Here are the current rules:
Here is the (current) list of possible roles:
- Townie
Visible Role: No Role
Race: Human
Goal: Survive
Rules: Normal citizen. No powers, just your wits and a desire to live
Victory: Town Wins
- Doppelganger
Visible Role: No Role
Race: Doppelganger
Goal: Kill
Rules: Body-snatching, man-eating monster. You want to feast on human flesh and avoid being caught
Victory: Doppelgangers Win
- Doppelganger leader
Visible Role: No Role
Race: Doppelganger
Visible Race: Human
Goal: Kill
Rules: More powerful and adept then the others, the leader is immune to detection by Agent or Detective short of death. The Telepath will still receive a 'kill' goal from the Dopp Leader, however.
Victory: Doppelgangers Win
- Advanced Doppelganger
Visible Role: No Role
Race: Doppelganger
Goal: Kill
Rules: An experimental advanced version of the doppelganger. Once per game the advanced doppelganger can Consume and Replace the target for that night. In game terms, the player who was the doppelganger is now out of the game (although he still wins with the dopps), and the player targeted by the advanced dopp becomes a doppelganger. This new form of doppelganger is unstable, however, and cannot have any other abilities. Any abilities possessed by the Consumed character are lost, including Mind Shield. The advanced doppelganger shows up as a normal doppelganger would to all investigative roles. Aliens cannot be Consumed, but the once-per-game limit on the ability is not used up if the Adv. Dopp tries to consume them.
Victory: Doppelgangers Win
- War Vet
Race: Human/Doppelganger
Goal: Kill (Always)
Rules: Is trigger happy and will kill anyone visiting them at night, although they still die if the night target was deadly. Can choose to turn off this ability for a night (leaving themselves vulnerable)
Victory: Town/Doppelgangers win
- Vigilante
Race: Human/Doppelganger
Goal: Kill
Rules: This character is similar to the war vet, story wise. However, while the War Vet stays at home and shoots anything that moves, the Vigilante goes out hunting himself. He gets one kill each night. If he is a dopp, he may either perform the group night-kill or his own kill.
Victory: Town/Doppelgangers win
- Agent
Race: Human/Doppelganger
Goal: Find
Rules: An FBI agent investigating the situation. Can investigate one person per night to determine their Race. Roles with a 'Visible Race' tag will show that Race instead of their true race.
Victory: Town/Doppelgangers win
- Detective
Race: Human/Doppelganger
Goal: Find
Rules: During the night, the Detective can investigate a character to determine what role, if any, the character possesses. Roles with the 'Visible Role' tag will show that role instead of thier actual Role..
Victory: Town/Doppelgangers win
- Telepath
[Psychic]
Race: Human/Doppelganger
Goal: Find
Rules: The Telepath has limited psychic powers. Once per night, the Telepath can investigate a player and use their powers to determine the goal that character had that night based on their Role and Actions taken. The Telepath need not leave his house to use his powers.
Victory: Town/Doppelgangers win
- Medium
[Psychic]
Race: Human/Doppelganger
Goal: Find (Always)
Rules: The medium can freely communicate with Dead characters via PM/Ghost Chat. This ability works during both the Day and Night phases.
Victory: Town/Doppelgangers win
- Reporter
Race: Human/Doppelganger
Goal: Find
Rules: Years of following celebrities around has given this person the ability to track anyone anywhere and keep out of sight in the process. Each night the Reporter can choose to either follow someone to see where they go or watch to see if anyone visits them that night. The Reporter does NOT get any more information about what happens, only the location visited or the people at the location. Attempting to follow a War Vet is still fatal, of course.
Victory: Town/Doppelgangers win
- Guardian
Race: Human/Doppelganger
Goal: Protect
Rules: Can prevent one person from being night-killed. Only protects against one attack a night.
Victory: Town/Doppelgangers win
- Bodyguard
Race: Human/Doppelganger
Goal: Protect
Rules: The Bodyguard is randomly given one of three abilities at the start of the game. The bodyguard uses these abilities to protect another player during the night.
- Heroic Guard: The bodyguard will protect the other player with their life. This varient will sacrifice themself to prevent all night-kills targeting the other player from effecting them. The Bodyguard dies at the end of the night.
