Mafia [NUFRSHS Mafia] When the Dead Don't Stay that Way {Game Thread}

Discussion in 'Community Games' started by Acarnina, Apr 21, 2019.

  1. Acarnina

    Acarnina  

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    TL;DR of the game (please look at the full rules for answers to specific questions)
    Status post
    News post
    Previous thread (warning: long)
    first post of game

    Introduction

    So... I've got good news, and I've got bad news. The good news is we save your minds and have ported you over to our newest virtual classrooms. The bad news is we had to do it because Security Officer @Parth37955 found out about the zombies and threw a nuke at your classroom. For a coward the man does have an obscene amount of firepower... Classroom 8-B will never be the same again.

    For more bad news, we had to restore you from backups 6 years out of date (again, blame the nuke... Slightly overkill in my opinion but whatever) so you're all proud second year students of class 2-;). Yes, that is 2-;), I'd say we ran out of letters but I'm pretty sure we haven't got past M. Yes, you will have to get a high school diploma again; just the way things work around here.

    Okay, so, the zombies are still around, but fortunately they've changed significantly so in some ways they're better. In others they're worse, of course, but that's always how these things go. Basically, you've got 2 types to worry about at first: a Lord, who's seriously bad news, and a normal, who's seriously... Not. Lords are definitely going to be ruling your day all day every day, but the normals you can probably just swat aside if you carry a baseball bat around or something. Unless they get you when you're sleeping, which now I think of it is probably what's going to happen... Sorry. Past those, on the Third, Sixth, and Ninth night another variant will develop, but luckily these are all hostile to the Lord so you can probably work with them. If you want details, read the revised Scrolls below.

    Now, we were also made aware that last time you tried this you were all hyper mature adults who declined to take advantage of any personal grudges in favor of unifying for survival and to keep the undead down. Well... That age reduction thing had more consequences than we thought. You're pumped up on hormones now, and that means petty grudges and ambitions galore. If it comes down to it and you need to fight for survival, I think you'll be able to put them aside, but until very near the end I don't see it happening.

    The cure is still in progress, with a slight delay from the freaking nuke somebody decided to use in a school, but it should still be ready in about ten days. Expect it on the eleventh morning. We've still got trial vials for you to test, luckily enough, though you do have the option of not using them (vote no cure) if you think they're too dangerous. Anyway, just hold tight and survive till the end, and we'll get you all out of there just fine. Well, those of you who are still alive at that point, that is.

