Re:Battle Game Book - 2009/09/11 22:08Fighting over Treasure By Sintra Drak
Monsters: Minotaur: (Dor Un Avathar) Type: Standard Humanoid Q/M Ratio: 2/1 Armor: 2 points Natural Weapons: Any non-hinged melee weapons Immunities: Control, Subdual Natural Lives: 3 Abilities & Traits: • Strong • Innate Ability : Tracking (unlimited) Levels: 1st As above 2nd +1 point Natural armor (total 3) 3rd May now wear up to 2 points of normal armor 4th Gains Innate Ability : Fight After Death (1/life) 5th May now use any shield +1 point Natural armor (total 4) 6th +1 Natural Lives (total 4)
Game Items: Chest: Chest is just like a caravan item, it must be held and transported by two individuals, those who carry it may not engage in combat, and it may be sat down at any time to allow those who carry it to engage in combat.
Battlegame: *3-5 Minotaurs A long path is created that begins at one side of Nirvana and loops around and comes to an end at the other side of Nirvana. There should be a well defined boundary around Nirvana that no player may cross, separating one end of the path from the other. In essence no player may travel through Nirvana to get to the other end of the path, but the may travel around Nirvana. Players are split into two teams who start one either end of the path (or either side of Nirvana depending on how you look at it. A Chest rests at the halfway point of the path. Both teams must attempt to bring the chest back to their end of the path. The Chest must travel along the path, but all players are able to travel anywhere besides the off limit boundary immediately around Nirvana. The Minotaurs hunt down anyone they see touching their beloved Chest, but in general seek to mindlessly slaughter everyone who’s not a Minotaur. The Minotaurs’ base lies in the middle of the woods, halfway between Nirvana and the starting point of the Chest. For the purpose of this game, the Minotaurs have twice the normal number of lives. 1st team to get the Chest to their end of the path wins. Special Note: If my description didn’t make sense, the path should basically look like a giant circle with a gap where Nirvana is, with the Minotaur base in the center of the circle. The path doesn’t have to be a perfect circle, feel free to put in as many odd turns as you like.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/11 22:09Kill the Captain By Anonymous Notated by Sintra Drak
Battlegame: This game has no classes, armor, or magic. No Throwing weapons are allowed, but bows are on the other hand are, and bows cannot be destroyed by striking them for the purposes of this battle game. No special arrows are allowed and all weapons, great or not, are 1 point and are not red (including arrows). All players are split up 2 teams, and each team chooses a Captain. The team that kills the other teams captain first wins. When a player dies, he is dead until the next round. The player that killed the Captain joins the opposing team on the next round. Special Note: I do notice the similarities the battlegame “Chess” in the Iron Mountain Battle Book, but there are slight differences. Also, I do not claim to have created this game, I rather have notated it. I played it once or twice in the Emerald Hills, and rather liked it more than our usual “ditching” or “ring the bell”
Post edited by: Sintra Drak, at: 2009/09/14 22:09
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/11 22:09Money is Life By Sintra Drak
Game Items: Coin: An item (usually coin-like) that must be given to a player from the player he/she killed.
