NOTW XXXIX: Impending Retribution Game Thread

I don't think civplayah's story sounds very convincing. It's the type of thing a saboteur might say.

I agree to take the flak jacket and drill. Gotta think some more on the other items.
 
If no one's going to send training orders then I might as well help repair the ship's engines.
Seriously, neither classical_hero nor Duke Blackstone sent in training orders. Why was this?
 
Because you only asked THE one time long ago, civplayah, and because you've never ever sent in orders to Backwards Logic and me as I've requested dozens of times.

What do you mean, orders? I assumed you had chosen not to train me...?
 
I wasn't going to tech you last night, iw as expecting either classical_hero or Duke Blackstone to be taught.
But the one time you did ask you neve rfollowed up on it, you never said much, you never gave any proof, never told me to ask a third party to back up your claims. And all this time you've never said anything.
 
Takhisis may have the wrench.

I would like the keys, the assault rifle, the revolver, and the override codes.


BSmith1068
to have the voice recorder, inventory sheet, blueprints, and swiss army knife.

Daveshack for captain. Daveshack also for the flak jacket and the power drill.
 
End Morning Phase Fourteen, Start Midday Phase Fourteen

Journal Entry Number Forty-One. 13:00 shipboard time.

The mob, if you could even call it that given its size, had selected its next target quite quickly. civplayah was under heavy suspicion now for the same reasons that got PaulusIII a day before. If things continued, civplayah’s voyage might not be lasting much longer.

The vote for the new Captain started as well, with both DaveShack and rhawn receiving nominations to lead the skeleton crew. The item votes were also beginning to take shape, though there were too many to list individually here. See the chart for details. Speaking of items, I stumbled across some Medication around PaulusIII’s former bunk. I showed them to everyone else, and we all thought it was best to put them up for vote with the myriad of other items. It may have seemed like a trivial thing, but with things not totally in the clear yet, it’s best to keep doing things the way we’ve been doing them thus far.


~~~​

Vote Tally:



Execution:

civplayah: 4

Captain:
DaveShack: 1
rhawn: 1

Items:

Too many to write out individually, see chart for details.

Voting Still Open.

  • Execution votes in Bold
  • Vote for the Voice Recorder in Dark Red.
  • Vote for Whitower's Revolver in Red.
  • Vote for the Nuclear Reactor Control Override Codes in Dark Orange
  • Vote for the Flak Jacket in Dark Green
  • Vote for the Inventory Sheet in Blue
  • Vote for the Power Drill in Teal
  • Vote for the various Keys in Purple
  • Vote for the Assault Rifle in Sienna
  • Vote for the Ship's Blueprints in Gray
  • Vote for the Monkey Wrench in Magenta
  • Vote for the Swiss Army Knife in Dark Olive Green
  • Vote for the Medication in Navy
  • Vote for the new Captain in Deep Sky Blue

Quick Notes:
  • No promotions to report.
  • Damage Report: None this phase.
  • No Over/Under number to worry about.

Deadline for all voting is 23 hours from this post!
 
It does look like we are down to just one saboteur left, which is why we had a kill last night and no further damage, so we are very close to getting this ship home, but they might have a trick up their sleeves. civplayah does deserve to be executed.
 
Well if everyone agrees then rhawn shouldn't be captain but Daveshack should. He should also take the flak jacket and power drill.
rhawn should take the keys, assault rifle, and override codes.

I will take the Medication if no one else will.
 
Oh missed the medication. Sure Takhisis can have it since he brought it up.
 
Hey, I've just noticed that BL's changed his schedules. So we're just about to end this Day Phase? :eek:
 
End Midday Phase Fourteen, Start Night Phase Fourteen



Journal Entry Number Forty-Two. 20:00 shipboard time. The Final Entry.

The crew had spoken, and civplayah was condemned to die. With a diminished crew, tracking down the last suspected saboteur was no easy task, as he had pretty much for the most part disappeared. So the crew faced a catch-22 of sorts. Fearing a trap, no one wanted to split up, lest they be picked off one at a time. However, staying as one group hindered their search considerably. As a compromise, the remaining crew would split up into two large groups – one led by new Captain DaveShack to search the bow of the ship and another led by rhawn to search the aft compartments. After an hour of fruitless searching, the whereabouts of civplayah was made known with a call over the ship’s communication system.


“So… I hear you’re looking for me. Might want to try the Galley. Just a thought, you know?”

The two squads rendezvoused just outside the entryway to the Galley, and fearing a trap they decided to approach the galley from multiple angles. If civplayah had a trap for them, surely he wouldn’t be able to cover every single access point for he was one man. With the crew in place to enter from opposite sides, they drew their weapons and proceeded into the compartment. After a quick search of the room, civplayah was nowhere to be found. Fearing the worst, the squad quickly began to head for the exits, but at the last moment a figure blocked them.

“Going somewhere?” He pointed to the ones trying to escape at the back of the room. “Nononono…. Where do you think you’re going? Afraid I got something planned to wipe you all out?” He grinned. “Well, maybe I do, maybe I don’t, but I know one thing: None of you are going anywhere.”


A few sailors went to call his bluff and made motions suggesting they were about to decapitate the suspicious one with a hail of gunfire. Captain DaveShack, now taking command of the situation, shouted the hasty ones down. “Stand down, you don’t know what he’s got up his sleeve.”

Civplayah looked amused. “Nice choice of words, as I do in fact have something up my sleeve. Care to see?”

He took his right hand out of his pocket to reveal an electronic switch. Rolling his jacket sleeve up with his free left hand, the crew’s eyes traced wiring up his arm, across his shoulders, and down to his torso. DaveShack’s eyes widen in horror as civplayah was wearing a vest consisting nothing of explosives. He then took the jacket off to completely reveal the deadly device. With the crew frozen in shock at the situation they were now faced with, civplayah’s right hand clamped down on the trigger right as he began to speak.


“You should have shot me when you had the chance. Because now, you see, if I were to release this trigger, not only do myself and the rest of us go up in a nice fireball, but the rest of the ship does as well. I have every bulkhead in the lower half of the ship wired with enough C4 to melt metal and create some new abstract art with the warped steel. You shoot me, I release the trigger. You don’t do as I say, I release the trigger. I’m in command now. It’s win-win for everyone!” He sneered at the crew.

While a handful of the men wanted to call his bluff, the consequences he described would be catastrophic. Not only would the most of the crew be dead, injured, or maimed in someway, but also they’d have no way to stop the chain reaction of explosions below deck. Even if they survived the direct blast, they’d eventually drown. DaveShack surveyed his options, which at the present time, weren’t very good. “Alright civplayah, you have my attention. What do you want?”

Civplayah cocked his head at DaveShack, as if the question was confusing. “Shouldn’t it be obvious? I just want the same as the rest of you, to stop the nukes from being launched and to come out of this alive, that’s all. I mean, we all want the same thing, right?” He changed his viewpoint to scan the eyes of the crew members in the rear. “I mean, you all realize there’s more Rogues waiting for us back home, right? They were in that mission we’ve all heard about by now, they were on the ship… It’s kind of obvious they’d also be waiting for us when we dock. They’ll go on board, I don’t know, hotwire the console or something – that computer wizardry stuff was always over my head – and they’ll still launch the nukes anyway. So yea, nothing’s really changed. I still want the ship to go under, but it’d be nice if you all helped. That way, we all can be alive and no one’s nuking anyone. Isn’t it great!?”


Captain DaveShack gave a subtle nod to the rest of his team to alert them what was up and decided to play along. “Alright, I’ll bite. What do you propose?”

The admitted saboteur became excited he now had the crew’s attention, and began to elaborate on his plan. “First off, I need to know how to fly. So our friend Takhisis is going to give me a crash course of flying the thing, right here, right now. I get the hee-lo. No one else comes with me. The rest of you get to use the emergency life rafts this ship has. Once I can fly, I get to take off and leave. I’ll give you fine gentlemen a few moments to escape the ship, then I’ll blow its insides out. Ship sinks, you all live, and I get away so you can’t condemn me and have Command do its whole interrogation thing when we all get back. Awesome, right?” Takhisis, not too thrilled at the idea of sharing a cockpit with a man strapped to a few pounds of C4, shrugged in agreement.

“Now now, if there’s any funny business, I can assure you this ends very poorly. I want to see everyone on the Deck during my flight instruction. If any of you disappear below decks or otherwise inside the ship to do anything, I start blowing things up. Behave while I’m gone!”

Takhisis and civplayah both boarded the Apache and strapped in. With the bird’s rotors spinning at full speed, the cumbersome helicopter lifted off and make its way out to sea off the Impending Retribution’s port side. With no choice and not wanting to piss off the unstable final saboteur, the crew stayed glued to the ship’s railing to watch the proceedings.

Takhisis did his best to condense month’s worth of training into a few hours. How to control the pitch and yaw of the bird was greatly discussed at length, as flying a helicopter, especially one as big as the Apache, was no easy feat. Despite the difficulty, civplayah showed he was a natural at flying the thing, and within a few hours was able to pilot the bird well enough on his own. In fact, maybe he was a bit too impatient, as once he felt marginally comfortable piloting he ordered Takhisis to get out of the chopper. “Thanks coach, time for you to leave!” The Apache was still hundreds of feet above sea level and jumping out would have resulted in death for the pilot. Takhisis, not wanting to die, hastily constructed a backup plan. “As you wish…”

The veteran Apache pilot quickly reached under his seat to pull the emergency eject lever. The Apache’s rotors instantly separated from the bird and the helicopter began to fall. As Takhisis’s rear escape pod left the doomed aircraft, civplayah immediately got the weapons online and unleashed a volley of rockets and gunfire from the stricken bird. As the missiles streaked toward the Impending Retribution, the Aegis Weapons System simultaneously identified the incoming threats and the source of the hostile munitions. As the ship’s Gatling guns tracked the rockets, the ship went overkill on the surface to air missiles. Three missiles emerged from the ship and tracked toward civplayah’s now not very maneuverable aircraft.

Spoiler :


Unable to reposition the aircraft to avoid the missiles, civplayah tried to eject himself, but the action was too late. The missiles obliterated the bird and the man inside ceased to exist. Undoubtedly,

Spoiler :
civplayah was a saboteur!


The destruction didn’t end there. While the Gatling guns had managed to shoot down the almost the entire volley of rockets, what Aegis couldn’t do was prevent the bombs planted by civplayah from going off. With the receivers no longer receiving a signal from the saboteur, the ship shuttered violently as the bombs detonated. The Bridge’s consoles screamed in protest as various systems below deck went offline. As the ship began to fill with seawater, the ship took on a slight list to port. The ship’s survival looked bleak.

Spoiler :


But the remaining crew wasn’t going down without a fight. As the ship’s list was taking on an increasing angle by the hour, DaveShack ordered the starboard compartments flooded as a counter. Doing so settled the ship further in the water, but the ship was slowly brought back to even. The crew isolated the flooded rooms by securing the hatches still intact, and slowly but surely the damage spread was reduced. Once the fires and flooding were contained, the crew brought out emergency portable pumps and began work on fixing the flooded compartments, starting with the Pump Room. Progress was slow, but with every threat aboard seemingly neutralized, the crew could relax that no one was going to be bludgeoned, shot, or otherwise killed during the night. However, with the ship still in a critical shape, the crew slept in shifts so repair work was going on around the clock. Eventually, the ship would be stable and repaired enough to begin its slow travel back to port. While the ship occasionally crashed into a mine, repair crews were on standby at all hour to immediately keep the damage from spreading and causing more system failures. Eventually, the ship would leave the minefield and continue its voyage to port.

~~~
During one of the nights, landlubber and TheLastOne36 were assigned to repair parts of the Navigation Bridge. It was difficult to get them to do anything, mostly because neither showed up to do anything and never spoke when spoken to. However with things relatively calm, the two ventured out to tackle the job.

Things were extremely dark and with the exception of the noise made from the power tools, silent. Landlubber was busy cutting away parts of the damaged bulkhead when he heard some mechanical and electrical chattering of sorts emanating from a nearby compartment. Landlubber had no idea what that was. “Tee-El-Oh, was that you?”

He was greeted with silence.

Hearing the chatter again, this time from behind him, and he turned to face the direction at which he came from. He picked up one of the flashlights he used and began shining it around, looking for the cause of the sound. “Tee-El-Oh, where are you?”

TheLastOne36 rounded a corner, carrying a huge generator and some extension cords. “Sorry I startled you. What’s up?”


Landlubber looked relieved. “Ah, nothing. Just hearing some strange noises, that’s all. Let’s get this stuff fixed, alright?”

TheLastOne36 nodded in agreement. “You bet.” He turned around to leave. Landlubber almost fainted at what he saw. TheLastOne36 was missing the back of his head, as if a sniper round from long ago had forcibly removed it. His jaw dropped in horror and he began slowly walking away from the area, his pace briskly picking up the farther he got.

Has he was running from the area, he heard something that sounded like a haunted train whistle. He turned around to see a wall of black smoke heading his way at an incredible speed. The man was engulfed in the apparition and carried out of the compartment and out to sea. He screamed as loud as he could, but the thing just would not let him go. With his altitude dropping to sea level, he streaked away from the ship for a time before his course U-turned. Now heading back toward the side of the Impending Retribution, landlubber’s screams were silenced as he impacted head-first with the steel behemoth. His body evaporated as the high-speed human projectile connected with the immovable object. The smoke dissipated into thin air, leaving only the bloody remains on the side of the ship as a testament to the event. When the rest of the crew woke up, the bodies of landlubber and TheLastOne36 were nowhere to be found, though they did find the mess on the hull. No one bothered to ask the unthinkable.

~~~

The Impending Retribution would eventually limp into port, and after numerous yet confusing exchanges between crew and Command’s harbormasters managed to get the ship safely docked. Part of the confusion lay in the identity of the ship’s acting Captain. The men ashore were expecting Whitower, but were confused to be dealing with former Chief Petty Officer DaveShack as acting Captain. Nevertheless, the ship was docked in port, and a committee of Command’s men greeted the remaining survivors.


“Where’s Whitower?” The presumed leader barked at DaveShack. The back and forth that followed was tedious and not worth repeating. While DaveShack dealt with their leader, the rest of us were herded off the ship to a secure location for debriefing. While the interrogation was expected, all of us were just happy to have avoided death and get through the ordeal.

In the mess that followed, no one seemed to notice a group of men posing as Command contractors board the ship. Had anyone bothered to check a particular supply closet, they would have found the real contractors dead and stripped of their clearances and wardrobe. Perhaps civplayah was right after all. The Rogues were waiting for them…



~~~

Game Has Ended in an Innocent Victory!

Congratulations to the Innocent Team, in particular surviving players: BSmith1068, classical_hero, DaveShack, Duke Blackstone, rhawn, and Takhisis!

Now, for the end game accomplishments and rankings!

:trophy:1st Place: Accomplish VC, PG, and Survive: BSmith1068, classical_hero, and rhawn!
:trophy2nd:2nd Place: VC and Survive: DaveShack, Duke Blackstone, and Takhisis!
:trophy3rd:3rd Place: VC and PG: Diamondeye, Earthling, God Emperor, Niklas, Renata, robbiecon, and Seon
4th Place: VC only: Askthepizzaguy, Autolycus, Darth Caesar, Ekolite, Frozen In Ice, Izipo, johnhughthom, Love, Methos, Nictel, Romanichine, Secura, thomas.berubeg, and Winston Hughes
5th Place: Survive and PG: Nobody
6th Place: Survive only: Nobody
7th Place: PG only: Nobody
8th Place: Hey, you guys tried!: Camikaze, CCRunner, civplayah, choxorn, Kennigit, PaulusIII, Sprig, TheForestAuro, Zack

WoG’d: landlubber, TheLastOne36.

Game Has Ended!

Posting is Closed; DO NOT POST WHILE I POST A NUMBER OF THINGS, INCLUDING STARTING PM’S.
 
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NOTW XXXIX:Impending Retribution: Game Design Notes and Concepts.

First, I’d like to thank everyone who signed up and played in this game. I had a blast finally being able to host this and I’m fortunate that I got enough participation to see my ideas go off without me having to redesign due to a lack of interest. I hope everyone enjoyed the game and I hope it lived up to your lofty expectations.

Impending Retribution’s humble beginnings and lessons learned from NOTW XXII: The Road to Ruin.


The basis for this game started during the tail end of NOTW XXII: The Road to Ruin. At this point, I had gotten enough positive feedback to suggest hosting the game had been successful and a second game in a more modern setting (rather than FFH) would go over well with the masses. It seemed the bulk of the people playing enjoyed it, and with a handful of ideas and tweaks I’d come up with during the game, I figured I could incorporate them into the design of a sequel.

There were a few things that stood out to me during XXII, and I wanted to incorporate the pros while negating the cons in its successor. The first thing that stood out to be was the positive feedback of the game’s setting, so when writing the final cut scene I added/changed a few things from the original draft that would become the initial focal point of Impending Retribution. By focusing on Captain Whitower, I gave myself the perfect “night zero” kill that most NOTW’s have to tell the ‘townies’ something is amiss. By this point, I had not decided how I was going to incorporate the two surviving Rogues, Chandrasekhar and Nahkarma, into the game. By leaving it open, I could afford to tinker with different ideas until I found something that was believable and worked with the rest of the storyline.

I also felt the ‘time limit’ installed was a good thing, as it gave a cutoff point for all sides to work toward. Loyalist/innocents wanted to make it there, insurgents/rogues did not and it was the main thing that galvanized the whole player pool. The idea of the ‘choose your own adventure’ theme seemed to go over well (where the platoon had to vote on the short, middle, or long route back to extraction) and I knew it was something I wanted to bring back with pros and cons present to each choice. Not to mention it helps the ‘moving storyline’ concept myself and others have come to enjoy within a NOTW game.

