NOTW XLV: The DOOM Project

Chapter 12

You're the last to cast your vote in this deplorable election. This is worse than choosing between the lesser of two evils; you are literally forced to choose between your profession, your honor, and your reward.

All the same, you cast your vote.

Dreadnought steps forward, anticipating the result. "Thank you, gentlemen. You've made the right choice."

Your eyes shift towards Zack. He is standing motionless; classical_hero and CivCube, flanking him on each side, also stand stoically, keeping a straight face despite the votes levied against them.

"I can assure you that the money will be immediately transferred into each of your private accounts."

You stare at Zack again, and this time you notice a slight twitch in his right arm; no, it's not a twitch -- he's signalling you.

Danger.

Dreadnought stays still. "Now, before I go, there is one -- loose end -- I have to clean up." Spinning on a dime, he draws a .44 Revolver from his belt and aims it straight at Zack.

Zack, anticipating the move, dives for cover behind a rock, followed by classical_hero. CivCube also takes cover behind a separate rock face.

Dreadnought's shot travels directly to the stop Zack was formerly standing. Cursing softly, he takes another shot at the rock, keeping the two behind cover.

You see classical_hero bend out from behind the rock, brandishing his large automatic rifle. He takes aim towards Dreadnought, but is instead forced back into cover by other gunfire...

...not coming from Dreadnought.

By now, most of the mercenaries dove to the ground for cover from this firefight, but you notice two of your squad mates are still standing.

One of them, johnhughthom, has his submachinegun aimed directly at classical_hero and Zack; he opens fire, sending a stream of bullets into the stone surface of their cover, keeping them pinned down.

SouthernKing, meanwhile, has grabbed the bag containing the relics and runs towards Dreadnought, seemingly unphased by the firefight that has just erupted.

Spoiler :
johnhughthom is the BLUFOR Osyluth!


Spoiler :
SouthernKing is the BLUFOR Barbazu!


Seeing his opponents hopelessly pinned down, Dreadnought taunts, "Zack, you should have well known that it'd take more than two Archangels to stop me!"

From behind the rock, you hear Zack chuckle. "Interestingly enough, I already did!"

With your peripheral vision, you see a mercenary jump up from the ground with inhuman speed. You identify him as Takhisis, who levels his rifle towards SouthernKing. Taking a shot, he strikes SouthernKing in the upper body, sending him crashing to the ground.

Spoiler :
Takhisis is an OPFOR Archangel!


johnhughthom immediately recognizes this new threat and turns towards Takhisis. Wielding his submachinegun like a baseball bat, he strikes Takhisis with enough force to break the firearm into several pieces. Takhisis falls to the ground, dazed, and johnhughthom draws his pistol and aims it to execute Takhisis.

Takhisis's reaction is too quick, however, and he sweeps johnhughthom off the ground. He fires the pistol wildly into the air as he falls; Takhisis, meanwhile, draws his knife and rolls on top of him. johnhughthom grabs Takhisis's wrist before he can make the fatal stab wound, locking both of them in this fatal bout of wrestling.

Dreadnought roars with rage. "GET THE RELICS. GET THE RELICS!"

You are amazed to see SouthernKing stumble back to his feet, shrugging off a wound that would incapacitate any human being. He takes a a few pot shots towards CivCube before grabbing the bag again and darting behind cover. Dreadnought backpedals towards a nearby pickup truck, firing his revolver as he goes.

Zack reemerges from his cover and, wielding a Desert Eagle, aims to bring Dreadnought down. Dreadnought pulls open the truck door, using it as cover from Zack's shots, and starts the engine.

"We need to get the hell outta here!" one mercenary screams, and you agree with him. Using this moment as a distraction, the survivors swing around the site's entrance towards a ring of expedition trucks in the distance.

Dreadnought drives the pickup truck to SouthernKing, who jumps into the bed despite the terrible wounds he has already received. johnhughthom, meanwhile, flips Takhisis off and darts to the truck, ignoring the bullets striking him from CivCube and classical_hero. SouthernKing covers their escape as they drive into the distance; Zack and the Archangels make no visible attempts to pursue them.

That, however, is only a minor concern to you; for you have survived not only the ordeal of the expedition, but the terrible firefight that raged after it.

Regardless of the rivalry you have stooped into; regardless of the choices you have made; regardless of the threats you may have heard, you survived the mission and succeeded admirably. Though you did breach the terms of your contract -- not only did you fail to deliver the goods to the contractor, but you also blatantly accepted payment to do otherwise -- you've pocketed 100 times as much cash as you would have otherwise.

