Testers Wanted!
FOR SCIENCE!
Hawat Science has for many years been performing sterling work in various fields of scientific research on behalf of various reputable companies – Veidt, Rossum, Aperture, Weyland-Yutani, etc. For a few current research projects we need volunteers for testing. Naturally a considerable level of remuneration for your time will be provided once the testing is complete, and we guarantee no significant harm will come to any test subject...
And so on. There are more details of the amount you’ll be paid (A lot), legal requirements like you not being allowed to tell anyone about the testing, blah blah blah, disclaimers, technical legal definitions... all very boring stuff which you just skip over. I mean, these are clearly trustworthy people. It’s not like they’re a bunch of mad scientists in a dingy lair somewhere, who’ll lock you up, perform experiments on you messing with your genes and your brain, then erase your memories and stick you with the other test subjects and force you all to kill each other in the name of science (Sorry, SCIENCE!), or anything like that... Right?
Aemoh
Calamity
cd4
Fleeing Coward
Lex-kat
MOD
Teron
The ones who are dead:
Name
Role
Died
billtodamax
Naive Test Subject
Lynched Day 1
Istari
Naive Test Subject
Killed Night 1
Murska
Organ Harvester
Lynched Day 2
Pahvimato
Bodyguard
Auto-lynched Day 2
The Bushranger
Psychic
Killed Night 2
Kroy
Naive Test Subject
Killed Night 2
Azure Butterfly
Saboteur
Lynched Day 3
PirateMonk
Hypersense
Killed Night 3
lostlittlebear
Minion
Lynched Day 4
Castaras
Mechanic/Organ Harvester
Killed Night 4
Lamech
Figment
Lynched Day 5
Saint Nil
Tech-Sensitive
Killed Night 5
Strategos
Naive Test Subject
Killed Night 5
DarkLightDragon
Administrator
Lynched Day 6
Random_person
Minion
Auto-lynched Day 6
Heroic
Schizophrenic
Auto-lynched Day 6
Reinholdt
Naive Test Subject/Psychic
Killed Night 6
banjo1985
Minion
Beast-killed Night 6
smuchmuch
Assassin
Lynched Day 7
Kyouhen
Naive Test Subject
Auto-lynched Day 7
ozgun92
Naive Test Subject/Assassin
Killed Night 7
The Cyberwolf
Toughened
Killed Night 7
Mustiado
Governing AI/Tech-Sensitive
Killed Night 7
Rules
Spoiler
Basic rules of WW may be found here.
Votes must be in red text. Vote changes must be indicated by striking through the previous vote.
Day phases will be roughly 48 hours, night phases roughly 24. Helgraf's scry interference rule is not being used in this game.
The 25% rule does not apply in this game.
Roles
Spoiler
Naive Test Subjects
Spoiler
Yeah. You should maybe have read the fine print before signing up for the experiments...
You (With the exception of the Saboteur) win if you eliminate the Science! Team. The Saboteur's win condition is stated in the role description.
Mutated Test Subjects
The experiments which apparently took place have mutated some of your genes, with varying effects:
Spoiler
Psychic: Following the experiments (Which you can’t remember), you find you can hear the thoughts of others, though your control over this ability is limited. Each night, you can read someone’s mind and find out their role.
Toughened: The experiments seem to have left you with an unusually thick skin. As a result, you are harder to kill than most. You ignore the first 3 points against you and have a 10% chance of surviving a night kill.
Hypersense: Initially you noticed no difference, until you realised your ordinary senses had been much enhanced. Each night, you can take advantage of this to observe another player and see either who they target with a night action or what other night actions target them.
Nullifier: You have been left enough memories to know that your ability is to nullify the mutations of others. Each night, you can either prevent another player using their night action (If it is the result of a mutation) or shield someone against all night actions granted by mutations.
Imprinted Test Subjects
Using technology developed by the Rossum Corporation, your minds have been altered - imprinted with additional skills and personality traits.
Spoiler
Mechanic: You have been imprinted with prodigious skill with mechanisms and devices. You can repair items which are broken or sabotaged, and use them more frequently than usual.
Saboteur: Your imprinted personality is that of a saboteur. You can use this talent to sabotage items (With varying effects), though the mechanic can repair them.
You win if you succeed in killing the Mechanic and the Governing AI, and if 2 items are broken/sabotaged at the end of the game. (Number not decided yet)
Assassin: Imprinted with a ruthless personality and incredible fighting skills, your only goal is to eliminate your targets. But you haven’t actually been given any specific targets, so... just kill the bad guys. Every 2 nights you may perform a night kill.
Bodyguard: You have been given a bodyguard imprint. Each night you may protect another player against night kill.
Science! Team
Spoiler
Administrator: A mad social scientist, this final stage of testing was your idea, and you have to oversee it yourself. Each night, you may consult the records to find what particular abilities were given to a certain test subject (Their role).
Governing AI: The artificial intelligence running the test. Still a bit mad, although the scientists have managed to engineer out the inexplicable cake obsession which previous models suffered from. Each night you may observe a player and see what items they have in their possession.
