Ok, so I just did D1 before. We'll do D2 now. Hopefully more?
D2, we open with a statement about Sir Chris which seems like awkward distancing "I was calling him scum so clearly I wouldn't have killed him". He does pivot towards Wildfire here, but it isn't exactly a strong push, and well within the realm of prodding a buddy instead of getting ready to bus. Then we have a couple posts stretched out over several days where he states that he hasn't updated his lists, is busy, and doesn't mind that Tordeck was killed. Calls WF's ability "overpowered".
His next post is him getting "hung up on the very first vote" of the Bur wagon (which is his buddy GJ). He goes through the process of reviewing his vote and some surrounding context, says it's "not great", then says he has no other issues with GJ, doesn't make a vote, and then uses this opportunity to empower TIM. This whole "case my buddy but come out " is pretty bad.
Disappears again and comes back to make a jab at Anak which looks a lot like testing the waters for an Anak lynch. Makes a neutral mention of the Iso lynch before Night.
D3:
First post back is a semi-promise to do more content. He also asks about the GJ quickwagon here, but this is after Tom's already explained his vote, and the way it's phrased looks suspiciously like fishing.
To his credit, he does actually start doing some VCA shortly afterwards. He reiterates his "not great" on GJ, uses the Anak assessment to also subtly mudsling regarding his post rate, and reiterates that he "doesn't like Seppel". He states that the worst are (unsurprisingly) GJ, Seppel, and Anak, but then walks it back again by saying "it's only one datapoint".
I imagine that his next 2posts here is him freaking out about his scumbuddy's choice to potentially 1-for-1 with D_V and out himself. Seppel clearly agrees with this assessment.
Considering DV is confirmed townie #1 and has been since practically day 1, no duh it's what happened.
This was obvious the moment D3 started.
If you were town you'd know this already.
When Seppel confronts him about this, he more or less dismisses Seppel out of hand, but does go out of his way to engage someone that he's been calling scum in a way that doesn't read like a townie interacting with a scumread. His response to "why didn't you recognize WF as openly claiming scum and that D_V is 100% town" is basically "I want to leave my options open but I've definitely had D_V trending upwards" worded more fancifully.
He does part of the Iso lynch, where he assesses Seppel's vote ("he's not necessarily not on Iso's team"), TIM (is Town, but given that he empowered TIM, this is unsurprising), and Cyan (who he says is probably town, but this would sure be a great time for scum!Cyan to bus), once again subtly leaving his options open.
After D_V's claim, he fishes for info on me while casting a bit of shade on D_V's read of Tom. We then have some interaction with shadowlancer which is NAI, and a post where he starts actually pushing for a Wildfire lynch but by this point, Wildfire is in hammer range and it's an easy stance to take. As noted by Cyan shortly afterwards, this is a really basic post. Granted Cyan also thinks WF is town. Axel pushes WF for doing things unilaterally because "DV was town read by 'a lot' of people", yet earlier in the game, he used the exact opposite argument to refute a similar claim stating that "majority can be wrong". He's using both sides of the argument when it best suits him.
At his next catchup after some NAI posts, he seems frustrated that Seppel is claiming confirmed town, but doesn't actually address again what his issues are if there still are any (he makes it seem like there are, though), again fishes for info on me and questions my alignment (less relevant now), confirms that he is "sure about WF's alignment" (still no vote), and sets the groundwork for the vig claim.
He does follow through on finishing the Iso VCA, but again just waffles/fencesits. Every time he does analysis, he concludes with a fencesit.
He does another late push on Wildfire here which Seppel hilariously calls out as a "great bus". Around this time, he also says he won't support Seppel's plan "because he's a lying-liarpants". He's inadvertently dropped Seppel as scum, despite seeming to push this earlier in the day. Myself and Manders both ask about this. His answer is, once again, vague. He's "not reading [Seppel] as Town" (Seppel claimed non-town), but is hesitant to call him Mafia. So the result? He's "ignoring him" (which is actually continually trying to push him and/or discredit him).
Finally, in the 11th hour, he finds a reason to doubt his strong WF scum read, asks GJ one question about why he didn't address the missed NK due to his claim (that he's a BP that can also grant BP), and then finds this enough to finally place a vote and hammer GJ. Good thing we managed to let Wildfire survive another day!
Axelrod has some weird stuff going on, behaviorally, that has me a bit on edge. Currently my one issue is why Iso seemed to take such an interest in throwing softballs at him while Iso's buddies largely ignored him completely.
I'm going to do this tonight instead of tomorrow night when I planned to originally as I scheduled DATE NIGHT then.
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Well, I am around at the moment, Meg. if there's anything you actually have a question about. (after several attempts, tactfully omits frustrated ranting)
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
"Working out is modern couture. No outfit is going to make you look or feel as good as having a fit body. Buy less clothing and go to the gym instead."
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
About to go to bed Meg. If you are apparently not reading anything I have written re: logic and common sense, and instead are twisting yourself around so far you can't see what's right in front of you, that's on you, man.
I also still don't think cythare, as scum, shoots anak that Day.
At this rate, you are going to WIFOM yourself right out of this game. Dude is trying to appear town. Apparently he's got a connection to you at this point? Didn't you even tell him to do it? Am I not remembering that correctly? There's nothing impossible about him picking an easy (town) target in that spot. The hard pick would have been WF, which is who it should have been - especially given what he supposedly knows.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
VC 1
Bur- Iso, Cyan
Manders - Seppel, TheIceMan, Sir Chris
Tom - Anak , Axelrod
Anak - Shadow, GJ
GJ - Cythare, Tom
VC 2
GJ - Cythare, Tom, Sir Chris
Anak - Shadow, GJ, Cyan
Manders - Seppel
Bur- Iso
Tom - Anak
Axelrod- DV
Sir Chris- Axelrod
Tom- TheIceMan
VC 3
Manders - Seppel, shadow, Tom
Wildfire- Manders, Sir Chris, Tordeck
Anak - GJ, Cyan
GJ - Cythare
DV - Wildfire
Tom - Ana
Sir Chris- Axelrod
Shadowlancer - TheIceMan
VC 4
Tordeck-DV, Cyan, anak, manders, tom
Bur- GJ, shadow
Wildfire- Sir Chris, Tordeck
Manders - Seppel
Anak - GJ, Cythare
DV - Wildfire
Sir Chris- Axelrod
Shadowlancer - TheIceMan
VC 5
Bur- GJ, shadow, Seppel, Manders, Anak
Anak-Cythare, Cyan, DV
Wildfire- Sir Chris, Tordeck
Tordeck-tom
DV- Wildfire
Sir Chris- Axelrod
Shadowlancer- TheIceMan
VC 6
Bur- GJ, shadow, Anak, seppel
Anak-Cythare, Cyan, DV, manders
Wildfire- Sir Chris, Tordeck
GJ - TheIceMan, tom
DV- Wildfire
Sir Chris- Axelrod
VC 7
Bur- GJ, shadow, Anak, seppel
Tom- Wildfire, Tordeck, Cyan
Anak-Cythare, manders
GJ - TheIceMan, tom
Sir Chris- Axelrod
WF - Sir Chris
VC 8 (Bur Lynch)
Bur- GJ, shadow, Anak, seppel, Todeck, Iso, DV, Bur, Manders
Tom- Wildfire, Cyan
Anak-Cythare
GJ - TheIceMan, tom
Sir Chris- Axelrod
WF - Sir Chris
Meg. (now I'm staying up just for you, so feel special), let me ask you, what about what I pointed out re: Wildfire and Cyth. is not convincing you? This is what I do not understand. Do you not see it, or do you actually not agree with it?
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Okay then. That's fine. Sometimes reading someone in ISO doesn't give the full picture of what was actually going on in the thread at the time though, you know this.
And I'm only getting (a little) pissy because it sort of feels like you went into this actively looking for excuses to conclude I'm scum.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Okay then. That's fine. Sometimes reading someone in ISO doesn't give the full picture of what was actually going on in the thread at the time though, you know this.
And I'm only getting (a little) pissy because it sort of feels like you went into this actively looking for excuses to conclude I'm scum.
axelrod I don't know if you've actually played mafia with me before or not. that's not how I roll. especially not in endgames.
yes, I'll admit I'm biased against you because I find you distasteful as a human being. BUT I'm not going to vote based on this!
due diligence, as I mentioned earlier.