You let your mind drift towards your imminent future, imagining what lies in store for you. Only one thing is clear.

You`re a million bucks richer.
 
Final Tally:

Dreadnought (8) -- BSmith1068, Choxorn, johnhughthom, NinjaCow64, Seon, SouthernKing, spaceman98, Buddhafish, Verarde, Visorslash

Zack (5.5) --CivCube, classical_hero, DaveShack, dcmort93, Jarrema, Mat93, Mergle, Takhisis
 

Link to video.

Congratulations to the BLUFOR Team for their outstanding individual and team performance!

You may have failed in your contractual obligations, but you succeeded admirably in your mission execution -- and, you're a million bucks richer!

You may now post. Most details -- roles, storyline, etc, to come.
 
Spoiler :


MEDIC

Spoiler :
You are the BLUFOR Medic


marksman.jpg

No amount of medical training could have prepared you for working with the Dresden Organization of Operative Mercenaries.

You have treated a wide variety of different injuries -- and very few happen to be from bullets, which you'd expect as a combat medic. You vividly remember that one poor shepherd in Pakistan, eviscerated by something that the other locals only referred to as "The Creature".

There was also that time in the Himalayas, where the townsfolk were being killed, one by one, through impaling from what appeared to be some sort of giant scorpion.

This mission doesn't seem too tough though. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Interdynamic MP-9 Submachine Gun. Strength 3. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Healing: If you are in the same Room as the target of a Night Kill, or of a player who will die from Combat, you will prevent that player from dying. You only have enough medical supplies to save two such people in this manner, however.

* * *
COVER ROLE

Spoiler :
You are the BLUFOR Marksman


marksman.jpg

You are the king of potshots and the master of making every bullet count.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Interdynamic MP-9 Submachine Gun. Strength 3. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Marksman: If you are engaged in Combat but are not the target of that combat, your strength increases by 50%. Only effective if you are wielding a firearm.


ENGINEER

Spoiler :
You are the BLUFOR Engineer


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Working for the Dresden Organization of Operative Mercenaries is quite the job.

You remember that one time in East Timor, where you had to jury-rig the sinking ship in order to prevent the priceless cargo of jewels from sinking to the bottom of the ocean. Yeah, that was a good $40,000 right there.

And that time in Chad, where you not only defused the time bomb in the truck, but also reconfigured it to detonate when the enemies came back wondering what the hell went wrong.

Good times, good times. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: PP-2000 Submachine Gun. Strength 3. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Ability: Blowtorch: once during the entire game, you may choose to utilize your blowtorch to open a locked room. You may use this ability during the day, and after doing so, all players are free to enter and leave that room freely. You only have enough fuel for one use -- so use it wisely.


COMMANDO

Spoiler :
You are the BLUFOR Commando


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Your prior training as an Israeli commando has certainly served you well in the Dresden Organization of Operative Mercenaries.

Remember that one time, when you were fighting for your life in Siberia -- when those things were leaping at you, and you had to kill them with your bare hands?

Or that other time, in Madagascar, where that monster nearly slaughtered that entire village?

This mission doesn't seem too tough though. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: IMI Tavor TAR-21 Assault Rifle. Strength 5. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Krav Maga: Your combat strength is increased by 2 whenever you are wielding a secondary weapon or no weapon.




GUERILLA

Spoiler :
You are the BLUFOR Guerrilla


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For most of your life, you've been a fighter.

You first killed a man when you were eight years old. He was supposedly a government man. All you know is that he held a gun, and was shooting at your friends. So you shot back, and hit him in the head.

Still, it's tough to be a guerrilla without a cause. After the revolution succeeded, there was no room for men of violence in the new regime. So, you packed up and left -- and you hadn't even stepped off the plane before the Dresden Organization of Operative Mercenaries had contacted you.

In fact, somehow, he was sitting right next to you on the plane.

He described the work as dangerous yet rewarding. You'd always been a fighter, but you fought for your ideology -- not for money. It isn't too much of a change.

Is it?

This mission doesn't seem too tough though. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: AK-47 Assault Rifle. Strength 4. 3 Magazines Total.
Secondary Weapon: Colt Anaconda .44. Strength 3. 3 Magazines Total.

You begin the game with the following items:

Cable Ties: Can be used at Night. Roleblocks the target, negating their actions for that Night and the following Day. Be careful, though -- the target also cannot fight in Combat for that Night and Day (because, obviously, it's tough to fight while handcuffed).

You possess four Cable Ties. Each use expends one tie.


