Malazan Empire: Spycraft 63, Trouble in Tokyo - Malazan Empire

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Spycraft 63, Trouble in Tokyo game thread, opens 18th of may.

#1 User is offline   Path-Shaper 

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Posted 11 May 2010 - 07:58 PM

What is new compared to Spycraft: Carribean Revolutions?

Factions:
• We merged the French and English into a European Union Faction;
• We added the Chinese faction;
• And we added the Japanese faction;
• Some of the survivors of Spycraft 1 may return, with both old and new abilities;
• Team compositions are changed, as well as team numbers, so every faction is significantly different from Spycraft 1.

Victory Conditions:
• The 2 point conditions can be achieved multiple times. The maximum number of times it can be completed, is 5 times per team, and each team can complete the condition five times.

Rules:
As you may have noticed, being able to get your (night) action in just after the lynch to prevent being guarded was a huge part of Spycraft 1. To my mind, it had too much of an influence. Rule changes have been made to deal with this.

The Goal of the Game:
If you are a member of the Syndicate (a.k.a. scum), you can only win by achieving a majority. The game ends immediately when the Syndicate has achieved this, or when the last Syndicate member is killed/lynched.

If you are a Spy (a.k.a. town), you can only win if your particular faction (divided by nationality) has the highest number of points the second the last Syndicate member is taken out of the game.

In other words (and this is a clue):
• Dividing your attention between your factions goals and getting rid of the scum is a better bet than trying to kill and lynch your way until your team is the last one standing;
• You lose when scum wins, they’re the common enemy;
• It is better to find an equilibrium between scoring points for your faction and hindering others than it is to exclusively try and hinder others.

Day and Night plus Modkills:
Day lasts 24 hours. The mod-kill limit for absence is not disclosed, as there may or may not be silencing effects in this game. Expect it to be slightly over 24 hours. This is not an invitation to lurk. If you need an extension, let us know.

Night lasts theoretically 0 hours, but we will take as long as we need to resolve and double check everything, post the PMs you sent, and whip up a story. Even should Night take hours to resolve, we will not accept orders during that time, unless we announce dusk is in effect (see 4.b.i).

There is a full stop during the weekends.

Submitting Actions:
1) Iron Man is in effect. That means that only 1 action per player per phase can be submitted, with no provisionals. Once submitted, the action cannot be changed, cancelled or otherwise affected by the player that submitted it. If your target is removed from the game, no matter the reason, you are STILL not allowed to submit a new action.

2) Spycraft 2.0 is a very complex game, with intricate actions and delicate timing. To make it as easy to mod as possible and to make certain your actions are resolved as you intend them, we come up with the following rule: You must submit your action in the following format:
a. In a separate PM sent only to the mods;
b. The title must contain the current phase (so, day 2, night 5, etc.) and your character name;
c. In the body of the PM, you must QUOTE the exact ability text you activate
d. And underneath the quote, specify (all) the target player(s).
e. If an action has multiple effects, you must clearly designate which effect targets which player.
f. If an ability has a limited number of uses, we want you to indicate how many uses you have remaining before this action is processed.


Action Resolution
3) Order of Resolution during the Day
a. All orders will be resolved in the order we receive them.
b. As usual, when an ability contradicts the rules, the ability as it is interpreted/explained by the mods supersedes the rules.
c. Failure to correctly submit a PM will lead to the mod asking you to change it, if there is still time.
d. Only the time stamp of correctly submitted orders is used, not that of an order submitted incorrectly.

4) Order of Resolution at Night
a. Night is zero hours (or rather, as long as we take to resolve it).
b. As a result, all night actions must be submitted during the day. If your NAs target is lynched or day-killed, tough luck. No provisionals are accepted.
i. Special circumstances: If the day was shorter than 12 hours (24 hours is still the maximum amount of time), we will give all players a chance to submit orders, by starting ‘dusk’: 12 hours in between lynch and night resolution.
ii. Players who have posted during the day or PMed P-S during the day will NOT get the opportunity to profit from this extension.
c. Any ability marked as Instant is resolved first.
d. All other orders will still be resolved in the order we receive them.
e. As usual, when an ability contradicts the rules, the ability as it is interpreted/explained by the mods supersedes the rules. Debate is not welcome.
f. We have given a select few abilities the option of submitting 1 (ONE) provisional to compensate for targets being lynched or killed. This is described in the ability itself.

