More confident in Shuri town based off this due to them wanting to drum up discussion.
If EotW is scum, Iām fairly sure scum are in the slankers due to bussing being horrible in this format.
Is this the part where we instaclear this guy for no reason ācuz scum wouldnt be so blatantly scummyā?
You clearly know this isnt FoL and the scumteam isnt unseen, everyones making german jokes lol.
This is a fake ātownslipā if ever ive seen one.
Sorey i am also playing in fol game i jumble it up
I wasnt aware of that, good answer.
@MaximusPrime after careful consideration I have voted you after your poor entrance.
How do you plead?
Cherrypicked but this is the best I can make for someone that has actually posted for a teammate with EotW
I get a formal vibe from Blueās posts.
Itās well thought out and logical.
Whether thatās AI or not for them is something Iām not sure about
I get a formal vibe from Blueās posts.
Itās well thought out and logical.
Plus he hasnāt taken an active stance on the current situation with EotW.
Something is important about that.
Iāll save this thought for later
Iād expect Magnus to have a bit more to say
Iām mindmelding with Hippoās post about a lot of people being scummy.
Going through the playerlist thereās a lot I canāt say good things about
Leaning towards math town, havent really liked anyone else, esp launch and end.
Dont like max.
Sulit seems pretty safe so far actually.
Iām mostly here when it comes to reads.
Going back on my read of them; I agree with how theyāve gotten where they are
Iād expect Magnus to have a bit more to say
Not pushing a lowposter yet
I really want to see more though
Hereās where Iām at
Town
Math
Shuri
Light town
Hippo
Sulit
Null City
Everyone else
Scumlean
EotW (town lead discussion makes it still very possible to flip scum)
Kai
Sorry for spamposting
I know this is awkward, but Iād really like one of the protectives on me since I feel Iām at the perfect point to be the nk (pretty low on everyoneās lists, most of the protectives havenāt liked me).
Preferably the most scummy one since yāall donāt trust me.
Airship Zeppriphon
Long before the Terran Coalition decided to get rid of all the insane and incoherent prisoners from the planet, in the middle of WWII, a simmilar situation occured with the British government, although in this case the idiots that the government were sending to their doom werenāt explicitly arrested; they were just assigned to a mission that was doomed to fail; they were sending a giant airship over the Atlantic Ocean in stormy weather to bring a useless file to America. They were just as insane, of course, and they were still morons who probably havenāt even noticed that I used two semi-colons in the previous sentence.
As it happens, the government were slightly more successful than they thought they were in getting rid of them. It turns out that the generators for the residential section of the airship only had enough energy to run the heating and lighting for 300 hours, which would normally not be an issue if not for two saboteurs slowing down the main engines by putting a wrench in it and then padlocking that wrench to a rail. The fact that they didnāt just smash the engine to bits with the wrench probably indicates that the Germans sent their two most useless spies on this mission.
Not only that, but somebody thought itād be a good idea to use the Jolly Good Jetpackā¢, created by the famous British scientist/fuckwit Reginald Nervingbang, and tried to gather all of the keys to use it and flyā¦ somewhere. Or maybe they just have a virulent hatred of their own country and would like to see all their colleagues dead. Who knows.
Either way, theyāre all buggered. Welcome to Airship Zeppriphon
Rules
- Obey His Majestyās laws, thereās a good chap.
- Donāt gamethrow or otherwise deliberately attempt to harm your own factionās chances of victory.
- Be sure to post at least 5 posts every 24 hours, or you stand a risk of being subbed out or the even worse prospect of being suspected for simply sitting in an armchair smoking a pipe for 24 hours straight.
- Donāt quote mod messages in the thread, and donāt talk about any communcations youāve had via telegram to the moderators of this mission, for risk of spilling official government secrets.
- Donāt post during night if the thread happens to be unlocked, however expect punctual thread locks in most scenarios.
- Do not use your telegram or any other method of communication to spill government secrets. Even if the message is internally sent, there is a very high chance that a German doing a very bad cockney accent will be at the other end and will steal all of the amazing government secrets.
- Keep a stiff upper lip, thereās a jolly good chap.
Mechanics
- The (admittedly limited) capabiltiies of all members of the airship are public knowledge, as noted on the bulletin board in the common room. We donāt know how that got there, and now the spies know everything about your plans. Still, Iām sure it wonāt be too bad.
- However, ANY one of these ācrackingā āabilitiesā could be given to any allignment at random. This means that the Colonel could be a German Spy, or the Technician could be a British Deserter, and we wouldnāt know!
- Unfortunately, the engines that power the internal circuits have only 300 hours of power left. We can conserve this power by switching it off for 24 hours without the shipās quaters getting to an offensively low temperature, however the lights will be off. We reccomend you stay in your room during this time, to minimise murder. We will call this time Night, even though the weather is so terrible that it could be daytime and you wouldnāt notice.
- Only the Engineer understands the incredibly subtle cipher the Germans use to hide their information, so only they will learn the allignments of any dead bois. Unfortunately, nobody except the Spies speak German, so you wonāt be able to actually understand their plans, but at least they can figure out if they were German. Mind you, the Engineer could be a spy!