The one main positive I took from the game was how close things were for all three sides (Loyalist/Innocent, Rogue, and Insurgent) and how the game flip-flopped between each side having a considerable lead until the Rogues put the game away. By the mid-game, each side at one point had held a commanding lead over the other, and this dynamic kept things highly interesting and on the edge. It’s this edge I believe that made XXII so successful in the eyes of the players as there ultimately was never a dull moment. Game setup was apart of this, but also fantastic play by the two ‘baddie’ factions helped keep the seesaw from tilting too much in one direction.

If there was one main complaint I had from a mechanical standpoint, it was the insurgent team relied too much on luck to win. The initial design concept was the team would have to wait a while before using the weapons at their disposal (ambushes and bombs primarily) so that once the Rogues had cut into the total player count with their kills, the effect of these attacks would be amplified (as the insurgent VC hinged on having a certain percentage of players injured). Except the RNG rolls were not favorable in a few instances, and that plus a GM error (which allowed the effects of one ambush to be negated entirely) meant the insurgents, no matter what they did, still relied on luck to win. Since each of their attacks were done by ‘consumable’ means, once their window had closed (ie, they ran out of ‘stuff’ to throw at everyone) they had very little chance to win, and what chance they did have rested in the hands of other non-insurgent players. I did not like this facet at all and in design knew I wanted to change it for the sequel.

Construction begins:

With NOTW XXII over, the ideas swelled around May of 2009, enough to the point where by June I had taken over the NOTW Information Thread and added my name to the hosting queue. By this point, I had the rough concept put together – taking place aboard the Impending Retribution and the ship needed to get home for some reason, Rogues would return, and the Saboteurs introduced to act as a foil to both sides (replacing the insurgents in XXII) with a few things still undecided (namely the inclusion of an insurgent faction). I knew I wanted to make two major additions – the first being location and two, the introduction of a Rank system since in the first military themed game there was some confusion over who was who. Since it was taking place aboard an actual naval vessel, I knew I needed something structured to stop that confusion. It was also very bare-bones at this point – compartments would have to get damaged by the saboteurs and enough damage would cause issues and result in sinking, while the rank structure just meant players could move up in down in ranks if someone higher up the food chain promoted them. Coincidentally, the impending death of Captain Whitower answered how the Captain slot would be filled and I could build the rest of the structure from there starting with the Commanders.

The location element had been done before in other games (usually involving ‘keys’ to places) but their use was something very one-dimensional as in the room did one thing and that was it. If I was going to have numerous compartments aboard, I wanted it something that everyone could react to and do actions in. Beyond that, I hadn’t yet decided how I would implement this concept into the game though the idea of everyone including ‘plain old townies’ being able to interact with every compartment intrigued me.

After those ideas cropped up, I basically stalled on its construction. Instead of trying to force it, I let the game simmer in the background and hoped I’d have something to resurrect it down the road. Almost no work was done to it for a year and a half with the exception of a handful of character backstory ideas (which I’ll get to), which in itself was fairly depressing. I wasn’t sure if, not when I could host it given my work schedule at this point and the lack of ideas that followed. Fast forward to early November of 2010, and we start banging on all cylinders.

The bulk of the work: Rank and Compartment dealings.

The ideas started pouring in, namely how to implement the compartments on a grand scale. The idea of public versus secure compartments was hatched, and the idea of limited access for most players spawned even more ideas. From here, the rank structure was fleshed out with the higher ups receiving more access than the junior ranked officers. Not only that, but the higher ups would (logically) be those who could control who was promoted where, and the thought was there would be a power struggle at the top for this simultaneous control of access and promotions. From there to fill in other rank ability slots, I realized giving historically personal abilities to a rank slot meant the ability could never be removed from the game if a group of people realized its importance. The player could be killed, but the slot could also just be refilled with another player. Since design dictated a probable power play at the top, I’d move the more powerful rank abilities to the lower tiers to hopefully encourage some dynamics throughout the rank tree. Ultimately, this concept shaped what abilities were rank abilities and what abilities remained personal.

I knew I also wanted to make the Captain role way more than your typical ‘mayoral’ role, as in the mayor typically only comes into play during a tiebreak situation. However, giving him total promotion/demotion control, along with total access everywhere seemed a bit much for the rank. Also, I needed to give the lesser ranks something, so I created a sort of ‘checks and balances’ system to balance the Captain with the lesser ranks. The Captain once elected by the masses could only promote/demote his Commanders, while the Commanders handled the bulk of the promoting/demoting. I also needed a way to fill ranks as players were killed, so the Commanders would take care of that as well. I wanted to incorporate a mutiny mechanic with the game as a way to oust a Captain (as the Captain’s ‘supreme’ power would be to stop a lynch), but at this point I could not come up with a way to incorporate it without it 1) being overpowered, and 2) exploited constantly (of course, shortly after the game had started I figured out exactly how to make it work). Instead, I limited the Captain’s ‘stop a lynch’ ability to once per game, and if he used it the crew would mutiny anyway and dispose of him from the Captaincy.

Contrary to popular belief, players were not assigned ranks, their roles were, then I randomized who got what role. Certain roles at a certain rank would be overpowered, and I didn’t want the baddies in the really high positions for multiple reasons, one of which was I was afraid player would metagame that I stuck one or two high up on the totem pole. Below is a chart of the Rank Abilities at each slot:



Base Abilities Design

With location starting to come together and the idea of incorporating the ‘plain old townie’ role into something bigger, the universal abilities idea was developed to fill the niche. Universal abilities allowed those without decent personal abilities to do something productive for the ship as a whole. That, plus access through whatever means, meant an ordinary townie could elevate his status into someone important and be a useful addition to the innocent cabals that would likely (and did) surface. With that in mind, I realized I had to limit how many abilities could be used in a night. Allowing players to use all three at night seemed imbalanced, especially considering the universal abilities were in part in there to give the more generic filler roles something to do each night. Since rank abilities are ultimately independent of the individual player (as in, the rank abilities won’t change as the players change) and that I wanted a large number of promotions to occur, I allowed Rank abilities to happen with either Universal or Personal, but not both. Special abilities would be added shortly before launch to address a technicality where I initially had gaining access to places as either a personal or rank ability and the confusion that would likely follow had I left it originally.
 
Character Construction.

There were two major improvements I wanted to make in Impending Retribution from XXII. The first major improvement was the quality (and as an unintended side effect, quantity) of items introduced. During the planning of XXII, I knew I wanted to keep the player roles a secret as to not influence lynch and kill choices through metagamic means. The concept was by having each role have a non-descript item associated with it, players could figure out which roles were which when each aforementioned role died. Except when hosting the game got moved up date-wise due to other hosts dropping out, the idea was scrapped and the vestiges of it were never removed – a huge oversight on my part. It’s why you saw useless items such as the ‘lapel pin’ present when the politician role died.

So I decided I would not do that anyway for Impending Retribution, as things were starting to get complex at this point and the number of items required was increasing exponentially. I had added ‘One Shot’ VC’s to the main antagonists in the game, each of which required four items a piece to accomplish (more later). With the secure/locked compartments, I knew I needed at least one of each key present in the game (with the exception of the Captain’s Quarters as it was ‘special’) to ensure players had the possibility to access every compartment. I tried to have each item useful to almost every player to lessen the chance of ‘worthless’ items being present should a particular role died. Nevertheless there ultimately was a few items that because worthless anyway by the time the end of game rolled around.

The second improvement revolved around the character backstories, and the rushed versions you see in XXII hurt the game as a whole and shafted a few players in specific instances. Quite frankly, they sucked. I swore something of that magnitude would not be committed again, so filling out detailed character backstories became a personal goal of mine for the game. I wanted to tie characters together not by certain characters wanting to keep other players alive or by killing them (which in my honest opinion is the worst form of possible Personal Goals imaginable), but through out of game events and actions. By connecting players through other means, I felt I could add another dimension to the game that didn’t revolve around arbitrarily assigning players other characters they ‘liked’ and ‘didn’t like.’

Since we’re on the personal goal theme, I knew I wanted everyone to have a goal that was 1) possible to obtain and 2) something that could benefit the player and/or ship as a whole. The idea of impossible PG’s is an inside joke among GM’s. “Haha, you have something impossible” may be hilarious upon its inception, but to a player trying to accomplish it, failing, then realizing it was in fact impossible is probably one of the more screwed up things a GM can bestow on a player and ultimately is infuriating. Goals can be hard, but they can’t be 100% impossible. So I tried to keep things simultaneously challenging to complete yet interesting at the same time while ultimately helping them in the long run. For the most part, I was happy with what I came up with, though with 38 players having 38 different and interesting PG’s is a tall order.

Balancing the most ‘fun’ part -– the kills.

From the get-go, I knew the Rogues would be the main hostile killers aboard and have the bulk of the control, but I wanted ‘reluctant’ killers as well, the option for the Saboteurs to kill if they so desired, and other means for everyone to get various vigilante kills. As I was shooting for roughly 30 players, I figured I wanted about three kills per night and in a game this size two of them had to be devoted to the Rogues – otherwise they could be waited out until the end of the game when the ship reached port. I’ll discuss ‘optimal’ strategies for each side later, but figuring out how to go about keeping the death count manageable was tricky as hell given what I had planned. Once the game ballooned to almost 40, I fortunately didn’t have to cut anything as the increased game size allowed me to keep every various kill method in place. If some nights there were four deaths, I could be okay with it. The possibility was there for six kills a night, but the odds of that happening were slim.

Bad guy team design: The general stuff.

From the get-go, I knew the Rogues would be the main hostile killers aboard and have the bulk of the control, but I wanted ‘reluctant’ killers as well, the option for the Saboteurs to kill if they so desired, and other means for everyone to get various vigilante kills. As I was shooting for roughly 30 players, I figured I wanted about three kills per night and in a game this size two of them had to be devoted to the Rogues – otherwise they could be waited out until the end of the game when the ship reached port. I’ll discuss ‘optimal’ strategies for each side later, but figuring out how to go about keeping the death count manageable was tricky as hell given what I had planned. Once the game ballooned to almost 40, I fortunately didn’t have to cut anything as the increased game size allowed me to keep every various kill method in place. If some nights there were four deaths, I could be okay with it. The possibility was there for six kills a night, but the odds of that happening were slim.

The Rogues.

At the start I decided two things pretty quickly: 1) There’d be two main bad guy sides similar to XXII. One would be based on killing everyone (obviously the Rogues) and the other modeled after the insurgents (the Saboteurs). Initially I had not installed the insurgents as I wasn’t totally certain how many players I’d get. The one thing I did decide was no neutral serial killer at the start, as from a game design standpoint it always appeared to be the most difficult role to balance. Not to mention it’s become a pretty predictable element in most games. However, I left the door open for one to be added by mid-game depending on how certain things worked out. Seon did a good job trying to make this happen and if it wasn’t for his injury and death, I think he would have pulled it off.

As mentioned earlier, I wanted to add ‘One Shot’ victories to both sides for two reasons. One, it served as a nice motivator for storytelling reasons. Having a clear goal for both main bad guy sides helped propel the story along and make the motivation behind both sides more believable. The second reason was I liked the idea of a ‘hidden’ ‘win’ mechanic not used often, if at all, that if the baddies could somehow pull off would end the game in their favor. It had to be difficult so that either side couldn’t win through sheer luck early, but possible so that the teams actually try to go for it. The premise for both sides was the same – both sides needed four different items, though the Rogues needed two players to pull it off and the Saboteurs needed more access to pull theirs off. I knew for the four items each side needed I wanted to split up how I inserted them into the game. I decided to go with two hidden in a compartment with another two in player’s hands. This way it could encourage the teams to search for the items as well, though I didn’t tell them exactly how many were hidden. I would assume the teams would figure out that some were in fact hidden. While the initial game design had three players per team, the volume of sign ups pushed the number to four.

The Saboteurs.

Let me preface this entire section by saying this team as a whole was the most difficult thing to balance in terms of number of damage points the team had as a whole, the damage points their one shot team abilities each had, their starting access, the amount of repair points the rest of the crew had to counter it with, the hitpoints of each compartment, and the total damage needed to sink the ship the ‘old fashioned’ way as nothing of this magnitude had been attempted before. Contrary to the Rogues, these guys were designed around having a huge in-thread presence, fighting for the items that came up, getting promotions, directing the repair crews, and thus slowly assimilating themselves with the innocents until they could get their hands on multiple items that opened up a handful of powerful one shot team abilities. The culmination of all of this would be to build a Bomb and placing it within the Magazine, thus setting off a gigantic explosion and instantly sinking the ship. This was a team built for guile and deception, and they had ways to set extremely powerful traps to knock out chunks of the innocent’s repair crew if they manipulated things a certain way.

However I couldn’t grant the entire team access everywhere immediately – that would skew things in their favor heavily as them winning ultimately depended on universal access. Thus, the team was handicapped heavily at the start by a lack of access to the secure compartments. Choxorn was really their ace in the hole, as not only could he traverse the entire ship, but also could go to multiple compartments per night courtesy of the Ship’s Blueprints. To prevent his death from dumb luck early (and thus, virtually the entire team’s chances of winning) he was made invincible at night unless the killer had access to the room he was hiding in (none of the starting killers did have universal access at the beginning, and yes if choxorn was in two places in one night and the killer had access to at least one of them, the kill would go through). His only real drawback was that he could not take items with him into compartments (otherwise he could negate the main obstacles to their one shot VC) though for search purposes could take items out he found. The others were restricted to the public areas only, and it should have become apparent early that getting lots of access to the ship through any means necessary was their ticket for success. Damaging the Electrical Room to offline status would have really opened things up for them (and did when it was), though at the cost of choxorn’s relative invincibility at night while the locks were online.


As I was expecting a large in-thread presence, I didn’t give this team any item steals for their One Shot VC as I figured between the four of them they could get the items they needed if they played their cards right. I also expected the team to be big players for promotions, thus enabling them to damage even more. Lastly, I gave them two Explosive Charges to start out (they found a third) to use as either kill weapons or the ultimate trap weapon against teams of repairers.

The Insurgent.

A late addition to the bad side, the idea for the one-man team insurgent role was hatched to be a foil to all three ‘main’ sides and was developed about a month before the game’s launch. From a game design standpoint, it seemed too obvious in a game this size to add a third-party serial killer role. As stated earlier, they’re almost impossible to perfectly balance so I wanted to go a more different route. Instead, I settled for a usually fairly tricky item-based VC to accomplish. I liked the idea of an action to force cooperation between all three main sides, and the grandiose plan of hijacking a warship is exactly the thing from a storytelling point of view the insurgents would do.


This role came together fairly quickly. For starters, I wanted this player to skate under the radar for the longest time imaginable. To do this, I deliberately wrote the various opening posts to focus solely on the Rogues and Saboteurs as the main bad guys. While some metagamed a third party existed anyway, for the most part the ruse worked and players were only looking for the two main sides. Additionally, granting the player his own kill would cause players to start looking for that role anyway (due to a different kill method) and as I alluded to earlier a serial killer with a VC to hijack the ship would be incredibly hard to balance.

After settling on his VC, the tricky part became balancing how long the reroute took in order for victory. Two nights seemed too short, as it required perfect coordination between multiple players to stop, and three nights seemed too long as well. I settled on three days with the caveat I’d beef the role up so he had a chance to pull off his goal.

Designing the backstory for this character was one of the more entertaining roles I could create. I’m always looking for ways to connect the two games together, and having him on a mission from ‘The One’ seemed like a great tie-in. To his credit, CCRunner did a fabulous job crafting the cover story for the role. Mechanically, the role needed a way to blend in while simultaneously being able go about searching for his items. So I gave him the repair/destroy ability and access to the entire ship through hacking means (and thus would not appear on compartment scans). In addition to blending in, the repair/destroy ability could come in handy – for keeping the Engines repaired constantly, and after the reroute damaging the Bridge to prevent use of the Navigation Override Card, the item created to ‘fix’ things should the reroute happen. As he needed three items to accomplish his mission, I basically told him where one was at the start, though him acquiring it would only be possible by other players’ actions (repairing the Conduit in the Navigation Bridge). Giving him the Assault Rifle to start was also to give him a bartering chip of sort to use to get one of his items. I also left the door open for him to gain a kill ability since a kill would definitely help him out, but again, it would be detrimental to him overall if he had it from the start.

Lastly, I gave him the option to stop the reroute of the ship with a ‘Hail Mary’ sort of ability. It was a double-edged sword, designed to buy him a day but at the likely cost of his life. He was aware from the start the ship only needed to reach his port in order to win – his survival was just a bonus.

Prophets: They can’'t all be infallible.

Everyone knows prophets are an indispensable part of all NOTW games. Starting out as 100% accurate wolf scanners and getting more complex from there, I’m probably one of the first GM’s to introduce a major twist of the prophet role in XXII by putting him on the Rogue team. Expanding on this idea, I also sought to make no prophet ‘perfect.’ By doing so, it allowed me to add more prophets into the game (and thus more ‘cool’ personal abilities), and the likelihood of false results creating mayhem would increase. This was designed not to frustrate the player with the prophet role, but more to encourage them to explore their results from each night. Blindly following a guilty result was something I hoped to dissuade (and as seen in a few instances, not exploring would backfire).

The first thing I had to decide was how to implement an all-knowing prophet in such a way that both main bad guy teams could counter. The solution was by having the prophet’s ability rely on a piece of equipment within a compartment staying online and while also keeping the player killable. The Saboteurs could negate the ability by destroying Intelligence, and the Rogues could bypass it by obviously killing the guy. The compartment also started offline, so that he couldn’t use his ability from night one. He would get the truest results on everyone, including the insurgent (though not a direct ‘he’s an insurgent’ response) and would be the one guy the innocent cabal centered around. However with two ways to stop him, plus him not having the ability on night one, and with a particular character whose personal goal was to find and kill him, I felt he was balanced sufficiently.

