Stars Aligned II - Game Over!


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Percy
Percy
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Stars Aligned II - Game Over!

Post Post #0 (ISO) » Mon Feb 15, 2010 8:30 pm

Post by Percy »

Image


Stars Aligned II
is a Large Theme game for 25 players.

Moderator
: Percy
Backup Moderator
: Vi


This game has finished.

Skip straight to if you would like to read the game without being spoiled.
====
































====

To skip straight to the end, click ! Might want to check the Rules post first though...

Those who Live:


semioldguy
-
Survived
,
Cultist
.
Insanity Count:
5
.


Those who have Died:


Nothing but
Dust
remains


Those who have returned to Dust:


Nicodemus
-
Lynched
on the
First Day
,
Cultist
.
Insanity Count
: 0
.
Sajin
-
Murdered
during the
First Night
,
Investigator
.
Insanity Count
: 0
.
Iecerint
-
Murdered
during the
First Night
,
Investigator
.
Insanity Count
: 0
.
Katy
replacing Seacore
-
Murdered
during the
First Night
,
Investigator
.
Insanity Count
: 0
.
CSL
replacing Col.Cathart
-
Lynched
on the
Second Day
,
Cultist
.
Insanity Count
: 2

Phate
-
Destroyed by an Unspeakable Being
during the
Second Night
,
Investigator
.
Insanity Count
: 1
.
startransmission
-
Murdered
during the
Second Night
,
Investigator
.
Insanity Count
: 3
.
SlySly
-
Lynched
on the
Third Day
,
Cultist
.
Insanity Count
: 2

Wickedestjr
-
Destroyed by an Unspeakable Being
on the
Third Night
,
Investigator
.
Insanity Count
: 0

elvis_knits
-
Murdered
on the
Third Night
,
Investigator
.
Insanity Count
: 1

vikingfan
-
Lynched
on the
Fourth Day
,
Murderer
.
Insanity Count
: 4
.
evilsnail
-
Destroyed by an Unspeakable Being
on the
Fourth Night
,
Investigator
.
Insanity Count
: 1

Plum
replacing Sarag
-
Lynched
on the
Fifth Day
,
Cultist
.
Insanity Count
: 2

dramonic
-
Lynched
on the
Sixth Day
,
Murderer
.
Insanity Count:
8
.
Ellibereth
-
Lynched
on the
Seventh Day
,
Investigator
.
Insanity Count:
6
.
DrippingGoofball
-
Murdered
during the
Seventh Night
,
Investigator
.
Insanity Count:
3
.
iLord
-
Destroyed by an Unspeakable Being
during the
Seventh Night
,
Investigator
.
Insanity Count:
4
.
farside22
replacing Chaco
,
Modkilled
during the
Eighth Day
,
Investigator
.
Insanity Count:
5
.
VP Baltar
-
Destroyed by an Unspeakable Being
during the
Eighth Night
,
Investigator
.
Insanity Count:
4
.
Magua
replacing Amished
-
Lynched
on the
Ninth Day
,
Cultist
.
Insanity Count:
7
.
rewq455
replacing Faraday
-
Destroyed by an Unspeakable Being
during the
Ninth Night
,
Investigator
.
Insanity Count:
2
.
Furcolow
replacing Hayker replacing Adel
-
Lynched
on the
Tenth Day
,
Investigator
.
Insanity Count:
6
.
animorpherv1
-
Destroyed during the Ascension
,
Investigator
.
Insanity Count:
4
.
kunkstar7
replacing Drench
-
Destroyed during the Ascension
,
Investigator
.
Insanity Count:
8
.
Last edited by Percy on Tue Jul 13, 2010 5:15 am, edited 37 times in total.
User avatar
Percy
Percy
Rainbow Robot Cthulhu
User avatar
User avatar
Percy
Rainbow Robot Cthulhu
Rainbow Robot Cthulhu
Posts: 1753
Joined: October 11, 2008
Location: Sydney

Post Post #1 (ISO) » Mon Feb 15, 2010 8:34 pm

Post by Percy »

Roles


There are three Roles in this game -
Investigators
, who number approximately three quarters of the starting players;
Cultists
, who number approximately one quarter; and
Murderers
, who appear later in the game.

Investigator


Image

You are an
Investigator
, and have travelled to this place to seek the truth of what lies beneath the temple.


Honest individuals caught in the deadly machinations of the Cult. You must outwit and outplay the evil Cultists and deranged Murderers, fending off the strange and horrifying supernatural world that threatens to overwhelm you.

Win Condition
: The Investigators win when all Cultists and Murderers have been killed, provided there is at least one Investigator still alive.


Cultist


Image

Many years ago, you dedicated your life to the service of the gods who wait; Hastur, Dagon, Zoth-Ommog, Nyogtha, Cthulhu. You are a
Cultist
, and have travelled to this place to perform your dark Rituals.


Depraved individuals intent on slaughtering the Investigators. They command the dark, supernatural forces that threaten the lives of every Investigator and Murderer, but at a price; their sanity will slowly be eaten away by the very beasts they try to control.

Special Abilities
:
Secret communication
- All Cultists will receive a link to a QuickTopic thread with their PM. They may communicate with each other in this thread at any time, provided they are still alive.
The Ritual
- Cultists may select the Night Actions
Pass Fetish
,
Craft Fetish
and
Participate in the Ritual
. However, they may not select the Night Action
Stalk
.

