Pathogenesis: A Path Long Forgotten (Proceeding!)

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Pathogenesis: A Path Long Forgotten (Proceeding!)

Postby TheCow » Sun Dec 14, 2014 7:23 pm

>>access file [project log]
  • September 2025 - Despite being exposed to the mutated strain of the virus, the subject seems to be in a stable condition. Will continue monitoring, and report again at a later date.
  • October 2025 - The subject is suffering from internal necrosis, starting with the small intestines. Despite this, he is still in stable condition.
  • December 2025 - The subject left surgery today. They are now without their small or large intestines. They have also undergone massive neurological changes, most likely brought on by the virus. Things look worrisome but he is in stable condition.
  • April 2026 - The subject seems to be lapsing in and out of comatose. Despite this, he is still in stable condition.
  • November 2026 - The subject seems to have lost all sensation of pain. This is most likely due to the changes to the subject’s brain. Although the subject’s condition is stable, their mind’s wavelength is off by twenty six hundred nanometers
  • July 2027 - The subject is being disposed of by lethal injection. This project has been cut off. However, despite the massively lethal dose of toxins, the subject’s condition is still stable. We are putting them into the freezer for now
  • March 2030 - Upon further investigation, it seems that the subject was somehow able to communicate with those... outside thier room. The implications of this are astounding. We will be reopening the project


~~~~~~~


Today was a bad day. The year is 2041. Chicago. Of all of the god forsaken shitholes I could have landed in, it had to be Chicago. They say we got it the worst. Worse than LA where this began in the first place, but I digress. Today was a bad day because it has finally happened. The Bandits are coming, and I don't think we will be able to stop them alone. All of those bastards who left, I hope they end up in a hole so deep even they couldn't crawl out. Hell, maybe if those damn Bandit lunatics got to them. Those guys said they'll be coming back for us. Bandit Raiders crawling around in the street, thugs stealing what is rightfully ours. I won't let them do it. None of us will. Because of that, we shall begin...

~~~~~~~


KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL

~~~~~~~


Daddy said that if we head to Chicago we might be safe. No evil monsters there, he said. I hope so. Daddy is always right though, so we're here now. We can find a nice house, with a warm bath. Too bad mommy isn't still around... she always loved going to Chicago. At least we're safe now.

PATHOGENESIS
Humanity Long Forgotten
Last edited by TheCow on Mon Dec 15, 2014 9:19 pm, edited 2 times in total.
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Sun Dec 14, 2014 7:23 pm

Factions
Renegades
  • Normal Victory - Eliminate Zombies & Zealot
  • Great Victory - Eliminate Bandits AND THEN Zombies & Zealot
  • Ultimate Victory - Great Victory + Fanatic loses, Bounty Hunter wins, Survivors live
Bandits
  • Normal Victory - Eliminate Renegades & Patient Zero & Zealot
  • Great Victory - Eliminate Neutrals AND THEN Normal Victory
  • Ultimate Victory - Great Victory + Fanatic wins and Chieftain survives
Infected
  • Normal Victory - Zombify or kill all palyers
  • Ultimate Victory - Zombify or kill all players & Fanatic loses before day 6 (Ghouls only win at this victory level)
  • Ultimate Defeat - Patient Zero is killed
Neutrals
  • Survive + Personal Goals

Role Cards

Renegade
Spoiler: Coach

You are Coach the Renegade

People usually call you Coach. You used to coach football, see, so the name really works. In the beginning people say that you die if you get bit. Well, that wasn't quite right for you. Apparently because of some scientific mumbo jumbo you’re immune to it... or something. This really comes in handy when people want to kill you, because it lets you do odd jobs that no one else could.

You are night immune to zombie attacks, and if killed, you cannot become a zombie.
If a majority lynch is reached on you, instead of being lynched it will be announced that you are Coach and the day will proceed as normal.


