S-FM : The Terrible Events of the Cruise Ship
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  1. ISO #1

    S-FM : The Terrible Events of the Cruise Ship

    S-FM
    The Terrible Events of the Cruise Ship

    The Psychopats :
    - The Murderer
    - Evil Citizen


    Evil Masterminds :
    - The Indirect Murderer
    - The Witch


    The Lunatic

    Good Guys :
    - The Detective
    - The Investigator


    The Thugs
    The Thugs
    The Thugs
    The Thugs
    Citizen
    Citizen




    The Murderer Roles :
    - Shares a nightchat with Evil Citizen.

    Serial Killer :
    - Target one each night to attack them.
    - Kills roleblockers, will continue to attack their target.
    - Immune to night attacks, including glorious burning. Informed of being attacked.

    Mass Murderer :
    - Target one each night to attack all their visitors.
    - Killing more than one results in it unable to kill following night.
    - Immune to glorious burning and attacks caused by self.

    Hitman :
    - Target one each day to assign a Hitman Request to the target.
    - Target MUST choose a target for who'm the Hitman will attack.
    - If the Hitman targets himself, he shoots himself with a blank. (Survives, can be "healed")
    - Requested Doctor's are unable to target heal the hitman target (can target heal another).
    - The Hitman is informed of who he attacked.
    - Immune to glorious burning.

    Evil Citizen (Sidekick of the Murderer):
    - Has the power of voting and chatting with their psychopat friend.
    - May target someone at night for the sake of visiting.




    The Indirect Murderer Roles :
    - Shares nightchat with Witch.

    Arsonist :
    - Target one each night to douse them, notifying them of the douse.
    - Re-dousing a target will result in un-dousing them.
    - May instead of dousing, burn all previously doused targets at night.
    - Immune to night attacks, including glorious burning. Informed of being attacked.

    Electromaniac :
    - Target one each night to charge them, notifying them of a charge.
    - Re-charging a target will result in ultra-charging them that night.
    - Ultra-charged targets will charge their target, OR their visitors if no target.
    - When charged players meet by visit or targeting, half will be roleblocked, half will be attacked.
    - Charges disappear after three days.
    - Immune to night attacks. Informed of being attacked.

    The Witch (Sidekick of the Indirect Murderer) :
    - Target someone at night to make them target someone else that night.
    - Can cause self targets.
    - Target are informed of the witchery.
    - If there's no action caused by target, target will simply visit the other target.




    The Lunatic :

    Amnesiac :
    - Target someone dead at night to become their role during the day.
    - May not become a Killing Role.
    - Immune to Charge and Douse.

    Jester :
    - Target someone at night to visit them for the sake of visiting.
    - Immune to Charge and Douse.
    - Must be lynched in order to win.

    Executioner :
    - Your Bully Victim must be lynched in order to win.
    - Immune to night attacks, except glorious burning.
    - Not informed of attacks, can still be informed by a doctor.
    - Loses immunity upon victory.

    Survivor :
    - May at night protect self from direct attacks.
    - Has 3 bulletproof vests.
    - The Survivor is informed of being attacked while using bulletproof vests.




    Good Guys :
    - Shares a night chat.

    The Detective :
    - Has two different actions and only one may be used at a time.
    - Target someone at night to see who they have visited.
    - Target someone at night to see who they were visited by.

    The Investigator :
    - Target someone at night to gain a clue about the target.




    The Thugs Roles :

    Escort :
    - Target someone at night to roleblock them.
    - Targets are informed of roleblock.
    - Are not informed of a failed roleblock.

    Bus Driver :
    - Target two at night to switch their positions for targeting.
    - Targets are informed of switching.
    - Can target self.
    - If causing an attacker to attack self, the flavor will be about the bus driver.

    Doctor :
    - Target someone at night to heal them from all attacks.
    - If Target is injured, they'll be informed of a single heal feedback.
    - Doctor is not informed of healing someone.