- Observent Guard: The bodyguard will protect the other player with their life. This varient protects against the first night-kill against their target, and will determine the identity of the attacker and pass on this information to thier guarded target. The Bodyguard dies at the end of the night.
- Vengeful Guard: The bodyguard will protect the other player with their life. This varient protects against the first night-kill against their target and kills the attacker in the process. The Bodyguard dies at the end of the night.
Victory: Town/Doppelgangers win
- Psychic Warden
[Psychic]
Race: Human/Doppelganger
Goal: Protect
Rules: The psychic warden can use his abilities to foil other characters. Each night he can pick a character. That character cannot take any role-related actions for that night and following day. The Psychic Warden does not need to leave his house to use this power. All targets, regardless of role, will be aware that they have been tampered with.
Victory: Town/Doppelgangers win
- Mad Scientist
Race: Human/Doppelganger
Goal: Based on Tech or Actions
Rules: The Mad Scientist has been secretly working on his amazing project in the town. He was going to sell it to the government, but due to the current disaster, he's going to have to give it an early field test. At the beginning of the game the Mad Scientist picks which of the following inventions he wants to have
- Body Double: A perfect body double. It could be organic, robotic, even a hologram. Regardless, it takes his place in dangerous situations while he stays safe. If the Mad Scientist is killed or abducted, the body double takes his place. This also applies to lynches during the day phase. It's a one-use item, though, so he's vulnerable after it's been destroyed.
- Security System: A highly advanced security system watches over the Mad Scientist's house. He knows the identity of anyone who visits his house during the night. He does not, however, know their purpose. Unless it's to kill him, and he finds that out the hard way.
- Sentry Guns: Functions like the War Vet, attacking and killing anyone who comes snooping around the Mad Scientist's house. However, it has limited ammo (it is just a prototype version), and only works for one night. Should the Mad Scientist be attacked, it is the Sentry Gun that is destroyed not the Scientist. Once destroyed, the Sentry gun cannot protect against any further attacks that night. Like the War Vet's ability, the gun can be turned off for a night. This makes the house safe for friendly visitors but leaves the Mad Scientist vulnerable to attack.
- Snooper bot: This little bug-bot can trail another player at night and see where they go (if anywhere).
- Assassin bot: Once per game the MS can use the assassin bot to day-kill another player. This attack cannot be traced back to the Mad Scientist.
- Mind Control Ray: Once per game the MS can use the Mind Control Ray to choose another player's target for the night. If the player does not have a night action (and is not the dopp/cultist chosen for the night kill), or if the player has a limited-use night ability and chose not to use it, then no action occurs. The Ray also allows the Scientist to control that player's vote during the next day and may change it as often as he wishes.
- Mind Shield: The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield. An advanced mind shield provides the same protection as a normal mind shield, but has the added benefit of always appearing to work to the one using psychic powers against the user. Telepaths will always receive a 'Survive' result, Psychic Wardens will not know their power is blocked, and so on.
Due to their mechanical nature, the Inventions cannot be stopped by a Psychic Warden
Victory: Town/Doppelgangers win
- Enchanter
[Psychic]
Race: Human/Doppelganger
Goal: Survive
Rules: The Enchanter uses his Psychic abilities to make people weight his vote more than others. His votes count double. If at any point there are more Mind Shields then regular players, this power will not work.
Victory: Town/Doppelgangers win
- Alien Scientist
Race: Alien
Goal: Find
Tech: 1 Medium Tech Slot
Rules: The Alien Scientist is on earth to capture one example of each species for study (1 human, 1 doppelganger/cultist, 1 alien). Each night he may choose to Abduct a player. If that player is of a race he does not have, they are removed from the game and kept for study. If he already has one, they are returned to play the following morning. The Scientist and all of his captives may freely PM one another. Once he has 1 of each, he wins and he and all abducted players are removed from the game. If he is killed, all abducted players are returned to the game. If the game ends and he does not have one of each, he loses. He only obstructs the win condition of the Exterminator.
Victory: Captures 1 normal human, 1 psychic human, 1 doppelganger/cultist, and 1 alien
- Survivor
Visable Role: No Role
Race: Alien
Goal: Survive
Rules: The Alien is there for some other purpose, and is simply hiding as a human. Their only goal is to survive until the end of the game. They win as long as they are alive, regardless of which side wins.
