Stellaris: Apocalypse Mash - Design PM

As star nations vie with eachother in petty disuputes, sinister forces of unimaginable power are arraying themselves against all sapient life. Who will protect us?

Welcome to…

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Hosted by @ElizaThePsycho, @Atlas, @Zone_Q11, and @Hazardwaste

Rules

  • Global Site Rules
  • Do not post in languages other than English, edit/delete posts, like posts while dead/during night, utilize shared/hydra accounts, utilize multiple accounts, use polling/wiki features, attempt to mimic host messages, post fake quotes of other players, or spam/slank excessively.
  • Do not cheat. Announcing intention to cheat, yet not acting upon it, will still confer punishment.
    • Do not gamethrow or sabotage games. You are permitted to play terribly, but doing so with the intention to troll will confer punishment.
    • Do not discuss host decisions or replacements in the game thread, especially to gain an in-game advantage.
    • Do not employ out of game information in order to get an in-game advantage. This rule will be enforced loosely with the exception of alignment indicative information, which should instead be made known to the host and will be handled appropriately.
      Try not to enable other players to do this either. You can help by not talking about the game outside the game thread.
    • Do not attempt to weaponize the host.
    • Do not publicly announce intent to replace out, or make posts that could easily be interpreted in that manner.
    • Do not strategically replace out.
    • Do not attempt to abuse loopholes in the rules in order to accomplish any of the above. If you are not sure if something is legal or not, communicate such to the host in your PM.

Gameplay

  • This is a closed setup. The uninformed majority is the Galactic Community. The informed minority is the Crisis. Flavor solve at your own risk, because all Crisis members get fakeclaims. The win condition for the Galactic Community is “Defeat the Crisis by killing all of its members.” The win condition for the Crisis is “Reach parity with the Galactic Community.
  • Day starts and ends at 7:00:00 PM
  • Days are 24 hours long, nights are also 24.
  • The night action deadline is 2 hours before SoD (5:00:00 PM).
  • Day actions will not be allowed in the first or last hour of the day.
  • “Events” may begin at any-time. “Events” are minigames inside the game where players typically compete for prizes. Occasionally, events may occur where player has a risk of death, mainly if they lose in that event. Events where players may die will be clearly marked, and contain a brief explanation of how risky entering the event is.
  • The Crisis members will communicate through a special discord server that is seperate from the main discord.
  • Factional actions may be performed alongside other actions.
  • Voting is plurality only. When ita’s are disabled, it will become majority+plurality.
  • Anti-Claim may or may not exist.
  • Action deadline for the night is 2 hours before start of day. Action deadline for the day is 1 hour before end of day. Day actions may not be used until 1 hour after start of day.
  • Discord access is mandatory. The discord for this game may be found here.

War Declarations

  • This game features a unique ITA system. Players may “declare war” on other players, and other players may join in to increase the odds of the target’s death, but the target may fight back.
  • During each war window, which last 1 hour, players may type /declare war on [TARGET] and declare war on them.
    • WAR 1 lasts from 8:00 PM9:00 PM
    • WAR 2 lasts from 3:00 AM4:00 AM
    • WAR 3 lasts from 2:00 PM3:00 PM
  • After the war window closes, players who had war declared on them have a chance of dying, based on how many players declared war on them. However, the players who declared war on them also have a chance of dying, albeit smaller.
  • The player who first declared way on a player is called the Aggressor. The player who got war declared on them is called the Defender. All players who declare war on a single defender are called Attackers, including the Aggressor.
  • The formula for a defender dying to a war is (15% + (15% for every additional attacker +2% for every successive attacker)). So, for example, if three players declare war on another player, the chance of them dying is (15% base + 17% from second attacker +19% from third attacker) = 51%
  • The formula for an individual attacker dying to a war is (10% - 3% for every attacker). So, for example, if three players declare war on a player, the chance of each attacker dying is 1%, rolled individually.
  • If the Defender dies due to the war declared on them, no Attacker may die due to that war.
  • Silent ITAs are flavored as Mercenary Enclaves. Limited use Mercenary Enclaves lose all their shots if they would die in the war. Infinite use Mercenary Enclaves are disabled if they would die in the war. Functionally, this works as an anonymous war declaration.
  • The chance of a player dying in any war scenario cannot go above 80%, excluding guarantees (e.g. the first war you declare has a 100% killrate on the defender is still a valid ability). It may, however, reach 0%.
  • War modifiers are applied to all applicable areas, unless otherwise specified
  • You may only declare war once per day, unless otherwise specified, even if you declared war in a different war window.
  • WAR Declarations ends when the hosts deem fit.

