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Coheed & Cambria mafia - Town Winnn.

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Coheed & Cambria mafia - Town Winnn.

Postby Skittles! on Sat Aug 02, 2008 10:55 pm

This is the Coheed and Cambria mafia thread. All those who are playing should have confirmed via PM beforehand.

Rules -
1. I r the mod, do as I say! Not really, just don't go over board on anything. That includes spam, night spam, night talk, and whatever the f*ck else you want it to mean.
2. PM's have been done by me. If you are not sure about anything in your PM, then ask me. You may not talk outside of this thread about the game unless role states otherwise.
3. All votes must be in bold. I don't think you need an example, cause you have brains.
4. All days will go for approx. 4 real life days unless there is lots of discussion. Night will only go for 2 real life days.
5. This is [mostly] non-vanilla. I may change your role if it isn't. Depends how lazy I am feeling.
6. I suggest you read up about the story of Coheed and Cambria, as it may come in help. Maybe buy some of the comics, that may help as well. They're also really graphic, and cool, and masturbatable.
7. Have fun, wheeeee.
8. You must be active, that is why you have been chosen or voted to play here. If you are not active for 2 game days, you will either be replaced or just modkilled.
9. I like this number.
10. Wheee, have fun.

ALIVE LIST:
1. Anarkistsdream: (Claudio Kilgannon/ The Crowing - Bulletproof one-shot-kill)


10. jnd94 [replaces Fircoal]: (Al The Killer - PGO tracker)






Dead list:
11. Sierra_Leon: (Coheed Kilgannon/ The Beast - Double vote) killed night 1.
15. FloresDelMal: (Paranoia - Voteless Guider) killed night 1.
16. pancakemix: (Erica Court - Survivor) killed night 1.
5. danodukebb [replaces Lord voldemort]: (Chase - Senser) lynched day 2.
8. Skoffin: (Mariah Antillarea - Doctor) killed night 2.
4. Clive: (Vielar Crom - Mafia Cop/Torturer and Usurper of Mayo Deftinwolf) lynched day 3.
7. /: (Ambellina - Guider) killed night 3.
14. sheepofdumb: [replaces icedagger] (Sizer - Vig) killed night 3.
3. Militant: (First Born Onstantine Priest - Mafia Goon) lynched day 4
6. mandalorian2298: (General Mayo Deftinwolf - Mafia Roleblocker) lynched Day 5
12. pancakemix 2.0: [replaces ace1217 who replaces ditocoaf] (Jesse Kilgannon/ The Inferno - Cop) killed Night 5
13. ga7: (The Writer - Bulletproof SK) lynched Day 6
2. Selin: (Cambria Kilgannon/ The Knowledge - Psychic) killed Night 6
9. Iliad: (Wilhelm Ryan - Mafia Godfather) lynched Day 7


Replacements:
Danodukebb
Skoffin

Important stuffs:
Story on first page.
Start of Day 1
Start of Night one
Start of Day 2
Start of Night 2
Start of Day 3
Start of Night 3
Start of Day 4
Start of Night 4
Last edited by Skittles! on Fri Oct 17, 2008 12:04 am, edited 25 times in total.
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Postby Skittles! on Sat Aug 02, 2008 10:55 pm

In the beginning, God created these worlds: a triangular chain of 78 planets and 7 star-transformers. The colony of planets was called Heaven's Fence, the star-energy keeping them together called the Keywork. The Keywork had 12 sectors, each with its own capital planet. Each sector had five planets and one capital, with the exceptions of Sectors 9 and 12 which each had nine planets in all. The Keywork was powered by the seven Stars, eventually to be named the Stars of Sirius after a man named Sirius Amory, who would discover how the Stars operated and benefited Heaven's Fence.

There were three species then designated to live in this colony: Mage, Prise, and Man. The Mage were the most powerful of the three, having powers the others did not. Man were ordinary animals, with no powers of their own and therefore looking to the Mage for protection. God gave the Mage the responsibility to rule over Man, protect them, and in return the Mage would have Man's obedience. Man had the right to simply live under the safety of Mage rule.

The Prise, a large body of inhuman, blue-skinned winged women, were designated as the Guardians of the Keywork. They were to be impartial to the woes of both Mage and Man, and to simply set their eyes on more lofty tasks: to make sure the Keywork was in working order and that God's word was being carried out.

With the order of life now set, God left, leaving only this riddle: "If Man should decide to dabble in my affairs, then Guardians must intervene. But, should I come forth to change the face of Man with you there to challenge me, then I shall return with the Stars to destroy all I have made. Whether Man or I present that danger will not be told in the coming."

Centuries and millennia passed. The worlds developed in peace, with no power struggles, no wars. Life was simpler.