Abilities and ability types:
5) every ability is categorized as one of the following:
a. Abilities that affect other players negatively are Harmful abilities and are marked with (H).
b. Abilities that are generally beneficial are seen as beneficial abilities, marked with (B.)
c. Abilities that give information are considered neutral abilities, marked with (N)

6) In victory conditions and in abilities themselves we will further specify abilities with the following wordings:
Hinder, Guard, Kill, Recruit, Info, Find, Aid, Heal, Proof or Talk.
a. Hinder is the description for abilities that have a negative effect on other players abilities or on other players themselves that cannot be described by Guard, Recruit or Kill. Hinder abilities are always Harmful.
b. Guard is the description for abilities that deny another player the right to take a (certain) action. Guard abilities are always Harmful.
c. Kill is de description for all abilities that intend to permanently remove a player from the game. Kill abilities are always Harmful.
d. Recruit is the description for all abilities that switch a players alignment and victory conditions to your own. Recruit abilities are always Harmful.
e. Info is the description for all abilities that automatically give you information. Info abilities are always Neutral.
f. Find is the description for all abilities that allow a player to gather information about another player. Find abilities are always Neutral.
g. Aid is the description for abilities that grant abilities or have beneficial effects on other players abilities or on other players themselves that cannot be described as Heal, Proof or Talk. Aid abilities are always Beneficial.
h. Heal is the description for abilities that make others temporarily invulnerable to Kill abilities. Heal abilities are always Beneficial.
i. Proof is the description for abilities that give the player himself a one-time immunity to lynch (lynch proof), recruitment (recruitment proof) or to all kills in 1 night (bullet proof). Proof abilities are always beneficial.
j. Talk is the description for abilities that allow a player to communicate with another player – either through H&M or by PMing one another.

7) The trait Upgrade.
Some abilities are marked with (*), and with the trait Upgrade of <ability name>. These are upgrades and affect abilities you have gained on a lower level. The ability is still of the same type, but the next time it is submitted, it is resolved with all new effects as well as the old ones (unless those who replaced by the Upgrade).

8) The trait Passive.
All abilities with this trait are active from the moment you get them up until their uses are expended (if there is a maximum number of uses). Passive abilities do not count towards the number of actions you may perform in a phase, and you cannot deactivate them either, they just happen. Unless specified otherwise, Passive abilities are not affected by guards.

9) The trait Limited Number of Uses (<number>)
Any ability marked with this trait, can only be used a certain number of times. The number between parentheses indicates how often this ability can be used. When submitting an action that has a limited number of uses, you MUST include in the PM how many uses you have remaining before this actions resolution.

10) the trait Instant,
All abilities with this trait will be activated simultaneously from the start of night before any other action is activated. Rules on instant abilities:
a. Any night abilities that can protect yourself or others are either passive, or have the trait Instant.
b. All night guards have the trait Instant.
c. If an Instant ability is used by a guarded player, he is guarded and the Instant ability is thus cancelled, despite resolving at what is technically the same time.
d. If a guard is guarded, he cannot guard, despite having an Instant ability.

11) The trait Operation. Operations are a special type of ability that can be performed by several people at once. Operations also count towards Victory Conditions that require Operations.

12) The trait Investigation. Investigations are finds that count towards Victory Conditions that require Investigations. They have no other special function.

13) The trait Replaces <ability name>
once you get this ability, another ability (the one in the trait) is deactivated and can no longer be used, regardless of the number of uses it has remaining.

Role PMs
A Role PM looks like this. Everyone has 6 levels (starting at 0, up to level 5) and roughly 8 to 12 abilities.

