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Trouble in Paradise I: Mexican Standoff

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Time for a game of Trouble in Paradise! Set in Paradise Station! How does it work? I'll explain how! The people who sign up are split into two groups: Crew and Syndicate. The crew only know their own roles, while the syndicate know who each other are. Each shift, the day shift and night shift, are twenty four hours real time. During the day shift, people vote on things like who the new acting Captain and Nanotransen Representative will be (only on day one) and who will be executed (or spared). During the night shift, all the different players with usable roles will be able to do things. The goal of the Station is to eliminate all the Syndicate players. The goal of the Syndicate players is to wipe out all the Station players. The clown wants to get executed. The nuclear agent wants to kill all of you. All actions must be made through PM to me to count. Shift change at 9 PM EST.

Elected Roles:

Acting Captain: You are the acting captain on Space Station 13! You lead the crew, and will attempt to root out the syndicate crooks who have infiltrated the station. You have a plethora of bonuses upon your election to office, such as Captain's Authority which makes all your votes count as two votes, Electoral Zeal which allows you to instantly execute someone once the election is done, and Valued By the Company, which means when people target you for death, your security will take the hits instead. (1 Player)

Nanotransen Representative: The running up role to Acting Captain, whoever gets the second most votes becomes the Rep. The Rep can pardon a certain number of executions. (1 Player)

General Security: This can only be given to Tourists, and is randomly distributed among them. If the Acting Captain's life is acted upon, it'll happen to you instead. Also, when the Head of Security puts out an execution order on someone, you are sent automatically to do it. So if you activate the Janitor's death trap, well, sorry! (2 Players, Tourists who don't Win)

Station Roles:

Tourists: You are the majority of the population. But you're also useless! All you can do is vote. Or become GenSec! (4 Players)

Janitor: Guardian of the station! For a few night shifts, the Janitor can set up his station with traps. If anyone interacts with him at all, they die. Good or bad. (1 Player)

Doctor: You can heal people! Once a night you can pick a person to heal. If they are attacked then this saves their life. Also if you heal someone who has a bomb on them, it removes it. (1 Player)

Bartender: Frosty cold ones! Once a night, you can tend the bar and get another player so drunk, they can't use their abilities for the night. Nullifies any actions they were going to do. (1 Player)

Detective: Armed with a space magnifying glass and an extra set of lungs, you're on the case! As the pipe-totting detective, examine players once a night to see if they are Innocent or Guilty. (1 Player)

Head of Security: Take justice into your own hands! Kill once a night! But be warned, you must work off your own intuition, try not to kill innocent people or you might just hang up that cap. As long as there are still Security members in play, when you put out a kill order, if something interacts with them in response, it happens to them instead. (1 Player)

Syndicate Roles:

The Shareholder: The Shareholder has multiple abilities. Firstly, they can Send a Message once a game. This will nullify a players actions for a full day AND night shift while they run to the maintenance tunnels in fear, until they return those two cycles later. Their second ability is Blackmail, in which they can override a player's role and make them a Traitor. This doesn't work for two roles though, the Doctor and Head of Security. And it can only be used once a game. The third ability is Human Resources, which means if The Shareholder wants, he can have one of his goons automatically killed. This is to promote teamwork, so you gotta work together. And the fourth and final ability is If You Want Something Done Right... but this one only activates by default. If all the Traitors are dead, The Shareholder gets the ability to make hits himself, to give him a fighting chance. (1 Player)

Traitor: You have one ability. KILL. Make a hit once a night, follow The Shareholder's orders. (2 Players)

Barber: Give people amazing haircuts! But in doing so, you plant a deadly bomb. Each night you can either put a bomb into circulation, or detonate all bombs in circulation. You can have up to TWO hair bombs in circulation at once. No hints are dropped as you plant the bombs, but as soon as they detonate, hints will be dropped. Upon death, all bombs explode. (1 Player)

Independent Roles:

Nuclear Agent: Get that disk. Grunt. Scratch yourself. Kill. Eat some space bacon. Your win condition is for every single other player to be dead. Have fun! (1 Player)

The Clown: Your goal is to be executed by the crew. Trick them, annoy them, just make sure its an execution on the day shift, not being killed during the night shift. Once you die, you can choose someone to haunt and drive off the station. One use. Your win condition is you must be executed. Whoever wins is not important to you. (1 Player)

Edited by GenSec

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List of Players:
1. Miraviel
2. Normalyman
3. Threeinone - Janitor, exiled Day 3
4. Krayvern (NT Representative)
5. Bxil
6. Aasif
7. SquidMaster - Security, died Night 2
8. gangelwaefre - Detective, died Night 1
9. Esha Nas
10. R1f73r
11. MarcellusPye - Clown, died Day 3
12. ZN23X - Nuclear Operative, died Night 2
13. IntentEldiablo
14. Thamuel (Acting Captain)
15. Alexkar598

Edited by GenSec

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Night 0: The Mexican Standoff

13:52. On the bridge, the Captain leaned over the console, bleeding heavily from a cut along their brow. Damn Syndicate threw everything they had at the station, and it was showing. Most of the security team was dead, the Representative hacked an escape pod to flee the carnage early, crew were laying strewn about the deck in heaps. At least some had traded their lives dearly, as various explosions along the precious station had proven. Unfortunately, this worsened the damage. Space Station 13 was heading towards an early grave. But the Captain wasn't about to give in just yet. Their security team, or what was left of them, were being led by the Head to the bridge. The janitor had placed traps in strategic hallways junctions. The bartender had Betsy locked and loaded. And the doctor was working on completing the station project, a generator that subdued hostile thoughts. And the shuttle was coming. They wiped the blood from their eyes and tilted their hat to a cocky angle. They could win.

