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Joined: 2nd Apr, 2008 Posts: 3137
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After the success of the Marines journey yesterday, mood in the colony is mixed. Burke is dissappointed with the arbitrary extermination. Having taken minor injury in the battle , Hicks orders the marines to get back to operations, and Vasquez stands guard while Bishop tends to their wounds. No word from Dietrich - the group fear for the worst, but they are still marines and they've got a job to do. At least everyone is still alive and 1 day nearer being declared overdue and rescued... [playerlist] Bobbyaro GazChap The Rev Owen Terimahkaseh myoptikakaka curiosity Grim... kalmar Morte Mr Dom Mr Russell zaphod79 Runcle Joans Mr Dave [/playerlist] (16 players alive - 9 for a lynch vote, 13 for no lynch vote) Day 3 ends at 5pm Thursday Rules (no changes) in Company Directive Log (spolier) ZOMG Spoiler! Click here to view! Aliens Scum v1.6 By LaceSensor
This is a variant of the online game Mafia Scum. This Game features four distinct factions:
1 – Colonial Marines: hard asses, lifers, adrenaline junkies; out to kick Xenomorph butt and hopefully get some Octurian poontang while on recon. Your priorities are staying alive, saving the Colony and eliminating the Aliens, whilst dodging the beaurocrats.
2 – The Company: Lead by Carter J. Burke to LV-426 with the promise of fame and fortune, securing an Alien worth billions for the Weyland-Yutani bioweapons division.
3 – Aliens. The original and best. The Perfect organism. Its structural perfection is matched only by its hostility. Perpetuation of the species is the goal for the Alien Scum.
4 – Dumb-Ass Colonists: Terraformers, building better worlds. Just by chance you’re living on a rock with a semi-fossilised Alien breeding ground, and only one of you needs to go play knock and run on their front door for it to all be over…
Relationships to Previous Games:
The Aliens are synonymous with both the Mafia and the Cult factions of previous variants. They are also somewhat like the antagonists in Vampire/Werewolf variants in their Modus Operandii, and can swell their ranks as the game progresses – however, this is very difficult.
The Colonial Marines are the Masons of this game, informed townies, with a means to get more info and dispose of anyone they want to, for a price.
The Company associates form a faction with echoes of the Mafia also, but have to be more selective – they don’t actually want to kill the Aliens, hence anyone attempting to do so is expendable in their eyes.
The Dumb-Ass Colonists fill the vanilla townie role of previous games – however, there is the interesting plot twist should they be targeted for being a host. Will their altruistic morality lead them to inevitable death, but prevention of Alien procreation, or will they allow themselves to play on through the actions of the Xenomorph horde?
Scene setting:
A secret message arrives at the colony base on LV-426 “Acheron”. A colonist worker receives the transmission and goes with his wife to investigate the coordinates.
They discover a labyrinthine Alien structure, definitely not indigenous. They travel into the structure, and notice a shaft down to a large room containing many ovoid shapes. Before proceeding to investigate, the pair uploads a screenshot and information and sends back to The Company. Both are subsequently exposed. The growing foetuses are a Queen Alien and a Warrior Alien.
Three days later, back at Company HQ, the transmission is received (there’s a bit of a delay in space, see); shortly thereafter, they attempt to uplink with the Colony – it fails . Immediately, a Team of Colonial Marines is scrambled, along with a separate faction of The Company. Ellen Ripley, on a hunch The Company wish to study the Alien agrees to accompany the “rescue mission” with the intention to wipe out the species.
Upon arriving at LV-426’s atmosphere, a serious malfunction occurs and the dropship crashes. Sergeant Apone is a casualty of the accident.
The Colonial Marines salvage minimal equipment, and everyone prepares for the worst. X remaining colonists are alive on LV-426. You have 10 days to survive, until you are declared overdue and rescued.