Interrogator

You are the Renegade Interrogator

Criminal on the loose? You're on the case. Before this war against humanity begins, and even now, you are a protector of the people! A white knight, who finds the evil doers, and brings them to justice. Even if your means aren’t exactly... legal anymore. Your old partner, on the other hand, didn't turn out so great. Rather than save people, he’s just a murderer. Not that he’s the worst scum out there right now. You vowed to take down all the scum, and its about time to... take out the trash.

During the day you may choose a target, and that night you will lock them in your cellar. While there, you will check them out, figuring out their alignment, and they will be unable to take actions. If you lock the Zealot in your cellar, you will become their target, and be murdered. If you lock the Bedlamite in your cellar, they will literally eat your heart out. If you lock Patient Zero in your cellar, they will ALSO eat your heart out, and turn you into a zombie.


Exorcist

You are the Renegade Exorcist

The only thing that keeps you going is the savior above. Ten years ago the atrocities that occurred remain constantly being pushed from your thoughts. The Preacher, driven mad, slaughtering the innocents who took refuge in the church with indignant hatred. Blood is not so easily washed from the mind, and thus you continue to serve and destroy this evil with that you have been bestowed.

Each night, you may visit a player. If they are a zombie, you will perform an exorcism, destroying the zombie. If you visit a Raider, Bedlamite, or Zealot, you become their target and are killed.


Desperado

You are the Renegades Desperado

Before the epidemic you were a member of an elite group of military professionals. Now you are the last of your squad, the others torn to gory shreds by zombies. While you cannot claim vengeance on the dead, you can certainly mow down any stragglers who are less than civilized without so much as twinge of guilt.

Each night, you may visit a player, and kill them. If they are a zombie, the zombie will attack you, killing you.


Mortician

You are the Renegade Mortician

Forget about those fancy degrees, you don’t need them to get the job done. Armed with a jerry can and a lighter you can keep those zombies from rising and yourself warm for the night. Yep, toasty bastards might not taste so great, but they make for one hell of a fuel!

Each night, you may target a body, burning it. The body will be unable to come back as a zombie. (Usable 3 times)


Trapper

You are the Renegade Trapper

People, bears, horses: it makes no difference. Any living thing will be caught in your trap... if they're stupid enough to step on them, that is. Before things got bad, you lived by yourself in the countryside, living a self sufficient life. Caught animals to feed yourself, cloth yourself, and make a living. Now, the only thing that sets foot into your traps are those mindless zombies. If it means helping someone along the way, you're okay with that.

Each night, you may set traps up in front of someones house, stopping zombies from attacking them. You may decide to stay in your house instead, where Killing roles cannot find you.


Survivalist

You are a Renegade Survivalist

Long before your memory begins to fade you were a scout leader, those poor bastards. Now all you remember is how to survive and the skills you used to teach.

Each night, you may take a player to your cabin, where human attackers cannot find them. This includes the Interrogator and Bounty Hunter. Alternatively, you may hide by yourself, where zombies cannot find you.


Courier

You are a Renegade Courier

A decade ago --when you were still a young’un, fresh out of college -- you were a broker of sorts. Not the same kind that you are now, a broker of information, but a broker a pizza. A pizza delivery boy, to be exact. Never again. Now, you have the even better job of risking YOUR neck for OTHER PEOPLE’s letters. Yes, half of them are booty calls and love letters, but there is some interesting stuff in some of them!

Each night, you may deliver one of the Letters given to you during the day. If you are lynched the day before, all of your Letters will be revealed.
Couriers cannot send letters.

Bandits
Spoiler: Chieftain

You are the Bandit Chieftain

You do not remember what happened before everything went to shit. In fact, you don’t remember anything. You woke up in a padded cell, strapped to the ground. There was blood on the ground. Your blood? Whatever. You weren't sure at the time. Some scrawny little bitch showed up. He’s going on about how the “keepers” or whatever are all dead. That you two needed to leave. Whatever, it was of no concern to you. This mongrel was serving you, so perhaps you would keep him around for now. You two left. The mongrel stuck with you from there. A servant for life. The two of you formed a gang, and began to take this broken world for yourselves.

If anyone tries to attack you at night, you will be able to overpower them, driving them away. However, a hoard of five or more zombies is too much for you to handle.
