky): A Gambler will survive a WereYak attack, but only once, as he is unwilling to leave the dice game. Will be revealed as a "no kill during the night". The Gambler will be unaware he is lucky, and will not know that he was attacked
Officer: Once in the game, can choose to save the duly elected lynch victim and choose someone else to be lynched. Cannot save or lynch himself.
Shot of Whiskey: One use trait. If used the night that a killer targets the player, the user is saved; if the user is not targeted, they can kill a single target during the night. A SoW who survives an attack will be told that he was a target and who targeted him.
§7. - 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.
§8a. – The Game Moderator has the last word on all matters.
§8b. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt orders), or if critical information is revealed, the mistake will be kept.
THE CYCLE OF THE WEREYAK
WEREYAK 1: THE NORTH POLE, 1958 A.D.- http://forum.paradoxplaza.com/forum...m-of-the-WereYak-Part-One-The-North-Pole-1958
WEREYAK 2: KABOOL, 850 A.D. - http://forum.paradoxplaza.com/forum...e-CLX-Doom-of-the-WereYak-Part-Two-Kabool-850
WEREYAK 3: YOUNGHUSBAND, 1904 A.D. - http://forum.paradoxplaza.com/forum...oom-of-the-WereYak-Part-III-Younghusband-1904
WEREYAK 4: URARTU, 2348 B.C. - http://forum.paradoxplaza.com/forum...lf-XCV-Doom-of-the-WereYak-4-Urartu-2348-B.C.
WEREYAK 5: MANHATTAN, 1939 A.D. - http://forum.paradoxplaza.com/forum...te-CCXXI-Doom-of-the-WereYak-5-Manhattan-1939
WEREYAK 6: THE KHENZIMANA PASS, 1959 A.D. - http://forum.paradoxplaza.com/forum...oom-of-the-WereYak-6-The-Khenzimana-Pass-1959