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
yes, I'll admit I'm biased against you because I find you distasteful as a human being. BUT I'm not going to vote based on this!
You do? Really?
That's too bad. What did I do?
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Could be. We discussed this at length earlier on, but I am standing by what was said - you had to have faith in me before when you were worried I'd just end the game. The least I could do is reciprocate. Also makes sense as to why Axel is angry that I didn't say anything to him last Night.
I can understand hiding from me in your initial claim that you redirected N1, but not that you didn't connect. The only reason to do this would be.... if you knew Wildfire was scum. which you'd only know if........ you were scum.
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
You're right. I sent TIM's connection earlier than I was supposed to be able to do, similar to how Seppel accidentally connected twice. I forgot that this had happened.
Re: Wildfire - I hid it because the only reason I had to send it was entirely selfish, and I didn't think you'd trust me at that point if the reasons provided was completely selfish.
If this is enough to push you towards voting me, I understand - there isn't really anything I can do at this point to defend against these points.
I don't have a more compelling defense, because my actions are what they are. I can only point at the issues that I've already shown re:Axel and hope you see what I've pointed out about him.
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
I can save both of you the wait - I was the last scum and this game contains no neutrals.
I'm...frankly surprised that I survived this long (although it was in part due to a modkill), but I can't say that I regret my play decisions for the most part. Will post more after dinner (including PM chat conversations).
Two full moons rose over the prison colony on Sector Six. The lone survivor of the Circe's crew, the young helmsman, watched them rise, and waited. The exterior of the research facility was barren obsidian rock, perched above a winding canyon that parted the prison from the laboratory. Above, a trio of shining lights circled slowly overhead in high orbit, like a sword of damocles. Surely, they knew that they were here. Where the government placed its ears and eyes, the iron fist of the Earth Authority Navy was never far behind.
Somewhere, out there, was the helmsman's own home planet. Its remains, at least. Nearly everyone he'd grown up with - friends, family, ex-lovers, all of them gone now. Wiped away. Now there were only a scattered few survivors to recall some small traces of what had once been.
He wondered how many of the men in that prison camp had similar stories. How many had fought for their homes, and wound up here. How many had seen everything they loved burnt away to ash.
A reckoning was coming, soon. For him, for them, and for the Earth Authority too.
It was months and months since they had landed now. Over a year - long enough for his leg to almost completely heal, leaving only a limp and scarring. The pace of work had slowed to a crawl over that period. None of the survivors were scientists. This was not their training. But before their group had been whittled down to the bone, their work had built upon the government's command and memory implantation protocols, and progressed far enough to transfer the knowledge and experiences of others into a computer matrix, and from there, into their standard cybernetic implants. It was an eerie feeling, carrying the memories of 13 dead men and women inside of you - right up until the moment of their deaths. But they'd come this far, and if those deaths were to mean something, they had to carry through, just a little longer.
In the canyon below, a signal lantern gleamed. Once, twice, three times, then dark. He stood. Almost finished.
Behind him, he heard footsteps crunching softly on the canyon rock. Kenri Mace, a grizzled veteran with weaponry strapped to every part of his body, and Karter Thomakos, a clean-shaven, professional marksman. The three final survivors.
"We'd best be on our way," remarked Karter.
"Karter. Why don't you take point," Mace said quietly, as if it made no difference to him.
Karter smiled ironically and quirked an eyebrow. "But of course." And he strolled carelessly down the path, never once looking behind him. Mace's eyes followed him, then gave the helmsman a meaningful look, then followed him down the trail.
To reach the canyon floor required a walk of more than twelve miles, across treacherous switchbacks, narrow ledges, and improvised handholds. When they reached the valley floor, they found an ice-cold stream of water winding its way through the rocks at a desultory pace, and a menagerie of fallen, broken stone and boulders. Their own breathing, and the water and wind whistling through the canyon were the only sounds.
There, they waited. Karter leaned up against a rock, and lit a scavenged cigarette. Kenri whetted one his knives. The helmsman watched the stars, running a small computer chip from one knuckle to the next. There was another, very much like it in appearance, in his jacket. The one in the jacket contained all of their hard-won work. The one in his hand - they had taken it from Captain Ulysses' body. According to Anya's memories, they weren't to activate it until at least seven more minutes had passed.
As they waited, whisper floated on the wind. It grew to become a distant rumbling - then a muted roar. Engines. Landing craft. Someone was coming.
Karter leapt to where the helmsman sat, extending his hand. "Give it to me, Rian. We're out of time."
Kenri snarled and hefted his knife. "Over my dead body. It wasn't me who killed Ponsa, and it wasn't Rian, either."
Karter shook his head. "We don't have time for this. And we don't have time to wait any longer. Rian, I've protected you. Watched your back. Worked alongside you. You know me. Trust me now. You know this is the right thing to do."
Kenri's lip twisted up in a sneer, and he moved to let his knife hand do the talking for him, letting the blade fly directly towards Karter's throat. Karter, unsurprised, leaned backwards far enough to let the knife fly past, and threw sand into Kenri's face. When, Kenri threw up a hand to shield his eyes, he struck abruptly, landing a jumping front-kick, straight into Kenri's chin, knocking him backwards into the rock.
Kenri grunted, spat out a tooth, showed a bloody grin, and brandished two brass knuckles. "I should have done this a long time ago." He stalked towards Karter. In the background, the roar of the engines grew close.
Kenri was pure, brute force and muscle. Karter was liquid, fluid, speed. When Kenri threw a haymaker towards Karter's face, he swept inside the arc, latched onto his wrist, and pulled. A subtle twist of the shoulder, and suddenly Kenri was flying through the air, flipping to land hard on his back. Karter was on him in an instant, raining kicks down. But Kenri managed to grab hold of a boot, and brought down a vicious elbow on the shin. The blow knocked Karter's leg free, and stumbled back, cursing and limping.
Behind them, three shuttles bearing the markings of the Earth Authority Navy hove into view, landing gear extended, and began to settle upon the canyon floor.
"Go, kid! Get out of here!" Kenri bellowed.
Rian, the helmsman, hesitated only an instant, before turning. The last he saw of Kenri was Karter springing to the attack again, landing blow after furious blow.
He'd never so fast in his life. He flew over the rock, his feet barely seeming to touch. His limp was barely perceptible now, an afterthought. Behind him, he could begin to hear barked orders, the sound of pursuit.
"Pssssst! Here!" A grizzled old man in the uniform of an E.A.N. corrections officer urged him towards a group of boulders. The old warden, who had greeted them when they first arrived. Back again.
A flash of light sizzled over his shoulder, close enough to feel the heat. He turned to the side, veering towards the clump of boulders. A narrow crevice loomed before him. The warden waved him into the dark, gripping him by the wrist, leading him onward. It enveloped them both.
---
The crevice became a labyrinth. Lightless and black, the warden nevertheless took him through the dark unerringly. Finally, after what seemed a small eternity, they reached a metal hatch, set into the living rock. The warden put an ear to the door, listened quietly for a few minutes, then abruptly opened it and tugged Rian inside. A soft light set into the door hatch illuminated a small living space, with an exit on the opposite side.
"You have the chips? You have what we came for? Let me see them." An eager light shone in the warden's eyes.
"I have them," said Rian, warily.
"Look, boy, I could have left you for the marines. It's past time. Let me see them."
Cautiously, Rian reached into his jacket and brought forth both chips. The warden examined both. Plugged both of them into his wrist-port. Grunted in satisfaction.
"Good work, boy. I've unlocked this one. It's for you now. Here." He extended the chip from Ulysses' body.
Rian took the chip, back. Plugged it into his own body. Waited. Digested.
The warden watched him steadily. "You have his instructions. Marlow's? You know what you have to do?"
Rian nodded. "I know. And you have your own part to play."
"Aye. But yours is harder."
"No less important."
The warden shrugged. "This is where we part ways. I'm headed back the way we came. Back to the prison. You head out the back, and follow the red line, until you reach a place you'll remember now." He cranked open the hatch, and turned, standing in the open doorway. "There's a lot of dreams riding on you, boy. A lot of deaths. Don't waste them." With that, he shut the hatch behind him.
