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Subject: PARANOIA: MISSION 6 - MISSION COMPLETE! - GAME OVER rss

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Lots of Orange on this mission.

That was the first thing you noticed as you climbed abord the fly-bot with the other Troubleshooters. Missions where the Computer asks for volunteers are usually low inensity missions. Anyone can do them, that's why so many Reds sign up, hoping for a chance for a promotion. Oranges and higher are usually rare on these kinds of missions.

So why is it that almost 20% of the Troubleshooters on this mission are clad in Orange Reflec armor? Is the mission actually important to the Alpha Complex? Something different from the impossible missions the Computer sends its Citizens on and almost no one returns from?

One of the Oranges belches loudly, bringing you out of your reverie. A few of his similarly equipped friends laugh and an impromptu belching contest begins.

How disgusting. Don't they know that being given an Orange laser means that they have joined a higher social class? That they are looked up to and admired from all of the Reds? If you were an Orange, you'd carry yourself with dignity and respect. You'd set an example. You'd be a model Troubleshooter, ready to rush into danger with your laser drawn, taking out those rotten Mutant Commie traitors left and right...

Wait a minute... that's it! You'll beat this mission and earn that Orange level Security Clearance! Then you'll show them all what a real Orange should act like!

As soon as the fly-bot lands, you're the first Troubleshooter to hit the ground. You know that Friend Computer would be proud of how expertly you roll across the glowing terrain, maintaining as much cover as possible while still keeping an eye out for the Mutant Commie Traitors. After a few minutes of this, though, you realize that this region of the RAD Sector is very obviously empty. There's nowhere for a group of traitors to hide on the almost featureless terrain. And the only people here are you and your fellow Troubleshooters.

As you come up to your feet, you hear several of the Oranges chuckling at your behavior. You feel a gentle but firm hand on your shoulder guiding you away from the rest of the Troubleshooters. As the owner of the hand comes into view, you're rather surprised to see it's one of the Oranges.

"Calm down, Sparky. Your enthusiasm is admirable, but there's no one here but us. The Computer doesn't have eyes down here, so we can go back and tell it that we were successful. But we need to bring back some traitors. Or bodies of traitors. Now you take a good long look at that group over there and you tell me if you think any of them have ever gone against the wishes of our Friend Computer."

As the Trouble shooters break off in pairs to chat with each other, you realize he was right. Someone is going to go back to the Alpha Complex with a few other trustworthy Troubleshooters and a whole pile of corpses. You just need to make sure that you're not in the pile.


--------------------------------------------------------------------
TROUBLESHOOTER TEAM ROSTER:

WINNER:
Dappy-O-DAN-1 (gdapkus)


Blue-R-QTE-1 (bluelise) / Romantic Vanilla Troubleshooter (Died of Wounds Round 14)
Sai-R-PGO-1 (SaiSaysPlayGo) Illuminati Telepath (Shot Round 14)

eldave-R-EHT-1 (Alkadron) / Corpore Metal Soldier (Shot Round 13)

No deaths Round 12 yuk

GJ-R-ANT-1 (GJanse) / Corpore Metal Mutant (Shot Round 11)

Ace-R-KIM-4 (acekim) / PURGE Soldier (Shot Round 10)

BWT-O-UVA-4 (bwt2q) / Romantic Mutant (Shot Round 9)
Pooly-R-POP-1 (Poolyxpop) / Romantic Telepath (Shot Round 9)
Robb-R-ONI-1 (Robb) / Illuminati Telepath (Shot Round 9)

No deaths Round 8 yuk

Kristie-O-FIX-3 (kristiefix) / PURGE Vanilla Troubleshooter (Shot Round 7)
Pete-R-ASI-1 (PeteVasi) / PURGE Telepath (Shot Round 7)

No deaths Round 6 yuk

ARK-O-BET-4 (arkibet) / Corpore Metal Vanilla Troubleshooter (Sniped Round 5)
eddie-R-NIC-1 (eddie_drood) / PURGE Soldier (Shot Round 5)
Ima-R-KOS-2 (nyriv) / Romantic Soldier (Shot Round 5)
Teh-O-GUY-2 (Teh Brawl Guy) / IntSec Plant (Shot Round 5)

JAM-R-GAR-1 (jamgar) / Corpore Metal Telepath (Shot Round 4)
Spell-R-DEN-1 (spelledaren) / Corpore Metal Commie Traitor (Shot Round 4)
STAT-O-SIG-2 (StatSig) / Illuminati Mutant (Shot Round 4)

ande-R-OHG-1 (ohgrande) / Romantic Mutant (Shot Round 3)
BEL-R-ASH-1 (Belash) / Romantic Vanilla Troubleshooter (Sniped Round 3)
ESUH-R-ATE-2 (Esuh) / IntSec Plant (Shot Round 3)
http-R-KUL-1 (Accatitippi) / Illuminati Commie Traitor (Shot Round 3)

