Fallout 2: A Post-Nuclear Mafia Game [AMERICA RISES]

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Long Con
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4451

Post by Long Con »

Urist wrote: Sat Mar 06, 2021 11:34 pm
Long Con wrote: Sat Mar 06, 2021 11:32 pm DOM IS LOCK SCUM!
you really think so?
:haha:
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4452

Post by NANOOKTHEGREATANDFEARSOME »

Dom wrote: Sat Mar 06, 2021 11:33 pm
NANOOKTHEGREATANDFEARSOME wrote: Sat Mar 06, 2021 11:32 pm
Dom wrote: Sat Mar 06, 2021 11:32 pm
NANOOKTHEGREATANDFEARSOME wrote: Sat Mar 06, 2021 11:30 pm
Dom wrote: Sat Mar 06, 2021 11:23 pm If I see a live hangman game in the thread I will pour one out for everyone having to read it.
That’s the kind of content I play mafia for
my venmo is always open
Oh I meant the hangman game not your needlessly rude prodding
Oh and I thought you were fun. (:
I am fun that’s why I like the hangman game
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4453

Post by Dom »

ChopChop wrote: Sat Mar 06, 2021 11:33 pm
Dom wrote: Sat Mar 06, 2021 11:32 pm
ChopChop wrote: Sat Mar 06, 2021 11:32 pm
Dom wrote: Sat Mar 06, 2021 11:31 pm
Made wrote: Sat Mar 06, 2021 11:29 pm
Made wrote: Sat Mar 06, 2021 10:56 pm
Epignosis wrote: Sat Mar 06, 2021 10:54 pm Image
this is the way.
[VOTE: Mac] aubergine
The Mac vote was a meme, but this is exactly why I tunneled Mac in spiderman where he was bad.

@Dom Why the mac vote?
Mac has no substance to his posts, pretends he does, changes reads every four seconds, and says bullshit to skate by.
He's gotten no scrutiny. I think it's time he gets some.
What’s your Tony read?
Civ so far if you make me pick. No real reason.
What do you think of his tunnel on me from SoD1 going through EoD2?
As I said earlier, I think you were being a bit dramatic about that.
At least I think I posted that I agreed with someone who said that.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4454

Post by Urist »

Congratulations to Long Con for solving the puzzle!
Who wants to do the next one?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4455

Post by TonyStarkPrime »

hey I did all the heavy lifting
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4456

Post by Urist »

TonyStarkPrime wrote: Sat Mar 06, 2021 11:36 pm hey I did all the heavy lifting
you got sniped
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4457

Post by TonyStarkPrime »

this is unironically why HOTS is better than league
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4458

Post by Dom »

/Someone else want to ask where his suspicion of Poison since I'm dead to him apparently?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4459

Post by Urist »

TonyStarkPrime wrote: Sat Mar 06, 2021 11:37 pm this is unironically why HOTS is better than league
no it's why dota is the best
KS your own minions
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4460

Post by TonyStarkPrime »

Urist what do you think about poison
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4461

Post by Dom »

TonyStarkPrime wrote: Sat Mar 06, 2021 11:38 pm Urist what do you think about poison
my hero
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4462

Post by Urist »

Dom wrote: Sat Mar 06, 2021 11:38 pm /Someone else want to ask where his suspicion of Poison since I'm dead to him apparently?
poison has posted once to say good morning. she is still 100% on my radar and i probably would have pushed her today but there are other events which have won my attention. she isn't even posting, my read on her could not be less relevant right now.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4463

Post by Urist »

afk for a bit
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4464

Post by Dom »

Urist wrote: Sat Mar 06, 2021 11:41 pm
Dom wrote: Sat Mar 06, 2021 11:38 pm /Someone else want to ask where his suspicion of Poison since I'm dead to him apparently?
poison has posted once to say good morning. she is still 100% on my radar and i probably would have pushed her today but there are other events which have won my attention. she isn't even posting, my read on her could not be less relevant right now.
I don't quite understand this. You called Poison your "primary suspect" and now it's not relevant? And I'm lock scum? And you're voting someone else?

Can you clarify any of this?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4465

Post by Dom »

I stand corrected on my last post.
Urist has not voted today.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4466

Post by Kylemii »

[VOTE: macdougall] aubergine
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4467

Post by Kylemii »

wait sorry

[VOTE: made] aubergine
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4468

Post by Kylemii »

no actually that's fine

[VOTE: mac] aubergine
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4469

Post by TonyStarkPrime »

1. c4
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4470

Post by Made »

TonyStarkPrime wrote: Sat Mar 06, 2021 11:48 pm1. c4
1.c4 c6
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4471

Post by Made »

oh, I can hard claim not Westin if that does anything for y'all
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4472

Post by TonyStarkPrime »

1. c4 c6
2. Nf3
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4473

Post by TonyStarkPrime »

Made wrote: Sat Mar 06, 2021 11:53 pm oh, I can hard claim not Westin if that does anything for y'all
it makes me confused
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4474

Post by Urist »

Dom wrote: Sat Mar 06, 2021 11:43 pm
Urist wrote: Sat Mar 06, 2021 11:41 pm
Dom wrote: Sat Mar 06, 2021 11:38 pm /Someone else want to ask where his suspicion of Poison since I'm dead to him apparently?
poison has posted once to say good morning. she is still 100% on my radar and i probably would have pushed her today but there are other events which have won my attention. she isn't even posting, my read on her could not be less relevant right now.
I don't quite understand this. You called Poison your "primary suspect" and now it's not relevant? And I'm lock scum? And you're voting someone else?

Can you clarify any of this?
sure.
nanook caught omega in a lie and now made has replaced into a caught scum slot and is doing his darnedest to turn the slot around but isn't quite cutting it.
unfortunately this overshadows almost everything that is going to happen for the rest of the game day. to the point where it's hardly worth discussing anything because the result of the day is foregone.
with that context, you should be able to see why i'm not bothering to push poison, because she's never getting executed today.
the reason for why i haven't bothered mentioning her at all is because she's not here. she's not generating content. she hasn't generated content all day. what am i supposed to say? i could draw attention to the fact that she's obvious scum, and then what. she continues to not post anything and fly under the radar, and it doesn't matter because we're executing Made at EoD regardless.
on the other hand, you're actually here and my read on you has been updating from "could be scum" to "almost certainly scum" so i thought hey, why not post that in the thread.
the fact that you keep coming back to "BUT WHAT ABOUT POISON" when it should be obvious that she hasn't posted anything and that therefore my read would not have changed a single iota, confirms to me that you're just looking for reasons to suspect me.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4475

Post by Made »

TonyStarkPrime wrote: Sat Mar 06, 2021 11:53 pm 1. c4 c6
2. Nf3 d5
and don't worry about it too much tbh
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4476

Post by TonyStarkPrime »

1. c4 c6
2. Nf3 d5
3. e3
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 2]

#4477

Post by Made »

Alison wrote: Thu Mar 04, 2021 9:11 pm I would like Urist to give stances on the rest of the game still even if they're unexplained. I just want to know where you're at on literally any subject other than ChopChop who's probably going to be resolved within a couple of days anyway.