Rules (applicable to most forums):
1. There is no lynching in this game. There is only a vote for whom to attempt to reach the secondary uplink tower, to pilot the secondary drop ship from the Sulaco. Naturally, that player succumbs to the elements, and never rejoins the game. Lynch can also be used to kill a known Alien Host. 2. To vote for a player to leave the Colony, type [vote:playername]. 3. To vote for a noone to leave the Colony, type [vote:nolynch] 4. To rescind a previous vote, vote for a new person, or type [vote:unvote]. 5. Only people playing the game may post in the thread. 6. Once dead, you are allowed one “Game over man, game over” type goodbye, and that’s it! 7. Dead players can communicate in the Dead Zone or other Off Topic area, but should not give away game critical information. 8. Threads will be locked during the night phases. 9. All discussion should be visible to everyone, ergo only those players with PM privileges should communicate outside of the Game Thread. 10. Post and participate – otherwise you will be warned, then subjected to a ModKill. 11. Follow all the generally approved MafiaScum generic rules.
Character list:
Ellen Ripley:
You are Ellen Ripley, last survivor of the Nostromo (bar Jones). Your sole wish in life is to kill the Aliens and rid them from the galaxy. You trust no-one, and are constantly pining for your dead daughter. Once per night-phase, you may PM me the name of one player and that player will be roleblocked. If you PM the name of Rebecca Jordan you will learn her identity, protect her, and be able to communicate with her via PM – this also satisfies your secondary win condition. You are immune to Alien Warrior attacks – the Queen Alien will know the attack failed but not the reason why. You can be Facehugged. If you die at any time after you adopt Newt, she will die too. Your win condition is Colony. Your secondary win condition is Ripley the Mother.
Rebecca Jordan:
You are Rebecca Jordan. Your parents died investigating the Company orders. You have no night role, but you can be adopted by Ellen Ripley. Once adopted, you become Newt. You win condition is Colony.
Newt:
You are Newt, and you know Ripley is _______. You can communicate with Ripley via PM. If the Alien Queen attempts to have you Facehugged (by laying an Egg near in your sleeping quarters) Ripley will protect you. You are not immune to Alien Warrior attacks. Your win condition is Colony.
Dumb-Ass Colonist:
You are a Dumb Ass Colonist. You have no night action. You can be impregnated by the Queen Alien. You will know this has occurred via PM describing a Facehugger carcass in your sleeping quarters. You have until the next night phase is over to declare your infection to the Colony. If you declare your condition, you will have the chance to have the implanted embryo removed, but you will die in the procedure (via Lynch voting). Alternatively if you maintain secrecy, on the 2nd day you will join the Aliens as an Alien Drone. Your primary win condition is Colony; your secondary win condition is to Survive until the end of the game.
Corporal Hicks:
You are Corporal Hicks, ‘2nd in command’ and with the respect of the Colonial Marines. You know that _______ is Hudson and ________ is Vazquez (plus any 0-1 communicable Marines). Once per night Phase you can PM the name of one player and that player will be roleblocked. If you choose to roleblock Ellen Ripley, the roleblock will fail. You will not know why it has failed, but in doing so, you will fulfil your secondary win condition of Hicks the Lover, by courting Ripley. Your win condition is Colony.
Additional role: As leader of the Colonial Marines, once per night phase (pre agreed with the others) you can all choose to “Seal The Door” and protect all Hicks, Hudson and Vasquez, but you gain no information by doing so. All attacking night actions (including Facehuggers) would know their attacks failed, but not the reason why.
Private Hudson:
You are Private Hudson, a loyal but cowardly Colonial Marine. You know that ______ is Hicks and ________ is Vazquez (plus any 0-1 communicable Marines). Once per night phase you can PM the name of a player, and you will use your Motion Tracker to identify the faction that player is in. Alternatively, you can PM elect to play the “Game Over, Man” card. This cowardly gesture protects you from The Company assassination. However, if you are targeted by an Alien, this attack will be deflected onto a random member of the remaining Dumb-Ass Colonists. Your win condition is Colony.
Private Vazquez:
You are Private Vazquez, point-man and Smart Gun operator. You know that ______ is Hicks and _______ is Hudson (plus any 0-1 communicable Marines). Once per night phase you may PM the name of a player and that person will feel the wrong end of your auto-aiming phalanx cannon. You are allowed to make one friendly fire incident – two incidents and you will commit suicide. Check your targets, your looking for civilians here. You have enough Smart Gun ammunition for 4 firefights. Your win condition is Colony.