Win Condition
: The Cultists win when they number at least half the remaining players, and there are no surviving Murderers, at the beginning of either the
Night
phase or the
Day
phase.


Murderer


Image

Players who succumb to the urge to strike out against unseen horrors and go on a killing spree become Murderers. They become lone wolves, fighting for themselves alone. They descend the dark steps to insanity as they strike out at former friends and foes with equal ferocity.

Special Ability
:
Killer
- Murderers may take the
Murder
action more than once.

Win Condition
: A Murderer wins instantly upon the completion of a Murder action, provided that they:
-are the only Murderer alive,
-have completed more successful murders than any deceased Murderer, and
-have completed at least two Murders before this one.


Global Mechanics


Night and Day


Image

The game is broken into two phases,
Night
and
Day
. During the
Day
, the spirits retreat from the harsh sunlight; at
Night
, they come out to play... The Investigators retreat to dark corners and small rooms to await the day, managing only small bursts of activity to do what they can to save their fellows and root out the Cultists.

Each
Night
, all players may perform a single
Night Action
. The Cultists may perform
The Ritual
. Players may not publicly post at
Night
.

During the
Day
, all characters discuss events in the game thread and perform a
Lynching
. Play then proceeds to
Night
again.

The game begins at
Night
.


Lynching


Image

During the
Day
, a
Lynch
is performed. Each character has one vote as to who they want lynched, which can be changed at any time. Once at least half of the characters left alive have voted to lynch a player, that player is killed (and therefore becomes
Dead
). Once the required number of votes has been reached, no further vote changes will be counted. The lynched player may not post, though others may continue to post until the thread is locked by a moderator. The option to lynch nobody is available (
Vote: No Lynch
). Once a majority has been reached, the game moves to the
Night
phase.

Votes must be marked in bold in the format
Vote: Herbert West
. You may
Unvote: Herbert West
to undo the previous vote. Whilst they are encouraged when changing your vote,
Unvote
s are not mandatory.

A successful lynch will reveal the
Insanity count
of the lynched player, but not his role (but see
Rob Grave
, below).

A deadline of three RL weeks will be in place for the first three
Days
, falling to two RL weeks for subsequent
Days
. If activity has been good, the Moderator may extend the deadline by one RL week up to two times per
Day
by request from the players. At deadline, whoever has the majority of votes will be lynched. If there is a tie, whoever received their final vote first will be lynched.


States


Various things can happen to you during the course of the game - you may become
Bloody
, hear
Noise
, go
Insane
, become
Dead
and eventually turn to
Dust
. You must also be wary of a descent into
Chaos
.

Bloody


Image

Characters may get blood on their clothes from the
Resuscitate
and
Murder
actions, as well as from
The Ritual
. The
Investigate
action can detect blood. The
Launder
action will clean the blood away. You will be told when you become
Bloody
.


Hearing
Noise


Image

Night Actions
that target a character will often make noise. If your character is the target of at least one of
Pass Fetish
,
Craft Fetish
,
Resuscitate
,
Investigate
,
Ward
or
Stalk
, or if your character performs the
Ward
action, you will receive the message "You heard
Noise
in the night" upon the start of the next
Day
. You will receive the same message, even if multiple noisy actions target you.


Insanity


Image

Every character begins the game with an Insanity Count of 0. As they are exposed to the bleak horrors of their environment (willingly or unwillingly), their count rises. The
Rob Grave
,
Stalk
,
Murder
and
Commune
actions all cause Insanity, as will being saved from death by a successful
Resuscitate
and participating in
The Ritual
.
Launder
and
Ward
can also cause insanity, as will receiving a
Fetish
of yourself from a Cultist.

Each time a player's insanity score goes up, they will receive a PM from the Moderator. They must choose an insanity from the list below at the start of the next
Day
, prior to posting. You cannot choose the same insanity more than once. You can never remove or change your insanities.

(i)
Taboo
- Choose an action you have Equipment for,
Launder
or (if a cultist)
Craft Fetish
. You may no longer take that action. If you choose
Taboo
(Launder)
, you may not take
Compulsion
.
(ii)
Hallucination
- You always hear
Noises
each
Night
regardless of actions taken.
(iii)
Compulsion
- If you are
Bloody
, you must
Launder
. You may not choose
Taboo
(Launder)
in the future.
(iv)
Aversion
- Choose a player who is alive. You may no longer vote to lynch that player. If and when that player dies, you must choose a new player from among those still alive. If you are a
Cultist
, you may never choose another Cultist.
(v)
Distraction
- Your lynch vote, once placed on another player, cannot revert to a player you voted to lynch earlier this
Day
.
(vi)
Paranoid
- Each
Day
, if any living player has voted to lynch you, you may only change your vote to players who have voted to lynch you that
Day
.
(vii)
Twitchy
- All posts by you in which you vote or unvote must contain "*twitch*" or "*twitches*".
(viii)
Avolition
- For three
Days
, your vote no longer contributes to a lynch. Your vote still shows up in vote counts.
(ix)
Sadism
- You may only place your votes on players who are one or two votes away from a lynch.
(x)
Psychopathy
- You are now a
Murderer
.
Only Investigators may take this Insanity, and cannot take it as their first Insanity
.

