S-FM : The Rise of Count Dracula
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  1. ISO #1

    S-FM : The Rise of Count Dracula

    Note: There will be no roleplay. Name changes were just to add flavor and to make my game have a better name.


    Count Dracula
    Serial Killer
    Random Any
    Random Any
    Random Any
    Sheriff
    Physician
    Bishop
    Random Town
    Random Town
    Random Town
    Random Town
    Random Town

    Random Town: Detective, Lookout, Mayor, Physician, Priest, Sheriff, Serf, Vampire Hunter, Vanguard, Wench.
    Random Any: Detecitve, Executioner, Jester, Lookout, Mayor, Physician, Priest, Serf, Sheriff, Survivor, Thrall, Vampire Hunter, Vanguard, Wench, Witch.




    Mechanics:
    • Game starts day with lynch.
    • Cult size limited to 4 while Count Dracula is alive.
    • Cult size limited to 2 if Count Dracula is dead.
    • If Count Dracula is dead, the Cult will begin to have a one night cool down between conversions.
    • Masonry size limited to 2 living Priests (not including Bishop).
    • Autolynch occurs at 51%.
    • Days and Nights are 24 hours longs.
    • Cult shares a night chat.
    • Church shares a night chat.
    • Voting is done with the [VOTE]Name[/VOTE] tags.
    • No death notes.
    • Only Serfs may leave last wills.
    • No death descriptions.





    Rolecards:

    Dracula's Cult:

    Count Dracula (Cult Leader)
    Night Action: May send a Cult member, including self, to convert someone at night.
    Attributes:
    • Must choose between detection immunity and attack immunity before the end of night one.
    • No cool down between conversion while you are alive.
    • Priests are notified someone tried to convert them.
    • Bishop is notified someone tried to convert him.
    • Conversion pierces immunity.
    • Upon death, all Cult members will die except one.


    Thrall (Cultist)
    Night Action: May be sent for the nightly conversion.
    Attributes:
    • May convert if alone.
    • Priests are notified someone tried to convert them.
    • Bishop is notified you tried to convert him.


    Acolyte
    Night Action: Target one person at night, killing them.
    Attributes:
    • Will live over a Vampire Witch if Count Dracula dies.
    • May be sent for the nightly conversion.
    • Priests are notified someone tried to convert them.
    • Bishop is notified you tried to convert him.


    Vampire Witch
    Night Action: Target one person at night and either:
    a) heal them.
    b) witch them onto another target.
    Attributes:
    • Will live over a Thrall if Count Dracula dies.
    • Targets are notified of Witching.
    • Can't force self-targets.
    • May be sent for the nightly conversion.
    • Healed targets are not converted to the Cult.
    • Priests are notified someone tried to convert them.
    • Bishop is notified you tried to convert him.



    The Town:

    Bishop (Mason Leader)
    Night Action: Target one person at night, converting them to a Priest if they are Serf, or attacking them if they are a member of Dracula's cult.
    May also talk with the Priests at night.
    Attributes:
    • Limited to 3 successful night actions.
    • Can not be converted to the cult.
    • Learns Cult Members' identity if they attempt to convert you.
    • Does not learn Count Dracula's identity if they attempt to convert you. Still notified of attempted conversion.


    Detective
    Night Action: Target one person at night, learning who they targeted.
    Attributes:
    • Does not pierce detection immunity.
    • Becomes Thrall upon conversion to Cult.


    Lookout
    Night Action: Target one person at night, learning who targeted them.
    Attributes:
    • Does not pierce detection immunity.
    • Becomes Thrall upon conversion to Cult.


    Mayor
    Day Action: Reveal yourself during the day, confirming yourself as town and increasing your vote power.
    Attributes:
    • Revealing can be done by sending me a PM.
      • Once the PM is sent to reveal, it can't be taken back.
    • Vote counts for two.
    • You are immune to lynch the day you reveal.
    • Cannot be healed after revealing.
    • Becomes Thrall upon conversion to Cult.
      • Retains current vote power if culted.


