Fallout
Setup adapted from FM XIII
War... War never changes....
Hidden Mafia
Hidden Mafia
Hidden Mafia
Hidden Neutral
Hidden Neutral
Sane Sheriff
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Hidden Town
Citizen
Citizen
Possible Hidden Town Roles: Citizen, Sheriff, Overseer, Detective, Lookout, Bus Driver, Doctor, Escort, Coroner, Journalist, Veteran, Mysterious Stranger, Armoursmith, Gunsmith, Mortician, Naive/Paranoid/Insane Sheriff, Spy, Watchman, Hitman, Bodyguard, Architect, Saboteur, Medical Student, Traumatised Surgeon, Sleuth, Mason Assassin, Mason Enforcer
Possible Hidden Mafia Roles: Godfather, Caporegime, Henchman, Framer, Consort, Janitor, Disguiser, Interceptor, Lawyer, Fabricator, Actress, Drug Dealer, Dirty Sleuth
Possible Hidden Neutral Roles: Jester, Executioner, Student, Amnesiac, Ghost, Survivor, Witch, Corrupt Journalist, Arms Dealer, Cult Leader, Serial Killer, Arsonist, Spree Killer
Special Mechanics:
- Starting Day 1, players will be randomly split into 2-3 Vaults.
- Players may not interact with other players in the other Vaults via communication nor actions.
- Vault chat is hidden, and will not be made public until post game.
- On Day 3, the Vaults will open the player base will combine.
- On Night 2, no actions may be taken while escaping the Vaults.
Game Mechanics:
- Days are 48 hours long, but may end any time after 24 hours if majority lynch is reached.
- Nights are 24 hours long.
- Game starts Day 1, no lynch. Day 1 is 24 hours long.
- Mafia shares a night chat.
- Cult shares a night chat.
- Masons share a night chat.
- Anonymous accounts will be used.
Factions:
Town - NCR (New California Republic)
The Enclave (Former U.S. Government)
Neutrals - Wastelanders
Neutral Killers - Wasteland Wanderers
ROLE CARDS:
Citizen
Abilities: Your power lies in the vote.
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Overseer
Abilities: You may PM the host to reveal yourself as the Overseer. Once you are revealed as the Overseer, your vote counts as three votes.
Pertinent rulings: Cannot be healed by a Doctor. Cannot be converted by the Cult. Cannot reveal as the Overseer until the surface section of the game.
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Sheriff
Abilities: At night you may check a single target. If your target is an NCR or Benign Neutral role they will come up as 'Not Suspicious'. Otherwise your target will come up as 'Suspicious'.
Pertinent rulings: You do NOT know what kind of Sheriff you are.
A Sane Sheriff will behave as normal.
A Naive Sheriff will see everyone as 'Not Suspicious'.
A Paranoid Sheriff will see everyone as 'Suspicious'.
An Insane Sheriff will see 'Suspicious' people as 'Not Suspicious' and vice versa.
All Sheriffs are NCR-aligned.
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Detective
Abilities: At night you may follow your target. If your target visited anyone that night, you will discover their target.
Pertinent rulings: Can follow the Detection-immune Godfather.
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Lookout
Abilities: At night you may observe a player. You will receive a list of everyone who visited your target during the night.
Pertinent rulings: Cannot see the Godfather.
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Bus Driver
Abilities: At night you may choose two targets. Your targets will be swapped, redirecting all actions on each target to the other.
Pertinent rulings: Your targets will be notified that they have been bus driven. Bus Driver cannot target self. If manipulated by a Witch, your first target specified (Target A) will be the target chosen by the Witch.
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Doctor
Abilities: At night you may heal one person. A heal will protect them from one attack (+1). A Doctor cannot prevent Cult conversion, but due to his high ethics cannot be converted to the Cult.
Pertinent rulings: Your target is not notified that he has been healed unless the heal successfully blocks an attack. You will only receive feedback from a successful heal.
You are not aware of what kind of Doctor you are. You may be a Medical Student or a Traumatised Surgeon.
Doctor: Heals as normal.
Medical Student: First night action may be a heal or a role-block (randomly determined). The following night actions will then alternate systematically between a role-block and a heal.
Traumatised Surgeon: Heals as normal, but will commit suicide after the second successful heal.
Pertinent rulings: The roleblock works the same way as an Escort and shares the same feedback message.
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Escort
Abilities: At night you may choose to block a player, preventing them from taking a night action.
Pertinent rulings: Your target is informed that they have been blocked.
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Coroner
Abilities: At night you may study the corpse of a dead player. You will discover their last will, role and previous night action targets.