AM-R-CAN-1 (Americanadian) / PURGE Vanilla Troubleshooter (Shot Round 2)
GUeN-R-VAR-1 (Guenhwyvhar) / Romantic Soldier (Shot Round 2)
SCSI-R-YOU-6 (seanp) / PURGE Mutant (Shot Round 2)
ZII-R-LCH-1 (ziilch) / Corpore Metal Vanilla Troubleshooter (Sniped Round 2)

Guh-O-EEK-5 (greek2me) / Corpore Metal Mutant (Shot Round 1)
LOSE-R-BOY-1 (watshisname08) / Illuminati Vanilla Troubleshooter (Shot Round 1)
Ludes-R-FCT-3 (LudesFactor) / Illuminati Vanilla Troubleshooter (Shot Round 1)
SAB-R-WLF-2 (saberwolf13) / Illuminati Mutant (Shot Round 1)
Third-R-KPA-1 (Thirdkoopa) / Illuminati Soldier (Vaporized Round 1) thumbsup
VOVIX-R-PIE-2 (Vovix) / PURGE Commie Traitor (Shot Round 1)

GAME STATS:

Clones Still Standing: 1
Clones Wounded: 0

Total Casualties: 31
Clones Vaporized: 1

Total Romantics Killed: 7
Total PURGE Killed: 7
Total Corpore Metal Killed: 7
Total Illuminati Killed: 8

Total Telepaths Killed: 5
Total Vanilla Troubleshooters Killed: 8
Total Mutants Killed: 7
Total Soldiers Killed: 6
Total Commie Traitors* Killed: 3

Total Internal Security Plants Killed: 2

* Does not include converts

LINK TO RULES THREAD

---------------------------------------

Round One will begin at 12:01 AM.

Note: All future posts from Friend Computer will be in this snazzy, eye-catching blue type.
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Re: PARANOIA: MISSION 6 - 32 clones enter. How many will leave?
The Cassandra Automatic Vote Tally System

Your Moderator has enabled the Cassandra Automatic Vote Tally system
for this game. In order for it to function correctly, your votes will
need to be formatted correctly. The following rules will explain what
you will need to do:

Players
1. All votes must be bolded

2. The entire vote statement must be bolded and enclosed in bracekts: [vote jmilum]

3. Only one vote per post.

4. If you [vote nightfall] your vote will be locked (voting
nightfall is allowed in the same post as a vote for a player, but it
must come after it, this does not violate Rule #3)

5. Vote tallies will be automatically posted to the game thread hourly
if the tally has changed. The Tally and Vote Logs (for each game day)
are also available on the Cassandra game page.

6. If your vote is not counted be sure to check the Vote Log page and
see if it was marked invalid and why.

7. Case does not matter and simple typos will not cause the vote to fail.

8. You may [vote no lynch] if your game allows it.

9. Non voting players will be listed in the tallies. This will only be
correct if the Moderator notes which players have been killed (see below)

10. Editing a vote post will invalidate the vote and it will not be counted.


Moderators
1. The moderator will need to post [Dawn] when the day begins
(after the night results are posted) and [Dusk] when the lynch
deadline has passed and the day is over. Votes will not be counted
after [Dusk] has been posted. They will be registered again
after [Dawn] is next posted.

2. You may include a day number in the dawn and dusk post for
informational purposes, but it will not be used by the system.
Cassandra will increment an internal counter each time it sees
[Dawn] no matter what day is shown in a dawn post (i.e.
[Dawn 3] the three is allowed but ignored)

3. After dusk has been posted, the Moderator may go to the game page
on Cassandra to request a Final Tally to be posted before the normal
scan period has elapsed (i.e. Game Y gets scanned at 45 min. after the
hour, if it lynches at 7pm the moderator may request a tally to be
posted from the game page before 7:45pm. it will also be posted
regardless of whether or not it has been changed since the last
posting) - Do this by clicking on the 'Retrieve Final Lynch Time Vote' link.

4. You will need to note which players were killed via the lynch or at night by
either posting [killed jmilum] in the thread, or by going to the game
page and editing the player list. When posting in the thread, be sure to post
[dusk] before posting the lynch kill, and post [dawn] before
posting the night kill.
Example:
A. lynch time has passed so post [dusk]
B. goto the game page and select a final tally to be posted
C. check the final tally and post [killed melsana]
D. after the night deadline has passed post [dawn]
E. post the night kill with [killed kima]

Your Moderator has chosen to use the Longest Held Last Vote method for a tiebreaker - This is just for Cassandra system, and there may be a different tiebreaker specified by your Moderator in the ruleset.

Vote Log Page: http://www.thecassandraproject.org/jeremy/werewolf/game/7299...
Vote Tally Page: http://www.thecassandraproject.org/jeremy/werewolf/game/7299...
 
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Re: PARANOIA: MISSION 6 - 32 clones enter. How many will leave?
No posting at this time
 
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Re: PARANOIA: MISSION 6 - 32 clones enter. How many will leave?
The ability to vote is above your Security Clearance. Troubleshooters attempting to vote with be terminated.

