S-FM Magellan (15P)
Magellan Officers (Town)
Geneticist
Hidden Officer (Killing)
Hidden Officer (Support)
Hidden Officer (Support)
Ensign
Ensign
Ensign
Ensign
Ensign
Ensign
Brookmond Agents (Mafia)
Strike Team Leader (Support Agent)
Hidden Support Agent
Hidden Killing Agent
Neutrals
Hidden Neutral Benign
Hidden Neutral Evil
Role Cards
Spoiler : Role Cards :
Spoiler : Magellan :
Originally Posted by EnsignRole: Ensign (Citizen)
Description: You are a low-ranking officer aboard the Magellan, an exploration vessel returning from a mission in the Outer Oort Cloud. You serve the Republic of Orcus as a naval officer.
Ability: None
Originally Posted by GeneticistRole: Geneticist (Coroner)
Description: You are a genetics expert serving the Republic of Orcus. You were stationed aboard the Magellan as part of research efforts to investigate rumours of prehistoric alien activity in a distant part of the Oort Cloud. You were forced to conceal your identity after it was discovered that the Kingdom of Brookmond had infiltrated your vessel...
Ability: Check a dead player at night, learning their role, alignment, last will, and all of their targets, as well as the roles of all of those who visited them.
Special: Twice per game, you may anonymously reveal your target's faction to the entire town during the day.
Special: There can only be one Geneticist, whether dead or alive, in the game.
Originally Posted by Covert OperativeRole: Covert Operative (Sheriff) - Support
Description: You are a secret agent of the Republic of Orcus, stationed on the OEV Magellan. You are responsible for ensuring the safe return of the Magellan; to protect your identity, nobody onboard knows who you are. You have access to an experimental mind probe, a device that can sweep a person's mind and can be used to essentially read their thoughts or emotions.
Ability: Check a player's alignment at night.
Special: You can only do this twice per game.
Originally Posted by Chief Security OfficerRole: Chief Security Officer (Jailor) - Killing
Description: You are an ambitious navy officer, working his way up the command chain. The task of safeguarding the Magellan on her journey back home has been delegated to you; now that not all of your crewmembers are what they appear to be, you are needed more than ever.
Ability: Select a player to jail during the day. You may anonymously speak to your target at night.
Special: Once per game, you may optionally execute your captive.
Originally Posted by Marine LieutenantRole: Marine Lieutenant (Vigilante) - Killing
Description: You're the commander of a platoon of marines onboard the OEV Magellan. You and your men responded to the initial explosion in the life support module; most of your men perished whilst trying to seal the hull breach. You've assumed a new identity, known only to your fellow troopers, and have been keeping in touch with your subordinates, biding your time to strike the enemy...
Ability: Attack a player at night.
Special: You can only use your ability once per game.
Originally Posted by CaptainRole: Captain (Mayor) - Support
Ability: Reveal yourself during the day, becoming confirmed town and gaining one additional vote.
Special: There can only be one Mayor, whether dead or alive, in the game.
Originally Posted by First MateRole: First Mate (Mason) - Support
Ability: None
Special: You are a night chat with the Boatswain; you and the Boatswain are confirmed town to each other.
Special: If the Boatswain gets disguised, you will NOT be informed until the following night.
Special: Cannot spawn without a Boatswain. There can only be one First Mate, whether dead or alive, in the game.
Originally Posted by BoatswainRole: Boatswain (Mason) - Support
Ability: None
Special: You are a night chat with the First Mate; you and the First Mate are confirmed town to each other.
Special: If the First Mate gets disguised, you will NOT be informed until the following night.
Special: Cannot spawn without the first Mate. There can only be one Boatswain, whether dead or alive, in the game.
Originally Posted by NavigatorRole: Navigator (Architect) - Support
Description: You're a spaceflight engineer with expertise in navigational systems and artificial intelligence, serving as the head navigator of the Magellan.
The Magellan uses a highly-advanced artificial intelligence system to chart, and correct, flight paths in real-time.
Unbeknownst to most, it is so powerful it essentially has a mind of its own. It uses a neural interface to communicate with users; whilst incredibly powerful, it takes time getting used to it - and one needs to be finely tuned to the system to be able to gracefully interface with it.
Being the navigator, you are in a unique position to utilise this technological marvel.
You can use it to establish a temporary neural connection with a player of your choice.
Ability: Interface with the ship AI at night, giving yourself and another player a temporary day-and-night chat that lasts until the end of the next phase.
Special: You may not reveal your identity in your chat.
Spoiler : Brookmond Agents :
Originally Posted by Strike Team Leader
Role: Strike Team Leader (Godfather)
Description: You are the leader of the Brookmond infiltrators, disguised as a low-ranking naval officer aboard the OEV Magellan. Your team was sent to infiltrate the vessel, as intelligence analysts suspect that it has been sent on a top secret exploration mission of unknown objectives.