    Rules

    1. Moderator is the head of the Newspaper club, @Acarnina. A second mod would be very much appreciated, but is as of yet undetermined.
    2. Each Day-Night Cycle will be 24 hours. During this time you may vote on who to cure, as well as plan your actions for the night. There will be no separate night phase, as all actions should be basically instant during that time. However, there may be 1-2 hours between the end of the day phase and the announcement of the night's activities.
      1. Votes to cure must be made publicly in the format !myvote @player_name. Failure to do so will result in no vote being made.
      2. If you do not wish for a cure to be used, vote for player 'No cure' (without an @)
      3. When zombies are more than half the class, two cures will become available through votes. These will be administered to the first and second place targets, not in two separate votes. No cure cannot win both.
    3. All night actions must be planned in your role PM prior to being carried out. Failure to do so will result in the 'choose not to act' condition for your specific role being activated.
    4. Each morning players will be informed of their own status, and the current ratio of zombies to humans will be posted on the status post.
    5. Night actions taken will be described in the morning news at some level. Information at be gathered from here that may or may not help identify other players or the progress of the game. Guaranteed information includes: IDing at least one attacked role, the number of new zombies, and calling out a role that shows the best role play the previous day.
    6. When all players are zombies, the game ends with the zombie victory. When ten days have passed, the game ends with the human victory. Subobjectives for the human roles will be evaluated at the end of Day 8.
    7. Because this game is about Role Playing and Story, bonus points will be given for acting out your role as a student and in your role. Bonus points may be used as extra votes, and can be stockpiled up to three. Bonus points used during the day they are granted do not count towards this stockpile.
      1. Added rule: any single player may use at most 8 bonus points in a single day's vote.
      2. To use bonus points, a player must use the phrasing bonus!myvote x(number of bonus votes, from 1 up to all) @player_name. xall will use all available bonus points at the end of the day, so will not be fully tallied until then.
    Order of Operations:
    1. Night Phase begins. All night actions must be submitted before this.
    2. Bodyguards are hired and dispatched to prevent any... Unwelcome incidents.
    3. Incapacitated players are informed of their fate. They go to Prison or the Hospital.
    4. Infections and Cures switch players between life and death.
      1. If a player is both infected and cured at the same time, they die/live, then immediately return to their previous state, having lost their powers if applicable. This applies no matter the number of infections/cures they recieve; if both kinds of actions are applied, their living/dead status is maintained but their role is reset.
      2. If the Doctor/Life Goddess is attacked, the curing activates before they died. Yes, they can cure themselves, though they still lose their powers.
      3. An undead who is cured still activates infection before they are revived. Only the Prince can attack themselves, but they will reset their place in the zombie hierarchy to the very bottom. All other zombies cannot attack themselves.
        1. Note: the Prince will only reset their position if they are cured the same night they re-infect themselves.
    5. Information roles receive/send their information if applicable. Messages are still sent if they become Undead, but they are unable to receive information the night they die.
    6. Day Phase begins as the morning news is posted.

    Role Descriptions

    When we were cleaning up after the first incident, we found a journal of one of the students describing his time as a zombie. Apparently, the kid started as a generic undead with an all consuming bloodlust, then evolved as members of the class were killed or cured. We had some of our best researchers look into his notes along with security camera film of the class in question to figure out the different zombie roles you're going to have to deal with. They named the results the Dead Scrolls; heh, not bad, eggheads.

    Type I, Basic Zombie. Threat rating: 4. Goal: For the Horde.
    First, you've got you're basic zombie. They're idiots, for the most part, without any major abilities or powers. Pretty slow and easily stopped, but terrifying in huge numbers. You know, classic zombie horde types. Every night they get an irresistible urge to attack someone and consume a human brain, typically a classmate, though fortunately they fail more often than they succeed. However, as more and more come at you, your chances drop considerably. We'll try to destroy them should you fail, but there's no chance we get them all. Fortunately, they're too stupid to identify each other, so there's that.
    Power: Infection (30% success rate on living, mandatory use every night. Further, Infection stacks linearly by number of zombies attacking a target, so there's a 60% chance with 2, 90% chance with 3, and you're completely doomed if 4 come at you at once.)
    Victory: Concerting the entire class to zombies.

    Type II, the Zombie Lord. Threat Rating: 10. Goal: Extermination of All Life.
    The ultimate Zombie evolution, with powers of the darkness we barely understand. This is the Zombie's leader, the only one of them who knows who all of them are and has actually dangerous powers. Their infection will always succeed, no weapons can harm them, no prison can hold them, no guard stand in their way. This is the power that allowed a zombie to escape our last purge, so you can tell it's seriously bad news. Further, there will always be a zombie Lord, as either the oldest normal zombie or the zombie Prince will inherit the title if the current one is cured. Our only chance is the vaccine, which just might suppress their powers enough for us to kill them. Fortunately, the cursing powers of darkness they used last time are mostly exhausted, so they are left only with their physical might and power.
    Powers: True Infection (100% success rate, mandatory use nightly)
    Lord of the Night (attack cannot be stopped at night, knows the identity of every zombie)
    Victory: Convert the entire class to their zombie minions.

    Note for the below: the Zombie Prince, Knight, and Deciever are randomly chosen from among the pool of normal zombies whenever the position is available (i.e., it's after the specified Day of Appearance and there is no one currently in the position).