You may order a Raider to perform an attack at night, killing someone. If there are no Raiders left, you will perform the attack yourself. You cannot order an attack if a Bedlamite chooses to use their ability.
During the day, you may order one of your Raiders to attack a player. An attack during the day is a suicide mission, and as such, the Raider is killed in the process. Over the next 24 hours, or when the day ends, the player dies from blood loss. They will appear as cleaned until the start of the next day, and their Last Will is lost. While the player is bleeding out, their vote does not count, however they may still compose a Letter during this time.
You may communicate with your Allies at night, if they are alive.


Bedlamite

You are the Bandit Bedlamite

KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL KILL

During the day, you may choose a target. That night, you will bring the target back to the Bandit Camp, allowing you and the target to communicate in the Bandit Chat. At the end of the night, you will cannibalize the target, killing and cleaning them. They will not be able to come back as a zombie. If you bring back a Zealot, they will kill the Bandit of lowest priority. If you bring back Patient Zero, you will be attacked and converted into a zombie.
You may not communicate with your Allies at night, unless you are activating your ability.


Interceptor

You are the Bandit Interceptor

For the past decade you have served the Chief. You brought him people to join the gang, You brought him people to murder. You brought him everything he would possibly need. One might think there would be a good reason for this but there really isn't; you have no reason to serve that man. Yet you do. Is it out of fear? Loyalty? None of that matters anymore. He keeps you safe from the undead, and so you shall continue to serve.

Each night, you will receive all Letters that are divided amongst the Couriers. You may choose one Letter, blocking it from being sent.
You may communicate with your Allies at night, if they are alive.


Raider

You are a Bandit Raider

A few weeks back some guy approached you with a job offer. He said that a few new positions had opened up again, as well as mumbling some complaints about this happening again. Normally you would kill this bastard for even looking at you. However, you knew who he was. THE Interceptor, the guy who works for THE Chieftain. You needed to be a part of this gang, no matter the costs. You packed up and left, leaving for your new home at the Bandit Camp.

If the Chieftain orders a kill at night, you will perform it for him. If there is no Chieftain, or they give no orders, you may choose a target to kill yourself, among any remaining Raiders. If the Chieftain is killed, you may use your ability, even if the Bedlamite is also using theirs. This is only applicable if you are also the last Raider alive.
You may communicate with your Allies at night, if they are alive.

Infected
Spoiler: Patient Zero
You are [REDACTED] the [REDACTED]

[REDACTED]

Each night, you may bite a player. They then become Carriers of the zombie virus. If they visit a player that night, the player they visit is Role Blocked, because of the rage the virus creates, and they lose their memories of the night prior. Over the next day, the original target is a carrier and because of this, their vote counts for 0. At the end of the day, the player dies. The player becomes a Zombie the following day unless you -- Patient Zero -- are killed.
You are immune to night attacks, including those from the Exorcist.
If you are abducted by the Bedlamite or the Interrogator, they become your target.
You may communicate with any other Zombie at any time, including ones which have been killed a second time.
Any player killed -- unless they are killed by the Zealot, lynched, killed by the Bedlamite, or if the corpse is burned by the Mortician -- come back as a zombie 3 phases after they are killed.

Ghoul
You are [REDACTED] the [REDACTED]

[REDACTED]

You may choose to target a player, and attack them. If you are alone, this has no effect. However, if you and two other Ghouls target the same player, they will be killed.
You may communicate with any other Zombie at any time, including ones which have been killed a second time.

Neutrals
Spoiler: Zealot
You are the Religious Zealot

You remember life before this. Before everything went to hell. Back then, you were a preacher. You would speak to your congregation, and give them new life through religion. You would speak, and they would listen. The day everything changed is imprinted onto your memory as if it were just yesterday. Blood spilled on the pulpit, the rage filled demons tearing innocent souls to pieces. It was in that moment that you realized what this all meant: You were being tested. From that moment on, it became your job to cleanse this world of evil.

Each night, cleanse a player of their life, saving them from being possessed by the demons -- stopping them from becoming zombies.