If a character posts before PMing their Insanity choice(s) to the Moderator, or if they contradict one of their Insanities in any post, the Moderator will insert the text
Insanity Infraction
into the post.

If a character receives 3 Insanity Infractions in one game
Day
, they will lose their
Night Action
for the following
Night
, and will gain an
Insanity
instead. If this occurs for a second time, or gains 8 Insanity Infractions over the course of the game, they will be modkilled.

If a player reaches an Insanity Count of
8
, they will no longer gain any
Insanities
. Votes that contradict Insanities will not contribute to a Lynch.


Dead


Image

Once you have been lynched, murdered or killed by the Ritual, you may no longer post. You may still be the target of the
Rob Grave
action.


Dust


Image

You may no longer be the target of
Rob Grave
. All of your Equipment is destroyed (if it was not taken by a grave robber), and your alignment is made known to the players.


Chaos


Image

If
every living player
is
Bloody
at any time, all
Investigators
gain the
Psychopathy
insanity, and the
Day
phase no longer occurs. For this state to be triggered, there must be at least three more Investigators than Cultists remaining.



Night Actions


The following are the available Night Actions. They take place in the listed order, and each action resolves simultaneously amongst those who have chosen it (most relevant for
Murder
,
Ward
and
Commune
). If your action fails for any reason, you will be informed via PM (with
Ward
and some instances of
Resuscitate
being the only exceptions). A failed action will not produce the
Effect
, but all
Side Effects
still apply. Some actions allow you to take another action, but you may never perform more than two actions in a single Night.

Participate in the Ritual


Image

Together with [Other Participants], you venture into the heart of the temple. The long, winding tunnels stretch on for hours, always slanting down. Eventually you come to the circular Ritual hall.

You smear your own blood on the walls, and take your seat around the circle of dread power, lit with black candles scented with the tears of innocents.

Holding aloft your fetish of
Target
, you beseech the gods you serve to deliver chaos, blood and murder upon him!

A dark vortex swirls in front of you, and what slithers, floats, crawls its way out brings madness. It is a loathesome, fleshy construct of unimaginable power, covered with coiling tentacles and oozing putrid rot.

It sets off through the house to fulfil its purpose.

You breathe deeply as reality slowly reasserts itself. You blow out the candles...


Target
: Any player.
Effect
: You submit the target's name to the Ritual.
Prerequisites
: Only
Cultists
may take this action. At least one third (rounding up) of the Cultists must submit the same name for the Ritual to take effect, and the Cultists must possess a
Fetish
linked to the target.
Greater Ritual
: If two thirds (rounding up) of the Cultists target the same player, the Ritual counts as two kills for the purpose of
Resuscitate
.
Free Action
: You may
Participate in the Ritual
and perform another
Night Action
.


Launder


Image

When
Bloody
:

You rush outside, and use a small gas heater to melt some snow. Looking nervously over your shoulder, you jam your
Bloody
clothes into the hole and furiously scrub them clean with your hands. Your hands soon grow numb with cold.

You return inside.


When not Bloody
:

You rush outside, and use a small gas heater to melt some snow. Looking nervously over your shoulder, you jam your clothes into the hole and furiously scrub them clean with your hands.

"Can't make it clean. Need to make it clean again. I can't make it clean! They'll know, they can see it, I can see it, make it clean! Clean again!"

Your hands soon grow numb with cold as you howl in the night. You return inside.


Target
: Yourself.
Effect
: If you are
Bloody
, your
Blood
is removed.
Prerequisites
: None.
Side Effects
: If you are not
Bloody
when you take this action, you gain an
Insanity
.
Notes
: Players who do not submit a
Night Action
will default to this action.


Search


Image

Target
: Yourself.
Effect
: You acquire your choice of equipment -
Forensic Tools
,
Resuscitation Kit
, or
Occult Books
.
Prerequisites
: You may not search for a
Resuscitation Kit
while
Bloody
.

Forensic Tools


Image

After the others leave, you begin searching through the mess strewn about the large rooms on the ground floor of the temple. After some digging, you find a UV lamp and some batteries, perfect for detecting unseen blood.


Effect
: You may choose the
Investigate
Night Action.
Destroyed when
: An
Investigate
you perform discovers
Blood
.

Resuscitation Kit


Image

After the others leave, you begin searching through the mess strewn about the large rooms on the ground floor of the temple. You find some electronic equipment, and what looks like some chest paddles. You turn it over in your hands, and manage to switch it on. Perhaps you can save another.


Effect
: You may choose the
Resuscitate
Night Action.
Destroyed when
: You become
Bloody
.

Occult Books


Image

Hidden near the back of the temple is an old, dusty library. It smells of old parchment and lavender, but your skin crawls as you approach the shelves. You draw out a volume bound with red leather, and its power floods through your hand and fills your vision with blackened rage. This is what you were looking for.


Effect
: You may choose the
Commune
Night Action.
Destroyed when
:
Commune
discovers someone more
Insane
than you are.


Ward


Image

With care and practiced grace, you sketch the protective wards around the sleeping form of
Target
. The chalk, tinged with your own blood, seeps into the floor and disappears after your whispered incantation, before flaring into ghostly light. He will be safe tonight.


Target
: Any other player.
Effect
: If your target is targeted by the
Pass Fetish
,
Craft Fetish
or
Stalk
actions, those actions fail.
Prerequisites
: None.
Side Effects
: Your target hears
Noise
. You hear
Noise
. Your action will fail if someone targets you with
Ward
, and you will not be notified of the failure. If you choose this action two nights in a row, you gain an
Insanity
.


