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Werewolves 143: Prison Break ’72 – Signups

The year is 1972, baby, aww yeah. You are prisoners at the Pomson Maximum Security Co-Ed Prison for Just the Weird Crimes, located in Pomson, Vermont. There are like three nice days here a year. The rest of the time it’s either too cold or too hot, sometimes on the same day.

Some of you have been here for months. Some of you have been here for decades. The thing that unifies you is that you are never getting out. Your crimes were so heinous, so bizarre, that you’re each serving at least one life sentence. The only way out is a pardon from President Richard Nixon – which seems unlikely, considering how much he hates crimes and has definitely never committed any himself – or escape.

No one has ever escaped from Pomson, at least according to the warden, Judith Stroan, who drinks approximately a gallon of coffee each day and is rumored to never sleep. You all hate Judith. She won’t let you hang your Arts & Crafts Enrichment Time drawings on the fridge and says you look dumb in stripes. The record player in her office is wired to the PA system and all she ever plays are Lawrence Welk albums. You hate Lawrence Walk almost as much as you hate Judith Stroan.

One day, though, you hear a rumor going around the block. Someone’s managed to smuggle in a jackhammer, and they’ve slowly been enlarging a hole behind their cell toilet whenever a Lawrence Welk album is playing. Tonight – January 24, 1972 – is when you escape.

The escape hole leads to a confusing maze of steam tunnels. You accidentally break into a records office and steal some records because hey, you never know. You also find the storage area where your personal effects are kept. You then stumble into the warden’s office and spend a few minutes snapping all her Lawrence Welk LPs in half. You feel better after that.

At last, you make it to a utility door leading to the outside. The night air is bitingly cold, but it smells fresh, in a way air hasn’t smelled for a long time. You look at each other and realize you don’t know most of these people. The silence is broken by a siren from inside the prison. You run for the tree line. All you have to do is make it to the Mexican border, 5,000 miles away.

Crimes can make you a prisoner. Even more crimes can set you free.


Welcome to Werewolves 143: Prison Break ’72. This is an advanced difficulty game for 20-24 players. The base is 20; if we get more than that, I’ll add shank duels with my usual duel rules. If you don’t know duel rules already, please go to duel rule school, you fool.

Factions:

If we get more than 20, I’ll add a fourth Vanilla Narc and up to three more Prisoners.

Everybody will start the game with the following:

The game will go by the following rules:

PLAYERS (up to 24):

  1. Side Character
  2. Sister Jude
  3. Raven and Rose
  4. Beelzebot
  5. Colonel Mustard
  6. Spooky
  7. Josephus Brown
  8. Sagittariuskim
  9. Dramus
  10. Nate
  11. Hohopossum
  12. RPC
  13. MacCrocodile
  14. InnDEEEEED
  15. Owen1120
  16. Narrowstrife
  17. MarloweSpade
  18. Ralph
  19. Hoju
  20. Wasp
  21. April
  22. Jake
  23. Goat

BACKUPS:

  1. Dicentra, Mistress of the Dark
  2. SheleetaHam
  3. Louie Blue
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