General Rules- Voting: Votes are cast in red and should include the name of the targeted player. Other colors will be ignored, only votes formatted as [ color=red]red[/color] count.
- Death:When you are dead, you are prohibited from posting in the thread. You may make one single 'bah' post after you die, however, it must not contain any game-related information.
- PMs: PMs between players are prohibited; roles that may communicate must do so through the moderator who will forward it as appropriate. You may freely PM the Mod to ask game-related questions, however, what the moderator may reveal is limited.
- Quoting: Do not quote any direct correspondence with the moderator, including role PMs and rule-related queries.
- Edits: Editing posts is prohibited under penalty of modkill. Do not edit your post for any reason, even if your post comes out as a trainwreck of formatting, spelling, punctuation, and/or grammar. The preview button exists; use it.
- Replacements/Activity: If you find yourself unable to play, you should request a replacement.
- Prods will be issued for players who have not posted in the thread within 24 hours, excluding weekends.
- Two prods will result in a modkill or forced replacement unless justified via PM to the mod.
- Please be active. I dislike lurking.
- Day/Night Length: Days will last 72 hours, excluding weekends. Nights will last 24 hours, or until all night actions are received.
- Extensions/Shortens - A player may vote for an extension to increase the length of the day. It requires >33% of the current number of players to request an extension for an extension to be granted. A player may also vote for a shorten. It requires >50% of the current number of players for a shorten to be granted. Extensions increase day length by 48 hours, while shortens will immediately end the day as soon as possible. There is a limit of four extensions for the entire game.
- External Participation: While the game is ongoing, if you are not a player, please refrain from posting in the thread.
- Play to win!
Possible RolesImperialsWin Condition: 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 Imperial quick chat, and can invite others at any time. This cannot be undone, and no other avenue for communication exists. Also has access to the Overseer's announcement system to talk during the night. Commanders can not be persuaded by Rebel Persuaders, but can be converted by Cybrid Infiltrators or Parasites. Cannot be a Cybrid Sympathiser.
- Imperial Officer: Has a role from the list below. Name is known to Commander, and can report actions to them. If converted by a Cybrid they can submit false reports. Imperial Officers can not be persuaded by Rebel Persuaders, but can be converted by Cybrid Infiltrators or Parasites, or may be Cybrid Sympathisers.
- Enforcer: May perform a vigilante kill once per night.
- Speaker: 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, No Result (if the ability fails, is blocked, or targets a Cybrid).
RebelsWin Condition: 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, and can also have one of the roles below. Has access to Rebel quick chat, and can invite others at any time. This cannot be undone, and no other avenue for communication exists. Commanders can not be persuaded by Imperial Speakers, but can be converted by Cybrid Infiltrators or Parasites. Unlike the Imperial Commander, the Rebel Commander does not know whether other Rebel Officers exist or their identities. Cannot be a Cybrid Sympathiser.
- Rebel Officer: Has a role from the list below. Name is not known to Rebel Commander, and cannot report actions. Rebel Officers cannot be persuaded by Imperial Speakers, but can be converted by Cybrid Infiltrators or Parasites, or may be Cybrid Sympathisers.
- Organizer: If a fellow 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, No Result (if the ability fails, is blocked, or targets a Cybrid).
- Martyr: Has a suicide vest he can use on a single player by leaping to them and triggering it at any time, day or night. Both the Martyr and the target die when used (if the target is "Healthy", they may survive and their extra health is used up). If used at night, submit as any night action via PM to the Mod; if used by day, say " EXPLODE <TARGET>" in bold. The Martyr and the target are considered dead from that point, and should stop posting (aside from a "bah" post); the Mod will process it as soon as possible. This does not end the day.
- Snowman: Has access to the Overseer's announcement system.
Additional Human Roles[May be Rebel or Imperial, may be combined with other roles]- Guard: Confines a player to the brig, simultaneously protecting and roleblocking them by saying "GUARD <TARGET>" in bold on the main thread during the day. A guarded player is considered isolated and is thus unaffected by kills or conversions of any kind (Cybrid or Human) and may not take actions, but can still be lynched. This effect lasts until this player specifically says UNGUARD in thread during the day, or as a night action via PM to the Mod ending the guard. It also ends if the ability is ended by outside forces (for example: death or roleblocking of the guard).
- Doctor: Protects a player from a single night kill or Cybrid conversion attempt per night, but not persuasion by an opposing human faction. Doctors will be informed if they saved a person's life.
- Companion: Protects a player from persuasion attempts (from Rebel/Imperial only).
