Having played Werewolf (and mafia), I decided to start my own werewolf game. Only with few additions. And another few. And a few more. Well, now it doesn't look very much like werewolf, and I haven't even finished the additions. It's more like Majesty and Civilization.
So now it's a deadly Majesty/Civilization/Werewolf mix.
Feel free to sign up, the game will probably start at the end of the week. There is no player limit. However, be wary that the game will be quite slow-paced (probably a turn per two days), and I also don't have very good writing skills (and my english grammar is bad sometimes, too), so don't expect too much.
Any suggestions are welcome. And please point out the parts of the rules which you feel are stupid/too complicated/etc.
Now, to the rules!
The rules:
1. This is basically a game about building civilisation from a scratch (like in Sid Meier's Civilization), managing your forces with indirect control (like in Majesty) and playing your role (like in any normal RPG)
2. Time will flow strangely, just like in some TBS - you can use a turn to build a building, popultaion increases every turn, but dungeons will still need a few turns to search.
3. Battle system is fully run by me. You just need to state your action an I'll tell the outcome.
4. Most people can't sustain even one serious wound, so they're dead after the first normal strike landed on them. However, some roles can sustain a wound before dying. The wound isn't doing any good for them anyway, so they get a penalty to everything for every wound they have, and it doesn't disappear at the end of the battle, so they'll need to meet a doctor.
5. There's a gold and item system in the game, but it isn't very planned out at the moment. Anyway, here's what I have right now: any item has a type (equipment or instant). Equipment items use up a body slot (so you can't, for example, equip two helmets). Instant items are one-use items that can be carried by you (max three at a time) or stored at your house (this also applies to equipment). Gold is used to pay for services of other players (everybody needs to eat!), buy items and to buy food.
6. Everybody needs to eat, as I mentioned earlier. If a person doesn't eat for a turn, all his bonuses are halved. If he doesn't eat for two turns, he loses all bonuses. If he doesn't eat for three turns, he dies.
7. RP is very welcome.
8. The king'll get the information he needs for town/kingdom management. He is free to share this information with other players, if he wants.
9. There will be some hidden rules and random events, just for fun.
10. Forgot to note - if you in-game PM something to another player, send the conversation log to me after the end of the conversation.
That's everything for now. If more rules'll be needed, I'll add them.
The roles:
All roles gain a common item and 100 gold at start, unless stated otherwise.
King - Knows everyone's roles, except for criminals; Have acess to treasury; The most important difference from normal roles - he needs to manage the town in a Majesty-like manner and the civilisation in a Civ-like maner.
Investigator - Can spend a turn to investigate some place or person.
Doctor - Can cure all wounds of a person.
Guard - Can protect a person, so an attacker will have to battle the guard instead of the protected victim.
Druid - Can use nature magic; No animal or wereanimal will attack him.
[NPC role] Militia - Militia will fight all major threats to the town.
Warrior - The PC Militia - much more skilled in battle.
[NPC role, but player may select it, if he wants] Merchant - Trades with people; 200 starting gold and some items in stock.
[NPC role] Civilian - Just some people with non-interesting jobs (though important to keep the society from falling apart)
[Player should PM me if he wants to play a criminal] Criminal - Every criminal is special. The player playing him will gain specific info at start.
Oracle - May ask a question to me every turn, and I'll answer it. The answer will be more clear if the question is more specific.
Medium - May ask a question to a dead one. He'll have to answer it.
[NPC role] Butcher/Baker/Grocer - These people provide the food to the rest of the town. <based on Kashyyk's idea, thanks to him>
Scout - can do a quick search on nearby location as free action, but the search is less effective than investigator's.
That's all for now. More roles will become availible during the game.
The races:
The Dwarves - northlanders. Much like vikings in rl.
(+) Can dig faster than anyone
(+) Can wear armor so heavy that a human wouldn't even be able to lift it
(+) Tough
(+) They're dwarfs!
(-) Need lots of alcohol
(-) Prefer traditions over innovations, so research would be slower for them
(-) A bit slow
The Humans - well, humans they are.
(+) Adapt faster than other races
(-) No real cons, except for lack of pros
The Bastards (aka Elves) - hippies. They had reduced their cannibalism and 'respect nature, or we'll kill you' habits over time, but they're still hated by most people.
(+) Retain their Nature link, so they'll make better druids than anyone else
(+) Can speak with animals, and animals will be more inclined to help them
(+) Fast
(-) Hated by common folks
(-) Fragile
The Birdmen (and Birdwomen) - nomads and, despite their chaotic nature, lorekeepers. They're really good-hearted, they even waged only one war in all their history (with the dreaded antmen). Tend to collect bits of knowledge all over the world, so one day other races decided it would be just better to let them be the historians and lorekeepers. The birdpeople agreed.
(+) Can fly
(+) Innate charisma
(+) Fast
(+) Have innate magik affinity
(-) Forgetful, chaotic nature
(-) Primitive technology
The story!
The world was quite a dull place. Elves, dwarves, humans, goblins... Birdpeople were a little more original, but not nearly enough. All territory of the continent was explored, no ancient ruins were left for plundering, the last war ended fifty years ago, taking the lives of nearly all goblins... It was an age of decadence and stagnation.
Then the antmen came.
At first, nobody noticed them. Even when the fast-breeding and organised race grew enough to gain their attention, other races thought them to be too stupid to pose any threat. They were wrong. But they realised that too late. The ever-growing tide of instectoids was already devastating the west half of the continent, destroying the remaining goblins. The remaining races finally realised that they need to cooperate. Unfortunately, fighting the antmen proved to be ineffective. So They decided to flee by ocean (fortunately, antmen can't swim). Each race built its own ships - dwarves built a few steam-powered and steel-covered manowars, humans built a big fleet with all types of ships, elves grew some galleons (which were actually live trees), and birdpeople built a bunch of caravellas, which they filled with all writings they had.
And they departed. Turning back to see their homeland for the last time, they saw a wasteland, devoid of any life except for the insectoids, and legions of antmen mindlessly marching into the ocean in hopes of catching the escaped races.
Their journey has begun. They sailed the ocean for nearly three years, and then they finally came to other lands, only half of them remained. A few dwarven manowars, most of the elven ships and part of the human fleet was destroyed, but the worst strike to the Alliance of Races was the destruction of birdmen fleet, which had all the knowledge they had accumulated over centuries. Of course, some of the knowledge still remained in the memory, but it was just a fraction of what they had before. But more pressing matters were ahead. They had little food remaining, so they decided to stay at these new lands. The three remaining races (birdmen remained, too, but they decided to stay within other races' towns for now) have parted, and each one estabilished a town. The world rebuilding had begun...
Players so far:
1. webadict [Birdman Doctor]
2. inaluct [Human Warrior]
3. Flintus10 [Human Warrior]
4. Kashyyk [Dwarf TankWarrior]
5. Dwarfaholic [Dwarf Doctor]
6. Nirur Torir [Dwarf King]
7. Armok [Birdman Oracle]
8. andrea [Dwarf Scout]
9. n9103 [Birdman Merchant]