Morgoth, King of High House Mafia (Norwegian) – Scum
Level 0:
Feud with Dibs (H, Kill): Night only. Limited number of uses (1). When you spot Dibs, you kill him, after telling the whole thread he’s a beardless leprechaun, of course.
Aquevit (N, Find): Night only. Investigation. target a player. If he has alcohol, you will be told.
So Skinny (B, Proof): passive. You have 1 bulletproof.
Level 1:
Drunk Posting (*): upgrade of Aquevit. In addition to the regular effects, Aquevit now also removes all alcohol from the target player.

Levelling.
14) Everyone starts the game at level 0. Everyone levels at the same time.

15) You go up a level every time there’s been 500 posts (or a multitude there-of) or 3 dead people (including lynches).

16) Levelling happens only at the start or end of the day and is announced by the mods.

17) Once you gain a level, you can use the abilities of that level.

18) If you submit an action of a level you do not have, and that level has not be attained when the action is resolved, it is automatically cancelled.

Communications between players.
During the game, players will be allowed by certain abilities to communicate off-thread.
There are a few simple rules for off-thread communication:

19) You can only communicate with another player-off thread if this is specified by an ability.

20) The mods will let you know when you can communicate off-thread and with whom, and will initiate the first communications by setting up a first conversation thread. You can then create new threads as you like.

21) Every message must be CCed to Hugin & Munin.
The best way to do this, is by initiating a PM exchange of the Invitation kind and inviting Hugin & Munin + the player(s) you wish to communicate with. If you fail to submit a message to H&M, we will deduct points from all teams participating in the conversation except for the ones that report the breach of the rules. If you are a Syndicate player and breach the rules, you will get a stern warning, then a modkill if you repeat the offense.

22) Some communications go through Hugin & Munin entirely, meaning you PM them, and they will sent your PM to the people you can communicate with. In these conversations, it is expressedly forbidden to identify yourself in any way. As a result, you are expected to do the following:
a. You must observe proper capitalization, spelling and punctuation.
b. You are not allowed to refer in any way to yourself or your actions on thread or aid the other parties in identifying you.
c. You are not allowed to refer on thread to these conversations in any way whatsoever.
d. The mods retain the right to tell you a message is unacceptable, in which case you must rewrite it.
e. You must observe all other clauses that come with the communication ability.
f. Any failure to comply will be punished by:
i. First offense: a 5 point deduction for your team.
ii. Second offense: a 10 point deduction for your team.
iii. Third offense: automatic loss for your team.

23) You can discuss any subject to your heart’s content in lover communications, unless the ability that initiate the conversation says otherwise. H&M will specify this in their first post in every off-thread communication.

The Mods
Spycraft is a big game with a lot of messages flying left and right, often faster than we can keep up with. Therefore, we make use of 2 mod-alts, Path-Shaper and Hugin & Munin. Each has a specific function, but both will be used to actively moderate on thread if need be.

Path-Shaper is for all stuff that concerns spoiler heaven and for all actions.
We therefore kindly ask you to send all action orders to P-S. Wait, I’ll rephrase that:
We may not resolve orders in time if they’re not sent to P-S.

Hugin & Munin is for all stuff that concerns inter-player communications. We keep an eye on these to check if the rules are being followed and to post lots of the juicy stuff in S-H. H&M also has a role in sending messages anonymously.

As in most other games, you are not allowed to quote directly on thread or in PMs from messages by P-S (although you may quote your role PM in lover communications that do not restrict this).

Scenes
Spycraft is story driven. Thanks to the Iron Man rule, we can and will resolve day actions as soon as we get them – sometimes one order at a time, sometimes we wait for a bunch to come in, and we will then write up a little scene.

Scenes contain clues, both to the nature of the actions as to the players participating in them. With your role description, you also find a PM called Appearance. You will find a description of your character there, and we will use some of the stuff in there in scenes so you can identify yourself, and can identify others, too – in time.
In the first Spycraft, I had a hard time keeping the mystery alive (PB did a much better job) and abilities acted as soft finds. I’ve learned from that, and aim to have scenes that will be much more obscure where it concerns the players – often, you will only be described by what kind of watch you’re wearing, and in another scene what kind of tie, in a third whether or not you sport a moustache, et cetera, and for all the outsiders, it will not show that this is the same person.

