Salem Apocalypse II (Proceeding)

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Salem Apocalypse II (Proceeding)

Postby Santa07 » Fri Feb 20, 2015 10:15 pm

28th November, 2081

"Welcome candidates to sector 28. Please scan your identification cards and proceed through the gates. Upon entry you will be given a short speech on the basics of this place."


"As you may already know, this town, Salem, has been the target of many attacks and invasions. From the witch trials, to the pirate landings, and most recently, the zombie attack. We thought we had them beaten and eliminated, but a new strand of the zombie virus has been found, and it is already infecting citizens. This strand is tougher and meaner than the first. Sector 28 is a special military base used for training the citizens into highly skilled soldiers capable of dealing with this new virus. But just two days ago, a team of pirates have arrived, intending on getting revenge for killing their ancestors. They've been planning this attack for over 100 years, so they will not be playing fun and games here."

For the next month you train. What you're training for, you're not really too sure, but you know once you get out of here you will know exactly what role you are. You know that these roles were actually inspired by the jobs in the original Salem. But new technologies have allowed these roles to have increased power. Over the month you hear about attacks around the city from both the zombies and the pirates. The training is hard, but eventually you make it.

~~~

Eventually, the training ends. The gates of the complex open and you and the other trainees step out. Then you hear the news - both the zombies and pirates have disguised themselves as normal town members. Every night they strike, but during the day there is no difference from the other town members. The army commands you to mingle like normal people, and when the sun goes down, you must use your trained action.

~~~

1st March 2082

For this long you have been fighting, but the pirates and zombies have been winning. You realise your time is running out - only 40 town members, including the evils, remain. Power has been lost for a few weeks now, and just a few days ago an old-fashioned lynch rig has been set up in the centre of the town. It's been decided that if a majority vote is reached on a town member, they will be executed.

~~~

8th March 2082

In the space of a week, 15 town members have been lost. And that is because something terrible went wrong. One person who was once a valued member of the town, someone who people had even believed in to get rid of the zombies, someone who was excelled in the field of nanotechnology, has gone crazy. He now lives in the shadows, and has a crazy plan to destroy the town members in one foul swoop.

~~~

Ladies and gentlemen, this is...
Image
Last edited by Santa07 on Tue Jun 30, 2015 5:08 pm, edited 8 times in total.
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Re: Salem Apocalypse II

Postby Santa07 » Fri Feb 20, 2015 10:16 pm

Brief Outline of the Game
  • Standard FM Rules will be used
  • This is a 25 player game
  • Dual Mafia game - Pirates and Zombies as the two 'mafia' factions
  • New Roles - Empath, Prankster (Pirate variant - Parrot Keeper), Nanotechnologist
  • Disguiser rework
  • Buffs to some roles which need them

Role-List:
Spoiler: Town Investigative
Town Investigative
Town Protective
Town Protective
Town Support
Town Support
Town Killing
Town Power
Random Town
Random Town
Random Town
Random Town
Citizen
Citizen

Zombie Lord
Zombie Support
Random Zombie
Random Zombie

Captain
Pirate Deception
Random Pirate
Random Pirate

Nanotechnologist
Random Neutral
Random Neutral

Note the following:
- Random towns have a 1/3 chance of being citizen
- Random zombie/pirate have a 1/3 chance of being minion/quatermaster (mafioso)
- There must be one investigator or sheriff in the game - if not, both town investigative slots will be re-rolled until there is
- There does not necessarily have to be an empath or prankster/parrot keeper in the game
- All standard FM roles, except for the disguiser (see below for more details), will be in play this game

Zombie/Pirate Roles:
Mafia/Zombie/Pirate

Godfather/Zombie Lord/Captain
Mafioso/Zombie Minion/Quatermaster
Consort/Spook/Consort
Agent/Telepath/Crow's Nest
Consigliere/Informant/Cabin Boy
Framer/Framer/Forger
Janitor/Vandal/Boatswain
Disguiser/Ghoul/Disguiser
Prankster/Prankster/Parrot Keeper


Role-Buff Summary:
Spoiler: Sheriff
- (Not really a buff but a small change worth noting:) The Sheriff will be able to tell if a person is suspicious or not-suspicious. Pirates and Zombies appear as suspicious. He can also find the serial killer, stalker, and werewolf on a full moon - he will know exactly what role they are.
- The Sheriff will also be able to tell exactly if his target is the victim of a disguise, or if his target is the victim of a prankster or parrot keeper.