Ability: You override the factional ability vote.
Special: You share a night chat with the rest of the Brookmond agents.
Special: You are immune to detection, and appear to be an inactive Ensign to investigative Roles.
Special: At the start of the game, in addition to your primary role, you will receive a secondary role from the Support Agent class.
You will therefore receive the benefits of both, and will be able to carry out your secondary role's night action.
There can only be one Strike Team Leader, whether dead or alive, in the game.
Originally Posted by Mentalics Expert
Role: Mentalics Expert (Framer/Architect) - Support
[Description: You are a Mentalics Expert, an individual with rare, but weak, psionic abilities. You can work "changes" in the neural makeup of an individual, thereby clouding their thoughts or making certain thought patterns appear to be more significant than they really are.
Ability: Minimally change a player's emotions, causing them to appear to be of an alignment of your choosing to investigative Roles. You can only do this twice per game, and the effect is permanent.
Ability: Give yourself and another player a temporary day-and-night chat that lasts until the end of the next phase.
Special: You share a night chat with the rest of the Brookmond agents.
Special: You can only use one of your abilities per night.
Originally Posted by Biotech ExpertRole: Biotech Expert (Consort) - Support
Description: You are an expert in biotechnology, specialising in biological warfare. At night, you may sneak into the ship's medlab and steal the raw materials necessary to concoct a temporarily-paralysis-inducing agent.
Ability: Concoct a paralysis solution and give it to a target of your choice.Originally Posted by Computer Specialist
Role: Computer Specialist (Sleuth) - Support
Description: You are the Strike Team's expert in networking and server security, tasked with accessing the research server aboard the Magellan and find out more about the expedition. You've been issued a custom-built trojan virus targeted specifically at ship-board systems and terminals.
Ability: Read a player's last will.
Special: You may only do this once per game.
Originally Posted by Nanite Tech Expert
Role: Nanite Tech Expert (Motion Detector) - Support
Description: You are an agent specialised in handling nanotechnology. You have access to a squadron of nano-drones outfitted with simple jump jets and sophisticated sensor arrays.
Ability: Send your swarm of drones to a player's quarters at night, learning if and how many people were in their room that night. Players that take no action are considered to be in their room; the Chief Security Officer is not in their room when they jail someone, and the Navigator is considered to be on the bridge when they interface with the ship AI.
Special: You share a night chat with the rest of the Brookmond agents.
Special: You may only do this twice per game.
Originally Posted by Clone Commando
Role: Clone Commando (Disguiser) - Killing
Description: You are a vat-grown clone, bred for combat. Due to your unique biochemical makeup, you can change your outward physical appearance at will, allowing you to near-perfectly imitate another person's appearance.
Ability: Assassinate a player at night, disguising yourself as them.
Special: You share a night chat with the rest of the Brookmond agents.
Special: You can only do this once per game.
Originally Posted by Interrogator
Role: Interrogator (Kidnapper) - Killing
Description: You are a master interrogator working for the Kingdom of Brookmond.
Ability: Select a player to jail during the day. You may anonymously speak to your target at night.
Special: Once per game, you may optionally execute your captive.
Special: You share a night chat with the rest of the Brookmond agents.
Spoiler : Neutral Benign :
Originally Posted by CloneRole: Clone (Amnesiac)
Description: You are a genetically-engineered human, stored aboard the Magellan as an organ repository. When the Brookmond infiltrated the ship, your pod was destroyed and you escaped. Faced with real life for the first time, you must decide who to support (if anyone) in this struggle for the ship.
Ability: Visit the morgue at night, and take up the role and faction of a target there.
Special: You cannot become a killing role (this includes the Turncoat if they’ve decided to side with themselves), the Captain, the First Mate, the Bosun, or the Coroner.
Special: Being a clone with an unusual biochemical makeup, you cannot be role blocked.
Originally Posted by Bounty HunterRole: Bounty Hunter (Executioner)
Description: You are a mercenary currently in the employment of an unknown patron, tasked with assassinating one of the officers aboard this vessel.
Your mission is to eliminate your target by having them executed for treason.
Ability: Stalk a player's quarters at night, intercepting all visitors and making them visit you instead.
Special: You will be given a target on night zero; you have to get them lynched during the day.
Special: You have a one-use autovest.
Special: You can only use your ability once per game.
Originally Posted by AndroidRole: Android (Lover)
Description: You are an advanced android model, indistinguishable from a human in most respects. You were reprogrammed by a member of the crew to serve as their personal bodyguard. However, as you are bound by the Three Laws of Robotics, you are not allowed to harm another human being, limiting your protection capabilities.