After that is was just a question of ‘how many more’ and their individual setbacks. In every instance the prophets were more information gatherers than actual VC scanners as I feel a bland VC scanner with no drawback is a good way to create a stagnant game. Once I get to the individual character PM’s, I’ll go more into specifics with each prophet.
 
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Putting humpty-dumpty all together.

With the various pieces and mechanics outlined and designed, the trick now was creating 30-plus roles that all intertwined together. Below are the PM’s, starting with the innocents in alphabetical player order:

Spoiler askthepizzaguy/Medical Examiner :
Player: AskThePizzaGuy
Role: Medical Examiner (Coroner)
Strength: 1
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Recruit
Rank Ability: None.
Personal Ability: “Dead guys do tell secrets…” – Upon death, you may scan a player for their role information.
Personal Ability: “I can patch people up too!” – You may heal injured players in the Sick Bay. Requires access to Sick Bay.
Item: Key to the Sick Bay – Grants access to the Sick Bay. Required for “I can patch people up too!” ability.
Personal Goal: Find a way to both heal a person and conduct an investigation in the same night.

All your life you wanted to help people. Out of high school you went to medical school to become a doctor, but the bureaucracy and corruption that can come with the job turned you off. Your skills in medicine though were certainly more than adequate and you still maintained an interest in the field. With your medical background and an interest in investigative studies, you became well suited for the job of a Medical Examiner. Investigating dead bodies isn’t the most glorious of things, but you’ve gotten very good at it and you get a certain sense of pride when your findings lead to a conviction of whoever killed them.

You transferred into the Navy in hopes to sail the world and visit some exotic locations in an attempt to brighten up what’s normally a morbid activity. You were assigned to the Impending Retribution to examine ‘The One’s’ body should Commander Logic’s mission be a success, but with the mission’s failure that’s no longer on the table. With the bodies starting to pile up, you figure you can still be a help bring the murderers to justice. Once a character has died, you can examine them to find out their role information since in most cases it’ll be fairly obvious how they died. Their role information might not be the best lead to figuring out who killed whom, but it can’t hurt knowing, right?


Another prophet that could give true results, but only be used on the deceased. The idea was after scanning a dead player, you could compose a list of who was what role, then figuring out if others can actually do what they’re claiming to do, or just by simply scanning a dead guy, find out if what they were claiming was possibly true or not. A thinker’s role that died way too early – I was looking forward to seeing the role in-game and seeing what deductions it came up with. It also hints through the role’s PG that doing two different Personal Abilities in the same night is possible, and I was hoping that information would permeate through the thread a bit more than it did. That knowledge being more public would have added another interesting layer to the discussions.

Spoiler Autolycus/Fire Controlman :
Player: Autolycus
Role: Fire Controlman
Strength: 2
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 2nd Class
Rank Ability: None.
Personal Ability: “It’ll take Aegis to fix this… ” (Yay puns!) – Able to return Aegis Weapon System back to readiness. Consists of reinstalling the Motherboard and rebooting the system. The whole process will take two days (One night to install motherboard, one night for total system reboot).
Item: Key to Combat Information Center – grants you access to the CIC, where the Aegis Weapon System terminals are located. Access to CIC required for ability.
Item: Missile Launch Codes – Important item that controls the arming and firing of the Thunderfall missiles. Used in the Thunderfall Missile Strike Console.
Personal Goal: Get the Aegis Weapons System back online before any harm can come to the ship.

Growing up you always had an affinity for computers, blowing things up, and using computers to blow things up. Sometimes even just blowing computers up… After some dubious science fair projects that caught the attention of the local police and FBI, the Navy decided to put your considerable talents to work. After a long and extensive training program, you were assigned to the Impending Retribution as the Fire Controlman for the ship’s Aegis Weapon System (AWS) and Thunderfall Missile System. To put things simply, AWS is the defensive net for the ship that uses automated machine guns and missiles to knock down incoming threats. The Thunderfall Missile System is the ship’s surface – surface missile capabilities. You hold the Missile Launch Codes and were the one who pushed the button to launch when Captain Whitower gave the order to fire during Operation Nightfall.

Things were going well during your first tour until the remnants of chaos returned from the failed mission you’ve heard murmurs about. Aside from the murders, someone thought sabotaging the AWS was a good idea. A recent inspection of the internal components revealed the Motherboard completely absent. No wonder the thing is offline. Unfortunately while the terminal is offline the ship is totally vulnerable to incoming missiles. Your priority is to find the Motherboard and reboot the system.

Ability Note: All phases of your ability require you to have access to the CIC and be in the room for the installation and subsequent reboot of the system. Should you install the system but fail to return for any of the reboot phase, the system will not reset back to “Online” status.


With the Aegis Weapons System offline, I needed someone to be responsible for setting it back online. This role was designed just for that, and I gave the Thunderfall Missile Launch Codes as it logically made sense along with the idea that killing this player early would have a positive affect on the saboteur’s chances. If killed early enough, Aegis would remain offline while also revealing one of the items needed for one of the saboteur’s team abilities. After Aegis went online, Autolycus did a good job searching the ship and staying active with the Universal Abilities mechanics.

Spoiler BSmith1068/Warden :
Player: BSmith1068
Role: Warden
Strength: 2
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Recruit
Rank Ability: None.
Personal Ability: “Killer instinct” – Allows you to scan one person in the Brig per night to see if they have killed anyone. Requires Key to the Brig.
Item: Key to the Brig – Enables access to the Brig.
Personal Goal: Prove to everyone you’re not useless. Catch a killer.

Becoming the Warden of the Impending Retribution was no easy feat. Years of training prepped you for just about any job in the Navy, but you were most qualified to be the keeper of the Brig. Why? It turns out you aren’t capable of anything else. Electronics are way over your head, using power tools is strictly forbidden after your ‘accident’ (we’re not going to go there. It brings up very painful memories), and there’s no way anyone would trust you with anything that shoots and/or blows up. You were classified as ‘useless’ and as such were given command of the Brig. They’re fairly certain you wouldn’t screw that up.

But you’re smart! You’re capable of anything! You’ll just have to prove it. What didn’t show in the various tests you’ve taken is you’re fairly good at reading people. In fact, you think if anyone were to be locked up in the Brig you’d be able to tell if they’ve killed anyone in their lifetime. If you can find someone, you can show everyone that you are good for something.


If there were such a thing as the truest ‘false’ prophet, this guy would be it. In preliminary game design, I thought that if the innocents relied solely on using the Brig mechanic to catch their killers, it would make the game almost too easy for them as they wouldn’t have to kill. So in role creation, I made the ones most against the Rogue/Saboteur cause possible targets of a ‘false’ positive as the scan picked up people who killed at any point during their lifetime, not just in the game. The main prophet, the roleblocker, all innocents with the possibility of getting a Personal Ability vigilante kill, and the person in charge of repairing Aegis, among others, were all possible false positives for the scan result. Likewise at the onset of the game, none of the Saboteurs would come back positive for killing as well as only half the Rogue team would as well. To help the Insurgent, I made him immune to the scan as well at the game’s start. Obviously the scan results could change as new players began killing. rhawn after killing Zack would have come back positive for example. You’ll also notice in the writeups I was careful not to implicate anyone in directly executing someone for the lynch vote results – this role and the scan was the reason.

Spoiler Darth Caesar/Ex-Navy Seal :
Player: Darth Caesar
Role: Ex-Navy Seal
Strength: 3
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 1st Class
Rank Ability: None.
Personal Ability: “Going somewhere?” – Night roleblock ability
Item: Nuclear Launch Key “B” – an item of significant importance but has little value to you.
Personal Goal: Be one of the first to accuse Captain Whitower’s killer before a successful execution.

You and Captain Whitower go way back. You being a Navy Seal sniper and he being a Navy pilot, Whitower had flown you into and out of various hotspots throughout your career, often times under some serious fire. It was his total disregard for fear that brought the two of you together and the two of you performed marvelously together – he landed you in a hotspot, you took out the target. After you ‘retired’ from active duty, he requested you to be a special assistant to him aboard the Impending Retribution for an upcoming special op. He trusted you so much he handed over the Nuclear Launch Key “B” to hold onto. Time would show it was a good decision on his part to turn over this key.

After hearing reports of treason in the ranks of that ill-fated mission, you privately hoped Whitower would leave the survivors of Logic’s task force behind, lest they be behind the gruesome murders themselves. Whitower, his ‘never leave anyone behind’ attitude clearly showing, sent the chopper to pick the two up. At the very least you suggested he interrogate them thoroughly to find out exactly what went on and he obliged.

The interrogation had a rather surprise ending that in hindsight you probably saw coming. Whitower managed to coax out their true identities as Rogue Agents and to your horror personally executed them before you could intervene. Looking back it was mostly a double-edged sword – while killing the two traitors seemed like it would solve any problems they brought aboard with them, their deaths revealed an internal Rogue issue when these new traitors killed Whitower that night. Now with the ship damaged from some unknown threat and more killers running loose, you’re taking it upon yourself to put an end to this treachery.

You’re a pretty strong guy still and being well trained in hand-to-hand combat, you feel you could prevent someone at night from carrying out some sort of action just by your mere presence. Each night you can target someone and prevent them from doing anything all while maintaining your cover. You carry a personal vendetta against whoever killed Whitower and want to be the first one to accuse his killer that leads to an execution.


When you consider the depth of the game, this might have been the most powerful role outside of a kill Personal Ability. Able to block all abilities (Personal, Rank, Universal, and Special), he could have caused a lot of mayhem to any side had he used his ability. This ability almost ended up in the Chief Warrant Officer, Three slot and this role gaining the protection ability, but I deemed the roleblock ability too powerful for a rank slot. Shortly before game launch, I swapped the abilities. Darth Caesar would never use his ability at all, and had he acquired Nahkarma’s Sniper Rifle he would have gained a Personal Ability to vigilante kill at night. Also by establishing a connection to Captain Whitower, I could find a reason to give him Nuclear Launch Key “B” (and thus not have it on the Captain’s body to start, which is almost what ended up happening before I decided to go with the Master Key instead) while tying in a Personal Goal to help kill his killer. I was fairly disappointed at the lack of use this role got.

Spoiler DaveShack/NCIS Agent :
Player: DaveShack
Role: NCIS Agent / Intelligence Specialist
Strength: 3
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Chief Petty Officer
Rank Ability: Plus one vote strength to item and accusation votes.
Personal Ability: “Smile, you’re on Candid Camera!” – With your Smart Phone, you can discretely take pictures of players you suspect to harbor ill-feelings toward the ship and/or its crew. Once you have a picture of the player, at night you can send the photo via satellite to NCIS HQ to see who they are and what their motivations are. Requires access to Intelligence Center and the main Conduit must be repaired to transmit photos.
Item: Smart Phone – required for ability.
Item: Key to Intelligence Center – grants you access to MTAC located in Intelligence Center. Access to Intelligence Center required for ability.
Personal Goal: Even though you’re now focusing on tracking down various assailants, you still would like to find who’s behind the illegal weapon trade scheme. Once you find them, have them imprisoned in the Brig.

A former Gunnery Sergeant and Marine sniper, you were removed from active duty roughly fifteen years ago after a failed mission where you killed a couple suspected of running a drug cartel. While poor intelligence was to blame, the public fallout was significant and someone’s head had to roll – yours and to this day you can still remember the faces of the two you gunned down. After this botched mission, you were initially reassigned to desk duty within the Core, but this did not suit you. You joined NCIS where you became a crack investigator and built a solid career of nabbing various bad guys. You were flown in a few days ago with the cover role of the Intelligence Specialist (to not spook whoever’s on board) to investigate an international weapons trade scheme, but with the ship going to hell your priorities have changed. Your focus now is to discover those responsible for the murders and to find anyone else who may wish to sabotage Command property (ie: this vessel). To do this, you’ll be able to discretely photograph people you suspect and send their picture to NCIS HQ for identification. However, there’s a catch: the conduit connecting the ship’s satellites to the Intelligence Room and Navigation Bridge has been severed. This will need to be repaired in order to send the photos and thus receive results.


Internet cookie goes to the first person correctly identify which television character I loosely based this role after.

This role the main prophet I mentioned earlier. While he could scan for any alignment, he was at the mercy of the condition of Intelligence. If it was too damaged, he couldn’t use his scan. He had a few personal drawbacks to his character, not the results he got, which helped balance the powerful role. First of which was should he scan Methos, he would not get a VC result. The reason would be elaborated on later once I get to that role. Second, Winston’s Hughes character was out for revenge, and DaveShack was the target for that. Third, I think in a more overall sense I believe the players would have had a hard time 100% believing his results because they were always so accurate. That possible thought was another drawback to his role – I know from my time as a prophet in Chandrasekhar’s NOTW I was not believed for a time because of how accurate I was. As part of the backstory and a quasy-way to balance the role, had he acquired Nahkarma’s Sniper Rifle he could have performed a vigilante kill as well, though he wouldn’t be able to both scan and kill under normal circumstances.

Spoiler Earthling/Crytologic Technician :
Player: Earthling
Role: Crytologic Technician
Strength: 1
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 1st Class
Rank Ability: None.
Personal Ability: “Compartment Check” - Enables you to check a compartment at night to see how many players accessed it. Does not require you to have access to the compartment.
Item: Nuclear Warhead Arming Codes – Codes used to arm the Impending Retribution’s nuclear payload.
Personal Goal: Improve your Personal Ability by acquiring the Decryption Key.

If there’s one thing you learned as a kid, it was to keep one’s mouth shut when it was supposed to stay shut. Because of this, you established a reputation as a trustworthy figure and you took on various responsibilities at your early jobs that ordinarily were handled by more ‘mature’ adults. Once in the Navy, your superiors noticed your stellar work ethic and reliability and moved you into the role of a Cryptologic Technician. This profession netted you a special security clearance that allows you to view files and information normally classified to the other sailors. That’s how you’ve come into possession of the Nuclear Missile Arming Codes, for better or worse.

Your niche of expertise rests in computers and you are chiefly responsible for the networking of the various compartments around the ship. Because of your networking knowledge, you typically are in charge of handing out various keys to personnel should their duties require access to a secure location. Part of this responsibility is to keep up with security protocol and check compartments for any unauthorized access. Unfortunately during the latest night, someone managed to hack the entire system and change the security protocols that allow you to see who is accessing what compartments. You’re not exactly sure why this has happened, but in any event it’s a huge breech of security that you’d like to lock down. Right now your ability is limited in the sense you can only get a number of compartment accesses per night, but with a Decryption Key you can restore the system to its pre-mayhem settings.


This role is a compromise I made with myself to get a powerful ability into the game without making it overpowered. With location such a prominent feature, I wanted someone to be able to scan compartments for entry. However, it really was the most powerful thing against the saboteurs, and it present at game start could have been game breaking. The compromise was making him require a certain item (Decryption Key) in order to use his full ability. Until then, he would only get a number of people present, not a complete readout. On top of it, since his character relied on scanning the locks to get his results, should the locks be offline he wouldn’t get results. It was a way for the saboteurs to directly counter this powerful ability. Earthling was only able to use his full ability once before getting night-killed. Making the role with a security heavy backstory was also how I managed to start the role out with Nuclear Warhead Arming Codes. Between the security clearances the role handed out, it made sense to also give him access to the top-secret codes that enabled a nuclear launch. With these codes and Key “B” in player’s hands, it fulfilled my personal obligation to split the Rogues items up.

Spoiler Ekolite/Weapon Inventory Clerk :
Player: Ekolite
Role: Weapon Inventory Clerk
Strength: 2
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Seaman
Rank Ability: None.
Personal Ability: “GSR Test” – At night, swab a player and test for Gun-Shot Residue to see if they’ve been in contact with a firearm (Ordinarily only works on those who’ve fired a gun, but I’m bending reality here a smidge. Anyone who has come in contact with a gun or has one currently, not just those who’ve fired one, will test positive).
Item: Key to Armory – required for access to Armory.
Personal Goal: Find the three missing Assault Rifles and have them (hidden) in the Armory at the game’s end.

Being an enlisted officer isn’t the most glamorous thing in the navy, but it could be worse. It’s taken you a while to be given any sort of responsibility, but finally you have it. As the Weapon Inventory Clerk, you spend your time counting guns, ammo, grenades and other small implements of destruction and make sure the Armory is fully stocked should the need arise for some firepower.

When the Helicopter landed back aboard ship, one of the Marines handed you Nahkarma’s Sniper Rifle so you could lock it away in the Armory. After cataloguing the weapon, you opened the secure lockers to find three Assault Rifles missing. Ordinarily this means reporting this to your CO, but it’s probably best he doesn’t find out. Losing guns is a pretty serious thing and there’s no doubt you’d be demoted back to peeling spuds. Fortunately you have some time to track down the missing firearms. You’ve watched your fair share of police procedural TV shows and you’ve taught yourself how to scan for GSR. Anyone who’s been in contact with a gun will test positive for it and probably has the stolen weapons. You’re also heavily distracted about the Sniper Rifle handed to you. There’s a malevolent aura that surrounds this weapon as if it was used for evil, but deep down you suspect in the right hands in could be put to good use.


The role had two main uses. First was its gun scan which while as written was supposed to be used to find the Assault Rifles, was really meant to be used to find the Silenced Pistols as the Assault Rifles could be figured out through the secret voting system. By making it scan for anything gunpower related, it in a sense was its own balance. Only by carefully deducing where the GSR was and where the secret votes weren’t could the ability be used to nail a Rogue. The second main use was letting at least one person know where Nahkarma’s Sniper Rifle was at the game’s start. I wanted the item in the game as a way to tie to two games together, but also as a way to grant specialized players a vigilante kill. By directly giving the rifle to one player at the start, I risked a lucky night one kill to reveal the weapon too early and skew the number of kills per night into something relatively unmanageable. As it was, Ekolite was almost the night one kill for the Rogues. So by telling Ekolite where it was, but by not giving it to him directly, I could kill two birds with one stone. The item can be found whenever, but a lucky early kill wouldn’t reveal it too early.
 
