Post by Plutonium on Oct 11, 2008 21:57:38 GMT -5
You may make two kills per day, targeting either imprisoned or free colonists. In addition, you have the following abilities:
Daily Abilities
Jailings - Pick 3 people a day to send to New Phallican prison. When in prison, you will learn certain things about the targets; any special role has a chance to be revealed with interrogation. The New Phallican Police may pick these people; but any Cylon may overrule them. Unfortunately, people may only stay in prison for so long without evidence against them: but there are certain actions you may take with prisoners.
Routine Search - Pick two players to search for concealing weapons. If they are discovered with weaponry, the smugglers are executed and the weapons confiscated. These searches are executed by the New Phallican Police; when their numbers dwindle, so too will your manpower for the searches.
Limited Abilities
Implement Curfew - The cylon forces may close the vote up to two hours early. You may do this starting on Day 2, and gain an additional use every even day. If not used that night, the use is not wasted. The decision to implement an early curfew must be made within the first two hours of narration's close.
Executions - Once every three days, the cylon forces may round up four people of their choice and execute them without imprisonment. You may save this for a later day, but cannot stack executions on a single day (i.e. eight deaths at once).
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Any insurgents are unable to use their abilities when imprisoned. They remain imprisoned for one day; without hard evidence after that they must be let go.
You may take the following actions with prisoners:
Interrogate - reveals a person's primary role to the Cylons. This has a 50% chance to reveal any secondary role (doctor, vigilante, suicide bomber, and so forth.)
Prison Accident - kill one prisoner.
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You may gain more abilities as the game continues.
Daily Abilities
Jailings - Pick 3 people a day to send to New Phallican prison. When in prison, you will learn certain things about the targets; any special role has a chance to be revealed with interrogation. The New Phallican Police may pick these people; but any Cylon may overrule them. Unfortunately, people may only stay in prison for so long without evidence against them: but there are certain actions you may take with prisoners.
Routine Search - Pick two players to search for concealing weapons. If they are discovered with weaponry, the smugglers are executed and the weapons confiscated. These searches are executed by the New Phallican Police; when their numbers dwindle, so too will your manpower for the searches.
Limited Abilities
Implement Curfew - The cylon forces may close the vote up to two hours early. You may do this starting on Day 2, and gain an additional use every even day. If not used that night, the use is not wasted. The decision to implement an early curfew must be made within the first two hours of narration's close.
Executions - Once every three days, the cylon forces may round up four people of their choice and execute them without imprisonment. You may save this for a later day, but cannot stack executions on a single day (i.e. eight deaths at once).
---
Any insurgents are unable to use their abilities when imprisoned. They remain imprisoned for one day; without hard evidence after that they must be let go.
You may take the following actions with prisoners:
Interrogate - reveals a person's primary role to the Cylons. This has a 50% chance to reveal any secondary role (doctor, vigilante, suicide bomber, and so forth.)
Prison Accident - kill one prisoner.
---
You may gain more abilities as the game continues.