- While Hicks is alive communicate with him, and then Hicks send a completed night action schedule to the moderator. All actions must be chosen at the same time. You cannot investigate, then kill later based on those results.
Burke, Carter J:
You are Burke, a corrupt executive acting in the interests of The Company who wants to bring back the Alien to study it. You deem any Colonial Marines and other civilians to be expendable. Along with your associates _______ and _____ and ______(with whom you can communicate via PM) you must make the decision once per Night Phase to PM the name of one player along with a choice of 2 night actions and a member of The Company to perform the Night Action:
1 – Kill: You are free to kill whom you wish. If a Company member tries to kill the Queen Alien you will fail but you will not know why.
2 – Study: You will learn the Role of the player you study. Your win condition is Company.
Company Associate:
You are a Company Associate under the command of Burke. You have no specific individual night action, however once per night phase you will discuss with Burke (________) and the other company members (________ and _______ and x) and nominate via Burke the name of your faction to undertake The Company orders. Your win condition is Company.
Bishop:
You are a synthetic android named Bishop, shaped after your inventor. You have no specific loyalty to anyone in the game – however – you may be synthetic, but you are not stupid. During the game you can communicate with Corporal Hicks (leader of the Colonial Marines) and Burke (leader of The Company) once per day phase (one PM per faction). You may PM them with regards any matter you feel necessary, however their response to you will either be Yes or No, and may not necessarily be truthful. All PMs will be dealt with via the Moderator of the game, and anonymous. You are immune to Facehugging – the Queen Alien will be roleblocked but will not know why. You are not immune to Alien Warrior attacks or Company Assassinations. Your win condition is Survive.
Alien Queen:
You are the mother of all bitches. You were birthed on LV-426 following exposure of two colonists. You know the identity of your sole Alien Warrior is _______ and can communicate via PM. You have two night roles (one per night):
1 – Facehugger: Once per night phase you may PM me the name of a player, and that player will have a Facehugger left in their room. Overnight, they will be impregnated, and find the remains of the parasite in their room. After a subsequent night phase, if still alive the player will become an Alien Drone.
2 – Warrior Mission: Once per night phase you may PM me the name of a player, and nominate an Alien Warrior to carry out either an Information Gathering Hunt, or a fatal Warrior Attack.
Your win condition is Aliens.
Alien Warrior:
You know that the Queen Alien is ________ and can communicate via PM. Your sole reason for existence is the perpetuation of your species. You have no individual night action, but your Queen Alien may nominate you to perform either reconnaissance or assassination of any player as above. Your win condition is Aliens.
Alien Drone:
You were once a human. You were impregnated, and decided to become one with the Aliens. You are an Alien Drone, an immature Alien. You have no night action and cannot do your Queen Aliens’ bidding. After one subsequent night phase, you will mature into an Alien Warrior (see above). Your win condition is Aliens.
Optional 0-1 Characters:
Lieutenant Gorman:
You are Lieutenant Gorman, the incompetent tactical leader. Noone speaks to you due to your inexperience, so you have no idea who the Colonial Marines are. You have a special role, to occur at any time day or night. You may PM me the names of any 3 players, and roll in 7 canisters of CN-20 to nerve gas them. After this point, some heavy crates fall on your head and you leave the game, unconscious. You wake up in the Dead Zone thread with a hell of a hangover. Your win condition is Colony. Your secondary win condition is Gorman.
Fencesitter:
At the start of the game, you will PM me your choice to either join the Aliens as a drone, or, join the Dumb-Ass Colonists. No one in the game will know of your decision. Once you mature (by surviving the 2nd night) you will be welcomed into the Hive, and learn the identity of your Queen Alien, with whom you can then communicate via PM, and any other Alien Warriors. Your win condition depends on your choice on Day 1.
Corporal Dietrich:
You are the Medic and whilst you arrived with the Colonial Marines, you set up a field hospital in the Medlab. You don’t communicate with the Colonial Marines as you are not a combat operative. Once per night phase you can PM the name of a player and that player shall be protected from all possible antagonistic actions. Your win condition is Colony.