    Vigilante :
    - Target someone at night to attack them.
    - Vigilante is informed of targets being immune to attacks.
    - Has only two bullets to use.

    Journalist :
    - Target someone at day to interview them during night.
    - Interview : Target receives a request to post a message the following day.
    - Message is lost if the Journalist dies.

    Jailor :
    - Target someone at day to jail someone during the night.
    - May only jail during a No-Lynch.
    - Gains a nightchat with the jailed.
    - Target loses nightchat with factions, faction is notified of this.
    - The jailed is roleblocked and protected.
    - May execute only once.

    Citizen (Civilian non-thugs) :
    - They have the power in their vote.
    - One of the citizen are informed of having a bulletproof vest to prevent attacks that night.
    - They are not informed of being protected from an attack by a bulletproof vest.




    Investigation clues :

    Strong Personality :
    - Citizen, Executioner, Electromaniac, Evil Citizen, Jester, Investigator

    Bearer of Weapons and Hideouts :
    - Serial Killer, Mass Murderer, Vigilante, Jailor, Survivor, Doctor, Detective

    City Guys & The Mediums :
    - Bus Driver, Hitman, Witch, Arsonist, Escort, Journalist, Amnesiac[



    Order of Actions :

    A. Hitman Request
    B. Jailor
    C. Journalist

    1. Bus Driver.
    2. Witch.
    3. Escort.
    4. Arsonist / Electromaniac / Survivor.
    5. Vigilante / Jailor execution.
    6. Evil Citizen / Jester.
    7. Serial Killer / Mass Murderer / Hitman (while not jailed).
    8. Doctor / Investigator.
    9. Detective.
    10. Amnesiac.



    Win conditions :

    Psychopats
    - Half the votes of the game, except if both Psychopats and Masterminds are alive 2v2.
    - Eleminate everyone else.
    - Be at 1v1, loses versus Evil Masterminds.


    Evil Masterminds :
    - Half the votes of the game, except if both Psychopats and Masterminds are alive 2v2.
    - Eleminate everyone else.
    - Be at 1v1, wins versus Psychopats


    Neutral :
    - Jester must be lynched in order to win.
    - Executioner must lynch his bully victim to win.
    - Survivor can win with anyone, does not contribute to scum faction's required votes.
    - Amnesiac can win with anyone, does not contribute to scum faction's required votes.
    - Amnesiac who changes will change win condition to what the role is.


    Town :
    - Eleminate the Psychopats and the Evil Masterminds.




    Flavor :
    - Kills by Serial Killer, Hitman and Vigilante are identical.
    - Kills by Jailor and Mass Murderer are identical.
    - Kills by Electromaniac, Arsonist and indirectly Bus Driver are unique.



    Mechanics :
    - Game starts in Day 1 with option to lynch.
    - Ingame days are strictly 48 hours long (with exception of Early Lynch*), with 24 hour long nights.
    - Lynch happens when someone has been voted with Majority. (Half +1 vote or 51%)
    - Lynches ends the day, and night will not start until it's time for night to start.
    - * Lynching earlier than the first 24 hours of the day will cut 24 hours of the day (for an earlier night).
    - Votes are required using the [vote] code.
    - Night chats are in Quicktopic.
    - Players can leave a Last Will (posted when they die).



    Rules :
    - No editing or deleting of posts.
    - No videos, except if it's a link in a spoiler.
    - No out of game communications like PM, Skype, etc.
    - Post at least once a day (24 hours) for activity.
    - Everyone are required to do night actions.
    - No invisible texts.
    - No cipher-codes.
    - Follow the site rules.
    - Failing to do any of these will result in a X.
    - Having 3 X's will result in a modkill or replacement.
    Last edited by RLVG; June 11th, 2015 at 05:42 PM.

  2. ISO #2

    Re: S-FM : The Terrible Events of the Cruise Ship

    What happens if Hitman's target is himself?
    On Hitman's rolecard, by "knows who were attacked", did you mean that he will know everyone who was attacked? or just who he attacked?

