The Wander Island Incident - Night Four - Five For One [13/21]
07-16-2018, 06:06 PM
(This post was last modified: 09-26-2018, 03:19 PM by Mirdini.)
The Wander Island Incident
Wander Island.
Located within the Arctic Circle, some 400 kilometers from the nearest human settlement, it's hardly a hospitable place to visit - much less live on. However, as a large, tectonically stable and remote location it attracted attention from a nearby superpower a few decades ago. This superpower soon considered the island as a possible site for experimental R&D on both industrial and military technology – the kind that was too risky or too controversial to support on the mainland.
Shortly before the turn of the century one of the largest covert construction efforts in human history was launched, resulting in the state-of-the-art Monomin Research Complex. Embedded within Wander Island’s rocky shell, the Complex was deemed a Class Alpha security site, known only to a few of the most powerful figures in the country. No-one entered or left the installation without their explicit permission. It took the better part of the decade for enough staff to be cleared to even commence research efforts at Wander Island. With the island’s harbor frozen eight months out of every twelve, these few pioneers entered Monomin through a hidden submarine dock to find a marvel of science and engineering. Few restrictions and even fewer morals were sacred within Monomin, just one ideal: to oversee scientific advances unthinkable anywhere else on the planet.
For almost eleven years the Complex forged on, sparking ideas and technologies unimaginable anywhere else. Those employed at Monomin could call upon untold sums in funding and resources, as well as an unrivaled amount of creative freedom, in return for two demands: that they would provide results, and that they would take the secret of Wander Island to their graves.
Around the advent of the millennium Monomin’s purview would expand beyond the overwhelmingly military-industrial focus it had once been limited to. Though the development of military and industrial technology was still a defining feature of the Complex, that focus was soon augmented by forays into the virtual, biological and physical sciences (among many others). Despite this enhanced range of research the facility itself was as secretive as ever – if anything, knowledge of Monomin was even more closely guarded in response the rise of cyberwarfare and advanced imaging satellites. These threats notwithstanding Monomin would remain uncompromised by foreign agents, an untold engine of innovation.
Uncompromised, that is, until the close of that decade.
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At 2100 CET on Saturday, the 27th of November, Monomin’s internal security systems detect a lethal facility-spanning chemical leak, causing them to alert the mainland and initiate full evacuation procedures. All of the Complex’s staff leave by submersible escape pod, with Monomin shut down until a team can be dispatched to decontaminate it.
At 2300 CET, Central Command notices an irregularity. Despite the fact that Monomin is ostensibly deserted, its security systems still report 21 individuals present within its halls. Fifteen minutes later, the facility’s security failsafes are overridden from within and all contact with Monomin is severed. Central Command immediately contacts the highest authorities in the nation, but it is already too late.
At 2330 CET Monomin Research Complex and all of Wander Island engage their Catastrophic Lockdown Protocols. Any craft approaching the island will trigger the detonation of Monomin’s reactor, wiping the installation from the face of the Earth. Central Command has been locked out of Monomin entirely. Unable to do anything but send a simple message to the facility, they have no hint as to what enemy is responsible for this audacious invasion.
Their only hope is that a majority of the 21 souls still within Monomin were cut off from their escape by whatever nefarious forces have entered the nation’s most classified research facility; and that the remaining Monomin Research Facility Staff will be up to the daunting task of finding and eliminating these Infiltrators, no matter the cost.
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Well then! It's been a while since the last time I posted this. Around five and a half years, in fact! Recent events and the summer holidays have conspired to have me pick it up again, and I'm looking forward to running another mafia in the style of Quarantine for the first time since... well, since Quarantine. I'd recommend checking that thread out if you haven't already, by the way, as it'll give you some indication as to what this game will be like.
I've run games since then, but they've mostly been less 'actual mafia' affairs. I would finish SHANK GAME THREE THOUSAND first, but unfortunately some Key Players in it are unavailable and I wouldn't feel right killing them off to bring it to a conclusion.
This game will be a relatively straight Mafia game, so if Playing Classic Mafia (as in a Quarantine-like game, so still a good spread of power roles etc.) isn't really your speed I would advise you give this one a miss. If it is, welcome!
I originally meant for Wander Island to be a similar-to-Quarantine semi-pick-your-poison with regards to flavor: I asked all the original signups to send me (at least) 3 names from which I would choose to create their role flavor out of. While I have plenty of names from back then left to work with, if you're signing up and want to leave your own style mark feel free to Forum PM me at least 3 prospective character names to work with. If you were part of the OG crew that sent me names back in 2011/2012 feel free to join in again.
With that said, Here's The Rules you're gonna have to follow:
Rules:
Structure
1. Days will be up to 120 hours (5 days) long. Nights will be NO MORE than 48 hours - if all actions are in, day will start early. Day 1 will only be 72 hours long because, well, Day 1.
2. A Hard Lynch occurs when a simple majority of remaining players votes to lynch a single other player (i.e. above 50%). This ends the day.
3. A Soft Lynch occurs if the day reaches deadline without a hard lynch. A Soft Lynch will target the player with the most votes on them at this point, assuming these votes total more than 25% of remaining players. A tied soft-lynch will result in no lynch for that day.