---
Karter Thomakos strode through the facility, the standard E.A.N marine rifle cradled in his elbow. Two marines, in full battle armor, followed him. The rest of the search parties had begun combing through the facility, searching for any trace of the missing helmsman. There were only two places he could find food on this planet, suitable for human consumption. Here, and back at the prison. They'd find him eventually. But they needed to find him before he got smart, and destroyed the data chips.
No one knew precisely what Marlow had encoded on those chips. Some analysts theorized that it contained the names, bases, and material for the entire Rebellion network, enough to unravel their entire operation. Others thought that it contained operational details for a biological or cyber strike on the homeworld itself. Whatever it was, Marlow had gone to great pains to secure it, and expended many of his most trusted remaining operatives and resources on this operations. And that made it a top priority.
They were deep within the lower levels of the facility now, near the air-filtration and recycling center. An exposed walkway led to a cylindrical chamber. Surrounding the walkway was a vaulted, multi-level chamber. Below the walkway, was only a hungry maw of darkness.
An artificial wind moved through the chamber in hushed, restless sussurations. They strode forward.
The first marine was yanked off the walkway like a rag doll and down into the black in a flash, the railing twisted and broken where his heavy power armor had broken through, his cry echoing as he descended into the abyss. The second marine had time to level his weapon and fire wildly before being enveloped by another black shape, and cast off the walkway.
Karter's sidearm was out and answering back in the space of a split second, slamming shards of condensed light into the attackers. A crowd of misshapen, dark shapes scuttled from the underside of the walkway towards him. Leveling his rifle at the grating, he walked steadily backwards, blasting through the flooring as he went, searing the grating, and sending attackers flying away. Moving rapidly, he managed to reached the central chamber, slammed the hatch shut,and automatically began slapping new clips into place.
And within that chamber, two sets of gnarled, blackened hands seized hold of him in an implacable vise-grip. They turned him around, away from the door. Towards Rian, gesturing a hand towards the two creatures.
"Karter. I'm beginning to think you weren't really my friend at all."
"Well, you were never the brightest bulb in the box, were you?"
"Suppose not, but I got there in the end, didn't I?" Rian strode in closer.
"When it didn't matter anymore. I don't know what you expect to come from this. The game is up. We've won. You'll either die, or be taken into custody. These...things...won't be enough to save you. Give yourself up."
Rian laughed softly. "Give myself up. Yes. Karter. That's exactly what I intend to do..."
And with that, Rian jammed a chip into Karter's wrist - a chip connected by a cord into his own flesh. Karter's eyes went suddenly wide. He began to jerk, and spasm. Memories flooded in - images - people he'd never before seen, but began to know. Parents with loving eyes. A kiss beneath soft mooonlight. A city lying in ruins, ash drifting down like snow. And at the same time, he felt himself begin to disappear. To recede, beneath the onslaught. One memory at a time. Until, at last, nothing of Karter Thomakos remained except an empty shell.
An empty shell, with Rian's eyes looking out from within.
---
Karter Thomakos returned from his mission on Sector Six a celebrated hero. With the information gleaned from Marlow's chip, he rooted out an endless parade of rebel operatives, crushing cell after cell, rising through the ranks of the Earth Authority hierarchy at lightning speed. He seemed to be able to master vast amounts of information at impossible speeds, to understand the minute details of a thousand different disciplines, all at once. And he began to gather proteges, carefully, one after another. And he bided his time, down through the years. Through the generations.
A reckoning was coming.
Disinheritance Mafia has ended in a town victory!
3. Axelrod
Name: Kenri Mace
Alignment: Town
Dossier - One of the rebel's weapons specialists. Known for carrying a copious number of weapons concealed in various places on your person, occasionally, you've been known to lose a firearm or two in the heat of battle...
2 - Vigilante - Night kill. The following night, the mafia gain an extra nightkill.
4 - Night-kill vigilante.
Name: Agent Karter Thomakos
Alignment: Mafia
Dossier: Highly trained government agent, specializing in the use of misdirection and subterfuge in combat situations.
Cover Identity: One of the rebels' weapons specialists, you were once a member of the government's military forces, a lieutenant in charge of training new soldiers to fight the rebellion. You defected, and now you use your powers to motivate and command your subordinates within the Rebel movement.
1 Unblockable Kill
2 Motivate a non-kill ability.
3 Redirect
5 - The following day, gain a daykill. You may use this ability no more than once, plus one additional time for each mafia kill successfully prevented by the town.
13 cythare - Daykill/motivator - Karter Thomakos
14 iso - Copier/Role Cop - Wesley Tragger
15 gentleman johnny - Bomb/roleblock
16 wildfire - Extra Empower, Quick Draw, Sudden Death
1. D_V
Name: Brace Hammond
Alignment: Town
Dossier: You are the leader of the team's medical division, one of the most important contributors to the Rebel efforts to complete the Inheritance Project.
2 Doctor- Until the next night period, if a player is targeted by a kill, prevent the first kill executed against the target. If you successfully block a kill, gain 1 empowerment permanently.
You may not self-target.
4 Double Doctor - Until the next night period, target two players, if either are targeted by a kill, prevent the first kill executed against each target. If you successfully block a kill, gain 1 empowerment permanently. You may not self-target.
You begin the game with negative one empowerment.
2. Shadowlancerx
Name: Jillian Courtright
Alignment: Town
Dossier- A member of the rebel's counter-intelligence division, it was your task to see that the government's efforts to penetrate the veil of secrecy surrounding the Inheritance Project would fail. Now, it seems, your efforts are teetering on the cusp of failure.
2- Cop - Cop shot with 75% likelihood of ability failing to return any results.
4 - Double Cop - Cop Shot with 75% likelihood of ability failing to return results on two players.
3. Axelrod
Name: Kenri Mace
Alignment: Town
Dossier - One of the rebel's weapons specialists. Known for carrying a copious number of weapons concealed in various places on your person, occasionally, you've been known to lose a firearm or two in the heat of battle...
2 - Vigilante - Night kill. The following night, the mafia gain an extra nightkill.
4 - Night-kill vigilante.
4. Tordeck
Name: Martrim Visser
Alignment: Town
Dossier - One of the few rebels with an ex-Earth Authority background, you used to work for the civil police forces, in the area of forensic science and cybernetics.
1-Tracker - learn who target player targets, tonight.
2- Watcher - learn who targets a player, tonight.
4 - Learn who target player targeted, the previous night. You may only activate this ability once.
5. TheIceMan
Name: Ponsa Yates
Alignment: Town
Dossier: You are one of the rebel's covert operations specialists - and the kind of blacks ops operative that gives black ops a dirty name. Most of the rebels are idealists, who can't bear to get their hands dirty. But sometimes, dirty is just what needs doing, if the job is going to get done.
0-Ninja of Death. You become a miller, permanently. The following day, you may use the Ash LV-426 gimmick (password: ***********) to invade the spec ops thread, post on a multiple of 40, and daykill target spec ops player. For each mafia spec ops player killed, you gain 1 empowerment. For each town spec ops player killed, you lose 2 empowerments. You cannot fall below less than zero empowerments. You may not post in the spectator thread, except with your gimmick. To perform daykills, use the following format: Daykill: [Player Name]. If your daykill falls on a post that is not a multiple of 40, it has no effect. You may not post more than five times in a row.
6- Your alignment will be revealed publicly, the next morning. Each mafia player gains 2 empowerment.
6. Sir Chris
Name: Erther Ulysses
Alignment: Town
Dossier: Captain of the freighter, bound to take the Rebels to their secret location. Privileged with the navigational coordinates of some of the Rebels' most secret bases, you are one of the most senior Rebel officials on this mission.
0 - Double-vote
2- Steal up to 4 empowerments from another player.
3 - Next day, two target players are unlynchable. You may only activate this ability once.
7. Bur
Name: Lionel Gantry
Alignment: Town
Dossier - You are one of the rebels' weapons specialists. Your specialties are bending joints, and protecting your comrades, no matter the costs.
2 Roleblock. If an ability is countered this way, you gain 1 empowerment, and the target's empowerment cost is refunded, plus 1 additional empowerment.