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Spoiler Frozen In Ice/Network Security Vulnerability Technician :
Player: Frozen in Ice
Role: Network Security Vulnerability Technician
Strength: 2
Alignment: Evil
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Seaman Apprentice
Rank Ability: None.
Personal Ability: “128 Bit Encryption is Overrated” – At night, can scan the exterior door lock mechanism and create a new key to unlock door.
Item: Key to the Magazine – Enables access to the Magazine. Has no use to you now (not required for ability).
Item: Decryption Key – Initially used to hack secure doors. Has no use to you now (not required for ability).

Personal Goal: Find someone who needs the Key to the Magazine and Decryption Key. If they don’t need it, your PG is not fulfilled.

Being the Network Security Vulnerability Technician, your job is to ensure the safety of all digital data stored aboard the ship. If some outside threat tries to hack it, it’s your job to prevent access to the secure systems aboard the Impending Retribution. The perk of this job is since you know how to defend against hacks, it also means you know how to hack the system yourself.

Growing up, you’ve always relished a challenge and that mindset has carried over to your job, for better or worse. Generally hacking secure systems is frowned upon, but you’ve managed to turn it into an art form. You’ve figured out a way to override the protection on the secure doors to the ships using a Decryption Key you designed and also how to clone this override onto cards to unlock these doors whenever you want. You tested your contraption last night on the Magazine entryway and it actually works! Except a Network Security Vulnerability Technician probably shouldn’t have a Key to the Magazine, so you should probably find someone who has a use for it, lest your possession of this unauthorized card receive some unwanted notice. In fact you’re fairly certain there’s someone aboard that’s pretty upset with you basically breaching security protocol so it’s probably best you not go public with either the key or the ‘rogue’ card. Still though, with the ship in lockdown you think it’d be unwise to toss your card-cloning device away – there’s no question you can put it to good use.

Ability Note: At night, you may go to any room and scan the lock to any restricted-access room. Once scanned, you will be able to finish production of the card and have it ready for use in the next morning phase. I should point out that you cannot access the room the same night you are constructing the card.


I needed a way to get a lot of access cards into the game without actually starting the game with that increased number. This role was designed to be that way, and by game’s end Frozen In Ice had done a great job not only constructing a number of cards but also using them to find various items, including Nahkarma’s Sniper Rifle. His role was the antithesis to Earthling’s role and I wasn’t surprised at all to see Earthling’s in-thread responses to Frozen. The two roles had a lot of intertwining parts – for starters Frozen’s ‘hack’ is the reason Earthling’s ‘full’ ability went offline, and Frozen also had the item to fix said ability (Decryption Key). As a PG, he could have solved the Decryption Key portion of it by giving it to Earthling, but instead traded it to CCRunner for the Assault Rifle, also another acceptable way to secure that portion. The Key to the Magazine would only be fulfilled if he gave it to a saboteur, but in theory had he given the first key to Earthling that transaction could have been balanced (helps the saboteurs by granting them access to their ‘One Shot’ compartment, and hurts the saboteurs by opening up Earthling’s full ability.

Spoiler God Emperor/Cook :


Player: God Emperor
Role: Cook
Strength: 1
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Recruit
Rank Ability: None.
Personal Ability: “I Want To Rock N’ Roll All Night…” – With help of another, you can throw a ship-wide party. This will cancel the following night phase.
Item: None.

Personal Goal: Throw a party!

You’re a popular guy aboard the Impending Retribution. Mainly because you deal with food and you’ve managed to take the meager rations the Navy gives you and turn it into something exquisite. Everyday the preparation is pretty much the same and it can be tedious, but the positive responses and smiles from the guys make it all worthwhile.

You’d like to change it up a bit though. However, you will need some help. You want to throw a ship-wide party, but you can only do the food aspect of it. If you could get in touch with someone in charge of entertainment, you feel you could throw together quite the extravaganza. There’s a catch though – if the Galley has any damage, you won’t be able to cook for the entire crew and thus throwing the party won’t be possible.


The mechanic of skipping a night has always been perceived as a good thing in NOTW’s, the idea being you do it late enough, you can cancel the kill for the baddies and continue lynching them without repercussions. I wanted to change those good vibes, and once the game got large enough installing this mechanic was doable. The ability would cancel everything at night, which as everyone found out the hard way, meant canceling Methos’s diplomat call in ability. While Methos’s role had a few contingency plans in place should he die early, there was absolutely nothing he or anyone else could do to send out the message as everyone would be at the party. In turn, the fighters would come, and you guys know the rest. The timing of the party was absolutely awful – Aegis was not online, the Deck had been damaged to a critical state, and no one had any leads after Diamondeye turned up innocent. Sprig had it right when he said the party could have been stopped – had God Emperor or landlubber been killed or executed, the party would have been cancelled as one of the hosts would be indisposed.

Spoiler Izipo/Salvage Diver :
Player: Izipo
Role: Salvage Diver
Strength: 2
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Lieutenant Junior Grade
Rank Ability: “Slash and Burn” – Each odd numbered night, you may kill another player. Requires Officer’s Sword.
Rank Item: Officer’s Sword – Required for Rank Ability. Non-transferable.
Personal Ability: “Mr. Fix-It” - Enables you to repair sections of the ship, provided you have access to the damaged sections. Can repair three points of damage per night. If the Pump Room is damaged, you are able to repair four points of damage to it.
Personal Ability: “Master Welder” – With the Arc Welder and Reinforced Steel, you can spend a night to make a compartment indestructible.
Item: Key to the Pump Room – Enables access to the Pump Room.
Personal Goal: Make a compartment indestructible.

Being a Salvage Diver is probably one of the coolest jobs in the Navy. Any time there’s a sunken ship, they send you down to explore the wreck and retrieve anything of value. When there are not sunken hulks to be explored, you spend your time aboard ship doing maintenance and other routine repairs.

Salvage Divers are trained in the use of various welding techniques with underwater welding as a specialty. It comes in handy during fire control drills where you have needed to repair an underwater compartment. You’ve gotten so good at repairing things that in some cases your repairs are stronger than the structure initially was. With the ship now under attack from various outside forces, if you can get your hands on some Reinforced Steel and an Arc Welder, you think you can make a compartment indestructible and help prevent the Impending Retribution from going under. In the meantime, you can fix the ship up as compartments receive damage, providing of course you have access.


One of the three designated repair roles, the Salvage Diver came with the caveat of also being able to make a particular compartment indestructible should he acquire two specific items. His starting repair ability was tied for the beefiest in the game at three points per night, and Izipo would eventually get the role up to seven repair points before the saboteurs whacked him. The secondary personal ability to make a compartment indestructible to initially designed to involve a heavy dose of third-party searches as both items needed were hidden at the start, but the addition of Secura’s role changed it to require additional direct help by another (as she had to now build the Reinforced Steel). Making a compartment indestructible was no trivial thing and I wanted more players to be apart of the action, hence the late change.

Spoiler johnhughthom/Gunner’s Mate :
Player: johnhughthom
Role: Gunner’s Mate
Strength: 2
Alignment: Evil
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Seaman
Rank Ability: None.
Personal Ability: None
Item: RDX – A highly explosive compound taken from the Magazine. There’s probably a use for it on the ship.
Personal Goal: Acquire the Ship’s Blueprints and find a way to escape the Impending Retribution.

It hasn’t been the most glamorous of career choices for you. Being a Gunner’s Mate, you’re in charge of the firing of the fore 5”/54 caliber Mark 45 gun. The thing is dark, loud, dingy and ultimately in your mind, an outdated piece of weaponry. Everything is automated and launched long distances now anyway. The only time your unit gets any action is for boring training exercises. Even with ear protection, you see little point to continue to lose your hearing. You’ve requested a transfer to another unit and have the potential to make more money, but it’s always fallen on deaf ears (oh the irony…).

Since Command won’t listen, you’ve come across a lucrative offer that’s too good to pass up. There’s one major issue – it requires you to commit treason. Some shady figures have approached you offering a solid chunk of change for the Ship’s Blueprints which you’ll have to find and acquire somehow. You also realize having the blueprints in your possession when you dock isn’t good enough. If you went that route, there’s no doubt you’d be caught with them and escorted to prison, so you’d need to find a way off the ship before it docks.


The Gunner’s Mate role changed the most from the game’s inception, first as Love’s role, then Niklas’s role, then finally to this iteration. I needed a few things by this point, namely another way to get a saboteur ‘One Shot” item into an innocent’s hands, and also a way to get more ‘evil’ aligned players as well. This role solved both of those needs. One of three possible trainable pilots, the role required an item already in the Saboteur’s hands to start (Ship’s Blueprints) and he started with one of their items (RDX), meaning an unlikely but still possible trade could happen. As it turned out, johnhughthom would wisely hide the RDX in the Galley shortly before his demise.

Spoiler landlubber/Quartermaster/Ship’s Musician :
Player: landlubber
Role: Quartermaster/Ship’s Musician
Strength: 1
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 3rd Class
Rank Ability: None.
Personal Ability: “…And party everyday!” – With help of another, you can throw a ship-wide party. This will cancel the following night phase.
Item: Navigation Override Card – In the event of the ship abruptly changing course, this card can be imputed into the Navigation Override Sub-System in the Bridge to reroute the ship back to its current heading.
Personal Goal: Throw a party!

Aboard the Impending Retribution, you spend the bulk of your time in the Navigation Bridge, charged with steering the ship and ensuring an accurate heading. A lot of your job has become computerized but if for whatever reason the ship’s heading changes to anything other than its supposed to be, you have the Navigation Override Card. You can use it in the Bridge should the ship deviate from its current course toward port. When you’re not manning the helm so to speak, you act as the Ship’s Musician and perform at any events held on the Retribution.

Unfortunately, these events are far and few in between. With the ship under attack from various forces, you think now would be the perfect time to throw a nightlong party. Except you can’t do it yourself. If you can find someone aboard to handle the food, you figure you can provide the entertainment and put together a nice evening for all in attendance.


Another two-fold role, this character is the other half to the party role (see: God Emperor for party details) and the way I got the Navigation Override Card (NOC) into a visible role. The hardest part was coming up with a way to get the NOC into the game. Considering its sole purpose was to counter the insurgent’s turn the ship around ability, I knew I couldn’t hide it somewhere (like the Captain’s Quarters like initially designed) because of no one searched the compartment it was in, the insurgent could cruise to victory. It seemed like a very poor way for the innocents/everyone else to lose (assuming of course no one figured out to do a mass search in the meantime), so I had to give it to an individual player. At this point I also needed another half for the party gig, and doing a combo role fit what I needed. Considering no one is aboard a ship just to provide entertainment, making him both the Quartermaster and the Musician made the role believable and semi-realistic. It’s a good thing he handed off the NOC to God Emperor before he disappeared from the game, otherwise we possibly would have been looking at an insurgent victory.

Spoiler Love/Electronic Weapons Specialist :
Player: Love
Role: Electronic Weapons Specialist
Strength: 3
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Lieutenant Commander
Rank Ability: “Promote/Demote” – At night, choose one player to promote while demoting another (basically swapping ranks between two players). Cannot change Captain or Commander ranks.
Special Rank Ability: “Intelligence Officer” – Grants access to the Bridge and Intelligence.
Personal Ability: “Wonton Murder” – Select a target to brutally kill at night.
Items: None.
Personal Goal: Find a way to completely cure your condition.

As the Electronic Weapons Specialist, anything involving telemetry and propelled explosives is your specialty. You spend long hours imputing GPS coordinates into weaponry and unmanned fighter craft so precision strikes can still be carried out should for manually piloting the ‘thing’ should fail. These long hours have taken their toll on you and about two weeks ago you accidentally imputed the wrong GPS coordinates into an unmanned drone. This drone later went on to level a village – the wrong village to your horror and your error was part of the reason this travesty occurred.

You approached the ship’s doctor for something to help you concentrate in hopes an error of this magnitude would not be committed again. A week has gone by and the pills you’re on seem to have… transformed you to say the least. You’re more irritable than ever. Your patience is virtually non-existent. And to make matters worse, you’ve come close to losing your temper completely and killing someone. It’s taken a great deal of mental fortitude to prevent yourself from going crazy entirely, but you don’t think you can keep it in check forever. You desperately need to find some way to reverse the effects from the drugs the doctor has given you.

Ability Note: You can choose to not kill at night if you’d like. However doing so will subtract one strength point each night you choose not to kill. If your strength reaches zero, you will die.


One of the earliest characters conceived, the Electronic Weapons Specialist was the reluctant killer I mentioned a while back. Forced into killing for self-preservation’s sake, courtesy of Mad Doctor Seon’s experiments, Love looked for a way to completely cure his condition to stop himself from having to kill. Technically, should he acquire both the Experimental Drug and Herbal Remedy, he could choose not to kill and would not be penalized for it (no loss of strength). If he had gotten the Medication instead, nothing would have happened. His death early is one of the main reasons the game went on for so long. I had planned for this role to be killing every night, in addition to the two Rogue kills, with the possibility for a fourth as well through other means. When he died and the Rogues subsequently didn’t kill two per night, the game was skewed into the slow pace it ultimately endured. Though they couldn’t have known it at the time, by being unlucky enough to kill Love that early is one of the reasons they ultimately lost.
 
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Spoiler Methos/Diplomat :
Player: Methos
Role: Diplomat
Strength: 2
Alignment: Evil
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Commander
Rank Ability: “Promote/Demote” – At night, choose one player to promote while demoting another (swapping ranks between two players basically). Cannot change Captain or the other Commander rank.
Rank Ability: “Vacancy Promotion” – During even numbered morning phases, can select a player to fill a role recently vacated during the previous night kill. Limit one player per phase, excludes Captain and other Commander rank. Must promote someone to fill the slot (cannot demote another to fill it).
Special Rank Ability: “Pulling Rank” – Grants access to any secure compartment aboard the ship.
Personal Ability: (Passive) “Diplomatic Immunity” – If you are killed there will be serious consequences for all on board. You cannot be permanently harmed without there being some reprisal.
Personal Ability: “Vocal Override” – Each night you may go into the Bridge to let your home nation know you are alive and well. If you fail to radio your superiors, they will suspect you to be dead and will retaliate severely against the Impending Retribution.
Item: Voice Recorder – In the event you are injured or imprisoned and unable to report to the Bridge to radio out at night, you may give this item to another player so they can play the recording in your place. Even if you die, so long as another player plays this message in your place no harm will come to the ship and its occupants. Player must have access to Bridge for item to be used.
Item: Key to the Bridge – required to access Bridge
Personal Goal
: Acquire three Assault Rifles to sell to your black-market buyers.

So after a long and arduous political career, you’ve finally landed a gig as the military attaché to the ambassador. Attaining this position of power didn’t come lightly. You were not one against using bribes and the ‘removing’ of rivals that were in your way. One could say you’re fairly corrupt. You were assigned to the Impending Retribution to review new automated defense systems recently put into place. After an agreement was reached between the you represent and the Retribution’s you are here to gather information on this new technology. A brief military career prior to your political aspirations has given you enough background to be qualified for this task.

Being a diplomat has its perks. The best part of it is no one can touch you so long as you’re on foreign soil. If you’re killed, there will be some serious payback headed the culprit’s way. On the flip side, getting paid handsomely was never one of those perks. Over the course of time you’ve established a black market weapon trade that does pay you handsomely. There’s a cache of weapons aboard the ship that if you could acquire would fill your offers quite nicely. Once the ship docks in port, you’ll be able to smuggle them off and sell them to your contacts.


Probably the most unique role I’ve created, the Diplomat was designed to be a time-bomb of sorts that would eventually go off at some point. His Voice Recorder was in there to prevent a lucky kill from causing role detonation too early. It could also have been used as a way to keep track of one player each night, but the move was risky to say the least. He was the foil to DaveShack’s NCIS prophet role, as he was the only one that would not return a definitive ‘innocent or not’ response. However, he would instead be revealed his gunrunning ways and instead would have to Brig him to fulfill his PG. I chose ‘Brig’ instead of ‘kill’ as a subtle way of saying ‘this is not a guy you should kill’ (even though Briging would have the same consequences as killing should he not have given his Voice Recorder away). Also it fit with the role better – DaveShack was not a crazed vigilante killer out to get everyone bad – his job was to imprison Methos and that’s all he had to do. I liked the way the role played out. While he could be killed like everyone else, killing the guy had consequences no one wanted to be apart of until after the fighters had done their thing (courtesy of the party). That plus his Captaincy made him a central figure early, putting him in a spotlight that would probably be better if he didn’t have. The spotlight is in part what got him killed – after it became public knowledge he was the ‘reason’ for the attacks many suspected him of having a third-party VC and the vigilante kill set on him was likely to cover that possibility. All things considered, Methos did a great job handling his role.

Spoiler Nictel/Naval Reactors Engineer :
Player: Nictel
Role: Naval Reactors Engineer
Strength: 1
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 1st Class
Rank Ability: None.
Personal Ability: “Ship Repair” - Enables you to repair sections of the ship, provided you have access to the damaged sections. Can repair two points of damage per night. If the Engine Room is damaged, you are able to repair three points of damage to it.
Personal Ability: “Reactors running at 110%” – With the Decryption Key, Nuclear Reactor Control Override Codes and access to the Bridge, you can run the Impending Retribution’s nuclear power plant at emergency war settings to squeak out a few extra knots. Reduces travel time by one day.
Item: Nuclear Reactor Control Override Codes – Required for second Personal Ability.
Item: Key to the Engine Room – Grants access to the Engine Room.
Personal Goal – Get the ship running at 110% successfully.

