[Resistance] Marvel - Mission #5 - It's a wrap! - Spies Win!

正在查看此主题的用户

J3CkM.jpg


The most important rule is that discussion is always possible and there should be loads of it.

1) The player who is the Field Commander forms a mission team for the upcoming mission. (The size of the teams differs between missions, but that will be known at the time).

2) After allowing some time for discussion, the Field Commander calls for a vote. No more posting is allowed after that and every player must PM The Host ASAP with a rejection or approval for the mission team. Note that these votes will be displayed in public.

3) The Host will post the votecount and posting will be allowed again.
The majority of votes have to be in favor, otherwise the mission team is rejected. If the vote is a tie (for example, 5 approvals and 5 rejections) then a majority has not been reached and counts as a rejection.
If the mission team is rejected, the next player in line becomes the Leader and we go back to step 2.
If 5 mission teams for the same mission are rejected, the Humans win (because the resistance is too disorganized to be able to put up any resistance at all).

4) If the mission team is approved, the players that have been chosen to be on the team will secretly submit to The Host if they either Support or Sabotage the mission.
Mutants must always choose to support (even if this is redundant for Mutants whilst playing on the forum), to prevent any meta-gaming. If you are a Spy, you may opt to sabotage or support.

5) The Host will post how many Supported or Sabotaged the mission, but the players won't know which player choose to do what.

6) Most missions will fail if even 1 person sabotaged the mission, but a select few need 2 sabotages for the mission to be sabotaged.
If the mission succeeds it will count as 1 mission won for the Resistance Operatives and if it fails it counts as 1 mission won for the Spies.
Regardless of success or failure, the next player in line becomes the leader and we start anew at step 1 until one team has won 3 missions and are thus declared as winners. However…

7) There is one character (known as ‘Merlin’ in the Avalon rules) who knows the identity of the Human Spies at the beginning of the game. If the Mutants win, the Humans have one chance left. They will be given a strict 24 hour deadline to discuss amongst themselves via PM who they think ‘Merlin’ might be. If they can guess the identity of ‘Merlin’ then they can assassinate him and win the game. This means that the ‘Merlin’ character has to be very careful about what they say in the game, to prevent the Humans from guessing his/her identity. This does not, however, mean that the player who is ‘Merlin’ should remain silent. If the Human Spies are unable to decide on who ‘Merlin’ is, or do otherwise not submit a vote to The Host, the game is automatically forfeit.

Extra rules for Forum Gameplay

1) As mentioned before, after the Field Commander calls for a vote there shall be no more posting until the votecount has been posted.

2) No removing or editing of posts.

3) NEVER talk about the game outside of the game thread. Spies will know who their fellow Spies are, but are likewise NOT allowed to talk outside of the game thread. There is no collaboration or discussion via PM.

Number of Team Members required per Mission

4DDwf.jpg


*Mission 4 requires two sabotage votes to fail



Field Commander Rosta

1.HULKSMASH
2. Grimmend
3. Vieira
4. Eternal
5. Xardob
6. MaHuD
7. Nipplemelter
8. ejnomad
9. Adaham
10. Seff (rep. Amontadillo)


(Current Field Commander underlined and purple)​



Mission 1 - Destroy sensitive data

A building has been positively identified as a facility for training humans to fight against mutants. Open warfare as well as black-ops tactics are taught to all those who volunteer. As well, the so-called instructors at the facility have managed to get their hands on some information relating to certain mutants and their abilities. This data is considered essential reading for the students of war, as it describes mutants, and ways in which they can use their powers, in great detail.

A 3-man team is needed to infiltrate the training facility and destroy the data contained within the database. Emphasis here is on covert tactics; you get in, you get rid of the data, you get out. No stopping to give lectures on equality to the misguided homo-sapiens, and no heroics.

Mission Outcome: SUCCESS!

The three comrades arrive at their destination, an ancient and barely readable sign declaring the building ‘Grange Orphanage - Home for Disadvantaged Children’. Judging by the decrepit state of the infrastructure it’s been at least half a century since the laughter of children rang through this miserable place.

Shadowy figures can be seen moving in the windows, and the group sneaks around to the back of the building, preferring a stealthy entrance to a frontal assault. Xardob spots a pair of humans on patrol, their rifles held relaxed in their hands. The team catch a glimpse of one of the faces; he’s barely more than a boy, oughta be spending his time studying for his future and chasing girls. Instead, he’s learning how to fight and kill mutants. It’s very sad, but the team have no time for reflecting upon morality; they have a job to do.

