(Dis)OBEY
This is a turn-based Forum game, heavily inspired by the Video Game OBEY. Players take on the role of the powerful Master, who runs the facility, or one of the Clones, the dime-a-dozen workforce who do all the real work. The Master must encourage obediance and punish those who DISOBEY, as at any moment, a Clone may try to take over and become the new Master. Using guile, tactical Obediance and an iron fist, players must compete to be the first to make 50,000 Credits.
Every Turn, players earn money passively, unless they are respawning. The Clones earn 20cr per turn. If they are wearing an obedience collar, they instead earn 100cr per turn. The Master earns a base of 200cr per turn. For every consecutive turn as Master, they earn a bonus 5% on their base income, as long as the Reactor is turned on.
Subverting the Master earns the player 500cr. If a unit of Uranium is deposited in the Reactor, the Master earns 300cr.
Players may transfer credits between each other freely. It is recommended that the Master rewards obedient Clones in this way.
At any moment, there is one Master and many Clones. The Master resides in the Vault, and has the power of life and death over the Clones. The Clones move around the facility, interact with and transport the various items purchased by themselves and the Master.
Clones can carry five slots worth of items and have four actions per turn. If they are Unladen (zero or one slot filled) they have no penalty to their actions. If they are carrying a light load (two or three slots filled) they lose one action. Heavy loads (four or five slots filled) reduce actions by two.
A Clone can spend an action to move to an adjacent zone, to interact with fixed objects (such as the Reactor) and to pick up items (such as Uranium). Dropping items is free, however doing so does not refund actions lost due to encumberance.
The Master controls the Turrets and Killbots in the facility, and has many more ways to gain (and lose) credits than Clones. Their key resources are Credits, which they need to win and buy other items, and also Batteries. A battery can be spent to activate either a Turret, Killbot or Door. Killbots are effectively mobile Turrets, and can move up to two rooms in a turn.
A skilful Master will be able to ensure servants OBEY via a mixture of bribery and coercion. A skilful Clone knows when to OBEY for the reward, and disOBEY to either cost the Master credits or to potentially subvert them and become the Master themselves.
Clones have 5 carry slots. Items take up between 1 and 3 slots, depending on size.
* Uranium (size 2)
Costs 100cr. When delivered to the Reactor, the Master earns 300cr.
* Battery (size 1)
Costs 25cr. Once placed in the Supply Chute, it allows the Master to activate a single Turret or Killbot, or lock a door.
* Turret Part (size 2)
Costs 100cr. When three Turret parts are assembled in a room by a Clone with a Toolkit, it produces a Turret controllable by the Master.
* Killbot Part (size 2)
Costs 75c. When four Killbot parts are assembled in a zone by a Clone with a Toolkit, it produces a Killbot controllable by the Master.
* Obedience Collar (size 1)
Costs 25cr. Announces the location of the wearer at all times. Clones wearing a Collar earn 100cr per turn instead of 20cr. A Master can detonate an Obediance Collar at any time, killing the wearer. Turrets and Killbots will not target Clones wearing an Obediance Collar unless explicitly ordered otherwise.
* Toolkit (size 1)
Costs 50cr. Allows the user to build and dismantle Turrets and Killbots, sabotage and repair Sensors, and break through locked doors.
* Mine (size 2)
Costs 75cr. Can be deployed in a room. A deployed mine is invisible to all players. Each time a Clone or Killbot enters a room with a deployed mine, a coin is tossed for each mine present. On tails, the mine detonates, killing a random Clone/Killbot in the room and destroying anything they are carrying.
* Sensor (size 2)
Costs 100cr. Can be deployed in a room. Doing some reports the presence of any Clones in the room to the Master at all times.
* Corpse (size 3)
Not purchasable. Produced whenever a Clone is killed via Turret, Killbot, or Obedience Collar. Placing a Corpse in the Reactor penalises the Master 1000cr.
* Drop Zone
This is where the dropship deposits it's contents, including all purchases by the Master and Clones, as well as all respawning Clones.
* Reactor
The main source of income for the Master, depositing Uranium here provides the Master with 300cr, and is a classic act of obedience. Conversely, depositing Corpses costs the Master 1000cr, and is a way to disOBEY.
* Reactor Control
The Reactor can be turned on or off from here. Turning the Reactor off is considered disobedience.
* Supply Chute
Depositing batteries here gives the Master a turn of charge for a Turret or Killbot. Depositing other items refunds the Master half the value of the item. This can be considered a form of disobedience, if the Master wanted the items to be used for some other purpose.
* Incinerator
Destroys any item placed in it. Placing Corpses here is an act of obedience, whereas destroying something the Master paid for is disobedience.
* Vault
The residence of the Master. If a Clone successfully breaks through the door (by spending an action whilst carrying a toolkit) they will be able to subvert the current Master, taking their place and earning 500cr.
* Vault Door
The Master's last line of defence, this secure door can only be opened with an entire turn and a Toolkit.
* Blast Door
Useful for limiting the movement of Clones, a battery provides enough charge to lock a door for a full turn, restricting movement. A Clone can break through a locked door using a toolkit and one action.
* Turret
A fixed emplacement, that requires a battery per turn to stay active. Turrets will automatically kill all Clones without Obediance Collars, as well as any placed on the kill list by the Master, Collar or not.
* Killbot
A mobile turret, that requires a battery per turn to stay active. Killbots act exactly like Turrets, with the addition of being able to move up to two rooms per turn. The Master starts with one of these at the brining of Play.
Whenever a player buys an item, or they get killed/subverted, they are added to a queue. Every five turns, a dropship deposits all players/items in the queue at the Drop Zone. Clones may buy items whilst in the queue and the items will be dropped off at the same time as them, but Clones do not earn credits until they arrive at the Drop Zone. Any player can summon the Dropship early, by paying 50cr per turn remaining. Doing so will cause the Dropship to arrive next turn, and the timer to reset to five.
On signup players must bid credits for the position of Master. Players may bid any amount, including zero or even negative credits. The player who bids the highest will be the first Master, and all other players will be Clones, who will arrive on the first dropship.
The maximum you are willing to bid must be PM'd to me, and the winner will be determined EBay style. (If player 1 bids a max of 200cr and player 2 bids a max of 300cr, player 2 wins with a final bid of 201cr).
All Clones start play with 0cr and an Obediance Collar. Respawning Clones do not start with an Obediance Collar, which instead must be bought either by themselves or the Master.
The Master starts with 1000cr and 5 batteries in storage minus whatever their winning bid was. In addition, they control a single Killbot. The Master may purchase items to fill the dropship that delivers the Clones, although what and how many is up to the Master.