Spy
- They can change their tapping target at any time during the day. They will only receive whispers from the new target after this occurs. They can choose to tap someone for the next day at night, meaning all whispers from the beginning of the day from that target will be given to them.


Doctor
- If the doctor successfully saves their target, he will know what faction the attacker is on

Marshal
- Will be using the marshal in hydra

Medium
- The medium has one seance which they can use to communicate to the living when they are dead. Basically what it's like in ToS

Vigilante
- The vigi can choose to use one of his bullets during the day. The gun will be shot at the end of the day, when the lynch occurs. Night immunity is not bypassed, but protectives will not be able to save his target, nor will he be able to be role-blocked or witched!

Lawyer
- I will be using metrion's first lawyer buff

Mayor
- When the mayor reveals, he will still be one for his vote weight. For every night that he survives, his vote weight will increase by 1, with a maximum of 4

Captain/Zombie Lord
- The captain and zombie lord can send out one secret message to their crewmates during the day
- The captain and zombie lord will be informed of their crewmates' night results

Crow's Nest/Telepath
- They can change their tapping target at any time during the day. They will only receive whispers to/from the new target after this occurs. They can choose to tap someone for the next day at night, meaning all whispers from the beginning of the day to/from that target will be given to them.

Forger/Framer
- Using the framer used in hydra

Boatswain/Vandal
- These two roles can use up one of their cleans during the day, cleaning a lynched person's role. Can only be used once.

Amnesiac
- The amnesiac has a vest which they refuse to take off until they are attacked once, similar to the witch shield, however it can be bypassed by dousing and other night-immunity bypassers unlike the witch's. Comes off when they remember a role.

Stalker
- Both stalker buffs (kills escort and stuff on top, kills during the day too)

Arsonist
- The arsonist can douse one person without them receiving a notification


Invest/Sheriff Results & Unique Roles
Spoiler: Investigator:
Your target is an important person! They must be the Zombie Lord, the Captain, or the Mayor!
Your target is a protector! They must be a Jailor or a Lawyer!
Your target listens in on private conversations! They must be a Spy, a Telepath, or a Crow's Nest!
Your target watches over people! They must be a Lookout or a Stalker!
Your target is skilled at distractions! They must be an Escort, a Spook, or a Consort!
Your target wants to trick the town! They must be a Ghoul or a Disguiser!
Your target is very deceptive! They must be a Transporter, a Prankster, or a Parrot Keeper!
Your target gathers information! They must be an Investigator, an Informant, or a Cabin Boy!
Your target is trained in the field of science! They must be a Doctor or a Nanotechnologist!
Your target works with magic! They must be a Retributionist or a Witch!
Your target works with dead bodies! They must be a Medium, a Boatswain, or a Vandal!
Your target is a loner! They must be a Survivor, an Amnesiac, or a Bomber!
Your target seeks justice! They must be a Sheriff or an Executioner!
Your target's presence scares you! They must be a Marshal, or a Serial Killer!
Your target desires to die! They must be a Jester, a Phantom, or an Empath!
Your target works with weapons! They must be a Vigilante, a Veteran, a Zombie Minion, or a Quatermaster!
Your target works with illegal documents! They must be a Framer, a Forger, or framed!
Your target has no specific characteristics about them! They must be a Citizen!