GUNNER

Spoiler :
You are the BLUFOR Gunner


doom.jpg

Now that's a big gun.

That's what you remember thinking as the corporate official from the Dresden Organization of Operative Mercenaries showed you the weapon. He said it would be an incentive to join the Organization -- a means of "sweetening the pot".

When you asked where it came from, the officer didn't answer.

Still, the weapon is a massive engine of destruction, and it suits your style of combat perfectly. Shoot first, and ask questions later.

Let God sort them out.

This mission doesn't seem too tough though. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: BFG-9000 Energy Cannon. Strength 6. Unlimited Ammunition*.
Secondary Weapon: IMI Desert Eagle. Strength 3. 3 Magazines Total.

You have one passive ability:

BFG-9000: The Bio-Force Gun 9000 is specially designed to utilize energy sources as opposed to physical ammunition. There gun requires no magazines -- in effect, it has unlimited ammunition -- but requires one Night of recharging after each Combat you use it in. It is also genetically tied to you, as its wielder, and thus cannot be used by anyone else.


HACKER

Spoiler :
You are the BLUFOR Hacker


cool+hacker.jpg

You never knew that getting in trouble could give you the opportunity of a lifetime.

You were always a wizz-kid when it came to computers -- having mastered many programming languages before the age of 16 -- but it was only after College when you realized you could use your hacking abilities to make a fortune.

Though you successfully breached the bank's defenses and managed to transit $5 million to a private account, you soon realized that it wouldn't be a smooth getaway -- and that the government was hot on your trail.

Yet, as you sat in that jail cell, waiting for the hearing, you could never predict that the corporate official would come just for you. He said he was from the Dresden Organization of Operative Mercenaries -- and he offered you a choice.

Agree to join the Organization, and the official promised that he'd "convince" the authorities to drop all charges against you.

That, plus a sizeable paycheck for joining, made it no debate.

You've spent some time in HQ, managing the Organization's computer systems, but this is your first major operation. You're no soldier -- that's for sure -- but Organization training has given you enough confidence to handle it.

Besides, this mission doesn't seem too tough. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Uzi Submachine Gun. Strength 3. 3 Magazines of ammunition.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You begin the game with one item:

Laptop: Fulfills a wide-variety of mission actions, such as accessing USBs and hacking into computers.


SPY

Spoiler :
You are the BLUFOR Spy


Sam_Fisher_SCC.jpg

You were a patriot. Once.

Being a Spy is dangerous business, especially one that specializes in espionage and assassination. Before, you engaged in all matter of impossible missions, accepting each mission as a matter of nationalist pride.

That was before you first glanced into the backroom mechanisms of government. The corruption and disdain hung poignant all around you, and it was then that you lost your motivation.

That is, until the Dresden Organization of Operative Mercenaries arrived at your doorstep one day. They offered a substantial contract in exchange for your services -- and you knew you had to accept it. There was no other life for you than the life of a spy.

You've been on all different types of missions. This shouldn't be any different.

Right?

This mission doesn't seem too tough. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Heckler and Koch UMP Submachine Gun. Strength 4. 3 Magazines of ammunition.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have one ability that you may use at Night:

EMF Goggles: You may scan one person every Night, revealing what items they are currently holding.


ARCHAEOLOGIST

Spoiler :
You are the BLUFOR Archaeologist


michael-shanks.jpg

They never accepted you in Academia, and you know why: because you always knew more than they did.

You are an archaeologist, one who has been studying for years. You've been on missions before, of course -- mainly with the military -- but you never knew what kind of money certain individuals would pay you.

When the Dresden Organization of Operative Mercenaries approached you with their contract offer, you were surprised at first. What would a gang of mercenaries want with an academic?

But the pay was exceptional, so you took the deal.

This mission doesn't seem too tough. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Heckler and Koch MP7 Submachine Gun. Strength 3. 3 Magazines of ammunition.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have two passive abilities:

Equipment Room: You served as the previous overseer of the Equipment Room; thus, you know the passcode to the room is 9-0-1-0.

Linguist: You can read and understand many Ancient dialects, including the one present on this mission.


GRUNT

Spoiler :
You are the BLUFOR Grunt


human-grunt.png

They call you the Grunt, which may sound a little demeaning at first. But really, it's a badge of honor.

See, there has never been a gun you couldn't use with masterful precision. You are so confident in your abilities, that you can be handed a weapon while blindfolded, and both identify the weapon and successfully fire it without a need for sight.