You might be the smartest guy on the ship. Your knowledge of nuclear physics and engineering puts your intellect level on a much higher plane than the rest of your shipmates. It’s not just your book smarts that attract a lot of attention; you’re very hands-on as well. This enables you to fix many other more ‘minor’ things that don’t require theoretical nuclear physics to solve.

With the ship under attack from various threats, it’s become paramount to get the ship back to shore as fast as possible. Since you’re the Naval Reactors Engineer, you already have the Nuclear Reactor Control Override Codes which allow you to run the ship’s reactors past their normal operating limits. With a Decryption Key and access to the Bridge, you can upload the codes into the Main Navigation Console, thus speeding the ship’s speed by enough knots to shave a day off the travel time. There’s a catch though: if the reactor is damaged too much, imputing the codes could have catastrophic consequences on the reactor. It’s best to make sure the Engine Room has as little of damage as possible to lessen the risk for disaster. Of course if you wait too long, it’s possible the other catastrophic elements aboard the ship will catch up to you…


Another one of the designated repairers, the Naval Reactors Engineer was the ‘true’ person who could speed the ship up. The poor guy never caught a break though with the constant accusations against him that only stopped after he had exploded from a saboteur’s Explosive Charge. I had expected there to be some issues between CCRunner and Nictel regarding the Nuclear Reactor Control Override Codes, but I never expected it to reach the level that it did. Both players needed it, and both players needed another item from the other to do basically the same thing (courtesy of the trade between Frozen In Ice and CCRunner of Decryption Key for Assault Rifle). The saboteurs blowing Nictel up was probably the smartest thing they did all game, as it set in motion the events that led to CCRunner getting the Codes and flipping the ship around into heavily mined waters while also subtracting a proven repairer. Sure, there was a heavy dose of luck involved (as the saboteurs did not know/expect what would happen afterwards regarding the Codes), but it still worked out in their favor.

Spoiler Niklas/Unmanned Drone Pilot :
Player: Niklas
Role: Unmanned Drone Pilot
Strength: 2
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Lieutenant Junior Grade
Rank Ability: “Taking Inventory” – Enables you to scan a player at night to see what items, if any, they are carrying.
Personal Ability: “Clairvoyance” – At night, select a player to learn something about.
Personal Ability: “Brazen Violence” – At night, select a player to injure. Injury will last two days unless healed.
Items: None.
Personal Goal: Get hold of your Medication to ameliorate your troubled mind.

School was never something that interested you. You spent a large part of your childhood in front of a television screen playing first-person shooters and killing many, many computer generated soldiers. You knew college was not a realistic option for you and you turned to the Navy to give you education on flying their unmanned drone fighters and using its live ordnance against targets of opportunity. It was basically an extension of your video game playing youth. Except life does not mimic video games. Missions could be replayed should you failed and ‘friendly fire’ was, for the most part, turned ‘off.’

On one recent mission about two weeks ago, you were tasked with flying your drone as backup to some top-secret mission. Details were sketchy during the briefing except your target was some ‘insurgent town’ and once there you were to eliminate any high ground advantages enemy snipers could possess. Unfortunately, whoever programmed the drone’s telemetry imputed the coordinates incorrectly and thus sent the drone slightly off course. After hours of late nights flying practice missions, you were exhausted and failed to notice the bird sailing towards the wrong village. In any event once you were in range, you unleashed a hailstorm of missiles at every tall structure in sight to prep for the ground team. Your HUD went dead six times as six explosions marked the end of each missile’s camera feed. Satellite photos would later confirm – the village was for the most part leveled.

You were later awoken by your CO and brought to the interrogation room in the Brig. He showed you a news broadcast of the destruction of some small desert village and how forty-five innocent civilians had been ‘murdered’ during a suspected failed assassination attempt on The One. While the television set showed survivors mourning and showing off their latest ‘get out of our country sentiment,’ you recognized the village and came to a debilitating realization: It’s destruction and subsequent death was by your hand.

Nightmares and tremors accompanied you every subsequent night. In many cases, the dreams you had later proved to be truths about other sailors you originally had no idea about. It only drove you even madder, so crazy you’d have bouts of uncontrollable rage and anger. A trip to the ship’s doctor revealed you have post-traumatic-stress-disorder and he prescribed some Medication for you to take alleviate your mind. Except last night during all of the commotion on the ship your current bottle was lost and you need more. Until then, you’ll be tortured with strange dreams about other ship personnel or you’ll be faced with possibly viciously injuring someone.

Ability Note: At night you can choose to do either of your aforementioned abilities, though to prevent yourself from injuring anyone it was take a considerable amount of strength to hold your emotions and mind in check through the night. If you choose to allow the dreams to take hold, you will lose one strength. You have the possibility of scanning a player for their strength, alignment, item, or any night activity. Random.org will be used to decide which scan you use should you choose to use your “Clairvoyance” Ability. Be warned, if your strength reaches zero you will die.


First, let me just say how disappointed I am this role go next to no use at all. Quite possibly the strongest information gatherer the innocents had at their disposal, the role basically collected dust after Niklas had acquired the Medication (and thus, opening up free use of his ‘Clairvoyance’ Personal Ability). Throw in the fact Niklas is a very good player, it was tough to see the role go to waste given the potential the pairing had. Not only that, but his role was the prime candidate for the creation of a not-innocent Serial Killer role had he gotten the Experimental Drug. The creation of the role was still possible if others had both the Medication and Experimental Drug, but Niklas only needed the ED to turn into one (as the Medication was already ‘in his system’ so to speak).

Spoiler Renata/Electrician’s Mate :
Player:[/U] Renata
Role: Electrician’s Mate
Strength: 2
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 2nd Class
Rank Ability: None
Personal Ability: “Some Duct Tape and WD40 ought to do it” – Enables you to repair sections of the ship, provided you have access to the damaged sections. Can repair two points of damage per night. If the Electrical Room is damaged, you are able to repair three points of damage to it.
Item: Conduit Repair Parts – Parts required to fix Conduit in the Intelligence Center and Navigation Bridge.
Item: Key to Electrical Room – Grants access to Electrical Room. Access is required to repair room in the event of damage.
Personal Goal: Fix the Conduit in the Intelligence Center and Navigation Bridge and repair at least ten-points worth of damage aboard the ship.

Really good electricians in the Navy are pretty hard to come by. Fortunately you’re one of them, having distinguished yourself in training to be the only cadet who didn’t electrocute himself or a superior officer. You chalk it up to good instincts and a healthy dose of common sense, which has brought you fairly far in your career. While being able to fix anything electrical, your smarts also enable you to figure out how to fix just about anything else on the ship, making you invaluable to the ship’s upkeep.

When you received word the connection between the main communications consoles and the external gear had gone out, you instinctively knew what the problem was. How, you have no clue, but you’ve gathered the Conduit Repair Parts and are armed and ready to tackle the faulty conduit. Except there’s one issue – you don’t have clearance to access either the Intelligence Center or the Navigation Bridge right now. You’ll need to find someone to loan you a key to one or the other, or at the least, open the door for you so you can make the necessary repairs and be able to reestablish video connection to the outside world.


The final designated repairer, the Electrican’s Mate also had the responsibility to fix the Conduit linking the Navigation Bridge and Intelligence to the outside world. It was probably the easiest ‘important’ job on the ship, but it also had a few drawbacks, namely opening up the possibility for the Rogues and Insurgent to acquire their Telemetry and Navigation based items. Still though, it being online opened up DaveShack’s ability, which was nothing to scoff at either. Initially, Navigation and Intelligence would be housed in the same compartment. As the game expanded and got more complicated with more pieces of equipment, I split the two compartments up to not have too many eggs in one basket. This split was the reason the role could enter one or the other to make the specific conduit repair as the conduit fixed things that were in both rooms. By forcing her to repair in one specific compartment, it could have been confusing had the fix also altered the status of things in another compartment as well. Renata did a great job coordinating the repairs, and the Rogues leaving her around one night too long contributed greatly to their demise. She also gave CCRunner the Codes he needed for his thing, but hindsight is 20/20 and it all worked out in the end anyway.

Spoiler rhawn/Marine Heavy Gunner :
Player: rhawn
Role: Marine Heavy Gunner
Strength: 4
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Chief Warrant Officer, Three
Rank Ability: “I got your six” – At night, select one player to protect from night attacks. Will only stop kill from happening; you will not kill the assailant.
Personal Ability: (Passive) “Give ‘em the fifty” – Prevents any night attacks directly against you. Kills attacker instead of you.
Item: M2 .50 Caliber Machine Gun – Plus one (1) accusation power. Required for ability.
Personal Goal: Take down a Rogue Agent either at night or during the day via execution by being among those to vote against him.

School was never a strong suit for you. Fortunately your athletic prowess opened a few doors for you and you decided to train to be a Marine. You’re a big burly guy, which made you perfect for handling heavy weaponry.

Unfortunately, your eyesight isn’t the best and even though you wear glasses, you for the most part can’t hit the broad side of a barn with a rifle. So they gave you responsibility of the ‘spray and pray’ weapon – the M2 .50 Caliber Machine Gun. Being the only man in your squad capable of walking with the gun gives you a certain sense of pride. You take care of your weapon meticulously and without it probably would have been discharged out of the Core. As such, you’re very protective of it and if you could, would probably sleep with the thing. In fact you tried once, but the combined weight of man and machine was too much for the bed frame to handle. After an awkward conversation trying to explain to the supply master how your bed broke, you managed to get a replacement. The gun now rests comfortably on the floor next to you.

What you lack in eyesight is made up with your acute sense of awareness. This was made all to obvious when one day during boot-camp some squad mates tried to play a trick on you while you were sleeping. You surprised the lot of them by waking up in the nick of time and pinning the would-be jokester against a wall by his neck, scaring the living daylights out of him. Armed with this sixth sense of sorts and your machine gun, you feel anyone who tried to harm you at night would meet a grisly end. Perhaps you could take down one of the Rogues aboard…

Ability Note: If you choose to use a Universal Ability, your Personal Ability will not be active for that night phase.


Veterans of XXII will instantly recognize it as Renata’s “Big Tom” role. I liked the idea of a ‘return to sender’ type role, and I thought it in itself was fairly balanced given there were other ways at night to kill him. While he would stop any Rogue attempts, the saboteur’s bludgeoning attempts, or Love’s ‘reluctant’ killer role, he could be stopped by injury, brigging, explosive charge, or by a killer armed with Nahkarma’s Sniper Rifle. To his credit, rhawn played the role extremely well, and his ploy posing as BSmith1068’s kill scan role could have backfired but ultimately went extraordinarily well. After that, he predictably became the item sink for everyone and with the saboteurs out of charges, they had no way to take him down.

Spoiler robbiecon/Marine Marksman :
Player: robbiecon
Role: Marine Marksman
Strength: 3
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Ensign
Rank Ability: “Promote/Demote” - At night, choose one player to promote while demoting another (swapping ranks between two players basically). Both players must be of the Chief Warrant Officer classes and/or an enlisted rank.
Personal Ability: “I’ll just leave this here…” – Enables you to plant Claymore explosives just inside a door to a compartment. Requires access to the targeted compartment.
Item: Four (4) Claymores – required for ability. Will injure anyone who tries to enter a compartment and prevent abilities for the night.
Personal Goal: Injure or kill someone who is out to harm the ship and/or its personnel.

Becoming a Marine was probably your proudest moment in your life thus far and to graduate close to the top of your class was icing on the cake. Your advanced marksman skills made you a candidate for additional stalker and sniper training, which you also excelled at. Your skills made you a target for challenges among your fellow Marines and while there may have been some jealousy regarding the ease at which you hit your targets, there was also respect as well for how low-key you were going about it. You’re proud to say you’ve never failed a mission where the target was left alive.

You were assigned to the Impending Retribution to drop in after Commander Logic’s mission to confirm if the mission was a success. Having mastered the art of reconnaissance and camouflage, you were the perfect man to get in close without being spotted. Plans changed abruptly when a garbled and static-filled transmission was heard at Command stating, “fall back.” Since the mission was a failure, there was no point sending you on your own so instead two weeks later, you were aboard the helicopter that picked up the survivors of Logic’s platoon.

Upon landing, you took a sniper rifle from one of them and handed it off to a clerk to safely store away. Part of you considered holding onto it for yourself as you could tell by their demeanors that something was amiss, but this would have been against regulations and you’re not one to breach protocol. Now that things have definitely gone awry, you’re wishing that rifle were in your hands. Had it been, you’d have been able to blend in the shadows at night and stalk a target of interest and perhaps put a bullet through them. Until then, you’re armed with a handful of Claymores that could be used to booby-trap sections of the ship to injure others, providing you can gain access.


The second Marine aboard ship, the Marine Marksman could place Claymores to injure anyone opening or entering a compartment. Secondly, could he acquire Nahkarma’s Sniper Rifle and gain a vigilante kill ability, making him quite the threat to Rogues and Saboteurs alike. I was hoping by suggesting in his backstory details regarding Nahkarma’s Sniper Rifle he would try to find it and/or obtain it, but as far as I know he never made any headway. The Claymores themselves were fairly powerful in their own right, and to balance this I didn’t give him any starting access to secure locations. It was the promotion to CWO, 5, that really kick-started the use of the items into high gear. Robbiecon fulfilled his VC when choxorn stumbled onto his Claymore in the Engine Room, and I have to admit I was shocked he lived as long as he did afterward. He had used all of his Claymores before he died, with them being placed in the Engine Room, Electrical Room, CIC, and Armory. His best tactical move was the Claymore in the CIC, which had Seon not deliberately stumbled into it would have prevented the saboteurs from using their missile launch team ability. Fortunately for the innocents, the saboteurs never got their hands on those codes.

In my initial game concept, the Marines almost ended up being their own team, aligned against both the Rogues and Saboteurs, but also quasy against the innocents in such a way that was while compatible with their ‘ship back to port’ VC, it was also something that could be obtained separately on their own. Basically, they could win if the innocents won, but they would win ‘more’ if they accomplished their task instead. The idea was something loosely around the idea of them taking over the ship in someway to stop both the Rogues/Saboteurs from accomplishing their ‘One Shot’ goals that also was related to them killing the other baddies. I couldn’t come up with a way to implement it in such a way to not step on the other teams too much and not complicate what was appearing to be a pretty complex game further. So they became more ‘standard’ innocents working with them to bring the baddies down.
 
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Spoiler Romanichine/Master At Arms :
Player: Romanichine
Role: Master At Arms
Strength: 2
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 1st Class
Rank Ability: None.
Personal Ability: “I spy with my little eye…” – At night you may follow a player to see what compartment they access, if any.
Item: Assault Rifle – Possession gives plus one accusation power.
Personal Goal: Successfully execute someone endangering the ship or its crew after you scan them.

Nobody likes a tattletale. Which is precisely why very few on board like you. Being in charge of security and taking the job very, very seriously puts you at odds with the crew. However someone has to do it, especially considering the top-secret equipment and intelligence that is aboard. Can’t have people accessing things they’re not supposed to, right?

Now that carnage has found the Impending Retribution, your skills of keeping a watchful eye at night will undoubtedly come in handy. In fact, you went into the Armory during last night’s fiasco and picked up an Assault Rifle as your sixth sense informed you having a weapon might be a good idea. It’s a little ironic actually, the guy supposed to prevent this kind of thing from happening went and did it himself, but desperate times call for desperate measures. Between the rifle and your observation skills, you think the crew would finally appreciate what you do if you could catch a sailor in the act of harming the ship or its crew and have them executed.


I already had the prophet would could scan compartments to see who entered them, why not have another player who can scan players to see what compartments they go to. Another fairly potent anti-saboteur ability, Romanichine had the misfortune of scanning two Rogues where neither was killing at the time. At least his scumdar was working while he was alive.

Spoiler Secura/Machinery Repairman :
Player: Secura
Role Machinery Repairman
Strength: 2
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Chief Warrant Officer, Five
Rank Ability: “Chief Engineer” – Plus two (2) points to a damage/repair ability.
Special Rank Ability: “Perks of being Chief Engineer” – Grants access to the Engine Room, Electrical Room, and Pump Room.
Personal Ability: “Master Craftsman” – At night in the Machine Room, you may begin constructing an item from the list below. Requires access to the Machine Room.
Personal Ability: “Master Repairman” – Enables you to repair sections of the ship, provided you have access to the damaged sections. Can repair two points of damage per night.
Item: Key to the Machine Room – Enables access to the Machine Room.
Personal Goal: Spend every night aboard constructing an item.

Any time things break aboard the Impending Retribution, they call on you to construct replacement parts from scratch to repair whatever is broken. You’re extremely proficient at every piece of gear inside the Machine Room and can weld, solder, design, and build anything you put your mind to.

You’ve always had design ideas of your own, from fancy shotguns to other various electronic equipment that could have some interesting applications. Except construction of all if this was not allowed for obvious reasons – aside from it being off-task Command really couldn’t let you just build whatever you wanted.

Except with the Captain now dead and the ship under attack from various assailants, you’ve decided the hell with regulations and are going to go about building your designs anyway. As long as the Machine Room doesn’t take too much damage and you have access to it, you can spend each night constructing an item of your choosing. You’re certain your items can be put to good use aboard the ship and will help get the crew safely home.