Millitary Service Files
Files
General
Other members of High Command are mystified at how this man became a General. Surely, even being Winston Churchillās nephewās second cousin shouldnāt counterbalance believing that the Germans are gaurenteed to lose because they are, and I quote āliberalsā. Of course, nepotism knows no bounds.
As the highest ranking officer, and as a pompous middle-class general, the Generalās vote counts twice when it comes to suggesting stupid ideas, such as throwing random people off the ship in case they are a German Spy.
Captain
This Captain, while being mostly efficient, is on this ship because of his disturbing habit of hanging around with arrogant Belgians with ridiculous moustaches to solve murders instead of actually fighting on the front lines. Itās not like heās even that good at doing anything but occasionally locking people in their rooms.
The Captain knows where the room keys are, and isnāt telling anybody. Each night, they may lock a player in their room, preventing anybody from going in there and killing them. This excellent method of protecting the innnocent comes at the slight cost that it prevents that player from leaving their room, stopping them from using their night actions.
Technician
The Technician was a close colleague of Reginald Nervingbang, before it was revealed that the unbelievably powerful weapon he was working on was in fact some kind of weird TV screen with the words āRedditā on the screen. We sealed this invention in cryogenic storage, fearing that it was a bomb, and placed the Technician on this ship in case he finished his next invention, which he calls āTumblrā.
Each night, the Technician may use his grammaphone to record the accent of another player, then compare it to the previous accent, learning if they are the same allignment or not. For some reason, he canāt even recognise a slight tinge of a German accent that a spy would have, which proves that heās dangerously stupid.
Colonel
The Colonel isnāt really that funny of a concept. Heās just a loose cannon. When we sent him on this mission instead of to the front lines, he said that he wanted 24 hours to solve a case, which clearly proved that the man was a small bit crazy, considering that this is the Army. We felt a bit bad for the chap, so we told him he could keep two personal possessions on this mission. The personal possessions he chose were his familyās ceremonial rifle and the ceremonial silver bullet.
Once per game, at night, the Colonel may ceremonially shoot a player, cermonially killing them.
Engineer
To be frank, we got rid of this man because he suggested placing armour everywhere but the engines since none of the planes we got back from the Battle of Britain had bulletholes in the engine. Still, he understands German ciphers (if not German) due to his admiration of SUPERIOR GERMAN ENGINEERING, so Iām sure heāll be fine.
The Engineer learns whether or not each dead player was German or not.
Hypnotist
This officer was a private, but we āāpromotedāā him to Colonel so he could go on this mission. He seems to be under the impression that he can āhypnotiseā other people using really shit magic tricks. Weāve stopped him from marching idiots to their death by replacing their grenades with avocados by putting him with a bunch of idiots who are going to die anyway.
Each night, the Hypnotist may āuse his magicā to switch the signs on the rooms of two other officers, switching which person each one targets. After the second time he does this, everybody will catch on to the obvious trick, and this ability will no longer work.
Lookout
Apparently, this man believes that his job is āboringā, and has been seen writing what he calls a āwillā, which he flashes in the face of anybody who asks who he is, which documents the exact movements of several random people. He was placed on the airship after he claimed that Private Willikins was in fact a āConsortā, proving that he has no skills in watching whatsoever as he completely missed the cannibal who ate Willikinsā corpse that night.
Each night, the Lookout may hide in somebodyās room, and learn who visted them at night, noting down meaningless numbers to record his results.
Radio Operative
The Radio Operative is a misnomer, as it happens. It is more accurate to say that he blasted at top volume in the briefing room for this mission a song that he calls āThe Sound Of Silenceā, which has paritally deafened all other members of the mission. He appears to be somehow unaffected by his habit of playing what he calls āfunny dank earrapeā.
The Radio Operative is not partially deafened, and thus can hear guns, doors being locked, barbed wire being dropped, signs being switched and motivational seminars through the airshipās walls. They also have surprisingly good directional hearing, and know exactly which person each of these abilities were used on, although not who by.
A giant sticker is slapped on this file, grey text on a biege background. It reads: āSample Night Results:
The Technician targeted [x] last night.
The Facilitator targeted [y] last night.
etc.ā
Private
This private is very private indeed, and has been sent on this ship due to his unbearably infuiriating habit of refusing to obey orders unless they are whispered into his ear. On the plus side, due to some other moron fucking humouring him for some reason, he has become an expert at private communications, so I suppose it canāt all be bad.
Each day, the Private may whisper āpsst come out into the kitchenā into someobdyās ear. The next night, they may freely talk with that person in a hoarse whisper, which is too quiet for anybody to hear or detect in any way. And nobody comes into the kitchen anyway, since we took away all the biscuits there for fear of the General choking on them.
Supervisor
This guy is actually perfectly sane, and heās not even an idiot. We sent him here so he can figure out how the various other morons on the missions do their incredibly fucked up actions each night. We wouldnāt even send him to his death if he hadnāt confessed to writing his diary in white ink, proving that he is in fact a filthy light themer.