These sorts of talents don't go unnoticed, and you were offered a contract by the Dresden Organization of Operative Mercenaries for unspecified duties. Now, that last part is a little vague, but what's there to worry about?

This mission doesn't seem too tough. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Arsenal Shipka Submachine Gun. Strength 3. 3 Magazines of ammunition.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have one Night ability:

Weapon Proficiency: If you desire, you may target one player who has died either the Night before or the previous Day. You will exchange your current weapon and ammunition for the dead player's.


RANGER

Spoiler :
You are the BLUFOR Ranger


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Some people may think it's hyperbole to say it: but you've seen everything.

You remember the days in your childhood, playing outside in the twilight: you saw the dim, red eyes, watching you from the tree line across the way. You remember, that one night ten years later, where that ... thing ... shambled across the roadway as you drove your motorcycle home.

Now, you aren't superstitious, but you know for a fact that there are things out there that we can't understand.

And, most surprising of all, there were those who agreed.

When the Dresden Organization of Operative Mercenaries offered you the contract, they added an additional comment to their statement: they knew what you had seen, and could answer the questions you had.

Now, however, you have business to attend to: the latest contract.

This mission doesn't seem too tough. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: ACR Assault Rifle. Strength 4. 3 Magazines of ammunition.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have one ability:

Flashbang: You carry with you one flashbang grenade, which you can use to extract yourself from dangerous situations. You will elude the first Night Kill targeting you OR the first combat situation which would result in your death.


BOUNTY HUNTER

Spoiler :
You are the BLUFOR Bounty Hunter


jeremy-renner-is-hawkeye-in-the-avengers.jpg

Not only are you a Hunter, you're a fighter.

See, now a days, the Hunting part isn't the difficult part of a contract. You used to be able to track the target down, determine whether he's worth more dead or alive, and make the appropriate actions. You won't call yourself an assassin -- that'd be improper -- but sometimes you do feel you've been hired to kill rather than capture.

Once the Dresden Organization of Operative Mercenaries hired you, however, you came to realize that their contracts don't involve Hunting humans.

At least, that wasn't the shadow on the wall in Peru, the one you noticed slicing away at innocent tourists in that hotel. When you turned the corner, it appeared to be a regular human being -- that is, until it leaped at you with a thoroughly un-human ferocity.

This mission doesn't seem too tough though. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: FN-F2000. Strength 4. 3 Magazines of ammunition.
Secondary Weapon: Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have one ability:

Infrared Goggles: You may target one person each Night; I will tell you which Room they currently inhabit.


BERET

Spoiler :
You are the BLUFOR Beret


The-Expendables.jpg

Mercenary work isn't a new thing for you.

You've been in the wars, so to speak. You have your share of scars, both physical and mental. But who doesn't, especially in this line of work?

The truth is, your talents are highly sought on the market, which means you can charge a hefty pricetag for your services. Yet, even then, there are ... things ... which can give you the fight of your life.

You thought you were invincible when the Dresden Organization of Operative Mercenaries offered you a position. After all, their warnings were just standard protocol, right?

You still remember your first mission with the Organization in the Caribbean, which you thought was just a standard gunfight. Instead, you fought the civilians all against you, driven by an unseen whip, wishing to tear the flesh off your bones.

Now, that was a sight to see.

This mission doesn't seem too tough though. Sounds like you have a babysitting job on this one. That should be some easy money.

Or so you thought.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Beretta ARX-160. Strength 5. 3 Magazines of ammunition.
Secondary Weapon: Taurus Judge. Strength 3. 3 Magazines Total.

You have one ability:

Watchman: You may target one person each Night with whom you share a Room. You will be told who targeted that player that Night, though not how or why.


Barbazu

Spoiler :
You are the BLUFOR Barbazu


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johnhughthom is your guaranteed teammate.

You knew you couldn't trust the humans to finish the contract.

Even after you offered them a fortune for a relatively simple mission, they nearly fled in terror from the Evil that lurks in this place. It is good that you and your ally, johnhughthom, were here to oversee the operation, or you could have lost your chance to secure the Relics forever.

Still, not all is lost. As they fled towards the tomb's entrance, you caught up with them and delayed them long enough to initiate the magic necessary to collapse the rocks about the stairway, trapping them inside.

Maybe now that they are forced to finish the mission, they will.

Of course, you want to see the mission finished in a thoroughly acceptable fashion. Maybe your talents can be of use to them.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: FN-SCAR. Strength 5. 3 Magazines of ammunition.
Secondary Weapon: Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have one two abilities:

Investigate: Once per Night, you may choose one person to Investigate; I will tell you whether they are mortal or an Outsider.