You can easily evade killers and zombies, them being unable to attack you.
If you are abducted, you will cleanse those who took you, and go back to your original mission and target, carrying it out before dawn.

Normal Victory: Purge the world of sinners -- Bandits, Renegades, the Bounty Hunter, and Zombies
Great Victory: Also save the innocents, keeping them both alive -- the Survivors
Ultimate Victory: Also kill the heretic with your own hands -- the Fanatic

Bounty Hunter

You are the Bounty Hunter

Before the madness began, you were a detective. Best on the force, in fact. You were able to put away criminals by finding out everything about them: who they were, who they worked with. Back then, you had a partner. These days, that person works as an investigator for the people. I guess something changed since then and now. Everything changed. These days, you work for hire but you aren't putting away criminals, you put them down.

You may follow a target at night, see who they visit, and who visits them.
Each time one of your targets are killed, you gain a vest.
If you are abducted, you will learn the identity of those who took you.

Normal Victory: Eliminate your Primary Targets -- the Chieftain and the Zealot
Great Victory: Also eliminate the Zombie threat
Ultimate Victory: Eliminate your rival, the Interrogator

Fanatic

You are the Crazed Fanatic

You've always been fascinated walking the lines of death. The most beautiful part is that now, the lines are gone, so you can walk straight in and then back out without a worry. Oh what fun this new world is. Perhaps it would be a good idea to play around a little bit before you walk into your death?

You want to become a zombie. You win if you are attacked by Project Zero, or are lynched.
If you are attacked by Project Zero, you automatically win, and the Zombie faction becomes unable of winning all together. The original Project Zero is killed, and you gain their role. If you are lynched, you become a Super Zombies, capable of making kills by yourself.

Normal Victory: Be lynched
Great Victory: Be lynched and win as a member of the Infected faction
Ultimate Victory: Become the new Patient Zero and win as a member of the Infected faction

Surviving Family

(Blank) is Joel and (Blank) is Ellie

Mommy died a long time ago. Daddy told me she was really nice. It all happened 3 years ago when I was only four he says. We ran and we ran and we ran, but we didn’t run fast enough. The police people said we weren’t allowed to leave. Daddy said they hit me. They hit me so hard that I passed out. That doesn’t seem right. They used one of those loud stick things. They used it on mommy too. That’s why mommy is gone. I miss mommy... but at least I still have daddy.
~Ellie, seven years ago

Joel and Ellie travel together, and are able to communicate freely during the day. During any phase, Joel may choose to either Travel or Camp Out during the next phase. Ellie will follow. If they are Camping Out, Joel will counter, and kill, the first killer who targets him, and is immune to zombies. They may communicate at night if they are Camping Out. If they are Camping Out during the day, if Ellie is lynched Joel is killed instead.
While Traveling, all abilities used on Ellie are redirected onto Joel. If Joel is lynched, Ellie will be killed instead.
If at any time one is abducted, the other will be able to see who it is that attacked them.
If Ellie is killed, Joel will commit suicide the after the next phase.
If Joel is killed, Ellie receives a one-use gun, which ignores night immunity, and can be used to kill at night

Normal Victory: Ellie survive until the end of the game
Great Victory: Ellie and Joel survive until the end of the game
Ultimate Victory: Great Victory & Zombies are eliminated


Role List
(25 players)
Coach
Interrogator
Exorcist
Desperado
Mortician
Trapper
Survivalist
Survivalist
Survivalist
Courier
Courier
Courier
Courier


Chieftain
Interceptor
Bedlamite
Raider
Raider
Raider


Zealot
Bounty Hunter
Fanatic
Joel
Ellie


Patient Zero


Endstates
  • Bandits+Zombies+Zealot Eliminated
  • Renegades+Neutrals+Patient Zero Eliminated
  • Renegades+Bandits+Neutrals Eliminated
  • Renegades+Bandits+Zombies+Bounty Hunter Eliminated
  • Renegades+Zombies+Zealot Eliminated
  • Day 10

Whisper Overhaul
Whispers do not exist in this game. Instead, each player may send the GM one Letter each day phase. At the end of the day, the letters are distributed evenly amongst the Couriers, with the intended Recipient included. The sender, however, is not included.