Sheriff:
All Zombies/Pirates appear as suspicious except for the Zombie Lord/Captain.
The Sheriff will know if their target is a Disguiser or Ghoul.
The Sheriff will know if their target was visited by a Disguiser, Ghoul, Parrot Keeper, or Prankster that night. He will be told that 'Your target was the victim of foul deceptions!' but not what exact roles visited.
The Sheriff will know if their target is a Serial Killer, a Stalker, or a Nanotechnologist.
Everyone else appears as NS.

Unique roles (Cannot be recalled by Amnesiac):
- Mayor
- Lawyer
- Retributionist
- Jailor
- Transporter
- Veteran
- Captain/Zombie Lord
- Quatermaster/Zombie Minion
- Phantom
- Witch (exception - can be recalled by amne but is still unique in rolling)
- Nanotechnologist (same exception as witch)


Role Cards!

This game was asked for when SA and AMH finished, so I'm pleased to finally be pitching this! If there's anything you don't like about it, shout it out and I'll see if we can change things!
Last edited by Santa07 on Thu Jul 16, 2015 12:59 am, edited 36 times in total.
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Re: Salem Apocalypse II

Postby datdownie » Fri Feb 20, 2015 10:49 pm

Oh boy. Here we go again. ^ this. Indefinitely.
Image

"Determination, the ability to move forward despite any possible hardship, the promise to return for a second chance no matter how much you're beaten and bloody. The power of Determination has sculpted legends for all of humanity, impossible feats, one in a million shots made like they're nothing, while those that pull them off stand alone."

If you want to find me, hop onto Board Game Online <3


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Re: Salem Apocalypse II

Postby LordofFail » Sat Feb 21, 2015 10:56 am

No mafia in the role list?
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Re: Salem Apocalypse II

Postby Kinsley » Sat Feb 21, 2015 11:09 am

I wonder why the witch role is unique this game (or just that an amnesiac can't remember as a witch)?

Thanks for answering my question.

Review: I've heard this game being mentioned serveral times by a few people, but I won't say who they were. Overall, it sounds like an exciting and intense game. Kind of like that one FM pitch or whatever with the 3 different mafia teams in one game. A vigilante shooting in broad daylight seems different from other fm games, but hey, I dig it as long as the vigilante specifically has its limited bullets. Really impressed with the background story because I feel like that comes into a major play in the game. When this game's over and some new users (if any at all) decide to view this game, they want to be told a story and I feel like this background intro is the best way to engage the audience into delving the past.
Last edited by Kinsley on Sat Feb 21, 2015 7:27 pm, edited 2 times in total.
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Re: Salem Apocalypse II

Postby Cyantic » Sat Feb 21, 2015 1:28 pm

Kinsley wrote:I wonder why the witch role is unique this game (or just that an amnesiac can't remember as a witch)?

NOTE: Will most likely come back to review more of this later.


Witch and Transporter are always unique in FM games because if one person gets witched by the same person and have that person pick different targets, how do you decide which witch gets their target to visit this target? Same for the transporter.
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Re: Salem Apocalypse II

Postby Santa07 » Sat Feb 21, 2015 3:18 pm

LordofFail wrote:No mafia in the role list?

pirates and zombies are essentially mafia - it's a double mafia game
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Re: Salem Apocalypse II

Postby Santa07 » Sat Feb 21, 2015 6:18 pm

I'm debating over testing nanotechnologist in this as well, since it also kinda goes with the theme.

Thoughts on this?
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Re: Salem Apocalypse II

Postby Arcthurus » Sat Feb 21, 2015 7:07 pm

Santa07 wrote:I'm debating over testing nanotechnologist in this as well, since it also kinda goes with the theme.

Thoughts on this?


Maybe remove the werewolf for it?


Spoiler: Image

Art Count: 3
Spoiler: Cyrus & Horane

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Re: Salem Apocalypse II

Postby Santa07 » Sat Feb 21, 2015 7:29 pm

arcthurus wrote:
Santa07 wrote:I'm debating over testing nanotechnologist in this as well, since it also kinda goes with the theme.