Unholy Votes: Your votes are considered Unholy for purposes of determining lynch successes.


Osyluth

Spoiler :
You are the BLUFOR Osyluth


Osyluth.jpg

SouthernKing is your guaranteed teammate.

You knew you couldn't trust the humans to finish the contract.

Even after you offered them a fortune for a relatively simple mission, they nearly fled in terror from the Evil that lurks in this place. It is good that you and your ally, SouthernKing, were here to oversee the operation, or you could have lost your chance to secure the Relics forever.

Still, not all is lost. As they fled towards the tomb's entrance, you caught up with them and delayed them long enough to initiate the magic necessary to collapse the rocks about the stairway, trapping them inside.

Maybe now that they are forced to finish the mission, they will.

Of course, you want to see the mission finished in a thoroughly acceptable fashion. Maybe your talents can be of use to them.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: Spectre M4. Strength 3. 3 Magazines of ammunition.
Secondary Weapon: Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have one two abilities:

Thief: You may choose one person per Night; if they currently hold any Relics, you will steal one from them.

Unholy Votes: Your votes are considered Unholy for purposes of determining lynch successes.
 
You had some interesting pronunciations for player names. :p

Or maybe I'm the one with interesting pronunciations...
 
Spoiler :


FORTUNE HUNTER

Spoiler :
You are the OPFOR Fortune Hunter
You are a one-man team.

muldoon1.png

It was always about the money.

When the DOOM Project contacted you about an upcoming mission in Arabia, they offered 10,000 US Dollars upfront -- not a bad deal. Yet, once you knew the true aim of the mission -- the acquisition of these priceless artifacts -- you understood that the DOOM Project's salary paled in comparison to what you could make if you sold those artifacts on the Black Market.

Why earn $50,000 working with the DOOM Project when you could make five million dollars for yourself? There'd be no splitting of the cash among the other mercenaries; there would be no Corporate leeches siphoning away your hard earned reward. If you can somehow secure these relics, the five million dollars would be all yours.

The choice now is clear: you must find and keep those artifacts.

* * *
OBJECTIVE:

Acquire as many Relics as possible. The more relics you control, the greater your victory:

Total Victory: Control all seven relics and survive.
Major Victory: Control at least four relics and survive.
Minor Victory: Control at least two relics and survive.
Draw: Survive, without meeting any of the above conditions.

Anything else will result in Total Defeat.

* * *
LOADOUT AND ABILITIES

Primary Weapon: SPAS-12 Shotgun. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

I realize the SPAS-12 doesn't use "Magazines" per say, but for ease and simplicity it will use the same system.

Passive Ability: Untrackable -- You cannot be tracked or followed. player shares the same Room as you during the Night, they will know you spent the Night there. If you are roleblocked, this ability is temporarily lost.

You begin the game with two items:

Relic #4: The fourth relic the BLUFOR team is searching for. This relic does count towards your objective tally.
Silenced Pistol: You may only use this item one time during the entire game. If you choose, you can target one player during the Night; you will perform a vigilante-style Night kill against that target. You must be in the same room as your target for this ability to work. If that target is holding any relic(s), you will automatically and secretly gain possession of those relics. Once you use this ability, this item disappears. If you die without using it, this item can be acquired by other players.

* * *
COVER ROLE

Spoiler :
You are the BLUFOR Guide


muldoon1.png

Having spent years in the wild as a tracker, scout, and big game hunter, you are the foremost Guide available on the modern mercenary market.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: SPAS-12 Shotgun. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

I realize the SPAS-12 doesn't use "Magazines" per say, but for ease and simplicity it will use the same system.

Passive Ability: Untrackable -- You cannot be tracked. Anyone who attempts to "follow" you as their movement action will fail to do so. If another player shares the same Room as you during the Night, they will know you spent the Night there. If you are roleblocked, this ability is temporarily lost.


RAPTOR

Spoiler :
You are the OPFOR Doom Bringer
You are a one-man team.

Cambion_Sillidar_by_hakabuza.jpg

For years -- centuries -- millennia -- Your Master's plan has been on hold, as you lay imprisoned in this suffocating tomb. Your own relics, those that held Your Master's power on Earth, were turned against you, as their energies were used to contain you in this prison.

You never lost your resolve, however, and one day you finally had a new chance at freedom. Mortals, unaware of where they were exploring, entered the tomb -- you thought they were here only to research. After all, they couldn't know the powers they trifled with -- the value these Relics held.

