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Secret Rocket: Sign-Ups

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After the successful Secret Fascist: Pokémon Edition, it’s time for a sequel! Secret Rocket!

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This edition will have almost the same rules as the last game, but now every player also has a special unique power they can use. The game may be (slightly) bastard.

I do recommend that you read the rules again.
1. Forum Rules and War Room Rules always apply.
2. Please be active. You may be subbed out if you don't participate and perform you actions for a while.
3. If you change your username mid-game, please state your old and new ones in-thread and mention the host.
4. Rules are subject to change. The host will make sure to mention you if that happens. Your Role PM may also list exceptions to any of these rules.
5. No loophole abuse. You may ask the host if a specific action you are unsure over would be considered a loophole in private and they may let it slide. However, obvious loopholes that are clearly outside the nature of the game abused without informing the host beforehand may be faced with a zero-tolerance policy.
6. If you've read all the rules name your favourite villain from any franchise
7. Outside communication (that is, communication that occurs outside of this thread) is not allowed.
8. After dying in the game, you may post more but said posts may not contain game-relevant information.
9. Please bold every action you do in your PM and in the thread.
10. Nameclaiming is not allowed.
11. The most important rule. Have fun!

As the Title already suggests, this game will have a theme that includes Team Rocket and it's Secret Boss, Giovanni and other Kanto Gym Leaders.
Factions
In this game you are 1 of 2 teams, the Good Gym Leaders and Team Rocket.
The majority of players will be part of the Gym Leaders, they do not know who their allies are.
The Rockets consist of Rocket members and their boss, Giovanni. The Rocket members know each other and Giovanni, they praise him. Giovanni doesn't know who the other members are he's too busy too keep track of track of that.

Wincons
The core mechanic of the game is to enact a policy of your faction in the game. How this will be done will be explained down below.

Gym Leaders win by enacting 5 Gym Policies OR by eliminating Giovanni.
Team Rocket wins by enacting 6 Rocket Policies OR (after 3 or more Rocket Policies have been enacted) by making Giovanni Chancellor.

Round Setup
1. In the first round only, I will setup and shuffle a "deck" of policies, this will include 6 Original and 11 Clone Policies.
2. I will randomly select 1 player for the first round as the first President.
For any round after, the president will be the next player in the player list.
3. The President publically nominates another player to become Chancellor.
The successful President and Chancellor of last round cannot be nominated for Chancellor this round.

Voting
At this point all players make a vote, either Yes! or No!, to determine if the players accept the nominated Chancellor of this round.
You have a total of 48 hours to cast a vote, you cannot change your vote.
When vote majority is reached the voting ends.
The majority is 5 votes for No! and over 6 votes for Yes!.
In the case of a tie the result will be No!.

If the result is a No! a new round will start. If 3 rounds in a row result in a No!, the top policy of the deck will be enacted and the Presidentail Power will be ignored (see below). At this point every player can be nominated for the following round and the failed round counter will be reset.

If the result is a Yes!, however, we move on the the Policy Enaction.

Policy Enaction
From this point till the point where a policy is enacted, the President and the Chancellor are not allowed to talk.

The President privately gets the top 3 policies from the deck. They then privately discard 1 of the 3.
The remaining 2 policies will be privately revealed to the Chancellor. They must privately pick one policy, this chosen policy will be enacted, the other one will be discarded. The President and the Chancellor may talk in thread again.

After this we start a new round, unless a power activates.

Presidentail Powers
After a Rocket policy is enacted, depending on the amount that are already enacted, the President must use a certain power. List below.

Any power that would activate is ignored when the top policy is enacted because of 3 No!'s in a row.

After this the round restarts with the following president.
The deck will be completely reshuffled if there are less than 3 policies left.

Player Powers
Each player may have power(s) related to their character to give each player a unique role.

The number corresponds to the number of Rocket policies in play after enacting it.
1. Officer Jenny (alignment cop check, each player can only be check once)
2. Officer Jenny (alignment cop check, each player can only be check once)
3. Baton Pass (choose any other player as the next President. After that round it will continue the cycle from where it left off before the Baton Pass.)
4. E4 (eliminate a player from the game)
5. E4 (eliminate a player from the game) + Veto (applies to all rounds onward)

Veto: The Chancellor can choose to discard both policies. The president must then either accept or deny the discard. If denied, the chancellor must pick a policy as usual. If accepted, the next round starts and it will count as a failed election.

Players:
1. @CheffOfGames
2. @Pikochu
3. @Elementar
4. @Jinjo
5. @jdthebud
6. -
7. -
8. -
9. -
10. -

Subs:
-

Spectators:
-
 
Last edited:
In please.

Either Malos/Jin from Xenoblade, Baron Zemo/Loki/Killmonger from the MCU, or does a villain that becomes good like Artemis Fowl count? In any case, I think I answered the question.
 
In

Guzma is my favorite.
 
In.

Father from FMA.

Hey, there's an idea...
 
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