I would like DOOM to continue doing her thing.
i'm merging into a tunnel, but @Urist what happened to your Chopchop read?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 2]

#4478

Post by Urist »

Made wrote: Sat Mar 06, 2021 11:58 pm
Alison wrote: Thu Mar 04, 2021 9:11 pm I would like Urist to give stances on the rest of the game still even if they're unexplained. I just want to know where you're at on literally any subject other than ChopChop who's probably going to be resolved within a couple of days anyway.

I would like DOOM to continue doing her thing.
i'm merging into a tunnel, but @Urist what happened to your Chopchop read?
bruh
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4479

Post by Dom »

Urist wrote: Sat Mar 06, 2021 11:53 pm
Dom wrote: Sat Mar 06, 2021 11:43 pm
Urist wrote: Sat Mar 06, 2021 11:41 pm
Dom wrote: Sat Mar 06, 2021 11:38 pm /Someone else want to ask where his suspicion of Poison since I'm dead to him apparently?
poison has posted once to say good morning. she is still 100% on my radar and i probably would have pushed her today but there are other events which have won my attention. she isn't even posting, my read on her could not be less relevant right now.
I don't quite understand this. You called Poison your "primary suspect" and now it's not relevant? And I'm lock scum? And you're voting someone else?

Can you clarify any of this?
sure.
nanook caught omega in a lie and now made has replaced into a caught scum slot and is doing his darnedest to turn the slot around but isn't quite cutting it.
unfortunately this overshadows almost everything that is going to happen for the rest of the game day. to the point where it's hardly worth discussing anything because the result of the day is foregone.
with that context, you should be able to see why i'm not bothering to push poison, because she's never getting executed today.
the reason for why i haven't bothered mentioning her at all is because she's not here. she's not generating content. she hasn't generated content all day. what am i supposed to say? i could draw attention to the fact that she's obvious scum, and then what. she continues to not post anything and fly under the radar, and it doesn't matter because we're executing Made at EoD regardless.
on the other hand, you're actually here and my read on you has been updating from "could be scum" to "almost certainly scum" so i thought hey, why not post that in the thread.
the fact that you keep coming back to "BUT WHAT ABOUT POISON" when it should be obvious that she hasn't posted anything and that therefore my read would not have changed a single iota, confirms to me that you're just looking for reasons to suspect me.
And people call me combative.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4480

Post by NANOOKTHEGREATANDFEARSOME »

“Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4481

Post by Dom »

I'm looking to see what you're thinking, Urist. I thought it was weird you dropped your main suspect entirely.

I don't really know what to make of the Nanook/DOOMADE situation bc I don't get who's lying or why I should believe anyone over one another.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4482

Post by Sloonei »

[VOTE: marmot] aubergine
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4483

Post by Urist »

Dom wrote: Sun Mar 07, 2021 12:01 am I'm looking to see what you're thinking, Urist. I thought it was weird you dropped your main suspect entirely.

I don't really know what to make of the Nanook/DOOMADE situation bc I don't get who's lying or why I should believe anyone over one another.
made has helpfully confirmed that nanook is not lying
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4484

Post by TonyStarkPrime »

full agreement that made is not in fact westin
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4485

Post by Dom »

NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4486

Post by Made »

oh boy, marmot's in this game?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4487

Post by Made »

Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
why are you defending me so hard?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4488

Post by TonyStarkPrime »

Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
depends on how on top of it the wolves are. my general feel is the answer to that question is "not very"
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4489

Post by Dom »

Made wrote: Sun Mar 07, 2021 12:05 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
why are you defending me so hard?
To be fair I think you're probably bad but I haven't read the roles so I don't get it fully lol
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4490

Post by Dom »

TonyStarkPrime wrote: Sun Mar 07, 2021 12:06 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
depends on how on top of it the wolves are. my general feel is the answer to that question is "not very"
why's that?
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4491

Post by TonyStarkPrime »

TonyStarkPrime wrote: Sun Mar 07, 2021 12:06 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
depends on how on top of it the wolves are. my general feel is the answer to that question is "not very"
though only one dead and probably friendly fire, they're doing pretty well idk
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4492

Post by NANOOKTHEGREATANDFEARSOME »

Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
If he’s enclave maybe, depends on if partners are around/how much it was coordinated with doom to begin with

If he’s vault city he doesn’t have btsc does he?

I mean for all I know he’s some other alignment doing something stupid but idk why they would do that so 🤷‍♀️
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4493

Post by TonyStarkPrime »

Dom wrote: Sun Mar 07, 2021 12:07 am
TonyStarkPrime wrote: Sun Mar 07, 2021 12:06 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
depends on how on top of it the wolves are. my general feel is the answer to that question is "not very"
why's that?
Just a general thread feel. There have been multiple botched info moments where it seems likely that a wolf was involved -- this being one of them, the chop situation yesterday, just the fact that it feels like no one in the game has read the setup.
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4494

Post by Made »

Dom wrote: Sun Mar 07, 2021 12:06 am
Made wrote: Sun Mar 07, 2021 12:05 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
why are you defending me so hard?
To be fair I think you're probably bad but I haven't read the roles so I don't get it fully lol
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4495

Post by Dom »

NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:07 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
If he’s enclave maybe, depends on if partners are around/how much it was coordinated with doom to begin with

If he’s vault city he doesn’t have btsc does he?

I mean for all I know he’s some other alignment doing something stupid but idk why they would do that so 🤷‍♀️
Gotcha. thank u
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4496

Post by NANOOKTHEGREATANDFEARSOME »

Dom wrote: Sun Mar 07, 2021 12:06 am
Made wrote: Sun Mar 07, 2021 12:05 am
Dom wrote: Sun Mar 07, 2021 12:04 am
NANOOKTHEGREATANDFEARSOME wrote: Sun Mar 07, 2021 12:00 am “Now that I understand how I’ve been caught I’m going to say that I’m not claiming the role that outs me”

I’d be more inclined to believe it if it was an immediate claim (and an actual claim) but ya know 🤷‍♀️
Just bc I don't get all the claim stuff bc I haven't fully read the roles...