But things would change. Originally, God had set the order of rule: there was to be one Mage ruling over each sector, and they were to live in democratic, diplomatic peace. But as the years passed, wars and struggles began to break out. The Prise, having watched over these worlds for eons, debated these disagreements as pertaining to God's riddle. They could not decide whether to intervene in these struggles. The riddle never mentioned the Mage, but these small wars threatened the harmony of the Fence, and they knew their charge: protect the Fence.

Greed began to grow within the 12 Mages, each wanted more power over the Fence. There was only one solution, of course: for there to be one Mage to rule over everything, a Supreme Tri-Mage. But of course, who was to take on this task could not be agreed upon either. The final stroke came when Wilhelm Ryan, a Sector Mage, ordered Mayo Deftinwolf, the general of Ryan's Red Army, to send troops into a neighboring sector ruled by Mage Covent Marth. Marth demanded that Wilhelm withdraw his troops. Wilhelm refused, and then furthered this conflict by capturing and publicly executing Marth. A full-on war broke out between the 11 remaining Mages for absolute power, Man being forced into their armies to fight the bloody battles for them.

The Prise had waited too long to make their decision concerning the Riddle. The Mage were too far along in this war to be stopped by the Guardians, and the Prise were suffering losses when they were supposed to be impartial to the petty disputes of Mage and Man. They had failed, at least in this aspect. They had failed to protect the sanctity of their charge, man was being abused for the Mages' benefits, and the Mages had lost sight of their duty in the haze of their own corruption.

The war raged on, but eventually, one Mage emerged victorious from the battlefields. Wilhelm Ryan took the throne as Supreme Tri-Mage in the vast palaces of House Atlantic in Sector 1. His reign was one of terror, of dictatorship and abuse, of poverty and death. Man suffered under his rule, and perpetually lived in fear of Wilhelm's command over the Red Army and the Onstantine Priests. He took Man as his slaves and used them to the point of death, but even death would not free them. Their souls were then stolen by Ryan as they died, and channeled into the Keywork to eternally burn as fuel for the ghastly existence that was at this point the Fence.

The Prise, watching this abomination from their inhabitance in Bendelesh, Star IV, centered in the Keywork, knew that they alone were unable to stop Wilhelm Ryan. The only thing left to do was to create an alliance with Man, even though the Prise themselves were created as impartial guardians. It was the only way to save the Keywork from the terror of the current rule.

Paranoia, the leader of the Prise, went to a scientist named Dr. Leonard Hohenberger. He was not a pawn of the Mage, not this man. She reminded him that Man had no powers, nothing near to that of Prise or Mage, and that even if Man and Prise united that their forces were still nowhere near strong enough to defeat Wilhelm Ryan. The Prise, since they had meddled in the affairs of Mage, were subject to the wrath of God if he returned, and to ensure the safety of Man, the Prise at this time needed to keep watch for God, and Man needed to watch for himself. So, the only logical solution would be to create a weapon that could deter the Mage force. In this way the alliance between Prise and Man was created. "On the ground I surround with her eyes to the sky."

Thus, the IRO(Interceptive Recon Operative)-Bot was created. The IRO-Bots were humanlike in form and biology, but they were scientifically and mechanically created, and they had enhanced skills superior to those of humans. An operation was planned, and carried out in secret. This operation was called the KBI.

The KBI was a team of Hohenberger's three most powerful IRO-Bots. These three creations were the Knowledge, the Beast, and the Inferno. When they were positioned at their correct places in the Keywork, they could completely shut down the Stars of Sirius, therefore causing the planets of the Fence to drift freely into space, crashing into each other randomly -- in other words, total Armageddon. This operation really was more of a scare tactic than a weapon using force. It could take some power away from Wilhelm, used as a bargaining chip, with death as a penalty.

*The creation of the KBI team took time and patience. They had to be created likely as fetuses, and raised and groomed and created. They were also probably isolated and raised as scientific experiments. Also, some lady called Dr. Inaid created a human antidote for the Monstar: an adorable little girl-baby that was named Josephine.

Of course, the KBI team could not terminate the Keywork at will. Specific steps must be taken to initiate such a chain of events. First of all, the Beast had been implanted with a certain virus, called the Monstar. To begin this chain of events, a liquid called the Ciache must be injected into the bloodstream of the Monstar's host. Then, the Beast had to make eye contact with his counterpart: the Knowledge. The Knowledge triggered the rise of a power within the Beast that only she could unlock. The power then channeled through the Beast was at the ready, poised to terminate the Keywork. But the final step in this chain of events: the Beast then had to come into close proximity with the third and most powerful part of the team: the Inferno. The Inferno, while not actually in contact with the Knowledge and the Beast, acted as the mission control, the mainframe up to the point of contact. Once the powers of Beast and the Inferno had met, then basically: all hell could break loose. The Stars would terminate, the Fence would drift randomly into space. A few would survive, as the scientific advances of the times allowed some to sustain themselves and perhaps even regain the powers of the Stars in time. Whatever the consequence, Wilhelm's reign would be over. Of course, Hohenberger preferred that this Armageddon strategy only be used as a last resort. He hoped that if Man threatened Wilhelm with such a dire situation, that Wilhelm would bargain with them: freedom in return for the physical stability of the Fence.