Playerlist

Backups

Specs

among us

Roles

23 Galactic Community

Slaver Guilds Empire

Galactic Community Warcop

Slave Armies (Passive) - When you are the aggressor in a war, you add a flat +15% to the chance of the defender dying after the normal calculations. This still may not let the chance of them dying go above 80%. This is disabled after triggering War of Conquering for the first time.
War of Conquering (Passive) - The first time the Defender would die in a war where you are the Aggressor, learn their alignment instead. The war will be registered as a miss.

Shadow Council Empire

Galactic Community Tracker

Shadow Council (Passive) - You know that the Crisis factional kill is unassigned.

Espionage Operation (Night) - Learn who target player visits. - Infinite uses

Galactic Force Projection Empire

Galactic Community War Specialist

Fleets upon Fleets (Passive) - If the defender dies in a war you are the Aggressor in, none of the Attackers involved in that war may die to wars for the rest of the day. Wars in which you are the Aggessor process first.

Military Announcement (Day) - Write an article of up to 200 characters. This may be used in the same cycle as your other day ability. - 2 uses

Propaganda Scheme (Day) - Write an article of up to 100 characters. This may be used at the same cycle as your other day ability. - Infinite uses

Executive Vigor Empire

Galactic Community Vote Gambler

Monetary Fuel (Passive) - You may hold up to a total of four votes. You may use all your actions in the same cycle.

Glaring Weaponization Flaw (Passive) - By Day 4, your total hold will by reduced to 2. By Day 5, your total hold will be reduced to 1.

Excess Grant (Day, D1) - During the first 12 hours of the day, choose a player. If they die via execution or event, gain a vote. - 1 use

Overclock (Night) - Transfer 1-3 votes into re-industralization. You will gain a 2% advantage in war, and a 1% less chance of dying via war declaration, per vote spent. - Infinite uses

Fund Edict (Night) - Target a player. If they die tonight or tommorow, permanently gain +1 vote weight. - Infinite uses

Voidborne Empire

Galactic Community Treestump

Masterful Violence (Passive) - Upon your death, if you have been treestumped, you may declare WAR once, with an ita chance of 12% (following all other standard rules).

Construct Habitat (Night) - If you die tonight, you may speak for two more days. - 2 uses

World Shaper Empire

Galactic Community Jack of all Worlds

World Shaper (Night) - Shape one of the following worlds. Each can only be used once.

Ocean World - Subtract a flat -5% chance of target player dying in a war tommorow. In addition, send them a message of up to 200 characters.
Desert World - Add a flat +5% to the chance of you and the defender dying in a war you are an Attacker in tommorow.
Tundra World - Silently negate target player’s vote tommorow.

Doomsday Empire

Galactic Community Commuter

Brand New World (Passive) - While you are commuting, you will be placed in an event which lasts for the entire night cycle. It is high maintenance to partake in.

Migrate Capital (Day) - Migrate your capital to another planet, roleblocking all who visit you tonight. Also prevent all abilities that do not count as a visit that target you from working tonight. This ability processes directly after strongmanned kills. This works as a commuter for everyone except you. - 1 use

Memorialist Empire

Galactic Community Universal Backup

Memorial Rites (Night) - Inherit all of target dead player’s abilities. You will not inherit abilities that can kill, nor will you inherit infinite use investigations… This ability is instant, and you can use your gained abilities on the same cycle. You may only target Galactic Community members. - 1 use

Synthetic Dawn Empire

Galactic Community Optimizer

Synthetic Ascencion (Night) - Sub target player out for KILLIZA for a cycle. KILLIZA is controlled by the hosts, cannot speak (outside of throwing insults at other players) and will make decisions according to what the hosts think is optimal. Any killpower or straight alignment checks will still be controlled by the target, including War Declarations. While target player is subbed out, they may still view private chats (including scum chat), but may not speak in them. At the end of the cycle, target player subs back in. Whilst player is subbed out, they will functionally take place in an event, which follows typical event rules. - 1 use

Cyborg Empire

Galactic Community Warshield

War Machines (Passive) - The chance of you dying in any war scenario is reduced by 5%. The chance of the Defender dying in a war where you are an Attacker is reduced by 5%.