    Physician (Doctor)
    Night Action: Target one person at night, protecting them from attacks.
    Attributes:
    • Prevents vampire conversion.
    • Notified of successful healing (conversion included).
    • Can only protect from one person at night
      • Priority is: Thrall/Vampire Witch/Acolyte Converts/Kills/Count Dracula
    • Becomes Vampire Witch upon conversion to Cult.


    Priest (Mason)
    Night Action: May talk with the Bishop and other Priests at night.
    Attributes:
    • Can not be converted to the cult.
    • Does not replace Bishop.
    • Notified if someone tried to convert them, but not who.


    Serf (Citizen)
    Night Action: None.
    Attributes:
    • Becomes Thrall upon conversion to Cult.


    Sheriff
    Night Action: Target one person at night, learning their alignment.
    Attributes:
    • Detects targets as Town, Cult, or Neutral.
    • Targets immune to detection appear as Town.
    • Becomes Thrall upon conversion to Cult.


    Vampire Hunter (Vigilante)
    Night Action: Target one person at night, killing them.
    Attributes:
    • Limited to 2 bullets.
    • Becomes Thrall upon conversion to Cult.


    Vanguard (Bodyguard)
    Night Action: Target one person at night, protecting them from attacks and all cult members.
    Attributes:
    • Kills target's attacker, and roleblocks any Cult member acting on them (unless it's Acolyte attacking).
    • Dies if protecting target from an attack.
      • Cannot be healed during a fight.
    • Attack pierces immunity.
    • Can only protect from one person a night.
      • Priority is: Thrall/Vampire Witch/Acolyte Converts/Kills/Count Dracula
    • Becomes Thrall upon conversion to Cult.


    Wench (Escort)
    Night Action: Target one person at night, roleblocking them.
    Attributes:
    • Becomes Thrall upon conversion to Cult.



    Neutrals:

    Executioner
    Night Action: None.
    Attributes:
    • Gains night immunity if their target is lynched.
    • Becomes Jester upon failure.
    • Becomes Thrall upon conversion to Cult.


    Jester
    Night Action: Target one person at night, causing no effect.
    Attributes:
    • Kills 1/4 of guilty voters, rounded up.
    • Attack does not pierce immunity.
    • Becomes Thrall upon conversion to Cult.


    Serial Killer
    Night Action: Target one person at night, killing them.
    Attributes:
    • Immune to attacks.
    • Kills roleblockers.
    • Becomes Acolyte upon conversion to Cult.
    • May be converted by Bishop.
      • Remains Serial Killer.
      • Gains access to Mason night chat and learns identities.
      • May not be converted to the Cult if converted to the Masons.
      • Retains Serial Killer win condition.


    Survivor
    Night Action: Put on a vest at night, becoming immune to all forms of attacks and conversion.
    Attributes:
    • Limited to 2 vests.
    • Becomes Thrall upon conversion to Cult.


    Witch
    Night Action: Target one person at night, forcing them to visit another player of your choice.
    Attributes:
    • Targets are informed of Witching.
    • Can't force self targets.
    • Becomes Vampire Witch upon conversion to Cult.





    Rules:
    1. No communication of the game outside the game thread or night chats.
    2. No editing posts.
    3. No videos.
    4. No pictures.
    5. No links.




    Order of Operations:
    1. Survivor
    2. Wench (affected by 3 unless roleblocked).
    3. Witching: Witch, Vampire Witch.
    4. Vanguard
    5. Acolyte, Jester, Serial Killer, Vampire Hunter.
    6. Conversion & Kill: Bishop.
    7. Conversion: Count Dracula, Thrall, Vampire Witch, Acolyte.
    8. Healing: Physician, Vampire Witch.
    9. Detective, Sheriff, Lookout.
    10. Jester.




    Win Conditions:
    Dracula's Cult: Have a majority at the start of day, or have nothing be able to prevent this from happening.
    The Town: Eliminate the Cult, the Serial Killer, and any Witches.
    Executioner: Get your target lynched and Survive until the end.
    Jester: Get yourself lynched.
    Serial Killer: Eliminate the Town and survive until the end.
    Survivor: Survive until the end.
    Witch: Eliminate the Town and Survive until the end.
    Last edited by Cryptonic; November 29th, 2013 at 04:33 PM.