4 Bodyguard. Until the next night phase, if a target player is targeted by a kill, the kill will target you instead. If a kill is prevented by this ability, the target permanently gains 1 empowerment. You may only activate this ability once.
8. Anaklusmos
Name: Cat Warther
Alignment: Town
Dossier - The understudy for the team's medical and counter-intelligence divisions, two key components of the Inheritance Project's team effort. Hopefully, they're on your side. If not, well, redundancy was part of the Rebel's plans.
1 - Nurse, if a doctor dies that night. You may only activate this ability once.
2- Deputy, if a cop dies that night. You may only activate this ability once.
3- Inherit the abilities of the next player to be killed.
Begins the game with 1 empowerment.
9. Tomsloger
Name: Anya Volchenko
Alignment: Town
Dossier- Cybernetics and hacking specialist. A true black hat, known for leaving malicious software in all the sensitive places that the government least wants it.
0- Choose a target player, that player is marked. If that player dies the following night, you gain three empowerment. If that player is already marked, you will be notified.
3 -Target marked player cannot be roleblocked the remainder of the game, and anyone who targets that player is marked.
10. Seppel
Name: Zhiahao Wong
Alignment: Town
Dossier: One of the rebels' weapons specialists. You've been put in charge of detaining and disabling untrustworthy suspects.
0 - Target player temporarily loses all passive abilities and effects (untargetable, godfather, bomb, bulletproof, doctor protect, bodyguard, marks, goo, doom cannon shellshock, deputy, nurse, double-vote, goon, unlynchable, miller, permanent empower, etc.)
2 - Target player loses all passive abilities and effects, and another target player gains those abilities until the following night.
Begins the game with 2 empowerment.
11. Mandershex
Name: Micha Brom
Alignment: Town
Dossier: One of the rebels' weapons specialists. A hulking brute of a man, nobody gets past you, without your say so.
1 - Target player loses the ability to empower today. You may empower one additional player, tomorrow.
5- Target player loses the ability to kill, so long as you are alive. If no mafia players are able to perform a kill, you win the game.
Begins the game with one empowerment.
12. Cyan
Name: Ellna Brissel
Alignment: Town
Dossier: The pretty, public face of the rebels, the person they count upon when they want to cut a deal and need someone with charisma, charm, connections, and discretion to do the talking.
The mafia is . The mafia spec ops players are: You each begin the game with a score of one empowerment, rather than zero. Confer here, day and night. Unlike the town, you may each contact an unlimited number of players and/or spectators using your one-way communication ability.
The game contains no neutrals, and no mafia factioning mechanics. Good luck.
Your abilities are copied below:
13. Cythare
Name: Agent Karter Thomakos
Alignment: Mafia
Dossier: Highly trained government agent, specializing in the use of misdirection and subterfuge in combat situations.
Cover Identity: One of the rebels' weapons specialists, you were once a member of the government's military forces, a lieutenant in charge of training new soldiers to fight the rebellion. You defected, and now you use your powers to motivate and command your subordinates within the Rebel movement.
1 Unblockable Kill
2 Motivate a non-kill ability.
3 Redirect
5 - The following day, gain a daykill. You may use this ability no more than once, plus one additional time for each mafia kill successfully prevented by the town.
14. Iso
Name: Agent Wesley Tragger
Alignment: Mafia
Dossier: Intelligence and forensics expert, utilizing sophisticated techniques, with a brief but sterling service record within the Earth Authority hierarchy.
Cover Identity: One of the rebel's intelligence and forensics experts, you made a name for yourself gleaning intelligence from the wreckage and corpses of defeated government forces.
2- Double Role Cop - Choose two target players, and learn their abilities. You may only use this ability twice.
3- You learn what ability a player is using tonight, you may copy that players' chosen ability, and choose a new target(s) for the copy. If you have role-copped that player, you may instead copy any of that player's abilities, instead of that player's chosen ability, without paying the endorsement cost.
5 - Permanently gain one of target dead player's non-kill abilities. You may not become immune to the lynch.
15. Gentleman Johnny
Name: Agent Xiulan Chan
Alignment: Mafia
Dossier: A decorated veteran of the Earth Authority military, you were transferred to the loyalty division due to valor in combat, and unquestionable dedication to the cause of reunification.
Cover Identity: One of the rebels' weapons specialists, you are in charge of the rebels' explosive ordinance, and the sole member of the expedition equipped with sophisticated power armor.
0 - Bulletproof until the next night phase.
2 Untargetable until the next night phase.
4 Until the next night phase, anyone who attempts to kill you, will die instead of you, and the person who is the final vote against you for a lynch, will be killed along with you.
7 Choose 4 players. Roleblock each of their abilities except for kills .
16. SirCrimsonFox
Name: Special Agent Moira Esperanza
Alignment: Mafia
Dossier: An experienced, senior field agent within the Earth Authority Internal Affairs division. Known for extremely quick reflexes, and leadership skills. Senior agent in the effort to investigate and unravel the Inheritance project, whatever it may be.
Cover Identity: Sent by the higher ups within the rebel hierarchy, your credentials identify you as the ranking member of the Inheritance effort. However, your orders are ostensibly to observe, field test, and report back on the results - not to manage the progress of the R&D.
0-Target player gains 1 empowerment, and gains this ability. You lose this ability. You may not self-target.
1- Target a player. If you correctly guess that player's current empowerment score, that player loses half their empowerments, rounded down. This ability is effective prior to the use of any abilities during the night, and if a player falls below the required number of empowerments for a chosen ability, their chosen ability will fizzle. This ability cannot subtract permanent empowerments, but considers permanent empowerments for purposes of calculating a player's empowerment scores.
1-Quick Draw -
During the day, you may activate Quick Draw, targeting yourself and another player. The moderator will choose a time to begin quick draw, within two hours of opening the Quick Draw PM. The rules of Quick Draw are that the first player to be voted for by the other player after a Quick Draw is declared by the mod and the rules of Quick Draw are publicly posted by the mod, will be daykilled. Only one Quick Draw may be activated per day.
1- Sudden Death
During the day, you may PM a moderator to activate Sudden Death v1. All non-voting spectators gain the ability to post and to vote one another. Whenever a non-voting player is voted for in sudden death, votes more than once in the same post, double-posts, or votes more than once each hour, they will be eliminated from the game.
These conditions will take effect immediately after a moderator arrives on scene and announces the initiation of sudden death, but the rules will not be publicly revealed until one half hour after the moderator announcement. Sudden death will continue until only a single non-voting player remains. The last non-voting player standing will enter the primary game with their current alignment, and five empowerment.
-----
Sudden Death
All spec ops players have gained the ability to vote for one another. Whenever a spec ops players voters for another spec ops player in Sudden Death, votes more than once in the same post, double-posts, or votes more than once each hour, they will be eliminated from the game.
These conditions will take effect immediately after a moderator arrives on scene and announces the initiation of sudden death, but the rules will not be publicly revealed until one half hour after the moderator announcement. Sudden death will continue until only a single spec ops player remains. The last non-voting spec ops player standing will enter the primary game with their current alignment, no abilities, and five empowerment.
day 1
Official Empowerment Count:
5 DV- Manders, Cyan, Seppel, Shadow, Tordeck
2 Seppel- Sir Chris, DV
2 Axelrod- GJ, Theiceman
2 Sir Chris- Iso, Cythare
3 TheIceMan-Wildfire, Axelrod, Bur
1 Wildfire- Tom
N1 Actions:
DV - docs TIM and Axel (-4 to zero.)
Tom - Marks TIM for zero.
TIM - activates for zero.
Seppel - Iso to DV.
Manders - disables Tom
Mafia- Kills tom
Donates 2x points to GJ.
n2
seppel targets manders, disabling her extra empowerment effect.
