Without anyone going to the uplink at the end of the previous day, the situation is looking dire for a rescue.
Shocked at the loss of Ripley, for whom he was developing quite a crush, Hicks, needing isolation, nominates himself for perimeter duty.
When he doesnt return in the morning, Hudson and Vasquez are alarmed.
They head to the welded plate steel doors between the Atmosphere Processor and the Main Complex.
Here they find the metal bent inwards, lots of blood, and only Hicks trusty pump-action, with a couple of spent carridges.
Craster was Corporal Hicks of
The Colonial MarinesDay 4 ends at Midday Friday
With 11 players alive, 6 votes are required for a lynch
[playerlist]
Mr Dave
DavPaz
Zaphod79
Morte
Curiosity
Mr Dom
The Rev Owen
Bobbyaro
Joans
Terimahkaseh
SuperDuperGill
[/playerlist]
Company Directive AS/v/2.1
ZOMG Spoiler! Click here to view!
Aliens Scum v2.1
By LaceSensor
This is a variant of the online game Mafia Scum.
This Game features four distinct factions:
1 – Colonial Marines:
• Corporal Hicks, Private Hudson and Private Vasquez.
• Can communicate via PM (and any other 0-1 communicable marines)
• 1 per night phase nominated Motion Tracker (identify faction)
• 1 per game, night phase nominated Seal the Door (protect all marines, can only be done while Hicks is alive, negates Motion Tracker).
• All communicable Marines immune to FaceHugger
• Night Actions to be sent via Hicks to Mod. If Hicks dead, tell Mod who is next in command and liaise via them.
2 – The Company:
• Carter J. Burke, plus 1-2 Associates
• Can communicate via PM
• I per night phase Burke nominate any Company player to either Study (identify role) or kill.
• Night Actions to be sent via Burke to Mod. If Burke dead, tell Mod who is next in command and liaise via them.
3 – Aliens:
• Queen plus 1 Warrior
• 1 per night Queen can order Warrior to Recon (identify faction) or Kill. OR
• 1 per night Queen can plant FaceHugger.
• Facehugged player can either rolecall, or hide and become a drone. Drone Matures to Warrior after next day phase.
• If Queen dies, Warrior can mature over 2 day phases to replace Queen. If >1 Warrior, moderator chooses one. While Queen absent, Warrior can only Kill.
4 – Dumb-Ass Colonists:
• 4 – 8 players who need to survive.
• Some have special actions:
o Ripley – 1 per night phase RoleBlock. If RB Rebecca Jorden, becomes Newt and can PM each other.
o Bishop – 1 per day phase, PM question YES/NO via Mod to Hicks and Burke.
o Rebecca Jorden. Can become Newt if discovered by Ripley. If Ripley dies, you die.
Primary Win Conditions:
• Dumb-Ass Colonist: Survive till the end
• Marines: all Aliens dead, Marines and Colonists kill The Company
• The Company: Company Members kill all Colonial Marines. Max 2 Colonists alive. At least one Alien is alive.
• Aliens: everyone else is host or dead.
Secondary win conditions
• Gorman – CN20 three players. Only 1 of 3 can be a Colonist.
• Ripley the Mother – Identify Newt
• Hicks the Lover - Motion-Track Ripley
0-1 Players
• Corporal Deitrich. Non communicable Colony Doctor. 1 per night phase, PM name of player to protect from FaceHugger actions. Win Condition Marines.
• Private Frost. Marine, can communicate via PM. Win Condition Marines.
• Lieutenant Gorman. Non communicable special townie. 1 per game, can CN-20 three nominated players who die. He exits the game here. Win Condition Colony, Secondary Win Condition Gorman.
• Company scientist. Non communicable Company Researcher. 1 per night phase, PM name of player to protect from KILL actions. Win Condition Company
• FenceSitter: at start of game PM moderator choice of Dumb Ass Colonist or Alien Drone. Win condition defined by faction joined.
Night Action Order
• Roleblock > Investigate > FaceHugger > Kill
(Seal the door is essentially a RoleBlock of any Kill actions. Attempts to RoleBlock on Hicks Order for Seal the Dear occur first. Gorman, if choosing to CN-20 at night, cannot be roleblocked)
ModKills
At Moderators discretion.