Pass Fetish


Image

Success
:

You sneak into
Target
's room as soon as they are gone. You leave the
Fetish
sitting atop their things, staring into the room with vacant, evil eyes.


Failure
:

You attempt to do the same with
Target
, but a large circle, wrought with ancient runes, turns you away.


Target
receives
:

You leave your room for a few moments, and when you return, you find something horrible.

Something disgusting, intrusive, a part of you twisted and shaped for evil purposes. The small doll seems to look right into your soul, and you feel yourself go mad.


Target
: Up to three (different) non-Cultists.
Effect
: The targets aquire a
Fetish
of themselves, causing them to gain an
Insanity
. Investigators cannot gain more than one Insanity per night as a result of this action. The Cultists lose any Fetishes they successfully pass.
Prerequisites
: You must be a
Cultist
to choose this action. The Cult must also possess
Fetishes
of each of your targets.
Side Effects
: Your targets hear
Noise
.


Craft Fetish


Image

Success
:

You find
Target
thrashing in their sleep in a small, dark room. You carefully pluck some hair from their head and escape back to The Sanctum. You fashion a small doll; canvas from hemp hewn by silver on the full moon, filled with the wool of a day old lamb, stitched with the entrails of a man slain by demons, and
Target
's hair tying a noose around its neck. It pulses with the power of the gods you serve.


Failure
:

You attempt to do the same with
Target
, but a large circle, wrought with ancient runes, turns you away.


Target
: Up to two non-Cultists.
Effect
: You create a
Fetish
of your targets.
Prerequisite
: You must be a
Cultist
to choose this action.
Side Effect
: Your targets hear
Noise
.
Notes
: Fetishes are not equipment, and once made are available to the Cult as a group. This action will fail if your target has also been the target of
Pass Fetish
.


Rob Grave


Image

You pause at the top of the stairs that leads down to the ice outside. You take a deep breath and prepare yourself for the descent.

Down, down, through the thick night air, towards the hasty cairn built for
Target
. You dig up his corpse, spray some lighter fluid on his flesh and set him alight.


If Cultist
:

You watch as his body disintegrates and his spirit leaves his fleshy body, cackling with the insanity of the Elder Gods.


If Investigator
:

You watch as his body disintegrates and his spirit leaves his fleshy body, weeping with the loss of life and mind.


If Murderer
:

You watch as his body disintegrates and his spirit leaves his fleshy body, cackling with the madness of death and murder.


If Sole Targetter
:

You hastily remove [
Equipment
] before you set them alight.


Target
: Any
Dead
player.
Effects
: The alignment of the Dead player is publicly revealed the next
Day
. If you are the only player to target them, you will receive all of their equipment (
Resuscitation Kits
provided you are not
Bloody
,
Forensic Kits
and/or
Occult Books
) if they had any.
Prerequisites
: None.
Side Effects
: You gain an
Insanity
. Your target turns to
Dust
.
Free Action
: You may choose
Rob Grave
and another
Night Action
.


Resuscitate


Image

You keep your
Resuscitation Kit
at the ready, ghosting
Target
for the evening.


If successfully
Resuscitated
:

Just when you thought everything was going to be quiet for the evening, your blood runs cold. Your skin prickles in horrified anticipation.

You hear
Target
scream, and rush in to find his badly mutilated body lying on the floor. His assailant is nowhere to be seen.

"You're going to be OK, just hold on..." you whisper, but he's lost consciousness. You shock him once, twice, three times... He splutters, and breathes again. You wrap his wounds as best you can, shoot him full of painkillers and leave before you pass out from shock.

Covered in blood, your
Resuscitation Kit
is unusable.


If unsuccessfully
Resuscitated
:

Just when you thought everything was going to be quiet for the evening, your blood runs cold. Your skin prickles in horrified anticipation.

You hear
Target
scream, and rush in to find his badly mutilated body lying on the floor. His assailant is nowhere to be seen.

"You're going to be OK, just hold on..." you whisper, but he's lost consciousness. You shock him once, twice, three times... He splutters, and breathes again. You wrap his wounds as best you can, but he's too far gone. He dies in your arms.

Covered in blood, your
Resuscitation Kit
is unusable.


If no killing actions target player
:

No ill befalls them.


Target
receives on successful
Resuscitate
:

...


...


...


"Can you hear me?"



...


"Can you hear me?"

Pain, everywhere. Nothing but black and red and oh god what has happened to me

"You're going to be OK,
you're going
to..."


Sleep reclaims you. When you awake in the morning, you are alone. You are drenched in blood, and bear the mental scars of your near-death experience.


Target
: Any other player.
Effect
: You protect your target against one of either
Murder
or
The Ritual
.
Prerequisite
: You must possess a
Resuscitation Kit
.
Side Effects
: Your target hears
Noise
. Any Resuscitate action targeting you tonight will fail, and the player who targeted you will not be notified of the failure. If you successfully protect them, you become
Bloody
, and your target both becomes
Bloody
and gains an
Insanity
when the killing action (
Murder
or
the Ritual
) resolves.
Notes
: If more killing actions target the player than there are players Resuscitating them, then the kill is not prevented, though you still become
Bloody
when the killing action resolves. If you save your target from death, they will be notified that they were saved, but not by whom.