Battlegame: All players are split into teams of 3-5 (all teams should be equal in number). Each player is given 4 Coins. When one player kills another, the killed player gives 1 Coin to the player who killed him (except in the instance where the players “simo”). Death count is 100 and you must come back alive near at least 1 of your living teammates. If no teammates are alive, then pick a spot at least 20 feet from all other teams. When you give up your last coin, you are shattered. Team members may share coins, dividing them amongst themselves however they see fit but every player must have at least 1. You may only give coins to a teammate if you are alive. If a fellow teammate is shattered, then you may give them a coin. Any player who moves after being shattered without possession of a coin is considered to be shattered permanently, unless they are asked to move by a reeve or must move to avoid nearby battle. Once they have possession of a coin they begin their death count of 100. Any player who is Resurrected or comes back to life in any way other than a normal death count does not have give up a Coin on their next death, but instead says “Artificially Raised” to the player that would get the coin. The 1st team to gather half the Coins in play and return them to Nirvana wins. Only Coins brought to Nirvana will be counted, any wayward teammate with Coins will not have the ones they hold included in their teams total. All team members who’s Coins are going to be counted must enter Nirvana together. All team members at Nirvana are considered “out-of-game” while they’re Coins are being counted. Once they’re Coins are counted either the game will be called (they win) or they will be told to returned to play (they didn’t have enough Coins). If a player dies whose team is currently in Nirvana, they may join their team there and they are considered to have no death count but come alive immediately outside Nirvana if and when their team returns to play, though their coins will not be counted in their team’s total. Special Note: If you have 1 Coin left, you are considered to be on you last life, and if you have 2 Coins left you are on your 2nd to last life. All abilities you gain on these particular lives may be activated as normal as long as you have the correct amount of Coins when you activate it. If you activate an ability on a particular life, and then gain more coins, your ability is still considered active for the remainder of the life. All per game abilities are still only per game, no matter how many lives you end up living.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/14 22:08Burning Crusade By Sintra Drak
Monsters: Fire Goblin: Type: Standard Humanoid Armor: May wear one point Weapons: A single short melee weapon Immunities: Flame Natural Lives: 8 Abilities & Traits: • Innate Magical Ability: Fireball (1 bolt/ U) • Innate Ability: Sheer Numbers • Vulnerability: Weak Levels: 1st As above 2nd Sheer Numbers becomes (10 lives total) 3rd May use a short bow or up to a medium shield Fireball becomes (2 bolt/ U) 4th Sheer Numbers becomes (12 lives total) Gains Innate Ability: Flame Arrow (unlimited) 5th Sheer Numbers becomes (15 lives total) Fireball becomes (3 bolt/ U) 6th May wear up to 2 points of normal armor Gains Innate Ability: Flame Blade (2/ game)
Crimson Dragon: (Dor Un Avathar) Type: Mystical Beast Q/M Ratio: 8/1 (QUEST) Armor: 4 points Natural Invulnerable Weapons: Two short melee weapons (Natural) Immunities: None Natural Lives: 3 Abilities & Traits: • Natural Flight • Large • Very Strong • Innate Magical Ability : Fireball (unlimited) as breath weapon • Innate Ability : Shove (1/life) as a wing buffet Levels: 1st As above 2nd Gains Magic-Like Ability : Dispel Magic (1/life) 3rd Dispel Magic becomes (2/life) +1 point Natural Invulnerable Armor (total 5) 4th +1 point Natural Invulnerable Armor (total 6) Shove becomes (unlimited) Gains Immunity : Flame 5th Dispel Magic becomes (3/life) +1 point Natural Invulnerable Armor (total 7) Gains Magic-Like Ability : Mend (2/life) 6th Dispel Magic becomes (4/life) +1 point Natural Invulnerable Armor (total 8)
Fire Elemental: (Dor Un Avathar) Type: Mystical Extra-Planar Animation Q/M Ratio 3/1 Armor: 2 points Natural Weapons: Single short sword, short bow (all Natural) Immunities: Flame, Control, Death, Subdual, Poison, Disease Natural Lives: 3 Abilities & Traits: • Burning Body • Flame Weapons • Fire Heal • Tough • Innate Ability : Flame Arrows (unlimited) • Magic-Like Ability : Pyrotechnics (2/life) • Vulnerability : Spell Weakness A single Iceball acts as a Banish. If hit with by Iceball three times in one life, it is dispelled for the rest of its lives. Levels: None
Fire Giant: (Dor Un Avathar) Type: Standard Humanoid Q/M Ratio: 4/1 Armor: 3 points Natural, may wear up to 4 additional points of normal armor Weapons: Any melee weapons, boulders Immunities: Flame Natural Lives: 2 Abilities & Traits: • Large • Strong • Magic-Like Ability : Fireball (1/bolt/U) Levels: 1st As above 2nd Fireball becomes (2 bolts/U) 3rd Gains Innate Ability : Flameblade (1/life) 4th Fireball becomes (3 bolts/U) 5th Gains Innate Ability : Flamewall (1/life) Use red ribbon for wall. 6th Fireball becomes (4 bolts/U)
Game Locations: Lava: (Dor Un Avathar) Denoted with orange ribbon placed around the area. These are areas of open flame. Beings without protection from or immunity to Flame are instantly killed and all their equipment destroyed if they move through it. Beings protected from Flame and all equipment they are carrying are immune to this effect. Invulnerabilities are worn through all locations at the rate of one point per second. Normal armor is automatically bypassed. Anything may fly over it unharmed.