Pertinent rulings: You will not discover the night numbers that your target took their actions, just the target names. If a player has been cleaned by a Janitor and a Lawyer's fake last will is still in effect on your target, you will receive the fake last will.
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Journalist
Abilities: During the day you may choose an Interview target. When night begins, your target will be informed that they have been selected to write an article which will be published anonymously the following morning to the whole town. You will not have a chance to read this article before it is published, but you may submit your own editorial alongside it (it will be clear as to which article is authored by whom).
Pertinent rulings: Article sizes must be reasonable.
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Veteran
Abilities: At night you are on alert, killing anyone who visits you.
Pertinent rulings: Always on alert.
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Mysterious Stranger
Abilities: At night you may shoot another player. You may not shoot anyone during the day. You have a limited capacity of one shot.
Pertinent rulings: You do not pierce night immunities.
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Armoursmith
Abilities: At night you may give a piece of armour to another player. Armour is a one-use item which can protect a player from a single attack (+1). Armour cannot prevent a culting.
Pertinent rulings: Your target does not receive the armour until the following day. The armour has no expiry date, but is used up as soon as it is activated whether it has successfully blocked an attack or not. A player may have multiple pieces of armour.
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Gunsmith
Abilities: You may give a gun to a player at night. Your target may use this one-shot gun to kill another player during the night. A player may own multiple guns.
Pertinent rulings: Your target does not receive the gun until the following day.
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Mortician
Abilities: At night you may examine the corpse of a dead player. You will discover any night actions they were targeted by.
Pertinent rulings: You may target the same corpse as a Coroner, though you will not be informed that a Coroner is also working on the body. You will NOT be informed on what nights the actions were taken against your target, just the cause of the actions.
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Spy
Abilities: Discovers the identity of someone targeted by a Mafia member during the night. This is randomized and requires no target from the Spy, but the ability is limited to two charges.
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Watchman
Abilities: At night you may choose to set yourself up in a vantage point overlooking the whole Town. The Watchman will be informed of how many night actions occurred during the night. Limited to two charges.
Pertinent rulings: If visited by a Framer, the Watchman's findings will be inaccurate. If someone is role-blocked, only the role-blocking action will be counted. A Godfather's actions are not counted.
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Hitman
Abilities: During the day you may offer your services to another player by PMing the Host. During the night your target may accept and send you out to kill a victim of their choosing. If they accept your services they will be role-blocked. If they decline they may act as normal and you will take no further action. Your services may only be accepted two times.
Pertinent rulings: Since the Hitman actually performs the kill, all actions (Detectives/Lookouts/Blocks/Veterans/Bodyguards etc.) will act as such. The Hitman is not informed of who he was sent to kill. If the Hitman is asked to target himself, he will not kill himself. A charge will be used up, however, and the Hitman will not receive any feedback messages to let him know that he was the target.
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Bodyguard
Abilities: At night you may choose to protect another player. If your target is attacked, you will prevent the attack and die in your target's place. You will also kill the attacker in a duel.
Pertinent rulings: Does not pierce night immunity.
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Architect
Abilities: During the day you may choose two players. At night you may speak to them. You will be anonymous to them, but they will know who each other are.
Pertinent rulings: The Architect chat is a single three-way discussion.
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Saboteur
Abilities: At night you may pick a target. If your target owns a weapon and can kill at night (Mysterious Stranger, Henchman, Veteran, someone with a Gunsmith's gun, etc.) their weapon will be tampered with and they will be killed.
Pertinent rulings: Does not pierce night immunity. A Mafioso will always be affected by the Saboteur, but other Mafia roles will only be affected if they are targeted by the Saboteur on the night they are sent out to kill. If a Gunsmith or Arms Dealer gives the Saboteur's target a weapon on the same night, the target will be killed. If the Saboteur targets an Arms Dealer they will both die due to the huge amount of weapons involved.
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Sleuth
Abilities: Can read the current last will of a living player at night. If he tries to read the last will of a Dirty Sleuth, Sleuth or Lawyer he will be told that the last will is indecipherable.
Pertinent rulings: If the Sleuth targets a player the same night a Lawyer does, the Sleuth will see the fake last will.
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Mason Assassin
Abilities: You may talk to your fellow Mason Enforcer at night. You may target a player and attempt to smite them - if they are culted then they will be killed. If they are not culted, or your target is the Cult Leader, your smite is unsuccessful.
Recruitment: If your Mason Enforcer is slain or you are alone, you may forfeit your ability to smite and instead attempt to recruit a Citizen to become the new Mason Enforcer. If your target is not a Citizen the recruit will be unsuccessful.
