This is not a complicated situation. Your elite team of seven highly armed mercenaries has two traitors in it, as proved by the assassination of the venerable captain Fallacy. Without competent leadership, it is decided that you'll seek out the traitors with
bullets.
Here's the overview - there are seven players. Five of those are
Loyalists. Two of those are
Traitors. There are no other alignments.
The
Loyalists are not aware of the identities of the other
Loyalists, nor the
Traitors, and win when all the
Traitors are dead.
The
Traitors are aware of the identity of the other
Traitors, and win when all the
Loyalists are dead. The
Traitors may secretly communicate in a private chat.
A player dies and fully reveals their abilities and alignment when their HP is 0. By default,
Loyalists start with 7 HP and
Traitors start with 9.
The game runs on a 24-hour cycle. While the game is going, you publicly discuss matters with the other players, and privately submit your chosen actions. Every 24 hours, your actions resolve. By default, the only information you receive is how much HP you lost or gained.
There are three types of abilities - Primary, Secondary, and Passive. You may use one Primary ability and one Secondary ability per phase. Passive abilities may not be used, but have an automatic or ongoing effect.
When the game begins, you will be informed of your alignment and receive a random set of abilities - 1 Primary, and between 0 and 2 Secondary and Passive abilities. If you are a
Traitor, you may choose one additional ability for yourself from the
Traitor abilities.
Primary:
(Primary) Double Barrel Shotgun: You shoot your target for 3 damage.
(Primary) Long Rifle: You shoot your target for 2 damage. A Marked target takes an additional 2 damage.
(Primary) Machine Gun: You shoot two targets for 2 damage each.
(Primary) Assault Rifle: You shoot two targets for 1 damage each, or shoot one target for 2 damage.
(2-Shot, Primary) Flechette Cannon: You shoot your target for 4 damage, bypassing Cover.
(Primary) Sniper Rifle: You aim at your target and do 0 damage if you did not aim in the previous phase. If you aimed at your target in the previous phase, you shoot your target for 3 damage. A Marked target takes an additional 3 damage.
Secondary:
(Secondary) Signal Flare: Your target is Marked for this phase. A Marked target does not benefit from Cover.
(Secondary) Smoke Grenade: Your target or yourself gains Soft Cover for this phase. Soft Cover reduces all damage instances taken by 1.
(Secondary) Medical Kit: You heal your target for 2 HP and remove Bleed from them.
(1-Shot, Secondary) Deployable Barricade: Your target and yourself gain Hard Cover for this phase. Hard Cover reduces all damage instances taken to 0. You and your target can still take damage from each other.
(1-Shot, Secondary) Combat Stimulants: You take 2 damage and may use an additional Primary action this phase.
(Secondary) Semi-Auto Pistol: You shoot your target for 1 damage.
Passive:
(Passive) Body Armor: You start with 2 additional HP.
(Passive) Marksman: You do 1 additional damage with Rifle weapons, and your starting Primary weapon is a Rifle.
(Passive) Medic: You may target yourself with a Medical Kit, and if a player other than yourself would drop to 0 or less HP when you use Medical Kit on them, you stabilize them at 1 HP. You gain a Medical Kit if you did not already have one.
(Passive) Evasive: You always have Soft Cover. Soft Cover reduces all damage instances taken by 1.
(Passive) Vengeful: You may use either a Primary or a Secondary ability the phase after your death.
(Passive) Supply Drop: When phase 3 resolves you gain an additional random Primary or Secondary ability.
Primary:
(2-Shot, Primary) Tranquilizer Crossbow: You shoot your target for 2 damage and prevent their actions from resolving.
(1-Shot, Primary) Flamethrower: You incinerate your target for 5 damage. It is publicly revealed that your target was incinerated.
Secondary:
(Secondary) Suppressed Pistol: You shoot your target for 2 damage.
(Secondary) Concealed Dagger: You inflict Bleed on your target. They take 1 damage per phase, including this one. Bleed can be removed by a Medical Kit.
Passive:
(Passive) Combat Expert: All damage instances you inflict with Primary abilities are increased by 1.
(Passive) Explosive Vest: When you are killed, you inflict 2 damage to every player that dealt damage to you this phase. If this results in every player being dead, the Traitors win.
Player List:- webadict
- Knightwing64
- EuchreJack
- a1s
- TricMagic
- Maximum Spin
- Jim Groovester