Could they?

You remained silent for days as the laborers toiled at their self-contrived idiosyncrasies, writing down their findings and celebrating every new chamber they discovered. After all, as they added to their puny reservoir of knowledge, you knew they were inadvertently releasing the shackles that held you in place for so long. Once the opportunity presented itself, you'd burst free, overwhelming the feeble mortals and continue Your Master's mission once more.

After all, they were only mortals, correct?

No!

You thought the mercenaries were here merely to protect the researchers. When you learned they had ulterior motives -- to secure the Relics for themselves -- you know your time was limited.

Somehow, the mercenaries have trapped themselves inside this place. You know you won't have any other opportunity; now you must take back those Relics, once and for all.


* * *
OBJECTIVE:

Secure all seven Relics, so Your Master's plan may finally be launched.

Anything else will result in Total Defeat.

* * *
LOADOUT AND ABILITIES

Primary Weapon: FAMAS Assault Rifle. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have two abilities, both of which may be used each Night.

-- Possession: You may target one person at Night; you need not be in the same room as the target. The next Day, you can control the vote of that particular player; their vote will be secretly changed at the end of the Day to any person you wish. (PM me which player your possessed target will vote for). Additionally, if you are the target of a Night Kill or a lynch, the possessed player will die in your place.

Possession lasts for only one Day. The next Night, you choose a new target to Possess, though you may possess the same player as the previous Night.

The target player being possessed is not informed that they have been possessed.

-- Demonic Manifestation: You may target one player per Night to be the target of a deadly attack by a demonic force. You need not be in the same room as the target. That player, and any other players in the same room as the target, will fight the Demonic Manifestation in combat. If their combined Strength is stronger than the Demon's Power, they will disperse the evil force. If the Demon has more Power than their Strength, he will kill the target player.

Your Demon's Power increases with each passing Night, as well as depending on the number of Relics you currently hold. Each Night, I will PM you your current Demon Power rating.

Additionally, you start the game with one item:

Relic #2: The second relic the BLUFOR team is searching for. It increases your Demonic Power rating by 2.

* * *
COVER ROLE

Spoiler :
You are the BLUFOR Grenadier


_gl-ub1.jpg

Sometimes, it takes more than just bullets to cull the herd.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: FAMAS Assault Rifle. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Grenade Launcher -- if you ever find yourself in a combat situation where you would otherwise be killed, you will instead use your grenade launcher to increase your Strength rating by 5. Can only be used once in the game; will trigger automatically when necessary.


ST. MICHAEL (classical_hero)

Spoiler :
You are an OPFOR Archangel

archangel-michael38.jpg


Your team consists of the following three players: classical_hero, Autolycus, and Takhisis

"Do not forget to entertain strangers, for by so doing some people have entertained angels without knowing it."

You recognize this place – the Evil that lurks here.

Thousands of years ago, you fought here, alongside others of your kind, against the Evil that threatened to overrun the Earth. Desperately, the tides of battle bent both ways, as the greatest powers of both Heaven and Hell clashed in the cataclysmic struggle.

In the end, you and your kind emerged victorious and sealed away the Evil, using his own relics of power against him. You created this prison to hold him eternally sequestered, siphoning the power from the relics to lock him in place.

But now, the mortals have tampered with the once-powerful defenses, and the Evil threatens to once again launch an invasion against Earth.

This Evil must be destroyed – but there is another problem: these mortals wish to control the relics for themselves, to fulfill their empty promises in exchange for worldly wealth and pleasures.

There is no alternative: the mortals must be euthanized, in the name of all that is Right and Good.

* * *
OBJECTIVE:

Kill the Evil Power that lurks in these ancient halls.

Euthanize all others who stand in your way.

Total Victory: Night Kill the Evil entity; kill all other players.

Minor Victory: Night Kill the Evil entity.

Anything else will result in Total Defeat.

– Once per Night, as a team, you may chose one other player as the target of your Night Kill. You or one of your team mates must also be chosen as the agent to perform the killing. You must be in the same Room as your target in order for the Night Kill to succeed. This Night Kill does not result in Combat.

* * *
LOADOUT AND ABILITIES

Primary Weapon: KRISS Vector. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have three abilities.

Angel of War: Your combat strength is increased by 50% when fighting Evil entities.

Heavenly Vengeance: If you are lynched, you may choose one person who cast a vote for you that day; you will engage that target, and all other players that voted for you, in Combat; your strength will be considered 11 for that encounter.

Holy Votes: Your votes are considered Holy for determining the successes of lynches.