Pertinent rulings: Unsuccessful smites or recruits will not give feedback messages to the target.
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Mason Enforcer
Abilities: You may talk to your fellow Mason Assassin at night. You may target a player and intimidate them - an intimidated target cannot change their alignment that night. This can prevent culting, students from picking a mentor, or an Amnesiac remembering a role.
Recruitment: If your Mason Assassin is slain or you are alone, you may forfeit your ability to intimidate and instead attempt to recruit a Citizen to become the new Mason Assassin. If your target is not a Citizen the recruit will be unsuccessful.
Pertinent rulings: The intimidated target will receive a feedback message whether the intimidation was successful or not.
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Godfather
Abilities: You are the leader of your insertion team. You are immune to investigations and cannot be seen by Lookouts (but you can be followed by a Detective). You are immune to attack at night.
Pertinent rulings: You may decide who to send to carry out your Strike Force kill. If a faction member does not send me a night action you may decide who they use their abilities on. If the Strike Force Leader is killed another player will be picked to lead the faction, at random.
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Caporegime
Abilities: You may investigate a player at night and discover clues about their role.
Pertinent rulings: The 'clues' come in the form of investigation pairings.
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Henchman
Abilities: You have no other abilities other than the ability to be sent out for the mafia kill.
Pertinent rulings: If forced to use your ability (by Witch manipulation, etc.) you will kill. If this is independent from the planned mafia kill you will still be forced to kill.
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Framer
Abilities: Each night you may visit someone and disrupt any investigation results on them.
Pertinent rulings: If your target is checked by a Sheriff, the Sheriff will receive the opposite result. If your target is observed by a Lookout, the Lookout will receive false information. If your target is a Watchman they will receive false information. If your target is a Spy they will receive false information. If your target is being followed by a Detective, the Detective will receive false information.
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Consort
Abilities: You may role-block someone at night, preventing them from taking a night action.
Pertinent rulings: Shares feedback messages with the Escort, Medical Student, and any other role-blockers.
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Janitor
Abilities: At night you may target a living player. If your target dies during the night then their last will and role will be cleaned, and (???) will appear in the graveyard next to their name. You will not be informed of their role, but you will have sole possession of their last will. Limited to two successful cleanings.
Pertinent rulings: Targeting a player during the night who does not end up dead counts as an unsuccessful cleaning and does not use up a charge.
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Kidnapper
Abilities: At night you may choose two targets. Your targets will be swapped, redirecting all actions on each target to the other.
Pertinent rulings: Your targets will be notified that they have been bus driven. Kidnapper cannot target self. If manipulated by a Witch, your first target specified (Target A) will be the target chosen by the Witch.
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Disguiser
Abilities: During the night you may attempt to kill someone. If you are successful, you will disguise yourself as your target.
Pertinent rulings: This is independent from the planned strike force kill. You will gain access to your target's account and persona, but none of their PMs. Your precious account will die and end up in the graveyard with its role cleaned (indistinguishable from a janitor clean). You may only successfully disguise once.
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Interceptor
Abilities: At night you may trap a player's house. If another player visits your target, then the visitor will be attacked (-1). If more than one player visits your target then the kill is randomly selected, and the other visitors are given the Interceptor's identity. Limited to one successful kills.
Pertinent rulings: This is independent from the planned strike force kill. A player is not informed when an Interceptor traps their house. If the Interceptor and the Spree Killer trap the same target, they will both attack each other and the Spree Killer will learn the name of the Interceptor. You may trap a the house of a fellow faction member.
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Lawyer
Abilities: At night you may target a player and change their last will. If they die during the night or a Sleuth targets the same player, then the fake last will is the last will that is published.
Pertinent rulings: The last will is only faked on the night that the player is targeted by a Lawyer. A Lawyer can target dead people, and a Coroner will discover the last will. If a Lawyer targets a player who is lynched the following day and does NOT update their last will during the day, then the fake will is still in effect.
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Fabricator
Abilities: If you are sent to perform the strike force night kill, you may fake the cause of death. The Fabricator can choose any feedback message to be displayed in the graveyard as the cause of death.
Pertinent rulings: Can make a kill look like a Mysterious Stranger kill, Gunsmith pistol shot, Veteran kill, Bodyguard kill, Hitman contract, Saboteur explosion, Mason Assassination, strike force kill, Interceptor kill or Wasteland Wanderer kill.
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Actress
Abilities: At night you may target a player. If you die, through any means, you will appear in the graveyard as the role of your target.