Wouldn't BTSC help him or do you think this is a play beyond that.
why are you defending me so hard?
To be fair I think you're probably bad but I haven't read the roles so I don't get it fully lol
“If you haven’t read the roles why should I give a shit about what you say?”
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Re: Fallout 2: A Post-Nuclear Mafia Game [Pre-game]

#4497

Post by TonyStarkPrime »

JaggedJimmyJay wrote: Fri Feb 26, 2021 12:28 am Factions
Alignment in this game is more ambiguous than it is in most standard Mafia games. Pay special attention to the specific enemies for each faction.
- The colors for each faction name provide a sort of "spectrum" to indicate, in relative terms, how close a faction is to being most classically "town". The colors represent loose tiers:
blue - most classically town
cyan - mostly town
soft green - somewhat town
orange - most classically "independent"
red - mostly mafia
red-violet - most classically mafia
- This color scale is rough and not necessarily precise, and it does NOT reflect any kind of factional morality. It reflects the relative "alignment" posture of the faction within the full set of factions based upon who they oppose.
- All of the blue, cyan, and soft green factions share one common enemy: the Enclave. The Enclave serves as the game's most appropriate analog for a classical mafia team.


Roles
This game is semi-open. Within each faction you may view a vast set of roles that could be in the game. Most of them are not in the game.
- All of the real roles are featured somewhere in this role list with the exception of one. The characters featured in the game were semi-randomized within factions apart from those indicated as guaranteed to appear.
- The number of roles listed under each faction has no bearing on the actual number of players within each faction with the exception of the Wastelanders and the Enclave, who each have large populations relative to the rest.
- The characters are listed alphabetically within each faction based upon the first letter of the first word.


Wastelanders
Enemies: Enclave, Vault City, Hubologists
The Wastelanders win the game if the Enclave are eliminated and no more than one member of the Vault City and Hubologists factions combined is left alive.


Spoiler: show
Badger

You're a talented hacker residing with the tanker vagrants in San Francisco. You're legendary for your belches.

You are vanilla. You have no special abilities.

Cassidy

You're a tough son of a bitch entering his twilight years, and after too much time under Vault City's boot heel you're ready to find some action.

You are vanilla. You have no special abilities.

Davin

You're the son of Grisham, owner of the Modoc slaughterhouse. You're just waiting for the right person to come rescue you from this shit hole.

You are vanilla. You have no special abilities.

Dogmeat

You're an unexplained echo of decade's past, companion of the Vault Dweller and connoisseur of meat jerky. How you came to be here is anyone's guess.

You are vanilla. You have no special abilities.

Goris

You're a highly intelligent and scholarly deathclaw residing with the Vault 13 tribe. Gruthar, your father, protects the pack from intruders and bigots.

You are vanilla. You have no special abilities.

Harold

You're a wasteland institution, as is the tree growing within you or out of you or god know's what. It's named Herbert. Or Bob.

You are vanilla. You have no special abilities.

Lenny

The settlement of Gecko relies on you to keep everyone patched up and healthy, 'least as much as a bunch of ghouls can be so close to Vault City.

You are vanilla. You have no special abilities.

Marcus

You're a grizzled old remnant of the Master's army from long ago, now entrusted to uphold the law and the peace around the Broken Hills mine.

You are vanilla. You have no special abilities.

Miria

You're the daughter of Grisham and sister of Davin. Nobody can ever ask you to "wait here", because no baby, you wanna come with.

You are vanilla. You have no special abilities.

Myron

The Mordinos used to pay you in handsomely in drugs and women for your exclusive knowledge regarding the production of jet. Now you're an extremely annoying free agent.

You are vanilla. You have no special abilities.

Robodog

Enclave scientists built you to perform routine tasks in servitude of the Navarro base. Upon your escape, however, all you seek is the kindness of a new and better master.

You are vanilla. You have no special abilities.

Skynet

You're a cybernetic companion whose ability to provide assistance depends wholly upon which brain has been installed onto your processor. It seems fairly certain this time it was no Einstein.

You are vanilla. You have no special abilities.

Smiley

You're a skilled gecko trapper of the Klamath settlement, and despite your admirable talents you often seem to find yourself in sticky situations. Sometimes literal goo.

You are vanilla. You have no special abilities.

Sulik

You're a large and extremely strong man of one of the northern tribes. With a sledgehammer you can lay waste to the most terrifying of beasts, at least when you're not communing with the spirits through Grampy Bone.

You are vanilla. You have no special abilities.

The Dragon

You're a martial arts grandmaster among the Shi at San Francisco. Many local residents look to you as a hero and guiding light; indeed their obsession borders on unhealthy.

You are vanilla. You have no special abilities.

Vic

You're a lovable idiot with an overstated skill for repair work and a bit of unfortunate rifle aim. But you sure try.

You are vanilla. You have no special abilities.

New California Republic (NCR)
Enemies: Enclave, Vault City, New Reno
The NCR wins the game if the Enclave are eliminated and no more than one member of the Vault City and New Reno factions combined is left alive.


Spoiler: show
Councilman Westin

You're a powerful rancher residing in the NCR capital city. You're more willing than many of your peers to see through the dirty work, especially when it comes to dealing with the families of New Reno.

You're a 3-shot faction cop. You and your agents are especially adept at uncovering the plots of the New Reno crime families against the Republic. Three times during the game during any separate night phases, you may select a player. You will be told whether or not that player is with the New Reno faction. With the last shot, one other NCR member will be informed of the same at random if any live.

President Tandi

You've seen a lot in your long life, from your early years in the fledgling village of Shady Sands to your ascent to power in the present day NCR. The Republic is going to be a different place when you're gone.

You're a 4-shot ability blocker. Four times during the game during any separate night phases, you may target a player with an executive order nullifying any actions they perform that night. This does not prevent fatal actions.

Saltbeef Bob

People around town tend to think you're a bit of a nutcase, probably for all of your ramblings about the Vault 13 myth. But you know what you've seen.

You are a 3-shot delayed tracker. Three times during the game, you may select a player. You will wander into the wastes hoping that player will lead you to the mother lode. You'll hurt yourself and forget though, unable to remember what you saw until one day later. You will be told who that player targeted on the day phase one full cycle later (e.g. target was on Night 2, reveal is on Day 4).

Sheriff Dumont

You lead the police force at the NCR capital. You're generally viewed as a fair and impartial man, but woe is anyone who find themselves in the line of fire of your Gauss Rifle.

You are a 1-shot patient vigilante. On any night phase later than Night 2, you may target a player. That player will be killed. You're disciplined with that trigger.

Vice President Carlson

You follow directly under President Tandi in the line of succession, god forbid it ever becomes necessary to enact that. You have a hand in handling many of the NCR's problems of the day from the squatters at Vault 15 to New Reno to the bizarre mutant incursions from the west.

You are a 2-shot medic. It was your service in the Shady Sands militia as a young man that earned you much of your political clout. Twice during the game during any separate night phases, you may select a player. If that player is with the NCR faction, they will be protected from fatal actions that night, and the next day phase they will have one vote secretly removed from them in the elimination poll. If that player is aligned with any other non-enemy faction, they will only be protected from fatal actions that night. If they are aligned with an enemy faction, they will receive no protection.