One of the second-floor windows is ajar. The three form a pyramid, and manage to hoist MaHuD up to the window so he can slide his fingers in the gap and prise it fully open. A few minutes later, all three are inside the building. There are no human soldiers on patrol here, and all seems quiet. Adaham suggests to the others that perhaps this is a little
too easy. Cautiously, they proceed.

There are many rooms to search, but finally they locate the computer in the damp, ominous basement, and succeed in destroying the mainframe. They can only hope that copies of this data haven’t been made and distributed to other anti-mutant cells.

Thrilled that their mission has gone so well, the three resist the temptation to lecture the misguided homosapiens, and make their way back to their route of ingress. As they slip down to the ground, they hear the approach of three heavy vehicles, and just make it into the cover of a nearby alley before a large number of heavily armed humans spills out into the night. The humans are waving their weapons triumphantly, and seem to be celebrating something. The team can be satisfied knowing that the human celebrations will be short lived, for soon they will discover that their well of knowledge has been destroyed. Never again will that data be used as a training tool against mutants.

Together they return to the secret bunker, to deliver the good news. Their mission was a complete success.

Hulksmash
Grimmend
Nipplemelter

APPROVE| | REJECT
HULKSMASH| |Adaham
Nipplemelter| |MaHuD
Amontadillo| |Vieira
Eternal| |Xardob
ejnomad| |Grimmend

Xardob
Adaham
MaHuD

APPROVE| |REJECT
Eternal| |ejnomad
Grimmend| |HULKSMASH
Xardob| |Vieira
Adaham| |
Nipplemelter| |
Amontadillo| |
MaHuD| |



Mission 2 - Intercept an arms shipment

Word on the street is that certain anti-mutant groups are planning a rally this weekend. They claim it’s going to be a peaceful demonstration of human rights, but intel suggests several arms manufacturers are able and willing to supply these groups with weapons. We’re talking about knives, guns and frag grenades. Doesn’t sound very peaceful to me.

A shipment of weapons is being sent to a warehouse on the outskirts of Detroit, ready for a pick-up. Wouldn’t it be such a shame if that truck full of weapons never made it to its destination? That’s exactly what a team of 4 must accomplish. Intercept the truck before it can reach the warehouse, or a lot of people might be hurt this weekend.

Mission Outcome: SUCCESS!

Xardob and Adaham follow behind the truck at a discreet distance, the lights of their car dimmed so that the humans aren’t aware they’re being shadowed. Meanwhile, MaHuD and Eternal wait at a quiet junction along the truck’s path, the engine of their own, much larger truck purring quietly as it waits. MaHuD pulls out a bag of popcorn and offers some to Eternal, but the Field Commander merely gives him a dismissive glance then turns his steely gaze back to the road.

As the truck full of weapons approaches the junction, Adaham signals Eternal over Whatsapp. Xardob pulls an uzi from the car footwell and leans out of the passenger window. His aim is true, and he takes out the truck’s rear tyres, sending it into an uncontrolled spin. Just when it appears the out of control truck might hit a church on the street corner where a dozen nuns are praying in silence, Eternal puts the pedal to the metal and his truck lurches forward, smashing into the side of the humans’ vehicle and preventing the death of many nuns.

Dazed and confused, the human driver staggers out of his truck. His confusion lasts only a moment, as Adaham and Xardob fly onto the scene amidst the screech of tyres and burning rubber. The driver takes one look at the uzi and flees into the nearby church. Xardob moves to follow him, but Eternal shakes his head. Probably not a good idea to run into a church full of nuns brandishing an uzi.

At a nod from Eternal, MaHuD breaks open the lock on the back of the truck, and flings the door open. Inside are a plethora of weapons, everything from small firearms to bazookas. Just as the group are packing the weapons into their own truck, one of the nuns comes out of the church. She’s grateful to the Resistance for saving her life, so she blesses a box of grenades. These Holy Hand Grenades will surely come in useful later.

The four comrades squeeze themselves into the truck cab with Eternal behind the wheel. Adaham steals MaHuD’s popcorn and pigs out as the group returns to base to deliver the good news about a second successful mission.