    Type III, Zombie Prince. Threat Rating: 6. Goal: Becoming the Lord.
    On the Third Night (morning of Day 4) of the infection last time, the living received a lucky break from a Zombie who ate enough brains to get some of theirs back. This zombie decided he wasn't satisfied being a mere minion, and made a bid to overthrow the Lord. In retaliation, the Lord placed a curse upon any zombie to reach this level of intelligence: they cannot openly act against the lord, or they will forever be trapped as Prince, never to reach the throne they so desire. Further, the Lord became hostile to this Prince and abandoned them to their fate, so if you do fail we can be sure to get at least one. One interests thing to note is that the fall of the first zombie Prince resulted in the rise of the next, so they're probably not going anywhere.
    Powers: Infection (50% success rate on living, optional use nightly)
    Betrayer of Darkness (identifications will be inaccurate, knows the current lord, and will inherit the Lordship if the Lord falls so long as they have not openly defied the Lord's will by voting for them to be cured, attacking them at night, or naming the Lord as a zombie).
    Victory: They must become the Lord or a Living to win. Whoever is Prince at the end will lose.

    Type IV, Zombie Knight. Threat Rating: 8. Goal: For Great Justice.
    A second Traitor arose from the horde on the Sixth Night (7th Morning), this one obsessed with Justice rather than power. This one was preemptively cursed by the lord with an infection that cannot be cured by any means, a way of ensuring their loyalty that did not succeed. This traitor attacked their zombie brethren to prevent zombie attacks, defending the living, though their attacks were sometimes mis-targeted and resulted infection instead. They are the strong zombie, and the one in line to replace the Prince should they fall, or inherit the Lordship should the Prince act against their curse.
    Powers: Knight Attack (incapacitates the target. If the target is alive, 50% chance of infection as well)
    Cursed Blood (cannot be cured by any means)
    Victory: Ascend to zombie Prince then be cured or become Zombie Lord to win. The Knight at the end will lose.

    Type V, Zombie Deceiver. Threat Rating: 3. Goal: Spreading Chaos.
    The third and final traitor did not appear until the Ninth night, and by then it was too late as the undead had already taken over. Still, they represent a final hope for the living should they appear: the Deceiver holds the power to confuse up to Five people in their class. This confusion results in randomizing their targets, sending perhaps preventing a well planned and successful attack into chaos. They were never cursed by the Lord, so they may act against them however they please. We expect that to change in the future, though.
    Power: Chaos Control (target five players. Their night actions will have their targets randomized. This ability works on any role, including the Zombie Lord).
    Victory: The Zombie Deceiver is a Zombie who wins if the living do, because they lack the curses that will destroy the Prince and Knight if the Lord falls. Thus they wish for at least one of the living to survive.
    We got our hands on one of your class rosters after we figured out where the infection went. Once we did we looked up your families to figure out what resources you might have available. Good news: apparently you're mostly rich, acclaimed, and famous. Bad news: if you die, we ain't gonna be able to cover it up. So all those sweet, sweet benefits you get from being so privileged are gone like the wind. Sorry.

    Now, we could post your names as well as the various roles and powers you have, but we don't know who the zombies are and so we don't want to give them an advantage by letting them take out the few students capable of individually curing them on the first night. So you're all just going to have to live with the mystery, unless any of you want to fess up to something and find a way to prove it.

    Victory: For all of the Living, they win if they are alive at the end, and win further by managing to not die and thus keep their powers. All roles have additional, special goals that will be accounted at the end of Day 8. Full victory will be in fulfilling those additional objectives and being alive at the end; partial victory will be achieved by merely being alive at the end. All living are united in the last 2 days, day 9 and day 10. There are no hidden objectives outside of these.