Three Tiered Goals
There are three types of victory: Normal, Great, and Ultimate. Like the name implies, the higher tier of victory you and your faction achieve the better. All three are technically wins, but go big or go home. Why just win, when you can obtain ULTIMATE VICTORY?

Zombie Conversions
A killed player converts after a period of 3 phases elapse, starting at the end of the phase in which they are kill
A player will not become a zombie if they are killed by the following: Lynch, Zealot attacks, Bedlamite
A player will become a zombie if they are killed by the following: Desperado, Raider, Chieftain, Ghouls, Patient Zero, Ellie (with gun)
If a player is attacked by Patient Zero, rather than waiting three phases, they are converted at the end of the next day, furthermore allowing them to take Ghouls actions the next night.

Other Notes
The zombies would communicate via a shared Google Doc. That makes it easily accessible, mobile friendly, and easy to beautify.

Before someone says "why so many new roles? This game sucks", let me tell you why: by introducing two new game mechanics (zombies and Letters) the old roles become obsolete in that regard. Sure, they work great in normal FM, but here in a zombie game? Something different is needed.

Death Rites are a thing. Prepare your body, because things might get a bit craycray.

There is an overarching story that I will be presenting throughout the game, adding bits through the Day and Night posts. There are several ways the story can branch, based on the night actions. That being said, the story would mostly just be for flavor, but in my experience, having a solid story makes a game more lively.

Before someone says "this isn't an FM! Isn't a Forum Game!!!" please get out of this thread.
Last edited by TheCow on Thu Jan 01, 2015 10:16 pm, edited 12 times in total.
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Sun Dec 14, 2014 7:24 pm

Q&A
As players ask questions in the thread, I'll begin adding them to this post, so questions aren't repeated needlessly.
Q:Why do the Bandits have to kill the Survivors?
A:If that were not the case, the Survivors would be protected by everyone who is not a zombie. That would be too easy.

Q:How do zombie conversions work?
A:Lets say someone dies night one. This is considered dying at the END of night one. Their body will sit there until three full phases elapse: Day Two, Night Two, and then at the end of Night Two -- when Day Three is just starting -- they become a zombie.
A player will not become a zombie if they are killed by the following: Lynch, Zealot attacks, Bedlamite
A player will become a zombie if they are killed by the following: Desperado, Raider, Chieftain, Ghouls, Patient Zero, Ellie (with gun)
If a player is attacked by Patient Zero, rather than waiting three phases, they are converted at the end of the next day, furthermore allowing them to take Ghouls actions the next night.

Q:Won't a Bandit converting allow them to reveal the other Bandits?
A:No. Ghouls are not exactly the same as other roles. They have what is called a "Post Requirement". Their posts must meet specific criteria before they post them. The criteria is as follows:
They may not speak using any real language
They may only speak using grunts & groans
There must be posts from 5 unique non-zombie players between an individual Ghoul's consecutive posts or if there are 15 non-zombie posts between their last; the lesser of these two conditions
Posts may not include information from when they were alive

Example Ghoul Post:
Grrrr ughh gaaaarrrr rawrrrrr graaaaagrrrrrr!

Patient Zero does not need to follow these requirements, and may play as normal. That said, Patient Zero's vote counts for (1) while a Ghoul cannot vote at all.
Last edited by TheCow on Mon Dec 15, 2014 6:32 pm, edited 2 times in total.
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Re: Pathogenesis: A Path Long Forgotten

Postby Metrion » Mon Dec 15, 2014 7:55 am

Poll added.

I'll give my thoughts later.
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Re: Pathogenesis: A Path Long Forgotten

Postby Nellyfox » Mon Dec 15, 2014 8:00 am

There are three reasons I voted yes.

1) This pitch is just amazing.
2) AHHHH THE LAST OF US <3
3) I want Cow as my host.


That is all.
