thewysecat wrote:Internal Affairs 2.0 RulesWelcome to Internal Affairs 2.0…
Basics/OverviewInternal Affairs is the story of the Doobieville police force rocked by the realization that some of their number are dirty when Chief Constable Rolan A Doobie is found murdered. It is clearly an inside job!
There will be
9 Honest Cops who want to clean up Doobieville, and
3 Dirty Cops who want to murder them and skip town.
{Note this larger version is not the original design by Rolan and so it will play very differently with different strategy given the increased duplication of roles.]
For the
Dirty Cops - they just have a night kill. They can speak privately via PM during the day and night phase
For the
Honest Cops - There are 5 different flavours of Honest Cop.
#1 Sane Cop = results are always correct
#2 Insane Cop = results are always reversed
#3 Paranoid Cop = results are always "Dirty"
#4 Naive Cop = results are always "Honest"
#5 Random Cop = results are always random
Given that there are
9 Honest Cops each flavor will appear twice except one which will be held by only one Honest Cop. This role will be randomly selected from those 5 flavours, putting one single in the game. There could be two Sane Cops, or two Random Cops, or two of any other type (but not three). And only one role will be singular.
Cops are NOT told their own flavour, and that flavor is NOT revealed upon their death.
…
Role assignment PMsThey will essentially look like this:
Alignment : Honest Cop
Role: Cop
- Each Night, you may investigate one of your colleagues.
- The results you get are the results you get. They come without explanation or guarantee.
Alignment : Dirty Cop
Role: Killer
- Each Night, you and your partner (_______________) can KILL another player of your choosing. Submit this name to me via PM during the Night Phase.
- You may speak privately during the Day and Night Phase.
When will this run?N0 will begin on Saturday 3 March, 2018
D1 will begin on Monday 5 March, 2018
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Statement about the rulesUnless directly specified otherwise as a unique ability of your role all of the following applies to all players
The game will be played in two phases – day and night.
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Night OrdersAll players will have night orders. They will be executed (
if in game) in this sequence:
1. Investigative Phase
2. Kill Phase
I will do my best to prompt night orders, but you will have approximately 24 hours RL from the GM’s end of day message. Prompt or even early (submitted during the game day) orders are much appreciated.
I will try to avoid NMRs so I will not be dick about orders a few minutes late – the
first time it happens! Everyone gets one strike. Second strike and it will be tough luck. That said, this grace only applies if I have yet to process the night orders, send out dawn messages or post the GM’s dawn message. If any of those have happened then obviously it is too late.
As long as they are received within the deadline
I will accept changed orders – the first set are not necessarily final. That said, keep in mind that I might be trying to run speed deadlines so if I have received all orders you may miss your chance to change your orders even if the 24 hours have not expired….
Death/Internal Affairs (What's the difference? Am I right?)There are
only two ways to die: day lynch; and night kill by the
Dirty Cops In all cases
only the faction of any dead player will be revealed upon death, not any role abilities.Death reveal for day lynches will be posted 'immediately' - i.e. as part of the GM post for the start of the following night phase
I will generally make it a habit to have a brief delay between the final lynch count and posting death reveal. This will allow for players to spot any GM errors in the lynch vote count and warn me...
At dawn any night deaths will be reported and death reveals will be done for them.
Role and Alignment Allocation & other random eventsAll random events/allocations will be handled using random.org
Any questions or comments please post or PM particularly if you spot oversights, contradictions, ambiguities etc.