Investigate


Image

You wait outside
Target
's room. Eventually, he leaves; you dash in and shine your UV light all over his clothes, attempting to catch a glimpse of blood with your
Forensic Tools
.


Target
Bloody
:

The light does not lie.
Blood
is everywhere. Your light shudders and dies out; your
Forensic Tools
are broken.


Target
not bloody
:

There is none to be found.


Target
: Any other player.
Effect
: You determine whether your target has
Blood
on their clothes.
Prerequisite
: You must possess
Forensic Tools
.
Side Effect
: Your target hears
Noise
.


Stalk


Image

You watch
Target
dash off into the massive temple, and slip quietly away in the confusion. You follow, and attempt to catch up to them.


Success
:

You spend the whole night ghosting
Target
- finding hiding places, learning habits, learning noises. The desire to snuff out those noises and desecrate their hiding places with their warm, red blood builds in you. You are ready to strike just after sunset tomorrow. You return to your room and sharpen your knives.


Failure
:

As they run before you down a long, straight corridor, you come to a circle drawn in the dust. Try as you might, you cannot fight your way past it, and you lose them into the night.


Target
: Any other player.
Effect
: You prepare yourself to
Murder
your target.
Prerequisites
: You must be an
Investigator
or a
Murderer
.
Side Effect
: Your target hears
Noise
. You gain an
Insanity
.


Murder


Image

You sharpen your knife and watch
Target
move about the mansion. After a few hours, you know it's time.


You leap from the shadows and draw your blade across his throat, cackling with pride and elation. You let the blood, gushing from his wound, run down your arms and soak you in his death.


Target
successfully
Resuscitated
:

When you return to join the others,
Target
still breathes. Someone must have saved him from death!


Target
receives
:

You begin to make your way back to your room. Waiting for you is not peaceful slumber, however. Someone there, lurking in the darkness. The knife glints, and your world explodes in pain.


Target
: Any other player.
Effect
: You kill your target. They are now
Dead
.
Prerequisite
: You must have targetted them with
Stalk
the previous night. You also cannot take this action for a second time unless you have the insanity
Psychopathy
.
Side Effects
: You become
Bloody
. You gain an
Insanity
.


Commune


Image

You open the
Occult Books
bound in red leather, containing your notes and annotations and clippings and spells. You locate the one you seek, and sit yourself in the centre of a circle of salt. You invoke the spirits to attend to you, to assess the mind of another person here imprisoned. You invoke
Target
's name, and they fill your mind with images, flashes, half-stitched-together memories all tumbling through.


Target
more
Insane
:

They push against your will until finally, you know
Target
's mind, twisted in grave and terrible
Insanity
. You expel them by breaking the circle with a brush of your hand. Their presence lingers.

Your
Occult Books
burst into green flame, leaving nothing but ashes.


Target
not more
Insane
:

They push against your will until finally, satisfied with
Target
's sanity, you expel them by breaking the circle with a brush of your hand. Their presence lingers.


Target
: Any other player.
Effect
: You learn whether your target has (strictly) more
Insanities
than you.
Prerequisites
: You must possess
Occult Books
.
Side Effects
: You gain an
Insanity
after the
Effect
resolves.


Ritual Resolves


Image

Success
:

You return to the scene of the Ritual and await the return of your... fellow servant.

It returns before too long, dripping with the blood of its victim. The madness grips you again as it reports its success in the gutteral language of your gods.
Target
's blood flies all over the room, and spatters all over your clothes. It retreats back through the portal to the nether realms.


Failure
:

You return to the scene of the Ritual and await the return of your... fellow servant.

It returns before too long, the same as it entered. The madness grips you again as it reports that
Target
had already died. It retreats back through the portal to the nether realms.


Target
successfully
Resuscitated
:

When you return to join the others,
Target
still breathes. Someone must have saved him from death!


Target
receives
:

You return to your room, and intend to wait the night out there. Waiting for you is not peaceful slumber, however.

Something slithers, floats, crawls in the darkness. It is a loathesome, fleshy construct of unimaginable power, covered with coiling tentacles and oozing putrid rot. Before you can scream, it lets out a terrible roar, a noise no mortal should hear. Your mind is blasted from your body.

Your face stretches into a terrible rictus, and you walk smiling to your death.


Effect
: The target of the Ritual is killed.
Side Effects
: All
Cultists
who selected
Participate in the Ritual
gain an
Insanity
. If the target was not
Murdered
, they also become
Bloody
, even if the kill was prevented by
Resuscitate
.
Notes
: Only one Ritual may succeed per night. If there are multiple names submitted for the Ritual, whoever has the clear majority will be killed. If there is no clear majority, the Ritual will fail.


Other Game Rules


Do not discuss this game with other players outside this thread. The only exception to this rule are the Cultists, who may post in their QuickTopic thread.

Do not directly quote any PMs you receive from the Moderator. Do not mention any content in an attempt to learn the content of another PM ("its third and fifteenth letter is g", etc.) - PMs will be flavoured and (hopefully) interesting, but they are just for you. Don't fake a PM and quote it, either.

Your
Night Action
choices are due to me by the posted deadline. If I do not receive your choice via PM by the posted deadline (usually 72 hours from the threadlock) you will default to the action
Launder
.