Eternal
MaHuD
Adaham
Nipplemelter

APPROVE| | REJECT
Adaham| |ejnomad
Nipplemelter| |MaHuD
Eternal| |Xardob
| |Hulksmash
| |Grimmend
| |Vieira
| |Seff

Eternal
Adaham
Xardob
MaHuD

APPROVE| | REJECT
Eternal| |Seff
Nipplemelter| |MaHuD
Adaham| |Hulksmash
Vieira| |
ejnomad| |
Xardob| |
Grimmend| |



Mission 3 - Follow a damaged Sentinel back to its base

There’s been an attack on a family of mutants in San Francisco. Large robots were reported at the scene. You know what this means; Sentinels. The mutants were kidnapped during the attack, but they managed to damage one of the Sentinels before they were taken.

4 people are needed for this dangerous mission. You’re tasked with tracking the damaged Sentinel as it executes its ‘return to base’ programming sequence to undergo repairs. Once you’ve found the base, extract the information which will lead you to the kidnapped mutant family. You’ll need this information for the next mission, so it’s vital you succeed.

Mission Outcome: FAILURE!

It takes a special kind of crazy for someone to willingly choose to go up against a giant stompy robot of the mutant-murderin’ variety, and Xardob is that crazy. He leads his team towards the Stealthmobile; the perfect vehicle for tracking a damaged genocidal robot.

The group reaches the secret underground garage, where they stop dead in their tracks. All fifteen wheels on the Stealthmobile have been shredded, leaving nothing but tattered rubber behind. Not a pretty sight. The Stealthmobile won’t be going anywhere tonight.

Eternal gasps in shock. Adaham pales visibly. MaHuD drops his packet of popcorn in surprise. Xardob narrows his eyes at the slashed rubber, and says, “We’ve been sabotaged.”

The team return to the briefing room to report the bad news. No doubt there will be lots to talk about.

Eternal
Adaham
Xardob
MaHuD

APPROVE| | REJECT
Eternal| |MaHuD
Nipplemelter| |
Adaham| |
Vieira| |
ejnomad| |
Xardob| |
Grimmend| |
Seff| |
Hulksmash| |



Mission 4 - Rescue the mutants from the Sentinels

The last mission didn’t go too well, but all is not yet lost. You’ve received a tip from one of your sources that the family taken by the Sentinels is still alive. You’ve been given a set of mysterious coordinates and need a team of 5 mutants to go and pull off a rescue mission.

Try not to **** this one up.

Mission Outcome: FAILURE!

The five team members scramble out of the taxi on the perimeter of what appears to be a series of derelict old buildings sprawling across three square miles of land. These are the co-ordinates provided by the mysterious tipper regarding the whereabouts of the family of mutants kidnapped last night, and a decommissioned nuclear waste processing facility seems as likely a place as any for Sentinels to be hiding out.

The group make their way from building to building, searching high and low. After an hour, Field Commander MaHuD orders the group to split up. Adaham and Xardob head towards the old cooling towers, whilst MaHuD, Nipple and Seff check out the run-down staff facilities. With dawn only a few hours away, it’s imperative they rescue the kidnapped family and get them out of here as soon as possible.

The old staff facilities are empty, the dust undisturbed; nobody’s been here in a long time. Just as MaHuD is about to suggest his group moves on to the underground storage tanks, a Sentinel appears from nowhere and grabs Seff, squeezing him tight.

“Fall back!” MaHuD yells into his iPhone. “It’s an ambush! We’re under attack!”

But Adaham and Xardob can’t fall back, because three more Sentinels appear from atop the cooling towers and open fire on the pair. Xardob dives behind an overturned dumpster, where he’s momentarily sheltered. Adaham is hit in the chest by an energy beam; he flies backwards, his head hitting a wall, and he is knocked unconscious. Maybe next time he’ll read the Host’s narration.

Nipplemelter manages to free Seff from the Sentinel’s grip, and MaHuD rips off the construct’s head. But another half-dozen can be seen in the sky, descending like giant, stompy locusts. All three of them know this is a fight they can’t win.