Zeke

You speak for the squatters at Vault 15 living difficult lives under recent NCR annexation. With direct vault access you're able to coordinate usage and transfer of critical computer parts needed in the capital city.

You're a 1-shot inventor. Technology from the vault can be applied to various different tasks with the proper training and a few kicks in the rights places on the hardware. Once during the game during any night phase, you may select a player. That player will be given a 1-shot ability randomized from the following set: [role block, track, doctor, non-fatal jailkeep, limited role cop].

Additionally, you're a 1-shot spokesman. The squatters look to you for leadership, and at your best you can instill confidence. Once during the game during any night phase, you may select a player. That player will be able to perform their night action, if applicable, without any threat of hindrance (e.g. role block).

Brotherhood of Steel
Enemies: Enclave, Vault City, Slaver
The Brotherhood of Steel wins the game if the Enclave are eliminated and no more than one member of the Vault City and Slavers factions combined is left alive.


Spoiler: show
ACE

You're a complex, sentient computer system contained underground at the San Francisco Brotherhood compound capable of performing automated surgeries, to include both bodily repair and cybernetic implants.

You're a 1-shot day surgeon. Once during the game during any day phase, you may operate on a sorely wounded patient, removing two votes from them in the elimination poll.

Separately, you're a 2-shot doctor. Twice during the game during any separate night phases, you may select a player. That player will be protected from fatal actions that night.

Arthur Pendragon

You're a gallant Brotherhood paladin roaming the wastes of northern California on a quest to uncover various pop culture references that the Fallout 2 writers deem worthwhile.

You are a 3-shot grenadier. Three times during the game during any separate night phases, you may hurl the Holy Hand Grenade of Antioch at a player. If they are aligned with an enemy faction, they will have one secret vote added to their names in the following day's elimination poll. If they are not aligned with an enemy faction, they will have one vote secretly removed from their name in the following day's poll.

Joshua

You command the Brotherhood outpost located in the Den. You view your duties here as being more reconnaissance and preservationist than recruitment-related, because these people are garbage.

You're a 1-shot vigilante. Sometimes the local morons get too antsy about seeing the tech in your compound, and you're forced to deal with them. Once during the game during any night phase, you may select a player. That player will be killed.

Additionally, you're a 2-shot limited tracker. Twice during the game during any separate night phases you may select a player. You will be told who that player targeted if anyone. This cannot detect fatal actions.

Luke

You command the Brotherhood outpost located at the NCR capital city. You're regarded with some suspicion by the locals who don't understand the importance of the Brotherhood mission.

You're a 2-shot messenger. One of your chief duties is to keep the Brotherhood command to the south appraised of NCR social and technological development. Twice during the game during any separate night phases, you may craft a personal message to be sent to a player you select through the host. The message can be anything.

Separately, you are a 1-shot faction spy. You keep a close eye on the NCR Rangers and their conflict with the Slavers to aid in your own mission. Once during the game during any night phase, you may select a player. You will be told whether or not that player has ever targeted the Slaver during any previous night phase.

Matt

You command the Brotherhood outpost located in San Francisco. Some Shi inhabitants might make good recruits, but your greater purpose here is to monitor the little-known and highly advanced organization known as the Enclave.

You're a potential mason. Each night phase, you may select a player. If that player is the Chosen One, you will be granted behind-the-scenes communication with that player for the remainder of the game while you both live. If that player is Frank Horrigan, you will be killed. You have closely monitored the progress of each, and you know an alliance with the descendant of the Vault Dweller can turn the tide.

Sir Galahad

You're a Brotherhood knight under the command of Paladin Pendragon, serving unbeknownst to yourself as one of the very references your party seeks.

You are a 3-shot broadcaster. Everyone knows when your troupe is on the approach because you won't stop fucking singing. Three times during the game during any separate night phases, you may craft a personal message to the host containing any content you wish. The host will then post that message publicly, without your name, at the start of the following day phase.

Arroyo
Enemies: Enclave, Slaver, Hubologists
Arroyo wins the game if the Enclave are eliminated and no more than one member of the Slavers and Hubologists factions combined is left alive.


Spoiler: show
Aunt Morlis

You're one of the elder members of the tribe, and though you know most others don't like you, you understand that it is their fault. They're all morons, especially your sister's kid.

You're a 2-shot doublevoter. Your spear is among the tribe's sharpest, probably because you hoard all of the flint people need to sharpen their own spears. Twice during the game during any separate day phases, you may indicate to the host that you wish to double your vote. You may still only vote for one player, but it will be worth two votes.

Hakunin

You're the village shaman, respected for your great wisdom and your skill for crafting natural healing salves. You might also have literal supernatural powers. Or maybe I'm just toasted.

You're a 2-shot messenger. Somehow you have seemed to master the talent of invading the dreams of people hundreds of miles away with your typically cryptic nonsense. Twice during the game during any separate night phases, you may craft a personal message to be sent to a player you select through the host. The message can be anything.

Separately, you're a 1-shot healer. Your healing salves are effective, but they also cloud the mind and can cause hallucinations. Once during the game during any night phase, you may select a player. That player will be protected from any fatal actions, but there is a 25% chance their vote the following day phase will be redirected to a random name adjacent in the poll to their intended vote.

Klint

You're a strong and skilled warrior of the village who was entrusted with the critical task of providing training and counsel to the Chosen One before their departure.

You're an obligatory bodyguard. If the Chosen One is targeted with a night kill by an enemy faction, you will sacrifice yourself to preserve the village and your hero and die in their stead. Obviously this may only happen once.

The Chosen One (guaranteed to appear)

You are the Chosen, protagonist of Fallout 2 and great-grandchild of the legendary Vault Dweller. Not everyone in the village understands why you were selected to find the Garden of Eden Creation Kit, but it doesn't matter. You will succeed... unless you get distracted and find something better to do.

You are the protagonist. Before the end of Phase 0, you must choose one tag skill among the following three: combat, stealth, and speech. During each ensuing night phase, you will be granted a one-time use ability related to your tag skill. Each progressive night represents a “level up” in which you'll be able to improve a skill again (any of the three non-consecutively). The nature of the ability you receive will relate in some form to the skill you select, but it will not be revealed to you until you receive it. In that way: *secrets*

The Village Elder

You are the leader and caretaker of the village and the daughter of the Vault Dweller, who came with your mother so long ago from the Holy 13 to found Arroyo.

You're a 1-shot poll remover. You are intensely protective of your people and will stop at nothing to see to their safety. Once during the game during any night phase, you may select a player. That player will not appear in the elimination poll for the following day phase, meaning they will be safe.