Unfortunately, this plan was not to be. Hohenberger, in the eyes of the Mage, was not just a scientist. He was a terrorist, a member of the Aetna Six (which was like the Fence version of al-Qaeda). Hohenberger was alerted to this danger before the Red Army actually arrived to terminate the operation. He wanted his work to survive, for there still to be a glimmer of hope for mankind. He ordered that the memories of the Knowledge and the Beast be erased, and for their brains to be implanted with a code to make them function as humans, and to give them false pasts and memories. They were then evacuated from Hohenberger's labs, and sent to live among other humans. However, the Inferno was to remain untouched. He kept his memories, and then disappeared into the depths of Sector 12 to continue work against Wilhelm Ryan.

The Red Army came and destroyed Hohenberger's labs. Hohenberger was rumored to have been killed. Man returned once more to the feet of Wilhelm Ryan, knowing that the only way to survive was to worship him -- the alternative was death and eternal enslavement as fuel for the Keywork. Wilhelm Ryan had triumphed. And once more, the Prise had failed.

Years passed. The rule of Wilhelm Ryan was stronger than ever. But in those dark times, from the shadows of Sector 12 emerged a new power. Her name was Mariah Antillarea, a 'New Mage'. She was born of immaculate conception, and her powers were much greater in strength that any of those Mage that ever lived. Wilhelm's rule considered her a grave threat, a terrorist greater than Hohenberger himself. But the opinions of Man greatly differed. Her rule was one of fairness, of liberation, hope, and peace. People flocked to Sector 12 in droves to follow her. Her name began to be whispered in secret all around the Fence, and Wilhelm directly sensed this threat.

To keep his rule, Wilhelm knew that Mariah must be killed. However, her powers were even greater than those of his, and the only reason she had not stepped to power is because his massive armies could easily wipe out hers, and even a Mage could be killed by a gun. But because her powers were so great, he himself could not order an attack against her forces. The dispute was at a stalemate. Wilhelm eventually conceived a plan. He knew that the KBI was still alive. Even though they were no longer a threat to the Keywork itself, he could still use the powers they had been given to triumph over Mariah.

Meanwhile, in Sector 11, planet Hetricus, the Knowledge and the Beast had created lives of their own. Given false histories, they had unwittingly united, thinking that their implanted memories were real. There were children now, and lives, and jobs. They were completely unaware of their past roles in the lives of the Fence. Their names: Coheed and Cambria.
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Re: Coheed and Cambria mafia

Postby danodukebb on Sun Aug 03, 2008 1:11 am

hate you for not knowing about this :(

damnit
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Re: Coheed and Cambria mafia

Postby Skoffin on Sun Aug 03, 2008 1:43 am

Holy long posts, batman. :o
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Re: Coheed and Cambria mafia

Postby Ditocoaf on Sun Aug 03, 2008 2:01 am

Great story. Did you write that entire thing yourself, as a summary, or is that copy/pasted?
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Re: Coheed and Cambria mafia

Postby Fircoal on Sun Aug 03, 2008 2:11 am

Skoffin wrote: Holy long posts, batman. :o


Yes Batman mafia did have long posts. :x
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Re: Coheed and Cambria mafia

Postby militant on Sun Aug 03, 2008 4:27 am

Wow
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Re: Coheed and Cambria mafia

Postby Selin on Sun Aug 03, 2008 5:12 am

Grrrr... first time that I hear about that story :(

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Re: Coheed and Cambria mafia

Postby Skittles! on Sun Aug 03, 2008 5:47 am

Ditocoaf wrote:Great story. Did you write that entire thing yourself, as a summary, or is that copy/pasted?

I got someone else to type it for me :D

God, I love knowing other Coheed fans that know the story.
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Re: Coheed and Cambria mafia

Postby Sierra_Leon on Sun Aug 03, 2008 7:48 am

Awesome story!