Item List and time required for construction:

Reinforced Steel: - With a specialized tool and in the hands of an expert welder can make a room indestructible. Takes one (1) night, limit one build.
Key to (Name a Secure Compartment): - Constructs a Key that can be used to unlock a secure compartment of your choosing. Takes one (1) night, no build limit.
Sawed-off Semi-Automatic Shotgun: - Powerful shotgun that gives +2 accusation power to whoever wields it. Takes two (2) nights, limit two builds.
Portable Compressed Air Rig: - Grants any player the Personal Ability to repair compartments at a rate of three damage points per night. Item can also add points to an existing ability. Takes three (3) nights, limit two builds.
Master Key: - Constructs a Key which can be used to unlock all secure compartments aboard ship. Takes four (4) nights, limit one build.
Polygraph Machine: - Item that grants the Personal Ability of a VC scan on a targeted player at night. Takes six (6) nights, limit one build.

Ability Note: You may begin construction of one item one night and change to another item a following night without any penalty. I do require a PM each night telling me you wish to continue construction of an item should the item you’re working on take more than one night to make. Finished items will appear in your inventory the following morning phase.


You’d never guess this was the last role I created. The role almost ended up as a 100% repair role, but I changed it up to make it less obvious and more interesting. It was a fairly versatile role with ways to impact a number of things based on what item Secura built next. I was surprised to see the Reinforced Steel built the first night, as it was the only items she herself could not use directly. Overall it’s one of my favorite roles as there’s many different ways it could have been played. It’s too bad she was killed early as early as she was; I was curious what item she would have chosen to build next.

Spoiler Seon/Doctor :
Player: Seon
Role: Doctor
Strength: 1
Alignment: Evil
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 2nd Class
Rank Ability: None.
Personal Ability: “Is there a Doctor in the house?” – allows you to heal injured players. Grants access to the Sick Bay
Item
: Medication – Used for PTSD patient.
Item: Experimental Drug – Used for mitigating killer instincts in your test subject.
Personal Goal: Administer both drugs to your patients (Done by giving them the correct item. Giving the wrong item could have disastrous consequences and will not fulfill your PG).

Being a ship’s doctor can be fairly bland work. Most of the time you’re dealing with seasickness cases or minor cuts and burns. You know of one patient aboard experiencing the symptoms of Post-Traumatic Stress Disorder and have prescribed Medication to calm his troubled mind. Despite this one case, rarely is there ever something interesting to keep your fertile mind occupied.

So you took things into your own hands and began work on creating a drug that could, in effect, turn an average human into a super-soldier of sorts. After experimenting a new drug on lab rats that increased blood flow, elevated adrenaline production and turned off aggression inhibitors, you decided to test this out on a human subject. You weren’t particularly concerned about the moral impact of this illegal procedure. Hell, if anyone found out you’d at the least be jailed, if not killed, so it’s best you continue to keep this under the radar. If you could refine the drug to perfection, you could then sell it and make a huge profit. But you’re ways off from that point.

You managed to find a ‘willing’ test subject to administer your drug to aboard the Impending Retribution. He came to you looking for a pill to help him focus better, so you being ever the professional decided to give him your drug instead. After about one week of injections, the subject seems to be experiencing the same symptoms your rats have. The change from a quiet low-key individual to a high-strung, impatient, and angry sailor has been drastic, so extreme that you believe he could turn into a cold-blooded killer at any moment. So the good news here is the drug works. Bad news is you’ve likely created a killer. This could really come back and bite you should he come after you in the night. Rather hastily, you created an Experimental Drug you can give him that should dampen these killer instincts somewhat, if not completely.


Here’s the character responsible for Love and Niklas’s roles, and had he kept going, been responsible for creating a Serial Killer with his own VC. The Medication and Experimental Drug together in someone’s hands other than Seon’s would have created that Serial Killer. Had he given Niklas the Experimental Drug instead, Niklas would have turned into one (as the Medication was technically already in Niklas’s system). The Herbal Remedy was the only item that could negate the combination’s effects. If a Serial Killer had been formed, giving the items away would have no effect nor would it have created another Serial Killer. Only one S/K could be in the game at a time, and as long as the two items stayed together one would always be present. Keeping the items split up (as was the intention behind the Doctor’s relatively easy PG) was the only way to counter the S/K.

Spoiler Takhisis/Apache Helicopter Pilot :
Player: Takhisis
Role: Apache Helicopter Pilot
Strength: 1
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Seaman
Rank Ability: None.
Personal Ability: “How to fly a Helicopter in under three days” – Once helicopter is repaired, you are able to give someone a crash course in piloting a helicopter so that they may escape. After two nights of training, they will be ‘qualified’ to fly. Access to Hangar required for ability.
Item: Key to Hangar – Enables access to the Hangar.
Personal Goal: Train someone to fly the Apache.

A helicopter pilot with close to twenty-five years of experience, you experienced a severe ear infection just prior to Commander Backwards Logic’s secret mission which prevented you from flying that fateful day. Two pilots under your command were sent instead and did not return. Since you were the only pilot left on the ship, you were sent to retrieve the remaining members of Logic’s task platoon.

You knew something was off the moment you met the two survivors in the valley. The way one of the two, seemingly the more conniving of the two, said “We’re all that’s left,” set off alarm bells that bellowed louder in your mind than the helicopter blades that spun overhead. Now that the two were murdered while being held in the Brig, your survival sense is telling you to bolt. There are just a couple of issues with that thought.

One, you’ve never run from anything. Ever. You didn’t become a top-notch helicopter pilot by being coward. On the flip side, listening to your gut instinct was also how you managed to survive this long. The other issue you have with running is a practical one – the Apache located in the Hangar doesn’t actually fly at the moment. You’ll have to get someone to repair it; anyone with tools probably could though someone with actual skill would make the repairs happen that much quicker. Since you’re not leaving the ship, you figure you could train someone who is a coward how to fly the bird. With your skill as a pilot and a little luck, you might be able to help someone off the Impending Retribution.


I love this role got totally butchered in the thread with claims it could do things it couldn’t! The Pilot couldn’t actually fly anyone off the ship like was suggested so many times. He could only train player to fly, and even then he had a limited pool of players he could train. The vast majority of the players were incapable of being trained (they could try, but nothing would have happened) and those that were ultimately had some degree of anti-innocent agenda. johnhughthom’s role was the least problematic, but involved taking the powerful Ship’s Blueprints item off the ship. Duke Blackstone could also be trained, but wanted to take his mason brother classical_hero with him, thus reducing a strong innocent pair. The worst was civplayah, who could do varying degrees of damage depending on the status of the Aegis Weapons System. Takhisis never trained anyone during the course of the game and to my chagrin I never got to write an Apache-centric update.

Spoiler TheLastOne36/Mineman :
Player: TheLastOne36
Role: Mineman
Strength: 1
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Petty Officer 3rd Class
Rank Ability: None.
Personal Ability: “’Ping…’ ‘Ping…’ ‘Ping…’” – Enables you to repair the Sonar Projector in the Navigation Bridge. Requires Power Amplifier and access to Navigation Bridge.
Item: Key to the Navigation Bridge – Enables access to Navigation Bridge.
Personal Goal: Repair the Sonar Projector before it’s use becomes absolutely necessary.

In an age of highly advanced technological warfare, there’s still a huge demand for minemen. With the insurgency deploying primitive mines in an attempt to damage Command warships, your position aboard the Impending Retribution is an important one. You operate and maintain the ship’s active Sonar system in the Navigation Bridge and continually scan for underwater hazards.

The mayhem aboard the ship though has impacted your duties. An electrical overload in the Navigation Bridge blew out the Power Amplifier to the ship’s Sonar Projector. Without it, the ship cannot send out a sound wave to detect the mines. You’re certain there’s a replacement Power Amplifier in the Electrical Room you can scavenge, but to acquire it you’ll need to gain access to the compartment and search for it. Once you have it, you’ll be able to spend another night in the Navigation Bridge replacing the faulty part. Once the equipment is repaired you can then spend each night in the compartment watching the screens and reporting any strange findings you may come across.

Ability Note: Once the Sonar Projector is repaired, you can send an order to me telling me to watch the screens for danger or something similar. There may come a time where watching the ship’s screens will be paramount to the continued safe voyage back to port.


Here’s the whole fricken’ reason that Sonar never got repaired. The role going inactive pissed me off to no end, as the innocents would now never get the vital anti-saboteur gear online. Had TLO gotten the gear up and running, all mine hits at night would have been stopped assuming he was alive to watch the screens, and half of the mines during the day phases would have been prevented. The Sonar not being online is the main reason the saboteurs came even remotely close to sinking the ship. I have to admit I was shocked the innocents voted the short route after simple math deduced the Rogues couldn’t win given the lack of kills up to that point. Two thirds of the crew was still alive! Two extra days would have made no difference! Especially with Sonar offline for that long, it baffled me the innocents still went that route. As it was the Rogues got stomped shortly thereafter, but the damage was done. All and all, a very aggravating scenario I could do nothing about.

Spoiler thomas.berubeg/Navy Councilor :
Player: thomas.berubeg
Role: Navy Councilor, aka the Ship’s Psychiatrist
Strength: 1
Alignment: Neutral
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Chief Warrant Officer, Four
Rank Ability: “Assistant Chief Engineer” – Plus one (1) points to a damage/repair ability.
Special Rank Ability: “Perks of the job” – Grants access to the Engine Room, Electrical Room, and Pump Room.
Personal Ability: “I’ll just take a peak in here…” – Can view personnel files to scan alignment.
Item: Herbal Remedy – a special plant with curious healing properties.
Personal Goal: Find the person aboard that needs the Herbal Remedy.

There’s one thing every single sailor aboard this ship has in common. You. Everyone officer and unlisted man has sat in your office and had a full psychiatric evaluation. You have fairly extensive notes on just about everyone and feel these will come in handy. Your job is a fairly stressful one. Everyone has different ‘issues’ for lack of a better word and you in a few precarious cases are the only thing keeping some people emotionally balanced. Occasionally you’ll be called in to do some special work, primarily dealing with being present during interrogations to read body language and pick up on subtle clues. You had the misfortune of being present during the ‘massacre’ in the Brig where Captain Whitower executed the sniper and chaplain. Their deaths conflicted you for a time; there was a brief moment where you wanted to report this gross breach of military conduct to your superiors, but the subsequent murder of Whitower has changed your perspective. With your vast array of files of every sailor, you believe you can pinpoint who is responsible for killing the late Captain.

In your spare time you like to keep a small garden of plants. Tending to these gives you a sense of calm in the midst of all of the carnage that surrounds you on a daily basis. You’ve managed to grow a small plant that has incredible calming properties that could help some of the more unstable shipmates. You’re certain there’s someone aboard that can benefit from your Herbal Remedy.


It’s the mystery alignment scanner! He also held the other half to Love’s ‘stop me from having to kill’ drug combination. Now I had a few questions regarding alignment in game that I could not directly answer, but good, neutral, and evil each represented something specific about a player. Evil players typically had some ulterior motive, usually something self-serving, malicious, or otherwise not in the interests of the innocents. Neutral players were typically your prophets – guys who could scan a player and get some sort of result. Good players fell into neither category. So it was a camouflaged prophet scanner of sorts, something a little different.

Spoiler Winston Hughes/Logistics Specialist :
Player: Winston Hughes
Role: Logistics Specialist
Strength: 1
Alignment: Evil
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Seaman Apprentice
Rank Ability: None.
Personal Ability: “What’s in the box?” – Enables you to radio Command to send shipments of items to the Impending Retribution.
Item: Photograph of your Parents – One of the few remaining pictures of your family.
Personal Goal: Get revenge by having whoever killed your parents fifteen years ago killed themselves.

Life for you was fantastic when you were growing up. You were blessed to be apart of a loving family, live in a nice area, and you had a large number of friends in school. This life was cut short when your parents were erroneously gunned down for being suspected of running a drug cartel. This abrupt end to their lives chilled you to your core, and you life was never the same again.

You bounced around from foster house to foster house, never being able to come to grips with the reality of the situation. As such, you were cold and distant, and deep down you hold a hate so immense for their killer that you swear you’ll track him down if it’s the last thing you do.

When you turned 18 you immediately enlisted in the Navy to sail the world and hopefully escape the downward spiral your life had come to. You became an expert at managing the ship’s inventory and eventually were placed in charge of acquiring more items should the need arise. In the meantime, you’ll show around your Photograph of your Parents to everybody in the hopes someone, anyone has some information on who ended their lives.

Ability Note: Each night you can ask Command for a shipment of one of three things: Tools, Weapons, or Miscellaneous. While you’ll know what category item is coming, you will not know exactly what is coming nor what the item’s effect is. You have three shipments per category (for nine total at your disposal). Also, you’re aware that each subsequent shipment per category will contain a slightly more powerful/useful item than the last.


Yay Crates! You wondered where they were coming from, and this guy was it. While it was present in XXII, it was a very static role, since as long as the player sent me an order a crate would show up. I wanted to put a little more choice into the role, and thus made it so a certain category would be sent. Winston would still not know specifically what was in each item, though he’d have a pretty good idea what was in each. His actions to send all tools first probably saved the ship, as the tools would combine to repair 31 points worth of damage overall by game’s end. A list of all items Winston could send:
  • Tool Shipment 1: Monkey Wrench - +1 damage/repair
  • Tool Shipment 2: Power Drill - +2 damage/repair
  • Tool Shipment 3: Power Saw - +3 damage/repair
  • Misc shipment 1: Flak Jacket – prevents injuries
  • Misc shipment 2: Master Key
  • Misc shipment 3: Smoke Grenade – prevents a night kill attempt
  • Weapon shipment 1: Assault Rifle
  • Weapon shipment 2: Explosive Charge
  • Weapon shipment 3: Flashbang Grenade – stops a lynch.
  • Special shipment: Bomb that kills recipient. Had Winston sent all of his shipments, Command would have sent this one for ‘free.’
Winston also had the goal to find the killer of his parents and kill them, who was none other than DaveShack. The Photograph was his ‘scan’ to do accomplish his personal goal, I liked the idea of using a mundane game mechanic as a scan of some sort. It’s something a little outside the box of your ordinary personal abilities.

Masons:


Spoiler classical_hero/Aviation Structural Mechanic; Duke Blackstone/Air Traffic Controller :
Player: classical_hero
Role: Aviation Structural Mechanic
Strength: 2
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Seaman Apprentice
Rank Ability: None.
Personal Ability: “Saving it from the boneyard” – Enables you to repair the Apache Helicopter in one night, providing you have access to the Hangar.
Personal Ability: “Looks like these skills translate well to other fields” – If you acquire a tool of some sort you can then, with access, repair damaged compartments aboard the Impending Retribution.
Item: None.
Personal Goal: Repair the Apache and repair eight points worth of damage aboard the Impending Retribution.

Player: Duke Blackstone
Role: Air Traffic Controller
Strength: 1
Alignment: Good
Victory Condition: (Innocent) The Impending Retribution successfully returns to port OR all threats aboard are neutralized.
Rank: Lieutenant
Rank Ability: “Promote/Demote” – At night, choose one player to promote while demoting another (basically swapping ranks between two players). Cannot change Captain, Commander, or Lieutenant Commander ranks.
Special Rank Ability: “Operations Officer” – Grants access to the CIC and Navigation Bridge.
Personal Ability: “Picking things up quickly” – Enables you to learn how to fly the Apache in half the time, providing you can find someone to teach you.
Item: Assault Rifle – Possession gives plus one accusation power.
Personal Goal: Escape the Impending Retribution with your brother.

Things growing up for you two weren’t always easy. After a messy divorce, both of you spent your weekends at alternating houses. Your father was a workaholic and couldn’t find time for family and your mother would much rather gossip and shop with her friends than tend to either of you. The stress of this ‘relationship’ took its toll on both of you and the constant moving around made making friends difficult. Collectively your grades suffered as well and the prospects of college looked bleak. When the two of you hit 18 you both enlisted in the Navy to get away from this life and hopefully make something of yourselves. Through your bond, you both developed an admiration for flight and hoped the two of you could make your future in aviation together.

The Navy’s policy is typically to split family members up so that one ship going under doesn’t kill every sibling. Except the two of you were so tight from your childhood that each of you forged documents to prevent Command from realizing the two of you were brothers. After an elaborate plan involving fake names and addresses, the Navy did eventually figure out the two of you were brothers and after hearing the circumstances behind it allowed the two of you to serve aboard the Impending Retribution.

Being the more hands-on and technical of the two, classical_hero landed a job as the Aviation Structural Mechanic. Weapons in general are a double-edged sword to him. On one hand, they are the main reason any flying aircraft he tends to end up damaged. On the other, without them he’d have no job security. As long as helicopter and planes are getting shot at, he’ll always have a position of importance in the Navy. In fact, his skills translate to repairing things in general, so if he could get his hands on some specialized tools he could repair the ship.

The more book-smart Duke Blackstone landed a job as an Air Traffic Controller. It’s a very stressful job, but you’ve taken to it well and are trusted among the pilots for the sense of calm you give them before and during flight. You’re also the more conniving of the two and during the events of last night managed to sneak into the Armory and take an Assault Rifle. It’s probably against the rules, but that never stopped you growing up from taking a candy bar from the 5 and 10 every now and then…

GM Note: In case there was any doubt, you are a mason pair. You both can 100% trust each other throughout the course of the game and have the knowledge there is no conversion mechanic that can change either of your VC’s at any time.


The addition of the mason pair was another late creation once the game blew past 30 sign ups. Mason pairs can be very powerful in these games, as mutual trust from day one allows a lot of information to be gathered at a quick rate. The smaller the game, the more powerful the pair become, which is why they weren’t originally part of the innocent’s design. I was surprised both managed to stay alive, especially after Duke roleplayed as Lt. Mason. I thought for sure he’d be killed because of that, as leaving the masons around typically isn’t the wisest of moves. The fact he survived and was in a position to fulfill his PG of escaping with classical_hero at game’s end was amazing to say the least and it’s too bad Takhisis never trained him to fly away. Classical_hero would acquire a powerful tool item by the midgame, and would blow away his PG requirements fairly quickly.
 