DV - docs tom and tim
tom- marks DV
gj pumps up cy
wf - fails to kill vs. tom
cy motivates dv
DV - Manders, Manders, Cythare, Anak
TIM - axelrod
Cythare - DV, shadow
Wildfire- iso, GJ
GJ - WF
night 3
shadow - investigates manders and cyan
cyan- perma-empowers shadow
tom - marks megs
wildfire - kills shadow
cyth- activates daykill
tammy - moves miller from DOTA to Cyth
end of day 4
Axelrod - MH, Tom
WF - Cyan
Tom - Axel, WF
Cythare - Tammy
night 4
cyth - gives pt. ability to axel, kills tom
tom - checks if cyth is marked, and marks him again\
tammy, moves passives from cyan to cyth.
axelrod - kills cyan
D2, we open with a statement about Sir Chris which seems like awkward distancing "I was calling him scum so clearly I wouldn't have killed him". He does pivot towards Wildfire here, but it isn't exactly a strong push, and well within the realm of prodding a buddy instead of getting ready to bus. Then we have a couple posts stretched out over several days where he states that he hasn't updated his lists, is busy, and doesn't mind that Tordeck was killed. Calls WF's ability "overpowered".
His next post is him getting "hung up on the very first vote" of the Bur wagon (which is his buddy GJ). He goes through the process of reviewing his vote and some surrounding context, says it's "not great", then says he has no other issues with GJ, doesn't make a vote, and then uses this opportunity to empower TIM. This whole "case my buddy but come out " is pretty bad.
Disappears again and comes back to make a jab at Anak which looks a lot like testing the waters for an Anak lynch. Makes a neutral mention of the Iso lynch before Night.
D3:
First post back is a semi-promise to do more content. He also asks about the GJ quickwagon here, but this is after Tom's already explained his vote, and the way it's phrased looks suspiciously like fishing.
To his credit, he does actually start doing some VCA shortly afterwards. He reiterates his "not great" on GJ, uses the Anak assessment to also subtly mudsling regarding his post rate, and reiterates that he "doesn't like Seppel". He states that the worst are (unsurprisingly) GJ, Seppel, and Anak, but then walks it back again by saying "it's only one datapoint".
I imagine that his next 2 posts here is him freaking out about his scumbuddy's choice to potentially 1-for-1 with D_V and out himself. Seppel clearly agrees with this assessment.
When Seppel confronts him about this, he more or less dismisses Seppel out of hand, but does go out of his way to engage someone that he's been calling scum in a way that doesn't read like a townie interacting with a scumread. His response to "why didn't you recognize WF as openly claiming scum and that D_V is 100% town" is basically "I want to leave my options open but I've definitely had D_V trending upwards" worded more fancifully.
He does part of the Iso lynch, where he assesses Seppel's vote ("he's not necessarily not on Iso's team"), TIM (is Town, but given that he empowered TIM, this is unsurprising), and Cyan (who he says is probably town, but this would sure be a great time for scum!Cyan to bus), once again subtly leaving his options open.
After D_V's claim, he fishes for info on me while casting a bit of shade on D_V's read of Tom. We then have some interaction with shadowlancer which is NAI, and a post where he starts actually pushing for a Wildfire lynch but by this point, Wildfire is in hammer range and it's an easy stance to take. As noted by Cyan shortly afterwards, this is a really basic post. Granted Cyan also thinks WF is town. Axel pushes WF for doing things unilaterally because "DV was town read by 'a lot' of people", yet earlier in the game, he used the exact opposite argument to refute a similar claim stating that "majority can be wrong". He's using both sides of the argument when it best suits him.
At his next catchup after some NAI posts, he seems frustrated that Seppel is claiming confirmed town, but doesn't actually address again what his issues are if there still are any (he makes it seem like there are, though), again fishes for info on me and questions my alignment (less relevant now), confirms that he is "sure about WF's alignment" (still no vote), and sets the groundwork for the vig claim.
He does follow through on finishing the Iso VCA, but again just waffles/fencesits. Every time he does analysis, he concludes with a fencesit.
He does another late push on Wildfire here which Seppel hilariously calls out as a "great bus". Around this time, he also says he won't support Seppel's plan "because he's a lying-liarpants". He's inadvertently dropped Seppel as scum, despite seeming to push this earlier in the day. Myself and Manders both ask about this. His answer is, once again, vague. He's "not reading [Seppel] as Town" (Seppel claimed non-town), but is hesitant to call him Mafia. So the result? He's "ignoring him" (which is actually continually trying to push him and/or discredit him).
Finally, in the 11th hour, he finds a reason to doubt his strong WF scum read, asks GJ one question about why he didn't address the missed NK due to his claim (that he's a BP that can also grant BP), and then finds this enough to finally place a vote and hammer GJ. Good thing we managed to let Wildfire survive another day!
Ok, that's all I have time for now.
Draft my cube! (630 cards)
ahhh i'm not gonna be home
what to do, what to do...
Axelrod has some weird stuff going on, behaviorally, that has me a bit on edge. Currently my one issue is why Iso seemed to take such an interest in throwing softballs at him while Iso's buddies largely ignored him completely.
I'm going to do this tonight instead of tomorrow night when I planned to originally as I scheduled DATE NIGHT then.
Draft my cube! (630 cards)
ANA |-
BUR |
CHR |||||||---
CYA -
D_V ||||--
MAN |||------
SEP |||----
SHA -
TIM ||-
TOM |---
TOR ||
ISO ||-
TCM -
noting again Iso's weirdo softball Qs
CYT ||--
MEG |-
ANA ||||--
BUR |-
CHR |||||||---
CYA ||-
D_V |||||------
MAN ||||||||||-------
SEP ||||||||||-------
SHA |||-
TIM ||--
TOM ||||----
TOR ||-
ISO ||-
TCM ||||-
WIL |||-------
tammy, RIP
CYT |||||---
MEG |||-
ANA ||||--
BUR |-
CHR |||||||---
CYA |||--
D_V |||||------
MAN ||||||||||||-------
SEP ||||||||||||-------
SHA |||-
TIM ||--
TOM ||||||----
TOR ||-
ISO ||-
TCM ||||-
WIL |||||-------
Interestingly.............................................
Yes, that's exactly what happened, Meg.
Still do not get the |||--- method of scum detection, but I'm pretty sure it's not very good.
At this rate, you are going to WIFOM yourself right out of this game. Dude is trying to appear town. Apparently he's got a connection to you at this point? Didn't you even tell him to do it? Am I not remembering that correctly? There's nothing impossible about him picking an easy (town) target in that spot. The hard pick would have been WF, which is who it should have been - especially given what he supposedly knows.
I'm rereading your ISO, starting from the beginning
you're getting pissy because I haven't responded to your most recent posts, which I will note are the last posts on my reading list.
so ask me again later. maybe after I comment on them?
or not, i'm tired.
And I'm only getting (a little) pissy because it sort of feels like you went into this actively looking for excuses to conclude I'm scum.
I think at the time I said I was going to "teach him a lesson"
he was really mad at me!
yes, I'll admit I'm biased against you because I find you distasteful as a human being. BUT I'm not going to vote based on this!
due diligence, as I mentioned earlier.
still kind of upset that you never bothered using your -2
still not sure why you thought Cythare had 3 empowers to redirect?
etc.
You do? Really?
That's too bad. What did I do?
he has to go to Singapore on business trips frequently; week-long
when he returns he goes through his inbox from the bottom up and replies to things as he sees them.
it's really funny because he'll reply to the middle of a thread, but only later see the end where it's already been resolved.
can't be S/N since I'd be dead already
well, almost all of them.
Draft my cube! (630 cards)
when you initially claimed you got the empower ability you didn't mention that you used your redirect.
also when I asked who you had chats open with on December 17th you told me you had chats with D_V and TIM. no mention of Wildfire.
I think we're done here.
You told me you had chats open with D_V and TIM at 9:55AM on December 17th.
The Tordeck death was resolved at 5:44PM the same day.
Therefore, your claimed progression is impossible.
Re: Wildfire - I hid it because the only reason I had to send it was entirely selfish, and I didn't think you'd trust me at that point if the reasons provided was completely selfish.
If this is enough to push you towards voting me, I understand - there isn't really anything I can do at this point to defend against these points.
Draft my cube! (630 cards)
Draft my cube! (630 cards)
Draft my cube! (630 cards)
if axel is actually last scum here, he earned this one. sort of.
[b]vote cythare/b]
vote cythare
Unless the other shoe is about to drop, we win.
I can save both of you the wait - I was the last scum and this game contains no neutrals.
I'm...frankly surprised that I survived this long (although it was in part due to a modkill), but I can't say that I regret my play decisions for the most part. Will post more after dinner (including PM chat conversations).
