S-FM The Thing (12P)
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    S-FM The Thing (12P)


    S-FM The Thing (1982)
    Role List
    Norwegian Expedition (Humans)
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human
    Hidden Human

    The Thing
    Original Thing

    Survivalist
    Hidden Survivalist

    Rolecards

    Hidden Human: Can be any human role in the game, apart from Station Commander.
    Spoiler : Norwegian Expedition :

    Expedition Member (Citizen)
    You have power in the vote.
    Station Commander

    Ability 1: Can attack someone at night. One charge per player. Has a global cool down period of 2 days, regardless of the number of SCs elected. If you are a Thing, you cannot target the Original Thing at night.

    Ability 2: You can alternatively forfeit your night kill in exchange for the ability to target someone during the day. If they are a Thing/the Original Thing, they will die. Otherwise, you will die. This ability has the same cool down period as your night ability.

    Mechanics: The new Station Commander will be informed during the ensuing night of the status of their charges and whether the cool down period on their ability has ended or not. You cannot be killed at night by a Thing. If both the Original Thing and a Thing choose to visit you the same night, you, along with the Original Thing, will be killed.

    Upon election, you temporarily lose your former role. Should a new Station Commander be elected, you will regain your former role's night ability. The Original Thing is not affected by this, in that it does not lose its secondary role's night ability while Station Commander.
    Bartender

    Ability: Can give out drinks, roleblocking a player at night. Three charges.
    Drug Dealer (Mason Leader)

    Ability: Sell pot to an Expedition Member at night, turning them into an Addict. If you or one of the Addicts becomes a thing, the assimilation will be revealed to all Addicts and/or the Drug Dealer. They are not told who was converted, but only that someone was.
    Mechanics: All addicts and Drug Dealers are a night chat.
    Guard (Bodyguard)

    Ability: Protect someone at night, automatically attacking anyone who attacks your target. You and the trespasser will die. You will only kill one attacker.
    Mechanics: Players you protect are granted temporary immunity to conversion.
    Radio Operator (Flavour Cop)

    Ability: Spy on someone at night to learn if they talked in a night chat that night.
    [/B]
    Doctor (Cult-Sheriff/Doctor Hybrid)

    Ability: You can conduct a test at night, learning if your target is a Thing or not.
    Mechanics: If your target was poisoned last night, or if they get poisoned tonight, they will be healed.
    Warden

    Ability: Target a player at night and prevent them from voting during the following day. The number of votes required for a lynch are updated accordingly. Target will be informed.
    Tracker (Detective)
    Ability: You may target a player at night to learn who they visited that night.
    Coroner (Coroner)

    Ability: Target a dead player to learn who they visited every night and the roles of those who visited them.
    Mechanics: You are considered to visit yourself when you target a dead player.


    Thing (Cultist)

    Ability: Perform the factional conversion. The maximum number of Things cannot exceed 5. This includes the dead things as well.
    Mechanics: Can vote on the next target to be converted via Factional Conversion. If you try to visit the Station Commander, they will kill you (if 2 Things visit them, one of the Things along with the Station Commander will die). You share a night chat and factional conversion with the other Things.
    You retain your previous role and night ability upon conversion.
    Original Thing (Cult Leader)

    Ability 1: Perform the factional conversion. The maximum number of Things cannot exceed 5. This includes the dead things as well.
    Ability 2: Go into hiding every two nights, becoming completely immune to death at night.
    Ability 3: Use your secondary role's special ability, forgoing an assimilation for one night.
    Ability 4: Use your personal conversion ability, separately from the factional Conversion, every 3 nights.
    Mechanics: Can vote on the next target to be converted via Factional Conversion. If you try to visit the Station Commander, they will kill you (if 2 Things visit them, one of the Things along with the Station Commander will die). You share a night chat and factional conversion with the other Things. You override the Conversion vote whilst you are alive.

    Spoiler : Secondary Roles :


    Drunkard (Blackmailer)
    Ability: You can intoxicate someone at night, preventing them from talking that day, save for the message 'I am blackmailed.' They are permitted to vote.
    Mechanics: You cannot be roleblocked.

    Biologist (Framer)
    Ability: You may frame someone as The Thing at night, or protect a fellow Thing from detection. You may frame a Thing as a Thing.

    Snitch
    Ability: You may read a player's last will at night.


    Spoiler : Survivalist :

    Loner (Mass Murderer)

    Ability: Go on a Spree at someone's house every two nights, killing anyone who visits your target.
    Mechanics: You cannot be killed the night you kill someone.
    Chemist (Arsonist)

    Ability: Poison someone at night. Poison lasts for one day and can be healed by a Doctor. If the poison is not healed, your target along with your target's target will die.


    Mechanics

    Lynch is plurality with majority. The player with the most votes at EoD is lynched; if a player attains more than 50% of the votes, the day ends and they are lynched.
    Days last 48 hours, nights last 24.
    Day now split into a 12-hour discussion phase and a 36-hour lynch phase. During the discussion phase, nobody may be lynched, and a player may be elected to become the Station Commander. The vote requires a simple majority, and the player with the highest number of votes (more than 51%) by the end of the 12-hour period will become the Station Commander.


    During the night phase, the Things have to vote in their Night Chat who they are going to convert that night. The target that receives the highest number of votes will be visited that night by one of the Things (selected at random) that voted for them.

    Order of Operations

    0.1
    Thing Night Chat, Addict Night Chat
    0.2
    The Original Thing goes into hiding
    1.
    Bartender roleblocks
    2.
    Biologist frames or inoculates
    3.
    Loner sprees
    3.5. Station Commander attacks
    4.
    Thing/Original Thing attacks
    5.
    Poisoner gives poison
    6.
    Guard protects
    7.
    Doctor investigates
    8.
    Drug Dealer converts
    9.
    Warden alerts
    10.
    Tracker visits (sees all night actions, including those further down the list)
    11.
    Coroner performs autopsy
    12.
    Radio Operator checks
    13.
    Drunkard blackmails
    14.
    Snitch reads last will
    15.
    Poisoner poison takes effect (if not healed)
    16.
    Drug Addicts/Drug Dealers are informed of fellow Addict's/Drug Dealer's conversion (if applicable)

    Win Conditions

    Humans: Lynch all things and eliminate the Survivalist.
    Things: Assimilate or kill all the humans and the Survivalist.
    Survivalist: Be the last man left standing.

    Survivalist
    > Thing > Human



    Rules
    Standard FM rules apply; this means:
    1. No quoting or SS'ing host feedback or PMs
    2. No OGC,
    no gamethrowing/pretending to gamethrow
    3. No griefing
    4. Insults allowed to a certain degree but don't overdo it
    5. English only
    6. Images and Videos allowed in moderation, keep it PG-13
    7. Do not discuss replacements.
    You may not sign up if you are on my blacklist (given below):

    Spoiler : Blacklist :

    PowersThatBe
    Last edited by Oberon; November 25th, 2020 at 04:35 AM.

 

 

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