Battlegame: *10 Fire Goblins, 1 Crimson Dragon, 1 Fire Elemental, 1 Fire Giant Through a maze of Lava, you must search and destroy all the creatures that inhabit this barren wasteland so that your ruler may build his new fortress here.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/14 22:10Eating the Walls By Sintra Drak
Emerald Dragon: (Dor Un Avathar) Type: Mystical Beast Q/M Ratio: 6/1 (QUEST) Armor: 4 points Natural Invulnerable Weapons: Two short melee weapons (Natural) Immunities: None Natural Lives: 3 Abilities & Traits: • Natural Flight • Large • Very Strong • Innate Magical Ability : Acid Ball (unlimited bolts) as breathe weapon • Innate Ability : Shove (1/life) as a wing buffet Levels: 1st As above 2nd Gains Magic-Like Ability : Dispel Magic (1/life) 3rd Dispel Magic becomes (2/life) +1 point Natural Invulnerable Armor (total 5) 4th +1 point Natural Invulnerable Armor (total 6) Shove becomes (unlimited) Gains Immunities : Poison and Disease 5th Dispel Magic becomes (3/life) +1 point Natural Invulnerable Armor (total 7) Gains Magic-Like Ability : Mend (2/life) 6th Dispel Magic becomes (4/life) +1 point Natural Invulnerable Armor (total 8)
Game Items: Hammer: This is a small weapon that may not be used in melee combat that grants the wielder infinite use of the Mend spell. This item may be destroyed as any other normal weapon would. When it is destroyed, you may bring it to Nirvana, and after a 300 count, it will be usable again.
Game Locations: Water: (Dor Un Avathar) Denoted with silver tarp on ground or silver tape placed around the area. All creatures entering this area must drop to their knees while moving through it, unless they are Aquatic, Large or flying. These rules can also be used to simulate wading through muck and mud, dense foliage, or any other condition which might force players to move slowly. Walls: Denoted by red tape placed around it edges, these Walls are around 10 feet long and ˝-1 foot wide. These Walls may be tunneled under and flown over. Walls may only be destroyed by Acid Bolts. The number of Acid Bolts it takes to destroy a Wall is equal to twice its length in feet. So a 5 foot Wall takes 10 Acid Bolts, 7 foot Wall takes 14 Acid Bolts, ect. This number is called the Walls Points, so a 5 foot Wall is a 10 Point wall, and a 7 foot Wall is a 14 Point Wall. Damaged walls can be Mended as per the Mend spell/ability, and each use restores 2 Points to the Wall. Completely destroyed Walls may not be Mended.