We will not warn players of their appearance in a scene. Don’t bother asking ‘is that me?’ either.

Reveals
Reveals are actively discouraged in a rather alarming way.

24) You reveal on thread, you die by mod-kill. You’re a Spy, after all. Everyone hates spies, and you’re on foreign territory (except the Japanese spies, but hey, give me some leeway there) blowing up stuff, shooting people and going against national and international security. We will be strict about this.

25) You may, however, reveal others, including citing their Role PMs. This does not get them mod-killed.

26) When someone else reveals your nationality, your allegiance and/or your Role PM (or a faked copy thereof) you may not confirm that’s you. You may deny it as much as you like, however.

27) If you code (part of) who you are, and someone breaks the code and reveals it on thread, you are mod-killed. So, don’t code or code very well.


Crime and Punishment
So, loads of rules. How are we going to make sure you stick to them?
Simple. We kick not only your butt, but that of your team if you fail to observe the gentle guidelines we put before you.

28) Breaking the rules on reveals will bring forth their own punishment, which tends to be extremely fatal.

29) Breaking the rules on communications will hurt your teams chances at victory, and if you continue fucking up, your teams ability to achieve victory.

30) Breaking any other rule will at the very least result in a public announcement of point deductions, possibly coupled with a modkill.

For those who publicly or privately admit or show they didn’t read the rules: there’s a 99% chance that you will screw your teammates. While some of us love to gamble, I’m sure people will still be in love with you after you ruin their game, so please make the effort to Read The Rules... if not for yourself, then for them.


Finally:
Having fun is mandatory. So is keeping it fun for others. Please keep it civil, even though you are intending murder, mayhem and are lying through your teeth.


P.S.: you're not allowed to self-vote.

This post has been edited by Path-Shaper: 19 May 2010 - 06:39 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#2 User is offline   Path-Shaper 

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Posted 11 May 2010 - 07:59 PM

TMDI: 10.
Rules: loads. Read them.
Factions: 5 town factions, 1 scum.
Town Factions Goals: eleminate the scum and score more points than the other factions.
Scum faction goals: achieve a majority.

Victory Conditions:

The Americans: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Every Operation that is executed (minimum of 1), is executed with a minimum of 3 participants.
7 points: Having completed more Investigations than any other team (EU, Chinese, Syndicate, Japanese, Russians).
5 points: Learning the exact composition of at least 2 spy teams through abilities (CF/reveals do not count).
3 points: Having executed more Operations than any other team (Chinese, EU, Syndicate, Japanese, Russians) at the end of the game.
2 points: 2 points for every spy team (Chinese, EU, Japanese, Russians, Syndicate) of which every LIVING member has been targeted by at least 1 Investigation action from an American Spy. Maximum of 10 points.[/color][/font]


The Chinese: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having the highest level of all factions (EU, US, Syndicate, Japanese, Russians) at the end of the game, including dead players.
7 points: Having cast the most votes of all teams (EU, US, Syndicate, Japanese, Russians). Votes are counted at the end of the day only.
5 points: All Chinese must have been granted a temporary or permanent ability by another Chinese player.
3 points: All Chinese players must be able to send PMs to at least 1 other Chinese Spy during the day phase at the end of the game.
2 points: Every time a player is lynched who is not Chinese and is of a faction previously not lynched (Americans, EU, Japanese, Russians, Syndicate), you gain 2 points, with a maximum of 10.

The EU: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having used more Investigations than any other spy team (Americans, Chinese, Japanese, Russians).
7 points: Having initiated more lover relationships (between 2 players) than all other spy teams (Americans, Chinese, Japanese, Russians) combined.
5 points: Having been targeted with more kill actions than any of the other spy teams (Americans, Chinese, Japanese, Russians).
3 points: All European spies must be able to talk to all other EU spies at the end of the game.
2 points: Every time a lover relationship is established with a player of a team (Americans, Chinese, Japanese, Russians, Syndicate) which whom no European Spy has previously made contact with, you gain 2 points, with a maximum of 10.