This game is a commitment, and should be treated as such. If you're going to be unable to post for a significant period of time, let me know
(it will help to let the other players know as well, of course).

I will prod players for being inactive for 5 RL days, and then possibly replace at my discretion. Players who receive multiple prods throughout the course of the game may be replaced as well.

All of the Moderator's decisions are final.

Purple is the Moderator's colour
. Do not use it. Do not use small/invisible text.

Violating any of these rules will result in a punishment according to their severity, from a private or public rebuke up to and including a Modkill. Modkills may be accompanied by a change in phase, at the discretion of the Moderator.

If you see something you don't understand, ASK! If you have any questions feel free to PM me directly, or
mark your question in bold
in the thread.


Questions and Answers


Questions asked publicly of the Moderator will be appended to this post.

Q: I'm an
Investigator
. What can I do on Night 0?
A: You may take the
Ward
action to interfere with the
Cultists'
plans, or
Search
to allow greater choice of Night Action for subsequent nights. You can also
Launder
(not recommended) or
Stalk
.

Q: I'm a
Cultist
. What can I do on Night 0?
A: The first thing you should do is talk to your fellow Cultists in your quicktopic. On the first Night, you should be looking to perform
Craft Fetish
on multiple targets, as well as choosing
Search
to get Equipment that will help your side later on (such as a
Resuscitation Kit
in case you are threatened by
Murderers
). An important strategy will be faking claims - such as explaining your
Insanities
, what
Night Actions
you took and when and how you heard or produced
Noise
, so discuss this with your Cultist buddies.

Q: I want to be a
Murderer
! What should I do?
A: Carefully read the Murderer Win Condition. Your first action should be
Stalk
.

Q: The
Murderer
Win Condition actually doesn't require everyone else to be dead. What happens when a Murderer wins? Does the game continue?
A: Game ends, Murderer wins! Winning as a Murderer takes at least 6 nights worth of effort, and a lot of luck.

Q: Are
Commune
and
Investigate
results always accurate?
A: Yes.

Q: The
Cultists
cannot kill Night 0 because they must first craft fetishes, right?
A: Yes, Investigators are safe from being killed by the Ritual (or Murder) on Night 0.

Q: For
Commune
, do you gain an
Insanity
before or after the action?
A: Afterwards.

Q: Actions like
Murder
and
Stalk
can be prevented. Do I still gain an
Insanity
if they are?
A: Yes.
Side Effects
always apply, even if the
Effect
is cancelled.

Q: Can I submit "No Action"?
A: No. The default action is
Launder
, which will probably send you
Insane
. There will always be a better choice than doing nothing. If you default to Launder and cannot choose Launder (due to an Insanity), you only gain an
Insanity
.

Q: Can I have more than one piece of
Equipment
?
A: Yes, there is no limit.

Q: Can I make multiple
Fetishes
of the same player?
A: Yes, there is no limit.

Q: Can a
Cultist
become a
Murderer
?
A: No;
Psychopathy
is available only to
Investigators
.

Q: Can
Rob Grave
be used multiple times per
Night
?
A: Yes, but the maximum of 2
Night Actions
per player per
Night
still applies.

Q: If my
Night Action
fails, will I be notified?
A: Yes, with two exceptions: (1) You are not notified if your
Ward
action fails due to someone warding you, and (2) You are not notified if your
Resuscitate
action fails due to your target also choosing
Resuscitate
.

Q: What happens if my
Insanity Count
reaches 8 and I gain another
Insanity
?
A: Your
Insanity Count
continues to go up as usual, but you don't choose any new
Insanities
.

Q: Will we be able to tell whether a death was due to a
Murder
or
The Ritual
?
A: Yes, but no further information will be given (such as number of
Murders
and/or who committed them).

Q: If a player is the target of
Murder
,
Resuscitate
and
The Ritual
, what happens?
A:
Resuscitate
prevents the
Murder
, but
The Ritual
succeeds.

Q: This game is so complicated!
A: Well, that's not really a question, is it? This game is complex, with multiple strategies that can be employed by the players.

Q: I played in the first game of Stars Aligned. What's changed?
A: The following has been changed from the previous edition:
-
Investigators
no longer begin the game with equipment.
-
Ward
requires no equipment.
-
Distraction
,
Aversion
,
Avolition
and
Twitchy
have been slightly altered. You cannot choose the same Insanity twice anymore. You cannot gain more than 8 Insanities.
-
Commune
(the old
Research
) no longer interferes with
The Ritual
, and
The Ritual
requires at least one third of Cultists to participate. Cultists can also make their Ritual kill harder to prevent.
-
Craft Fetish
has been altered so that Cultists can more easily manage their Fetishes, as has
Pass Fetish
.
-
Search
is the old
Equip
, but only the name has changed.
-Default action is
Launder
.
-
Rob Grave
is now a free action.
-
Cultists
are free to talk during the
Day
.
-
Fetishes
are no longer equipment, and are available to all Cultists.
-Enough
Insanity Infractions
result in the loss of your
Night Action
rather than a modkill.
-Cultists may no longer become
Traitors
.