Redding
Enemies: Enclave, Jagged Jimmy J, Slaver
Redding wins the game if the Enclave are eliminated and no more than one combined between the Slavers faction and Jagged Jimmy J is left alive.


Spoiler: show
Dangerous Dan McGrew

You run the Morningstar Mine in Redding, and a number of the locals rely upon you to make a living and to survive. You keep them happy, even if it means enabling their drug habits.

You're a 3-shot role seeker. Your relationship with jet through your miners gives you special knowledge of its most important providers. Three times during the game during any separate night phases, you may select a player. You will be told whether or not that player is Jagged Jimmy J.

Marge LeBarge

You run the Kokoweef Mine in Redding, and folks around town know you as a pronounced advocate of the NCR. You wish Redding would just be annexed already and that the Republic could see to its protection.

You're a 2-shot inventor. Your mind is the odds on favorite to acquire the coveted Excavator Chip, which will give you a decided technological edge. Twice during the game during any separate night phases, you may select a player. That player will be given a 1-shot ability randomized from the following set: [role block, track, doctor, non-fatal jailkeep, limited role cop].

Mayor Ascorti

You run the Redding casino and town hall, and in the eyes of most the city itself too. Some see you as a bit of a sleaze bag, but you understand what it takes to thrive in the wastes. Fuck 'em.

You're a 3-shot self-appointed mayor. People in town don't always take you seriously, but from the outside looking in folks tend to assume you're in charge. Three times during the game during any separate day phases, you may elect to try to double your vote. If you place a vote for a member of an enemy faction, your vote will indeed double. If you place a vote for a member of any other faction apart from Redding, the vote will be worth one. If you place a vote for a member of Redding, it will be worth zero.

Painless Doc Johnson

You're the local physician, though it seems your primary job these days is to inspect the jet coming in from New Reno before it goes to the miners. You trust yourself more to do that than Reno's thugs, but you'd really prefer to find a cure to their addiction.

You're a 1-shot doctor. Once during the game during any night phase, you may select a player. That player will be protected from any fatal night actions.

Additionally, you're a 2-shot poisoner. Twice during the game during any separate night phases in which you don't use a doctor shot, you may select a player. At the end of the following night phase, that player will die. They will not be informed of the poison.

Sheriff Marion

You're the law in Redding, and when anyone runs afoul of it you're their first and only encounter before they find themselves locked up. You take your work seriously like a classic sheriff of the wild west, though your bum leg is hampering your effectiveness.

You're a 1-shot conditional vigilante. Your bum leg doesn't stop you from capping highwaymen trying hassling the town. Once during the game during any night phase, you may select a player. That player will be killed. However, if that player is the last living member of their faction, you will deliberately miss with a merciful warning shot. The player will not be notified of your warning shot.

Separately, you're a 2-shot limited doublevoter. You won't put up with much bullshit from the jet-wasted miners around Redding and will always put them in their places unless they all gang up on you. Twice during the game during any separate day phases, you may elect to double your vote. This will not function, however, if you are either tied for the poll lead or in second place.

New Reno
Enemies: Enclave, NCR, Jagged Jimmy J
New Reno wins the game if the Enclave are eliminated and no more than one combined between the NCR faction and Jagged Jimmy J is left alive.


Spoiler: show
Big Jesus Mordino

You're the feared New Reno crime boss at the head of the Mordino family, residing at the Desperado casino. You control much of the drug flow in the city, and based upon how much you sweat some could swear you partake yourself.

You are a soft vengeful criminal. Your family is known for holding grudges. If you are night killed, your killer will be unable to utilize any ability during the following night phase.

If you are eliminated in a day phase vote, the first two people to place a vote in your final tally will be unable to utilize any ability during the following night phase.

Eldridge

You're the proprietor of the New Reno Arms store, supplying all of the local crime families with powerful munitions and supplies. That might make you the most powerful man in the city... or it might make you a slave to the crime bosses.

You're a 1-shot reckless day vigilante. You love to show off your arsenal, and you don't much care who serves as target practice. Once during the game during any day phase, you may select a player (send a personal message to the host). That player will be killed at end of that day phase. If that player is a member of an enemy faction, there is a 50% chance that a second player will also die. That player will be the member of a non-enemy faction selected at random.

John Bishop

You're the extremely powerful head of the Bishop crime family at the Shark Club casino in Reno. You coordinate with agents between Vault City and the NCR to promote your interests, making powerful allies and enemies alike.

You're a 1-shot slow poisoner. You hire contract kills all the time, but you prefer to keep them as clean as possible to avoid unnecessary implication. Once during the game during any night phase, you may select a player. That player will be poisoned. Two full game cycles later, that player will die (e.g. targeted Night 2, dies at the end of Night 4). The player will not be informed of the poison.

Additionally, you're a 1-shot faction cop. You are not at all fond of NCR meddling, and you remain thoroughly informed of their activities around Reno. Once during the game during any night phase, you may select a player. You will be told whether or not that player is with the NCR.

Louis Salvatore

You're the don of the Salvatore crime family residing at the bar named for you in Reno. You don't have quite the manpower of the Mordinos or Bishops, but your people are armed with powerful laser weapons that more than equalize the playing field.

You're a 2-shot role thief. Your people maintain secretive contact with the Enclave for arms purchases, though you still view them as the enemy. Twice during the game during any night phase, you may select a role ability listed for any member of the Enclave faction other than Charles Curling, Frank Horrigan, or Quincy and use it as described. If an ability relates to an irrelevant mechanic such as a factional night kill, that aspect will be useless to you. This will not take shots away from the Enclave themselves.

Miss Kitty

You run the popular Cat's Paw brothel right under the welcoming arch of classic Reno. While the men in power around town may not quite realize it, you wield immense influence in Reno merely by enslaving the idiot grunts of the crime families to the whims of your incredible... selection.

You are a 3-shot pimp. Three times during any separate night phases, you may select a player. One of your employees will "incapacitate" that player for the night rendering them unable to use any non-lethal abilities or be targeted by any non-lethal abilities.

Orville Wright

You lead the Wright family in New Reno, one often underestimated or just forgotten. You're not even a crime family, at least you don't run it like one. Some of your people run the Temperance Union where alcohol is outlawed, and you don't exactly hire out contract kills.

You're a 1-shot role cop. While your family is not known for its displays of strength, it still operates with an extensive and effective network of informants. Once during the game during any night phase, you may select a player. You will be told that player's role.

Hubologists
Enemies: Enclave, Arroyo, Wastelanders
The Hubologists win the game if the Enclave are eliminated and no more than 50% of the members of the Arroyo and Wastelanders factions combined are left alive.


Spoiler: show
AHS-7

You are second in command at the Hubologist headquarters in San Francisco. You oversee new recruitments and certain financial "wellness" as well as the well-armed protection force serving in the name of the Star Father.