Donate War Machines (Night) - Reduce the chance of target player dying or killing someone in any war scenario by 5% tommorow. - Infinite uses

Custodian Empire

Galactic Community Vigilante

Declare Crisis (Night) - Kill target player. - 1 use

Detox Empire

Galactic Community Strongwiller

Detoxify (Night) - Target player’s actions are guranteed to succeed tonight. - Infinite uses
Embellish (Night) - Target player will have actions against them be guaranteed to succeed tonight - 2 uses

Defender of the Galaxy Empire

Galactic Community Vigilante

Destroy Crisis (Night) - Kill target player. - Infinite uses

Scion Empire

Galactic Community Multi-doctor

Grant Fallen Aid (Night) - Target one player. They are immune to death, tonight - Infinite uses
Protection Protocol (Night) - Target two players. If they are attacked tonight, they will survive for the following day cycle. - 1 shot
Fleet Protection (Night) - Target three players. You will die in the stead of one, if they were attacked. You may only prevent one death this way, in the order you choose. - Infinite uses

Common Ground Empire

Galactic Community Mason

Federated (Passive) - You know that [X] has the same rolecard as you and you share a 24/7 chat. If either of you die, the other dies too. If one of you is the Aggressor in a war and the other is an Attacker, add a flat +25% chance to the Defender dying in that war and subtract a -2% of you or your partner dying in that war…
Threat to the Crisis (Passive) - The Crisis knows your rolecard, but not who it belongs to. Once per game, at any time, they may privately guess you or your partner: if correct, you both die.

Common Ground Empire

Galactic Community Mason

Federated (Passive) - You know that [X] has the same rolecard as you and you share a 24/7 chat. If either of you die, the other dies too. If one of you is the Aggressor in a war and the other is an Attacker, add a flat +25% chance to the Defender dying in that war and subtract a -2% of you or your partner dying in that war.
Threat to the Crisis (Passive) - The Crisis knows your rolecard, but not who it belongs to. Once per game, at any time, they may privately guess you or your partner: if correct, you both die.

Shared Destiny Empire

Galactic Community Neighborizer

Commune With Subjects (Day) - If you currently have two players alive in a neighborhood you created, send the neighborhood a 500 character message. You may do this twice a day. - Infinite uses
Share Destiny (Night) - Target two players. They both gain a chat the next day. They will be able to send you one 500 character message whilst in the chat… - Infinite uses

Megacorp Corporation

Galactic Community Mech Oracle

Re-invest Profits (Passive, Night, N0) - Each night, you will receive direct host communications to do with the gamestate.
Develop Product (Passive, Night) - Each night, except for the first, you will receive vague host communications. They may or may not have significant meaning, but they will have meaning. - Infinite uses

Imperial Cult Empire

Galactic Community Cop

Fund Inquisition (Night) - Learn target player’s alignment. - Infinite uses

Criminal Corporation

Galactic Community Gamer

Open Branch Office (Day) - Choose a (free) game. You, and a host of your choosing (if available), will compete in that game over the night. The game cannot be longer then 2 hours. If you win, gain a prize. You cannot choose the same game twice. (1 use)
Siphon Funds (Day) - A host will choose a (free) game. You, and the host, will compete in that game over the night. It will not be longer then 2 hours. If you win, regain a use of Open Branch Office - Infinite uses

Hive Worlds Hivemind

Galactic Community Event Winner

Create Hive World (Passive) - For each event you enter and successfully win, you will gain a modified, and stronger, prize

Environmentalist Empire

Galactic Community Gunsmith

Evaluate Enviornmental Impact (Night) - Target a player. If they are capable of non-factional killing or have a war chance modifier, positive or negative, you will gain 2 points. If they do not have a war modifier, you lose 1 point. - Infinite uses
Check Records (Night) - Learn how many points you have. - 1 use

Delegated Functions Machine Empire

Galactic Community Situational JOAT

Semi-Independent Units (Day) - Activate this ability to gain a 1-use item that is most useful to your current situation. You must use it that night, or lose it. - 2 uses
Possible items are as follows:

Maintenance Robot (Night) - Gain a 1.5 cycle neighbourhood chat with target player, starting the next day
Hacker Robot (Night) - Learn what types of abilities effect target player tonight. Types are protective/support, killing, manipulative, investigative, and other.
Propaganda Robot (Night) - Roleblock all non-killing actions your target takes tonight, and roleblock all non-killing actions against them.

