Three light-years from Myrkr, the hyperdrive motivator on the Irrepressible Optimism suffered a critical failure. The A-Class bulk transport ship dropped from lightspeed quite literally in the middle of nowhere. A small crew of smugglers, escaping Talon Karrde’s base, have found themselves stranded and short on food, water, oxygen, and hope.
An examination of the ship’s engines and a search of the (admittedly rapidly compiled) manifest has revealed that the necessary part was indeed present on the ship… but it is no longer in the case in which it was first stowed. A further examination of the faulty motivator reveals that this is no simple malfunction – the housing was deliberately cracked by a percussive tap in exactly the right place. The Irrepressible Optimism has been sabotaged – but why? And by whom?
It appears someone on the ship has decided to sell the rendezvous coordinates of Talon Karrde’s base to the highest bidder – or perhaps simply to hand them over to Grand Admiral Thrawn directly.
Some of the crew know each other well – others are virtual strangers, though part of Karrde’s operation. The evacuation of the Myrkr base was conducted in an ordered hurry – this group of crew and passengers were the “miscellaneous” bunch left at the very end – bundled into the last ship and sent out only a few hours before the Chimaera appeared in orbit. Now they must work together to find the Saboteur, repair the ship, and make the rendezvous.
The Rules:
In addition to the standard mafia rules (see Podracer's post below):
You may not vote for yourself.
Open Setup
There are three possible roles in this game -
Saboteur
You are the Saboteur! You have crippled the Irrepressible Optimism to reveal the rendezvous location to Grand Admiral Thrawn! All glory to the Empire! You alone know the location of the necessary part to repair the engine.
To win you must lynch enough smugglers that you and the other agents on board equal or outnumber them.
You do not know who the other Imperial agents are, but they know who you are.
Your team loses if you are lynched.
Agent
You are one of THREE Imperial Sympathisers on board the Irrespressible Optimism. You know that PLAYER NAME is the Saboteur – they must have crippled the ship to give the information to Grand Admiral Thrawn! All glory to the Empire!
To win you must lynch enough loyal smugglers that you, the Saboteur, and the other agents on board equal or outnumber them.
You do not know the identity of the other agents.
Your team loses if the Saboteur is lynched.
Smuggler
You are one of SEVEN of Talon Karrde’s loyal smugglers – the rendezvous location must be kept secret, and the base location hidden, even if it means the Irrepressible Optimism can never be repaired and you all die in the cold vacuum of space.
To win you must find the saboteur and lynch them.
You lose if the Saboteur and their sinister helpers equal or outnumber loyal smugglers.
Each player will recieve a PM with their role description. The Agents know who the Saboteur is - no one else has any other information.
Each player will have a vote each 48 hour turn - once a majority (half +1 of all players) votes for a single player, they are eliminated and their role revealed.
There is no night phase - a new voting schedule will begin immediately. The only "deaths" will be as a result of voting.
Edited by LTD