Please keep the new Dying of Wounds rule in mind: The turn after a Troubleshooter has been Wounded, he has a 25% chance to die. On every turn that he remains Wounded, the chance of death increases by 10% if he was fired at (regardless of whether he DUCKed or otherwise avoided fire [strenuous activity when Wounded is never advisable]) or 5% if he was not fired at. Additionally, there is a 10% chance that his Wound will heal if he is NOT fired at. This chance never increases.

Though this rule may seem kinder than the previous Missions, keep in mind that I have evil dice. Ask bwt about Masters of Orion for more information.


[dawn]

Round One has now begun, and will end at 4:00 PM BGG / Central Time on Tuesday, November 29th. Players must submit their action in Cassandra before that time, or forfeit their Action.

You may now chat freely with any players you wish. I advise that you take advantage of this if you have any desire to survive. If you want to open a chat with multiple other players, please use the OPEN CHAT WITH order. You may open as many multiple member chats as you like.
 
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Re: PARANOIA: MISSION 6 - 32 clones enter. How many will leave?
You may post as well.
 
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Re: PARANOIA: MISSION 6 - 32 clones enter. How many will leave?
You hear a crackle over your headset.

...fssszht...can...me?.....again....can you.... me?....damn...radiation...found out....not all...societies...on mission...say again...not all secret societies... on this mission...

Then only static comes through, and that slowly fades out...
 
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Jeff Fournier
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
For Friend Computer!
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Spell-R-DEN-1 present.

Hail friend Computer!
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Dear troubleshooters,

I am sure that it has slipped no one's notice that today is the 512th anniversary of Friend Computer's triumphant victory over the mutant commie leader Zazzlebok. This battle is memorable as Friend Computer's voicebox was damaged so he could not call for help, and yet he singlehandedly (his second hand was also damaged) mowed through a million communist traitors to destroy the communist attack.

In celebration of this event, I will be simulating a damaged voicebox, and will be unable to respond to the cries for help from those around me, (much like Friend Computer was unable to respond).

I expect my re-enactment will last until sometime later this night, when I will simulate Friend Computer's miraculous-and-yet-totally-expected event of complete self repair.
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Hail Friend Computer!

It's good to see so many troubleshooters assembled here! As the team hygiene specialist, I'd recommend everyone get a good shower before we head out!
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
As you begin milling around, whispering to your comrades, an alarm begins to go off in the vicinity of your wrist. Checking the readout from one of the various devices attached, you realize that the levels of radiation in this portion of the RAD Sector are extremely dangerous! Fortunately, your Reflec armor generates a barrier which will provide you some protection against the radiation. But this barrier is generated by a very small battery which can only be recharged through motion. You'd better keep moving to avoid being cooked alive.

ATTENTION

Any Troubleshooter who does not submit orders for 2 Rounds in a row will be wounded. 3 consecutive Rounds of inactivity means death. This will, of course, be public and everyone will point and laugh at you.

And I really need to add that to the standard rules...
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Thank you, Friend Computer, for this mission! I will do my best to see who is a Traitor to you.

May all the Troubleshooters do their best in this mission!
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
ninja

Werewolf Secret Santa is a friend to all, whether you are a commie traitor or not.

Ho ho ho!

ninja
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
What is Santa? Friend Computer hasn't told me of such a thing. You must be a traitor! [Shoot Santa]
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Looks like someone shot too early ninja
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
arkibet wrote:
What is Santa? Friend Computer hasn't told me of such a thing. You must be a traitor! [Shoot Santa]


You do not remember Santa-R from the last mission? Perhaps those communist ideals have fogged up your brain, traitor.
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
I shall not be available for communication until around 5 PM BGG time.
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
I also am undergoing Computer mandated reeducation for the majority of the next Daycycle. As such I may not be able to respond, but I assure you the nutrient broth coming out of the food vats will be taste 0.01% more like actual food upon completion of my studies.
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Hello fellow trobleshooters! So nice to see all of your shiny clone faces again. And I see we have new teammates. Excellent.
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
Greetings Troubleshooters! Clearly Friend Computer has confidence in our ability to root out any trouble and shoot it.

 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave?
We are looking for a player to replace ziggyfuzz. Please go to http://www.thecassandraproject.org/jeremy/werewolf/game/7299... to replace the player.
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave? - 1 Replacement needed!
And for those of you discussing offing we Oranges, don't forget that we may just be on your side and it would really help later to have one on your team.
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave? - 1 Replacement needed!
In other news: stop trying to kill me Stat. Y U no talk 2 Me?
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave? - 1 Replacement needed!
Friend Computer scheduled a special hygiene mission for me that will last from 2:30 to 4:30 BGG today. I will be unavailable for communication during that time, but will return with a new, Friend Computer approved hairstyle!
 
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Re: PARANOIA: MISSION 6 - Round 1 - 32 clones enter. How many will leave? - 1 Replacement needed!


Apologies to all Troubleshooters and Friend Computer that my communication apparatus has failed to such a miserable degree this day cycle. It's Casio if anyone was wondering.

 
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