S-FM Batman II: Arkham Asylum
Following the death of the original Batman one year ago, a suitable heir to the Batsuit has been chosen. The new team, The Bat Family, has begun cleaning up the aftermath of the dissolution of the Falcone Crime Syndicate. New Intel, however, indicates that The Joker is plotting an escape from Arkham Asylum. With the help of Dr. Harleen Quinzel, The Joker has raised a small force inside the prison and has taken control.
It's up to Batman to stop the riot, and lock The Joker away for good.
Batman
Robin
Batgirl
The Joker
Harley Quinn
Thug
Thug
Thug
Thug
Thug
Thug
Thug
Killer Croc
Batman
- You may be sent for the factional arrest (night kill).
- You can go on the defensive, roleblocking anyone who attacks you.
Robin
- You may be sent for the factional arrest (night kill).
Batgirl
- You may be sent for the factional arrest (night kill).
The Joker
- Target one player at night, determining their loyalty.
- Detects players as either Loyal or Unloyal.
- Target one player at night, protecting them from attacks and roleblocking them.
- You are not informed if your target was attacked.
Harley Quinn
- Target one player at night, killing them.
- Limited to 1 use.
- Target one player at night, protecting them if they are attacked or arrested.
- You and your target's attacker die if successful.
- Pierces vest.
Thug
- No action.
Killer Croc
- You have a 1 use-auto vest.
- Target one player at night, killing them.
Order of Operatonis:
- Joker roleblock.
- Batman defensive.
- All kills.
- Joker checks.
Mechanics:
- Batman and his allies share a night chat.
- Batman and his allies have a factional nightly arrest (night kill).
- Days are 48 hours long.
- Nights are 24 hours long.
- Last wills and death notes are not permitted.
Rules:
- No quoting PMs from host.
- No out of game communication.
- Must be active: Must submit night action and participate in day chat.