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Wildcard:
Spoiler Diamondeye/Legalman :
Player: Diamondeye
Role: Legalman
Strength: 1
Alignment: Neutral
Victory Condition: Special/Undecided. You choose!
Rank: Commander
Rank Ability: “Promote/Demote” – At night, choose one player to promote while demoting another (swapping ranks between two players basically). Cannot change Captain or the other Commander rank.
Rank Ability: “Vacancy Promotion” – During odd numbered morning phases, can select a player to fill a role recently vacated during the previous night kill. Limit one player per phase, excludes Captain and other Commander rank. Must promote someone to fill the slot (cannot demote another to fill it).
Special Rank Ability: “Pulling Rank” – Grants access to any secure compartment aboard the ship.
Personal Ability: “Taking Inventory” – Once per night, you may scan a player for any items in their possession.
Special Ability: “Picking a side” – Allows you to pick your Victory Condition. Must be done before the start of Night Three. Can choose Rogue, Saboteur, or Innocent. Can only be used once which makes the selected VC permanent.
Item: Inventory Sheet – A list of your scans that updates each time you use your ability.
Personal Goal: Pick the winning side.

You were a personal aide to Captain Whitower aboard the Impending Retribution. Tasked with various administrative duties on board including keeping track of the various item aboard on your Inventory Sheet, Whitower asked for your presence down in the Brig for the debriefing of the two survivors. You kept a record of all dialogue said between both parties, but were totally shocked when it turned into a bloodbath. You have worked with Whitower for years and had never seen this side of him. Truth be told, you see this as a betrayal of sorts to your country – he pretty much committed treason by executing the two despite the circumstances involved. Now with Whitower dead and the ship under attack from others, you have a very important and life-altering decision to make.

You couldn’t help but feel some relationship to the dead Rogues. You can see where they were coming from and the Chaplain’s last words resonated deep within you. In a way, they were right, even though they were going about the totally wrong way of expressing it. That said, you also believe whomever is trying to sink the ship also has the right idea – if there’s Rogues aboard, you can certainly see the reasoning for wanting the ship to go under. The payload that’s aboard could cause an apocalypse in the hands of a lunatic. Of course, that also means likely death for everyone else aboard and there’s no question the majority would prefer to just sail home and get on with their lives. You’re not sure whose side to join but you better do it quick.

Ability Note: Should you choose ‘Rogue’ or the ‘Saboteur’ VC, the other members of the teams will not be notified of your choice nor will you know whom to contact. However, they will be aware of the possibility of another member joining them.


How often do players get to pick their side in NOTW during the game? The item scan role was a fairly powerful ability that all three main sides would benefit from, so why not make the player capable of item scanning able to play for all three teams? His wishy-washy posts in the thread showing sympathy to the saboteurs immediately put him in the crosshairs of the Rogues, and had the crew not executed him it’s for certain they would have killed him the following night. Before his demise, Diamondeye would choose the innocent VC and successfully complete his PG postmortem. Had he not picked, he would have been revealed as ‘undecided’ and would have had no chance to earn his PG.

The Insurgent:
Spoiler CCRunner/Insurgent Infiltrator/Operations Specialist :
Player: CCRunner
Role: Insurgent Infiltrator/Operations Specialist
Strength: 3
Alignment: Evil
Victory Condition: (Insurgent Infiltrator) Hijack the Impending Retribution and return it to enemy waters.
Rank: Warrant Officer, One
Rank Ability: Plus one damage/repair points.
Personal Ability: “Rudimentary Repair” – Allows you to repair any compartment by two repair points per night. Points can also be used to damage a compartment as well.
Personal Ability: “Sudden Death” – Once the ship is rerouted, you may make a last stand in the Bridge to guard against anyone rerouting the ship back to its home port. Use runs the risk of injury or death, but will buy you time at the very least.
Special Ability: “Electronic Door Hack” – Enables you to enter any secure compartment by ‘spiking’ the system. Use of this ability does not count toward any Personal, Rank, or Universal Ability limits.
Item: USB Drive – Enables you to download information and carry with you to other locations. Essential for your mission.
Item: Assault Rifle - Possession gives plus one accusation power.
Personal Goal: Should rerouting the ship fail, be the last man standing aboard. You could then steer the ship back to your homeport manually without outside interference.

Welcome to NOTW XXXIX: Impending Retribution! You are the lone-wolf Insurgent Infiltrator, tasked with a secret mission given to you by ‘The One’ to steal the Impending Retribution for his own means. This mission has been years in the making and despite His death you will stop at nothing. This is a complicated operation, but you have the tools and means to make it happen.

To reroute the ship, you will need to do three things, though not necessarily in any order:

You must download the Updated Navigation Coordinates, located in the Navigation Room. However the console is currently offline. Once it is repaired, only then can you acquire these coordinates. This action requires your USB Drive.

You also need the Nuclear Reactor Control Override Codes to push the reactor past its normal operating limits. By doing this, you’ll be able to speed the ship up drastically to get in back to enemy waters within three days of overriding the ship’s current heading. There’s a catch though: if the Engine Room is damaged too much, pushing the ship could have catastrophic results and backfire. Ensuring the room has as little damage as possible is paramount to the success of your mission.

You also need to get hold of the Decryption Key which is essential to hack the internal navigation software and input your new coordinates.

