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Recent Statuses

6 yrs ago
The most common color for highlighters is yellow because it doesn’t leave a shadow on the page when photocopied
4 likes
9 yrs ago
40000 Americans are injured by toilets each year
5 likes
9 yrs ago
A strawberry is not an actual berry, but a banana is.
4 likes
9 yrs ago
No one knows who invented the fire hydrant because its patent was burned in a fire
6 likes
9 yrs ago
Sea otters hold hands while sleeping so they don’t drift away from each other
3 likes

Bio

Most Recent Posts




Suspicion always haunts the guilty mind.
─ William Shakespeare, King Henry VI

Introduction



It is June, 2019, and you're in Shirase-Tryoshnikov Antarctic Base (STAB), a newly opened international research station in the desolate interior of Antarctica. Winter has set in; there will be constant blizzards, an average temperature of -60°C, zero sunshine for three months, and complete isolation from the outside world. You are one of nine people there; the world's finest and brightest, conducting science under artificial lights.

Before you set foot on Antarctica, you have heard critics denouncing this mission. There are rumors of sabotage, but they don't seem likely. However, ten days after the dark set in, the station director went outside for an inspection and never came back. Later that day, someone finds the assistant director dead. As the remaining seven gather leaderless, a warning appears on the research station's internal network. The late directors confirm two saboteurs within the station, and they are not above using deadly force. It is now up to you to find these killers and throw them out, before you end up dead as well.


Participation



Read the rules before continuing.

This RP is a 7-player adaption of Mafia, a party game that goes by many names, such as Rabbit Doubt, Werewolf, and Day & Night. If you've never played these games before, you can learn more on this wiki.

This roleplay will be player-driven. The GM puts the pieces together, but you influence what happens. Strategy is key, and you should communicate frequently. Expect the game to run between three to six (OOC) weeks, during which one IC post is required from each player per week. Your spot will be reassigned to a queued player if you miss the deadline.

After seven players have signed up (further applicants will be placed in queue), certain players at random receive secret roles. These roles are in the next section. Your role must remain a secret and will only be revealed if you die. Do not PM other participants (active or defeated); doing so is cheating.


Mechanics



Gameplay is divided in 2 phases:

The game starts in "Waking" (or "Day") Phase, which is the time for interaction. Throughout this phase, there will be an ongoing vote for who is believed to be the killer. At the end of Waking Phase, the character with more than half of all votes (ie. 4 votes out of 7 active players, 3 out of 5, etc.) will be lynched and their role revealed. Players can choose to abstain from voting and change or cancel their votes within the allotted time. Once both murderers are caught, the game is over and those remaining win. Otherwise, we continue into the next phase.

"Sleep" (or "Night") Phase means silence. No IC posts are allowed during this phase. The GM will message everyone to determine their course of action for that night. This is the time for the antagonists to kill, and also for special roles to use their abilities. Roles will be given through PMs and results will only be returned once all actions are locked in.

Vote tally and the result of each phase will be tracked in OOC. Please specify your Daytime vote in IC (with hider), or OOC.


Introduction



It is June, 2019, and you're in Shirase-Tryoshnikov Antarctic Base (STAB), a newly opened international research station in the desolate interior of Antarctica. Winter has set in; there will be constant blizzards, an average temperature of -60°C, zero sunshine for three months, and complete isolation from the outside world. You are one of nine people there; the world's finest and brightest, conducting science under artificial lights.

Before you set foot on Antarctica, you have heard critics denouncing this mission. There are rumors of sabotage, but they don't seem likely. However, ten days after the dark set in, the station director went outside for an inspection and never came back. Later that day, someone finds the assistant director dead. As the remaining seven gather leaderless, a warning appears on the research station's internal network. The late directors confirm two saboteurs within the station, and they are not above using deadly force. It is now up to you to find these killers and throw them out, before you end up dead as well.


Participation



Read the rules before continuing.

This RP is a 7-player adaption of Mafia, a party game that goes by many names, such as Rabbit Doubt, Werewolf, and Day & Night. If you've never played these games before, you can learn more on this wiki.

This roleplay will be player-driven. The GM puts the pieces together, but you influence what happens. Strategy is key, and you should communicate frequently. Expect the game to run between three to six (OOC) weeks, during which one IC post is required from each player per week. Your spot will be reassigned to a queued player if you miss the deadline.

After seven players have signed up (further applicants will be placed in queue), certain players at random receive secret roles. These roles are in the next section. Your role must remain a secret and will only be revealed if you die. Do not PM other participants (active or defeated); doing so is cheating.


Mechanics



Gameplay is divided in 2 phases:

The game starts in "Waking" (or "Day") Phase, which is the time for interaction. Throughout this phase, there will be an ongoing vote for who is believed to be the killer. At the end of Waking Phase, the character with more than half of all votes (ie. 4 votes out of 7 active players, 3 out of 5, etc.) will be lynched and their role revealed. Players can choose to abstain from voting and change or cancel their votes within the allotted time. Once both murderers are caught, the game is over and those remaining win. Otherwise, we continue into the next phase.

"Sleep" (or "Night") Phase means silence. No IC posts are allowed during this phase. The GM will message everyone to determine their course of action for that night. This is the time for the antagonists to kill, and also for special roles to use their abilities. Roles will be given through PMs and results will only be returned once all actions are locked in.

Vote tally and the result of each phase will be tracked in OOC. Please specify your Daytime vote in IC (with hider), or OOC.

Background info on what they're celebrating at the banquet:

Wayrest was taken over by a coalition of pirates, known as the Corsairs, in 4E 188. It has been run as a republic after that, though it was treated as a pariah state by the rest of High Rock. However, the other High Rock monarchies are divided and do not have central authority (they're loyal only to the Emperor in Imperial City), thus they can't find a common solution to deal with Wayrest.

However, at the beginning of 4E 205, the Emperor called all leaders of High Rock to a meeting. They're to elect a high king to represent the entire province, so that it doesn't fall apart like Skyrim, or become individually susceptible to manipulation by the Dominion. King Ferrand Bellemont of Daggerfall is chosen for the high king.

One of the first thing Bellemont ordered is for the Corsairs to leave Wayrest (likely due to the Corsairs raiding Daggerfall ships). When the Corsairs refused, Bellemont managed to convince other High Rock leaders to form a military coalition, so that they can liberate Wayrest by force. They began a naval blockade and a land-based siege against Wayrest on Midyear. The coalition finally captured Wayrest at the end of Sun's Height.

However, the coalition couldn't agree on the future leader of Wayrest. Bellemont wants to install his son, Prince Gregory, as the ruler. But towards the end of the siege, a previously obscure bastard child of the pre-Corsair monarchy, Everard III, joined the coalition, leading a mercenary company. Everard III is being championed by Prince Narcisse Septim-Vincens of Camlorn (a rival of Bellemont) as the alternative king of Wayrest. Northpoint backs Prince Gregory, while Jehanna supports Everard.

Currently, on the 16th of Sun's Height, both sides have thousands of troops occupying Wayrest. Evermore, whom had only sent medical support to the coalition (because their military is much smaller), is neutral on the dispute. The Duchess of Evermore, Emmeria Guimard decides to host a banquet, in the name of celebrating the liberation of Wayrest. Various prominent figures are invited, but beneath the surface, Duchess Guimard is bringing the two sides to the negotiating table, along with third-party mediators, in hopes of creating a compromise (and increasing Evermore's influence in the process).
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