McJesus
June 17th, 2012, 01:47 PM
Terrorists:
Terrorist Leader
Bodyguard
Secret Agents:
Vigilante
Jailer
Bystanders (rest of the town):
Doctor
Citizen
Citizen
Citizen
The Black Market (Neutrals):
Gun Merchant
Armour Merchant
Information Merchant
The premise of the game is there the terrorists have a bomb and you have 72 hours to stop them. Well like this, night 1, day 1, night 2, day 2, night 3, day 3 and then the bomb goes off and the terrorists win. Killing the terrorist leader stops the bomb.
Rolecards:
You are the Terrorist Leader! You have the ability to talk with your terrorist teammate and shoot someone at night (-1). Victory depends on you surviving until the bomb goes off.
You are the Bodyguard! You have the ability to guard someone at night and talk with your terrorist teammate. If the person you guard is attacked you will absorb the attack and attack the attacker (-1). If you are attacked multiple times you will only attack the first person who shot back.
note: First person who shot goes in this order 1. vigilante 2. terrorists 3. people with guns
You are the Vigilante! You have the ability to shoot someone at night (-1). You have two shots and cannot shoot day 1.
You are the Jailer! You have the ability to ambush someone at night and capture them. Jailing someone roleblocks them and provides them with immunity from outside attacks. You can choose to execute your captive if you wish, you have one execution.
You are the Doctor! You have the ability to heal someone at night (+1), possibly saving them from death.
You are a Citizen! You have the ability to vote, just like everyone else.
You are the Gun Merchant! You have the ability to give someone a gun allowing them to shoot someone (-1). You cannot give a gun to yourself. Your alignment is terrorists/town.
You are the Armour Merchant! You have the ability to give someone armour allowing them to protect themselves (+1). You cannot give armour to yourself. Your alignment is terrorists/town.
Note: The gun and armour merchants will have opposite alignments. If one is town aligned the other will be terrorist aligned. Alignment will NOT be revealed in information merchant investigations or in the graveyard.
You are the Information Merchant! You have the ability to find someones exact role and sell that information to the player of your choice. If you do not pick a player your actions will be chosen by random.org. Your objective is to survive regardless of if the bomb goes off.
Order of Operations:
1. Jailer executes
2. Gun Merchant sells Guns
3. Armour Merchant sells Armour
4. Investigator Sells information
5. Vests are Used (+1)
6. Bodyguard Guards
7. Kills (-1)
8. Doctor Heals (+1)
9. Jailer Releases
Terrorist Leader
Bodyguard
Secret Agents:
Vigilante
Jailer
Bystanders (rest of the town):
Doctor
Citizen
Citizen
Citizen
The Black Market (Neutrals):
Gun Merchant
Armour Merchant
Information Merchant
The premise of the game is there the terrorists have a bomb and you have 72 hours to stop them. Well like this, night 1, day 1, night 2, day 2, night 3, day 3 and then the bomb goes off and the terrorists win. Killing the terrorist leader stops the bomb.
Rolecards:
You are the Terrorist Leader! You have the ability to talk with your terrorist teammate and shoot someone at night (-1). Victory depends on you surviving until the bomb goes off.
You are the Bodyguard! You have the ability to guard someone at night and talk with your terrorist teammate. If the person you guard is attacked you will absorb the attack and attack the attacker (-1). If you are attacked multiple times you will only attack the first person who shot back.
note: First person who shot goes in this order 1. vigilante 2. terrorists 3. people with guns
You are the Vigilante! You have the ability to shoot someone at night (-1). You have two shots and cannot shoot day 1.
You are the Jailer! You have the ability to ambush someone at night and capture them. Jailing someone roleblocks them and provides them with immunity from outside attacks. You can choose to execute your captive if you wish, you have one execution.
You are the Doctor! You have the ability to heal someone at night (+1), possibly saving them from death.
You are a Citizen! You have the ability to vote, just like everyone else.
You are the Gun Merchant! You have the ability to give someone a gun allowing them to shoot someone (-1). You cannot give a gun to yourself. Your alignment is terrorists/town.
You are the Armour Merchant! You have the ability to give someone armour allowing them to protect themselves (+1). You cannot give armour to yourself. Your alignment is terrorists/town.
Note: The gun and armour merchants will have opposite alignments. If one is town aligned the other will be terrorist aligned. Alignment will NOT be revealed in information merchant investigations or in the graveyard.
You are the Information Merchant! You have the ability to find someones exact role and sell that information to the player of your choice. If you do not pick a player your actions will be chosen by random.org. Your objective is to survive regardless of if the bomb goes off.
Order of Operations:
1. Jailer executes
2. Gun Merchant sells Guns
3. Armour Merchant sells Armour
4. Investigator Sells information
5. Vests are Used (+1)
6. Bodyguard Guards
7. Kills (-1)
8. Doctor Heals (+1)
9. Jailer Releases