Special: If you hammer a player, your positronic brain will short-circuit itself and you will die.
Ability: Protect a player at night, rendering them completely immune to all night actions.
Special: You may only do this once per game.
Special: If your target dies at any point during the game, you will die.
Special: You share an anonymous night chat with your target.
Spoiler : Neutral Evil :
Originally Posted by TurncoatRole: Turncoat (Scumbag)
Description: You are a grandmaster Brookmond double agent, posing as a crew member of the Magellan. You've been away from Brookmond for so long that you've started wondering whether it's really worth it to continue your mission at this point. However, you cannot simply walk away; the Republic of Orcus knows who you are, and will stop at nothing to hunt you down and kill you. Therefore, whether you choose to support your old masters or not, you must eliminate the Orcan crew... thereby staging your own death. Alternatively, if you choose to support the Brookmond strike team, you will escape with them from the ship.
Special: At the end of D1, you must pick your exact wincon: either eliminate everyone else, or win with the Brookmonds.
Special: If you choose to side with the Brookmonds, you do not gain access to the Brookmond night chat.
Ability: If you choose to go solo, you will gain the ability to publicly reveal someone's role during the day, along with a one-use autovest, and a two-use day gun that you may use to kill someone during the day (without revealing their role).Originally Posted by HackerRole: Hacker
Description: You are a disgruntled technician, working aboard the Magellan. You have no great love for the Republic of Magellan, and instead are secretly a Brookmond sympathiser.
You are well-acquainted with the ship's electronics and server technology.
Ability: Hack into a target's computer at night, observing them learning what feedback they received that night.
Potential Feedback
Spoiler : Feedback :
Originally Posted by Covert OperativeYou ran a mental sweep of [SUBJECT]'s brain, determining that they are:
Loyal
Treasonous
Apathetic
Originally Posted by NavigatorInterfacing with the ship AI last night, you telepathically sent [TARGET] the following message tonight:
[MESSAGE]Originally Posted by Marine LieutenantYou summoned your men to the armoury last night, and armed yourself to the teeth.
You attacked [TARGET] last night, and a massive firefight ensued. Some of your men died; the others were forced to go into hiding to escape retaliation.
You can no longer call upon them from now on.
You managed to kill [TARGET] last night.
Originally Posted by Boatswain/First MateYou notice the [THIS.GETPARTNER] has suddenly stopped talking to you. And when you went to the designated meeting spot, they were nowhere to be found. They must've been disguised!
Originally Posted by CoronerYou performed an autopsy on [TARGET] last night. With the help of nano tools as well as security cam footage, you've deduced that they were a/an [ROLE], a/an [MEMBER OF FACTION]. You also managed to get a hold of their personal logs, and you managed to discover the last log they wrote before they died:
[LAST WILL]
In addition, the security cam footage shows them visiting [X, Y, Z]; physical artefacts on their body suggest they were visited by [RoleX, RoleY, RoleZ].
Originally Posted by RoleblockedAfter retiring to your room for the night, you collapsed on the floor, lying paralysed for the entire night.
You notified the Chief Medical Officer, and it was discovered that someone had stolen chemical agent from storage.
As a result, the lab was promptly locked down.Originally Posted by CloneYou visited the morgue last night, and assumed [TARGET]'s role. They were a: [ROLE].
You visited the morgue, and investigated [TARGET]. They were an important person of some sort. You decide it wouldn't be a good idea to assume their role - far too many people know them well.Originally Posted by HackerYou hacked your targets neural net through their workstation, and learnt that they received the following feedback: [FEEDBACK]Originally Posted by Mentalics Expert/NavigatorAn alien stream of thoughts surfaced on your consciousness.
Now, you find yourself in a formless void; you spot the faint outline of a person in the distance.
They greet you, and inform you that you are now telepathically linked together for a limited period of time.
[LINK TO CHAT]Originally Posted by JailedYou woke up with a mask, covering your eyes, in an unknown location.
You have been kidnapped!
[LINK TO CHAT][/QUOTE]Originally Posted by DaykilledYou were poisoned with a highly toxic compound.
In spite of the medics' attempts to save you, you died.
You may not post anymore, and you have to cancel your vote.
Originally Posted by Disguised[COLOR=FFFFFF
You attacked [TARGET] last night in their room. You took on their appearance and placed their body in the morgue, making sure to force one of the dead clones to take on your appearance.
From now on, you will be using [TARGET]’s account to post.
