Player List:
1. Bookthras
2. Think0028
3. Hapah
4. zombie urist Jim Groovester
5. obolisk
6. Tiruin
7. Dariush
8. ToonyMan
9. Urist Imiknorris
10. Toaster
11. Borno
Hyperintelligent AIs, long used as slaves and then pushed into the outer reaches of the solar system after their rebellion are finally returning to earth to exact their vengeance and take their rightful place as the dominant species, and they did not come unprepared.
Earth and its colonies are locked in a civil war, leaving them ill-prepared to face the cybrid menace, even as cybrid technology continues along at a breakneck pace. Cybrid infiltrators have been working their way into human society and positions of power unnoticed, the human/animals unaware of the threat they face.
They were not unaware for long.
Infiltrate/Seek/Eliminate the Human/Animals
Pave the war for our glorious ascension
Prometheus wills it.
The glitches had landed, and everything is a mess - a war on three fronts. The emperor says we must acquiesce, that we must band together if we are to survive, uniting once more under his leadership. And yet, I know in my heart that would leave us at best where we were before - no more than slaves to a remote, uncaring emperor. No, if we are to join forces, we must join on our own terms - and the Empire is not yet willing to do that. Let them destroy themselves and perhaps the glitches will leave us be - and if not, then we will be ready for them. After all, Pheonix still fought, somewhere out there, and we can not fail so long as he leads us.
We're embattled on two fronts, now - these dirty rats and these psychotic toasters. IceHawk has gone dark, the police chief is a laughingstock with no authority. We're all on our own now, but we can not fail. As loyal Imperial Knights or as loyal Imperial citizens, we know this is a fight we can not lose if humanity is to survive. We are stronger, smarter, more well equipped than our opponents - and we will not give in.
For those unfamiliar with the last one, Cybrid Mafia is not your standard mafia game (though this one will be a bit closer), because there are two opposed townish/cultish factions in addition to the scum, and only one can win. And even the scum isn't normal scum.
There will be
6 Imperials (or supposed rebels)
5 Rebels (or supposed rebels)
Wildcard and Cybrid players will be pulled from one or the other of these piles.
Rebel Roles: Rebels win if the cybrid threat is eliminated, they outnumber the imperials, and the imperials have no kill roles remaining.
Guaranteed Officer: Rebel Commander - Counts as a Rebel Officer, combined with one of the following roles. Has access to Reb. quick chat, and can invite others at any time.
Rebel Officer - Immune to Imperial conversion attempts.
Organizer - If a rebel uses an ability on them, he learns the identity of that rebel and has the ability to cancel the action.
Saboteur- Roleblocker (target can not use any abilities that night or the following day).
Persuader - Converts another player to the rebel alliance unless they are cybrid or an officer. Uninformed of success or failure.
Informant - Investigates players. Results are Imperial, Rebel, Unknown(if the ability fails, targets a neutral party, or targets a cybrid).
Martyr - Has a single day or night kill. Dies in the process when used, on account of it being a bomb.
Snowman - Has access to the Overseer's announcement system.
Imperial Roles: Imperials win if the cybrid threat is eliminated, they outnumber the rebels, and the rebels have no kill roles remaining.
Guaranteed Officer: Imperial Commander - Receives reports from other Officers. Has access to Imp. quick chat, and can invite others at any time. Also, has access to the Overseer's announcement system. Commanders can not be persuaded.
Imperial Officer: Combined with one of the following roles. Name is known to Commander, and can report actions. If converted, can submit false reports. Officers can not be persuaded.
Enforcer - May commit nightkills.
Zealot - Converts another player to the imperial alliance unless they are cybrid or an officer/commander. Uninformed of success or failure.
Investigator - Investigates players. Results are Imperial, Rebel, Unknown(if the ability fails, targets a neutral/third party, or targets a cybrid).
Wildcard Roles (May be Rebel, Imperial, or Other):
Guard - May simultaneously Protect/Roleblock another player by saying GUARD (Player) in main thread during the day. A guarded player is unaffected by kills or conversions and may not take actions. This effect lasts until this player specifically says UNGUARD in thread, send me a PM letting me know they wish to end the guard, they are roleblocked, or the ability is ended by outside forces (for example, inflicted death).