* * *
COVER ROLE

Spoiler :
You are the BLUFOR Demolitions


demo_man.jpg

Sometimes, it takes more than just bullets to cull the herd.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: KRISS Vector. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Claymore: you may choose to plant a claymore before going to sleep. Anyone, friend or foe, who targets you will be killed.


ST, GABRIEL (CivCube)

Spoiler :
You are an OPFOR Archangel

archangel-michael38.jpg


Your team consists of the following three players: classical_hero, Autolycus, and Takhisis

"Do not forget to entertain strangers, for by so doing some people have entertained angels without knowing it."

You recognize this place – the Evil that lurks here.

Thousands of years ago, you fought here, alongside others of your kind, against the Evil that threatened to overrun the Earth. Desperately, the tides of battle bent both ways, as the greatest powers of both Heaven and Hell clashed in the cataclysmic struggle.

In the end, you and your kind emerged victorious and sealed away the Evil, using his own relics of power against him. You created this prison to hold him eternally sequestered, siphoning the power from the relics to lock him in place.

But now, the mortals have tampered with the once-powerful defenses, and the Evil threatens to once again launch an invasion against Earth.

This Evil must be destroyed – but there is another problem: these mortals wish to control the relics for themselves, to fulfill their empty promises in exchange for worldly wealth and pleasures.

There is no alternative: the mortals must be euthanized, in the name of all that is Right and Good.

* * *
OBJECTIVE:

Kill the Evil Power that lurks in these ancient halls.

Euthanize all others who stand in your way.

Total Victory: Night Kill the Evil entity; kill all other players.

Minor Victory: Night Kill the Evil entity.

Anything else will result in Total Defeat.

– Once per Night, as a team, you may chose one other player as the target of your Night Kill. You or one of your team mates must also be chosen as the agent to perform the killing. You must be in the same Room as your target in order for the Night Kill to succeed. This Night Kill does not result in Combat.

* * *
LOADOUT AND ABILITIES

Primary Weapon: T86 Assault Rifle. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have two abilities.

Messenger of God: Instead of ordering a standard Move action, you may instead target a player; you will travel to the same Room as that player.

Holy Votes: Your votes are considered Holy for determining the successes of lynches.

* * *
COVER ROLE

Spoiler :
You are the BLUFOR Sentinel


an-iraqi-swat-trooper-stands-guard-during-the-operation-lion%26%2339%3Bs.jpg

Sometimes, it takes more than just bullets to cull the herd.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

[Primary Weapon: T86 Assault Rifle. Strength 4. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Tracker: You may target one person at Night; their target, if any, will be revealed to you.


ST. RAPHAEL (Takhisis)

Spoiler :
You are an OPFOR Archangel

archangel-michael38.jpg


Your team consists of the following three players: classical_hero, Autolycus, and Takhisis

"Do not forget to entertain strangers, for by so doing some people have entertained angels without knowing it."

You recognize this place – the Evil that lurks here.

Thousands of years ago, you fought here, alongside others of your kind, against the Evil that threatened to overrun the Earth. Desperately, the tides of battle bent both ways, as the greatest powers of both Heaven and Hell clashed in the cataclysmic struggle.

In the end, you and your kind emerged victorious and sealed away the Evil, using his own relics of power against him. You created this prison to hold him eternally sequestered, siphoning the power from the relics to lock him in place.

But now, the mortals have tampered with the once-powerful defenses, and the Evil threatens to once again launch an invasion against Earth.

This Evil must be destroyed – but there is another problem: these mortals wish to control the relics for themselves, to fulfill their empty promises in exchange for worldly wealth and pleasures.

There is no alternative: the mortals must be euthanized, in the name of all that is Right and Good.

* * *
OBJECTIVE:

Kill the Evil Power that lurks in these ancient halls.

Euthanize all others who stand in your way.

Total Victory: Night Kill the Evil entity; kill all other players.

Minor Victory: Night Kill the Evil entity.

Anything else will result in Total Defeat.

– Once per Night, as a team, you may chose one other player as the target of your Night Kill. You or one of your team mates must also be chosen as the agent to perform the killing. You must be in the same Room as your target in order for the Night Kill to succeed. This Night Kill does not result in Combat.

* * *
LOADOUT AND ABILITIES

Primary Weapon: IMI Galil Assault Rifle. Strength 3. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

You have two abilities.

Healer and Destroyer: Any lynch vote cast for a non-team member counts as double to normal value; any lynch vote cast for a teammate actually reduces their total lynch tally by 1. This ability is visible in the final lynch tally.