You are a restless spirit. If you are night killed, you will be able to place a vote of your choice in the following day's elimination poll. If you are eliminated due to a day phase vote, you will passively add one vote to the last person who placed a vote for you during the following day's elimination poll. You may not post in the thread during that period. Your recruits speak for you long after you pass to the afterlife upon Quetzel.

AHS-9

You are the ranking and often deified member of the Hubologist organization and religion. You provide the spiritual drive that moves your people onward every day closer and closer to your ultimate goal: a journey to the planet Quetzel aboard your space shuttle where you may reside next to the Star Father. At least, that's what you tell people.

You're a 2-shot limited role cop. In your communes with the Star Father, you believe that you are imbued with the knowledge of the heavens. And you make so very much money waxing prophetic. Twice during the game during any separate night phases, you may select a player. You will be informed of the type of role that player possesses (e.g. protective, disruptive, investigative, deceptive, fatal). "Fatal" applies to vigilantes, poisoners, and any other fatal roles but not night kills.

Separately, you're a 2-shot limited watcher. Twice during the game during any separate night phases, you may select a player. You will be told who targeted that player that night if anyone. This cannot detect fatal actions.

Juan Cruz

You're a Golden Globes pornographic superstar straight out of Reno brought on to aid in Hubologist recruitment along with costar Vikki Goldman. Ohhh celebrities!

You're a 2-shot vote distributor. You're an incredible motivator of people, both the Hubologist recruits seeking the Enlightenment of the Star Father, and of lonely bedroomers with a hormonal surplus. Bonk. Twice during the game during any separate night phases, you may select a player. That player will be granted an extra vote during the following day phase, which they may cast privately for the player of their choice.

The Enlightened One

You're a representative of the Star Father residing at the NCR capital, away from most of your people, doing the great work to spread the word and claim more eager souls for the journey to heaven.

You're an automated tree stump. Though the authorities in the capital don't care for your bizarre astronomical chanting, you have definitely caught the attention of the more vulnerable economic classes feeling disenfranchised from NCR prosperity. They will speak the word when you have gone. If you are killed in the game by any means, you may continue to post. You will be unable to vote, and you will count as being dead by the numbers, but you may continue to post.

Vikki Goldman

You're another Golden Globes porn celebrity taken in by the Hubologist mission. Seemingly everyone in the region knows who you are. Intimately. And there is nobody more persuasive.

You're a 3-shot manipulative celebrity. Three times during the game during any separate night phases, you may select a player. If that player is targeted with a protective role, you are protected in their stead unless they are a member of an enemy faction. If that player is targeted with a disruptive role, that disruption is canceled unless they are a member of an enemy faction. Any other targets (e.g. investigative, fatal, deceptive) are unaffected.

Jagged Jimmy J (guaranteed to appear)
Enemies: Enclave, New Reno, Redding
Jagged Jimmy J wins the game if the Enclave are eliminated and no more than one member of the New Reno and Redding factions combined is left alive.


Spoiler: show
Jagged Jimmy J

You're a streetwise drug slinger known all over Reno for selling only the very best shit. Or at least you say it's the very best shit. It's probably the very best shit. It doesn't matter, everyone knows you're a prime source and that you never lace your product. It makes you particularly... addictive. And sometimes unpopular among the crime bosses.

*Jagged Jimmy J's role is unrevealed -- secrets.*

Contingency win condition: If the Enclave is eliminated by the end of Night 5, all of the above factions win the game. This supersedes individual faction win conditions.


Slaver (Guaranteed to be one role)
Enemies: Arroyo, Redding, Vault City, Brotherhood of Steel
The Slaver wins the game if they survive with at least 80% of the combined members (and at least one each) of the Arroyo, Redding, Vault City, and Brotherhood of Steel factions eliminated
- Provided with a set of viable fake character claims


Spoiler: show
Metzger

You run the infamous Slaver's Guild headquartered in the Den. You and all of your people can be readily identified by the slaver tattoos plastered on your foreheads, leaving no doubts to nearly anyone in the wastes that you are not one to fuck with. Your sawed-off shotgun handles everyone else.

You didn't get to where you are without developing a wide array of wasteland survival skills and connections.
Thanks to the protection of your army of thugs, you are 1-shot bulletproof, immune to the first night kill targeted upon you unless it is enhanced by a strongman ability.
You are a 1-shot day vigilante. Once during the game during any day phase, you may select a player (send a personal message to the host). That player will be killed at the end of that day phase.
You are a 1-shot vigilante. Once during the game during any night phase, you may select a player. That player will be killed.
You are a 1-shot doctor. Once during the game during any night phase, you may select a player. That player will be protected from any fatal actions.
You are an intimidator. For every three consecutive day phases in which you do not receive a vote in the final poll tally, you will begin the following phase with one vote automatically removed from you in the elimination poll. These do not stack.

Vortis

You run your own Slaving operation right at the outskirts of the NCR capital city. They won't let you operate within city limits, but they tolerate you outside as long as you limit your stock to the uncivilized tribal populations roaming the region. You also work directly against the NCR Rangers, whose various outposts in the area serve to thwart slavery -- you can't have that (the NCR as a general faction is not your enemy).

Your slaving network covers the breadth of the wastes south of New Reno, where you have gleaned much about the region from captured tribes.
Thanks to the security of your compound and proximity to the NCR capital, you are 2-shot commuter. Twice during the game during any separate night phases, you may enact this ability to render yourself immune to all night actions targeted upon you.
You're a doublevoter. Each day phase vote you place will be worth two votes.
You're a 2-shot poisoner. Twice during the game during any separate night phases, you may select a player. At the end of the following night phase, that player will die. They will not be informed of the poison.
You're a tiebreaker. If any day phase elimination poll ends in a tie, you will be given 10 extra minutes to indicate to the host how you would like to break the tie. If this presents unfair time zone problems, this will instead become a 1-shot passive tie-winner ability. The first time any tie occurs featuring at least one member of any enemy faction, that player will be eliminated. If it's neither or both, it will be randomized. Only one of these abilities will ever exist and that will be determined during Phase 0.
You're a 2-shot limited watcher. Twice during the game during any separate night phase, you may select a player. You will be told who targeted that player that night if anyone. This cannot detect fatal actions.

Vault City
Enemies: Wastelanders, NCR, Brotherhood, Slaver
Vault City's win conditions are contingent upon game circumstances:

If at least one member of Vault City is alive...:
  • If the Enclave meets their win condition, Vault City wins the game if at least 60% combined of the players in all enemy factions have been eliminated (must include the Slaver).*
  • If the Enclave is eliminated, Vault City has not yet met their win condition, and all other living factions have met their win conditions, Vault City will lose.
  • If the Enclave is eliminated, Vault City has not yet met their win condition, and at least one of but not all the other living factions have met their win conditions (and it's still possible for those others to win), the winning factions will be removed from the game and play will continue until Vault City meets or can no longer meet their win condition. If such removals result in an end game situation, refer to the first win condition*.
  • If the Enclave is eliminated, Vault City has not yet met their win condition, and no other living factions have met their win conditions, play will continue until Vault City meets or can longer meet their win condition.
  • If the Enclave meets their win condition and Vault City has not yet met their win condition, Vault City will lose.