“Fools!” said West, his clenched fist striking the lectern before him. “We must prepare today’s youth for a world whose terrors are etched upon ancient clay tablets recounting the fever-dreams of the other gods... who lie beneath the earth, waiting until the stars align so they can return to their rightful place as our masters...”
Last edited by Percy on Sat Mar 06, 2010 7:22 pm, edited 14 times in total.
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Post Post #2 (ISO) » Mon Feb 15, 2010 8:46 pm

Post by Percy »

Quick Reference for Night Actions


Below is a greatly simplified list of the Night Actions, presented in the order in which they resolve. Consult the post above for more details; many actions have
Side Effects
.

Participate in the Ritual
-
Cultists only
,
Free Action
. Kills a player.
Launder
- Default action. Removes
Blood
.
Search
- Acquire equipment.
Ward
- Prevents
Stalk
,
Pass Fetish
and
Craft Fetish
.
Pass Fetish
-
Cultists only
. Causes
Insanity
.
Craft Fetish
-
Cultists only
. Required for
Pass Fetish
and
The Ritual
.
Rob Grave
-
Free Action
. Reveals alignment of
Dead
players, can acquire equipment.
Resuscitate
- Requires
Resuscitation Kit
. Prevents kills.
Investigate
- Requires
Forensic Tools
. Determines the presence of
Blood
.
Stalk
-
Investigators
and
Murderers
only. Prepares for
Murder
.
Murder
- Requires
Stalk
from the
Night
before. Kills the target.
Commune
- Requires
Occult Books
. Determines whether your target's
Insanity
is higher than your own.
Ritual Resolves
- Target of the Ritual is killed.
Last edited by Percy on Tue Feb 16, 2010 3:06 pm, edited 1 time in total.
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Post Post #3 (ISO) » Mon Feb 15, 2010 9:30 pm

Post by Percy »

"What you are seeking lies to the North. Go North. North."

Every night, my dreams were invaded by the monotonous, maddening voice. The newspaper clippings strewn around the room, covered in insane scratchings I barely recognised as my own, pointed to something, but clarity eluded me. I hadn't left the house in weeks. My wife had left me months ago. Or perhaps years. Did I ever have a wife?

"North. Go North."

It was a dim winter's evening when I set out to find the object of my hunt - foretold in the stars, prophesied upon ancient clay tablets. It... called to me. What "It" was I could not say.

"North."

I rented a car and drove for days. When the car broke down, I walked. The snow was perpetual during the day, though the stars were clear at night. I spelt out words with them and formed my own constellations, making my own prophesy.

"North."

I was joined by another man, then a woman. We said not a word. We pushed on. Days passed. Weeks.

"North."

My body had withered, but still I walked. It was night again, and staring up at the stars, they seemed to blur, or shift. Far off in the distance, I saw a searchlight beaming its feeble light into the cosmos. I ran. I had made it.

The structure was immense, larger than any work of man; a mansion of some sorts, or perhaps a temple. Carved directly into the face of the mountain, it jutted out at strange angles, twisting the eye and turning the mind. We bounded up the great stone steps to the warm, inviting glow from inside.

Looking around, there were twenty-five of us, cold and miserable, eyes searching for some clue as to why we were called here. The entrance hall was well-lit, and passing through we found dinner laid out for us. Still not a word was spoken as we gorged ourselves on the strange food and drink; meat from no animal I had ever seen, fruits of all hues that burst with the slightest pressure, and a strange green liquid that burned inside.

Before long, I regained my senses. Looking at the others, these strange creatures, I knew I was in danger. I ran.


It is now Night 0. Role PMs are going out now.
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Post Post #4 (ISO) » Tue Feb 16, 2010 12:09 pm

Post by Percy »

All players confirmed.

Please send in your Night Action choice by the deadline. You may change your choice up until deadline by sending me another PM.
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Post Post #5 (ISO) » Wed Feb 17, 2010 11:38 am

Post by Percy »

The vast majority of players have sent me their Night Action choice. If I receive
all
Night Action choices by 8:00am site time on Thursday the 19th of January (exactly one day before the posted deadline), I'll start the First Day.
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Post Post #6 (ISO) » Thu Feb 18, 2010 2:26 am

Post by Percy »

"I managed to find a small alcove where I thought I could get some sleep, and though my body yearned for sleep, the noises of the others kept me awake.

The rooms in this place were immense. The high ceilings, supported by twisting pillars, hung menacingly over me, as though they had watched thousands of fools like me dare to learn the secrets of this place.

I returned to my hiding place and pulled my ragged coat over my head. I escaped into the land of dreams...

Far below this place, I choked for air, thrashing and churning the water around me. I was drowning, and there was nothing but darkness around me. As the blood ran from my head, I felt it move - the thing that had called me here, slowly rising below me. The size of it was... incomprehensible. I saw an enormous, pale tentacle reach out towards me, and I screamed.

I woke up screaming, covered in sweat. I held onto the floor, digging my fingers into the solidity of reality, and slowly caught my breath.

My scalp hurt, but I couldn't recall injuring myself. Puzzled and scared, I made my way back to the dining hall where the others had been last night.

I found them gathered there, frightened and haggard. The sunlight, filtered through the clouds and slicing up from the snow outside, was warming and welcome in this dark and terrible place. We began to talk."


It is now
the First Day.


Make sure you read your
Night 0 Result PM
before posting in this thread.


Deadline for today is 8:00am (site time) on Thursday the 11th of March. You can view a countdown to the deadline here.


With 25 alive, 13 votes are required to lynch.