    The richest, most acclaimed, and most famous of all are the children of officials and other high power individuals in society. They coast through life on the backs of their parents wealth and don't really care for anything but that power. Usually I'd be pretty scornful of them, but in this case they've got the ear of some pretty powerful people. Let's hope they're able to use it right...

    Additional Goal: all of the Officials have the additional goal of wanting to maintain the class hierarchy appropriately. Keeping as many official abilities active as possible is their purpose, and they will succeed at this if more than half of their powers (2/5, or 2/4 minimum) are still active at the end of the Eighth day.

    The County Judge. Threat Rating: 8. Goal: The Law.
    The county judge. A feared justiciar who cares for nothing but imposing upon the world the strictest definition of the term Justice. Prison is his favorite place, and he thinks it should be everyone else's favorite too. Therefore, when his second cousin suggests that one of their classmates has been acting oddly lately, he won't hesitate a second before throwing the accused in jail. They'll be released the next morning, of course, but it will still go on their permanent record.
    Power: Protective Custody (lock another player in prison for a night. Unless they are the zombie lord, they cannot carry out any night actions. However, unless attacked by the zombie lord, they are immune to any night actions as well!)

    The Miracle Doctor. Threat Rating: -10. Goal: Preservation of Life.
    A doctor of some renown who has settled in town recently. Being only 18, it is unsurprising that their younger sibling is still in high school, and just happens to go to your class. What is even more unsurprising is that said sibling is very unambiguous and perfectly willing to coast on their older sister's achievements, including stealing additional trial cures to zombie-ism she's been working on with the chemistry teacher; these ones, though, are much less safe, leading to anyone who takes them forgetting the entire experience if they are alive.
    Power: Stolen Cure (steal a trial cure and use it on another student. It will heal them if they are a zombie)

    The Immunologist. Threat Rating: 6. Goal: Eradication of Disease.
    Another doctor in town, though this one is much older and focuses on immunization a rather than cures. Unfortunately, the zombie disease is rather resilient against vaccines, so this frustrated medical expert has taken to injecting their grandchild every day to prevent them contracting the disease so as to prove that prevention is better than a cure. Even more unfortunately, said injection is only a slightly altered version of the old cures, and so doesn't help at all against newer strains.
    Power: Vaccinated Blood (if attacked by a zombie, cure the zombie. Your own chances of becoming a zombie are unaffected. Can affect as many zombies as attack you until you are infected)

    The High Powered CEO. Threat Rating: 5. Goal: Making Money. All the Money.
    The Richest. Period. A man with so much money he could never possibly use it all in one lifetime, yet with a constant drive to make more. He even gives his child a rather generous allowance every day. So generous, it's enough to hire bodyguards to follow around two students and protect them for an entire day and night, and still be richer than the rest of the class combined. Golden toilet seats are still a bit pricey, though.
    Power: Hire Bodyguards (hire bodyguards to protect 2 students every day/night cycle. They can protect against incapacitation, incarceration, and infection, but not against the Zombie Lord. If a guarded target is attacked by the Lord, you lose the bodyguard, so are left with 1 fewer protection per night).

    The Retired Mercenary. Threat Rating: 7. Goal: Being too old for this shit.
    An old, retired mercenary who settled down here to watch over their nieces and nephews, this man has enough firepower to invade a small country and knows just how to use it. Not beg him, one of your classmates doesn't have nearly that kind of weaponry, but does get some advice on setting traps and stuff to defend heir home. This helps keep out pesky zombies and others who might attempt some breaking and entering.
    Power: Well Defended (Nullify the first 2 zombies to attack you each night and identify them. Does not work against the Zombie Lord. Works against Necromancer.)
    This group of students had parents or relatives who may not be as well connected as the first group, but still are sitting pretty and quite comfortable with their wealth and status. So much so, they all invest a great deal of time and effort into their hobbies, many of which can be surprisingly useful for an enterprising young student trying to escape certain death...

    Additional Goal: the hobbyists each have a... Unique personal goal of their own. Obtaining it might not be as easy as some would think. These goals can be achieved even if the player has lost their abilities.