The Japanese: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having killed more players than all other spy teams (Americans, Chinese, EU, Russians).
7 points: All Japanese players must be targeted with a harmful ability during the same phase.
5 points: All Japanese players must be lovers with one another.
3 points: Having killed the most people on an average of kills per player as a team at the end of the game.
2 points: 2 points for every time a Japanese player is targeted with a harmful ability, with a maximum of 10 points.

The Russians: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having used more Harmful abilities than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.
7 points: Having targeted more people with night actions on an average per player than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.
5 points: Affecting at least 6 players during a single phase with Harmful abilities.
3 points: All Russian spies must be alive at the end of the game.
2 points: 2 points for every time a player is unable to take an action during 2 consecutive phases as a result of the abilities of one or more Russian players, with a maximum of 10 points. PLAYERS KILLED BY THE ACTIONS OF ONE OR MORE RUSSIAN PLAYERS CONTRIBUTE TO THIS CONDITION, AS THEY ARE DISABLED FOR THE REMAINDER OF THE GAME. No single TARGET player can contribute more than 2 points to this victory condition..

The Syndicate (a.k.a. Scum): achieve a majority by any means necessary.

This post has been edited by Path-Shaper: 25 May 2010 - 08:20 AM
Reason for edit: edit of VCs as per day 4 ruling.

Only someone with this much power could make this many frittatas without breaking any eggs.
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#3 User is offline   Path-Shaper 

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Posted 11 May 2010 - 08:00 PM

Spycraft 2, Trouble in Tokyo

“This is Stephanie Cole, CNN news, New York. The heads of state of the permanent members of the UN Security Council have arrived today for an unscheduled emergency meeting. Reportedly, the meeting concerns recent threats by the criminal organization only known by the nomer Syndicate. With me here in front of the UN building is criminologist Peter Shepard, of the Institute of Criminology, Cambridge, United Kingdom, and scheduled to speak to the assembled heads of state later on. Professor Shepard, what can you tell us about this organization?”

“Not a lot that isn’t classified, miss Cole, Supposedly, the Syndicate is a high profile criminal network. It has been associated with drug trafficking in the Carribean, the illegal smuggling of blood diamonds from Sierra Leone, and the hiring out of highly specialized hirelings to various warring factions in global conflicts – apparently, Haliburton has used MaMa services in Iraq several times during the Bush presidency.“

“MaMa is a rather distinct name – what is its origin?”

“Nothing is certain, but it is suspected that the organization is headed by an individual who is only known as Madame Marichord, sometimes referred to as Double M, a pun on her initials and her ties to various intelligence agencies, or as MaMa. Her goals are, as of yet, unknown, but considering the funds of the organization and its scope, they must be vast.”

“Do you believe in the rumors that this MaMa is vying for global domination?”

“That would be a first, miss Cole. Super villains only exist in the movies.”

“Thank you professor. This is Stephanie Cole, CNN News.”

~~

UN Building, Security Council Room

“Professor Shepard, you are the authority on the Syndicate. What is your analysis of their recent activity in the Pacific?”

“Do I have permission to speak openly, Mister President?”

“You do.”

“Is the name Project Orpheus familiar to you?”

“Project Orpheus,” the Chinese president said. “A two thousand mile long chain of devices developed by Western and Japanese scientists, apparently capable of calming seismic and volcanic activity – or increasing it, all controlled from a central unit, somewhere in the Pacific. So it does exist.”

“Yes,” his US colleague admitted, face turning into a scowl.

“Despite several Japanese and American claims to the contrary,” the tiny Chinese man continued.

“Yes,” the American said.

“Dangerous, to leave such a project open to discovery,” the Russian prime minister commented, face impassive like that of a statue. He was calculating political advantages, the US President realized.

“Not to mention: rather awkward,” the European Union representative, the hawk nosed French president, remarked. “After we all acknowledged the threat that Marichord represents after the near debacle on Isla Verda, I had expected our allies to be more forthcoming with their information on potential dangerous projects like these. Yet to me, it seems that some of us like our secrets better than we like global safety.”

“And if you soft Europeans had taken care of Marichord several years ago, none of this would have happened,” the American snapped.

“Which does nothing for the predicament we now find ourselves in,” the Russian remarked.