    The Electromaniac's KPN potential is not very high. Typically most setups have both charged players being killed if they contact each other. Is this intended?
    If so, How do you determine which player will be roleblocked and which player will be killed?

    Can Witch cause self targets?

    For Doctor, are targets informed of ALL heals? Or just successful heals?

    Do jailed targets lose access to night chats?

    Your investigative clues are a bit imbalanced. For the Stalker category, there is only 1 Town role that the entire Indirect Murderer faction can claim. This is because the Investigator knows who the Detective is and can deduce that his target is not him.

    Spoiler : Orpz FM History :

    FM17 - Won, FM18 - Won, FM19 - Won ,FM20 - Loss, FM21 - Won, MVP, FM22 - Host Canceled, FM23 - Won, FM24 - Hosted, FM25 - Won, FM26 - Loss

  3. ISO #3

    Re: S-FM : The Terrible Events of the Cruise Ship

    Quote Originally Posted by Orpz View Post
    What happens if Hitman's target is himself?
    On Hitman's rolecard, by "knows who were attacked", did you mean that he will know everyone who was attacked? or just who he attacked?

    The Electromaniac's KPN potential is not very high. Typically most setups have both charged players being killed if they contact each other. Is this intended?
    If so, How do you determine which player will be roleblocked and which player will be killed?

    Can Witch cause self targets?

    For Doctor, are targets informed of ALL heals? Or just successful heals?

    Do jailed targets lose access to night chats?

    Your investigative clues are a bit imbalanced. For the Stalker category, there is only 1 Town role that the entire Indirect Murderer faction can claim. This is because the Investigator knows who the Detective is and can deduce that his target is not him.

    Thanks for the questions. Here's the answers.



    The Hitman attacks himself with a blank, surviving but can be "healed" due fake damage. This is to know who the Doctor visited.
    The Hitman is informed of who he attacks. This is in case of Witch or Bus.

    As for the Electromaniac, I'll fix it as I see some errors.
    As for the question of who dies and who is roleblocked, I'll randomize that.
    Electromaniac :
    - Target one each night to charge them, notifying them of a charge.
    - Target someone already charged will result in ultra-charging them that night.
    - Targets are not informed of being ultra-charged.
    - Ultra-charged targets will charge their target, or their visitors if no target.
    - When charged players meet by visit or targeting, the meeting charged players will be attacked.
    - If there's more than two charged, up to two will be attacked at the same time, the rest to be roleblocked.
    - Charges disappear after three days.
    - Immune to night attacks. Informed of being attacked.
    The Witch can cause self targets.

    The target will only be notified about a single heal.

    Jailed targets lose access to night chats. Team is informed of "X is missing for the night. You're alone."

    As for the investigation clues, I see the problem. I'll fix it.
    I won't edit the Investigation Clues until I have something balanced. Should the fix be this?
    Edit : I'll add it in anyway.

    Strong Personality :
    - Citizen, Executioner, Electromaniac, Evil Citizen, Jester, Investigator

    Bearer of Weapons and Hideouts :
    - Serial Killer, Mass Murderer, Vigilante, Jailor, Survivor, Doctor, Detective

    City Guys & The Mediums :
    - Bus Driver, Hitman, Witch, Arsonist, Escort, Journalist, Amnesiac
    Last edited by RLVG; June 11th, 2015 at 05:41 PM.

  4. ISO #4

  5. ISO #5

  6. ISO #6

  7. ISO #7

    Re: S-FM : The Terrible Events of the Cruise Ship

    Why would the Hitman, at any point in time with the Evil Citizen alive, target someone other than the Evil Citizen?

    I am confused by wording: Does Hitman attack bypass doctor heals?

    Balance concern: Executioner loses if their target dies at night. Seems really unfair if they can lose N1 to bad luck.

 

 

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