  2. ISO #2

    Re: S-FM : Cult vs Mason

    Jester gains night immunity if target is lynched?
    Witch Doctor isn't in Random Any roles?
    Witch Doctor is unique?
    You mention immunity to detection on Sheriff and Detective but I don't see that on any roles.
    If Mason Leader targets a Cultist, but is killed the same night, does his kill go through?
    If Doctor or WD is killed their heal fails?
    Is Doctor alerted to prevention of conversion?

    Also- +1 to Witch or Doctor becoming Witch Doctor

  3. ISO #3

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by Slaol View Post
    Jester gains night immunity if target is lynched?
    Witch Doctor isn't in Random Any roles?
    Witch Doctor is unique?
    You mention immunity to detection on Sheriff and Detective but I don't see that on any roles.
    If Mason Leader targets a Cultist, but is killed the same night, does his kill go through?
    If Doctor or WD is killed their heal fails?
    Is Doctor alerted to prevention of conversion?

    Also- +1 to Witch or Doctor becoming Witch Doctor
    follow up question as well if cult target X and X is killed but then healed do they get converted still?
    what if cult is attacked and healed do they contiune to go witht eh convet

  4. ISO #4

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by Slaol View Post
    Jester gains night immunity if target is lynched?
    Witch Doctor isn't in Random Any roles?
    Witch Doctor is unique?
    You mention immunity to detection on Sheriff and Detective but I don't see that on any roles.
    If Mason Leader targets a Cultist, but is killed the same night, does his kill go through?
    If Doctor or WD is killed their heal fails?
    Is Doctor alerted to prevention of conversion?

    Also- +1 to Witch or Doctor becoming Witch Doctor
    Whoops pasted all the Neutral rolecards from Exec, forgot to edit that one
    Witch Doctor can't be a random role, no.
    Witch Doctor is not unique, no.
    Cult Leader chooses between Detection Immunity and Attack Immunity d1/n1.
    No, kills happen before Mason Leader acts. It will just fail.
    Yes, if they die, their heals will fail.
    Yes, doctor is informed.

  5. ISO #5

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by ika View Post
    follow up question as well if cult target X and X is killed but then healed do they get converted still?
    what if cult is attacked and healed do they contiune to go witht eh convet
    The OoO is correct.
    If a player is killed & healed, they can't be converted the same night (will be dead when they try to convert)
    If the Cultist being sent out for the conversion is attacked & healed, he will not convert. He is dead the night when it is his turn to act. Likewise with Mason Leader: if he targets a Cultist and is Attacked & Healed, the Cultist will not be attacked.

  6. ISO #6

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by Cryptonic View Post
    The OoO is correct.
    If a player is killed & healed, they can't be converted the same night (will be dead when they try to convert)
    If the Cultist being sent out for the conversion is attacked & healed, he will not convert. He is dead the night when it is his turn to act. Likewise with Mason Leader: if he targets a Cultist and is Attacked & Healed, the Cultist will not be attacked.
    I enjoy this decision.
    Could Agent, perhaps, get the option to join the Cult or remain an Agent if converted?

  7. ISO #7

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by Slaol View Post
    I enjoy this decision.
    Could Agent, perhaps, get the option to join the Cult or remain an Agent if converted?
    I was considering it possible for SK/Arson/Agent to retain their night action if culted. However, I feel that they shouldn't. They are all able to win with the cult, and able to be converted by the cult. I like the idea of the Cult making a decision on whether to keep the KPN and hope town dies, or convert a killer in hopes of preventing cult deaths.

    I still might consider it, I'll think about it some more.

  8. ISO #8

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by Cryptonic View Post
    I was considering it possible for SK/Arson/Agent to retain their night action if culted. However, I feel that they shouldn't. They are all able to win with the cult, and able to be converted by the cult. I like the idea of the Cult making a decision on whether to keep the KPN and hope town dies, or convert a killer in hopes of preventing cult deaths.

