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TWG Centennial Fest Game 1: The Deep
Page history
last edited
by BammerSteel 8 years, 9 months ago
Host Sign Ups
Player Sign Ups
Game
Post Game
Host: Savvy-Sauce
TWG: The Deep
- Effects
- 100% Accurate Role Cardflipping - Wolf (Mutiny Leader) chooses who his partners are prior to night 1 - Wolves bomb the base on night 3, killing a player of their choice (in addition to the wolfing) and causing a flood from day 3 onwards. Players (humans and wolves) must consume one oxygen tank per phase if they want to survive in the flooded base. Alternatively, they can become a mermaid.
Roles 1. Mutiny Leader - Gets his role before the game begins and selects three players to join his wolf team. The game starts on night 1 immediately following his decision. Starts with four oxygen tanks, socks, a flattering jacket, a kevlar vest, and a harpoon gun with 3 harpoons. 2. Mutineer 3. Mutineer 4. Mutineer
5. Traitor - Aligned with the wolves, but doesn't know them and can't make wolfings. Cannot win without another wolf alive. Starts with a lie detector, a haywire lie detector, and a booby-trpped gun. Always gets guarding duty on night 1 or 2.
6. Mermaid Recruiter - Each night phase, may target a player. That player will anonymously be offered a chance to become a mermaid. Mermaids cannot be killed in a flooded environment except by lynching and harpoon, but their vote counts for zero since voting obviously requires legs. If this mermaid recruiter dies, mermaid recruitment duties are assumed by the oldest surviving human mermaid. If there are no remaining mermaids alive, one human will randomly be chosen to become the mermaid recruiter whether they like it or not. Wins with the humans. 7. Engineer - Ordinary human. 8. Engineer - Ordinary human. 9. Engineer - Ordinary human. 10. Engineer - Ordinary human. 11. Engineer - Ordinary human. 12. Engineer - Ordinary human. 13. Engineer - Ordinary human. 14. Engineer - Ordinary human. 15. Engineer - Ordinary human. 16. Engineer - Ordinary human. 17. Engineer - Ordinary human. 19. Engineer - Ordinary human. 19. Engineer - Ordinary human. 20. Engineer - Ordinary human. 21. Nervous Engineer - Always fails lie detector tests. Doesn't know he/she is nervous. 22. Nervous Engineer - Always fails lie detector tests. Doesn't know he/she is nervous.
- Items:
Every night phase, a certain number of players will be selected to guard the supplies. On nights 1, six players will be selected, on night 2, five players will be selected, on night 3, four players will be selected, on night 4, three players will be selected, and there will be two players every night after that. These players can be on either team, and nobody will get to guard the supplies twice before everyone has a chance. When it's your turn to guard the items, select one of the five items below, and PM the host which player (or players) you want to receive those items:
Gun - If a player has a gun on a night phase, they can kill the player of their choice. Single use, doesn't work on mermaids. Booby-trapped Gun - Indistinguishable from a regular gun, but it always backfires on the user, killing them. Lie Detector - If a player has a lie detector on a night phase, they can check the alignment on the person of their choosing. Fails on nervous engineers, and whichever mutineer is wearing the flattering jacket. Also tells you whether the person is a mermaid. Haywire Lie Detector - Indistinguishable from a regular lie detector, but by default it always gives the incorrect "innocent/guilty" alignment, and also never tells the user if the person was a mermaid or not. You can also set it to "always guilty," "always innocent and a mermaid" or whatever results you fancy when giving the item to a player of your choice. 5-pack of Oxygen - 5 Oxygen tanks for you to distribute among those you trust.
There are four additional items the wolves can pass among themselves. If a wolf dies holding any of these, it will be randomly inherited by another wolf. The Mutineer Leader starts with all of these items.
Harpoon Gun - Contains three harpoons, which can be used at any point to instantly kill a mermaid. Only one may be used per phase maximum. No effect (besides wasting a harpoon) when fired at humans. Flattering Jacket - When wearing this flattering jacket, your confidence is boosted to the point where you can easily fool any lie detector. Kevlar Vest - When wearing this uncomfortable and bulky vest, any guns fired at you will ricochet off you and hit the owner of that gun. Socks - Move so quietly that you can steal from one player each night phase. Takes a player's items and all but one of their oxygen tanks.
- Clarifications:
- - In case it wasn't clear, when you're on item guarding duty, you get to choose exactly what item another player gets. You decide whether they receive a real gun or a booby trapped one. There is no randomness involved. The person who receives the item will have no idea if it's real or not, though.
- Besides Oxygen and the wolf-exclusive items, items can only be used at night, and you can only use a maximum of one item per night. They can still be traded during day and night phases. Just send a single PM with the subject "TWG Item Transfers" saying how you want your items distributed (e.g. "Send 2 Oxygen Tanks to Charlotte, 1 to Bobby, and give Alice the fake gun. I'll hang onto everything else.") Players do not learn who they received items from. - As soon as day 3 starts, you go into "holy crap I can't breathe" mode. If you don't have at least one oxygen tank on day 3, or if nobody trades you one before the day is over, you die. As soon as night 4 starts, the same thing happens - either spend an oxygen or die. And so on. Forever. - If a mermaid is instantly killed via harpoon, a new one appears at the beginning of the following night phase. - Night phase order of operations: Original Mermaid Replacement/Mermaidification -> Wolf Item Trading -> Stealing -> Lie Detector -> Regular Item Trading/Guard Duty Item Trading -> Other Killing - Failed kills, what caused each kill, who gave you items, etc. is not announced. - Players receive an inventory PM each phase telling them what they have, but are not told if their items are stolen. - If you receive two items in a single phase, you won't be able to tell them apart (even if they're a lie detector and a haywire lie detector).
Role Reveal:
1. Mutiny Leader - Fiver/Damo 2. Mutineer - Kyoni/GZGregory 3. Mutineer - Slike 4. Mutineer - Nighthawk 5. Traitor - Jester
6. Mermaid Recruiter - roundbox 7. Engineer - Doom 8. Engineer - Bammersteel 9. Engineer - Mashi 10. Engineer - Kaiveran 11. Engineer - Joey 12. Engineer - Kami 13. Engineer - Golden Silver 14. Engineer - Liggy 15. Engineer - The Sun Fan 16. Engineer - Jon 17. Engineer - Mr. E 18. Engineer - Blinky Realms 19. Engineer - Fawful Koopa 20. N. Engineer - Pyro Guy 21. N. Engineer - Spinda 22. N. Engineer - Funnygurl555
Winning Team:
Wolves
TWG Centennial Fest Game 1: The Deep
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