“We need to get out of here!” MaHuD shouts into his iPhone. Nipple helps Seff, who’s badly winded by the Sentinel’s crushing embrace, and MaHuD takes point as the trio hurries back to the perimeter. Meanwhile, brave Xardob rushes to Adaham’s side and grabs his unconscious friend by the arms, unceremoniously dragging him along the ground. The three Sentinels follow, firing at will, but just as Xardob feels it’s hopeless the rest of the group arrives. Together they fight and destroy the three Sentinels, and between them carry Adaham back to the perimeter where their taxi is still waiting.

The mysterious ‘tip off’ led the team into a trap. The family of mutants is not here, and probably never were. It’s very likely they’re dead already, making this mission a complete failure. During the drive back to base, the silence is uncomfortable, and none of the team members look at each other. For who amongst them can they trust?

MaHuD
Nipplemelter
Seff
Xardob
Adaham

APPROVE| | REJECT
MaHuD| |Eternal
Nipplemelter| |Seff
Adaham| |Hulksmash
Vieira| |
ejnomad| |
Xardob| |
Grimmend| |



Mission 5 - Assassinate the human leader

Death is ugly, but sometimes ugly is what is needed to win a war; or to stop a war before it can begin. Zacharia Welch is the public face of the anti-mutant crusade. Suave, good-looking, charismatic, and a genuine family-man, when Zacharia speaks, people listen. They flock to his side, ready to take up his cause. Ever since he began campaigning, the size of the human army has doubled.

If you can take out Zacharia, you can put an end to this mess. Zacharia can't be replaced, so he'll have to be removed. Make it quick, clean, and leave behind no signs you were ever there.

Five mutants are required for this mission, and you can't afford even one spy on the team. Nipplemelter is the Field Commander.

Mission Outcome: FAILURE!

The mission team arrives at the home of Zacharia Welch. The night sky is pitch black, the stars the only witnesses to the dark deed about to be performed. The house itself is in darkness, save for the small pool of light around the porch lamp. It seems the Resistance has gotten lucky; Zacharia must already be in bed.

They sneak across the lawn, ejnomad at the head of the group, ready to disable the home’s security system. Seff, unwilling to be here, drags his feet and takes up the rear. Hulksmash, Eternal and Xardob each carry guns with silencers; they can’t use their mutant powers here, or the backlash will be intense.

Halfway across the expansive lawn, a siren starts to wail! It pierces the night, and the team members freeze as a half-dozen security guards appear from the bushes. “Release the hounds!” one of the guards shouts, and angry barks grow closer and closer. The team members prepare to defend themselves, but the dogs appear and open their mouths… and bees start shooting out!

Not even powerful mutants can defend themselves against dogs which shoot bees from their mouths. With tears of anger and frustration streaming down his cheeks, ejnomad yells “Abort the mission! Retreat!”

The last thing he sees as he herds his team back to their getaway vehicle is the curtains of the house pulled back to reveal a news camera. The botched assassination has been caught on camera, and soon this will be broadcast around the whole world. Mankind will see that mutants are willing to murder a man in his own home. It’s a blow which mutants may never recover from. Not only has the Resistance failed, it has jeopardised the lives of all mutants on Earth.


Nipplemelter
Adaham
Hulksmash
Vieira
Eternal

APPROVE| | REJECT
Adaham| |Seff
Nipplemelter| |MaHuD
Eternal| |ejnomad
Vieira| |Xardob
Hulksmash| |Grimmend

ejnomad
Hulksmash
Eternal
Seff
Xardob

APPROVE| | REJECT
ejnomad| |Nipplemelter
Eternal| |Vieira
Adaham| |Seff
Xardob| |Grimmend
MaHuD| |
Hulksmash| |

 
Characters and Roles

Please note that these role descriptions/character backgrounds are for flair and flavour only. They should not be roleplayed or referred to during the game. Two of the characters (one on each side) have special abilities. The others do not. There is no need for you to read the character backgrounds if you have no interest in them, however please make note of any Special Abilities.

• Mutant Resistance Fighters •
Jean Grey (aka, Phoenix)
tbwLN.jpg

Background: One of Professor Xavier’s original students, and one of his most valuable X-Men, Jean Grey is gifted with vast telekinetic and telepathic abilities. Due to her potentially unlimited psychic power, Jean has become the primary (and some say true) host of the Phoenix Force -- a cosmic entity/force simultaneously responsible for creation and destruction. Guardian of the M’Kraan Crystal and directly linked to the well of psychic power from which future generations of telepaths are born, the Phoenix is an indestructible force which resides in a place called the White Hot Room, within the heart of the Crystal’s structure. Whenever Jean calls upon the Phoenix Force, her power is magnified a thousandfold, though not without great cost; always, there is the possibility of the Dark Phoenix emerging, and wreaking vast destructive power against an unprepared galaxy.