Draft my cube! (630 cards)
Somewhere, out there, was the helmsman's own home planet. Its remains, at least. Nearly everyone he'd grown up with - friends, family, ex-lovers, all of them gone now. Wiped away. Now there were only a scattered few survivors to recall some small traces of what had once been.
He wondered how many of the men in that prison camp had similar stories. How many had fought for their homes, and wound up here. How many had seen everything they loved burnt away to ash.
A reckoning was coming, soon. For him, for them, and for the Earth Authority too.
It was months and months since they had landed now. Over a year - long enough for his leg to almost completely heal, leaving only a limp and scarring. The pace of work had slowed to a crawl over that period. None of the survivors were scientists. This was not their training. But before their group had been whittled down to the bone, their work had built upon the government's command and memory implantation protocols, and progressed far enough to transfer the knowledge and experiences of others into a computer matrix, and from there, into their standard cybernetic implants. It was an eerie feeling, carrying the memories of 13 dead men and women inside of you - right up until the moment of their deaths. But they'd come this far, and if those deaths were to mean something, they had to carry through, just a little longer.
In the canyon below, a signal lantern gleamed. Once, twice, three times, then dark. He stood. Almost finished.
Behind him, he heard footsteps crunching softly on the canyon rock. Kenri Mace, a grizzled veteran with weaponry strapped to every part of his body, and Karter Thomakos, a clean-shaven, professional marksman. The three final survivors.
"We'd best be on our way," remarked Karter.
"Karter. Why don't you take point," Mace said quietly, as if it made no difference to him.
Karter smiled ironically and quirked an eyebrow. "But of course." And he strolled carelessly down the path, never once looking behind him. Mace's eyes followed him, then gave the helmsman a meaningful look, then followed him down the trail.
To reach the canyon floor required a walk of more than twelve miles, across treacherous switchbacks, narrow ledges, and improvised handholds. When they reached the valley floor, they found an ice-cold stream of water winding its way through the rocks at a desultory pace, and a menagerie of fallen, broken stone and boulders. Their own breathing, and the water and wind whistling through the canyon were the only sounds.
There, they waited. Karter leaned up against a rock, and lit a scavenged cigarette. Kenri whetted one his knives. The helmsman watched the stars, running a small computer chip from one knuckle to the next. There was another, very much like it in appearance, in his jacket. The one in the jacket contained all of their hard-won work. The one in his hand - they had taken it from Captain Ulysses' body. According to Anya's memories, they weren't to activate it until at least seven more minutes had passed.
As they waited, whisper floated on the wind. It grew to become a distant rumbling - then a muted roar. Engines. Landing craft. Someone was coming.
Karter leapt to where the helmsman sat, extending his hand. "Give it to me, Rian. We're out of time."
Kenri snarled and hefted his knife. "Over my dead body. It wasn't me who killed Ponsa, and it wasn't Rian, either."
Karter shook his head. "We don't have time for this. And we don't have time to wait any longer. Rian, I've protected you. Watched your back. Worked alongside you. You know me. Trust me now. You know this is the right thing to do."
Kenri's lip twisted up in a sneer, and he moved to let his knife hand do the talking for him, letting the blade fly directly towards Karter's throat. Karter, unsurprised, leaned backwards far enough to let the knife fly past, and threw sand into Kenri's face. When, Kenri threw up a hand to shield his eyes, he struck abruptly, landing a jumping front-kick, straight into Kenri's chin, knocking him backwards into the rock.
Kenri grunted, spat out a tooth, showed a bloody grin, and brandished two brass knuckles. "I should have done this a long time ago." He stalked towards Karter. In the background, the roar of the engines grew close.
Kenri was pure, brute force and muscle. Karter was liquid, fluid, speed. When Kenri threw a haymaker towards Karter's face, he swept inside the arc, latched onto his wrist, and pulled. A subtle twist of the shoulder, and suddenly Kenri was flying through the air, flipping to land hard on his back. Karter was on him in an instant, raining kicks down. But Kenri managed to grab hold of a boot, and brought down a vicious elbow on the shin. The blow knocked Karter's leg free, and stumbled back, cursing and limping.
Behind them, three shuttles bearing the markings of the Earth Authority Navy hove into view, landing gear extended, and began to settle upon the canyon floor.
"Go, kid! Get out of here!" Kenri bellowed.
Rian, the helmsman, hesitated only an instant, before turning. The last he saw of Kenri was Karter springing to the attack again, landing blow after furious blow.
He'd never so fast in his life. He flew over the rock, his feet barely seeming to touch. His limp was barely perceptible now, an afterthought. Behind him, he could begin to hear barked orders, the sound of pursuit.
"Pssssst! Here!" A grizzled old man in the uniform of an E.A.N. corrections officer urged him towards a group of boulders. The old warden, who had greeted them when they first arrived. Back again.
A flash of light sizzled over his shoulder, close enough to feel the heat. He turned to the side, veering towards the clump of boulders. A narrow crevice loomed before him. The warden waved him into the dark, gripping him by the wrist, leading him onward. It enveloped them both.
---
The crevice became a labyrinth. Lightless and black, the warden nevertheless took him through the dark unerringly. Finally, after what seemed a small eternity, they reached a metal hatch, set into the living rock. The warden put an ear to the door, listened quietly for a few minutes, then abruptly opened it and tugged Rian inside. A soft light set into the door hatch illuminated a small living space, with an exit on the opposite side.
"You have the chips? You have what we came for? Let me see them." An eager light shone in the warden's eyes.
"I have them," said Rian, warily.
"Look, boy, I could have left you for the marines. It's past time. Let me see them."
Cautiously, Rian reached into his jacket and brought forth both chips. The warden examined both. Plugged both of them into his wrist-port. Grunted in satisfaction.
"Good work, boy. I've unlocked this one. It's for you now. Here." He extended the chip from Ulysses' body.
Rian took the chip, back. Plugged it into his own body. Waited. Digested.
The warden watched him steadily. "You have his instructions. Marlow's? You know what you have to do?"
Rian nodded. "I know. And you have your own part to play."
"Aye. But yours is harder."
"No less important."
The warden shrugged. "This is where we part ways. I'm headed back the way we came. Back to the prison. You head out the back, and follow the red line, until you reach a place you'll remember now." He cranked open the hatch, and turned, standing in the open doorway. "There's a lot of dreams riding on you, boy. A lot of deaths. Don't waste them." With that, he shut the hatch behind him.
---
Karter Thomakos strode through the facility, the standard E.A.N marine rifle cradled in his elbow. Two marines, in full battle armor, followed him. The rest of the search parties had begun combing through the facility, searching for any trace of the missing helmsman. There were only two places he could find food on this planet, suitable for human consumption. Here, and back at the prison. They'd find him eventually. But they needed to find him before he got smart, and destroyed the data chips.
No one knew precisely what Marlow had encoded on those chips. Some analysts theorized that it contained the names, bases, and material for the entire Rebellion network, enough to unravel their entire operation. Others thought that it contained operational details for a biological or cyber strike on the homeworld itself. Whatever it was, Marlow had gone to great pains to secure it, and expended many of his most trusted remaining operatives and resources on this operations. And that made it a top priority.
They were deep within the lower levels of the facility now, near the air-filtration and recycling center. An exposed walkway led to a cylindrical chamber. Surrounding the walkway was a vaulted, multi-level chamber. Below the walkway, was only a hungry maw of darkness.
An artificial wind moved through the chamber in hushed, restless sussurations. They strode forward.
The first marine was yanked off the walkway like a rag doll and down into the black in a flash, the railing twisted and broken where his heavy power armor had broken through, his cry echoing as he descended into the abyss. The second marine had time to level his weapon and fire wildly before being enveloped by another black shape, and cast off the walkway.
Karter's sidearm was out and answering back in the space of a split second, slamming shards of condensed light into the attackers. A crowd of misshapen, dark shapes scuttled from the underside of the walkway towards him. Leveling his rifle at the grating, he walked steadily backwards, blasting through the flooring as he went, searing the grating, and sending attackers flying away. Moving rapidly, he managed to reached the central chamber, slammed the hatch shut,and automatically began slapping new clips into place.