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Re: Pathogenesis: A Path Long Forgotten

Postby Gobln » Mon Dec 15, 2014 8:02 am

Why not! :) YES!
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Re: Pathogenesis: A Path Long Forgotten

Postby Arckas » Mon Dec 15, 2014 8:06 am

I'll give my thoughts on it later, but I'm just shocked and awed.
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Re: Pathogenesis: A Path Long Forgotten

Postby Salense » Mon Dec 15, 2014 8:08 am

This is extremely well made and would be awesome to play in

So, my vote is yes.
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Re: Pathogenesis: A Path Long Forgotten

Postby chitownmvp01 » Mon Dec 15, 2014 8:12 am

This is a great idea! My vote is Yes! :D

However, my suggestion is that the the Bandits shouldn't have to eliminate the Surviving Family in order to get the Great Victory if the Surviving Family can win with anybody if they achieve their goal.
Spoiler: Image


Thanks Achro!: Spoiler:
Chitsticks INC.


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Least Favorite Roles: Transporter, Jester, Survivor, Disguiser, Mafioso (original, not promoted)
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 8:15 am

chitownmvp01 wrote:This is a great idea! My vote is Yes! :D

However, my suggestion is that the the Bandits shouldn't have to eliminate the Surviving Family in order to get the Great Victory if the Surviving Family can win with anybody if they achieve their goal.

As it stands the Zealot and Renegades already want the Survivors to live. If the Bandits wanted them to live too, their goal would be far too easy, as the zombies would be their only threat.
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Re: Pathogenesis: A Path Long Forgotten

Postby Metrion » Mon Dec 15, 2014 8:53 am

I believe you need to mention more on how the converts work.

Really the only problem I see is Bandits becoming Zombies then revealing the other Bandits out of spite since both factions must kill the other, or the reverse could happen to help their old comrades win.
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 8:58 am

Right, I need to add that crap. I have a solution for when the Bandits convert as well.

I'll edit the OP when I have time, but I can't right now because I'm in school. I do have a solution though.
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Re: Pathogenesis: A Path Long Forgotten

Postby Metrion » Mon Dec 15, 2014 9:08 am

TheCow wrote:Right, I need to add that crap. I have a solution for when the Bandits convert as well.

I'll edit the OP when I have time, but I can't right now because I'm in school. I do have a solution though.


No rush, already voted yes as I know most of the mechanics already and I find some of them down-right fascinating.
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Re: Pathogenesis: A Path Long Forgotten

Postby Arckas » Mon Dec 15, 2014 9:14 am

I'm worried for two things.

-The zombies get stamped out
-The zombies overwhelm

Of corse thats the rite of rain when it comes to the game. I'm sure with the number of interests in the game we won't have a vampire scenario.
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 9:56 am

That is mine as well, however between the faction goals, the Zombies will either be treated as a non factor or a bomber-level threat. Hard to say which it will be, pregame
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 6:35 pm

Q&A Section updated
Spoiler:
Q:How do zombie conversions work?
A:Lets say someone dies night one. This is considered dying at the END of night one. Their body will sit there until three full phases elapse: Day Two, Night Two, and then at the end of Night Two -- when Day Three is just starting -- they become a zombie.
A player will not become a zombie if they are killed by the following: Lynch, Zealot attacks, Bedlamite
A player will become a zombie if they are killed by the following: Desperado, Raider, Chieftain, Ghouls, Patient Zero, Ellie (with gun)
If a player is attacked by Patient Zero, rather than waiting three phases, they are converted at the end of the next day, furthermore allowing them to take Ghouls actions the next night.

Q:Won't a Bandit converting allow them to reveal the other Bandits?
A:No. Ghouls are not exactly the same as other roles. They have what is called a "Post Requirement". Their posts must meet specific criteria before they post them. The criteria is as follows:
They may not speak using any real language
They may only speak using grunts & groans
There must be posts from 5 unique non-zombie players between an individual Ghoul's consecutive posts or if there are 15 non-zombie posts between their last; the lesser of these two conditions
Posts may not include information from when they were alive

Example Ghoul Post:
Grrrr ughh gaaaarrrr rawrrrrr graaaaagrrrrrr!