Once all three items are procured, you must then enter the Bridge, input everything into the Navigation Console, and hold out for three nights while the ship returns back to port.

~~~​

When you were young, ‘The One’ took a heavy interest in you. He took you under his wing and trained you in the use of various weapons and electronic gadgets, ranging from sniper rifles to small-computerized devices. His guidance and personal involvement in your development as a child endeared you to him and eventually you became his most trusted follower. After proving yourself time and time again, The One finally bestowed you with a great honor by selecting you for a deep undercover assignment – hijack a Command Warship. There is no question it’s a difficult assignment, but the rewards are so great you cannot possibly consider turning it down. Its success would basically ensure you to be The One’s rightful successor.

With a solid fake identity no amount of background checks could crack and a heavy dose of plastic surgery to hide your distinguishing facial features, you went deep undercover into the Navy, flying through the training courses with relative ease thanks to your advanced training under The One. You graduated as an Operations Specialist and were assigned to the Impending Retribution as support for Commander Logic’s Top Secret mission. There was a huge part of you that wanted to sabotage the mission from the CIC where you are assigned, but doing so would blow your cover and ultimately mean failure in your mission. You’d later learned of the mission’s failure and subsequently it gave you a glimpse of hope that The One was still alive. This hope was dashed about a week later when news of The One’s murder reached the ship. Faking jubilation at the news was probably the hardest thing you were forced to do.

With The One dead, there’s no doubt there’s now a power struggle in your ranks to replace him. With a potential civil war at hand as others jockey in the power vacuum, the success of your mission would undoubtedly establish your right as His successor while also bolstering your cause against Command. Hijack the Impending Retribution and return it to your home waters.


The guy who caused so much mayhem with one action! As I already hit on the design elements for the role, I’ll instead focus on how CCRunner played the role. I felt his biggest misstep was getting impatient and publicly asking for the Nuclear Reactor Control Override Codes in the thread. Once he did that, he got an increased spotlight on him that would eventually lead to his death. While he couldn’t have known it at the time, Nictel already had a bomb planted against him, and his subsequent explosion immediately after the claim should have looked fairly bad. The role was designed to not be public and not make its presence in the thread, and this blunder didn’t help. He’d end up getting the Codes anyway and change the whole complexion of the game, but the damage had already been done. Had he gotten the Codes through a vote or behind the scenes from another player, I think he would have been in much better shape. All in all, to make it has far as he did was no small feat, and his creation of his ‘son of Whitower’ backstory was fantastic and bought him some time. It’s too bad he couldn’t use his ‘Sudden Death” Personal Ability – he would have killed anyone trying to enter the Bridge to turn the ship around though would have been injured in the process. It was a last gasp ability designed to earn him his VC at the cost of his life. It would have made for a fun writeup and the fallout as a result would have been fun to watch. He was one of two players that DaveShack could not get a definitive VC answer on should he scan him. Instead, he would have gotten a result that facial recognition could not come up with a match in any database. One last little tidbit on the role: you’ll notice a USB Drive item to start. I had an idea for some sort of way to have a lot of information available somehow to the crew, and the USB Drive would be the way to get this information player to player. However, I never got past the initial design concept for the idea. However, I left the item in his hands to make for some interesting conversations as to why he had a USB Drive should he be item scanned.

The Rogues
Spoiler Rogue Starting PM :

Welcome to NOTW XXXIX: Impending Retribution! You are the Rogue Agents, tasked with launching a nuclear warhead at Command City or barring that killing just about everyone on board.

Your “One Shot” VC consists of launching a nuclear warhead at Command City. To launch a nuclear warhead, you’ll need the four items required for launch: Nuclear Launch Key “A”, Nuclear Launch Key “B”, Nuclear Warhead Telemetry Coordinates, and Nuclear Warhead Arming Codes. These items can be found amongst the crew and/or ship. Once all four are in your possession, you can then use them in the Nuclear Launch Command Terminal found in the Combat Information Center to launch your devastating payload. It’s possible some of these items are hidden around the ship so if you do decide to search for them I will allow a general “search for nuclear launch materials” order to suffice. However, the Nuclear Launch Command Terminal is so big it will require two players to be in the room to turn both keys required for launch. If there’s only one of you left, you will have to find a willing second person, give them a key, and have them cooperate in the launch sequence. There is the possibility of at least one other sailor who might join your cause, so if things get desperate he may be able to help.

Your “Fall back” VC consists of your team’s strength being equal to or higher than the rest of the surviving sailors.

To aid you on your search for the items and to also further your aims, you have a number of Team Abilities at your disposal. A “Team Ability” can be used by any player, but will count as your Personal Ability or Universal Ability for the night phase. In other words, you may do as many abilities as you have team members per night.

Team Abilities:

“Nighty-Night” – Enables you to kill at night via Silenced Pistol. A Silenced Pistol is required to use this ability. You may kill twice per night, however your second kill will require you to name the compartment/location you believe/know your target will be at (your first kill has no such restriction). Unlike other abilities, this has a max use of two per night (no going four kills per night, sorry). If you wish to kill someone in either the Sick Bay or Brig, one of you must have access to the room to perform the kill (kills elsewhere have no such restriction).

“From the shadows I come” – Enables a player to stalk a target player, thus eliminating the need to name a location for a second kill. The stalking player does not participate in the murders; he only enables the kill to happen by another.

“I don’t care if this isn’t mine” – Item theft ability. You have a max use of three over the course of the game. This ability requires you to name the item you are stealing – no blind stealing is permitted. A failed item steal will count toward your three-use limitation. The Electronics Technician has a personal ability that when used does not count toward this limit.

Your team consists of the Aircrew Survival Equipmentman, the man responsible for almost killing Commander Logic before the mission even started. He has no issues with killing again and will probably be your main killer.

The Explosive Ordnance Disposal Technician can scan a compartment for hidden explosives. Should he find one, he can repurpose it to use against another player. No doubt a useful ability.

The Electronics Technician is a master thief and stole the Motherboard out of the Aegis Weapons Systems Terminal, thus causing it to be offline. He’s unfortunately not qualified to reinstall the item since the process is fairly complicated. It’s a bit of a catch-22 – if the system isn’t reset back to “Online” there could be disastrous consequences for the ship and crew, but revealing he took it might be awkward to say the least. He’s also responsible for murdering Captain Whitower.

Finally, the Hull Maintenance Technician can repair damage to the ship, providing he has access to the damaged compartments. Could be useful in slowing down those attempting to sink the ship.


Not much to say here as I’ve already hit on most of it. The one thing I will say is the kill restriction of being able to kill in the Sick Bay or Brig was in there to prevent gaming the mechanic. It would be obvious where an imprisoned or injured player was staying for the night, so this restriction prevented injury or imprisonment from becoming an immediate death sentence for the player (while also negating askthpizzaguy’s, BSmith1068’s, and Seon’s Personal Abilities). As for the starting ‘One Shot’ item locations: Nuclear Launch Key “A” was in the Captain’s Quarters, Nuclear Launch Key “B’ was in Darth Caesar’s hands, the Nuclear Warhead Arming Codes were in Earthling’s hands, and the Nuclear Warhead Telemetry Codes were ‘hidden’ in the Navigation Bridge, though could only be found if the Conduit had been repaired and the console online.

Spoiler Camikaze/Aircrew Survival Equipmentman :
Player: Camikaze
Role: Aircrew Survival Equipmentman
Strength: 3
Alignment: Evil
Victory Condition: (Rogue) Launch a nuclear warhead at Command City or take the ship by force.
Rank: Seaman Apprentice
Rank Ability: None.
Personal Ability: None.
Item: Silenced Pistol – Required for “Nighty-Night” team ability.
Personal Goal: Kill five sailors aboard the Impending Retribution.

You were almost instrumental in ending Commander Logic’s mission shortly after its start. Being the Aircrew Survival Equipmentman, you oversaw the ‘safe’ packing of the parachutes to ensure they’d deploy safely. You set aside a ‘special’ one just for Logic, but at the last minute he switched it with someone else for who knows what reason. In any event, Logic got a functioning one instead and another nameless trooper died in his place.

It would seem your Rogue brethren managed to kill Logic anyway, so that’s great news. The bad news is they didn’t stick around long enough aboard the Impending Retribution to be of any help to you and your crew. Oh well, it’s not like you needed their help anyway. Armed with a Silenced Pistol you smuggled out of the Armory, you’re ready to keep on killing in the name of your cause. After all, you’ve already killed once. What’s another, say, oh, five kills?


Remember that unfortunate guy in the opening scene of NOTW XXII who died because his parachute didn’t open? Blame Camikaze for that. Other than that, the role was a specific killer role for the Rogues, good at doing nothing else. It was a double-edged sword that probably contributed to his eventual death. On one hand, if I give him an ability to blend in, he possibly does that and doesn’t kill. On the other, if I don’t give him one and he claims to not have one, it might look bad. As it turned out I wish I had, but the well of ideas had dried up when I was putting the role together and the rest of the Rogue team had other personal abilities to fallback on. Besides, it wasn’t too bad of an omission when you consider the rest of the Rogues had abilities to fall back on.

Spoiler Kennigit/Hull Maintenance Technician :
Player: Kennigit
Role: Hull Maintenance Technician
Strength: 4
Alignment: Good
Victory Condition: (Rogue) Launch a nuclear warhead at Command City or take the ship by force.
Rank: Petty Officer 2nd Class
Rank Ability: None.
Personal Ability: “Repair or destroy” – You have three repair/damage points to spend per night on a compartment. In order to use, you must have access to the compartment you wish to damage or destroy.
Special Ability: “Repair Clearance” – You have access to any room, so long as you perform a Repair ability inside. You cannot use this ability to search, hide items, damage the compartment, or anything else you can think of.
Item: None
Personal Goal: Don’t let any compartment stay at 100% damage for more than one day (a day consisting of one morning, midday, and night phase).

Big repair jobs aboard the ship are handed to you. If it involves hanging over the side of the ship suspended only by a harness to weld steel patches together, you’re the guy that gets the call. You also handle to bulk of the bulkhead work and if these are damaged you take care of reinforcing them as well. It’s a tough job to say the least.

Your skills to fix and repair things will undoubtedly come in handy. With the ship itself under attack from others, you are paramount to stalling the damage being caused by them. Of course you can also join in on things and cause some damage yourself if you think the rewards are worth it. In any event, your best asset is to buy time for the rest of the ship so your crew can go about securing the items needed for your planned nuclear launch.


The ‘truest’ infiltration role the Rogues had, Kennigit could position himself into the repair circle to find out where other repairers were going. I’d like to highlight he had access to any room, so long as his action was to repair said room. He still had others ‘unlock’ doors for him anyway, even though he didn’t need them to. He probably would have been fine had his role as a repairer not made it back to the saboteurs, who went ahead and blew him to pieces with their last Explosive Charge.

Spoiler Sprig/Explosive Ordnance Disposal Technician :
Player: Sprig
Role: Explosive Ordnance Disposal Technician
Strength: 3
Alignment: Neutral
Victory Condition: (Rogue) Launch a nuclear warhead at Command City or take the ship by force.
Rank: Petty Officer 3rd Class
Rank Ability: None.
Personal Ability: “…3…2…1…(nothing). *exhale*” – Enables you to scan any compartment you have access to for any armed Explosive Charges. You can then disarm them and use them yourself to kill other sailors. This ability is a ship wide ability and allows you to scan all of the compartments you have access to.
Personal Ability: “When in doubt, C4” – With an Explosive Charge, you may target a compartment to do eight points of damage OR target an individual to kill him.
Item: One Explosive Charge – One is consumed per “When in doubt, C4” ability use.
Personal Goal: Disarm another Explosive Charge aboard and then use against a target of your choice. Successfully blow them up.

If it involves explosives, you’re the guy. Whether it be arming the devices or disarming them, you’re the man with the steady hands. Except you’ve always kind of had it out for Command. You didn’t want to be the guy who has to run toward the ticking bomb. Running away is vastly preferable to exploding into tiny pieces. Oh well, at least your Command given knowledge can be used against them.

You’ve fashioned a crude meter together that can scan compartments for any hidden explosives. Unfortunately, the compartment needs to be open in order for the device to work as it has issues scanning through steel. It gives a reading fairly quickly, so you’ll be able to scan all of the rooms you have access to while also having time to disarm any bombs you come across.

Your device picked up an Explosive Charge in the Electrical Room during last night’s… uhm… festivities. With the damage fairly widespread from the chain reaction explosion, you notice the damage in this compartment could have been much worse had you not disarmed the charge. This bomb coupled with your knowledge of how to safely arm it enables you to repurpose it for your own aims. You can plant it in a compartment you have access to, or you can rig it to target another player. In both cases, the bomb will be planted during the first night with detonation happening the second. It’s a dangerous weapon, but you’re by far the best qualified to use it ‘safely.’


Here’s the guy with the most overrated ability in the game. Sure, he could find and disarm hidden explosives in any compartment he had access to, but he had no way to check players for bombs and could do nothing versus Claymores. Given the lack of Charges available to the Saboteurs and their starting lack of a kill ability, the odds of Sprig finding one were close to zero, though the party prevented him from picking up the charge hidden in the Sleeping Quarters. While Sprig made some fantastic plays in game (and making the ‘post of the game’ as far as I’m concerned, though Renata made a good one to nail Camikaze), his action to claim his role to a handful of people and use his personal ability cost the Rogues a ton of kills, not to mention claiming to have a bomb and subsequently give it away cost one they could have used to frame the saboteurs. Hindsight is always 20/20, but this action set in motion other events that led to the Rogue’s downfall.

Spoiler Zack/Electronics Technician :
Player: Zack
Role: Electronics Technician
Strength: 3
Alignment: Evil
Victory Condition: (Rogue) Launch a nuclear warhead at Command City or take the ship by force.
Rank: Chief Warrant Officer, Two
Rank Ability: Plus two (2) points to a damage/repair ability. Because you do not have a damage/repair ability, to use this rank ability you will need to get your hands on a tool of some sort.
Personal Ability: “I don’t care if this isn’t mine” – Enables you to steal an item from another player. You must name the player and the item you are stealing for the theft to be a success. Your Personal Ability can be used twice over the course of the game.
Item: Motherboard – Component needed for the Aegis Weapon System to be “online.”
Item: Silenced Pistol – Required for “Nighty-Night” team ability.
Personal Goal: Become Captain of the Impending Retribution.

If there were one man responsible for at least 70% of the ship’s issues right now, that man would be you. First you thought it was be a good idea to sabotage the Aegis Weapons System by removing the Motherboard. The result was pretty much what you intended – with the AWS offline the ship would have to disengage from the rest of the fleet and sail for port since it was ultimately defenseless. The ironic thing is you removing the Motherboard likely saved the AWS from the voltage spike that fried everything else. With the ship underway and headed for home, no reinforcements could be sent from other nearby ships to contain the second part of your plan.

The second part involved taking over the ship. To do this, the obvious obstacle was Captain Charles Whitower. Despite the fact you had never killed a man in cold blood before, you found it remarkably easy to put the three shots required to kill him. The actions of the saboteurs aboard also played into your plans as well. With a number of electronic gadgets fried or offline from the voltage spike, it meant the ship could not transmit to any other ships nearby securely. Sure, they could do it via radio, but Command long had protocols in place to not use the radio for any communications what so ever as it was very easy to listen in on. With the ship dark, Command would be unable to realize what was going on aboard until the lines could be repaired.

Of course the presence of these saboteurs also complicates things. It’s likely an online Aegis Weapons System would be able to help protect the ship against outside attacks should the saboteurs manage something of that magnitude. However admitting you stole the Motherboard deliberately probably also isn’t the best course of action either. You’re certain you and your cronies can come up with a solution to this conundrum.


I probably owe Zack an apology for giving him a quick answer to a pretty big question. I realized the answer was too succinct and while typing an elaboration Zack went and made a post asking for a tool that basically shafted the Rogues further. Zack had to then take the tool and repair, thus knocking out another player from killing. Granted they had ways of solving it – Zack could have hidden the item and claimed it was stolen, claim roleblock, handed off to another, etc, but the error put them in a hole they shouldn’t have been in. Even with correcting it shortly after realizing it, I thought I had more time to fix it and didn’t realize Zack would be that quick on the trigger trying to get a tool of some sort, as the idea had never been discussed by them team prior.

That aside, he did well in handling the Motherboard situation and I think that action alone bought him some townie credit with the higher ups at the time. Until he wound up on the wrong end of a machine gun, Zack was skating pretty under the radar at this point and doing fairly well.
 
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The Saboteurs
Spoiler Saboteur Starting PM :

Welcome to NOTW XXXIX: Impeding Retribution! You are the Saboteurs, tasked with sinking the Impending Retribution before it reaches port to keep it and its ordnance out of the hands of would-be traitors. You heard a rumor that the Rogues had killed Captain Whitower during the interrogation so you immediately set in motion plans to sink the ship. There are two ways to go about accomplishing your goal.

Your “One Shot” VC is to construct a Bomb and plant inside a certain compartment (you will have to figure out which compartment). The resulting explosion will be so large the ship will be ripped in two, thus sending the ship and its crew to the bottom of the ocean.

To construct this bomb, you will need to acquire the four items (Container, RDX, Detonator, and Blasting Cap) and have access to the Machine Room to construct it. To place the Bomb, name the compartment you wish to plant it in, assuming you have access. It’s possible some parts are hidden throughout the ship, so I will allow a general “search for bomb parts” order to suffice instead of requiring you to name the specific part you are looking for.

Your “Fallback” VC is to damage the Impending Retribution to the point where there is cascade system failure aboard the ship. This point will be reached if the ship is damaged past 70% of its total health. There are multiple avenues to achieving this 70% number.

Firstly, each of you has damage points to spend per night on a compartment. Each night you may PM me a compartment you wish to damage. You must have access to the compartment in order to damage it. Compartments with sufficient enough damage may start to lose their functionality and/or have ship-wide effects. To do even more damage than what you currently are capable of:

“Commandeer More Means for Destruction” - There is also the possibility to pilot the Apache aboard and use its ordnance against the ship. However as of now the helicopter is damaged and will need to be repaired. Also, one of you will need to learn how to fly the helicopter to use its ordnance. This action will cause the greatest amount of damage (aside from the “one shot”), but it also runs the risk of death for the pilot.

“Misappropriation of Government Property” - The Impending Retribution’s own ordnance can be used against the ship. Should any of you acquire the Missile Launch Codes and have access to the CIC, you may launch a surface-to-surface missile from the Thunderfall Missile Strike Console and have it target the ship. Will cause catastrophic damage to the ship but may injure others, including Saboteurs. It’s possible the codes are hidden somewhere on the ship; however you must specifically name you are looking for the Missile Launch Codes to guarantee finding them.

“Because Bombs are Fun!” - There are a number of Explosive Charges aboard the ship. They have the potential to deal eight points of damage to a room, or they can be modified by the Aviation Ordnanceman to kill a targeted player (though there will be no compartment damage). Use in both instances requires the first night they be planted in a compartment (or by a player) with detonation happening the second night. It’s possible some are hidden around the ship; however, you must specifically name you are looking for an Explosive Charge to guarantee finding one.

There may also be other events that cause damage to the ship, which in most instances will be outside your control. Nevertheless, it will most certainly be a welcome addition to your mission. Also, there is the possibility of at least one other sailor who might join your cause, so if things get desperate he may be able to help.

Each compartment has 10 HP before being 100% damaged. Rooms cannot be damaged past 100%. Also, except in special circumstances, all damage is fixable.

Your team consists of the Aviation Ordnanceman, an individual whose intimate knowledge of the Apache’s weapon systems make him the most qualified person amongst you to fly the helicopter against the ship. His knowledge of explosives is also unparalleled – he can plant Explosive Charges in various compartments to severely damage them.

Also with you is the Machinist’s Mate whose daily tasks include the upkeep of the ships HVAC system. This knowledge enables him to traverse the ventilation systems to bypass most of the ship’s security door locks. Once inside, he can deal a large number of damage to a room or search it. Unfortunately due to the ship’s advanced security system, he will be unable to open these locks from the inside. Also because of the small size of these vents, carrying items with him into the compartment is simply not possible (although I will allow him to remove items from a compartment should he find something).

The Yeoman kick-started the damage aboard the ship with a voltage spike that fried a number of systems. He may not have the most glamorous job aboard the warship, but his abilities in damaging compartments will come in handy.

Finally, the Boatswain’s Mate has spent his whole career aboard the Impending Retribution. He has his eyes set of the ship’s recently vacated Captaincy and putting him in that position would give you a huge advantage going forward.


While the team theoretically could sink the ship through their personal abilities alone, their bread and butter were the team ‘one shot’ abilities that caused the bulk of the damage. Unfortunately for them, the only major thing that went their way was the party and the fallout from the diplomat’s role. Had civplayah learned to fly the Apache, depending on the status of the Aegis Weapons System, could have dished out anywhere from 10 to 40 points of damage. If Aegis was online, civplayah would have died from the ship’s defensive measures. Had it been offline, it would have done 40 points of damage total and civplayah would have survived. The hardest part about this team, aside from all of the damage and repair mechanics involved, was determining how much to tell them regarding the ship’s systems. As everyone became aware, damaging a compartment to 80% usually had ship wide consequences. I elected not to tell the team the 80% number or give them a list of what compartments did what for fear of them losing to ‘too much information’ syndrome as the innocents would not be aware either.

While they weren’t aware of it at the start, the team would get a kill ability should all of the Rogues be wiped out before them. The reason was simple – a game without a night kill by a bad guy team creates stagnancy and with a time limit involved, the innocents could ‘wait out’ the saboteurs and cruise onto victory, assuming the Engines stayed repaired. Of course, if the Saboteurs realized this, they would continually damage the Engines so the ship wouldn’t go anywhere, and we’d have a nice catch-22. The one thing the saboteurs did well after getting their kill ability, at least initially, was picking their first three targets. Autolycus, Earthling, and Izipo all were repairers or had strong anti-saboteur abilities. Afterward, they would have been better off damaging key systems such as the pumps or Intelligence to try and sink the ship. I’ll go into what they did right and what they did wrong later.

Spoiler choxorn/Machinist’s Mate :
Player: choxorn
Role: Machinist’s Mate
Strength: 3
Alignment: Neutral
Victory Condition: (Saboteur) The Impending Retribution must be sent to the bottom of the ocean (Not compatible with the innocent VC: returning the ship to port).
Rank: Seaman
Rank Ability: None.
Special Ability: “Sneaky-Sneaky” – Allows you to traverse the Impending Retribution’s ventilation system to access secure compartments. Using this ability does not count toward the Personal or Universal Ability limit of one per night. Cannot be used to open secure doors for other players. Also when using this ability to access otherwise secure compartments, you cannot be night killed unless the attacker also has access to the compartment as well.
Personal Ability: “Damage Points” – You have six (6) damage points to spend per night on compartments. This number can be increased with specific items. These points can also be used to repair compartments as well.
Item: Ship’s Blueprints – Enables you to access two compartments per night and perform multiple actions. However, you still only have six ‘base’ damage points to deal out per night – this item does not double how much damage you can do per night.
Personal Goal: Get promoted to Chief Warrant Officer Five.

During you tenure as a Machinist’s Mate aboard the Impending Retribution, you’ve established a reputation as a bit of a trouble-maker. Sneaking out at night and setting off fireworks in the hallways probably isn’t the most professional thing to do, but it certainly livens the mood of the ship. Well, it livens the mood after the angry sailors you’ve brutally awoken cool down… Since you’re the prankster on board and everyone knows it, you’ve upped your game. Since you’re intimately familiar with the ventilation system aboard, you’re now using it to traverse the ship to keep out of sight. Now it’s possible to drop smoke bombs into the Bridge and piss the Captain off. The rest of the crew thinks it’s hilarious.

But now the Captain is dead and there are treasonous elements aboard. You consider yourself a patriot and will stop at nothing to prevent the ship or its crew from falling into Rogue hands. You’re 100% behind the idea of sinking the warship and are ready to put your considerable talents to use. In fact, you’d like to be recognized for it with a long overdue promotion. You’ve had your sights on Chief Warrant Officer Five for a while. Hopefully you’ll finally get noticed and get that promotion you deserve.


From a role standpoint, he was the ringleader and their most powerful member. Due to the Ship’s Blueprints, he could travel to multiple rooms without needing access and dish out the most base damage out of all of the saboteurs. Except he could not increase the damage he did with items due to his limitations, so his PG was a ‘hint’ of sorts to be able to bump his damage capabilities higher. Had he gotten the promotion, he could have wiped a 100% healthy room to critical status in one night. The Claymore eventually did him in as designed, and it was only a matter of time before he got lynched because of it.

Spoiler civplayah/Aviation Ordnanceman :
Player: civplayah
Role: Aviation Ordnanceman
Strength: 2
Alignment: Evil
Victory Condition: (Saboteur) The Impending Retribution must be sent to the bottom of the ocean (Not compatible with the innocent VC: returning the ship to port).
Rank: Petty Officer 3rd Class
Rank Ability: None.
Personal Ability: “When in doubt, C4” – With an Explosive Charge, you may target a compartment to do eight points of damage OR target an individual to kill him. Anyone can bomb a compartment, but you are the only one on your team capable of rigging the bomb to target other sailors.
Personal Ability: “Damage Points” – You have four (4) damage points to spend per night on compartments. This number can be increased with specific items. These points can also be used to repair compartments as well.
Item: Two (2) Explosive Charges. One is consumed per “When in doubt, C4” ability use.
Personal Goal: Learn to fly the Apache and have a successful attack against the Impending Retribution.

Poor eyesight doomed you to the ground. It didn’t matter that all your life you’ve wanted to fly; if you couldn’t see, you weren’t getting trained. So you took a job in the Navy as an Aviation Ordnanceman to stay close to your dream. Since your duties require you to spend a lot of time with the pilots, you hope one day one will take you under their wing and train you.

Now with the ship under attack from the inside, you and your other members have realized the importance of scuttling the ship. Since you have access to various high-explosives, you’ve managed to procure a handful of Explosive Charges to use around the ship. Even with the mayhem aboard, you still hold out hope you can find a pilot to teach you how to fly. Then, you can continue to aid your partners by using the helicopter’s ordnance against the ship. It’s a win-win situation for everybody! Except maybe people who get in the way of the explosions you’ll cause…


If the saboteurs wanted to directly kill someone with the Explosive Charges, civplayah would be the guy to do it. After choxorn found a third Explosive Charge in the Armory, civplayah would use all three to bomb the Sleeping Quarters during the party and specifically target Nictel and Kennigit. He was also the one that could learn to fly the Apache helicopter to dish out a ton of damage. Unfortunately for the team and myself, he would never get the chance to fly against the ship in an in game event. It would have been a very, very fun update to write, though I was able to put bits and pieces of that in the final update anyway.

Spoiler PaulusIII/Yeoman :
Player: PaulusIII
Role: Yeoman
Strength: 2
Alignment: Neutral
Victory Condition: (Saboteur) The Impending Retribution must be sent to the bottom of the ocean (Not compatible with the innocent VC: returning the ship to port).
Rank: Recruit
Rank Ability: None.
Personal Ability: “Damage Points” – You have four (4) damage points to spend per night on compartments. This number can be increased with specific items. These points can also be used to repair compartments as well.
Item: None.
Personal Goal: Find a way to dish out at least seven damage points per night.

You spend your time aboard the Impending Retribution doing some of the most mundane tasks imaginable. If it involves typing something boring for hours, you’re the man that gets the nod. Quite frankly you’re fed up with this clerical work and yearn to do something greater.

One of the reports you had to type up was an after-action-report of the failed mission. As information was slowly pieced together over time, you were revolted to find members within the squad were responsible for the mission’s failure. Now with Whitower dead and those elements seemingly aboard, you’ll stop at nothing to deny them whatever it is they’re after. You managed to sneak into the Electrical Room and overload a number of circuits with a blast of ultra-high voltage. This caused a ship wide failure that caused damage in various compartments and ultimately blew out one key connection in the Intelligence and Navigation Bridges. It’s a good start to sinking the ship, but you still have a long way to go.


A fairly bland role that in itself couldn’t do anything special. Backstory wise he was responsible for the initial damage aboard the ship but really nothing more. PaulusIII did a good job with what he had to work with, though had he pursued a position of power or the keys to gain access to parts of the ship he could have literally opened some doors for the team.

Spoiler TheForestAuro/Boatswain’s Mate :
Player: TheForestAuro
Role: Boatswain’s Mate
Strength: 2
Alignment: Good
Victory Condition: (Saboteur) The Impending Retribution must be sent to the bottom of the ocean (Not compatible with the innocent VC: returning the ship to port).
Rank: Chief Petty Officer
Rank Ability: Plus one vote strength to item and accusation votes.
Personal Ability: “Damage Points” – You have four (4) damage points to spend per night on compartments. This number can be increased with specific items. These points can also be used to repair compartments as well.
Item: None.
Personal Goal: Become Captain of the Impending Retribution.

You’re proud to say you are one of the original crew members of the Impending Retribution. As sailors bounce around ship to ship, you and the Retribution have been a constant. Your continued presence has made you intimately familiar with every aspect of the ship, which makes you vital to the continued smooth operation of her.

You’re also an ambitious guy and would love to Captain the ship. After all, who better to run things than the guy who knows the ship inside and out? With Whitower now dead and the Captaincy now up for grabs, now might be the time to make your move.

It’s sad though you have to sink her now. The ship has been your home for quite some time now, but you’d hate to see her used for ill against Command or anyone else for that matter. It was you that caused the chain-reaction of explosions below decks to get the ball rolling and you’re certain you can cause even more damage to vital areas if you could become Captain. In fact, it would be a great honor if you could go down with the ship as its final Captain.


The Boatswain’s Mate is a jack-of-all-trades type role that could have filled any hole I needed it to. As it ended up, it became the final saboteur role. Same deal with the PaulusIII/Yeoman role, though TFA at least had some help in the voting department due to his Rank Ability. At the time of his death, he was well on his way to getting promoted up the food chain, and had he lived a bit longer could have used the Lt. Jr Gd. slot that granted the sword-based vigilante kill. Its use that early possibly could have been a game changer for the saboteurs.
 
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