7 Crisis

Crisis Collective

Those in the galactic community who would chart the long arc of history in to the future has long theorized of a coming Crisis . An existential threat to all sapient life which would require unprecedented unity of purpose, and sacrifice, to overcome. If it can, indeed, be overcome at all. Popular predictions as to the nature of this crisis were as fanciful as the invasion of an extragalactic glutton, or the galaxy’s machine intelligences, rising up in petty rebellion, or a war of succession spilling over from another plane of existence, but…

It is now clear that it was always going to be you.
Crisis Factional Card

Menace Fleet (Night) - Kill target player. No one performs this kill; it merely happens. Any watchers or watcher-like abilities on the target will detect “The Crisis” visiting the target.
Star-eater (Night) - Augment the Menace Fleet to guarantee its success, bypassing protections on its target. - 1 use

Enigmatic Engineering Empire

Crisis Event Host

Engimatic Engineering (Passive) - If you die, your flip is cleaned for a cycle. After that cycle is over, it is revealed.

Masterful Prowess (Passive) - You may use your old role abilities at the same time as your new roles

Engineer Game (Day/Night) - Each night, choose from the following list of events, and whether you wish for it to be played within the first or last 12 hours of the day. The following day, that event will occur. You may only submit one event per cycle, and it must be submitted before the 12h mark in the day.

Host Jeopardy (2) - 1 use

Russian Roulette [DEATH EVENT - BOTH PLAYERS MAY SURVIVE] (N2 onwards) - 1 use

Cash n’ Guns - 1 use

Reverse Engineer (Night) - Target a dead Crisis player. You will instantly inherit all their abilities. You will not inherit killing abilities. - 1 use

Driven Assimilator Empire

Crisis Roleblocker

Assimilation (Day) - Target a player. If they are Galactic Community-aligned, they are marked with Susceptible. - 2 uses
Direct Drones (Night) - Target any number of Susceptible players. If they are not taking any other actions, force them to roleblock another player of your choice. Does not count as a visit. - Infinite uses
Direct Assimilation (Night) - Roleblock target player yourself. - 1 use

Colossus Project Empire

Crisis Poisoner

World Cracker (Night) - When target player declares war tommorow, at the end of the war window they die. If they do not declare war, they die at at the end of the day. This is publicly announced at the start of War Window 1. - Infinite uses

Clone Army Empire

Crisis Tactician

Create Clones (Passive) - On Night 0, the Crisis can switch the roles of any two pairs of Crisis players.

Clone Armies (Night) - Target a player. They cannot die in wars in which they are an Attacker tommorow. They also cannot kill players in wars in which they are an Aggressor tommorow, and they gain a Mercenary Enclave with a 15% chance of hitting, for that day. - Infinite uses

Mind over Matter Empire

Crisis Watcher

Speak with Shroud (Night) - Target a player. Learn who visits them tonight, and learn what action type was used on them (Killing, Protective, Investigative, Disruptive, Misc) - Infinite uses

Death Cult Empire

Crisis Vigilante

Sacrifice to Gods (Night) - Kill target player, and clean their corpse. Their role will be revealed after a cycle - 2 uses
Cut-Down (Night) - Choose a player, and a time to gladiate them (6h into the day, or 12h into the day). You will gladiate them. If they are a member of the Galactic Community and are executed, all wolf roles (beside any killing ones) with a targeted (Night) ability may act twice. Roles that already act twice may act thrice. - 1 use

Nihilistic Acquisition Empire

Crisis Rolecop

Kidnap (Passive) - The first war in which you are an Aggressor cannot kill and will be registered as a miss, but you learn the Defender’s role. If the Defender was Galactic Community-aligned, this passive refreshes.

Gentle Persuasion (Night) - Target a player. Learn if a Non-Crisis investigative ability has ever targeted them. - Infinite uses

Crisis Fakeclaims

Transcendant Learning Empire

Galactic Community X

One Vision Empire

Galactic Community X

Machine Worlds Empire

Galactic Community X

Galactic Contender Empire

Galactic Community X

Pharma State Corporation

Galactic Community X

Police State Empire

Galactic Community X

Exalted Priesthood Empire

Galactic Community X

Slaver Guilds Empire

Galactic Community Warcop

Slave Armies (Passive) - When you are the aggressor in a war, you add a flat +15% to the chance of the defender dying after the normal calculations. This still may not let the chance of them dying go above 80%. This is disabled after triggering War of Conquering for the first time.
War of Conquering (Passive) - The first time the Defender would die in a war where you are the Aggressor, learn their alignment instead. The war will be registered as a miss.