Battlegame: * 5 Corrosion Beasts, 1 Emerald Dragon Several Walls surround Nirvana (exact number decided by Reeve), and a moat (Water) surrounds to outside perimeter of the walls. The Corrosion Beasts and the Emerald Dragon seek to destroy these Walls to overrun Nirvana. Each Wall should have a gap between the others Walls large enough to fit one person through it. The two Walls nearest the middle should have a 5-10 feet gap between them, and the Water on the perimeter of the Walls should have a 10-20 feet gap in about the same location. The space in between the Walls and the Water can be anywhere between 2-10 feet (exact number decided by Reeve). The Game is over when either all the monsters or all the Walls are destroyed. Special Note: Walls may be multi layered, in that 1 Wall lays directly behind another. Any area 2 or more Walls thick may be climbed by any non-monster class by saying “climbing”x10. Once completed, the person is considered to be “flying” but must remain on the Wall. If the person places a full foot off the Wall, they fall and are considered to be struck once in all hit locations by a 2 point weapon. If one or more Walls a person is standing on are destroyed so that the total Walls in the area are less than 2 thick then the person falls (if 3 Walls are stacked together, and the 1 in the middle is destroyed, the other 2 are no longer considered touching, and the walls may not be climbed). You may climb down the walls by dropping to your knees and saying “climbing down”x10.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/14 22:12War with the little people By Cinder Berry Notated by Sintra Drak
Monsters: Forest Lord: Type: Mystical Fey Humanoid Armor: 2 points invulnerability armor, may wear up to 4 points armor, Any Shield Weapons: Any short or long weapon (nothing considered reach) Immunities: Control, Subdual Natural Lives: 3 Abilities & Traits • Hard To Kill • Large • Innate Magical Ability: Holy Weapon (1/life) • Magic-Like Ability: Harden (Infinite) • Vulnerability: Slow • Vulnerability: Aversion to Fire (not weak against fire, but must remain 20 feet away from items such as a charged Fireball, Flame arrow, a Flame Wall, or any other item or location that is considered to be on fire)
Pixy: Type: Mystical Fey Humanoid Q/M Ratio: .5/1 Armor: none Weapons: Any dagger or short bow Immunities: Control, Projectiles Natural Lives: 3 Abilities & Traits • Natural Flight • Innate Ability: Visit (1/life) If summoned, this ability treats the summoner as the Pixy’s Nirvana and takes effect immediately upon being declared. • Innate Magical Ability: Messenger (unlimited) Must be activated by the summoner. • Magic-Like Ability: Charm (2/life) • Vulnerability: Weak
Fairy: (Dor Un Avathar) Type: Mystical Fey Humanoid Q/M Ratio: .5/1 Armor: None Weapons: Any single short melee weapon Immunities: Control, Projectiles Natural Lives: 3 Abilities & Traits: • Natural Flight • Innate Magical Ability : Visit (1/life) If summoned, this ability treats the summoner as the Fairy’s Nirvana and takes effect immediately upon being declared. • Innate Magical Ability : Messenger (unlimited) Must be activated by the summoner. • Magic-Like Ability : Charm (2/life) • Vulnerability : Weak Levels: None
Goblin: (Dor Un Avathar) Type: Standard Humanoid Q/M Ratio: 0.5/1 Armor: May wear one point Weapons: A single short melee weapon Immunities: None Natural Lives: 8 Abilities & Traits: • Innate Ability : Sheer Numbers • Vulnerability : Weak Levels: 1st As above 2nd Sheer Numbers becomes (10 lives total) 3rd May use a short bow or up to a medium shield 4th Sheer Numbers becomes (12 lives total) 5th Sheer Numbers becomes (15 lives total) 6th May wear up to 2 points of normal armor
Game Locations: Sacred Grove: (Dor Un Avathar) These wild places are holy ground to Fey Creatures and are marked with bright green ribbon. All Fey creatures (except Deep Dweller Elves) who enter a Sacred Grove may use the Camouflage ability infinitely, so long as they remain within the grove.
Game Items: Torch: A short melee weapon with a red ribbon tied to the end. Weapon may not be used as strike legal but may be used to block weapons. Weapon is considered to be on fire, and may make any weapon that strikes it heated as per the heat weapon spell, though is also considered destroyed if struck by any melee or projectile weapon
Battlegame: *1 Forest Lord, 4 Pixies, 4 Fairies, 4 Goblins, 3 Gremlins Many creatures in your forest have become a nuisance, and your lord now commands you to destroy them. For the purposes of this game, all unsummoned monsters that have abilities connected to a “summoner” treat the Forest Lord as their summoner. Many Sacred Groves spread all through the woods (exact number to be decided by Reeve before game). These are the dens of these creatures, and it has been commanded that you burn all of them down. The Forest Lord or any Sacred Grove that has not been ignited may be used as a base for monsters. Within each Sacred Grove is a marker in the center, that if struck with any fire source will ignite the Sacred Grove. The fire may be put out by striking the marker with a melee weapon and saying “putting out”5x. If the fire is not put out within a 120 count, then the area of the Sacred Grove becomes as per the Immolation spell permanently. This will be signified by the marker being removed from the Sacred Grove by a Reeve. Any monster camouflaged within a Sacred Grove after it is ignited may remain camouflaged until the 120 count is up except the Forest Lord who must exit the Sacred Grove immediately and may not reenter until the fire is put out. Torches will be handed out at Nirvana, and if a Torch is destroyed, it must be returned to Nirvana to be replaced (exact number of Torches decided by Reeve before game). The Game is over when all the Sacred Groves have been destroyed.