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Old 05-30-2007, 09:01 PM   #101
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Another point of note:

The "first infected" role is not a mark of any sort. It is a role that was randomly determined at the start of the game, just like every other role. Anything beyond that that I mentioned was entirely for the purpose of me providing you with more than just a game set-up. The "first infected" was the person that the progenitor (creator) first turned. There may have been other deaths within the city as the story hinted I believe, but in terms of the person in question, they were randomly chosen, not picked by the progenitor. Hopefully that makes sense.
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Old 05-30-2007, 09:08 PM   #102
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Just a point I'd like to make, if we have no alliance at this point we basically either have to lynch our guardian or risk our guardian AND scientist becoming zombies, thus the best course of action IS finding a way to make the alliance work, if you enjoy blue roles. From what is set in action, whether an alliance WAS the best course or not, it is almost absolutely necessary at this point with the actions the scientist and DBP have put into motion.
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Old 05-30-2007, 09:25 PM   #103
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

I guess the way I feel right now is that dbp made a sweet power play for himself... he'll be well-positioned no matter what side he's on.

I have to go vote for myself a whole lot because someone decided to whip out a 120 point advantage on me while I wasn't looking.

I have literally nothing to go on, no real reads of anyone at all. which surprises me actually but eh. I'm going to go flaw I guess on the off-chance that when he asked me when we were talking what I thought about dbp it was a feeler-esque kind of thing, like trying to gauge potential support for a lynch of dbp or whatever. My gut isn't telling me anything though, so who knows.
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Old 05-30-2007, 09:28 PM   #104
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

stella! as a safety. I have a pretty good plan, but i need to work some kinks out of it. Expect it up tommorow morning.
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Old 05-30-2007, 09:29 PM   #105
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

manti
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Old 05-30-2007, 09:34 PM   #106
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

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Old 05-30-2007, 09:40 PM   #107
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Totals so far. Correct if wrong.

Day 1:
Rioting (1) - Kilga
Manti (2) - Stella, Pnt
FoJar (1) - Rioting
Observer (1) - Roundbox
Flaw (2) - Thunder, Talisman
Sert (1) - Flaw
yesssss (1) - Sert
Stella (1) - Manti

Left to vote: x3ro, Yesssss, FoJar, Fiction, Observer, DBP
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Old 05-30-2007, 09:48 PM   #108
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

I guess I can safely safety Fiction now.
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Old 05-30-2007, 09:59 PM   #109
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Read FoJaR's post by request of him, and I have to say:

I don't plan on telling a single person the role of a single other person. That was my post, I was agreeing with roundbox, not saying he was wrong.

I was going to safety manti, because I feel right now he's the most probable wolf (more gut than anything) and the fact that he hasn't tried talking to me at ALL, but I'll refrain for picking the lynch on my own, since I guess he's tied for #1 at the moment. I'm going to safety Kilgamayan at this point, because I know he won't get a vote, and I simply don't have the time to read the 20+ posts that have appeared while I was at work. I've got ~ 45 minutes of driving to do, and I won't be back at a computer before deadline, sorry guys

ps fucking SWAT come to me now.
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Old 05-30-2007, 10:00 PM   #110
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

change in plans manti because I don't want flaw being a KitB candidate as he seems human to me at this point.

Ugh be on in a bit.
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Old 05-30-2007, 10:20 PM   #111
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

flaw i disagree DBP.

i say you work with whatever alliance you have right now, but dont expand it.

any arguing for further alliances at this point is suspect.
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Old 05-30-2007, 10:37 PM   #112
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

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flaw i disagree DBP.

i say you work with whatever alliance you have right now, but dont expand it.

any arguing for further alliances at this point is suspect.
I'm not arguing for a further alliance, I'm arguing to keep the one that we have. If adding the SWAT member (if he exists) is expanding upon it, then yes, that's what I'm doing.
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Old 05-30-2007, 10:39 PM   #113
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

I seriously have nothing to go by at this point. So... X3ro.
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Old 05-30-2007, 10:54 PM   #114
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Eh.

Manti, I guess. flaw just seems a little bit more genuine.
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Old 05-30-2007, 10:56 PM   #115
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Voting ends here. Main story written, PM story almost done. Sit tight.
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Old 05-30-2007, 11:02 PM   #116
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Day 1:
Manti (4) - Stella, Pnt, DBP
FoJar (1) - Rioting
Observer (1) - Roundbox
Flaw (3) - Thunder, Talisman, FoJar
Sert (1) - Flaw
yesssss (1) - Sert
Stella (1) - Manti
Fiction (1) - yesssss
x3ro (1) - observer


Phantoms: x3ro, Fiction

----------

You manage to pass the day with little to no problem. The city seems more peaceful during the day. The police sirens have faded some and the air feels relatively calm. That is, until the guys in the black suits showed up...

