Metal Gear Solid - Tactical Espionage Action It's time to move on. Your CODEC rings: "Soldier, abandon your current mission. The recent events need all of our attention." What a surprise... "Head to Seattle, to the ArmsTech HQ. You will probably encounter competition, but we can't take any risk - that weapon may be the deciding factor we've been looking for. Good luck." You're on a race. The best mercenaries in the world are already forming into small groups to improve their chances of success; the U.S. Government seems to be heavily involved in the game, and, as should be expected, so is the rebellious organisation known as FOXHOUND. You take a look around you... the gunshots have stopped: apparently, everyone has decided that fighting in the streets was a waste of time when world domination was attainable. Maybe ArmsTech's goal is only to create even more chaos, but if the Metal Gear REX-2 really exists, you can't let it go into the wrong hands. You take a deep breath, and get out of the shadows. The street is full of corpses, but you can't see anyone still alive. You pick up a SOCOM from a dead body, light a cigarette, and start walking towards your destination. Suddenly, you notice something moving behind you; you turn around, take aim and shoot. Well, what a loss, let us mourn. Don't worry though, the CODEC's connection is perfectly 100% flawless; at worst, your frequency could be hacked, though that's unlikely. Anyway, it looks like you've already been marked as a target by the big guns. Who are your enemies? The U.S. Government is sure to be in, as well as FOXHOUND, and you should also count on various independent groups of Mercenaries; some soldiers are also probably fighting on their own... But that's not all, you're sure of it. You must be on your guard. As well as your own skills, you can count on your CODEC to gain information (as you probably have guessed by now). Here is how it works: there are 45 frequencies you can contact. One of them is assigned to you, 24 others are owned by the players you'll have to fight. As for the remaining 20 frequencies... you have no idea what they are. Some civilians probably found a way to use them. There are two types of messages that you can send: -the Burst-One Microsecond Communications, or BOMC, which are normal scrambled messages. You can send up to 5 BOMCs per day/night by sending a PM to the hosts with the title "BOMC [frequency]" and the message in the body of the PM. The receiver will be notified of this communication at the end of the current time frame. -the Inter-Scrambled Alternative Communications, or ISAC, which are messages that need both frequency holders to input some information in order to be successfully transmitted. These require a lot of energy and a modified CODEC, so only some players will have access to them, and only a certain number of times during the game. The number of ISACs you can send will be shown in your role PM; if you don't see it, it means your CODEC can't send any (every CODEC can receive an ISAC though). To send an ISAC, send a PM to the hosts with the title "ISAC [frequency]". In the body of the PM, first enter the key (for example, if you want the key to be your role name, write "Key: role name"; the key can be anything that can be found in your role PM), then the message. The receiver will be notified of this communication at the end of the current time frame: they will be asked if they want to enter their own key (in the previous example, their role name) and if they do, they will become able to access the entire message. Both the sender and the receiver will see the other's key. Be aware that the CODEC isn't only used for communication: a good number of roles target frequencies. And while it is a trustworthy piece of technology, you should still be careful about who you're dealing with. After all, the only thing you'll know about your contacts is a handful of numbers... Now, your mission is to find your allies, if you have any; and if you don't, you should seek to gain some. If you want to win, you'll have to rely on tactical skill and deceit; treason will be unavoidable. Give everything you have until the game is over! Rules (Move your mouse to reveal the content) Rules (open) Rules (close) Rules 1. If you sign-up, you agree to participate in the game, even if you are not in the player list. Non-players may be asked to participate in some form during the course of the game. 2. Only sign up if you know you're going to be at least fairly active. If we notice that you seem to be idle, we reserve the right to have you forcefully subbed out if necessary. We'll most likely nudge first, though. 3. Being able to use IRC is compulsory. If you can't come online regularly, please don't sign up. 4. This game is, as stated above, EXPERIMENTAL in many ways. This means you'll have to forget about most of what you'd assume in a 'normal' game, like the role distribution or the number of factions for example. There will be no faction changes during the game though. 