If no member of Vault City survives:
  • If Vault City has no living players, they can still win the game if it ends with at least 80% combined of the players in all enemy factions eliminated (must include the Slaver) as long as a member of Vault City contributed to the majority of day phase eliminations ("chops") of members of enemy factions (minimum of two).

If the Enclave meets their win condition and Vault City has met their win condition (alive or not), Vault City will win and the game will end.


- Granted behind-the-scenes communication
- Granted the opportunity to select a member to deliver a factional kill three times (on any separate nights) during the game (optional). Any member can carry out this kill each night.
- Provided with a set of viable fake character claims


Spoiler: show
Chief Amenities Officer Randal

You run the primary supply depot downtown just outside the vault entrance. You keep a rich and healthy stock of medical supplies, armor, ammunition, and books. You're always eager to serve the needs of the citizens of Vault City... and only the citizens of Vault City.

You're a 2-shot vote distributor. Your stock bolsters the combat readiness of many Vault City police personnel. Twice during the game during any separate night phases, you may select a player. That player will be granted one extra vote to be placed in the following day phase's elimination poll. The vote will be sent privately to the host.

Additionally, you're a 1-shot inventor. Once during the game during any night phase, you may select a player. That player will receive a 1-shot ability randomized among the following set: [role block, track, doctor, non-fatal jailkeep, limited role cop].

Dr. Troy

You're the lead physician and medical researcher in Vault City, operating within the original medical bay of Vault 8 itself. You find yourself concerned about the spread of narcotics and meta-amphetamines in the region, and what threat that might pose to Vault City citizenry.

You are a 2-shot doctor. Twice during the game during any separate night phases, you may select a player. That player will be protected from any fatal actions that night. You may target yourself.

Separately, you are a 3-shot limited role cop. With some particularly powerful vault drugs you can glean information from a patient. Three times during any separate night phases you may select a player. You will be informed of the type of role that player possesses (e.g. protective, disruptive, investigative, deceptive, fatal). "Fatal" applies to vigilantes, poisoners, and any other fatal roles but not night kills.

First Citizen Joanne Lynette

You are the chief executive of the Vault City government. You will work tirelessly in the service of your city, but you will not hesitate to eliminate any external threats, be they raiders, mutants, ghouls, or whatever else the wastes might let into your pristine utopia.

You're a 2-shot role cop. Nothing happens in or around Vault City without your knowledge, and nor does anyone pass through the inner city gates without thorough vetting. Twice during the game during any separate night phases, you may select a player. You will be told that player's role.

Proconsul Gregory

You oversee the citizenship examination at the Vault City council building. You administer the test to anyone outside the Vault 8 gene pool seeking the benefits of citizenship, ensuring they have the intellect necessary to thrive among your people. To date, nobody has passed.

You're a 1-shot poll remover. You know very well how to build a test that nobody can solve, even if it means you have to cheat as the proctor. Once during the game during any night phase, you may select a player. That player will be removed from the following day phase elimination poll, keeping them safe.

Additionally, you're a 1-shot vigilante. Some outsiders fail so miserably that they need to be... sterilized, for the safety of the population. Vault City prevails. Once during the game during any night phase, you may select a player. That player will be killed. This is separate from the factional night kill.

Senior Councilman McClure

You're the head legislator within the Vault City council, and you answer only to the First Citizen. You're a dedicated public servant and even quite tolerant by the standards of your city, but your responsibility is always to your constituents foremost. Vault City prevails.

You are a 2-shot limited watcher. You're privileged to sensitive information given your political posture. Twice during the game during any separate night phases, you may select a player. You will be told who targeted that player that night if anyone. This does not detect fatal actions.

Separately, you are a 1-shot strongman. You are second in the chain of military command and can order precision kills if you must. Once during the game you may elect to make one of your factional kills unstoppable by protections or disruptions (e.g. doctor, jailkeeper, or role blocker, but not commutes). Any member of Vault City may deliver the kill.


The United States of America; the Enclave
Enemies: Arroyo, Wastelanders, NCR, New Reno, Redding, Jagged Jimmy J, Brotherhood, Hubologists
The Enclave wins the game if it is no longer possible for any "town" (blue, cyan, or soft green) faction to win the game.
- Granted behind-the-scenes communication
- Select a member to deliver one obligatory factional kill during each night phase. Any member can carry out this kill each night.
- Provided with a set of viable fake character claims


Spoiler: show
Communications Officer

You're an unnamed troop in the vast Enclave military force, bored and disenfranchised from the greater American mission. You oversee a panel at the central communications array at Poseidon, and the only excitement you ever find anymore comes from the random idiots on the mainland that somehow contact you via the wrong radio frequency. You oughta kick their fuckin' asses.

You're a 1-shot communications interceptor. Once in a while you pick up something you're not supposed to hear. Once during the game during any night phase, you may enact this ability to receive three different sets of three-word snippets from any non-Enclave behind-the-scenes-chat source in the game, chosen semi-randomly (from a large but not comprehensive pool devised by the host). This will never feature more than one name, and it may not feature any.

Additionally, you're a conditional neighborizer. During each night phase, you may select a player. If that player is not a member of any enemy faction or a member of the Enclave, you will be granted a specialized behind-the-scenes-chat space with that player. It will open with names obscured (so don't anticipate Discord as the platform), but each of you will be free to say whatever you want. This may only happen once, and it will only last one day phase following the affirmative night phase target.

Dr. Charles Curling

You're a brilliant biologist and virologist serving the great American ambition to return to the mainland. You have studied the forced evolutionary virus or F.E.V. retrieved from the destroyed Mariposa Military Base and learned to mutate its fundamental structure to Enclave needs. The mutant population of the mainland must be eradicated before America can return.

You are a 1-shot mass infector. Once during the game during any night phase, you may release a diluted test batch of your modified F.E.V. onto various mainland targets. All roles belonging to near-human mutant populations (all factions other than the Enclave, Vault City, and Arroyo) will have 15% chance of failure that night.

Additionally, you're a 2-shot antidote. Your familiarity with dangerous pathogens enables you to catch the warning signs early and prevent needless death. Twice during the game during any separate day phases, you may select a player. You will be informed whether or not that player is poisoned, and if they are they will be cured.

