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My comment on the specific specialist being village only were 100% based on balance.

One aspect of the normal WW game is being able to clear yourself (before infection) by publicly using your specialist ability (ex in most games, the hunter clears themselves by using an insta-kill). The village also needs to trust the specialist info (not considering infection) or the only aspects left in the game is random voting and voting patterns.
 
Sounds like you put some thought into this DP, so thank you. :)

You think this game is pretty fairly balanced, then? Since there will be an Alpha, Gnat, Normal, and an Infected + the power of the dead that night? Seems like a very powerful foursome. I'm sure you've thought it through, just echoing Plutonius' thought about the infected being quite powerful if they assume certain powers.

Did you think the WW side would not be powerful enough without that added tidbit?
 
thanks for the feedback.
i will amend some of the rules and add one more villager so astroboy will be able to play as well.

honestly, my fear/impression was that the WW/inquisitors were possibly already a bit too weak, but since you guys' feel the opposite, then we are probably good.
 
thanks for the feedback.
i will amend some of the rules and add one more villager so astroboy will be able to play as well.

honestly, my fear/impression was that the WW/inquisitors were possibly already a bit too weak, but since you guys' feel the opposite, then we are probably good.

If I end up being a WW, I demand you make them stronger :D.
 
the extra role:
KANDRA [takes dead’s power]. The Kandra is an ancient and secretive race of the Mistborn world. They are an evolved form of the MistWraiths, the fearsome creatures that inhabit the Mists. They have complete control on the morphology of their bodies, which they can reshape at will around pre-existing ‘bones’.
They can assume the exact likeness of any creature or person if they can use their skeletons, or they can decide which appearance to take, using artificial bones. Also, because they can model and re-model they bodies, they can be extremely strong and partially resistant to injuries.

A kandra is not an allomancer and does not start with any power. However, during any Night they can ‘take’ the bones of any of the dead players and assume their semblance. The process takes all night and it allows them to incorporate their allomantic powers.
Since they do not have any extra metal, they must use whatever was left with the body they use. In other words, if the dead player had already used up their ability (if it was a single-use one), then they are out of luck.
The kandra can switch body any number of times, but doing so they will lose the previous ability, and the night of the switch they will not be able to use either abilities.
BY morning, atg the end of the transformation, the kandra will learn what ability they shifted into, and if the ability is still usable. They can chose to go back into a body they had already used, but the transformation will still 'cost' them a night.
If a kandra acquires an inquisitor’s body, they do not switch allegiance. However a kandra CAN be recruited by the Inquisition, and will retain their power
 
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the extra role:
KANDRA [takes dead’s power]. The Kandra is an ancient and secretive race of the Mistborn world. They are an evolved form of the MistWraiths, the fearsome creatures that inhabit the Mists. They have complete control on the morphology of their bodies, which they can reshape at will around pre-existing ‘bones’.
They can assume the exact likeness of any creature or person if they can use their skeletons, or they can decide which appearance to take, using artificial bones. Also, because they can model and re-model they bodies, they can be extremely strong and partially resistant to injuries.

A kandra is not an allomancer and does not start with any power. However, during any Night they can ‘take’ the bones of any of the dead players and assume their semblance. The process takes all night and it allows them to incorporate their allomantic powers.
Since they do not have any extra metal, they must use whatever was left with the body they use. In other words, if the dead player had already used up their ability (if it was a single-use one), then they are out of luck.
The kandra can switch body any number of times, but doing so they will lose the previous ability, and the night of the switch they will not be able to use either abilities.
BY morning, atg the end of the transformation, the kandra will learn what ability they shifted into, and if the ability is still usable. If they wish, they can go back into a previous body.
If a kandra acquires an inquisitor’s body, they do not switch allegiance. However a kandra CAN be recruited by the Inquisition, and will retain their power

Ah. TenSoon was one of my very favourite characters; (and OreSure intrigued me, too). Anyway, I'm delighted to see Kandras make an appearance in this universe.
 
Ok I made some minor adjustments to the rules, as discussed above:

These roles CANNOT start as Inquisitors/WW

SEER
LURCHER (guard)
COINSHOT (instakiller)
AUGUR (undertaker)
However, they CAN be recruited (infected) by the Steel Ministry and made into an Inquisitor, following the proper ritual.

It is almost impossible for an ALUMINUM GNAT to be made into an Inquistor, so s/he cannot start as an inquisitor nor s/he can be recruited during the game.
the only exception is if -during the recruitment ritual- the Duraluminum Gnat is using his duraluminum burst (superkill). in this case the recruitment is successful, but the new inquisitor has NO powers.

One of the Inquisitors WILL be the DURALUMINUM GNAT.

All other roles/alignments will be randomized, without any strings attached
 
i am finalizing things, bear with me a little longer :)

Bear-Vs-Wolf.jpg
 
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