Private Frost:
You are Private Frost, member of the Colonial Marines. You are the squad’s ammunition technician, and as long as you are alive, you can provide the squad with ammunition to last until you are rescued. If you die, Vasquez’ Smart Gun will run dry after 4 Firefights. You can communicate with Hicks, Hudson and Vasquez (______) via PM, but are vulnerable to attacks even when the squad Seals The Door. Your win condition is Colony.
Company Scientist:
You are a Company Scientist. You can communicate with Burke (________) as well as your fellow Weyland-Yutani employees (_________). Once per night phase you can PM me the name of member of The Company and that player shall be protected from all possible antagonistic actions. Your win condition is Company.
Player List
4-8 Dumb-Ass Colonists 1 Ellen Ripley 1 Rebecca Jordan 1 Corporal Hicks 1 Private Hudson 1 Private Vazquez 1 Bishop 1 Burke, Carter. J. 1 Queen Alien 1 Alien Warrior 1-4 Company Associates 0-1 Corporal Dietrich 0-1 Lieutenant Gorman 0-1 Private Frost 0-1 Fencesitter 0-1 Company Scientist
This game is playable with 15-25 players.
Win conditions:
Colony: all Aliens dead, Marines and Colonists outnumber The Company. The Company: Company Members kill all Colonial Marines and outnumber Dumb-Ass Colonists. Only Queen Alien is alive. Aliens: everyone else is host or dead.
Secondary Win conditions:
Ripley the Mother: You adopt Newt. Hicks the Lover: You get it on with Ripley. Gorman: You check out in a blaze of noxious CN-20. Survive: Get to the end of the game.
Night Actions
• Ellen Ripley
Roleblock – you will Roleblock your target. If the player targeted is Rebecca Jordan, you will adopt her as Newt and be able to communicate via PM.
• Queen Alien – 1 per night phase
Warrior Mission Attack – Kills the player targeted Hunt – Gathers information of the Faction of the player targeted Facehugger Host – Impregnates the targeted player with an Alien embryo
• Burke, Carter. J. – 1 per night phase (obo The Company) Kill – You will kill your target Study – You will learn the explicit role of your target
• Corporal Hicks – 1 per night phase
Stand Down – you will Roleblock any hostile action of your targeted player. Seal the Door – protects Hicks, Vazquez and Hudson at expense of all other Colonial Marine night actions
• Private Vasquez – 1 per night phase
Firefight – you will kill your target. You are allowed one friendly fire incident. A second incident will devastate you, leading to an untimely suicide by hand grenade.
• Private Hudson – 1 per night phase
Motion Tracker – You will learn the faction of your target Game Over, Man – You will be protected from The Company, and any Alien attack will be deflected onto a random Dumb-Ass Colonist. Be careful, as this will give you away to the Queen Alien.
• Corporal Dietrich - 1 per night phase
Medical Analysis – you will admit one patient per night to Medlab for analysis, preventing any hostile attacks on them.
• Lieutenant Gorman – special event. 7 Barrels of CN-20 – at any point in the game (day or night) you can PM the name of 3 players to be nerve-gassed to death. After this action you are left unconscious in an accident, and leave the game.
• Company Scientist – 1 per night phase
Protect – You will protect your targeted player from any hostile actions.
• Bishop – special event
Communication – You may send a PM to the host of the game to be relayed to Hicks and Burke (one message each) at any time during the day phase. The PM should be written in such a way that it can be answered Yes or No, and you will receive this information back. Bear in mind it may not be truthful.
• Fencesitter – special event
Life Choice – during the first day you must PM the game host your wish to join the Dumb-Ass Colonists, or become an Alien Drone. Your choice will be hidden from all game players, until such point as you mature to an Alien Warrior and can converse with the Queen Alien and any other Aliens.
Clarification of Voting.
Majority voting against a player will result in the end of the day phase. The chosen player will leave the game to try to find the Secondary Uplink Tower to contact the Sulaco. The player will then enter the Dead Zone. Naturally if the voted player is an Alien there will be a nice story about their demise because they have no interest in the second dropship on the Sulaco. . Majority voting against a claimed Alien Host will result in their death during surgical removal of the Alien Embryo. The player will then enter the Dead Zone.
Majority voting against a NON outed Alien Host will result in them leaving the game as above – the Colony will be unaware that they were exposed. The player will then enter the Dead Zone.