Special Ability: Jean possesses enormous psychic potential. As a result, she is aware of the identities of the Human Spies at the start of the game.
Nathan Dayspring Askani’Son Summers (aka, Cable)
3FABa.jpg
Background: Born of the union between Scott Summers and a clone of Jean Grey named Madelyne Pryor, the infant Cable was kidnapped by Mr Sinister and later infected with a techno-organic virus by Apocalypse, who feared the child would one day destroy him. This turned out to be a self-fulfilling prophesy, for when Cable was infected he was taken 2000 years into the future by a member of Clan Askani, who were enemies of Apocalypse, where the spread of the techno-organic virus through his body was halted. Though a powerful psychic, Cable was forced to use most of his powers to prevent the virus from spreading further through his body. Growing up in the late 40th century, he was trained in the art of weapons and war by his time-displaced half-sister from an alternate reality, and eventually went on to destroy Apocalypse as the prophesied “Chosen One.” After that, things started to get really confusing. Cable brings to the team his genius for planning and tactics, as well as his penchant for really big guns.

Special Ability: Unfortunately, Cable’s time-travelling machine is broken, so he has no special abilities in this game.
Wanda Maximoff (aka, The Scarlet Witch)
vqO7p.jpg
Background: Daughter of Magneto and twin sister of Quicksilver, The Scarlet Witch is one of the most powerful, and therefore dangerous, mutants on Earth. Her power allows her to alter reality; on a quiet day she can bend the laws of chance, causing events to fall in her favour. At her most powerful, she’s able to rewrite reality to such an extent that not even the world’s most powerful psychics and mystics are aware that something has gone amiss. Wanda’s powers have often brought her into conflict with other super-humans, and even other mutants who’ve been the victims of her innate skills, but overall she tries to do what she feels is right, and uses her abilities to help fellow mutants in the battle for survival. At least, when she’s sane.

Special Ability: Although Wanda is currently sane, she has no special abilities in this game.
Wade Wilson (aka, Deadpool)
2s_-9.jpg
Background: Deadpool is not technically a mutant. Nor is he an X-Man, or a hero. But he likes to pretend that he’s all three, with his claims often landing him in trouble with genuine mutants, X-Men and heroes. Washed out of the Weapon X program (a subsidiary of Weapon Plus, as described below) when the healing-factor-transplant he received from Wolverine caused his body to be consumed by cancer, Wade has spent the last two decades trying to remember exactly who he is, and working on figuring out who he wants to be. Almost everybody he meets finds him annoying because of his extreme verbosity, but he’s usually tolerated on any team that accepts him because he’s unkillable, and because he makes for a good decoy/distraction. When not pretending to be a mutant, an X-Man or a hero, Deadpool enjoys watching television, eating chimichangas, and collecting weapons which he somehow manages to secrete away on his person for use during missions.

Special Ability: Deadpool is ranked #1 Most Annoying in the Guinness Book of Records… but there’s nothing particularly special about that.
Shiro Yoshido (aka, Sunfire)
W16f9.jpg
Background: Sunfire is a true child of the atom; his mother was a survivor of the bombing of Hiroshima, and as a result Shiro grew up resenting (and often loathing) the United States for its actions during the second world war. Shiro’s powers emerged at a young age; his ability to control solar radiation matches his fiery temper. By focusing his abilities, Sunfire can shoot plasma bolts from his hands, seemingly immolate himself in a nimbus of intense heat and flame, and even fly by directing generated plasma below him to create ionised thermals. Shiro’s arrogance causes friction with some teammates, but since he teams it with an unshakable confidence he often succeeds out of pure stubborn determination. Although Shiro has heard of the word ‘retreat,’ he has very little personal experience of it. Sunfire spent a short stint as one of the Horsemen of the Apocalypse — Famine — and still has access to the special suit of armour created for him.