Pertinent rulings: You will appear as your latest target. Your acting role disguise will stay in effect indefinitely - you do not need to have visited anyone on the night you die or the night before you get lynched.
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Drug Dealer
Abilities: You may administer drugs to one person per night. Your target will receive a fake feedback message of your choice.
Pertinent rulings: You may choose from these drugs:
Bus Driven
Attacked and Healed
Role-blocked
Received Armour
Received Gun
Annoyed by Jester
Witched
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Dirty Sleuth
Abilities: Can read the current last will of a living player at night. If he tries to read the last will of a Dirty Sleuth, Sleuth or Lawyer he will be told that the last will is indecipherable.
Pertinent rulings: If the Dirty Sleuth targets a player the same night a Lawyer does, the Dirty Sleuth will see the fake last will.
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Jester
Abilities: You may choose to visit someone at night and 'annoy' them. You may leave a message with your target, which must be 20 words or less.
Pertinent rulings: If you are lynched, a third of all the players who voted to lynch you (rounding up) will suicide that night.
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Executioner
Abilities: You have no night-time abilities. You are immune at night. You will be provided with your targets name at the beginning of the game.
Pertinent rulings: Target is always NCR.
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Student
Abilities: At night you may choose a Mentor. You will share a night chat with your Mentor, and when your Mentor dies you will inherit his abilities.
Pertinent rulings: You may only choose one Mentor. He may be chosen on any night, and you will immediately inherit his alignment and objectives. Cannot target: Overseer, Ghost, Cult Leader. It is not publicly announced when a Mentor is chosen.
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Amnesiac
Abilities: At night you may 'remember' a role in the Graveyard. You will inherit the victory conditions and abilities of that role.
Pertinent rulings: Amnesiac can remember ANY role. If remembering a Cult Leader, the Amnesiac will not inherit the old Cultists but will create a new Cult (same restrictions apply, old Cultists can be converted). It is announced publicly when an Amnesiac remembers a role (but the role itself is not announced).
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Ghost
Abilities: After you die, you may choose a player at night to possess. You may use their account to talk in day chat and vote. Your target's ability is not used on the night that you possess them, but when day chat ends you leave their body, giving them back control of their night action unless they are possessed again.
Pertinent rulings: Can possess a living player on the night that they are lynched. If killed at night must wait until following night. If target dies during a night the possession is unsuccessful.
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Survivor
Abilities: You have four vests, which can each protect you from a single attack.
Pertinent rulings: If you choose to use a vest during the night, that vest is then used up whether it blocked an attack or not.
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Witch
Abilities: At night you may manipulate your target and choose a new target for their night action. Your target is informed that they have been manipulated, but is unaware of their new target.
Pertinent rulings: You will force your target to use their primary ability. If you manipulate a Citizen, role with no charges left or another role with no night action, your target will still visit the other player but no action will be taken. If you manipulate the Mafia member that is sent out to kill, you will manipulate the kill.
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Corrupt Journalist
Abilities: During the day you may choose an Interview target. When night begins, your target will be informed that they have been selected to write an article which will be published anonymously the following morning to the whole town. You will not have a chance to read this article before it is published, but you may submit your own editorial alongside it (it will be clear as to which article is authored by whom).
Pertinent rulings: Article sizes must be reasonable.
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Arms Dealer
Abilities: At night you may give a gun or a bulletproof vest to another player. These are indistinguishable from the guns and armour handed out by Armoursmiths and Gunsmiths.
Pertinent rulings: Your target does not receive the item until the following day. If a Saboteur targets you, both you and the Saboteur will die. A target may own multiples of the same item.
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Cult Leader
Abilities: You are the leader of an evil cult. At night you may attempt to recruit another player into the cult. Your recruit retains their abilities, though their alignment changes. If you die half of your cult will die with you, rounding up. You have a one-use auto-vest.
Pertinent rulings: You cannot recruit any Strike Force members, Masons or the Overseer.
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Serial Killer
Abilities: You may kill someone at night. You are immune at night.
Pertinent rulings: Kills roleblockers.
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Arsonist
Abilities: At night you may douse a player in petrol. You may choose to ignite all of your victims at any time by PMing the Host. You have night immunity. Your kills pierce healing and immunities. You may choose undouse yourself or another at night instead of dousing.
Pertinent rulings: Players are not informed that they are doused. Any Arsonist choosing to ignite will ignite ALL doused victims, not just the players they doused themselves. Someone who has been doused twice (by separate Arsonists or twice by the same Arsonist) will have their role cleaned when they are ignited.
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Spree Killer
Abilities: You may visit a player at night. Everyone who visits that player will die.
