Coldhearts and Scumlords rules

A logic and diplomacy game in which two powers duke it out for mastery of the Favor Core.
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Coldhearts and Scumlords rules

Postby Diamond Master » Tue Oct 09, 2012 1:59 am

Overview
The Coldhearts are stern men of steel and circuitry, seeking to dominate the world through their ability of perfect mimicry and immense strength. The resources to build such men are rare - a third of the population is suspected to be Coldhearts. As the name suggests, Coldhearts have no ability to feel love, compassion, or mercy, and exist only to further their goals. They are capable of powerful self-sacrifice. Coldhearts begin the game knowing who is a member of their race and may talk to each other via PM at any time via their hypernet linkups.

The Scumlords are vile creatures, equal parts meat and Modification. Each Scumlord has adapted its horrid anatomy with technology to fulfill an equally horrid function. Scumlords make up the rest of the population of each city - but their terrible Modifications and the spying skills of their enemies make them impossible to distinguish by appearance alone. Scumlords may not talk to each other outside of the City thread.

Gameplay takes place in a Refractive Facet made up of a nigh-infinite scattering of Cities. Each City has breaker-walls which seal off the cells of the universe-spanning City Organism whenever conflict breaks out, as it often does. As a result, the planet-sized Organism is made up of cells in a variety of stages of power struggle - some ruled by Scumlords, some ruled by Coldhearts, and others in the midst of balancing acts or standoffs.

The object of the game is to gain possession of three vital parts of the Favor Core forming the power source of each City.
Whichever group maintains possession of their three elements first wins the prize and control of the City.

Players are randomly assigned a race.

Gameplay
Spoiler: show
Between Warp Phases, all players discuss things and cast two votes for two separate City inhabitants. The three players with the most votes embark into the Sewers when Warp Phase begins. Warp Phases occur every 48 hours.

Points are scored at each Warp Phase. During a Warp Phase, the chosen characters are launched into the Sewers to seek out the pieces of the Favor Core.
Each character sent into the Sewers sends a private message (PM) to the game master (GM), saying "Pass" or "Fail."

If the GM receives a single Fail vote out of the three chosen players, no one returns to base, and the Coldhearts use the Scumlord's trash-filled bodies as superconductors, accessing a piece of the Favor Core while the Scumlords regrow everyone in smelly cloning tanks.

If the group comes back alive, the populous Scumlords get a piece of the Favor Core.

Note that no players are ever actually "killed," "lynched," or out of the game.


Roles
Spoiler: show
In addition to their race, each player has a role.
All roles are usable only once.
Roles are usually assigned at random.
Roles take effect at the beginning of the Warp Phase.

The Coldhearts will have some of the following Mods:
  • VIRUS - the VIRUS can mark one Scumlord for conversion conditioning into a Coldheart. The Scumlord's original Modification is retained but may become useless.
  • M0DSEER - the M0DSEER can gain intel on the Modification of one Scumlord.
  • INHIBIT0R - the INHIBIT0R can block one Scumlord from using any Modifications for one night.
  • TR0JAN - the TR0JAN can reveal his true race to gain power, effectively self-destructing (though the TR0JAN can still play and vote). The TR0JAN should message the GM immediately before explicitly claiming his true race in the game thread, stating intent. The GM will then explicitly confirm this in the thread. After sacrifice, the TR0JAN gains the Scumlord Deceleratyr and Thri-Kreen powers. Each can be used once.
  • INN0CENT - the INN0CENT has no Modifications.
    There will always be one INN0CENT Coldheart.

The Scumlords will have some of the following Modifications:
  • Inquisityr - The Inquisityr can view the alignment of one City inhabitant.
  • Deceleratyr - the Deceleratyr can veto one City inhabitant's participation in one mission. The player with the next highest vote count becomes the replacement.
  • Scanner - the Scanner can view the vote of one City inhabitant, Pass or Fail.
  • PsiClone - the PsiClone is a paired role. The PsiClones are allowed to talk to each other via PM at any time.
  • Vyrus - the Vyrus can mark one City inhabitant for conversion surgery into a Scumlord. The Coldheart's original Mod is retained. If the Inhabitant happens to be of the same alignment as the Vyrus, nothing happens.
  • Inhybitor - The Inhybitor can block one City inhabitant from using any Modifications for one night.
  • Thri-Kreen - the "Four-Armed" have one extra vote which they can cast toward any Inhabitant they are not currently voting for.
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