S-FM: Survivor's Game
Register

User Tag List

Results 1 to 9 of 9
  1. ISO #1

    S-FM: Survivor's Game

    Survivor's Game


    Rain pounded hard on the stranded island, soaking the desolate beaches that hold hostage the lives of those passed. Normally, what transpired on this little chunk of land wouldn't matter. Not a human soul would see the extremities of the weather on this tiny little island in the center of the Bermuda Triangle. But after this island's discovery, there was a mass excursion sent. Many were curious about the land, while others were wanting the island for their own personal benefit. And then some more just wanted some adventure. But a mass storm cell befell the once opportunity rich island, and all that's left are refugees. While before it was some sort of leisure activity, or even a game, it's now a matter of life or death. Every man for himself. Got what it takes?

    Hidden Survivor
    Hidden Survivor
    Hidden Survivor
    Hidden Survivor
    Hidden Survivor
    Hidden Survivor
    Exhibitionist
    Exhibitionist
    Exhibitionist

    Hidden Benign
    Developer
    Scavenger
    Scavenger

    Role cards

    Spoiler : Town :
    Exhibitionist

    At night, the Exhibitionist chooses a section of land to hide out in. No further actions are taken besides this.

    Hunter

    At night, the Hunter visits a section of land, in which all that visit this area gets an extra unit of supplies. Has one charge in which they can give two sections one unit of supplies. They can choose to make those two sections the same place if they wish so that everyone who visits gets two units of supplies. Hunters are not informed of the people they gave supplies to. The Hunter doesn't benefit from their own action, though if another Hunter exists in game, they can get supplies from them.

    Inspector

    At night, the Inspector can do one of two things with their action. They can either find out the amount of supplies everyone carried when they visited the plot of land the Inspector did, or they can forfeit their right to choose the plot they visit for the night and choose someone to find the amount of supplies they carry. If the former, it just gives the total amount of supplies in the area, and everyone who visited that section. The list of people who visited will be randomized and in no particular order. If the latter, the Inspector visits the section of land their target did, and are informed as such.

    Spotter

    The Spotter can learn everyone that visited a square of their choice in order (as dictated by the order of operations). However, doing so can cause one of two things; they could use an extra unit of supply that night or they could visit two sectors of land, but only get results for the one they choose. If more than one person is at the same spot in the order of operations, the order between them is randomized.

    Jumper
    Before Day ends, the Jumper must choose someone to capture. That night, the Jumper takes them and their target to a section of their choice. The Jumper has immunity against the effects of the person they jumped. The Jumper and the target will share a night chat for that night only. If the target acts, the Jumper is told where their target visited. If the target visits more than one place at a time, then the Jumper is only told of the first place visited. However, the action that the target takes that night must happen in the square the Jumper took them too. (Example: Jumper takes Hunter to A1, Hunter must act in A1 and can choose to act in B4 if they'd like.) The Jumper is the only one who can travel between blocked off sections that the Developer created, and can take his target along with him and get them over to the other side as well. The Jumper is not anonymous in their night chats.

    Preservationist

    At night, the Preservationist can exchange their supplies for plots of land. Two units of supplies for one plot of land restored. The only restriction on the amount the Preservationist can restore is the amount of supplies they have; they can't kill themselves with their night action. The restored land isn't revealed in the opening Day post, but once the land chosen is restored, the Preservationist can inform one individual of the land they restored that night. If the Developer blocks off a section, the Preservationist can heal it back to normal so that the two sides can access each other. The Preservationist must choose a spot to camp out in separate from his night action taken that night.


    Spoiler : Evils :
    Developer

    Every night, the Developer can choose a section of land to build up. Anyone who chooses this area in addition to the Developer at night are killed. From the next day onward, that area becomes unable to be chosen for all future night actions. Half of the total supplies found in this area, rounded up, become the Developer's. The supplies from the Hunter counts as part of the total amount of supplies, should the Hunter visit. Has two charges in which they can develop two plots of land in a night. The plots that the Developer destroys are revealed in the opening Day post. If the Developer blocks all logical way for someone to get to another side that he's blocked off by developing, they'll be stuck on the side before he destroyed the land.

    Scavenger

    Every night, the Scavenger chooses a section to hide out in. Anyone who comes in this area gets one unit of supplies taken from them, and added to the Scavenger's stash of supplies. If only one remains, the Scavenger can choose to forfeit their night action for a night to act like a Preservationist and say land that's "restored". They must choose the blocks to seem like they're restored. If any are killed this way, the Scavenger gains the supplies the victim had from this maneuver.

    Spoiler : Benign :
    Loyalist

    On night 1, the Loyalist chooses one section of land to camp out in for every night thereafter. This is the extent of their actions. If Loyalist fails to choose a plot of land N1, they are killed that night.