Patient Zero does not need to follow these requirements, and may play as normal. That said, Patient Zero's vote counts for (1) while a Ghoul cannot vote at all.

OP Updated to include more details
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Re: Pathogenesis: A Path Long Forgotten

Postby Metrion » Mon Dec 15, 2014 7:11 pm

So if ghouls cannot post actual words then would this carry over to the Zombie chat?

I think you should make it clear that once converted you lose.
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Re: Pathogenesis: A Path Long Forgotten

Postby chitownmvp01 » Mon Dec 15, 2014 7:12 pm

Metrion wrote:So if ghouls cannot post actual words then would this carry over to the Zombie chat?

I think you should make it clear that once converted you lose.


Then what's the point of still playing if you lose once you get converted?
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 7:31 pm

Metrion wrote:So if ghouls cannot post actual words then would this carry over to the Zombie chat?

I think you should make it clear that once converted you lose.

They can talk normally in the zombie chat. If you think of Patient Zero as an NK role, he kind of needs the boost to keep going. The Zealot has the boost in the form of being an OP SK.
Yeah, if you get converted, you lose unless ultimate victory is achieved. I'll update the OP with that info.

There is one reason to keep playing: if you lose, why not make everyone else lose too? There's still a chance at victory, but you need to be really darn careful.
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Re: Pathogenesis: A Path Long Forgotten

Postby ObiWan » Mon Dec 15, 2014 8:49 pm

Cow - just want to say that I really enjoyed reading this pitch.
It was well organized and well thought out. Everyone who wants to make a pitch in the future should look to this as an example.

I think the concept is very creative and could work as an FM game. I like that it has some great twists - plus I love zombie games. There's a few nitches you need to work out (Met pointed out some of my concerns/questions). But after those get sorted I feel this will be a great CFM game.
I've never played The Last of Us but this pitch is making me want to!

Well done!
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Re: Pathogenesis: A Path Long Forgotten

Postby Arckas » Mon Dec 15, 2014 9:05 pm

I don't like the ghouls losing instantly because if they don't have a motive, then patient zero loses his unique advantage.
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 9:07 pm

ObiWan wrote: Cow - just want to say that I really enjoyed reading this pitch.
It was well organized and well thought out. Everyone who wants to make a pitch in the future should look to this as an example.

I think the concept is very creative and could work as an FM game. I like that it has some great twists - plus I love zombie games. There's a few nitches you need to work out (Met pointed out some of my concerns/questions). But after those get sorted I feel this will be a great CFM game.
I've never played The Last of Us but this pitch is making me want to!

Well done!

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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 9:09 pm

Arckas wrote:I don't like the ghouls losing instantly because if they don't have a motive, then patient zero loses his unique advantage.

I may change it to the normal victory working for them too, however as it stands they can still win through the Ultimate Victory for their faction. I need to think it over some more.
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Re: Pathogenesis: A Path Long Forgotten

Postby Arckas » Mon Dec 15, 2014 9:15 pm

Honestly, if you were able to get converted, organize a mob using groans, survive town renegades dousing you, after just playing for a side that wanted other zombies dead, you deserve something special then normal. Goes double for patient zero.


Speaking of which, is mortician limited to his burnings? It seems OP against zombies to not be able to come to life because of him.
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Re: Pathogenesis: A Path Long Forgotten

Postby TheCow » Mon Dec 15, 2014 9:19 pm

Arckas wrote:Honestly, if you were able to get converted, organize a mob using groans, survive town renegades dousing you, after just playing for a side that wanted other zombies dead, you deserve something special then normal. Goes double for patient zero.


Speaking of which, is mortician limited to his burnings? It seems OP against zombies to not be able to come to life because of him.

Ammo of 3. If that's not on the role card, I apologize for that oversight.
That being said neither the Desperado nor the Exorcist are limited by ammo. They don't need to be, and are very easily killed anyway.
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