Tech: 1 Small Tech Slot
Victory: Is alive and unabducted at the end of the game
- Exterminator
Race: Alien
Goal: Kill
Rules: The doppelganger infestation is a danger to the Alien's people, and it and all traces of it must be wiped from the Earth. The Alien kills one person a night. The Alien wins when they and thier Operative (if there is one) are the only ones left alive. The Exterminator always has a Mind Shield.
Tech: 1 Medium and 1 Large Tech Slot
Victory: All non-Exterminator aligned players are dead
- Operative
Race: Alien
Goal: Based on Actoin
Rules: The Operative is sent along with the Exterminator to aid them in their task. During the mission he can do each of the following once during the night. The Operative may only perform one action each night, although he may choose to perform no actions on any given night.
- Determine a player's Race
- Determine a player's Role
- Perform a Night Kill on a player
- Role-Block a player
- Act as a Vengful Bodyguard for the Alien.
Tech: 0 Slots
Victory: All non-Exterminator aligned players are dead
All aliens get to pick from the following set of equipment to start the game with, based on the number of Tech slots listed under thier role. An alien can only have 1 of any given item unless otherwise noted.
Item list:
- Personal Shield: Works once as though guarded by the Guardian. Will also protect against Morningkills. Small tech slot.
- Mind Shield: The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield. An advanced mind shield provides the same protection as a normal mind shield, but has the added benefit of always appearing to work to the one using psychic powers against the user. Telepaths will always receive a 'Survive' result, Psychic Wardens will not know their power is blocked, and so on. Small tech slot.
- Holoform Modulator: Works once when investigated, allowing the alien to choose a role and race to show as. Once activated it lasts the entire night but is used up after that. Small tech slot.
- Scanner: Works once as a combination of the Agent and Detective, showing both Race and Role as well as any gadgets or tech possessed by the player. The scanner bypasses all role effects on investigation (such as the Kook or Dopp Leader). The scanner does not use up the Alien's action, nor does it trigger any responses by the target (such as PWV or Reporter watching a location). Small tech slot, can be taken as a two-use item for a Medium tech slot.
- Deadman bomb: If the Alien is lynched, he explodes killing the last person to vote for him and a random person near him. A day-kill that is not a lynch will result in two random players being killed. If he is night-killed, the bomb kills his attacker (counts as an NK). Small tech slot.
- Stun Orb: Allows the Alien to stun another player, preventing them from taking any actions that night or using any active abilities the following day (Role-block another player). 1 Use. Does not trigger War Vet/Turret response. Small tech slot, can be taken as a two-use item for a Medium tech slot.
- Advanced Holoform Modulator: Works as the Holoform Modulator, but also allows the Alien to project an active hologram. This hologram can be shown to go to any location (or stay at home). Anyone following the Alien will watch the Hologram instead of the Alien. Medium tech slot.
- Assassin bot: Once per game the Alien can use the assassin bot to day-kill another player. This attack cannot be traced back to the Alien. In addition, it is triggered remotely and can be used even while abducted. Medium tech slot.
- Mind Control Ray: Once per game the Alien can use the Mind Control Ray to choose another player's target for the night as well as their vote for the next day. If the player does not have a night action (and is not the dopp/cultist chosen for the night kill), or if the player has a limited-use night ability and chose not to use it, then no action occurs. The alien still controls the vote on the next day. Medium tech slot.
- Stun Bomb: Allows the Alien to stun the entire town, preventing any player from using an Action for that night or using any active abilities the following day. The Alien who uses it is unaffected. Medium tech slot.
- Combat Camouflage: A combination of weapons and accessories that allows the Exterminator to mask his kills as if they came from any source (Vig, Dopp, or Abduction). Medium tech slot.
- Intel You begin the game with Intel on the survivors in the town. This gives you a list of all Roles in the game, but not who has them. Large tech slot.
- Plasma Bomb: One use per game, can be chosen in lieu of a nightkill, which will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. Cannot be protected against. It is triggered remotely, so the Alien is smart enough to stay out of the Blast Radius, and is therefore unaffected (assuming he's not targeting himself for some reason). Can also be used while abducted. Only effects people physically at that location (so Psychics are fine). Large tech slot.