Holy Votes: Your votes are considered Holy for determining the successes of lynches.

* * *
COVER ROLE

Spoiler :
You are the BLUFOR Special Agent


GibbsGun9.jpg

Sometimes, it takes more than just bullets to cull the herd.

* * *
OBJECTIVE:

Work with your fellow BLUFOR team members to fulfill the mission objective.

* * *
LOADOUT AND ABILITIES

Primary Weapon: IMI Galil Assault Rifle. Strength 3. 3 Magazines Total.
Secondary Weapon: Beretta 92. Strength 2. 3 Magazines Total.

Passive Ability: Alert: If someone enters your Room after the designated Move phase, you will be alerted to their presence.
 
Ver-rar-dee.

You got the first part right mate! Just leave off the "dee" and Just have Ver-rard. :)


But I want to thank you for an absolutely fantastic game! You were right in the video, I really enjoyed my role. I like having Untrackable players, and the fact that I was a one-man team really made this game interesting for me. I'll be sure to play in any games yoh host in the future!
 
So how did I end up being the archaeologist cause that is not what I was in the video?
 
I agree with Verarde, very well played game, only wish I had been able to secure some relics to cause some havoc in the game, but it was not meant to be i guess
 
If you have a free moment, please take the time to fill out this game review sheet and post it here (either by name or anonymously):

Spoiler :
Please Answer The Following Questions with this Scale: 0-5, with 0 being "Terrible" and 5 being "Excellent".

Before the game ended, how understandable and interesting was the game's plot and storyline?

How would you rate the game's presentation (ie, updates, stats, etc.)?

How would you rate the game's combat system?

How would you rate the game's movement system?

How would you rate your interest level in the game (based on host's performance)?

Please answer the following questions with YES or NO.

Did you enjoy the game?

Would you sign up for this game in particular again, if you somehow had the ability to go back in time (i.e., ignoring such things as prior knowledge of roles, alignment, plot, etc.)?

Would you sign up for a similar game like this in the future?

Please answer the following using as much space as necessary.

Do you have any particular things about this game that you found noteworthy for a positive reason?

Do you have any particular things about this game that you found noteworthy for a negative reason?

Do you have any other comments about the game?

If you could sum up the game in a brief statement, what would you say?


Thanks in advance!
 
I always thought it was "Ver-ar-day".

And, for the record, these are my personal pronunciations:

"Tuh-kee-sis"

"Jon-hoog-thum"

"Bee-ess-mith" (I know it's not correct, but I can't shake it)
 
So how did I end up being the archaeologist cause that is not what I was in the video?

I'm going to post a video about this shortly.

Basically, until the very last second before I launched the game, you had a cover role, the "Trooper". I ditched it at (almost literally) the last moment.
 
I always thought it was "Ver-ar-day".

And, for the record, these are my personal pronunciations:

"Tuh-kee-sis"

"Jon-hoog-thum"

"Bee-ess-mith" (I know it's not correct, but I can't shake it)

Maybe that's the French version. :p

Mine are

"Tack-hee-sis"

and

"John-hoog-thum"
 
Just for an extra letter, I guess. I liked the looks of it.

google translate puts it as "Vair-ard"
 
I am amazed that a small NOTW game was able to get over 100 posts in it. Excellent work on getting lots of activity in this.

This is the QT for the Archangels. http://www.quicktopic.com/47/H/wXdRHTMsLDE5

We should have the name of the players with each role. Just makes it easier to look through to compare the game.
 
OCC:

Wonderful game Dreadnought! Fantastic work!

Is that all the information? Or will some more things be posted later?

Also, what is the difference between holy/unholy votes?
 
I think that is to determine my ability when I attacked, since I could get a benefit from attacking evil entities and thus it shows those two as such.

One frustration I had was the lack of support I got from my team mates. When I was alive I was the only one active enough to be in a room with others to perform kills. We had plans to split up the attacks so it would not put suspicion onto one player, but that didn't happen.

EDIT. I never again want to be teamed up with Auto again, since this is not the first time he has left as a team mate of mine and cause problems.
 
I say Verarde the same way Zack does. "Ver- ar- day"
I say jht: john-hugh'-tom
BSmith: B - smith
Takhisis: Usually Tack - sis, because that's esaier to say.

Anyway, thanks for the game, I had a really good experience from it (except dying before I could nail the rest of the scumbags).

3/5 ain't bad though. (Classical, Takhisis and BigTin). Though Bsmith did a good job on classical too.

Thanks for the game.
 
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