And within that chamber, two sets of gnarled, blackened hands seized hold of him in an implacable vise-grip. They turned him around, away from the door. Towards Rian, gesturing a hand towards the two creatures.
"Karter. I'm beginning to think you weren't really my friend at all."
"Well, you were never the brightest bulb in the box, were you?"
"Suppose not, but I got there in the end, didn't I?" Rian strode in closer.
"When it didn't matter anymore. I don't know what you expect to come from this. The game is up. We've won. You'll either die, or be taken into custody. These...things...won't be enough to save you. Give yourself up."
Rian laughed softly. "Give myself up. Yes. Karter. That's exactly what I intend to do..."
And with that, Rian jammed a chip into Karter's wrist - a chip connected by a cord into his own flesh. Karter's eyes went suddenly wide. He began to jerk, and spasm. Memories flooded in - images - people he'd never before seen, but began to know. Parents with loving eyes. A kiss beneath soft mooonlight. A city lying in ruins, ash drifting down like snow. And at the same time, he felt himself begin to disappear. To recede, beneath the onslaught. One memory at a time. Until, at last, nothing of Karter Thomakos remained except an empty shell.
An empty shell, with Rian's eyes looking out from within.
---
Karter Thomakos returned from his mission on Sector Six a celebrated hero. With the information gleaned from Marlow's chip, he rooted out an endless parade of rebel operatives, crushing cell after cell, rising through the ranks of the Earth Authority hierarchy at lightning speed. He seemed to be able to master vast amounts of information at impossible speeds, to understand the minute details of a thousand different disciplines, all at once. And he began to gather proteges, carefully, one after another. And he bided his time, down through the years. Through the generations.
A reckoning was coming.
Disinheritance Mafia has ended in a town victory!
3. Axelrod
Name: Kenri Mace
Alignment: Town
Dossier - One of the rebel's weapons specialists. Known for carrying a copious number of weapons concealed in various places on your person, occasionally, you've been known to lose a firearm or two in the heat of battle...
2 - Vigilante - Night kill. The following night, the mafia gain an extra nightkill.
4 - Night-kill vigilante.
Name: Agent Karter Thomakos
Alignment: Mafia
Dossier: Highly trained government agent, specializing in the use of misdirection and subterfuge in combat situations.
Cover Identity: One of the rebels' weapons specialists, you were once a member of the government's military forces, a lieutenant in charge of training new soldiers to fight the rebellion. You defected, and now you use your powers to motivate and command your subordinates within the Rebel movement.
1 Unblockable Kill
2 Motivate a non-kill ability.
3 Redirect
5 - The following day, gain a daykill. You may use this ability no more than once, plus one additional time for each mafia kill successfully prevented by the town.
Spec Chat: https://www.quicktopic.com/52/H/gEmxZfJy7hDp
Mafia Chat: https://www.quicktopic.com/52/H/ANcAFbP9B3ng
0 megs - 0 - marked (n3)
1 deathsvampire - Doctor - Brace Hammond -
2 shadowlancerx - Percent Cop - Jillian Courtright
3 axelrod - Drawback Vig - Kenri Mace
4 tordeck - Tracker/Watcher - Martrim Visser
5 dota -zomg - TheIceMan - Ponsa Yates- Ninja
6 Sir Chris - Thief - Double Vote Erther Ulysses
7 Bur - Roleblock Lionel Gantry
8 Anak - Nurse/Deputy - Cat Warther
9 tomsloger - Marker Anya Volchenko
10 tammy - seppel - Penetrator - Zhiahao Wong
11 manders - Empower Disable - Micha Brom
12 Cyan - Doubler - Ellna Brissel
13 cythare - Daykill/motivator - Karter Thomakos
14 iso - Copier/Role Cop - Wesley Tragger
15 gentleman johnny - Bomb/roleblock
16 wildfire - Extra Empower, Quick Draw, Sudden Death
1. D_V
Name: Brace Hammond
Alignment: Town
Dossier: You are the leader of the team's medical division, one of the most important contributors to the Rebel efforts to complete the Inheritance Project.
2 Doctor- Until the next night period, if a player is targeted by a kill, prevent the first kill executed against the target. If you successfully block a kill, gain 1 empowerment permanently.
You may not self-target.
4 Double Doctor - Until the next night period, target two players, if either are targeted by a kill, prevent the first kill executed against each target. If you successfully block a kill, gain 1 empowerment permanently. You may not self-target.
You begin the game with negative one empowerment.
2. Shadowlancerx
Name: Jillian Courtright
Alignment: Town
Dossier- A member of the rebel's counter-intelligence division, it was your task to see that the government's efforts to penetrate the veil of secrecy surrounding the Inheritance Project would fail. Now, it seems, your efforts are teetering on the cusp of failure.
2- Cop - Cop shot with 75% likelihood of ability failing to return any results.
4 - Double Cop - Cop Shot with 75% likelihood of ability failing to return results on two players.
3. Axelrod
Name: Kenri Mace
Alignment: Town
Dossier - One of the rebel's weapons specialists. Known for carrying a copious number of weapons concealed in various places on your person, occasionally, you've been known to lose a firearm or two in the heat of battle...
2 - Vigilante - Night kill. The following night, the mafia gain an extra nightkill.
4 - Night-kill vigilante.
4. Tordeck
Name: Martrim Visser
Alignment: Town
Dossier - One of the few rebels with an ex-Earth Authority background, you used to work for the civil police forces, in the area of forensic science and cybernetics.
1-Tracker - learn who target player targets, tonight.
2- Watcher - learn who targets a player, tonight.
4 - Learn who target player targeted, the previous night. You may only activate this ability once.
5. TheIceMan
Name: Ponsa Yates
Alignment: Town
Dossier: You are one of the rebel's covert operations specialists - and the kind of blacks ops operative that gives black ops a dirty name. Most of the rebels are idealists, who can't bear to get their hands dirty. But sometimes, dirty is just what needs doing, if the job is going to get done.
0-Ninja of Death. You become a miller, permanently. The following day, you may use the Ash LV-426 gimmick (password: ***********) to invade the spec ops thread, post on a multiple of 40, and daykill target spec ops player. For each mafia spec ops player killed, you gain 1 empowerment. For each town spec ops player killed, you lose 2 empowerments. You cannot fall below less than zero empowerments. You may not post in the spectator thread, except with your gimmick. To perform daykills, use the following format: Daykill: [Player Name]. If your daykill falls on a post that is not a multiple of 40, it has no effect. You may not post more than five times in a row.
6- Your alignment will be revealed publicly, the next morning. Each mafia player gains 2 empowerment.
6. Sir Chris
Name: Erther Ulysses
Alignment: Town
Dossier: Captain of the freighter, bound to take the Rebels to their secret location. Privileged with the navigational coordinates of some of the Rebels' most secret bases, you are one of the most senior Rebel officials on this mission.
0 - Double-vote
2- Steal up to 4 empowerments from another player.
3 - Next day, two target players are unlynchable. You may only activate this ability once.
7. Bur
Name: Lionel Gantry
Alignment: Town
Dossier - You are one of the rebels' weapons specialists. Your specialties are bending joints, and protecting your comrades, no matter the costs.
2 Roleblock. If an ability is countered this way, you gain 1 empowerment, and the target's empowerment cost is refunded, plus 1 additional empowerment.
4 Bodyguard. Until the next night phase, if a target player is targeted by a kill, the kill will target you instead. If a kill is prevented by this ability, the target permanently gains 1 empowerment. You may only activate this ability once.
8. Anaklusmos
Name: Cat Warther
Alignment: Town
Dossier - The understudy for the team's medical and counter-intelligence divisions, two key components of the Inheritance Project's team effort. Hopefully, they're on your side. If not, well, redundancy was part of the Rebel's plans.
1 - Nurse, if a doctor dies that night. You may only activate this ability once.
2- Deputy, if a cop dies that night. You may only activate this ability once.
3- Inherit the abilities of the next player to be killed.
Begins the game with 1 empowerment.
9. Tomsloger
Name: Anya Volchenko
Alignment: Town
Dossier- Cybernetics and hacking specialist. A true black hat, known for leaving malicious software in all the sensitive places that the government least wants it.
0- Choose a target player, that player is marked. If that player dies the following night, you gain three empowerment. If that player is already marked, you will be notified.