    I still might consider it, I'll think about it some more.
    I missed that they could win with the cult. That would probably be OP to have them retain action, but the probability is minor enough to be doable I suppose.

  9. ISO #9

    Re: S-FM : Cult vs Mason

    Quote Originally Posted by Slaol View Post
    I missed that they could win with the cult. That would probably be OP to have them retain action, but the probability is minor enough to be doable I suppose.
    Yea, I'm going to just leave it for now. Added some clarity to Agent (can't be culted if part of the Masonry, learns identities if culted while in Masonry.)

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  15. ISO #15

    Re: S-FM : Cult vs Mason

    Perhaps the vigilant should become an acolyte if converted by the cult.

    EDIT: Is Mason/ mason leader informed that they have converted a Serial Killer?
    Quote Originally Posted by MattZed View Post
    deathworld's and RLVG's suicides made me lul. I take a lot of pleasure in knowing that I gave you an night action, and that you used it to kill yourself.
    Quote Originally Posted by yzb25 View Post
    At least Mesk has lewdy lefty and raunchy righty. You're not even Canadian.
    Quote Originally Posted by FM-Shocked Kirby Face View Post
    Deathworlds is simply better than us at this game. Don't kill them for that.
    Quote Originally Posted by Stealthbomber16 View Post
    fucketh me in the ass

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  22. ISO #22

    Re: S-FM : The Rise of Count Dracula

    you and someone diffrent?
    thrall mayor still reveal or loses power?
    while mayor can still be healed?
    physican stop heal and convert or only one?
    vampire hunter becomes altaodite? seems like would be more ideal scince it also kills.
    vampire hunter kill night 1?
    executioner wins, then converted must win again?
    executioner target always town? can the target be count dracula?
    jester perie immunity? jester grif be healed?
    when serial killer is converted does pishop know or what would bishps feedback be.
    physican/vampire witch get killed and target is attacked, target not healed? what about jester greif?
    serial killer wins with cult?
    bishop and cult target serf, serf becomes preist and alerted of conversion feedback?
    does preist lean bishop at start of day or end of day?
    NO ROLEPLAY?!?!?!?!?

  23. ISO #23

    Re: S-FM : The Rise of Count Dracula

    you and someone diffrent?
    Yes.
    They will be like:
    You: "ika tried to convert you last night."
    Someone: "Someone tried to convert you last night."

    thrall mayor still reveal or loses power?
    Thrall Mayor will lose their power, but will retain previous vote count.

    while mayor can still be healed?
    Ah, typo in my rolecard. Supposed to be "Can't be healed after revealing". Will edit.

    physican stop heal and convert or only one?
    I will clarify in the rolecard, but it will have the same priority as the Bodyguard.

    vampire hunter becomes altaodite? seems like would be more ideal scince it also kills.
    No, I only want there to be a maximum of 1 possible Acolyte in the game.

    vampire hunter kill night 1?
    Yea, no limitations on it's kill.

    executioner wins, then converted must win again?
    Yes, since conversions can pierce immunity, the Executioner must win again.

    executioner target always town? can the target be count dracula?
    The target can be any player in the game, no restrictions.

    jester perie immunity? jester grif be healed?
    No, Jester Grief can't pierce immunity, but it can be healed. It is a normal (-1) hit. Will clarify.

    when serial killer is converted does pishop know or what would bishps feedback be.
    The Bishop will not know the difference between the Serial Killer and other Priests.

    physican/vampire witch get killed and target is attacked, target not healed? what about jester greif?
    No, the attack would go through because Healing comes after kills. Also, I'll be adding Jester Grief to the Kills section, so it also wouldn't work.

    serial killer wins with cult?
    Yes, Serial Killer wins with Cult.

    bishop and cult target serf, serf becomes preist and alerted of conversion feedback?
    Yes, that's what would happen.

    does preist lean bishop at start of day or end of day?
    Cultists and Masons will learn eachother identities the moment they are converted.

    NO ROLEPLAY?!?!?!?!?
    no i am poor writer

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