13:56. The Shareholder had shown up personally for this. Flanked by two traitorous lackeys, and tailed by a manically giggling barber, the four strode through the wreckage of MedBay. The doctor was desperately trying to keep their patient quiet, while leaning over them to shield the open torso from ceiling debris that shook loose with each tremor of the station. The Shareholder was glad to see such corporate decadence fall into ruin. Nanotrans was a menace, and they were heroes for crippling the fearsome Goliath. They kept this thought, even as they casually kicked aside the dying remains of a Diona clutching a photograph of their loved one. That botanist probably hated puppies. These actions were justified. The galaxy was a tough place, and it was time these corporate fat cats felt some risk.

13:58. The Nuclear Agent stood surrounded by dripping viscera and obliterated circuits. They lived for carnage. Chaos. It didn't matter who they fought for, as long as they fought. And fought they did. Nothing stood in their way, not Nanotrans, and not even Syndicate. Nobody would survive. Oh, the gasps of surprise as they cut down their supposed allies. They planned to leave after this, the cowards. Nobody would be getting out of this, oh no. With a hefty nuke on their back, they were heading for the bridge, to finally end it.

13:59. For once, the clown wasn't finding things really funny. The day started off silly enough, slipping security guards with banana peels, spritzing the chief medical officer with their flower, honking around the chapel to the chagrin of the priest. And the clown wasn't a stranger to violence, either. But this was... this just wasn't funny. They needed to talk to the captain. Captain's were supposed to fix problems, that is what the clown gathered from how many times the grumpy pants frowned in their direction. And so they squeaked their way towards the bridge, keeping pace with a frantic doctor holding some weird doohickey. Captain could fix this. Make the sad go away. Everything could be funny again!

14:00. Everything was at a standstill. The captain and their security team were armored up and aiming laser rifles at the others present on the bridge, with the head barking orders to STAY CALM. The Shareholder and their traitors were holding their guns from the east side of the bridge, the shareholder laughing in booming tones while their traitors nervously waved their pistols around. The Nuclear Agent was roaring about Valhalla from the western edge of the bridge, duel energy swords in their grip as the nuclear device bobbed dangerously about as they swayed to a song only they could hear. The detective was slowly aiming their revolver from within the vents, ready to fire. For morals, principles, threats on their families, or pure lust for carnage, everyone was just about ready to die then and there. But of course, like everything else, the clown screwed it up. They snatched the doohickey from the doctor, thinking maybe if they gave this to the captain themselves, the captain would listen to them. And make everything better! But they were slaved to comedic timing. And so as soon as they ran past the bar and into the standoff, they slipped. The device went up in the air, and landed right between it all.

14:18. Everyone on the bridge was waking up, confused and tired. Nobody could remember anyone else. They were all dressed in gray. So the station had no leadership, no order. And nobody could trust nobody. Suddenly, there was a beeping on their PDAs. The AI wanted them to hold an election, to decide who would be the captain... huh. Apparently anyone could vote for anyone, run for any reason, and even vote for themselves? ...Okay? Who were they to argue, the crew said, shrugging their shoulders.

Edited by GenSec

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Votes:

Thamuel: 4 (In the lead!)
Threeinone
SquidMaster
Normalyman
R1f73r

MarcellusPye: 0

Krayvern: 3 (Runner up!)
Krayvern
Thamuel
ZN23X

ZN23X: 0

Bxil: 1
Bxil

Edited by GenSec

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And some of those people may be on the right side. Cooperation is vital, and until a betrayer is exposed, it's innocent until proven.

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I'm just saying you should watch what you're saying around strangers. until the good people are exposed, i'm keeping my mouth closed.

Edited by Threeinone
Comma splicing oops

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I can’t help but agree. There are dangers aboard this station, and I don’t want to be one of the people killed by the syndie threat. I propose myself as a candidate for the captainship of the Cyberiad.

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Oh, in that case, what would be your first course of action as the captain?

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Order the janitor to lay traps around everyone, so that nobody can move, also spacelube, lots of spacelube

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Sounds very clownlike..., is that what you want us to think? I myself propose trying to understand who the detective is and have them help identify the jobs of the people on the station

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What would be the point in saying, anything I say could be doubted...

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A statment can be crosscompared, refusing to say is far more suspusious then any stated occupation.

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sounds like you want to know the det's name to find out who to hit first.

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Very suspicious. In that case, I’m just a tourist. I just wanted to see NT’s amazing science department.

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Well, we tourists are the majority of the population. Aren’t we?

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