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/15 20:59i will be bringing a hard copy of my battlegames to the crown lands next saturday, and they will also travel with me to the Crownlands game day and the Northern Holdfast game day. anyone interested in trying 1 or 2 of them out please notify whoever is in charge, cause i dont really have a say, lol. i'm just going to keep making more until somebody tells me to stop.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/24 20:38Daggers of Destiny By Sintra Drak
Monsters: Giant Smith: Type: Standard Humanoid Armor: 8 points Natural Invulnerability Weapons: Any melee weapon, javelins Immunities: Control, Death Natural Lives: Infinite Abilities & Traits: • Adamantine Weapons • Large • Serial Mortality • Strong • Innate Ability: Mend (Infinite)
Game Items: Class Daggers: Each Class Dagger has a different colored ribbon tied to it representing different classes. Purple=Warrior, Yellow=Wizard, Green=Scout, Grey=Monk, Red=Healer, Brown=Druid, Bard=Blue, Black=Assassin, Orange=Archer, White=Barbarian. There is no Dagger for Paladin or Anti-Paladin. These daggers are indestructible, and as long as they are wielded by a player of the same class that the dagger is designed for, it grants the wielder Regeneration as per the Regeneration Spell as long as they wield it.
Battlegame: *1 Giant Smith Players are split into 2-4 teams. The goal of this game is gather as many Class Daggers as possible. All Class Daggers start out in possession of the Giant Smith. Any player who asks the Giant Smith for their classes Class Dagger will receive it if the Giant Smith has it (you can only get the Class Dagger for your class). Any player may carry any Class Dagger, but only those of the proper class can receive its benefits. A player may only carry 1 Class Dagger at a time. The Giant Smith is peaceful, and will only attack when provoked or if a player carries a Class Dagger not of their class. Each time a player returns a Class Dagger to their base they get a point for their team. All Class Daggers remain at the base the point was scored until the Giant Smith retrieves them. The Game is over when a predetermined number of points are reached. Special Note: If the Giant Smith is slain, then all the Class Daggers held by him are considered dropped and are fair game to the first person that picks them up.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/24 20:39Zombie Coliseum By Sintra Drak
Monsters: Zombie Lord: Armor: 1 point Natural Armor Weapons: Two short bludgeoning weapons (Natural) Immunities: Death, Subdual, Control, Poison, Disease Natural Lives: Infinite Abilities & Traits: • Hard To Kill • Magic-Like Ability: Dispel Magic (Infinite) • Serial Immortality • Greater Regeneration • Rubbery • Strong
Battlegame: *1 Zombie Lord All players are split into teams of 2. The team members may not go more than 5 feet from each other. If one team member dies, he comes back alive where he died, and the one that is alive must remain within 5 feet of the corpse (can move the corpse by dragging). A single Zombie Lord roams free on the field, and any player he kills comes back as his/her next life as a new Zombie. Only the Zombie Lord can create Zombies. Any shattered player who was not a Zombie comes back as a new Zombie. All players (Zombie or not) remain tethered to the player they started with at the beginning of the game, even if one is a Zombie and one is not. Last 2 players not Zombies win (don’t have to be on the same team).
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/24 20:40Moths to the Flame Sintra Drak
Monsters: Fire Lord: Armor: 2 points natural, may wear up to 6 points armor Weapons: Any short weapon Immunities: Death, Flame, Control Natural Lives: 4 Abilities & Traits: • Burning Body • Create Minion (Mothling) • Extend Immunities to Equipment • Fire Heal • Flame Weapons • Magic-Like Ability: Fireball (3 bolts/ unlimited) • Vulnerability: Cold-Based Attacks (Iceballs still remain engulfing but kill rather than subdue)
Mothling: Armor: none, any shield Weapons: 2 short weapons (natural) or any melee weapon Immunities: Subdual Natural Lives: 5 Abilities & Traits: • Natural Flight • Replication (if within 20 feet of the Fire Lord) • Weakness: Flame-Based Attacks (All Flame-Based attacks on the Mothling or the Mothling’s equipment act as banish. If struck three times in one life the Mothling takes a death.)