4. There will be no Day Extensions, barring Extraordinary Circumstances (at which point they may be given at the Mod's discretion).
5. There may be some minor weirdness in the setup, but nothing too wild. You can rule out cults, alignment-swapping, and traitors, at the very least.
6. Every player should make at least one post per in-game day or face replacing out, unless they have given me notice for their absence. If a player is unable to post on a specific day, I will inform everyone in the day start post.
7. If you want to replace out of the game, please let me know privately. In-thread requests do not count.
Game Conduct
1. When voting, remember to bold your votes, or they won't count! If you are swapping your vote you do not need to specify an unvote beforehand - just vote for your next target.
2. All official GM-to-Player communication will be done through the Quicktopics you'll receive in a forum PM when the game starts. Please don't forum PM me with questions, I will miss them. If you've got an urgent question, other issue, or more general mafia question, you can also feel free to DM me on Discord (I'm Mirdini#4290).
3. Do not edit or delete posts in the thread, even if it means you have to quadruple or quintuple-post.
4. Do not share your Quicktopic link with ANYONE, even if you're co-aligned.
5. Do not talk about the game to other players outside of the thread or a sanctioned Quicktopic! This (unfortunately) includes dead players! If you really need to vent about the game, dm me (in Discord) or someone who isn't involved.
6. In general, do not copy/paste stuff en masse out of your Quicktopics or other communications with me, please at least paraphrase information. Posting the exact mechanics of something that happened to you or what item you got in the night is kosher, posting the entirety of your role pm is not. If you're not sure, just ask me.
7. No ciphers or similar chicanery. They're a distraction that only tests people's ability to crack ciphers at best, and a game-breaking nuisance at worst.
8. After you die you may make one last post in the thread that cannot contain any information about the game. Beyond that you're only allowed to post in deadchat.
9. You may not post in the thread at night, except if you're using rule 7's 'bluh post' clause.
10. Try to play to your win condition! If you don't, you're letting everyone else down. If you're tired of playing for whatever reason, please let me know - it's better for everyone for you to replace out than throw the game because you're not having fun.
11. Karkat Rule: No faking day-activations (saying you're activating an ability in-thread, such as the classic Dersehunt Karkat who could take control of the lynch and force it on one player at the cost of his own life), on pain of modkill. There may or may not be day-activated powers! You CAN still lie and *claim* to have a day-activated power you don't, as long as you don't actually fake activating it.
12. Karkat Rule 2: Part 1 is there to ensure that if a day-activation is claimed, ASSUME THE DAY IS PAUSED (i.e. DO NOT POST) until you hear otherwise or The Thing happens. If a day extension is required as a result, I will grant one.
13. Don't try to massclaim Day 1 to solve the game. I've taken precautions against it, it won't help you, bad idea.
14. Follow The Forum Rules above all else. I realize mafia can get heated and occasionally some light *fist-shake*-level outrage is unavoidable (or even desirable), but there is a line that should not be crossed. If you find yourself typing up a personal attack beyond the level of 'ahhhhh you scummy jerk!' take your hands off the keyboard, phone, or tablet (or stop talking into your speech-to-text), stand up, and head out for a calming walk.
The GM Clauses
1. My word is final, in unforeseen circumstances there may be exceptions made to the above rules (except for Rule 14 of Game Conduct, which is inviolable).
2. Breaking the above rules will result in sanctions depending on the severity of the rule-breakin', up to and including the ol' modkill.
3. There will be a lot of flavor in this game! Do not take it all to heart. Unless you are explicitly some form of flavor cop, you are probably not going to be receiving private flavor clues in your night-action flavor that will help you puzzle out the game. Stuff like daystart kill flavor may or may not be relevant, however.
Players
The setup is currently calibrated to run with 21 players. If we go way beyond that in signups, I'll see what I can do to bump that upwards, otherwise latecomers get to join the noble Replacement Crew.
1. Solaris
2. Jacquerel
3. Pharmacy - SELF-TAUGHT RIGHTEOUS ASSASSIN FOR HIRE, CONSUMED Night One.
4. Numbers Niall
5. Coldblooded
6. Schazer - TELEPATHIC MULTIPLICITY, Lynched Day Four
7. Seedy
8. TehPilot
9. Palamedes
10. Granolaman
11. LegendaryQ - EXILED SECRET WALRHINE CROWN PRINCE, Lynched Day One
12. Acionyx x1372
13. awkwardCarapace - CHIEF LAB ASSISTANT, Lynched Day Two
14. Airey - DISGRACED SPECIAL FORCES CAPTAIN, DAYKILLED Day Three
15. Sai - TELEPORTATION RESEARCH FANATIC, Killed Night Three
16. Robust Laser
17. Justice Watch Beruru
18. Reyweld - ADVENTUROUS NARCOLEPTIC SOMNAMBULIST, Killed Night One
19. Not The Author - SCIENTIST EXTRAORDINAIRE AND MONOMIN FOUNDER, Lynched Day Three
20. BlazerC LordlyHour
21. SleepingOrange
The Hallowed Replacement Crew
1. Dunkel Blau
2. You could be here!
Events
Day One Start
Night One Start
Day Two Start
Night Two Start
Day Three Start
A Bloody Denouement
Night Three Start
Day Four Start
Night Four Start