Pertinent rulings: Immune at night.
Rules:
- No private messages or reputation messages.
- No communication about the game outside of the game chat provided. If you want to say 'Lol if I had a gun I would shoot -Player X-' then say that in day chat instead of cheating on skype like a coward.
- No direct quoting of PMs or night chats.
- No posting videos during the day, they will be accepted in last wills though.
- No NSFW images. Small images are okay in moderation. Medium to large images must be in spoiler tags.
- Lying about mechanics is acceptable but I will not purposely mislead anyone if they ask me a question to cover for your lie.
- After day/night 0 you may not change your avatar.
- No invisible ink, secret codes must be ratified with me.
- You may not claim a COM/Forum identity, nor may you ask for someone else's identity (or accuse someone to belong to an identity). The only exception is in the mafia team night chats, and even then it is more fun if there are no claims.
- Have fun. This is an order.
- If you are worried your strategy may seem like game-throwing, clear it with me first.
Modkills:
Being AFK or extreme lurking will be handled via the Radio Interview/Free Lynch mechanic. I will still be around to modkill anyone who I perceive to be cheating. If you are unsure about something, ask before you do it.
Language:
I cannot control the language you use, but please keep it respectful. If you think use of the words n**ger or f**got are funny then don't complain if I unleash my own particular sense of humour upon you.
Communication with the Host:
No screenshots may be taken of any PMs from me. I do encourage you to communicate with me privately during the game, it's natural to want to discuss things with someone and I would rather you sent me your thoughts on the game than be tempted to discuss it with someone elsewhere. The more you communicate with me, the more your behaviour may be understood - a gambit which ended horribly may still earn you kudos if you entered into it soundly At the end of the day hosting a game is a lonely activity and I want some excitement too!
Lynches:
Lynches are done using the [VOTE]Name[/VOTE] tags.
Lynch majority:
Lynch majority (where one is required) is calculated based on the number of current players with eligible votes (50.1%)
Questions:
I will only answer questions posed in GREEN.
Death notes:
Each mafia team and the neutral killers may leave a death note if they want to. No one else may leave a death note.
Last Wills and actions:
All last wills and actions should be PM'd to the Host, labelled appropriately.
Feedback messages:
There are no standardized feedback messages - asking someone to quote a feedback message is a terrible and lazy form of scumhunting and will NOT help you.
Leaving the Vaults:
When the surface game begins, I will publish a list of dead players. This list will NOT include cause of death, time of death or even role/alignment. You will have to rely on feedback from the vaults for this information.
In a similar vein, I will not be publishing any vault role lists or any vault information.
Players may copy & paste any information they want to from the vault chat - no direct quotes or archived summaries are allowed, but manually quoting is fine if the text within is copied & pasted.
Order of Operations:
Journalist approaches target for an interview
Night groups get together to talk (including Architect)
People put on vests and armor
Watchman sets up
Veteran goes on alert
Spree Killer traps target
Interceptor traps target
Escort / Consort / Medical Student Blocks Escorts / Consorts / Medical Student
Witch manipulation
Lookout moves to target / Detective follows target
Bus Driving / Kidnapping
Escort / Consort / Medical Student Blocks other roles
Hitman offers contract
Framing / Lawyering
Sleuthing / Dirty Sleuthing
Actress visits target
Investigations
Saboteur moves to target
Bodyguard moves to target
All Kills (-1)
Heals
Autopsies
Cleaning / Disguising
Jester visit
Drugs take effect
Give Items
Mason visits
Cult visits
Amnesiac remembers his role
Spy discovers scum target
Ghost possession
Death Descriptions:
These are the various types of kill sources that will be identified -
Vigilante kill
Pistol shot (gunsmith/arms dealer weapon kill)
Saboteur explosion
Veteran kill
Hitman contract kill
Bodyguard duel
Mason assassination
Strike Force kill (Enclave/Brotherhood of Steel kill, normal or Interceptor, no difference)
Suicide (Jester suicide, Cult suicide, Puppet suicide, normal suicide, etc., no difference)
Wasteland Wanderer kill (neutral killer death, no difference between them)
Cleaned kill (Janitor clean, Devourer clean, Disguiser jump, etc.)
Schedule:
GAME START
Day 1 -- 24 Hours -- No Lynch
Night 1 -- Regular Night
Day 2 -- 48 Hour -- Majority Lynch
Night 2 -- 24 Hours -- No Actions
Day 3 -- 48 Hours - Majority Lynch -- Vaults Combine
Night 3 -- Regular Night
Day 4 -- Regular Day
*REST OF GAME PROCEEDS NORMALLY