Minions: The administrator’s minions, you are here to assist him.
The Science! Team have a night kill each night. They all know each other.
Additional roles may exist. Some of the listed roles may not be used, depending on numbers (But I’m not going to pull a Fun House on you guys).
Items
Spoiler
Various devices and contraptions have been left lying around. You may only use one item per night, unless you have the mechanic imprint.
Each day I will post a list of items which you may specifically search for, which will give you a greater chance of finding that item (Unless someone already has it). Your searching should be posted in blue.
There will be a chance of losing most items each night, so use them while you have them.
Flaggellighaerotube Activation Switch: No-one really knows what the flaggelighaerotube is supposed to do. Best guess, it’s supposed to do everything. Each night you will be given a randomised ability (Taken from a selection including some abilities which are not available by any other means).
Spidermech Remote Control: The initial design spidermech has a few problems, but is still handily versatile. Each night you may choose from three available abilities: Guard – Should you be night killed, one responsible player will die with you. This will destroy the spidermech. Search – The spidermech will search for items for you. Hijack – The spidermech will hijack someone else’s night action, either allowing you to redirect it, or providing you with the beneficial result in addition to or instead of the person who would otherwise have received it.
Aperture Science Hand-held Portal Device: Do not touch the operational end of the device. Do not submerge the device in water, even partially. By placing portals by two players, you can quickly swap them at a crucial moment. Each night, select two players. All points at one will be redirected to the other (In both directions). The targets for this are chosen the night before it takes effect.
Zero-Point Energy Field Manipulator: More commonly referred to as the ‘gravity gun’. Each night, choose a player. You use the gravity gun to take an item from them (If they have any).
Mutant injection: This may be used to give yourself an additional mutation, though this will temporarily incapacitate you, preventing you from acting for the next day and night phase.
Zydrate Vial:Zydrate comes in a little glass vial... Use of zydrate allows you to use the mutant injection without being temporarily incapacitated.
Wonderflonium Case: Do not bounce. Possession of this interesting substance allows you to augment your other abilities and items (Effects are different for each ability/item).
Phlebotinum in Jar C: This substance has a strange way of providing you with just what you want. The player with the phlebotinum in jar C gets a one time use of any ability in the game they choose.
Mind-Control Ray: This experimental device allows someone to temporarily control the actions of another. Once a day, the holder of this item may redirect someone else’s point to another target.
Imprint Wedge: This may be used to give yourself an additional imprint, though this will temporarily incapacitate you, preventing you from acting for the next day and night phase.
Imprinter: Use of the imprinter allows you to use the imprint wedge without being temporarily incapacitated.
Disruptor: Disrupts imprints. At night, target a player with this device and choose to either deprive them of their imprint granted abilities or shield them against other imprint granted abilities.
Some items are only prototypes or early designs with some of the technical issues not fully worked out yet. As such, they may, from time to time, fail or break. An items which has broken of its own accord or been broken by the saboteur may sometimes still be usable, but this may be somewhat more hazardous than using it when it was intact.
The narrator reserves the right to change these rules as he sees fit, for balance, or just because he feels the game isn't confusing enough.
If you have any questions about the rules, feel free to ask. Some of them may be answered.
__________________ "I'm just going on motive and opportunity here and the fact that if the earth got swallowed by a black hole, I'd look suspiciously in your direction first."
~ Timberwolf
"After the first day we universally agreed that she was banned from fire thereafter. The second day she ended up with the power to create 5 extra copies of herself."
~ Heliomance
"You're like Pinkie Pie powered by a nuclear reactor."
~ Lix Lorn
In, with a fox.
EDIT: OH MY GOD you made a Portal reference!
EDIT 2: OH MY GOD you mad emultiple Portal and Half Life references! :D
__________________
Generation 5
The first time you see this in a signature, put it in your own signature and add one to the number. This is a social experiment. Degeneration 91
The first time you see this, copy it into your signature and subtract one.
Last edited by The Cyberwolf : 06-03-2010 at 03:42 PM.
One question though, how do items get passed around from player to player, or do they not pass around at all?
They will get passed around. Obviously items are dropped when people die. Other than that... there might be a chance of losing the item each time you use it... or just a chance of losing it anyway (To encourage people to use their items while they have them)...
I'll tell you when I've made up my mind. (I'm kind of still writing the rules...)
@Cyberwolf: I'm making references all over the shop. To everything which comes to mind and fits.
And the science gets done, and you make a neat gun- *BANG BANG BANG*
__________________
Generation 5
The first time you see this in a signature, put it in your own signature and add one to the number. This is a social experiment. Degeneration 91
The first time you see this, copy it into your signature and subtract one.
"When I say it's you I like, I'm talking about that part of you that knows that life is far more than anything you can ever see or hear or touch. That deep part of you that allows you to stand for those things without which humankind cannot survive. Love that conquers hate, peace that rises triumphant over war, and justice that proves more powerful than greed."
Quote:
Originally Posted by Mother Teresa
If you can't feed a hundred people, then feed just one