- Mind Shield
[Psychic]
[Ability]
Race: Any
Rules: This character is completely immune to all Psychic effects and abilities (Telepath, Warlock, Disciple of Truth, and Psychic Warden). The Mind Shield is not a role in itself, but an ability granted to a non-psychic character that may or may not already have a role. There can be two Mind Shields per side. Psychic characters will be aware of a Mind Shield blocking their abilities.
- Kook
Race: Human or Corrupted Human
Visible Race: Doppelganger
Rules: The guy who's always seemed a bit "off" to everyone. Now his behavior has gotten even more erratic. It's really due to stress from the killings and whatnot, but it makes the Agent confuse him for a Doppelganger. The Kook also talks to himself a lot, and will always show up to a Watcher as having communicated with someone that day. Requires Doppelgangers to be a faction to show up.
Definitions:
Doppelganger: These foul creatures kill and eat humans, taking on all of their memories and abilities. Once they have a form, most doppelgagners cannot change again. They are a flawed species, and possess and uncontrollable bloodlust forcing them to kill and eat humans each night. Their goal is to destroy all of the humans in the town and make their way out into the larger world.
Night Kill: Any kill that happens during the Night Phase. The Doppelgangers and Cultists each get 1 Night Kill as a group, in addition to any allowed by Roles.
Morningkill: A morning kill happens between the day and night phase, and cannot be prevented by abilities that prevent night kills. (Such as the Guardian)
Abduction: When a player abducts another player, two things happen. First, the abducted player is role-blocked for the night. Second, that player is removed from play for that night (and possibly the game). While removed, they cannot be the target of any other night action and cannot vote or be lynched during the day. Exceptions: The Paranoid War Vet and Sentry Gun are not role-blocked by an abduction, and will kill the player attempting the abduction. Abducted players are not role-flipped until their abductor leaves the game.
I've written a perl script to pick roles and whatnot randomly. It has some rules that it follows, but it should make for a nice amount of randomness to the set-up. Note that while I'll generally just go with whatever it spits out, I may make modifications to the set-up in order to make a more interesting game or to test out a specific feature. Also note that I will intentionally mess or not mess with stuff just to screw up anyone depending on the Gambler's Fallacy.
Not all roles are guaranteed. In fact, it's quite possible to have a game with nothing but normal doppelgangers and humans.
There will only be, at most, 2 of any given role per side for Humans and Doppelgangers (other then townsperson, normal doppelganger, and cultist)
There can only be 1 of each Alien Role in a game. An Exterminator can have either an Operative or a Controlled Doppelganger working with him, not both.
General Rules:
Rule on PMs: Private Messages are allowed. However, I must be copied on all PMs. Failure to do so will result in very bad things happening to you. In addition you may NOT quote any PM from me, either your initial Role-PM or any role-related PMs. (Night role results, etc). I'll make an exception for specifically rules-related questions. This is to keep the suspense and uncertainty in the game high. You're not supposed to know if the other person is lying or not, and quoting me gives too much weight to whatever it is you're saying.
The Game will have a set Maximum game-day that it will go to. At that point, any players who have not already achieved thier victory conditions will lose. I will give ample warning beforehand if this event is imminent. This is to prevent stalemates from developing and dragging a game out forver.
Nights will last for 24 hours or until I've heard from each player with a night role, whichever comes first.
In the event of night role collision, see the order of presidence below. All actions within the same level are assumed to happen simultaniously.
The Doppelgangers may choose to skip thier night kill. They may only do this twice in a row before their bloodlust forces them to kill.
Days will last for 48 hours or until everyone has voted (if there is a long period of inactivity after everyone votes I'll end the day to keep things moving).
In the event of a tie, no lynch will occur.
Conditional voting is currently unavailable, so you'll either have to vote carefully or make sure you log on before the end of the day if you want to change your vote.
All votes should be colored red to make it easy for me to spot them.
Speaking While Dead: The dead may post once after they have died to comment on their death. They may not provide any information about the game in this post. After this, any posting in the game before it has ended will result in a one game ban from future Paranormal games. Repeated abuse, or posts that have a major impact on the game, can result in a permaban from any future Paranormal games (and probably a lot of other Forum games as well as word gets around).
Dead may freely PM a Medium character if that role is present in the game.
Doppelgagners, Cultists, and the Dead will have special chat areas on http://www.quicktopic.com. I will PM the appropriate link to you at the start of the game or when you die. A Medium will have access to the Dead channel. The Dead channel will start with a statement of whether or not there is a Medium in the game.
Event Order: The order of events is as follows:
Mind Control
Pure Role-blockers
Abductors
Protectors
Investigators
Night Kills (The War Vet (or equivalent) is sort of an exception, in that he'll kill anyone who targets them on THEIR turn, rather than his)
All kills will be effectively simultaneous. (I may make some literary liberties with this in the PMs, but there won't be any cases like the Dopps->Exterminator->Townie chain like Game 2 had)
Feel free to ask for clarification on any rule.
Org grabs up the pistol and blasts Neruz in the head with a giant grin on his face.
The grin fades as Neruz collapses to the ground, and remains human.
Snarling, he reaches into his coat for his other gun. Leafsnail, however, is faster, and hurls the hapless War Veteran into the wall. Org's body slumps to the ground, leaving a trail of blood and brains on the wall.
As the doppelganger grins in triumph the doors to the room open and he is quickly surrounded by men in black suits carrying submachine guns.
An unarmed man walks in and casually addresses the fiend.
"You did well, doppelganger. We were sure you'd be slain quickly after the others fell. Come with me. We have a...proposition for you."
Well done, Leafsnail!
Although he pretty much had it won last night, since he's an Enchanter and could have tied the vote today regardless of Org's decision. Still, I wanted to see how things played out since there was technically a chance for Leafsnail to screw himself up by attacking Org night 4 if a no-lynch occurred again.
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Roles
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Doppelgangers
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You three awaken in a small room. Tied up on the floor nearby are three bodies. Humans. The flesh...the scent...you must feed.
As the bloodlust clears from your minds, you feel the shape of your new bodies. And you begin to know things. Things that they knew in life. Things about what you are. Although not where you came from, or why you are here.
Pandarsenic - You are the Doppelganger Leader. Your human form is better, more fluid and natural. Your nature cannot be detected except in death. You also lead the others, and are responsible for deciding who will die and who will perform the kill.
--
JanusTwoFace - You are a form of Advanced Doppelganger. Unlike your kin, who are trapped in their forms, you may change again. Once during the night, instead of a normal Night Kill, you may become your victim.
--
Leafsnail - Your human form is blessed with Psychic Power. You are an Enchanter, able to influence the hearts and minds of those around you. As such, your votes will count more then others. You may choose to turn this ability off if you wish, but it will be assumed to be on unless you say otherwise.
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forsaken1111 - Human Reporter
You've been a Reporter for a long time. You have a knack for getting into places you're not supposed to and finding out things you're not supposed to know. This time, though, you got caught. Now you're stuck in this nightmare lab being studied for some unholy purpose. You can only hope that your knack for getting out of trouble will let you see the end of this alive.
--
ExKirby - Vanilla Townie
You have no idea what you're doing here. You awoke in your bed one night to find strange masked men standing over you. They bound you, gagged you, and blindfolded you. Now you're in this nightmare facility being used as a lab rat. But why? You've never done anything, known anything. You're just a normal Townsperson!
You'll have to use all your wits to survive this ordeal.
--
Vector - Human War Veteran
You're a War Veteran suffering from PTSD. Unable to keep a steady job...maintain a relationship....heck, you're not sure you're even sane anymore. So you agreed to sign up for an experimental procedure.
Turns out the joke's on you. These bastards want to use you for an experiment! Well, they can just leave you the hell alone! And their damn doppelgangers! If any of them come snooping, they're in for a surprise! After all, they forgot to search you, and you've got your trusty gun on you. Like always...
--
Org - Human War Veteran
You're a War Veteran suffering from PTSD. Unable to keep a steady job...maintain a relationship...heck, you're not sure you're even sane anymore. So you agreed to sign up for an experimental procedure.
Turns out the joke's on you. These bastards want to use you for an experiment! Well, they can just leave you the hell alone! And their damn doppelgangers! If any of them come snooping, they're in for a surprise! After all, they forgot to search you, and you've got your trusty gun on you. Like always...
--
Neruz - Human Reporter
You've been a Reporter for a long time. You have a knack for getting into places you're not supposed to and finding out things you're not supposed to know. This time, though, you got caught. Now you're stuck in this nightmare lab being studied for some unholy purpose. You can only hope that your knack for getting out of trouble will let you see the end of this alive.
--
Webadict - Human Kook Vigilante
You're a war veteran suffering from PTSD. Unable to keep a steady job...maintain a relationship...heck, even stay sane. In fact, people started to say you're a bit Kooky after all you've been through. So you agreed to sign up for an experimental procedure.
Turns out the joke's on you. These bastards want to use you for an experiment! Well, they can just leave you the hell alone! And their damn doppelgangers! Well, fine! You're going to go Vigilante on the scum! After all, they forgot to search you, and you've got your trusty gun on you. Like always...
--
Kashyyk - Human Agent
Yeah, that last assignment didn't go so well. A few dozen innocent people killed, a monster on the loose, and a media circus frenzy about the mess an FBI Agent made of everything. Your superiors were not amused. So you go reassigned to this out-of-the way research station. Told to watch what happened and learn a few things.
No one told you that you'd be part of the experiment!! Fortunately for you, you know how to identify monsters. You just need to live long enough to get a good look at each of them...
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Night 1
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JanusTwoFace Doppelganger Advanced Doppelganger Replace Vector Kills, Dies
As silence descends over the building you sneak out of your room. Your true form is so much more...alive, then the human one. Your senses keener, your body faster and stronger.
And now...now you want a new body. It is time to feed again, and to absorb, and to become.
You carefully make your way over to Vector's room. As you open the door he rolls out of bed with a cry, pistol in hand. There is a flash of pain from your abdomen, and then you move forward. Slipping around his guard you avoid the rest of his shots and slash his neck. He gurgles and sags back onto his bed, his struggles fading as his lifeblood quickly gushes out from his neck. You hiss is satisfaction, before wincing in pain. You must feed quickly, before you lose too much blood.
As you bend over to feed, you hear footsteps in the hall. Turning, you sense a figure standing in the door. Gunshots ring out, and you collapse into darkness.
You have died, and your soul drifts off into the blackness: http://www.quicktopic.com/43/H/cee6LwxegCZQf
--
Kashyyk Human Agent Investigate JanusTwoFace Doppelganger
As night falls you sneak out of your room and head out towards JanusTwoFace's room. As you peer around a corner, you see him step out into the hallway. But as he steps forward his form shifts, his features melting into his face as his skin turns a glossy gray color. He's a doppelganger!!
You quickly duck out of view and head back. You're in no position to challenge him right now.
--
Neruz Human Reporter Follow Webadict Goes to JanusTwoFace
Night descends and the building grows quiet, except for the hum of the lights in the hall. You carefully sneak out of your room and slip through the halls until you find webadict's room. You carefully follow him as he heads off. After a bit you realize that he's headed towards JanusTwoFace's room! He stops at an intersection, though, and glances backwards. You duck away, and you're pretty sure that he didn't see you. Still, better play it safe and head back before you get caught.
--
Vector Human War Veteran Dies
You sleep fitfully, hand under your pillow grasping the pistol you keep there. You're not sure what to make of these events, but you're not going to go down without a fight if these monsters attack you!
After a bit, you hear footsteps in the hall. Wide awake now, you shift your grip on the pistol. As the door opens you roll out of bed and blast the figure coming through. It grunts and dodges to the side, moving swiftly into the room. You catch a glimpse of smooth gray skin, long claws, and a mouth of sharp teeth. You blast a few more times but it is too quick, and it's claws rake your throat. Hot pain and the warm splash of blood down your front are the last things you feel before death takes you.
You have died, and your soul drifts off into the blackness: http://www.quicktopic.com/43/H/cee6LwxegCZQf
--
Webadict Human (Show Dopp) Kook/Vigilante Kill JanusTwoFace Kills
You check your gun and hide it in your jacket. JanusTwoFace dies tonight!
You pad stealthily through the halls stopping at various corners and peering around. But the halls seem empty. The then sound of footsteps. You carefully peer around a corner and see a...thing, wearing JanusTwoFace's clothing! It enters Vector's room, and you hear gunfire. After a few stunned moments you follow after it, and find it standing over the body of Vector. His throat has been torn out, and the beast is leaning over him. You give a shout and fire off a few rounds. You're both luck and good, as the first shot blasts it right in the forehead. The beast collapses on the ground, dead.
A voice from the ceiling crackles above you. "Return to your room, soldier."
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Night 2
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Leafsnail Doppelganger Enchanter Kill Webadict Kills
You head after Webadict. Not surprisingly, you find that he's not in his room. Following the sounds of his mind, you find him walking back through the halls. He blanches as he catches sight of you and pulls out a gun. However, his frantic clicking does him little good as rush forward and knock the ammoless gun from his hand. He responds by kicking you in the stomach. With a snarl you grab the leg and yank him off his feat. He slams into the concrete floor with an audible gasp as the breath is knocked from his lungs.
Before he can do more then gasp for breath you leap on top of him and bury your fangs in his throat. You revel in the taste of blood in your mouth, and after a few moments he lies still. You drag the body back to your room to feed upon.
--
Neruz Human Reporter Watch Webadict Leafsnail goes to him
Stationing yourself in a dimly lit side-passage, you watch webadict's room.
While you don't get a good look at the person, a figure who looks like Leafsnail creeps by and peers into webadict's room before heading off.
--
Pandarsenic Doppelganger Doppelganger Leader Dies
You waken in the night to footsteps outside your door. You start to get up, but the door bursts inward.
Standing there is a human with a gun, and you jerk in pain as bullets slam into your body. You roll to your feet and lurch forward, claws outstretched as you revert to your true form. But the figure fires again, and find yourself on the ground gasping for breath as blood pours from a wound in your neck. Another shot sounds, and you slip into darkness.
You have died, and your soul departs: http://www.quicktopic.com/43/H/cee6LwxegCZQf
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Webadict Human (Show Dopp) Kook/Vigilante Kill Pandarsenic Kills
Moving stealthily through the night you manage to get to Pandarsenic's door without being spotted. After bracing yourself mentally you kick in the door.
Pandarsenic is already starting to get out of bed, but before he can do much you snap of several shots with your pistol. He is rocked backwards, but manages to roll off the bed and onto his feet. You can see him changing shape, his head growing smooth and his fingers growing into claws! He lurches towards you, but you fire off another shot. He drops to his knees, one hand against his throat as dark blood drips onto the floor. A careful shot to the head and he collapses, dead on the ground.
A little shaken, but feeling triumphant you head back to your room. But as you turn a corner you see another doppelganger! Fear rushes through you as you pull out your gun and pull the trigger, only to be greeted with a hollow click. You must have used up all your bullets on Pandarsenic!
Before you can do anything else it is up close to you and knocks the gun out of your hand. You kick it in the stomach, pushing it back, but it grabs onto your leg and jerks you off your feet. You slam backwards onto the pavement and cough as the breath is knocked out of you. Before you can do anything but gasp for breath it leaps on top of you. A sharp pain rips through your neck as its teeth sink deep. Your death is quick, at least.
You have died, and your soul departs: http://www.quicktopic.com/43/H/cee6LwxegCZQf
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Night 3
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ExKirby Human Townsperson Dies
You are getting ready for bed when your door swings open. You spin around just in time to see a hideous creature grinning at you, it's mouth wide and showing rows of needle sharp teeth. You scream in horror as it leaps on you, but black out as your head slams against the concrete floor.
You have died, and your soul departs: http://www.quicktopic.com/43/H/cee6LwxegCZQf
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Leafsnail Doppelganger Enchanter Kill ExKirby Kills
You wait just a little while for everyone to get to their rooms before changing to your true from and barging into ExKirby's room. He can only muster a quick scream of surprise and horror as you slam him to the ground. His skull cracks on the hard concrete floor. Chuckling to yourself you swing the body over your shoulder and quickly haul it back to your room. You feast well this evening.
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Neruz Human Reporter Follow ExKirby Goes nowhere
After waiting a bit to make sure that no one is going to see you you head out of your room and stake out a position outside ExKirby's room. Time crawls as you wait to see if he goes anywhere. However, the door stays shut and you eventually conclude that he's not going anywhere this evening, so you head back to your room to catch a few hours of sleep.