RedSoxFaithful
a vicar in a tutu
- Joined
- Oct 7, 2011
- Messages
- 27,264
- Reaction score
- 4,687
Welcome (back!) to the Commonwealth, a post-nuclear apocalyptic wasteland that is now all we have left of what was once known as Boston, Massachusetts. It is 2277. Two centuries after the Great War, the Commonwealth is now home to three factions fighting for control of civilization's future. They are the Brotherhood of Steel, the Railroad, and the Institute. Each of their competing interests will become clear as the game goes on, but what is important to know is that each faction is made up of exactly 4 members, each with distinct powers, and that they may communicate among themselves privately (outside of this thread). Each of these factions has been given a list of "safe claims": characters that are not actually in the game, but that they may choose to impersonate as necessary.
Additionally, the Commonwealth is home to many civilians. The civilians have distinct powers of their own; there are a handful of civilians without any powers (vanilla civilians), for balance reasons.
At the start of the game, the player distribution will be 16/4/4/4.
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BASIC RULES AND WIN CONDITIONS:
As standard, during each day period, everyone may cast a vote to kill a single player. At the end of the day, the player with the most votes will be killed.
During each night period, in addition to all individual player powers taking place, a faction may make a night hit to kill a single player. At the start of the game, this night hit will rotate between the factions. As determined pre-game by RNG, the order will go in the following order: The Institute (Night 1), the Brotherhood of Steel (Night 2), the Railroad (Night 3), and then back to the Institute for Night 4 (and so on).
When the first non-civilian faction falls entirely, the Sole Survivor will be asked to choose between the two remaining factions. After that point, civilians may win alongside the chosen faction. The chosen faction will retain all powers except for their night hits, and will for all intents and purposes act as a set of civilian masons.
The non-chosen, non-civilian faction may only win by themselves; to win, they must make it so that civs may not.
In the case of a 1-1 tie, a non-civ faction will win over civs. If two non-civ factions are left to a 1-1 tie for some reason (or, god help us, a 1-1-1 tie), the game will (unfortunately!) be left to RNG.
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MISCELLANEOUS GAME SPECIFIC NOTES:
-This is a remake of this old Fallout 4 Mafia game: http://www.ogboards.com/forums/showthread.php/25906-Fallout-4-Mafia-CIVS-WIN!
-While certain characters and powers have carried over, the vast majority of things have changed, beyond the basic faction mechanics. Do not assume that characters are in this game, and, furthermore, do not assume that if they are in the game, they have the same powers as the first time.
-One of the things that HAS changed is a mechanic to discourage mafia claiming when we get closer to civ/faction merging. There are certain events that may take place during the game that may make factions more, uh, appealing to the Sole Survivor. These occurrences will not be mentioned in-thread; they will only be told as they occur to the Sole Survivor. The faction bonuses entail a variety of things, and may convince the Sole Survivor to choose a specific faction even despite having a numbers disadvantage compared to the other option.
-If the Sole Survivor is not alive to choose between remaining factions, that decision will fall to Preston Garvey. The previously mentioned faction "advantages" will also be told to Preston at that time. (If that character is also not alive, the decision will be RNG'd) The Sole Survivor and Preston Garvey are the only two confirmed characters in this game.
-Please do not share deadchat links after you die. Wait for me to send you the deadchat link if you die.
-All players, including vanilla civilians, are named.
-All players will be notified of incoming roleblocks; even vanilla civilians will be notified of roleblocks.
-Hey, there are 28 people in this game, and many have active night powers. Nights will take a little while. Please be patient with me.
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RULES:
-Don't cheat or angleshoot. If you have a question about a rule, feel free to PM me, but don't quote or discuss PMs from me.
-Don't dead talk or night talk. Any night talk will get you AA'd. This includes gifs... In a game this big, I'm wanting to keep end-of-day stuff as organized as possible for easy reference. So, yeah, pls just be cool on this. Pls.
-Don't communicate with other players in this game outside of the game, unless otherwise specified/allowed. This includes but is not limited to PMs and rep.
-Don't edit or delete posts.
-Vote by bolding or ***starring*** your selection.
-Missing one vote is okay; missing two will get you AA'd.
-End of days will come at 10:30 AM, 1:30 PM, and 4:30 PM, unless otherwise specified. The title will always have the correct voting deadline in it.
-There are NO OVERTIMES, and NO MAJORITIES (again, this is for my own peace of mind in a game this big). Any players tied in votes at the end of the day will be decided via RNG.
-This board's timestamp will act as the game's official clock. Votes made at 10:30 AM will count. Votes made at 10:31 AM will not.
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ORDER OF NIGHT OPERATIONS:
Simultaneous conflicts will be resolved via RNG
1.) "Anti" Roleblocks
2.) Faction Roleblocks
3.) Civilian Roleblocks
4) General "Visits" / Recruitment
5.) Messages
6.) Protection
7.) Kills (all kills simultaneous)
8.) Investigations
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