Sometime after dinner, you hear a loud banging at your door. You open it, assuming that someone infected with the virus wouldn't have the sense to knock, and see a small group of men dressed in entirely black suits. They immediately walk in and demand a blood sample. You know you have nothing to hide, and you can see they mean business, so you soon comply, slipping only a few sarcastic remarks in the process. After the horrible experience is over, you race back to the television and see if the news has anything to say about the strange men.

You listen to the usual anchorman briefing and then another clip of the mayor starts to play, seemingly from the same bunker:

"I know you all have many questions on your minds. We are intentionally keeping as much as we can between the key officials. We now have reason to believe that the infected individuals retain most if not all of their human intelligence, and merely adapt a collective mindset in addition to their previous mental state. That being said, some of you may have been visited by a group of military officials at some point during the day. Do not be alarmed. This is a counter-investigation that the city has launched in hopes that we can find those infected and treat them accordingly. Our scientists have been working hard in order to develop a cure or vaccine or anything that will help us against the virus. We have currently apprehended one suspect that we think may be linked to the initial outbreak. Dark Manticore has been detained and will be put through a battery of tests to determine the extent of which he was infected, if any."

"For now I ask that you do your best to aid in the speedy return of the military officials and stay tuned to the local news station you are currently viewing. I will be making another broadcast around the same time tomorrow with any further developments on the situation."

The channel cuts back to the anchor and he adds his take on the situation, as humorously as possible for any man in his situation.


Day 1 is over and you have chosen to lynch Manticore. It is now night 2. Night 2 ends at midnight on Thursday night (12:00 am Friday) or whenever I get all needed PMs.

I need all appropriate PMs. If you're not sure if you need to send me something, ask me.
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Last edited by StoicRoivaS; 05-30-2007 at 11:17 PM..
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Old 05-30-2007, 11:32 PM   #117
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

wild guess: kilga is a zombie and bit flaw.
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Old 05-31-2007, 05:30 AM   #118
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

I really honestly wouldnt be suprised, seeing as manti didnt post hardly at all.
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Old 05-31-2007, 08:50 AM   #119
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Okay I probably shouldn't do this, but it'll get me a bit of trust, and as soon as a scientist turns the wolves will know anyways:

scientists: Last night you (SHOULD HAVE) recieved a role-result type PM. Something along the lines of a psychic report. The number in my scientist's PM was 2 but it is becoming apparent that this number could be different. The progeny and proginator have the chance to show up on EITHER side in the PM, which means your number could be anywhere from 1 to 4. 1 being manti was vampire, then the proginator shows up as human and we have the night one transformation as the only red, and 4 being first bitten, proginator, N1 transform, and progeny came up as red. I DO NOT know if the decision is random, or if it is common among all psychic-type scientist result-PMs, but you should have recieved something along these lines.

Furthermore, if you are like my scientist, you started the game with NO powers, only the insight that you would gain power(s) in time.

THIS IS VERY IMPORTANT:
If my scientist is lying to me you NEED to contact me and let me know. If I am not contacted I will assume he is human and it may cost us the game. His role mechanics and result-type PM mechanics are what I will consider to be right, and the rest of the game will be shot

If you read this and say 'Hey he's right, he knows how my role works, he's legit, etc' contact me so we can make the best use of the cure when you get it. We don't want two cures to be used on one person, nor will we want one person tested twice in one night.

@ SWAT: You'd better show yourself if she whole shindig is off. I'll get turned, I'll turn the scientist, and vampires will probably win.

I'm really sorry to sound demanding, but it's early morning and I'm still pretty upset that I couldn't be at the computer last night. (Though I'm not mad at he person who caused it <3)
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Old 05-31-2007, 09:09 AM   #120
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Default Re: TWG XLVII: 28 Half-dozen Hours Later

Also worth noting, I'm starting to think that among the different scientists (assuming there are more than one) the order of power gain is different. Such as, 1 gets a psychic PM, 2 gets a pm saying 'you can seer 1x per night' 3 gets pm saying 'you have x cures' or something of the sort. Right now, I think the scientist role looks like this:

Pick one of the following each night:
  • DNA TEST one townsperson for the viral infection
  • Psychic power - recieve a psychic PM from the host in the morning
  • Cure one person from the plague *
Powers must be activated before being usable

I'm also assuming Cure will have a limited number of uses.

Another option is that all of these have a limited number of uses, and are usable in any order, at any time (possibly all in one night)

Just trying to get this info out because I don't have anything else to do, and because I want to know what everyone thinks/etc.
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