Eagles_Legendz
Well-known member
- Joined
- Mar 22, 2011
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The world has ended and everyone in the town is left attempting to survive in the rubble. As should be expected in a post-apocalyptic wasteland, most are left merely struggling to survive & without basic abilities to utilize resources on their own.
There are two exceptions to this in this game. First, two members from an apocalyptic gang have emerged to take control of the town, and either gain members to expand their ranks, or eliminate the rest for disobedience. Countering them are what begins as 15 vanilla townies, and 1 survivalist doomsday prepper who has been preparing for this day for years.
The roles are as follows:
Mafia
Two apocalyptic gang leaders (who are in the same mafia).
You are a gang leader. Each night you have the option to kill one member of the town or recruit a member by intimidation. If you elect to recruit, your recruit attempt will have a 50% chance of success. ALL members of the town are recruitable except for the survivalist & any players he has successfully offered refuge to prior to your recruiting effort. If your recruit attempt fails, you will not be informed if it was because you lost the RNG, or because you attempt to recruit someone who has been become unrecruitable. So long as one of you lives, you may continue to recruit. If you both are dead, your faction can still win, but you may no longer recruit. You win when you equal or outnumber the civilians. RNGs for recruit success will occur in mod chatzy.
Civilian
One survivalist
You are the survivalist - you have been preparing for this day for years and it has finally come. Your house is essentially a fortress, stock full of supplies that will be useful in dealing with the end of the world. Specifically, your bunker has binoculars, guns, and food/water. Each night you are given the option to attempt to add someone to your bunker and to provide refuge from the disintegrating world. If you reach out to a player to attempt this, you also much give them one of the supplies from your stock (binocular, gun, food/water). Binocular allows that player to watch someone once in the game, a gun gives that player a vig hit to use once in the game, and food/water nourishes the player so that they can survive a hit against them a night of their choosing. If you elect to attempt to provide refuge to a player, you must give them one of the supplies. Players get the supply even if you're unsuccessful in providing refuge.. Your attempt to provide refuge will have a 50% chance of success if done to a vanilla citizen. If you attempt to provide refuge to a member of the mafia your attempt will fail. You will not be informed if it failed because of the RNG or because the player is mafia. If your attempt is successful, you will be informed (and in that way you function as a quasi-cop). Players will not be able to communicate with you, or know that you are the survivalist.
You must use each of the three items once before you can use them a second time (it has to be continuously in a cycle). You cannot give items to a player who you've successfully provided refuge for earlier and items always have to be given to who you are attempting to provide refuge to (meaning you cannot attempt to provide refuge to Eagles and give an item to Tejas - if you were unsuccessful recruiting Tejas earlier, you can re-try and give him another item).
The first player who you provide refuge for successfully will become the survivalist in your stead once you die.
15 vanilla town members
Rules
The rest of the rules are standard. Twilight is in effect for majorities. No majorities with 6 or fewer. OT is 10 minutes. Don't night talk. Hits are concurrent. Survivalist's refuge comes before mafia recruit. Vanilla townies do not get PMs.
If a player is recruited by mafia, it will be noted to start the next day (that mafia added a player). If a player is given a gun n1 but RNG fails and they are not given refuge successfully, and mafia later recruits them while they still have a gun, that will transfer with the player through the faction switch.
Refuge attempts come before hits. Players given powers can use them the following night (or later).
There are two exceptions to this in this game. First, two members from an apocalyptic gang have emerged to take control of the town, and either gain members to expand their ranks, or eliminate the rest for disobedience. Countering them are what begins as 15 vanilla townies, and 1 survivalist doomsday prepper who has been preparing for this day for years.
The roles are as follows:
Mafia
Two apocalyptic gang leaders (who are in the same mafia).
You are a gang leader. Each night you have the option to kill one member of the town or recruit a member by intimidation. If you elect to recruit, your recruit attempt will have a 50% chance of success. ALL members of the town are recruitable except for the survivalist & any players he has successfully offered refuge to prior to your recruiting effort. If your recruit attempt fails, you will not be informed if it was because you lost the RNG, or because you attempt to recruit someone who has been become unrecruitable. So long as one of you lives, you may continue to recruit. If you both are dead, your faction can still win, but you may no longer recruit. You win when you equal or outnumber the civilians. RNGs for recruit success will occur in mod chatzy.
Civilian
One survivalist
You are the survivalist - you have been preparing for this day for years and it has finally come. Your house is essentially a fortress, stock full of supplies that will be useful in dealing with the end of the world. Specifically, your bunker has binoculars, guns, and food/water. Each night you are given the option to attempt to add someone to your bunker and to provide refuge from the disintegrating world. If you reach out to a player to attempt this, you also much give them one of the supplies from your stock (binocular, gun, food/water). Binocular allows that player to watch someone once in the game, a gun gives that player a vig hit to use once in the game, and food/water nourishes the player so that they can survive a hit against them a night of their choosing. If you elect to attempt to provide refuge to a player, you must give them one of the supplies. Players get the supply even if you're unsuccessful in providing refuge.. Your attempt to provide refuge will have a 50% chance of success if done to a vanilla citizen. If you attempt to provide refuge to a member of the mafia your attempt will fail. You will not be informed if it failed because of the RNG or because the player is mafia. If your attempt is successful, you will be informed (and in that way you function as a quasi-cop). Players will not be able to communicate with you, or know that you are the survivalist.
You must use each of the three items once before you can use them a second time (it has to be continuously in a cycle). You cannot give items to a player who you've successfully provided refuge for earlier and items always have to be given to who you are attempting to provide refuge to (meaning you cannot attempt to provide refuge to Eagles and give an item to Tejas - if you were unsuccessful recruiting Tejas earlier, you can re-try and give him another item).
The first player who you provide refuge for successfully will become the survivalist in your stead once you die.
15 vanilla town members
Rules
The rest of the rules are standard. Twilight is in effect for majorities. No majorities with 6 or fewer. OT is 10 minutes. Don't night talk. Hits are concurrent. Survivalist's refuge comes before mafia recruit. Vanilla townies do not get PMs.
If a player is recruited by mafia, it will be noted to start the next day (that mafia added a player). If a player is given a gun n1 but RNG fails and they are not given refuge successfully, and mafia later recruits them while they still have a gun, that will transfer with the player through the faction switch.
Refuge attempts come before hits. Players given powers can use them the following night (or later).
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