Dr. Schreber

You're the head scientist serving at the Navarro base on the Pacific coast. You have worked on some of the Enclave's most sensitive biological projects, including the generation of intelligent deathclaws capable of acting in Enclave combat functions in the place of human beings. Your experiments tend to be rather painful, and you keep your laboratory heavily soundproofed.

You are a 3-shot inventor. Three times during the game during any separate night phases, you may select a player. That player will receive a 1-shot ability randomized among the following set: [role block, track, doctor, non-fatal jailkeep, limited role cop].

Frank Horrigan (guaranteed to appear)

You're a freakish cybernetic mutated monster man, or something like a man, serving at the head of the United States Secret Service. In addition to providing protection for the President, you're tasked with handling certain critical matters on the mainland where pure, unmutated humans should not venture. You're a terrifying motherfucker, and you don't let anyone meet you without understanding that keenly. Semper Fi.

You are the antagonist. You have been primed and constructed to perform a variety of the Enclaves most important and demanding tasks.
You are a 1-shot vigilante. Once during the game during any night phase, you may select a player. That player will be killed. This is separate from the Enclave factional kill.
You are a 2-shot role cop. Twice during the game during any separate night phases, you may select a player. You will be told that player's role.
You are a 1-shot janitor. Once during the game you may elect to janitor your team's factional kill. The killed player's role will not be revealed publicly, but your team will be informed of it privately.
You are a 1-shot doctor. Once during the game during any night phase, you may select a player. That player will be protected from any fatal actions that night.

President Dick Richardson

You are the President of the United States of America. Your Enclave is the last bastion of the once-great American superpower, and it is your charge to bring your people back to their mainland homes where they may rebuild the American Dream. From your massive compound at the Poseidon Energy Oil Rig in the Pacific Ocean, you set in motion the events that will reshape the wasteland of post-apocalyptic America.

As the leader of the free world, you have access to the most classified information and command of the most capable special operatives.

You are a 1-shot role neutralizer. Once during the game during any night phase, you may select a player. That player's role will be permanently nullified and rendered vanilla. This does not function against the Chosen One.

Separately, you are a 1-shot ninja. Once during the game when you deliver the factional kill, you may enact this ability to be immune to investigative roles that might catch you doing so (e.g. tracker or watcher).

Quincy

You're a lead Navarro technician in charge of design and development of new vertibird models. Despite the fact that you oversee some of the Enclave's most sensitive technological advantages over wasteland rivals, you keep the damned plans in an unlocked case.

You're a 2-shot architect. You know as well as anyone how to exploit the design flaws of enemy technology to maximize operation efficiency. Twice during the game during any day phase, you may project the night action of an Enclave teammate. That teammate will be obligated to perform the action you design during the following night phase, and it will not be affected by any kind of role or ability blocks.

Raul

You're a uniquely skilled mechanic and engineer entrusted with the maintenance and construction of Enclave vertibirds. These flying terrors are among the chief tactical advantages that allow Enclave technological power to remain unmatched in the region. You ain't gonna let nobody put a scratch on your girls.

You are a 3-shot tracker. Your birds are always in pristine operating condition, and that enables the Enclave to continue using them for countless reconnaissance sorties. Three times during the game during any separate night phases, you may select a player. You will be told who that player targeted that night if anyone.

Additionally, you're a 3-shot role blocker (1 limited). It's hard for the enemy to do their job when a chopper is raining lead on their position. Three times during the game during any separate night phases, you may select a player. That player's role will not function that night. One of these uses must be a limited block that cannot prevent fatal actions; you may choose which one.

Sergeant Arch Dornan

You're the non-commissioned officer in charge of the ragtag contingent of moorooooons standing guard around the Navarro base. You know your men and women think you're a fucking prick, and you don't give one tiny shit. Discipline will win the war against the mutant scourge. Discipline will resurrect the United States of America.

You're a 2-shot strongman. You're way too dedicated to your mission to allow any barriers to impede its accomplishment. Twice during the game during any separate night phases, you may elect to render the factional night kill immune to protections or disruptions (e.g. doctor, jailkeeper, or role blocker, but not commuter). Any Enclave member may carry out the kill.

Additionally, you're a 2-shot discipliner. You ensure your people remain at their posts unmoving until they are relieved, no exceptions. Twice during the game during any separate night phases, you may select a player. That player will lose the right to change their vote during the following day phase. Whichever vote they place first will be the vote they place last. They will be informed at the start of the day of this restriction.

Vice President Daniel Bird

You're one heartbeat away from the American Presidency, and frankly, that's not something that many Enclave citizens or troops find encouraging. P-O-T-A-T-O-E

You are a 1-shot long commuter. They don't let you out of your office much, but that makes it very difficult for others to reach you. Once during the game during any night phase, you may enact this ability to be unaffected by any night actions targeting you. If you do so, you may not perform the factional kill either that night phase or the next.

Separately, you are a 2-shot messenger. At least you can still communicate from your terminal. Twice during the game during any separate night phases, you may craft a personal message. You may then select a player to receive that message from the host the following day phase. The message can be anything you want.

Assurances
I promise that each of the following points is true and will always be true within this game.
- No player will ever change from one alignment or faction to another.
- No roles will have hidden features unless specifically indicated with *secrets*. Any such role secrets will be known to the player receiving the role; they just won't be visible on the role list.
- Each faction contains at least one player. That is the only numeral guarantee.


How the hell does the game end?

1) Enclave destroyed by the end of Night 5 -- all blue, cyan, and soft green factions win. Slaver and Vault City may or may not win pending circumstances.

2) Enclave destroyed, Slaver is dead, and Vault City cannot achieve win condition.

3) Enclave destroyed and Vault City has achieved win condition.

4) Enclave and Vault City are both destroyed.

5) Enclave meets win condition.

6) Any other eventualities, if applicable, are assessed by the host case-by-case and a sensible endgame is determined. No endgame will be allowed featuring only "town" (blue, cyan, and soft green) factions -- if all others are eliminated, regardless of win condition, the game will end. If the game is active, at least one non-"town" player is alive (Slaver, Vault City, and/or Enclave).
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NANOOKTHEGREATANDFEARSOME
i moderated for mafiathesyndicate.com and all i got was this stupid title
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4498

Post by NANOOKTHEGREATANDFEARSOME »

Oh I guess vault city does have btsc my bad

At any rate I agree with TSP’s not very answer
Spoiler: show
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TonyStarkPrime
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4499

Post by TonyStarkPrime »

that's very long and there are a lot of bold things
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Made
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Re: Fallout 2: A Post-Nuclear Mafia Game [Day 3]

#4500

Post by Made »

to be fair, I also haven't read the roles, but I've read enough to get that defending me is kinda odd unless you know i'll flip town, especially if you have no reason to think i'm town. What exactly do you think i'm lying about?
Spoiler: show
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