Chief of Police
(2s-Tracker/2s-Cop/2s-Watcher)
Paramedic [type A]
(cannot protect the same person twice in a row. cannot self-protect)
Paramedic [type B]
(cannot protect the same person twice in the game. can self-protect)
Security Supervisor
(jailkeeper)
Security Officer
(one-shot jailkeeper)
Security Officer
(one-shot jailkeeper)
Mixmaster
(bus-driver w/1s-three-way busdrive)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
Citizen
(vt)
* One is in the
Inner Circle
Gang Leader
(godfather w/1s-BP)
Streetwalker
(roleblocker)
Implicator
(framer)
Gang Member
(goon)
* One is in the
Inner Circle
Gang Leader
(godfather w/1s-BP)
Streetwalker
(roleblocker)
Implicator
(framer)
Gang Member
(goon)
* One is in the
Inner Circle
Day-SK
(kills days, duh)
Night-SK
(kills nights, duh)
Welcome to
, playername!
You are a
of Metropolis. You have no abilities other than your voice and your fists, so use them wisely!
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are
; aligned with the
.
the Chief of Police didn't get to where he was from a path of incompetence. He graduated at the top of his class in the Metropolis Law Enforcement Academy, worked his way through the ranks, and excelled at every task he put his hand to. He has acquired a number of specialized skills over the years and is the most respected officer in the Force. With the former Chief of Police killed by gang violence, he was unanimously appointed to the deceased's office by the City Council.
You have three specific abilities. You may only use one of your abilities each night.
-
Investigate:
You may choose to Investigate someone on each of
two
nights, to attempt to ascertain their alignment.
-
Watch:
You may choose to Watch someone on each of
two
nights, to ascertain who targeted them with an action that night.
-
Track:
You may choose to Track someone on each of
two
nights, to ascertain who they targeted with an action that night.
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
; aligned with the
.
the Paramedics have been dispatched to the amusement park from Metropolis General Hospital. They are charged with assisting the injured and doing their best to ensure that nobody else will get hurt. However, they can't be everywhere at once, and so cannot prevent all violence within the park. They are a night EMT team that has been assigned to the park until sunrise, at which time the park will (presumably) be cleared and the remaining injured patrons evacuated.
Your role ability:
-
Protect:
You may choose to Protect someone each night, to attempt to save them from dying that night. You may not protect someone two nights in a row. If two or more killing actions target the player you chose to Protect, both you and the player will die. You may not self-protect.
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
; aligned with the
.
the Paramedics have been dispatched to the amusement park from Metropolis General Hospital. They are charged with assisting the injured and doing their best to ensure that nobody else will get hurt. However, they can't be everywhere at once, and so cannot prevent all violence within the park. They are a night EMT team that has been assigned to the park until sunrise, at which time the park will (presumably) be cleared and the remaining injured patrons evacuated.
Your role ability:
-
Protect:
You may choose to Protect someone each night, to attempt to save them from dying that night. You may not protect the same person twice in the game, so choose your targets wisely as the game progresses! The only exception to this rule is when self-protecting. You may self-protect an unlimited number of times.
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
; aligned with the
.
the Security Officers patrol the park in droves, attempting—by persuasion of spoken word or threat of force—to dissuade rowdy park patrons from instigating violence amongst themselves. Some are more skilled at plying their trade than others; these are the ones who work the dreaded Night Shift, where the entire park is watched by only a skeleton crew of these brave individuals. Fortunately, due to the nature of their training, on-the-job mortality rates are low.
Your role ability:
-
Detain:
You may choose to Detain someone each night; if your action is successful, it will stop your target from targeting any players with a night action. It will also stop them from being targeted with any other night actions.
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
; aligned with the
.
the Security Officers patrol the park in droves, attempting—by persuasion of spoken word or threat of force—to dissuade rowdy park patrons from instigating violence amongst themselves. Some are more skilled at plying their trade than others; these are the ones who work the dreaded Night Shift, where the entire park is watched by only a skeleton crew of these brave individuals. Fortunately, due to the nature of their training, on-the-job mortality rates are low.
Your role ability:
-
Detain:
You may choose to Detain someone once in the game at night. If your action is successful, it will stop your target from targeting any players with a night action. It will also stop them from being targeted with any other night actions.
