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Soth (Overview of Play)

Page history last edited by PBworks 15 years, 11 months ago

Here's an overview of how I want Soth (Draft 3) to work ...

 

Character creation is pretty simple -- choose a name and occupation, and then take a bunch of unique, easy-to-identify coins into your hand.

 

Creating residents of the town is the next step.  Each of you can create residents, and you can invest your coins in residents that other cultists have created.  The objective is to build up Intimacy (the number of coins you personally invested in a resident).  This makes residents more valuable to you when they are sacrificed.  However, the more coins on a resident the more suspicious it will be when they disappear after being sacrificed.

 

Separate your remaining coins into two piles: 'cult' and 'personal'. The player with the most 'cult' coins becomes the Leader.  They choose which resident to sacrifice.

 

When a resident is sacrificed, they give a return on investment to anyone whose coins were on that resident.

 

The person who created that resident who was sacrificed becomes the Threat.  The leader and the threat can't be the same player.  If there's a conflict, the second person who invested a coin on that resident becomes the threat.

 

The threat can target any cultist whose colour is invested on that resident.  The highest number of any one colour equals the number of attacks.  You must attack a different cultist before conducting a second attack on a cultist [is that phrasing clear?].  The total number of coins invested on a resident equals the strength of the attack.  These are points to divide between attacks -- in addition to choosing the target and strength of an attack, the threat also chooses the type of attack (one option should be to increase a general 'Suspicion' pool).

 

At some point, you trigger the summoning of Soth. while I'm not sure how this place out yet, I know there are four variables to determine:

-- Suspicion, which reduces your personal pool in an unpredictable way

-- Scope, which determines how devastating Soth is (calculated off the total number of Cult coins)

-- Control, which determines who is in charge of Soth (calculated off who has the highest number of Personal coins), and

-- Fate.  Is your cultist alive or dead, mad or sane (that second choice may be based of the number of your coins on surviving residents)

 

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