“The Chinese government cannot allow Project Orpheus to exist. It is a threat to our coastline.”

“Don’t be daft,” the French president snapped. “Awakening Orpheus would result in millions of Japanese, Taiwanese and Korean deaths before the tidal waves would even reach China. No-one would activate it.”

“Save Madame Marichord,” the Russian answered. "You know, I'd really like to know what you Europeans did to piss a former operative off like that?"

~~

Somewhere on the Malaysian Peninsula, the summer residence of Madeleine Marichord

“Otto, hand me the phone.”

The bald man obliged. Madame had not taken the failure on Isla Verda very well, and as the man in charge for the Carribean, he had faced the consequences, which were severe. Luckily, he was still useful to her, otherwise, his would have been an early demise.

“Good afternoon, Professor Shepard.”

“Good afternoon, Madame.”

“Report, please, professor.”

“Very well, Madame. As per your instructions, I briefed the presidents on the existence of Project Orpheus and the interest of the Syndicate in obtaining the Orpheus device. The heads of state were arguing when I left.

"Undoubtedly, as is your intention, they will try and intervene, each in their own way. The Chinese definitely want to obtain the controls, both out of a sense of preservation as well as out of lust for power, the Americans will do whatever they can to stop them and safeguard the Japanese and the Taiwanese, the Russians know they can expand their span of control if they hold it, and the Europeans are in it to preserve the balance of power. The Japanese are not invited but will undoubtedly try to take on all comers, it is their device, after all.”

“Excellent.”

“Just one question, madame, if you will permit me: why do you want them to know, instead of snatching the controls for Orpheus quietly?”

“Because this way, chaos will reign, even if we fail, dear professor.”

“I see.”

“Your payment is being wired to an exclusive Cayman Islands account, Professor Shepard.”

“Thank you, you are as ever the perfect employer, Madame. I look forward to your next assignment for me.”

“So do I.” She delicately put the receiver down, one hand buried in the folds of the skin of the bald cat on her lap.

“Silence the professor, Otto.”

“I gave the sniper his orders while you were talking to the professor, Madame.”
Only someone with this much power could make this many frittatas without breaking any eggs.
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#4 User is offline   Path-Shaper 

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Posted 18 May 2010 - 09:57 AM

It is Day 1. 23 hours and 59 minutes remaining

Player level = 0.

23 Players still alive: D'riss, Eloth, Emurlahn, Fener, Galain, Galayn Lord, Gamelon, Hood's Path, Kaschan, Korvalain, Liosan, Meanas, Mockra, Olar Ethil, Omtose, Rashan, Ruse, Serc, Shadow, Sheltatha Lore, Silanah, Spite, Tellan

12 votes to lynch, 12 votes to go to night.


Players not voted: D'riss, Eloth, Emurlahn, Fener, Galain, Galayn Lord, Gamelon, Hood's Path, Kaschan, Korvalain, Liosan, Meanas, Mockra, Olar Ethil, Omtose, Rashan, Ruse, Serc, Shadow, Sheltatha Lore, Silanah, Spite, Tellan

This post has been edited by Path-Shaper: 18 May 2010 - 10:01 AM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#5 User is offline   Path-Shaper 

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Posted 18 May 2010 - 09:57 AM

The beautiful black haired lady folded the silky paper several times, her hands turning a simple square into a miniature tower. Her Louboutins tapped the mahogany floor with sharp, precise clicks as she walked to the map table.

When she bent over the map table to place the little origami masterpiece square in the centre of Tokyo, Otto knew for certain that if he were standing opposite her, he would glimpse just enough of her cream coloured décolleté to make any man stare, with her maintaining class and style. She was like that. Luckily, he wasn’t standing opposite her. On the other hand, that meant that he now had the perfect opportunity to examine her fabulous behind as it stretched the fabric of her skirt, and how her legs went on for miles… He swallowed. Loudly. She turned, raising an eyebrow and maintained that look for slightly longer than was comfortable. Damn.