5. Be careful who you trust. We're not going to give a real reason as to why, but everyone would do well to be more cautious than normal. Your normal, traditional mafia strategies may not work in this game. The hosts reserve the right to lie to you, if only for comedic purposes. 6. The game is designed to reward skillful play and original tactics. Don't expect to win by luck only. 7. The hosts reserve the right to alter the state of the game as they see fit at any point. It is advised to notify the hosts of your progress, so that they can better evaluate how well everyone's doing. This also helps for the postgame. 8. Whilst you are alive you can talk to anyone about the game. Once you are dead you can still talk to anyone about the game, but knowledge acquired after death cannot be transferred from a dead player to a living player. If you are not playing, the same rules apply as if you were alive in the game (which means you can say anything to anyone - players, don't be too generous with your information). 9. Every user has a role PM. Role PMs may not be shown to other users on Night 0 (except to a team mate), but starting from Day 1 onwards they may be freely distributed. However, role PMs can also be faked. If you want to fake a role PM, feel free to PM one of the hosts for assistance. Note that while most role PMs follow a general template, some differences exist on purpose, so don't be too hasty to dismiss one as fake if it lacks a capital letter. Screenshotting of all forms is banned. If anyone finds a person encouraging others to take screenshots or taking screenshots and showing other people, please be sure to report it. 10. You can paste things told to you by the hosts. You may fake logs. Do not take pasting of a host conversation as definite proof, these can be faked. If you want to fake a log, feel free to PM one of the hosts for assistance. Impersonation of a host or another user however, is banned at all points. Please do not attempt to impersonate in any way. 11. You may vote to lynch users during each Day by posting "[any word] [user]" in bold, or "No lynch" if you don't want to lynch anyone, and if you change your vote, you MUST edit the bolded text out of the old post if you post with a new vote. This means that your first vote that you post is the vote that is counted: you can have any amount of votes in the thread, but only the first one will be counted. 12. Days will last 48 hours or until majority is reached. Majority is reached when one of the hosts indicates it in the thread; as long as this hasn't happened, there is no majority, even if all the players have voted against the same person. After majority is reached, there will be a grace period of 3 hours, and if the majority is still in place after said grace period, the day will end. If there is a tie at the end of the day, there will be no lynch. The deadlines are meant to be a general indication of when the Day will end, not an exact limit. 13. Nights will last 48 hours. This gives you 48 hours to submit your night action by either sending a PM to the hosts or telling them on IRC. If you send a PM, please state what you are doing in the PM title using this format: "Night X - [Night action here]". Remember, you have to tell Exarius and Accent what you're doing. If you don't want to use any action, let the hosts know that you're idling, as it makes it easier for us and confirms that you're active. If you have multiple Night actions, send them all in one PM. If Exarius doesn't receive anything from a player we will assume the player is idling. 14. No kills will take place during Night 0. 15. Priorities have been decided beforehand and will not be revealed. 16. There will be no items in this game. Don't claim to be a thief! 17. The game will end when at least one faction achieves its win condition and the other factions don't have enough power to influence the outcome of the game. For example, if player A needs player B to die in order to win, as long as there is a reviver in the game, it will not end; and even when player B is dead and there is no way to change that, as long as any other player still has a way to win, the game will continue. No player will be removed from the game upon winning. 18. This game is themed around Metal Gear Solid (the first game of the Metal Gear Solid series, on the original PlayStation). However, not all roles come from the game, and the characters may not have the motives you'd expect (for example, a 'bad' character may be allied with a 'good' one). 19. There will be a total of 25 players. 20. If a role PM contradicts the rules, the role PM takes priority. So if the rules tell you you are not allowed to claim Batman, but your role PM says you are allowed to claim Batman, you should follow your role PM. Thanks Mekkah and Fishin for these.