    The Newspaper Collector. Threat Rating: 0. Goal: Getting all 12 versions of the December 31, 1999 New York Times
    The newspaper collector is a rather boring individual who likes knowing things, and believes the only way to truly know something is to have it in writing (or print, as the case may be). Thus, they make sure to subscribe to every single news source in the city. As their kid, one of you has the opportunity to browse through these daily, if you choose to make use of it...
    Power: Reading the Obituaries (every morning learn 2 players who died the night before, except the first morning (Day 0))
    Additional goal: Know-it-all: be able to correctly identify more than half the player roles at the end of Day 8.

    The Bird Watcher. Threat Rating: 1. Goal: To see three Bald Eagles eat a pigeon.
    The Bird watcher really does just watch birds. Your classmate who happens to live in their house on the other hand, well... They're more of a 'bird' watcher, if you catch my meaning. Luckily, their stalkerish tendencies may prove of great service in the present climate, should they be capable of pulling their eyes away from the opposite gender's bedchambers.
    Power: Watching a Bird (Learn who another player visited, and who visited them, each night.)
    Additional Goal: Lucky Pervert: Spy on more players of the opposite gender than of the same as of the end of day 8, and don't be identified by any of the opposite gender you spied on.

    The Internet Hacker. Threat Rating: 4. Goal: To figure out why people like porn so much.
    This is a formerly (currently) socially awkward individual who is visiting the home of their way more successful sister. While there they reinstalled all the internet connections with high speed cables and password cracking programs, ostensibly to make sure they wouldn't forget their passwords. One of your classmates has figured out how to use these programs to break into other people's computers, though, and use their webcams and phones to learn their secret thoughts. In any other situation, I might advise calling the police at this point, but...
    Power: Cell Phone Bugger (hack into one player's cell phone to learn their role each night.)
    Additional Goal: Making Connections: Hack and identify at least one Official, then greet them in the chat the next day, before the End of Day 8.

    The Master Chef. Threat Rating: over 9... Oh, Chef, not Chief. Eh, 3, ish? Goal: To make Gordon Ramsey compliment him.
    A woman who dreams big and eats bigger, she is a master of the culinary arts who is intent on teaching her children everything she knows. This has manifested itself in an above average sense of smell, one that can be used to tell the difference between living and dead flesh. Smelling people is still weird, though, so they can only pull it off a couple of times before it would become too obvious.
    Power: Take a Sniff (check two classmates a day to see if they are alive or dead)
    Additional Goal: Everybody's favorite cookout: be known as Master Chef to at least a quarter of the players. You must be alive, but don't need to possess your powers, to accomplish this goal.

    The Baseball Player. Threat Rating: 9. Goal: Just one Home Run.
    Maybe not the most competent of athletes, this man still keeps a collection of signed balls and bats throughout their house. Their kid has take to borrowing them for whatever reason, and while he isn't exactly happy when they come home with red stains all over it they don't really want to ask too much about it either. Probably the most dangerous person in the class, after the zombies, of course.
    Power: One hell of a Beating (attack another player with a baseball bat. They aren't going to be waking up the rest of the night, unless they happen to be a zombie lord. Then you won't be coming back, at least not alive.)
    Additional Goal: Taking revenge: at the beginning choose 3 roles. Your family has a grudge against these three, and you want to make them suffer. Beat at least one of them up before Day 8.
    Four temples are in the region, mostly of some sort of Shinto-ish religion that apparently claims to actually have real gods. Not sure I believe it, but zombies are running around raising the dead and scaring the living so science is clearly not gonna cut it. Faith for everyone, then. Let's pray it works.