Battlegame: *1 Fire Lord 2 Mothlings In the beginning, its all players against the 3 monsters (Reeve may decide its appropriate to put all players into equal teams, but all teams are considered allies, and are on the same side). All Mothlings have the ability to turn everyone they kill into Mothlings as long as the Fire Lord is within 20 feet of the Mothling when he/she kills the player. The Fire Lord has the ability to turn all players he kills into Mothlings. Obviously, if the Fire Lord isn’t destroyed quickly, the Mothling team will eventually turn from outnumbered to overpowering.
| | The administrator has disabled public write access.
Sintra Drak
User
Posts: 117
Re:Battle Game Book - 2009/09/24 20:42Day Walkers By Sintra Drak
Monsters: Ancient Vampire: Type: Undead Humanoid Armor: 1 point natural, may wear up to 6 points, no shield Weapons: up to any long melee weapons, any projectiles Immunities: Death, Control, Subdual, Disease, Poison Natural Lives: 2 Abilities & Traits: • Create Minion (Vampire) (1/life) Players protected from or immune to Disease are immune to this ability. • Natural Flight • Tough • Strong • Regeneration (must sacrifice Strong to gain the benefit of Regeneration. Regains Strong and loses Regeneration at the beginning of every life) • Innate Ability: Steal Life (2/life) • Innate Magical Ability: Sphere of Annihilation (1 bolt/ unlimited) • Vulnerability: Wooden stabbing weapons do normal damage to the Ancient Vampire
Vampire: (Dor Un Avathar) Type: Undead Humanoid Q/M Ratio: 3/1 Armor: Per Player Class Weapons: Per Player Class Immunities: Death, Control, Subdual, Disease, Poison Natural Lives: 1 Abilities & Traits: • Conversion (1/life) (This ability may be removed at the Reeve’s option for standard battlegames) Players protected from or immune to Disease are immune to this ability. • Magic-Caster or Player Class : Vampires are humans who have died while infected with a mystical disease. They retain all class abilities they had in life. Each Vampire must choose a class. They play that class at a level they have attained in that class. The remainder of the Vampire’s powers are an addition to the normal class abilities. The Vampire must abide by all limitations and restrictions of their chosen class. • Tough • Innate Ability : Steal Life (1/life) • Vulnerability : Wooden stabbing weapons do normal damage to vampires Levels: Per Player Class
Battlegame: *1 Ancient Vampire, 2 Vampires Before the game starts, 5-10 players all told in secret (individually) that they are “Day-Walkers”, and the Ancient Vampire is told who they are. During the game, the Ancient Vampire will shout out “I call upon my servant (player’s name)”. If he/she calls the name of one who was told they were a “Day-Walker”, they immediately switch sides to protect the Ancient Vampire for the remainder of the game, and may not take any hostile action toward the Ancient Vampire, even to defend themselves from the Ancient Vampire. The player may still defend themselves from the normal Vampires. Nothing happens if the Ancient Vampire calls the name of one who wasn’t told they were a “Day-Walker”. The “Day-Walkers” may be changed into Vampires by the Ancient Vampire as he/she wishes, but either way it will not effect what side they are on. The game is over when all the Vampires have been destroyed. Special Note: All players may be split up into 2 teams (team captains will not know who is a “Day-Walker” so be careful). Each team will be scored on a point system based on kills. 1 point for every “Day-Walker” shattered, 2 points for every Permanent Vampire shattered (even if they originally were a “Day-Walker”), and 5 points for shattering the Ancient Vampire. No points are scored from killing a Vampire who is only a Vampire for 1 Life (by the Conversion Ability). Points are scored by whichever team laid the killing blow on the last life. No points are scored by killing members of the other team, but doing so will make it easier to score more points than them.
Post edited by: Sintra Drak, at: 2009/09/24 20:44
| | The administrator has disabled public write access.