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are the
; aligned with the
.
the Mixmaster plies his trade via the turntables, not the 139 route. He's never been a fan of the oppressive government in Metropolis, so he plays music designed specifically to incite feelings of anarchy and discontentment within park patrons. This causes them to get up and jump around, and during the concerts he throws at the park's main stage, visitors often find themselves hopelessly lost in the crowd; separated from their group, and alone.
You have two specific abilities. You may only use one of your abilities each night.
-
Mix and Match:
You may choose to Mix and Match two targets each night (i.e. switching the night actions that would have targeted each); if successful, any actions that would have targeted Player A now target Player B, and vice versa.
-
Super Ultra Mix:
Once in the game, you may choose to Ultra Mix three targets, creating a chain of events similar to your other ability, but with a more intricate effect. (i.e. any actions that would have targeted Player A now target Player B, any actions that would have targeted Player B now target Player C, and any actions that would have targeted Player C now target Player A).
You win when all threats to the
are eliminated!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are the
; aligned with the
.
You have two specific abilities, one active and one passive.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Investigation Immunity
: This passive ability causes you to appear as a Citizen to any Investigative roles, should they investigate you.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Streetwalker),
playername
(Implicator), and
playername
(Goon).
The Skull-Crushers quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
; aligned with the
.
You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Seduction
: You may choose to seduce another player each night. If your action is successful, any night action they have will not resolve.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Gang Leader),
playername
(Implicator), and
playername
(Goon).
The Skull-Crushers quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are an
; aligned with the
.
You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Frame
: You may choose to Frame someone on each of
two
nights. If your action is successful, it will cause them to appear as scum to any Investigative roles.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Goon).
The Skull-Crushers quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
.
Your only ability is the following:
-
Night Kill:
A shared ability between you and your faction. May be used each night.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Implicator).
The Skull-Crushers quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are the
; aligned with the
.
You have two specific abilities, one active and one passive.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Investigation Immunity
: This passive ability causes you to appear as a Citizen to any Investigative roles, should they investigate you.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Streetwalker),
playername
(Implicator), and
playername
(Goon).
The Night Riders quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
; aligned with the
.
You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Seduction
: You may choose to seduce another player each night. If your action is successful, any night action they have will not resolve.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Gang Leader),
playername
(Implicator), and
playername
(Goon).
The Night Riders quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are an
; aligned with the
.
You have two specific abilities. You may only use one each night.
-
Night Kill
: A shared ability between you and your faction. May be used each night.
-
Frame
: You may choose to Frame someone on each of
two
nights. If your action is successful, it will cause them to appear as scum to any Investigative roles.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Goon).
The Night Riders quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are a
.
Your only ability is the following:
-
Night Kill:
A shared ability between you and your faction. May be used each night.
You win when all threats to the
are eliminated, or when nothing can stop you from taking control of Metropolis!
The other members in your gang are
playername
(Gang Leader),
playername
(Streetwalker), and
playername
(Implicator).
The Night Riders quicktopic is located
here.
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are the
; and you shall have no mercy for anyone in your path.
there are also some Serial Killers on the loose in Metropolis. For what big city doesn't have cryptic killers that yearn for wanton violence? and Metropolis is no exception. These fearsome people will kill without mercy, and virtually nothing will be able to stand in their way. You must always remember to watch your six, or you will find yourself sleeping with the fishes faster than you can say "hack'n'slash!"
Your role abilities:
-
Sharp as a Knife:
Each night, you may choose one person to brutally murder in broad daylight.
-
Bulletproof Vest:
You have a bulletproof vest which will stop one attempt on your life, either during day or night.
You win when all threats to your survival are eliminated, and nothing can stop you from wreaking havoc and destroying Metropolis!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
Welcome to
, playername!
You are the
; and you shall have no mercy for anyone in your path.
there are also some Serial Killers on the loose in Metropolis. For what big city doesn't have cryptic killers that yearn for wanton violence? and Metropolis is no exception. These fearsome people will kill without mercy, and virtually nothing will be able to stand in their way. You must always remember to watch your six, or you will find yourself sleeping with the fishes faster than you can say "hack'n'slash!"
Your role abilities:
-
Bullet to the Head:
Each night, you may choose one person to covertly dispatch in the dark of night.