Thoughts on this?


Maybe remove the werewolf for it?

Yeah, that's what I thought
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Re: Salem Apocalypse II

Postby Kinsley » Sat Feb 21, 2015 7:37 pm

Santa07 wrote:
arcthurus wrote:
Santa07 wrote:I'm debating over testing nanotechnologist in this as well, since it also kinda goes with the theme.

Thoughts on this?


Maybe remove the werewolf for it?

Yeah, that's what I thought


As long as people like the idea, a new role being tested would bring spark to a new type of roleplay.
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Re: Salem Apocalypse II

Postby Santa07 » Sat Feb 21, 2015 9:05 pm

Can I have a vote on who would prefer nanotech and who would prefer werewolf? Just say what you think below, but only say one or the other
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Re: Salem Apocalypse II

Postby Arcthurus » Sun Feb 22, 2015 10:00 am

As I already suggested earlier, I agree with Nanotech over Werewolf.


Spoiler: Image

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Spoiler: Cyrus & Horane

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Re: Salem Apocalypse II

Postby brainothon » Sun Feb 22, 2015 10:09 am

ke I think Nanotechnologist should be tested over WW. WW is already being tested and the nanotech seems interesting.
I will put something here eventually, and when I do BAM! Mindblown
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Re: Salem Apocalypse II

Postby Santa07 » Sun Feb 22, 2015 3:29 pm

okay I settled on nanotech
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Re: Salem Apocalypse II

Postby PolikShadowbliss » Tue Feb 24, 2015 12:55 am

I will definitely join. If I get Locksmith, again. I'll laugh my ass off.
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Re: Salem Apocalypse II

Postby Santa07 » Tue Feb 24, 2015 1:03 am

PolikShadowbliss wrote:I will definitely join. If I get Locksmith, again. I'll laugh my ass off.

That's not a role in this game unfortunately :(
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Re: Salem Apocalypse II

Postby Santa07 » Sat Mar 07, 2015 3:01 am

Can the person who voted 'no' possibly say what's wrong with this pitch? I'd like this to be as fun and appealing as possible so if that person is you please shout it out.

Also, made the OP a bit more appealing.
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Re: Salem Apocalypse II

Postby brainothon » Sat Mar 07, 2015 8:46 am

Not a big deal but the flavor text in the op still mentions a werewolf instead of the nanotechnologist.
I will put something here eventually, and when I do BAM! Mindblown
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Re: Salem Apocalypse II

Postby Santa07 » Sat Mar 07, 2015 3:59 pm

brainothon wrote:Not a big deal but the flavor text in the op still mentions a werewolf instead of the nanotechnologist.

Updated. Sorry about that.
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Re: Salem Apocalypse II

Postby Arckas » Fri May 08, 2015 6:44 pm

If this happens, I'll join. Been wanting to play this even before CFM became an actual thing.
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Re: Salem Apocalypse II (Updated as of 9/5!)

Postby Invenio » Sun May 10, 2015 6:50 pm

I'm totally using that flavor text for prankster when I get around to actually using it. I also can't decide if I want to help host this or be a player....
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Re: Salem Apocalypse II (Updated as of 9/5!)

Postby Santa07 » Mon May 11, 2015 12:30 am

Invenio wrote:I'm totally using that flavor text for prankster when I get around to actually using it. I also can't decide if I want to help host this or be a player....

It was Guzame's I think ;)
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Re: Salem Apocalypse II (Updated as of 9/5!)

Postby Kinsley » Mon May 11, 2015 4:07 am

It's been a while since I last looked at this pitch. Again I would still play it for the experience since it has new roles to be tested. Since this pitch was created before the marshal role came into existence will it be included in the game?
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Re: Salem Apocalypse II (Updated as of 9/5!)

Postby PolikShadowbliss » Mon May 11, 2015 1:26 pm

By the way, can you let me know when this game starts? Thanks.
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