3 -Target marked player cannot be roleblocked the remainder of the game, and anyone who targets that player is marked.
10. Seppel
Name: Zhiahao Wong
Alignment: Town
Dossier: One of the rebels' weapons specialists. You've been put in charge of detaining and disabling untrustworthy suspects.
0 - Target player temporarily loses all passive abilities and effects (untargetable, godfather, bomb, bulletproof, doctor protect, bodyguard, marks, goo, doom cannon shellshock, deputy, nurse, double-vote, goon, unlynchable, miller, permanent empower, etc.)
2 - Target player loses all passive abilities and effects, and another target player gains those abilities until the following night.
Begins the game with 2 empowerment.
11. Mandershex
Name: Micha Brom
Alignment: Town
Dossier: One of the rebels' weapons specialists. A hulking brute of a man, nobody gets past you, without your say so.
1 - Target player loses the ability to empower today. You may empower one additional player, tomorrow.
5- Target player loses the ability to kill, so long as you are alive. If no mafia players are able to perform a kill, you win the game.
Begins the game with one empowerment.
12. Cyan
Name: Ellna Brissel
Alignment: Town
Dossier: The pretty, public face of the rebels, the person they count upon when they want to cut a deal and need someone with charisma, charm, connections, and discretion to do the talking.
2 - Double target player's empowerment count.
4- Target gains four empowerment, permanently.
Communal Mafia PM
The mafia is . The mafia spec ops players are: You each begin the game with a score of one empowerment, rather than zero. Confer here, day and night. Unlike the town, you may each contact an unlimited number of players and/or spectators using your one-way communication ability.
The game contains no neutrals, and no mafia factioning mechanics. Good luck.
Your abilities are copied below:
13. Cythare
Name: Agent Karter Thomakos
Alignment: Mafia
Dossier: Highly trained government agent, specializing in the use of misdirection and subterfuge in combat situations.
Cover Identity: One of the rebels' weapons specialists, you were once a member of the government's military forces, a lieutenant in charge of training new soldiers to fight the rebellion. You defected, and now you use your powers to motivate and command your subordinates within the Rebel movement.
1 Unblockable Kill
2 Motivate a non-kill ability.
3 Redirect
5 - The following day, gain a daykill. You may use this ability no more than once, plus one additional time for each mafia kill successfully prevented by the town.
14. Iso
Name: Agent Wesley Tragger
Alignment: Mafia
Dossier: Intelligence and forensics expert, utilizing sophisticated techniques, with a brief but sterling service record within the Earth Authority hierarchy.
Cover Identity: One of the rebel's intelligence and forensics experts, you made a name for yourself gleaning intelligence from the wreckage and corpses of defeated government forces.
2- Double Role Cop - Choose two target players, and learn their abilities. You may only use this ability twice.
3- You learn what ability a player is using tonight, you may copy that players' chosen ability, and choose a new target(s) for the copy. If you have role-copped that player, you may instead copy any of that player's abilities, instead of that player's chosen ability, without paying the endorsement cost.
5 - Permanently gain one of target dead player's non-kill abilities. You may not become immune to the lynch.
15. Gentleman Johnny
Name: Agent Xiulan Chan
Alignment: Mafia
Dossier: A decorated veteran of the Earth Authority military, you were transferred to the loyalty division due to valor in combat, and unquestionable dedication to the cause of reunification.
Cover Identity: One of the rebels' weapons specialists, you are in charge of the rebels' explosive ordinance, and the sole member of the expedition equipped with sophisticated power armor.
0 - Bulletproof until the next night phase.
2 Untargetable until the next night phase.
4 Until the next night phase, anyone who attempts to kill you, will die instead of you, and the person who is the final vote against you for a lynch, will be killed along with you.
7 Choose 4 players. Roleblock each of their abilities except for kills .
16. SirCrimsonFox
Name: Special Agent Moira Esperanza
Alignment: Mafia
Dossier: An experienced, senior field agent within the Earth Authority Internal Affairs division. Known for extremely quick reflexes, and leadership skills. Senior agent in the effort to investigate and unravel the Inheritance project, whatever it may be.
Cover Identity: Sent by the higher ups within the rebel hierarchy, your credentials identify you as the ranking member of the Inheritance effort. However, your orders are ostensibly to observe, field test, and report back on the results - not to manage the progress of the R&D.
0-Target player gains 1 empowerment, and gains this ability. You lose this ability. You may not self-target.
1- Target a player. If you correctly guess that player's current empowerment score, that player loses half their empowerments, rounded down. This ability is effective prior to the use of any abilities during the night, and if a player falls below the required number of empowerments for a chosen ability, their chosen ability will fizzle. This ability cannot subtract permanent empowerments, but considers permanent empowerments for purposes of calculating a player's empowerment scores.
1-Quick Draw -
During the day, you may activate Quick Draw, targeting yourself and another player. The moderator will choose a time to begin quick draw, within two hours of opening the Quick Draw PM. The rules of Quick Draw are that the first player to be voted for by the other player after a Quick Draw is declared by the mod and the rules of Quick Draw are publicly posted by the mod, will be daykilled. Only one Quick Draw may be activated per day.
1- Sudden Death
During the day, you may PM a moderator to activate Sudden Death v1. All non-voting spectators gain the ability to post and to vote one another. Whenever a non-voting player is voted for in sudden death, votes more than once in the same post, double-posts, or votes more than once each hour, they will be eliminated from the game.
These conditions will take effect immediately after a moderator arrives on scene and announces the initiation of sudden death, but the rules will not be publicly revealed until one half hour after the moderator announcement. Sudden death will continue until only a single non-voting player remains. The last non-voting player standing will enter the primary game with their current alignment, and five empowerment.
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Sudden Death
All spec ops players have gained the ability to vote for one another. Whenever a spec ops players voters for another spec ops player in Sudden Death, votes more than once in the same post, double-posts, or votes more than once each hour, they will be eliminated from the game.
These conditions will take effect immediately after a moderator arrives on scene and announces the initiation of sudden death, but the rules will not be publicly revealed until one half hour after the moderator announcement. Sudden death will continue until only a single spec ops player remains. The last non-voting spec ops player standing will enter the primary game with their current alignment, no abilities, and five empowerment.
day 1
Official Empowerment Count:
5 DV- Manders, Cyan, Seppel, Shadow, Tordeck
2 Seppel- Sir Chris, DV
2 Axelrod- GJ, Theiceman
2 Sir Chris- Iso, Cythare
3 TheIceMan-Wildfire, Axelrod, Bur
1 Wildfire- Tom
N1 Actions:
DV - docs TIM and Axel (-4 to zero.)
Tom - Marks TIM for zero.
TIM - activates for zero.
Seppel - Iso to DV.
Manders - disables Tom
Mafia- Kills tom
Donates 2x points to GJ.
n2
seppel targets manders, disabling her extra empowerment effect.
DV - docs tom and tim
tom- marks DV
gj pumps up cy
wf - fails to kill vs. tom
cy motivates dv
DV - Manders, Manders, Cythare, Anak
TIM - axelrod
Cythare - DV, shadow
Wildfire- iso, GJ
GJ - WF
Official Empowerment Count:
Tammy - Cyth, DOTA
Cyth- Tammy (Seppel), Axelrod
Shadow - Tom, GJ, Cyan, WF
Cyan - Shadow, MH, Anak, Megs
night 3
shadow - investigates manders and cyan
cyan- perma-empowers shadow
tom - marks megs
wildfire - kills shadow
cyth- activates daykill
tammy - moves miller from DOTA to Cyth
end of day 4
Axelrod - MH, Tom
WF - Cyan
Tom - Axel, WF
Cythare - Tammy
night 4
cyth - gives pt. ability to axel, kills tom
tom - checks if cyth is marked, and marks him again\
tammy, moves passives from cyan to cyth.
axelrod - kills cyan
end of day 5
DOTA- Tammy, Axel, Cythare, Megs
Axelrod- MH
Night 5 -
DOTA activates.
end of day 5 - N/A
Night 6
First of all, I'd like to extend congratulations to Axelrod for solving it first and Megs for hammering.
I don't really remember anything I wanted to talk about, except that I was super inactive when I was here. Sorry.
Thanks for hosting Az!