In order for there to be a No-Lynch, the vote count must number 1 more than the majority vote number.
When anyone dies in the game due to hostile actions, if they were a host for an Alien at that time, the Colony will be informed via an autopsy.
Colonial Marines (Hicks, Hudson and Vasquez)
COLONIAL MARINES CANNOT BE FACEHUGGED - They will know an attempt was made via overnight PM. The Queen will be told the facehug failed but not why.
- While Hicks is alive communicate with him, and then Hicks send a completed night action schedule to the moderator. All actions must be chosen at the same time. You cannot investigate, then kill later based on those results. - The "Seal the Door" action negates all other night actions by the main 3 colonial marines (Hicks Vasquez and Hudson). - The "Seal the Door" action does not affect the 0-1 Marines characters Deitrich Frost or Gorman - Hicks Motion Tracker will tell him the faction of the person he is identifying not their exact role (ie Burke will be identified as a member of The Company, but not Burke himself) - Vasquez killing action is intended to be used on Aliens. However, if you are crafty, and figure out a company employee using the Motion Tracker, it makes sense to do some 'friendly fire' as they are your secondary adversaries so to speak. - Vasquez can only perform 4 fire fights before running out of ammo. If she is involved in 2 friendly fire incidents, the player will be automatically removed from the game via suicide and any current vote by them removed.
- If Hicks dies, the Seal the Door option is lost. The other marines can still choose to do their own night actions
There are 3 possible night action combinations for the main 3 marine characters per night phase 1 - Seal the Door, negating all other actions and protecting the platoon 2 - Stand Down (roleblock) Firefight (kill) and Motion Tracker (information gather) 3 - Stand Down (roleblock) Firefight (kill) and GameOver (protect Hudson)
The Company
- The Company lands on LV426 represented by Burke in command and 1 or 2 subordinates. This forms the primary group. - Any 0-1 characters eg scientist will also be able to communicate with The Company. - The Company once per night phase can EITHER kill or study. - Study yields the explicit identity of the character (not just Faction. For instance, if Hicks was studied, they would know it was Hicks, not just a Marine)
- Burkes role is to nominate a company member to perform a night action. He can nominate himself. If he dies, the remaining Company reps can nominate themselves.
Dumb ass Colonists
- They have no night action, but in reality, many of the characters are on the side of the Colonists, such as Ripley, and as much as he decides to be, Bishop. - Therefore, the Colonists have a roleblocker, and someone that can perhaps pass information during the game via yes/no answers that he can pitch to the marines and the company
Bishop.
- Bishop can direct a yes no answer to both the Colonial Marines and The Company once per day phase. If Hicks or Burke die, you cannot communicate further with their respective faction. - Bishop will remain anonymous to the Hicks and Burke players, all pms directed via the game host - Hicks and Burke can lie if they want. Its in the interest of Hicks to be honest probably as Bishop is technically on the side of the colonists / marines - If the day phase rolls over quickly, and you didnt ask a question in time, sorry, tough.
Aliens
- The Queen can either kill via sending her warrior out, or send a facehugger to impregnate, or get her Warrior to do recon for her. - The Queen needs a live Warrior to do her bidding. No Warrior = no killing or information gathering. She must succesfully impregnate a human and have them join the Aliens side. - When a player is impregnated, they can hide this from the the rest of the players. The player gets a PM at the end of the night phase/start of next day phase, telling them they are carrying an embryo. If they continue and do not alert the group to this, the next night phase they will be birthed into an alien drone. The drone matures during the next day phase. After this they can become a Warrior and do their Queens bidding.
- If the queen dies, there can be no more facehugs. Any warrior can do a nightime kill. Any drone in the game at time of Queens death can still mature in the next phase and PM any Warriors. If there is more than 1 warrior, they can decide which one to do the Kill at the night phase addendum: Liberal film quoting is not a role claim and actively encouraged by me and Im sure other Aliens fans. I dont mind people role claiming, I think it makes the game fun. If you do intend to role claim make it suitably obvious please. Modkills - those people who dont participate for 2 consecutive day phases will be warned, then if needs be, Mod Killed
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