    Additional Goal: All Gods want to be supreme, right? And Shrine maidens are an excellent source of divine advertising, so if only one shrine maiden were left it would automatically make that God supreme. They've tasked their maidens to take care of this. Be the only Shrine Maiden alive and with your powers at the End of Day 8 to succeed at this task.
    As an extra, each God is superior to one other, so if two maidens are left whichever is higher will succeed at this. However, if three, four, or zero still have their powers, they all lose.

    The Goddess of Life, Vivian. Threat Rating: -10. Goal: Preservation of Life.
    The largest temple in the region is that belonging to the Goddess of Life and Nature. Supposedly her high priestess has a child around your age, and we can confirm those rumors. According to even more rumors that we can't confirm, the goddess of life gives her devotees the power to heal all wounds and diseases. Probably just a placebo effect, but hey, worth a shot, right?
    Power: Miracle Healing (each night cure all wounds of another player. Turns zombies back to living (except zombie knight) and also counteracts other attacks.)
    Superior to: Oculus, of the Myriad Eyes, for what can the eyes see without life to empower them?

    The Whispering Wind, Unknown. Threat Rating: 0. Goal: Spreading secrets.
    The Whispering wind is a nameless, genderless deity that thrives with secrets. Supposedly they know everything, but refuse to share more than tidbits with their worshippers. Fortunately, there is a person in the class favored by this being, who will grant them a portion of their power and knowledge. The catch? They'll only do so when that person is asleep and unobserved. Sounds a bit sketchy to me.
    Power: Guided Whispers (each night send a message containing whatever you want to one other power role, as well as a request for a reply to another. The next night receive the reply, and repeat the process)
    Superior to: The Dead God, for what is death but another secret?

    The God of Myriad Eyes, Oculus. Threat Rating: Creepy. Goal: Observing. Observing everything.
    This small, less well known temple contains a statue of a god made of eyes. All the eyes. Eyes for days. Seriously, the thing has way too many eyes and is not afraid to use them. Really ought to be burned to the ground for privacy reasons or something. But, then again, it is useful in this case. Because the god is always watching, it knows things. It knows when you are sleeping, it knows if you've been bad or good, it knows if you're a zombie... You know, useful stuff. Don't kill it yet.
    Power: Revelation (learn the identity of one power role of choice each night. If the role in question no longer exists (has perished), you will be offered the chance to learn another. Cannot identify the Zombie Prince, the Necromancer, or any Shrine role)
    Superior to: The Whispering Wind, for he knows her name.

    The Dead God. Threat Rating: ??. Goal: Who knows?
    The Dead God is worshipped in an empty, dilapidated temple far outside the city limits. There is not much known about this god, except it supposedly has the power to control the dead, and there's someone living there sometimes. We're only marginally sure this will help, but if it does they may well be the most useful power in the school.
    Power: Divert Undead (each night divert up to two undead attacking you onto another player of your choice. This is the only power that can allow someone to avoid an attack by the Zombie Lord.)
    Superior to: Vivian, the Goddess of Life, for the goal of all Life is death.
    So remember how I said you were mostly rich acclaimed and famous? Yeah, well, here are the suckers who are, well... Not. We had to offer a few opportunities for the underprivileged to enter NUFSRHS, and these are some of the fortunate winners who pulled it off. Bad news: their powers aren't nearly as awesome as the others. Good news: they got here by their own merit, not daddy's money, so even if they die they'll get them back once they're cured.

    Additional Goal: Class strife is alive and well today. For too long these unfortunates have been beaten down by the children of the rich and famous, and in the current chaos they see a chance to strike back. For all Scholarship students, the goal is to eliminate all official powers, and make them taste what poverty and homelessness feels like.

    The Lovers (2). Threat Rating: Power of Love is Bullshit. Goal: Together, Forever.
    Two youths who met while young and fell truly, deeply in love with each other. Think Princess Bride levels of doe eyes, here. Really, it's so bad one will even die to be with the other, though in this case that might work out better than it did for poor Romeo and Juliet. This connection, though, let's them always know what the other does, as well as their status and rank.
    Power: Connected minds (have a private chatroom, and know the other players status at all times (including zombie rank).)