-
Bulletproof Vest:
You have a bulletproof vest which will stop one attempt on your life, either during day or night.
You win when all threats to your survival are eliminated, and nothing can stop you from wreaking havoc and destroying Metropolis!
The game thread is
here. Please /confirm in-thread that you've received your role PM.
And then the Inner Circle PM:
You were not like the others... You were special.
After years of being watched by the powers that be, you were selected... for what? They never told you. But what you do know is that all you have known for sure since that day is that you were meant to be someone. To be some
thing
. To accomplish a goal, that without you, would never be accomplished.
No, you were not like the others. You were quite special indeed.
At first, you wept to be so alone. You wept to be so forgotten. Had you been deceived? Had you been abandoned? The bitter tears spilled down your face night after night, as you contemplated the reason for your forlorn existence.
But then came the others.
And with them... came your salvation.
The DSK and NSK both have bulletproof vests which will stop one attempt on their life, whether lynch or scum NK. However, since Serial Killers always plan for every contingency, vice deaths being a random happenstance or collateral damage, as with gangs, the bulletproof vests will not protect against each other. A single kill attempt from either SK will kill the other. This IS rather bastardly, mostly because the role PM specifically says their BP vest will save them against "any attempt on their life, day or night", but I don't expect that the SKs will kill each other off right away. It's just a contingency plan.
The Mixmaster does not know this, but the "Ultra Mix" ability he has is much more powerful than it says on the label. Not only does it Bus-drive three people (in order) so that the actions affecting them are rotated cyclically, but it also affects the actions they take as well, much like a Redirector (The regular "Mix" ability does not affect actions performed by its targets, only actions affecting them. It's a vanilla Busdrive action.)
First, the Ultra Mix ability will cause any Cop investigations done by his targets to come back paranoid, as in, always "scum" or the equivalent in flavor. Second, any Doc protections done by his Ultra Mix targets will be randomized to point to somebody other than the intended target. The Ultra Mix does not affect blocking actions such as roleblocking or jailkeeping (even though it could also be considered a protection action, here it is considered a blocking action), nor does it affect frame actions or the bulletproof vest assignment by the IC. Most importantly, though: any kills performed by anyone affected by the "Ultra Mix" ability will not go through. And this is quite possibly the only "good" part. Except for the vague possibility of some of the extreme havoc possible with the Ultra Mix actually turning out to be good instead of bad (just as unlikely as it is likely), this may be the only real net pro-town gain from using this action.
IC: Inner Circle Ambiguity:
Ambiguity is wholly intended to surround the fate of the Inner Circle if they are to lose one of their numbers. In the previous game (Metropolis_(game) on the MS wiki), the IC could not win unless they experienced absolutely no casualties. With the addition of quite a few new players and roles (especially another SK which they can't control), this has been changed. Non-IC players are
meant
to assume that if one IC member dies, they all auto-lose or auto-suicide, or something to that effect. However the truth is far more sinister. If one (and only one) of the Inner Circle is to perish at any given time, they will flip as their cover faction, and not as Inner Circle. At this time, the Inner Circle will be informed of a shift in their ability set: They now have a one-shot recruit ability to be used on any player in the game. But it will only work on some, and if used on certain players, will result in (possibly VERY) unfavorable circumstances for the Inner Circle. So it is a gamble, but it must be taken (it is mandatory). This is their one chance to restore their numbers to 'full strength' and play out the rest of the game. The stipulations for the one-shot recruit are as follows. If they attempt to recruit:
- a vanilla Citizen: They will be recruited successfully, and will (temporarily) take the place of the deceased member. If the situation arises where he becomes the only remaining member of the IC, the Free Your Mind stipulation allows him to break the assimilation of the IC and return to his original faction, albeit not without adverse effects (more details specified under the Free Your Mind stipulation).
- a Skull-Crusher or Night Rider: The recruitment attempt will fail (neither gang should have two moles, duh). The potential recruitee will not be informed of the recruitment attempt, and neither he nor the IC's win conditions will change.
- either Serial Killer: All remaining Inner Circle members will die immediately. Serial Killers tend to do that...
- the Chief of Police: All Inner Circle members are revealed as IC publicly. Everyone else will decide their fate.