The Supervisor can use his expertise to figure out the tricks of a dead player at any time, and can from that point onwards use their abiltiies as if he were that player.
a giant sticker with puke-green text on a orange and brown background with flecks of blue irregularly spaced throughout it says: āThis guy dosenāt have the best memory, so once heās learnt somebodyās tricks he must act as that role for the rest of the voyage.ā
Lieutenant
At first we had no idea where he was getting all the barbed wire from. Then we found out that he was getting it from the Technicianās warehouse, which is what put us onto THAT moron. Then we found out that he had a lot of shares in a German barbed wire company who had come to him pretending to be British. A few days after that, we looked in his room to check on him and found it filled to the brim with barbed wire. With any luck, he only managed to smuggle a few coils of it on here.
Each night, the Lieutenant may drop Barbed Wire outside of somebodyās room, killing anybody who tries to enter after heās been there. He only has two coils in his wardrobe (and no clothing whatsoever, so donāt be surprised if you see him in his underwear soon) so he can only do this twice.
A giant red sticker is slapped onto this file, with the text " It reflexively roleblocks + kills all visitors" in sans-serif font on it.
Facilitator
The Facilitator is a deserter. Itās in his blood. But he dosenāt think he is, as a matter of fact. Rather, he deserted from the front lines only to burst into a meeting at High Command (back in England from Africa!) and started screaming something about us āJUST DOING ITā. To be frank, if the trauma of this experience shocks whatever the fuck made him like that out of his arse heād probably have enough determination to just walk all the way to goddamn Berlin, so him somehow surviving might be bearable for High Command.
Each night, you may go Shia Lebouf on a playerās arse, making them run away from you and perform their action before anybody else, the sheer adrenaline caused by your egregious presentation making them impossible to kill that night, followed by them coming back in order to slap you in the face. Even your lungs have a limit, however, and thus you may only do this twice per game.
Details About the Spies
British Soldier
British Soldier
British Soldier
British Soldier
British Soldier
British Soldier
British Soldier
British Soldier
British Soldier
British Deserter / British Traitor (50/50)
German Saboteur
German SpyIt looks like your intentions should be encoded in your diaries in a mysterious language called āEnglishā. With any luck, you should know exactly what you need to do. Unless you donāt, in which case you are royally fucked up in the head or you just donāt read your rolecards. Or both.
Alignment Cards
You are a British Soldier, and you win if you kill all Spies and the Traitor.
You are a British Deserter, and you want to use the Jolly Good Jetpackā¢ to escape. To do this, youāre going to need access keys from 3 different players, which you can steal secretly by convincing them to visit you at night. Once you escape, you will have to plug in the Jetpackā¢, which will consume 50 hours worth of heating to power the Jetpackā¢. Note: The Jetpackā¢ was not designed for this, and it wasnāt even that well-made to begin with. You are probably fucked, but at least youāll be satisfied with your life when a lightning strike kills you instantly mid-way.
You are a British Traitor. You have no idea what the fuck is going on, but you really hate British people, probably because of the whole āyou canāt define britishness, but iām so glad that iām britishā shtick. You win when all other British players are dead.
You are a German Saboteur, and your partner in crime is [player]. Your goal is to kill all British players except any traitors. You did an āepic sabotageā on the engine last night, and thus will be too busy gloating on N1 to kill that night. Afterwards, each night you may kill a player, however the night afterwards you will start gloating again and be unable to kill that night. You may both do a murder and perform your regular action each night.
You are a German Spy, and your partner in crime is [player]. Your goal is to kill all British players except any traitors. Each night, you may kill a player, however you may not kill the following night due to being incredibly cautious about the whole murdering thing. You may both do a murder and perform your regular action each night.
Signups
- EndOfTheWorld - Hypnotist
- Hippolytus - Private
- Alice - Lookout
- Kai_5 - Facilitator
- Launchpad - Engineer
- MathBlade - Lieutenant
- MaximusPrime - Supervisor
- Shurian - Radio Operative
- Magnus - Technician
- Sulit - Captain
- BlueStorm - General
- Frostwolf102 - Colonel
note: this game is like Starship Enphirion except only slightly less rude and 100% more british. There may be out-of-date jokes about WWII Germany, although Icibalus Industries naturally dosenāt support the attitudes demonstrated in either country back then. You have been warned.
/vote EndOfTheWorld
Ok germans are voting me i will prove i am town by getting lynched vote germans on me
Accused | Voters | Votes |
---|---|---|
EndoftheWorld | Mathblade, Kai_5, Launchpad, Shurian, EndoftheWorld | 5/7 |
Ping me for future votes Plz
no but like isnāt 1 day more than 24 hours or
i donāt even know what you mean ngl
im dumb and ur posts are confusing me so put it in terms a simpleton like me can understand smh -_-
probs not
if u can explain to me what math and eotw are on about then thatād be great
ok so i can kinda understand why mathblade doesnāt like eotw but i still donāt understand why he dislikes launchpad? and now he dislikes me for what reason again? other than i have no idea wtf he means?
this type of analysis doesnāt really help us right now, and only benefits scum on our actions and stuff so id avoid this for today until we get some more info