Unused

Galactic Council

Communal Card

Galactic Council (Passive) - All abilities listed in this card require a 2/3 vote from members of the Galactic Council to take effect. All abilities listed in this card do not count as visits, nor are they assigned, and as such may not be roleblocked or redirected. All Council members may speak amongst themselves at any time while they are part of the Council.

Mutual Defense (Night) - Prevent a target from dying tonight. - 3 uses
Denounce (Night) - Target player has +15% chance of dying in any war scenario tomorrow. They also have a public +2 votes against them, reduced to +1 at 15 players alive. - Infinite uses

Example Cards

Beacon of Liberty Empire

Galactic Community Example Card

Beacon of Liberty (Passive) - You are an example card that will not appear in the game.

Idealistic Foundation (Night) - Win the game. - 1 use

Lost Colony Empire

Crisis Example Card

Manifest Destiny (Passive) - You are an example card that will not appear in the game.

Lost Colony (Night) - Win the game. - 1 use

#b8368b

Crisis Collective

Those in the galactic community who would chart the long arc of history in to the future has long theorized of a coming Crisis . An existential threat to all sapient life which would require unprecedented unity of purpose, and sacrifice, to overcome. If it can, indeed, be overcome at all. Popular predictions as to the nature of this crisis were as fanciful as the invasion of an extragalactic glutton, or the galaxy’s machine intelligences, rising up in petty rebellion, or a war of succession spilling over from another plane of existence, but…

It is now clear that it was always going to be you.
Crisis Factional Card

Menace Fleet (Night) - Kill target player. No one performs this kill; it merely happens. Any watchers or watcher-like abilities on the target will detect “The Crisis” visiting the target.
Star-eater (Night) - Augment the Menace Fleet to guarantee its success, bypassing protections on its target. - 1 use

Driven Assimilator Empire

Crisis Roleblocker

Assimilation (Day) - Target a player. If they are Galactic Community-aligned, they are marked with Susceptible. - 2 uses
Direct Drones (Night) - Target any number of Susceptible players. If they are not taking any other actions, force them to roleblock another player of your choice. Does not count as a visit. - Infinite uses

(haha funny image if i feel like it)

idea:
steal roles from other mashes

Shadow Council Empire

Galactic Community Tracker

Shadow Council (Passive) - You know that the Crisis factional kill is unassigned.

Espionage Operation (Night) - Learn who target player visits. - Infinite uses

Galactic Force Projection Empire

Galactic Community War Specialist

Fleets upon Fleets (Passive) - If the defender dies in a war you are the Aggressor in, none of the Attackers may die to wars for the rest of the day. Wars in which you are the Aggessor process first.

Unused

Technological Ascendancy Empire

Galactic Community Tinkerer

Technological Ascendancy (Night) - Duplicate an item you have not yet used, and give it to another player. Cannot duplicate killing items, nor war items. - 1 use

Executive Vigor Empire

Galactic Community Vote Gambler

Fund Edict (Night) - Target a player. If they die tonight or tommorow, permanently gain +1 vote. - Infinite uses

Voidborne Empire

Galactic Community Treestump

Construct Habitat (Night) - If you die tonight, you may speak for two more days. - 2 uses

Enigmatic Engineering Empire

Crisis Self-Janitor

Engimatic Engineering (Passive) - If you die, your flip is cleaned for a cycle. After that cycle is over, it is revealed.

World Shaper Empire

Galactic Community Jack of all Worlds

World Shaper (Night) - Shape one of the following worlds. Each can only be used once.

Ocean World - Subtract a flat -5% chance of target player dying in a war tommorow.
Desert World - Add a flat +5% to the chance of you or the defender dying in a war you are an Attacker in tommorow.
Tundra World - Silently negate target player’s vote tommorow.

Needs Reworking

Mechanist Empire

Galactic Community Bulletproof

Robot Slaves (Passive) - The first time you would die at night, protect yourself from all kills that night.

Unused

Remnants Empire

Galacitc Community

Remnant Caches (Night) - On Night 0, choose a player. When they die, learn a random in-play Crisis role, then choose again tonight (once).

Unused

Lost Colony Empire

Galactic Community Roamer

Lost Colony (Passive) - Two Galactic Community-aligned players are designated as Originals. On night one, you learn which side of the playerlist they are on (they are both on the same side).

Find the Original (Night) - Learn if target player is an Original. - Infinite uses

Post-Apocalyptic Empire

Crisis Nuker

Nuke’em! (Night) - Kill target player. - 2 uses