Night one has begun. It will end Tuesday evening or when I've gotten night action PMs from everyone with a night action.
** PARTICIPANTS **
Dark_Marine
Urahara
Ashamed
Darkling
ToA
Echo
rayNimagi
NudeRaider
Vi3t-X
** RULES **
Day and Night:
- The game will run in day and night cycles. Day actions and only be used during the day, night actions can only be used at night.
- The day will end if, all players have voted and all players with day actions have either used their day actions, or passed on their day actions.
- The day will end if 36 hours have passed.
- Missing a total of two days/nights will lead to your dropping out of the game.
- Actions must be colored to be considered.
- Each player gets exactly one day action at the start of every day, and one night action at the start of every night.
- Actions can not be redacted. Once you PM me a colored action it is final.
- Voting is not an action.
- It is the players responsibility to make sure they get their night actions to me once the night starts. I will not PM them requesting a night action.
- Day actions are declared publicly in the thread. Night actions are PMed to me.
- Day actions can not be used on the first day.
- Votes must be colored to be considered.
- Elections for general will be held on each day that begins without a sitting general.
- Elections for lynching will be held on each day except for the first.
- You are allowed to change your vote.
- In the case of a tie, the player who was voted for first will "win" the election.
- Aside from abstaining, you're also allowed to vote for "no lynch" or "no general." If that vote wins, then a lynching won't take place, or a general won't be elected.
- Votes for a dead player count as a "no lynch" or "no general" vote.
- When you die, your roles and alignment are revealed publicly.
- Players are dead if and only if I announce that fact publicly in the thread.
- Dead players are not allowed to post in the thread.
- Dead players are not allowed to communicate game effecting information to living players in any way.
- You are not allowed to screenshot, take a video of or quote from anything I PM you unless I say otherwise.
- The implication of this, is that there is no way for you to prove to other players that you are a scientist for instance. This is intentional.
- The zerg win if all the settlers are dead.
- The settlers win if all the zerg are dead.
- Roles are not public information unless specified otherwise.
- When someone is elected to an elected role, they retain their previous role.
- Once someone is elected to an elected role, the only ways for them to lose that role are to resign, or to die.
- Every player starts off with a town role. In addition to this a player may also start off with a zerg role.
- Which players possess zerg roles is decided after the PMs containing town roles are sent.
- The players who are chosen to be zerg are chosen completely randomly and after settler roles are assigned. A player's settler role is NOT a hint or guarantee as to what their alignment is.
- All clues will be in character. Clues will never involve a player's avatar, name, or personal life.
- Narration that is in bold may or may not be a clue. Narration that is in red is definitely a clue. Narration that is neither is not a clue.
- Do not rely solely on clues. Analysis of roles, behavior and voting patterns is far more important.
** SETTLER ROLES **
Civilian:
- No special abilities.
- 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, execute an armed night hit on the target using your sniper rifle.
- Armed with a sniper rifle, a silencer equipped pistol, and a combat knife.
- Elected role.
- Unique ability: immune to night actions.
- Night action: military intelligence, tells you the town role of the targeted player.
- Night action: disable weapons, disables the weapon of one or more target marines.
- Day action: enable weapons, enables the weapons of one or more target marines.
- Day action: officer's influence, grants the general an extra vote in a lynching election.
- Armed with a pistol and a siege tank.
- Night action: emergency care, prevent a night hit on the target that night. The target will be appear as injured the following day.
- Night action: preventative care, prevent a day hit on the target the following day.
- Special ability: psi detector, tells you the number of zerg remaining.
- Night action: scientific examination, tells you the alignment of the target.
- Publicly known role.
- Day action: retaliation, use in reaction to a day hit, perform a day hit on the player that attacked you.
- Armed with a gauss rifle.
- 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.
- 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.
** ZERG ROLES **
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. You can only use this ability if you possess a weapon.
- Night action: unarmed night hit, kills the targeted player unless they are saved by a special ability.
- No additional abilities.
- Night action: infestation, turns the targeted player into a zerg aligned infested terran. If this player has consumed their night action for that night, they are granted an extra night action. This may only be used once.
** ADVICE **
Don't shoot people without a GOOD reason. If the marines massacre a ton of innocent settlers on the first day, then they probably have one day before the zerg overrun them completely.
Stay active, especially during the day. The general wants to be there to disable a weapon if a marine looks like they're about to go nuts on some innocents.
The longer the day lasts, the more clues the settlers can gather and the more the zerg are at a disadvantage. Try and keep the body count low if you're a settler, and if you're zerg try and stack up the corpses.
This means that shooting someone who people are going to vote for anyway is a bad idea.
** NARRATION POSTS **
Day 1: http://www.staredit.net/193930/
Day 2: http://www.staredit.net/195389/
** GAMES RESULTS **
FaRTy1billion, killed on night 0 by the zerg.
ToA, killed on night 1 by carbon monoxide poisoning.
NudeRaider, lynched on day 2 by the mob.
Echo, killed on night 2 by the zerg.
Vi3t-X, lynched on day 3 by the mob.
Darkling, killed on night 3 by the zerg.
Ashamed, killed on night 3 by the zerg.
Dark_Marine, lynched on day 3 by the zerg.
Urahara, ran out of energy and collapsed on Mar Sara.
rayNimagi , escaped from Mar Sara alive with the psi detector.
** AUTO SIGNUP **
Dark_Marine
Urahara
rayNimagi
Vi3t-X
poison_us
** FORCED LEAVE **
- Raccoon, probably forever at this point. He just likes digging himself in deeper.
- zany_001, until after this game. Reason, giving away privately known information after his death. Being thickheaded in general.
- ToA, until after this game, unless he convinces me that he'll be be able to maintain activity.
- Nights will never end prematurely. Always ending the first moment that I'm online and at least 36 hours have passed.
- I don't pester people for night actions, nor reveal publicly who hasn't used their night action.
- Night actions will happen in a well defined order.
- Civilians will be given the one time only save night action.
- I will upload a mp3 from Umineko for each narration post. It's a clue!
Post has been edited 50 time(s), last time on Dec 15 2009, 6:02 am by scwizard.
None.