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Werewolf: To The Edge
Rong turns the knob a quarter to the left, followed by a quarter to the right, and little back to the left but the sound of static persisted. It wasn't going to work, nothing ever really worked on the Horseshead.
Named by one of it's designers just before launch because it looked a bit like a horse's head, this nascent space ferry was the greatest achievement of mankind in a hundred years. Hobbled together from disused ancient technologies that had long lost any purpose to a world that had achieved true peace.
On January 1st, 2100, the final nation of the world legalized marijuana. World Peace emerged that Tuesday. After generations of just getting along, mankind's ascension was recognized by the Advanced Alien Civilizations of the galaxy with first contact. Man, however, was a bit startled by all this and reacted rather embarrassingly. Mankind made many new discoveries that day – that they were not alone, what could be achieved through technology, and that despite years of peaceful living, when staring down an unknown creature from beyond the stars, first instinct is, to a man, to swing at them with sticks. The Alien's peaceful ways were no match.
After that, mankind gathered together its most sober minds to show Alienkind who'll be doing the contacting.
Bigred and Hoopy are playing videogames in the ship's expansive lounge. The most immaculately maintained technologies of the ancient work-a-day world were their gaming systems which have reared, educated, and fascinated for generations.
Eric and GatorJH are in the greenhouse module trying to puzzle out how to use the vacuum of space to age whiskey faster. They've been tying barrels with twine and pumping them through the air-lock with mixed results.
Wufwugy, dhubermex, jackvance, keith, ongbonga, and SDM are all playing “poker”. An ancient game of wits and gambling from a by-gone era where people swapped personal possessions on the turn of a card. Gabe thinks the whole game is a bit stupid, honestly, and doesn't see any reason to play.
Daven is currently stowed away in the wheel well of a landing strut, having leapt on board just in time.
And with that, the crew of the Horseshead bravely endeavored to punch Alienkind in its collective face.
Night 0
This is just for everyone to get settled in. Feel free to post tonight.
jackvance
hoopy
dhubermex
gatorjh
keith
sdm
wufwugy
ongbonga
gabe
bigred
eric
rong
daven
13 Players
2 Wolves
1 Turncoat
1 Seer
1 Angel
1 Vigilante
7 Villagers
The Turncoat is a wolf that counts as a villager towards win conditions. He does not know the other wolves nor do the wolves know him. Each night, the turncoat may choose to block one player's actions for the night phase (can't block wolf kills), or to reach out to the wolf team. If he chooses to reach out to a surviving wolf, he'll join up as a full fledged vanilla wolf. If he chooses a villager, that villager will know the turncoat's identity.
The seer may choose to look up the affiliation of any player. Turncoat/Angel/Vigilante will come up as a villager, Wolves will come up as wolves.
The vigilante gets to fire bullets wildly into the field. 1 bullet each night. They do not accumulate.
The angel can protect anyone from death during the night phase, though they can not choose the same target back-to-back.
The wolves, a bunch of no good peaceniks trying to sabotage the glorious mission, win when the number of villagers matches their own.
Order of night ops is Turncoat > Angel > Seer > Vig > Wolves
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