    The Necromancer. Threat Rating: Chunni as hell-oh wait shit its actually working fuuuuck! Goal: They laughed at me. They called me names. They said there were no such things as zombies. Well, who's laughing now, fools?? Diediediediedie!
    Um... Yeah, this guy might be part of the problem rather than the solution. See, they've got this funny idea that life just isn't worth it, and somehow may have gotten their hands on a discarded stock of the original disease, which they may be stabbing into whoever they happen to meet in a dark alley. Fortunately we've kept this contained so far, but if they should happen to stab you, well... Let's face it you were probably going to be turned at some point anyway. Sorry.
    Power: Infection (turn another player into a zombie with a 100% success rate. Power is prevented by anything that would prevent an ordinary zombie attack: bodyguards, incapacitation, imprisonment, etc.)

    Child of Vengeance. Threat Rating: whatever the attackers is. Goal: Leave me alone!
    A kid who was blessed or cursed by a being that is either a god or a demon. They gained the power of karmic retribution: whatever is done to them, will be done unto their assailant. Unfortunately, they still suffer from its effects for the full force of the curse to come into effect.
    Power: Karma (if affected by a power, affect the powered player with the same power the next night (with the Child taking the place of the power user). If the power used is Infection, and done by a zombie, cure the infected the next night instead of reinfecting them.)

    Mail Thief. Threat Rating: 2. Goal: f the police!
    A scrawny street kid who likes stealing mail. We don't know why. Or where he lives. We suspect it's the cardboard box and fifth avenue, because it keeps moving when nobody's watching, but that could still just be Solid Snake. Aw, well. Fortunately, he puts it back, just with a few... Additions of his own.
    Power: intercept Mail (every night choose a role. Intercept and read everything they would receive, then add whatever you want to the message so long as it does not more than double the length.)
    Current status: 19 players => all roles implemented, 2 overlayed with the initial zombies to be returned upon first curing. 10 days to cure.

    Player List
     
    Last edited: May 1, 2019
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  2. Acarnina

    Acarnina  

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    Status post (will record zombie numbers and cure attempts):
    Living: 4. Zombies: 15.

    Day 1: Cure of @Nefasdetestasti succeeded.
    Day 2: Cure of @Novetsu failed, with unintended consequences.
    Day 3: Cure of @Evil_Ginger succeeded.
    Day 4: Cure of @kyuukestu succeeded.
    Day 5: Cure of @Enigma succeeded.
    Day 6: Cure of @AliceShiki succeeded.
    Day 7: Cure of @Naraku succeeded.
    Day 8: Cure of @Lemonfairy succeeded, Cure of @AMissingLinguist failed.
    Day 9: Cure of @Blitz succeeded, cure of No Cure succeeded.
    Day 10: Cure of @Lemonfairy failed, cure of no cure succeeded.
    Day 11: Survivors @Lemonfairy, @Naraku, @kyuukestu, and @Clay. Extracted from burning classroom. Zombie Deceiver @Nyan sempai and Knight @Enigma seem happy to see them escape; all others burn in misery and defeat.
     
    Last edited: May 3, 2019
    Nefasdetestasti and Blitz like this.
  3. Acarnina

    Acarnina  

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    News post (will hold all news reports)










     
    Last edited: May 3, 2019
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  4. Acarnina

    Acarnina  

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    When you set up a thread hoping for advice and suggestions but end up getting none...

    Alright TL;DR of the rules:

    There are 2 factions: Undead, and Living.

    The Undead want to turn everybody into an undead. They are initially united, but gain three traitors over the course of the game, one on the 4th, 7th, and 10th day. If the undead win, everybody except the people who are the three traitors at the end wins. Their basic power is the ability to infect others, and they all have the same power.

