LinearPoint wrote: ↑Mon Feb 07, 2022 7:18 pm
Honestly if a 3rd Party faction still exists chances are it'd be the other Slaver from Fallout Mafia.
"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."
Merzger flipped already. And 2-shot Posioner makes sense actually.