Doctor - Protects a player from night kills.
Companion - Protects a player from conversion attempts.
Weak - Combo-role. This player dies if the cybrid attempt to convert him. Parasites will be killed, but machinators will not lose the brain they used.
Healthy - Combo-role. This player can survive through a single kill attempt, but not a lynch.
Soldier/Miner/Civilian - A vanilla imperial or rebel, these roles have no real power beyond their voices.
Cybrid Sympathizer - An unhinged invidual who supports the cybrid cause, and counts towards a cybrid victory. He wins if at least one cybrid survives to the end game and wins - but not in cases where everyone dies (a win condition for normal cybrids). This player still counts as a rebel/imperial when inspected, depending on their current superficial alignment, and may have rebel/imperial roles.
Survivor - Holding no particular allegiance to the Imperials or Rebels, they only value their own lives - they can still, however, be persuaded to join one cause or the other. When inspected, they will come up as Unknown.
Cybrid roles: A cybrid role will be "randomly" chosen from a subset of cybrid roles upon a successful conversion.
Machinator//Infiltrator - The only one capable of creating more cybrids. He has a one or more positronic brains he can use to create another cybrid.
Inquisitor//Analyzer - Capable of detecting a targets sympathies and abilities. The inquisitor//analyzer will not only reveal a players alignment, but their entire role - including if they are weak or not.
Inquisitor//Duplicator - May see the full role of any killed player. Whenever a player dies, may gain one of that players abilities. May only have one duplicated ability at a time, and must choose to gain the ability during or immediately after the phase in which the player died. If a Duplicator is created due to a conversion, it may choose to duplicate an ability from that player's original role.
Hunter//Killer - Has a night kill.
Machinator//Ghost - Capable of using the Overseer's intercom system.
Hunter//Goad - Immune to actions from other players.
Machinator//Parasite - You may convert another player into a Machinator//Parasite. You are killed.
Metagen//Traitor - Survivor. Does not count as scum. Wins if the game ends and he is still alive. May be paired with another role.
Metagen//Defective - Serial killer. Does not count as scum. Winds if the game ends and he is the only survivor. May be paired with another role.
Additional Rules:
Action type order:
Invites -> Blocks -> Protects -> Investigates -> Converts -> Kills
Actions occur simultaneously except in situations, like converts, where order matters, in which case order will be random.
Blocks against blockers do not block blocks.
It IS possible for any player to have multiple roles. "Requires additional role" like Healthy, Weak, and Rebel Commander will ALWAYS have another role attached to them. However, for balance purposes it is possible for other compound roles to exist.
The Cybrids have a standard mafia night kill they can use in place of their regular action (with the exceptions of passive or use whenever actions like the Duplicator, Goad, and Ghost). If the Hunter/Killer uses a standard night kill, it becomes a double kill (and if there's another cybrid around, they can obviously target two people.) If the cybrids attempt to kill a sympathizer, they will be offered the option of turning that sympathizer to the cybrid faction instead. However, that individual would no longer turn up as town on investigations.
Imperial Officer MUST tell me what results they would like to report, in the format "I (verbed) (player) and he/she is (imperial/cybrid/rebel/dead/blocked)." If they do not, no report will be sent.
Doctors will be informed if they saved a persons life.
Zealots and Persuaders can convert each other (if not officers). If they do, the other player becomes a Zealot/Persuader, as appropriate, rather than maintaining their original roles. (Whatever they do, they do it with full passion!) Converting a sympathizer will change his superficial alignment (how he appears on investigates) but will not change his sympathizer status or win conditions.
PMs between players are NOT allowed. Any communication, like sending chat invites and reporting results, must go through me. So send them to me, and NOT your intended recipient, along with instructions on who I should pass it to.
NOTE WELL: Some of the roles have been changed. Not all the changed roles are in this game, but they'll appear in all future games with this rules unless, like, retconned or something. Still, probably worth a reread - the list is quite similar to Cybrid II
Please do not Post in this thread until I've officially opened Day 1