EDIT: Site seems to be having issues. Apologies to anyone who received more than one Result PM; they will be identical if you did.
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Post Post #7 (ISO) » Thu Feb 18, 2010 2:41 am

Post by dramonic »

good morning, strangers.
I'm a hoot
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Post Post #8 (ISO) » Thu Feb 18, 2010 2:41 am

Post by iLord »

First post :D.

So, can anyone who played in the last one explain the merits and disadvantages of a noise claim for those who haven't read it? It doesn't look like a lot in regards to noise has been changed.
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Post Post #9 (ISO) » Thu Feb 18, 2010 2:41 am

Post by iLord »

@dramonic: :(
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Post Post #10 (ISO) » Thu Feb 18, 2010 2:43 am

Post by Phate »

I'm in favor of a noiseclaim. I also think anyone who gained an insanity should explain why.
I will fuck up your name and gender. Deal with it.

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Post Post #11 (ISO) » Thu Feb 18, 2010 3:02 am

Post by DrippingGoofball »

I love me a sparkling new game. I place my trust on the players that were in the first game for strategy.
Paraphrasing a role PM takes seconds, fabricating a good fakeclaim takes an eternity.

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Post Post #12 (ISO) » Thu Feb 18, 2010 3:05 am

Post by DrippingGoofball »

I heard noise, how's that, babycakes?
Paraphrasing a role PM takes seconds, fabricating a good fakeclaim takes an eternity.

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Post Post #13 (ISO) » Thu Feb 18, 2010 3:07 am

Post by dramonic »

advantages: Since craft fetish and stalk produce noise, we know who is at a risk of getting murdered/destroyed by an unspeakable being. Anyone who's picked up a res kit can work their target from there, if we also get a ward claim like last game.

disadvantage: Like Adel(?) said in the sign-up topic, a preemptive noiseclaim makes for easy fakeclaims from the cult, since they have less actions to lie about. Additionally, since this time they can daytalk, contradicting claims cant cause their downfall
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Post Post #14 (ISO) » Thu Feb 18, 2010 3:11 am

Post by Phate »

Although, now that I look at it, I don't think you can gain an insanity on N0 except by laundering.
I will fuck up your name and gender. Deal with it.

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Post Post #15 (ISO) » Thu Feb 18, 2010 3:13 am

Post by dramonic »

stalking would cause insanity too.
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Post Post #16 (ISO) » Thu Feb 18, 2010 3:13 am

Post by Phate »

DrippingGoofball wrote:I heard noise, how's that, babycakes?
As did I.
I will fuck up your name and gender. Deal with it.

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Post Post #17 (ISO) » Thu Feb 18, 2010 3:13 am

Post by elvis_knits »

I read the first few pages of the last game (like maybe 4 pages?), and I can think of atleast one way to catch scum while claiming noises. I'm not going to explain at this time ;)

While asking questions of our dear mod, I found out that cultists are notified if their fetish action fails due to a ward. So, they know who was warded (if they tried to craft fetish on a person). But the target will have heard noise either way and doesn't know if it's because there is a fetish of them, or because they were protected.

I also think it's important to find out who heard noise that wasn't warded, so we know they are people that are either 1)targets of the cult from fetish action or stalk action; or 2)cultists faking some shit. Then it is up to the other investigators to look at these people to decide if they are pro-town and worthy of a ward or a resuscitate action tonight.

My idea is that everybody claims 1)Did you hear noise; and 2)Did you ward? (Note: ward targets should not be revealed until later).

OBV, I am open to other strategies since I am not always the best at this kind of thing. But that's my idea. It's sort of like what the last game did, I think.
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Post Post #18 (ISO) » Thu Feb 18, 2010 3:14 am

Post by elvis_knits »

DrippingGoofball wrote:I heard noise, how's that, babycakes?
Of course you did! You're dgb!
Talk nerdy to me.

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Post Post #19 (ISO) » Thu Feb 18, 2010 3:19 am

Post by elvis_knits »

OH!

Also, I was wondering if there was some way to circle protect each other, and then maybe according to who dies we know where there is a link in the chain?

I haven't thought through that idea completely if it will work or not, but I remember one game I played with all doctors we did that, and it helps narrow things down. Somebody with a more mathematical mind may need ot help me here!
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Post Post #20 (ISO) » Thu Feb 18, 2010 3:20 am

Post by iLord »

Sounds good.

I heard noise and I did not ward.
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Post Post #21 (ISO) » Thu Feb 18, 2010 3:21 am

Post by dramonic »

Ward
Side Effects: Your target hears Noise. You hear Noise. Your action will fail if someone targets you with Ward, and you will not be notified of the failure. If you choose this action two nights in a row, you gain an Insanity.

Not a good idea?
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Post Post #22 (ISO) » Thu Feb 18, 2010 3:22 am

Post by dramonic »

post 19 I mean not being a good idea

didnt ward. heard noise. adopted fetal position.
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Post Post #23 (ISO) » Thu Feb 18, 2010 3:25 am

Post by Phate »

Didn't ward. Lot of noise being heard.
I will fuck up your name and gender. Deal with it.

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Post Post #24 (ISO) » Thu Feb 18, 2010 3:34 am

Post by Percy »

Just wanted to make something abundantly clear:

Your PMs have been flavoured. The flavour is for you and you
alone
. Any attempts to even
reference
the content of the flavour for a particular action in public will be dealt with swiftly and mercilessly.
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