- Weak: Combo-role. This player will die if a Cybrid attempts to convert them. Parasites will be killed, but Infiltrators will not lose the brain they used, they will merely fail.
- Healthy: Combo-role. This player can survive through a single kill or Cybrid conversion attempt, but not a lynch.
- Soldier/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 faction victory (not Metagen). He wins if at least one faction Cybrid survives to game end and wins, but not in cases where everyone dies. This player still counts as a Rebel/Imperial when inspected, based on their current superficial alignment, and may have Rebel/Imperial roles.
CybridsWin Condition: Except where noted below, Cybrids win when all remaining players are aligned with a Cybrid victory, and all Metagens have been exterminated.
Cybrid Faction Kill: Part of being of Cybrid faction is the ability to perform a nightkill instead of other action. If more than one Cybrid exists on the faction communication channel, then a majority consensus must exist for a faction kill to be performed, otherwise no kill will happen.
Metagens are Cybrids created by defective positronic brains or at game start. They are
not aligned with the Cybrid faction, and must seek victory on their own. If created by a defective brain, they will have access to the Cybrid chat and may influence decisions taken there.
Cybrid roles: A Cybrid role will be
randomly chosen from a subset of possible roles upon a successful creation or conversion.
- Machinator//Infiltrator: The only one capable of creating more Cybrids. He has three positronic brains he can use to create other Cybrids. One of those three will create a Metagen (unaligned Cybrid).
- Inquisitor//Analyzer: Capable of detecting a target's sympathies and abilities. The inquisitor//analyzer will not only reveal a player's 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 player's 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 an independent night kill.
- Machinator//Ghost: Capable of using the Overseer's intercom system.
- Hunter//Goad: Immune to actions from other players.
- Machinator//Parasite: May convert another player into a Machinator//Parasite, being killed in the process.
- Redactor//Reprogrammer: Each day, may reprogram another Cybrid unit to randomly change their role. If this is attempted against a Metagen, his existence is revealed and the Reprogrammer unit is destroyed.
- Metagen//Traitor: Survivor. Does not count as scum for Imperial/Rebel win conditions. Wins if the game ends with a human victory and he is still alive. May be paired with another Cybrid role. If created via a defective positronic brain of a Machinator//Infiltrator, will have access to the Cybrid faction communication channel and will have input on the decision for the faction kill, but will not be aligned with them.
- Metagen//Defective: Serial killer. Can execute an independent nightly kill. Wins only if it is the last entity standing. May be paired with another cybrid role. If created via a defective positronic brain of a Machinator//Infiltrator, will have access to the Cybrid faction communication channel and will have input on the decision for the faction kill, but will not be aligned with them. Their independent night kill must be confirmed via PM to the Mod.
Additional Rules:Action type order:Chat invites (free action) -> Guards (day thread action or night PM) -> 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.
Players can have several role attributes. Some, like Healthy, Weak, and Rebel Commander will
always have another role attached to them. Several other compound roles are possible for balance purposes.
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 an aligned Hunter/Killer uses a standard night kill, it becomes a double kill (or if there's another aligned Cybrid around, they can target two people.)
For the
Cybrid Faction Kill, consensus is needed for the action:
"Bert kills Ernie, yea or nay?" if more yeas than nays, it happens, otherwise it doesn't (person proposing it counts as "yea" for his proposal, silence equals abstention) if no consensus is reached 24 hours after the night has started, no action takes place. The consensus may compel a faction Cybrid to act against his will (such are the perils of being a glitch): in the example, if there were "yea" majority, Bert will execute a kill on Ernie, even if Bert voted "nay" or if he'd prefer a different target. Secret Metagens in the Cybrid channel may participate, and if consensus is for them to perform an action, it will be so noted, but as they are not truly in the faction, they are not compelled and may override the action via PM to the Mod.
Imperial Officers MUST say via PM to the Mod the results they would like to report to the Imperial Commander, in the format "I (verbed) (player) and he/she is (Imperial/Cybrid/Rebel/dead/blocked)." If they do not, their true report will be sent, none if none exist.
Speakers and Persuaders can convert each other (if not Officers). If they do, the other player becomes a Speaker/Persuader, as appropriate, rather than maintaining their original roles. (Whatever they do, they do it with full passion!) Converting a Cybrid sympathiser will change his superficial alignment (how he appears on investigates) but will not change his sympathiser status or win conditions.
PMs between players are not allowed. Any communication, like sending chat invites and reporting results, must go through the Mod. So do
not send them to your intended recipient: send them to me, along with instructions on who I should pass it to.
For Earth!