- a Security Officer: The entire team will be effectively jailed for 2 day/night cycles, and then (after the "investigation") they'll be outed as IC just as before.
- a Paramedic [either type A or type B]: They will be given the option to join the Inner Circle (without being informed of the IC's identities), but they can also refuse. If they refuse, the IC win condition does not change, and neither does the Paramedic's. If they accept, they will be recruited successfully, and will take the place of the deceased member. If they accept, they will have made the choice of their own volition, and will NOT be allowed the Free Your Mind stipulation.
- the Mixmaster: Instead of recruiting the Mixmaster, the recruitment choice will be redirected to a random person, the otherwise applicable effects (i.e. the above options) will be applied (whether that be death, jail, failure, etc).
If they recruit successfully, the game will continue as normal, except for the alignment and wincon change of the single Inner Circle recruit. The previously killed Inner Circle member will still win with the Inner Circle, but is not allowed to talk to them in the Inner Circle QT any more; though his posts will remain in the QT obviously. For other possible outcomes, read on.
If -- after the first recruitment attempt -- the Inner Circle loses
another
member (or, conversely, if the recruitment attempt fails WITHOUT them being outed as IC by the COP or CSO), then both remaining members become functionally identical to Lovers. They are still Inner Circle-aligned, and if they are the last two alive in the game, (or constitute a majority at the start of any Day phase), they and their faction mates (deceased or not) will win. However, they are also linked to each other. If one of them is killed, the other will suicide immediately, whether Day or Night. The IC will not be informed of this stipulation unless such a situation happens. This stipulation is subject to (and if applicable, will defer to) the Free Your Mind stipulation, in which it still holds some power, but not entire power. The IC will not be informed of this stipulation unless such a situation happens, (which
is
likely, but I don't want to complicate things too much at first for them).
The Survivor Stipulation:
If at any point two Inner Circle members are killed simultaneously (or before a recruitment choice is initiated), the remaining member of the Inner Circle (be they 'town' or 'scum') will immediately become Neutral* IC-aligned Survivors and can win the game by themselves. If s/he is still alive when another faction achieves their wincon (i.e. scum attain majority, DSK is 1/3 of the players at the start of a day -- give or take an IC BP vest, NSK is 1/2 of the players at the start of a night -- again, give or take an IC BP vest. These aren't official wincons, just quick summaries that may or may not be entirely accurate), then they (!! and their faction mates in the IC !!) will also win the game (joint win), and the game will end without any of the last kills resolving. The IC will not be informed of this stipulation unless such a situation happens, which is pretty unlikely.
The 'Free Your Mind' Stipulation:
If the situation should arise where the original three IC members are dead, and only the recruit remains, they will receive a choice: They can either return to their original faction (i.e. reverse the IC brainwashing), or choose to stay aligned with the Inner Circle. The IC recruit is only informed of the choice once all of the original IC die (flavor reason is that their mind was enslaved against their will -- obv Matrix/Star Trek influence, lol -- and now that they are free from the assimilation, they realizes that they have a choice). If they is to choose to stay with the Inner Circle voluntarily, they will (unbeknownst to them) die after one day-night cycle, as the Lover Stipulation will still apply, only in a lesser form (with the delay). The recruit will not be told of this. However, if they is to choose to return to their original faction, then their wincon will revert back to what it was before, and the game will continue with the Inner Circle having been entirely eliminated. The IC will not be informed of this stipulation unless such a situation happens, which is pretty unlikely.
: If there is a Paramedic who has joined the Inner Circle voluntarily, he will not be allowed this stipulation. Since his assimilation was by choice, it will remain in place until the grave. Which, incidentally, is where he will go. Immediately. (see Lover Stipulation).
Limited-shot abilities, etc.:
Make sure when resolving night actions that you pay attention to the fact that some of the actions are limited-shot, or have other restrictions regarding their possible targets. First, both of the framers are TWO-shot only. Don't let them perform their action after that. Second, the Paramedics. Make sure that you pay attention to the restrictions specific to type A and B; that is, one cannot protect himself, and cannot protect anyone in the game two nights running -- and the other cannot protect anyone twice EVER, but can self-protect in an unlimited capacity. If that Paramedic is ever recruited by the Inner Circle, it'll be crazy. But then, I expect a lot of this game to be crazy.