Special Ability: Spiffy armour. ‘Nuff said.
Warren Worthington (aka, Archangel)
AK1S0.jpg
Background: Born the son of a billionaire entrepreneur, Warren Worthington had it all; until during his youth, when a pair of white feathery wings grew out from his back. For a long time, Warren struggled to accept that he was different, and even when he was admitted to Charles Xavier’s school for gifted youngsters as one of the first students and X-Men, he didn’t always feel as if he truly belonged there. Tricked by Apocalypse into undergoing a procedure to remove his wings, he was transformed by the use of a Celestial death-seed into Death, the fourth horseman of the Apocalypse. In his new form, he became impervious to mental intrusion, and his mutilated wings were replaced by metal constructs coated in toxin. Until he was rescued from his fate and overcame the Archangel persona within him, he was considered one of Apocalypse’s finest creations, favoured above other horsemen present and past.

Special Ability: His wings are like a shield of steel.
• Human Spies •
Nimrod
X3a-m.jpg
Background: Nimrod is not a human, but it is a human-created Sentinel. Originally from an alternate future timeline in which Super-Sentinels were used to enslave mutants and their human allies, Nimrod has on several occasions displayed an ability to time-travel, usually as a result of technology commandeered from those he captures or exterminates. Not only is Nimrod a powerful piece of technology, it has the ability to morph into other forms, posing as humans or even mutants, which makes it a perfect saboteur as he is virtually undetectable. Although the original Nimrod was merged with an even more destructive and malevolent Master-Mold Sentinel to become the being known as Bastion, a second Nimrod has found its way back from the future to ensure the mutant Resistance fails in its task.

Special Ability: Nimrod is not an organic being, therefore its mind cannot be read by telepaths. Its identity remains unknown to the Phoenix.
Sublime
TCzHa.jpg
Background: “John Sublime” is actually an ancient, sentient bacterial life-form capable of infecting a host body. The Sublime bacteria was old when the dinosaurs were young, and throughout the eons it has sought to infect more and more complex organisms, increasing its own intelligence with every generation of evolution. It wasn’t until mutants arrived on the scene that the bacterial life-form began making its presence known. Mutants, most of whom possess an innate resistance to the bacterial infection, quickly rose to become the biggest threat the sentient bacteria had ever faced: It envisaged a future in which mutants were the dominant sentient life-form, preventing its own spread and eventual complete control. To this end, the bacteria infested the body of Dr. John Sublime, a scientist on the fledgling Weapon Plus programme, with the end goal of finding a permanent solution to ‘the mutant problem.’ As the mastermind behind Weapon Plus, several projects were started, such as Weapon X and The World facility, ultimately intended to create living weapons and Super-Sentinels which Sublime could directly control or manipulate into exterminating mutant-kind.

Special Ability: Sublime prefers to work in the shadows, through intermediaries, and rarely shows itself. It has no special abilities in this game.
Cameron Hodge
yzakv.jpg
Background: Hodge was once the college roommate of Warren Worthington, and an apparent supporter of mutant rights. But that was before he arranged to have his friend’s wings mutilated and revealed himself to be the mastermind behind the anti-mutant organisation The Right, which was dedicated to wiping out all mutants. In at attempt to create a mutant-killing technology, Hodge tried to kidnap a Technarchy alien named Warlock, but ultimately failed. After being killed by a vengeful Archangel, Hodge was later resurrected and his head attached to a cyborg body. He resumed his mutant-hating ways, but was later buried alive by a falling building. After that he was infected with the same Techno-Organic virus that Cable was exposed to as a child, and became a part of the hive-minded Phalanx. Almost everybody has lost count of how many times Hodge has died, and been resurrected, and transformed into something else, but one thing’s for sure; he still hates mutants and will do whatever it takes to wipe them out.

Special Ability: He’s seemingly impossible to kill… but in a game where nobody dies, that doesn’t count for much.
Henry Gyrich
f-ksl.jpg
Background: Over the years, Henry Gyrich has held many positions of authority. He has been assigned by the National Security Council as the first Liaison to the Avengers, has been promoted to the Head of the Commission on Superhuman Activities, and has been the Ops manager for Project: Wideawake — a US Government-run commission designed to deal with the growing number of superhumans in America. Gyrich sees mutants as a resource to be tapped into, and would rather see them controlled than wiped out, but lately he’s been feeling a little caught-up in the anti-mutant propaganda.