    Merchant

    The Merchant can contact someone anonymously, selling them useful items in exchange for supplies. They can sell a vest that forfeits that role's normal night action (still has to visit someplace though) for 2 units, a one shot gun for 3 units, and an autovest for 4. The cost of the item gets added to the Merchant's stash of supplies. Due to the Merchant's gluttony, they consume 2 units of supplies nightly. The Merchant must decide their target during the day before night ends. Their action is blocked by a Jumper kidnap. Also, the Merchant must choose a separate plot of land just like all the other roles must do. A night chat is created upon the beginning of night for the Merchant and their customer. They cannot attain any supplies from the distribution of supplies of the lynched. If jumped, they cannot carry out their typical night action, being virtually night actionless for that night.


    Win conditions

    Spoiler : Win conditions :
    Town: Eliminate all Evils (Developer, Scavenger)
    Developer: Have all evils be a majority over town. Can with with Scavenger.
    Scavenger: Have a total of 12 supplies in any given night. Once this happens once, the win is secured. However, if their total supplies equal to over half (50.01%) or more of the total supplies in game, they get a solo win. They must fulfill their original win condition before getting their solo win, and cannot fulfill both on the same night. Developer win takes priority over solo win (if both are filled on the same night both Developer and Scavenger win instead of just Scavenger)
    Loyalist: Live to Day 4. Gains a solo win if they live to Day 7.
    Merchant: End the game with more supplies than they start out with (5).
    Loyalist > Developer > Scavenger > Town for the win priorities. Merchant can win with any (besides solo wins) so it's not listed in this.


    Order of Operations

    Spoiler : OoO :
    1. Jumper kidnaps
    2. Merchant chat opens
    3. Loyalist chooses plot of land (N1 only)
    4. Exhibitionist/Merchant/Preservationist chooses plot of land
    5. Inspector visits plot of land
    6. Scavenger steals
    7. Hunter chooses plot of land/gives food
    8. Developer destroys land
    9. Preservationist restores land
    10. Spotter/Inspector* sees people who visited/choose plot of land
    11. Inspector tracks* target of choice
    12. Supplies distributed by user who hammered the lynch
    13. Transactions made between Merchant and customer
    14. Night feedback sent/Starvation kills/Loyalist inaction death

    *Inspector only does one of the two, as dictated by their night action and what they choose.


    Mechanics

    • Day will last 48 hours
    • Night will last 24 hours
    • If someone has 50.01% of lynch votes on them, they become lynched
    • Only night chats available will be the ones created when the Jumper kidnaps/Merchant sells. Two people cannot be in a chat at the same time
    • Dupe roles are possible in the game itself
    • Roles will be randomized for the hidden roles, but afterwards balanced to make for a fair set up. Their recipient is randomized completely


    Special Mechanics


    • Everyone starts out in the game with 5 units of supplies. Each night someone is alive, they use up a unit of supplies (Exception Merchant: They use two supplies nightly. Also, other roles may demand on occasion more than this, such as Preservationist and Spotter). If one uses all of their supplies (is given a notification they're at 0 supplies) they die.
    • When someone is lynched, all of their supplies is given to the one that hammered. That night, that person who hammered can choose who to distribute the supplies to. They can keep those supplies to themselves, if they'd like.
    • Each night, each person will have to choose a position of the grid pictured below. If no action is sent, where they go is randomized and told in a PM. If the position is destroyed, the player is immediately killed. If the position is logistically unable to reach his choice with all things considered (Developer, Preservationist), the player is immediately killed as well (Exception is Jumper and their target). If location is randomized, they will guaranteed fall in the places that won't get them killed due to these clauses.
    • At the end of each night, everyone will be informed of the amount of supplies they have left, in addition to other night feedback.


    Spoiler : Grid :

    Spoiler : Grid explanation :
    • Every night, someone chooses a square to "camp out" in
    • Developer can destroy one block pernamently, making it unavaliable for future occupation
    • If a sector is blocked off, people on one side of the sector on the previous night cannot travel to the other side
    • Example: B1, B2, B3, and B4 are destoryed by Developer. Someone on A2 cannot go to C3 without going through this problem area
    • If someone attempts to travel from one sector to the next when it's impossible, they will die
    • The only exceptions to this is Jumper can take their target to anywhere on the map, and Restorationist can restore land back to be traveled through again. This includes the area itself as well as the ability to travel between the two sectors
    • If land is blocked diagonally, then it doesn't count as a blockade. An example of this is A1, B2, C3, and D4. People could still access the whole Grid
    • Places destoryed will be marked in the opening post of each day, though restored places won't be shown.

