Changes I'm going to make for the next game:General rule changes:
Impeachment of generals.
People who are the subject of a day hit are dead if and only if I declare them so in a post describing the day hit.
Each player gets exactly one night action and one day action.
No such thing as changelings or banelings.
Day and night actions will not be considered unless they are
colored somehow. Once you declare a day or night action, you can not take it back.
Votes are not day actions, but must be
colored somehow and must have the word "vote" in them.
Day actions are declared publicly in the thread. Night actions are PMed to me.
Role changes:
Ghost:
*Starts with 100 energy.
*Night action: recharge energy, recharges 75 energy.
*Night action: cloak, costs 50 energy, makes you immune to all night actions for that night.
*Night action: snipe, costs 100 energy, performs a night hit on a player.
*Day action: ocular implant analysis, costs 25 energy, gives you a clue regarding whatever you examined.
*Armed with a sniper rifle, a pistol with a silencer, and a combat knife.
General:
*Elected role.
*Unique ability: immune to night actions.
*Night action: military intelligence, tells you the town role of the targeted player.
*Day action: disable weapon, disables the weapon of target marine.
*Day action: officer's influence, grants the general an extra vote in a lynching election.
*Armed with a pistol and a siege tank.
Medic:
*Night action: emergency care, prevent a night hit on the target that night.
*Night action: preventative care, prevent a day hit on the target the following day.
Scientist:
*Special ability: psi detector, tells you the number of zerg remaining.
*Night action: scientific examination, tells you the alignment of the target.
Marine:
*Publicly known role.
*Day action: retaliation, perform a day hit on a player who has just targeted you with a day hit.
*Armed with a gauss rifle.
Lucky civilian:
*Night action: dodge, dodge a single night hit that night, can only be used once.
*Day action: survive, use in reaction to a day hit, survive that day hit, can only be used once.
Any armed player:
*Day action: day hit, attack with deadly force using your weapon. You may only target a player who has voted. The player targeted will die unless saved by a special ability.
*Night action: self defense, survive a single unarmed night hit.
Any zerg aligned:
*Night action: armed night hit, kills the targeted player unless they are saved by a special ability. The weapon used for the murder will the apparent the next day.
*Night action: unarmed night hit, kills the targeted player unless they are saved by a special ability.
Infestor:
*Night action: infestation, turns the targeted player into a zerg aligned infested terran.
Post has been edited 9 time(s), last time on Dec 3 2009, 9:19 pm by scwizard.
None.