Special Ability: Is being a Jerk a special ability? No, I’m afraid it isn’t.
• Neutral Characters •
Uatu (aka, The Watcher)
7SkML.jpg
Background: Game Host.

Special Ability: The Host knows all and sees all. Should a player fall, The Host has the power to seek and implement a replacement. The Host will issue instructions throughout the game, and is the only one who can communicate via PM (unless, at the end of the game, the Humans have the chance to assassinate Phoenix). As such, The Host’s word is final.

 
Checking in as well. I'm excited about trying something new and not having to worry about being lynched for a change.  :lol:

Also, I'm feeling like a noob again...how does the discussion usually start in this game? I know how it works in WW with joke votes and what-not, but if we don't vote each other, how do we start off things?
 
Adaham 说:
Also, I'm feeling like a noob again...how does the discussion usually start in this game? I know how it works in WW with joke votes and what-not, but if we don't vote each other, how do we start off things?

People will check-in as and when they're ready, but as HULKSMASH is the first Field Commander, the pace of the first mission (Day) will be controlled by him. Until he shows up and starts making some suggestions about players for the first Team and asking for feedback about his suggestions, you can just chill out.

Once HULKSMASH is content with the level of input from others and happy with his selected team, he'll call for a vote, which is where I'll pick things up again.
 
Ah, so the Field Commander makes those suggestions. I thought we all vote for our own favorites to be on the team. That actually makes more sense, should have read the rules more carefully. Thanks for clearing that up anyway.
 
Whilst there will definitely be plenty of opportunity for discussion, each Field Commander's methods will be different. Some may ask for volunteers, some may state a possible team and ask for thoughts, some might ask for open discussion of who you'd like to see go on the Mission... it will help to bring a fresh approach to every mission.

There's nothing stopping you talking about things or making suggestions at any point; the Commander can choose to listen to your opinions, or not. That's his discretion.
 
Okidoki, I think I understood. One last question: is the Field Commander himself part of a mission team (or if not, can he?)?
 
The Field Commander isn't automatically part of the team, but he can choose to be on it if he wishes. If he chooses not to be part of the team, he'll just sit at home in the Resistance bunker twiddling his thumbs :razz:
 
Being high up in hierarchy sure has it's advantages  :lol: Let all the pawns do the dirty work and such.

Okay, enough spamming for now.
 
I have no idea what to say; guess I'll have to start my own joke voting stage!

I think I should be on the mission because I am a Llandy Melterina and, well, "ladies first."
 
Oh wow, I started to type "lady" and my phone predicted I was going to type "Llandy." This is what happens when too much WW happens on a phone.
 
So there's a joke voting stage as well?

Then I'm for Cardob, because that sounds like a Transformer, but there are no Transformers in this game.
 
I am not sure what Tuborg is, but it sounds very suspicious ! (I used random.orgm myself, so seemingly Hulk is a lucky man)
 
So this is the point where the obligatory discussion about the randomness of random.org must ensue (never mind, I've been using random.org whenever I needed a bit of randomness...and tweaked it to my liking afterwards  :wink: )

Tuborg is...well...they call it a beer, but being an Austrian, I wouldn't call it like that. It's piss made to look like beer.
 
MaHuD 说:
I am not sure what Tuborg is, but it sounds very suspicious ! (I used random.orgm myself, so seemingly Hulk is a lucky man)

Random.org takes all the fun out of it though. Like cutting up the bits of paper and putting them in the glass and shaking it up and picking names out one at a time, each time like "oooh who am I going to pick now?!?  :mrgreen:"

Plus I like the suspense of opening up the little bits of paper, I'm like a five year old on Christmas day. WHAT'S INSIDE?!?

Adaham 说:
Tuborg is...well...they call it a beer, but being an Austrian, I wouldn't call it like that. It's piss made to look like beer.

I think it's the best the Danes can do as far as their export market goes. It's certainly no Becks, though.
 
Pharaoh X Llandy 说:
I think it's the best the Danes can do as far as their export market goes. It's certainly no Becks, though.
As a two time Lego-contest winner (in my younger years, that is), I beg to differ  :mrgreen:
 
Best beer export, silly :razz:

Anyroad, official Host biz, half the players have now checked in via PM or otherwise posted here/in the sign-up thread. Hopefully the remainder will appear within the next 12 hours.
 
后退
顶部 底部