    I have a feeling the Grid's gonna generate a lot of confusion so I'm just going to explain this before problems arise, as well as the blocking/restoration factor

    Rules
    • No outside communication of any form
    • No editing posts
    • English only, please
    • Post at least once per in game Day. Two offenses of this will result in a modkill
    • Last wills not permitted, Death Notes permitted
    • Invisible Ink not allowed
    • Ask questions in lime text


    Potential Feedback

    Spoiler : Feedback :
    Hunter


    Self:
    ~~If visited two: "You successfully visited two plots of land. You now cannot visit two plots any more."

    Inspector


    Self:
    ~~If they camped out at a plot of land (option 1): "There was _____ units of supplies in the area you visited. *insert people who visited* have all visited the area of question."
    ~~If they tracked someone (option 2): "*insert target* has visited *insert area of choice* last night, and they hold ___ units of supplies."

    Spotter


    Self:
    ~~Upon using their action: "The people who have visited *insert area of choice* are *insert people who visited in order specified on rolecard*."

    Jumper


    Self:
    ~~At the beginning of night: "The chat for you and your target is *insert URL*."
    ~~If targeted by their target in any way: "You were targeted by the person you jumped, but you were immune to their actions."
    Target:
    ~~At the beginning of night: "You were jumped! The chat for you and the Jumper is *insert URL*."
    In the chat created:
    ~~If the target visits somewhere: "*insert person* has visited *insert area*."
    Other:
    ~~Anyone who tries to directly act on the target: "Your target was no where to be seen."

    Preservationist


    Self:
    ~~Used action: *insert areas restored* are now restored.
    Target:
    ~~Told of Preservationist's doings: The Preservationist comes up to you and tells you that *insert areas restored* are safe to travel in."

    Developer


    Target:
    ~~Killed: "You were killed last night by the Developer's actions!"

    Scavenger


    Self:
    ~~Successfully gets someone to die from "Preservationist": "Your ruse is successful - *insert person* has died due to your actions! You gain *person's number of supplies* due to this."
    Target:
    ~~Told of "Preservationist's" doings: The Preservationist comes up to you and tells you that *insert areas "restored"* are safe to travel in."

    Loyalist


    Self:
    ~~Chosen to not act N1: "Your indecisiveness has killed you!"
    ~~Chose to act N1: "You will be loyal to *insert square* for the rest of the game."

    Merchant


    Self:
    ~~Chat opens: "You contacted *target*. The chat is *insert URL*."
    ~~After chat ends: "You've sold *insert items* and got *amount of supplies* in exchange."
    Target:
    ~~Chat opens: "You have been contacted by the Merchant. The chat is *insert URL*
    ~~After chat ends: "You have bought *insert items bought* for *amount of supplies*."
    During the chat:
    ~~Target chooses to buy: "*target* has bought *insert item* for *amount of supplies*."
    *how to buy items will be specified in the chat itself

    General

    All: "You have ___ units of supplies left."
    If killed by starvation: "You have no supplies left, leaving you to die of starvation."


    Asked Questions

    Spoiler : Questions :
    None yet - be the first to ask!
    Last edited by Vantas; June 7th, 2014 at 12:33 PM.

    Spoiler : Game History :
    [X] S-FM Reverse Mafia - Mason Leader [L]
    [X] FM XXI - Drug Dealer [L]
    [X] S-FM "Do you even lift?"- Tardy Tim [L]
    [X] S-FM Deaths Deadly Damned Detroit - Doctor [W]
    [X] S-FM Double Agents - Mafioso [W]
    [X] S-FM Corrupt - Doctor [-]

  2. ISO #2

    Re: S-FM: Survivor's Game

    10/10 would play.

    /presign
    Quote Originally Posted by MattZed View Post
    deathworld's and RLVG's suicides made me lul. I take a lot of pleasure in knowing that I gave you an night action, and that you used it to kill yourself.
    Quote Originally Posted by yzb25 View Post
    At least Mesk has lewdy lefty and raunchy righty. You're not even Canadian.
    Quote Originally Posted by FM-Shocked Kirby Face View Post
    Deathworlds is simply better than us at this game. Don't kill them for that.
    Quote Originally Posted by Stealthbomber16 View Post
    fucketh me in the ass

  3. ISO #3

  4. ISO #4

  5. ISO #5

  6. ISO #6

    Re: S-FM: Survivor's Game

    This is in the back of the acceptance queue anyway, so its not going to start any time soon probably xD Though it's good you guys like it

    @Hyper I can explain the parts you don't get if you'd like. What are you confused about?

    Spoiler : Game History :
    [X] S-FM Reverse Mafia - Mason Leader [L]
    [X] FM XXI - Drug Dealer [L]
    [X] S-FM "Do you even lift?"- Tardy Tim [L]
    [X] S-FM Deaths Deadly Damned Detroit - Doctor [W]
    [X] S-FM Double Agents - Mafioso [W]
    [X] S-FM Corrupt - Doctor [-]

  7. ISO #7

  8. ISO #8

  9. ISO #9

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •