Roles, Review, and Night Actions
LostDeviljho
Flame Dragon Princess
- Location
- The glorious Pacific Northwest
- Pronouns
- Any
Roles
Raptors:
@atk50
You are Danielle.
You win when you have secured control of the park.
Powers:
Clever Girl: As a raptor, you can communicate with other raptors using a complex array of body language cues. (Your faction chat can be found here.)
Pack Tactics: Once per night, you can order your pack to hunt by PM-ing "Kill [player]. Your entire pack will attack your target and leave them [Torn To Shreds]. Be warned that the group participation has both benefits and risks.
@Nanimani
You are Darryl.
You win when you have secured control of the park.
Powers:
Clever Boy: As a raptor, you can communicate with other raptors using a complex array of body language cues. (Your faction chat can be found here.)
Beta Raptor: In the event that your senior raptor dies, you will assume leadership of the pack and gain a nightly kill action.
@Terrabrand
You are Dave.
You win when you have secured control of the park.
Powers:
Clever Boy: As a raptor, you can communicate with other raptors using a complex array of body language cues. (Your faction chat can be found here.)
Gamma Raptor: In the event that your senior raptors die, you will assume leadership of the pack and gain a nightly kill action.
Humans:
@TheMaskedReader
You are Mike.
You win when all threats to your safety are eliminated.
Powers:
Over & Out: As one of the only remaining humans on the island, you're also one of the only ones who knows how to use the walkie talkies. You can use them to communicate with your teammates here.
Lockdown: While you haven't operated in your full capacity as the park's resident tech guy in… a while, there's just enough power left for you to reroute to the electric fences bordering an enclosure. No one goes in, no one goes out. Once per night, you can send a PM saying "Lock Down [Player]" and render them unable to act or be acted upon.
@Megaolix
You are Joe.
You win when all threats to your safety are eliminated.
Powers:
Over & Out: As one of the only remaining humans on the island, you're also one of the only ones who knows how to use the walkie talkies. You can use them to communicate with your teammates here.
Stock Still: As a former archeologist, you are aware that most dinosaurs have movement-based vision. If you send a PM saying "Freeze Up", you can stop moving and render yourself invisible to any reptilian visitors you may have. However, staying absolutely, perfectly still for an entire night is extremely taxing, so you may only do this twice.
@Cakestepid
You are Clyde.
You win when all threats to your safety are eliminated.
Powers:
Over & Out: As one of the only remaining humans on the island, you're also one of the only ones who knows how to use the walkie talkies. You can use them to communicate with your teammates here.
Priscilla: As the former game warden of the park, you have access to the biggest piece of firepower on the island, an elephant gun affectionately nicknamed "Priscilla". Once per night, you can send a PM saying "Kill [Player]" and [Put Them Down] like the animals they are.
With My Dying Breath: In the event of your death, you may bequeath Priscilla to one of your teammates by PM-ing "Pass On To [Teammate]".
Sue:
@ComiTurtle
You are Sue.
You win when you have asserted your dominance over your competitors.
Powers:
CHOMP: You are a Tyrannosaurus Rex, the Apex Predator. Once per night, send a PM saying "Kill [Player]" to [Devour] them.
When You Come At The King: Tyrannosaurus Rex. Tyrant. Lizard. King. There ain't nobody in this park tough enough to take you down solo, hell, not even in a group. You are immune to night kills.
Herbivores:
@Derpmind
You are Barry.
You win when peace returns to the park.
Powers:
Eye In The Sky: You're a Brontosaurus. You're tall. So tall, in fact, that if you stand on that one hill in your enclosure you can see the rest of the park. Once per night, send a PM saying "Watch [Player]" to observe them and see who they are visited by.
@Joebobjoe
You are Tex.
You win when peace returns to the park.
Powers:
Shield Wall: Triceratops are good at defending chokepoints, and doors make wonderful ones. Once per night, send a PM to "Protect [Player]" to plant yourself in front of their enclosure and fend off anyone who would attack them in the night.
@Rikimaru
You are Anders.
You win when peace returns to the park.
Powers:
Ironsides: You are an Ankylosaurus, armored to the point you're basically a walking tank. Nothing in this park has the power to put a dent in you. You are immune to night kills.
@Threnodist
You are Peter.
You win when peace returns to the park.
Powers:
The Nose Knows: Once per night, send a PM saying "Investigate [Player]" to go sniffing around their enclosure with your oversized parasaurolophus nasal cavity and check if they have [The Scent of Death] on them.
Review
Okay, rather than do my usual thing where I sort my thoughts by role, I'm just talk a bit here. Overall? I'm very satisfied how this turned out. If there's one thing I regret it's making the Serial Killer the pattern breaker for the "dino's with alliterative names" thing. I needed a pattern breaker to throw people off, and the reference seemed perfect at the time, but in hindsight it was somewhat unfair to Comi, who was already in a disadvantaged position as the only faction with a single member.
Other than that? yeah I'm pretty happy. This was always intended to be a fairly short game so ending Night 3 is perfectly fine. People not really knowing whether they were good or evil or what was going on with the setup? That was intentional.
If anyone feels there were flaws in the setup though, do point them out to me.
Night Actions
N1:
Raptors kill Mega.
Comi does nothing.
Cake kills Atk.
Mega hides.
TMR jails Terra.
Thren investigates Comi.
JBJ protects Nani.
Derp watches Terra.
N2:
Raptors kill TMR.
Cake kills Thren.
Mega does nothing.
TMR jails Mega.
Thren investigates Cake.
JBJ protects Derp.
Derp watches Thren.
N3:
Raptors kill Cake.
Cake kills Nani.
Mega hides.
JBJ protects Mega.
Derp watches Cake.