Do we start playing already or are we waiting for everyone to confirm first?
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Re: Coheed and Cambria mafia

Postby Skittles! on Sun Aug 03, 2008 7:51 am

Let's just wait and see if everyone confirms first, then it will be the start of day 1.
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Re: Coheed and Cambria mafia

Postby pancakemix on Sun Aug 03, 2008 9:10 am

Do we have to read that to understand?
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Re: Coheed and Cambria mafia

Postby FloresDelMal on Sun Aug 03, 2008 10:37 am

*gathering courage for read* i know i always say that i love long scenes, but this is an exageration :P
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Re: Coheed and Cambria mafia

Postby nagerous on Sun Aug 03, 2008 11:27 am

Have fun guys! Sorry I couldn't play. :)
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Re: Coheed and Cambria mafia

Postby Ditocoaf on Sun Aug 03, 2008 11:38 am

pancakemix wrote:Do we have to read that to understand?

I'm not sure, but I can tell you that it's actually a pretty good read, and depending on who you are, might be worth reading in it's own right.
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Re: Coheed and Cambria mafia

Postby Clive on Sun Aug 03, 2008 11:49 am

Confirm
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Re: Coheed and Cambria mafia

Postby ga7 on Sun Aug 03, 2008 11:51 am

After skimreading it, I don't think it's that necessary to read it. Coulda made a summary there Reed :P
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Re: Coheed and Cambria mafia

Postby danodukebb on Sun Aug 03, 2008 2:03 pm

IF ANY OF YOU DON'T WANT TO PLAY THIS ONE ANYMORE LET ME KNOW ASAP, IM A HUGGGEEEE COHEED FAN AND REALLY REALLY WANT TO BE IN...SO SOMEONE DROP OUT PLZZZ :D
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Re: Coheed and Cambria mafia

Postby Skittles! on Sun Aug 03, 2008 4:27 pm

ga7 wrote:After skimreading it, I don't think it's that necessary to read it. Coulda made a summary there Reed :P

To be honest, I was lazy. I didn't realise it was so long.

PCM, in answer of your question, it may be good, or it may not be, depending on your role and the importance of it that you give into read who is the baddies and goodies and idon'tcaries. :D

Also, DAY 1 will start after I get home from school.

Also, all times will go by Australian Eastern Standard time. That's GMT +10 or 11, I forget.
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Re: Coheed and Cambria mafia

Postby pancakemix on Sun Aug 03, 2008 4:30 pm

Then I can put it off. :D
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Re: Coheed and Cambria mafia

Postby mandalorian2298 on Sun Aug 03, 2008 7:35 pm

Confrim
Mishuk gotal'u meshuroke, pako kyore.

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Re: Coheed and Cambria mafia

Postby Skittles! on Mon Aug 04, 2008 12:46 am

Chapter 2 - Second Stage Turbine Blade: parts I, II and III.

Mayo Deftinwolf pays a visit to Coheed Kilgannon, the Beast. He tells Mr. Kilgannon about the KBI unit, of his past, of his reasons of being created. Coheed is confused but finally excepts what he must do to protect the Keywork - kill all his children, including the cure of the Monstar Virus, Josephine.

Part I - Coheed proceeds to do as he is told. He murders his twins, Matthew and Maria, singing the last words they will ever hear. "Maria my star, Matthew goodnight." This would not be the way the others, Josephine and Claudio, would go.

Part II - While the deaths of her siblings are happening, Josephine and her soon-to-be fiancé, Patrick, take a trip to Jersey City, to an abandoned factory area. Josie is scared, but is soon reassured by the feel of Patrick's kiss. As they start to feel comfortable, they do not realise the Jersey City Devils circle their car. Pat is knocked unconscious, but Josie is fated for worse - she is raped and her dignity is taken away.

Part III - Claudio is reminded by his girlfriend, Newo Ikkin, that he had a curfew to meet. His mother, Cambria, wanted him home before 1 AM. This would later save his life. Meanwhile, Patrick and Josephine go back to the Kilgannon home, where Josie silently walks into the kitchen and vomits. She sees her mother and runs to here, saying she's sorry. Cambria, being the Knowledge, notices the ring on her daughters finger and gets a vision of Patrick proposing to her. As Josephine's back is turned, Coheed walks up behind her, and just when Patrick enters the house, he slams the hammer onto her head. She is instantly killed. Patrick flees after seeing this disaster.


It is now Day 1. With 16 alive, it takes 9 to lynch.
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Re: Coheed and Cambria mafia

Postby FloresDelMal on Mon Aug 04, 2008 12:54 am

vote ga7 because this time around him IS awake :P (is this consider metagaming?? yay for me :P )
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Re: Coheed and Cambria mafia

Postby Iliad on Mon Aug 04, 2008 12:54 am

ga7 wrote:After skimreading it, I don't think it's that necessary to read it. Coulda made a summary there Reed :P

skimming already?

Vote ga7
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Re: Coheed and Cambria mafia

Postby ga7 on Mon Aug 04, 2008 12:56 am

Hey, at least I read it, not like Freddychu. :lol:
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