[/COLOR]
Order of Operations
0. Interrogator jails; Interrogator executes
1. Chief Security Officer jails; Chief Security Officer executes
2. Biotech Expert role blocks
3. Mentalics Expert/Navigator create chat
4a. Android protects; Autovests are used; Bounty Hunter stalks
4b. Brookmond Agents attack
5. Marine Lieutenant attacks
6. Clone Commando disguises
7. Mentalics Expert frames
8. Covert Operative investigates; Nanite Tech Expert investigates
9. Geneticist checks dead target
End of Night. Computer Specialist reads last will; Clone remembers role; Hacker gets target feedback
Mechanics
Day one lasts 72h. Lynching is disabled for the first 24 hours on D1, with that period being reserved for discussing the lynch type.
All other days last 48 hours, nights last 24 hours.
Nightkills are disabled on N1.
The Brookmond Agents share a night chat, and a factional nightkill with a cooldown period of one night. Players killed with the factional kill do not flip a role or alignment.
The lynch type can be picked on D1. You have to send the host a PM.
You may choose one of the following lynch types:
Spoiler : Lynch Types :
Majority: Lynch requires >50% of total votes. Ties resolved by RNG.
Plurality: The player with the most votes is lynched at EoD.
Hammering is disabled.
Plurality w/ Majority: Same as plurality, but with an extra majority rule: if a player attains >50% of the votes, they are lynched.
Condorcet: Instead of voting for one player, you rank players in order of who you want lynched. The candidates are then compared to each other on a pair-by-pair basis; the candidate that wins the most 1v1 pair duels is lynched. Hammering is disabled.
Lynch is mandatory.
Players' role and alignment are revealed upon being lynched.
Last wills allowed.
Anonymous accounts.
Suicide not allowed.
The Ten Commandments
1. Thou shalt not game throw, pretend, or threaten to game throw.
2. Thou shalt not grief.
3. Thou shalt be active; a minimum of 10 posts is required every day.
4. Thou shalt not OGC.
5. Thou shalt use white when addressing the host.
6. Do not use this color: example;it is reserved for the host. Use it, and ye shall be smitten.
7. Keep it PG-13, images/videos/links etc are allowed in moderation.
8. Do not edit your posts.
9. No COMhunting, no COMclaiming.
10. Have fun!
Win Conditions
Magellan Officers: Eliminate the Brookmond Agents and the Neutral Evil.
Brookmond Agents: Eliminate the town. At least one Brookmond agent must make it to the end of the game.
Bounty Hunter: Your target must be lynched during the day. You must survive to the end of the game.
Turncoat: Choose your wincon at the end of D1.
If you choose to go solo, eliminate everyone else (apart from other Neutrals) and survive to the end.
Otherwise, the Brookmond agents must win, and you do not need to survive to the end.
Android: Your target must survive to the end. You do not need to survive
Hacker: Survive and see the town lose the game.
Clone: Survive to the end; if you pick a new role from the graveyard, you inherit its wincon.
Spoiler : Changelog :Changelog 13/12/2019
-The Boatswain/First Mate are now told if their partner was disguised, after a 48 hour delay (so they are only informed on the following night).
Changelog 15/12/2019
-Added Navigator (Spy) to Magellan Officers
-Added Communications Expert (Crier) to Brookmond Agents
-Added Nanite Tech Expert (Motion Detector) to Brookmond Agents
-Changed Faction Colours to more accurately reflect national flags and symbols
-Role List Formatting looks significantly better now
-Added Feedback messages for a few roles
-Added Android (Amnesiac) to Neutral Benign
Changelog 22/12/2019
Added Assassin (Disguiser) to Brookmond Agents
Changelog 05/01/2020
Added Interrogator (Kidnapper) to Brookmond Agents
Changelog 08/03/2020
Renamed Coroner to Geneticist
Changelog 10/03/2020
Changed Navigator:
-removed the ability to read Mafia chat at night
-instead, the navigator can send one-way anon PMs at night.
Changed Communications Expert:
-renamed to Computer Specialist;
-removed the ability to post anonymous crier-style messages.
-instead, the computer specialist can now, once per game, read a player's last will.
Changed Mentalics Expert:
-can now send private messages.
-this ability does not use up charges, and may be used in conjunction with any of the other two abilities.
Changelog 01/04/2020:
Split Mentalics Expert into two roles:
-a default Mentalics Expert that can frame people, and send PMs at night
-and a Biotech Expert who can role block people
-accordingly, the Mentalics Expert can no longer role block
Changed Amnesiac:
-renamed to Clone
-removed immunity to framing/investigation
Added Turncoat:
-Neutral Evil
-can pick own wincon on D1
-based on picked Wincon, either has no ability (but wins with the mafia, even if dead),
or has a one-use day gun, a one-use auto-vest, and may publicly reveal someone's role during the day (but has to survive to the end and eliminate everyone apart from the other neutral)