“How is the international response to our little plan with the Orpheus project, Otto?”
“Exactly as you had planned, Madame. All the members of the Security Council are sending in what experts they have at hand. None of them believe their regular teams can pull this off, and they all expect mayhem, so they send in people with survival skills and killing instincts. I think Japan will be shocked by the steep incline in dead foreigners, Madame.”
“And our people?”
“With the amount of infiltrators we have in the various intelligence agencies, it was not too difficult to make sure several of our agents are amongst the strike teams, Madame. However, due to the haphazard international response, not all of them have established contact with us or with one another yet.”
“I think a little diversion is in order, then, to buy us time. Instruct a local team to install a bomb in Tokyo Tower, and to blow it up by night fall. Use the internet to contact all newspapers and foreign intelligence services to warn of this disaster a few hours before sun down. I want those strike teams diverted. Make it so, will you, Otto?”

“Yes Madame.”

“Also, I expect my subordinates to be professionals. Next time I catch your eyes wandering, let alone see a thread of drool emerging in the corner of your mouth, I’ll take an eye. Understood?”

He nodded and turned, knees wobbly. What a woman.

_____________________________


game is on!

This post has been edited by Path-Shaper: 18 May 2010 - 01:52 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#6 User is offline   Galain 

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Posted 18 May 2010 - 10:00 AM

First!

#7 User is offline   Rashan 

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Posted 18 May 2010 - 10:00 AM

Woot! Let's get this party started! :D

#8 User is offline   Rashan 

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Posted 18 May 2010 - 10:06 AM

Alright, that was an anti-climactic start...

#9 User is offline   Galain 

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Posted 18 May 2010 - 10:06 AM

Hey, 23 players now? Whats going on? 2 mystery guests?

JA, missing out again as well! Poor timing for a business trip/gay sex tour of Nigeria.

#10 User is offline   Silanah 

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Posted 18 May 2010 - 10:10 AM

Third?

#11 User is offline   Rashan 

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Posted 18 May 2010 - 10:13 AM

Hey hey, another player! Welcome Silanah.

And yeah...23 alts and 23 is the player count. Either a mystery guest or a bot. But Tapper and Venge were pretty adamant about the player count...weird.

#12 User is offline   Galain 

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Posted 18 May 2010 - 10:17 AM

Sign up thread they had 21, and said place 22 was for a mystery guest. Now we have 23! Maybe dibs decided to join after all and they made a place for him. Anyway home time!

#13 User is offline   Silanah 

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Posted 18 May 2010 - 10:21 AM

Hey hey.

It is weird that there's 23 alts when Tapper said the max was 22, but not much use speculating as to why.

#14 User is offline   Path-Shaper 

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Posted 18 May 2010 - 10:22 AM

There are 22 players in the game, as intended. There are 23 alts, as intended. There are no mod-puppets, either. Everything proceeds as planned.
Only someone with this much power could make this many frittatas without breaking any eggs.
0

#15 User is offline   Silanah 

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Posted 18 May 2010 - 10:23 AM

The plot thickens!

#16 User is offline   Rashan 

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Posted 18 May 2010 - 10:26 AM

Well, thanks for that PS.

Anyway, I'm going to go and get some sleep now. Will be back on in...just under 11 hours for a bit to catch up. See you then! :D

Soooooooo looking forward to this game.

#17 User is offline   Tellan 

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Posted 18 May 2010 - 10:33 AM

Sweet, game is on!

From the looks of it someone in the game has two accounts? Way to induce WTF on the first page of the thread PS :D

#18 User is offline   Silanah 

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Posted 18 May 2010 - 10:35 AM

Seems that way.

Your avatar is inexplicable.

#19 User is offline   Tellan 

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Posted 18 May 2010 - 10:37 AM

View PostSilanah, on 18 May 2010 - 10:35 AM, said:

Seems that way.

Your avatar is inexplicable.


Yeah, it got chosen during the great revamp of '09, still not sure what the relationship between my handsome self and the warren is though.

#20 User is offline   Tellan 

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Posted 18 May 2010 - 10:39 AM

Also, I missed the first game and the scenes thread lost me after the first couple of quotes. Does anyone maybe want to write up a quick tl;dr of the last game? I get the impression the storyline and events are a direct follow on from last game.

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