    The Living want to survive. They are initially not united at all, with various factions and internal conflicts. Most want to undermine others of the living by getting them infected, which strips the majority of them of their powers. A few only want to keep their powers, but those tend to be targeted by the undead/other factions of the living. If the living win, only those who are alive at the end and fulfilled their factional goals win. Those who are alive at the end, but did not fulfill their factional goal, achieve a half win. They have various powers, many at the start, but slowly lose them over the game.

    Talking and voting to cure occurs during the day phase, which is 24 hours starting every day at UTC 00:00. Actions are scheduled during this time, but occur according to the order of operations during the night phase which takes however long it takes the mod (me) to write it up and send the results. Thus there is no declared, separate night phase to worry about.

    Voting to cure may be bolstered by bonus points, which are given up to 3 times a day to a maximum total of 8 per day, of which 3 can be stocked overnight. Bonus points are nothing more than extra votes to tilt things one way or another, if you so choose. They are given for effective, subtle, and interesting role playing as judged by the moderator (1 point for each, basically).
     
    Last edited: Apr 21, 2019
  5. Blitz

    Blitz ⛈️ awakened from the reverie❄️

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    problem is that no one actually got an alert for this so they don't know it even exists. I just saw the thread on the latest section. @Enigma too most likely
     
  6. Blitz

    Blitz ⛈️ awakened from the reverie❄️

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  7. Daisydacrazy

    Daisydacrazy !!

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    Ahh... sorry I can’t join. school is staring soon again
     
  8. Sayne

    Sayne if u read this u are a noob

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    For me too, but I will join anyway xD
     
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  9. Nyann

    Nyann Nyartist

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    Nom de Plume likes this.
  10. Enigma

    Enigma Follower of Jesus, he's the only way

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    Eh I seen it withing a few minutes of posting and was watching it, I just couldn't think of any other advice or suggestions to give

    Yeah I'll join too~
     
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  11. Evil_Ginger

    Evil_Ginger 『Lawful Neutral』『Cheese Master』『安德鲁』

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  12. Lemonfairy

    Lemonfairy 〖Retired Cat Boss〗〖Feeling the Effects of Aging〗

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    I already told you my suggestions in the nuked thread... I don't have anything else to say
     
    Last edited: Apr 21, 2019
  13. Acarnina

    Acarnina  

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    Ah. I didn't realize the tagging didn't work...

    A shame. Sad to see you go.

    ... Was kind of hoping people would read the introduction post and judge the new set up, which may or may not have included the suggestions, but okay. I'll keep that in mind.
     
  14. Daisydacrazy

    Daisydacrazy !!

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    Bai bai (^o^)/ have fun
    *gives cream puffs to everyone*
     
  15. Enigma

    Enigma Follower of Jesus, he's the only way

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    I read it and it seems alot more balanced then before, kinda hoping I'll end up as zombie deceiver late game that sounds fun. I do have a question though what if 2 shrines are left at the end that aren't weak or strong to each other

    For example life and whispering wind, or oculous and death?
     
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  16. Nom de Plume

    Nom de Plume [Shio’s Disciple] [True Villain] [Equip: Gunblade] Novel Updates Staff

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    I’ll read when I can
     
  17. susanty.smile

    susanty.smile [Insomniac]

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    i'll join again...

    hopefully this time something will be clear for me :blobsweat::blobsweat:
     
  18. Arcturus

    Arcturus Cat, Hidden Sith Lord

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    I assume we sign up here? I think I can still participate.
     
  19. Evil_Ginger

    Evil_Ginger 『Lawful Neutral』『Cheese Master』『安德鲁』

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    I wanna be the chuuni this time!

    But to be honest, how are we to act out our positions without giving away who we are? This makes the concept of hidden roles weird. Are we still able to receive bonus points for roleplaying other people's roles? @Acarnina
     
  20. Sayne

    Sayne if u read this u are a noob

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    I love the Necro... I hope I get him again:blobnosebleed:
     
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