God bless ctrl + c
Also lol. Childish mind.
Since my (terrible) game is now over its time to pass on the sacred title of GM to another. So get to work both potential GM's and voters.
Rules and Conditions.
Veteran players only.
The GM needs to posses a fair understanding on how the game runs. Therefore we require that the applicant has played the game at least twice
No encore performance.
As the current GM, it is up to me to pass the title to someone new. Once you're done running a game, you will also be expected to give someone else a chance. Don't start a new game. Instead you will run an election like this one where we pick a new GM. Also, you can't be a candidate yourself. This will ensure that we get new blood into the game and that the rules are regularly picked at from a different perspective. GMs from older games are free to run again and are encouraged to do so. Who knows? If they were good enough, people will flock to play their game again.
Explain your goal.
What do you plan to do as the new GM? Are you going to run a standard Mafia game? If so, will you change the rules/roles and/or introduce new ones? Are you perhaps gonna play a game with a different theme? Reverse Mafia perhaps or maybe zombie apocalypse? If so explain the new structure of the game. Changing the formula is OK. It happens in almost every game. Just be careful not to introduce a change so radical that it could scare people away from voting you. You can discuss rule changes and different themes here to see if people would like it.
Pick a schedule and stick with it It is important that the GM is punctual in maintaining the game. Do you plan to post narrations every 24 hours at a specific time? If so, make sure that you'll be here to on time to do so. If something comes up that would force you to be early or late, post a warning to let people know with an explanation. It's encouraged that you run the game using GMT timezone schedule since the players hail from all over the world, spanning different time zones and a GMT conversion table is the easiest one for everyone to access. If you plan on using a different time zone schedule like an American one, Make sure you advertise it well and post an appropriate conversion table for everyone to access.
An example of a GMT conversion table:
"Here's how it works. Figure out where in the world you live and locate that place on the map. Follow the line you're living in down to the bottom of the map and locate a number down there. Use that number to change the time that the GM gives (as long as he's using GMT, that is). For example, if the GM says that something will happen at 6 pm and your living in a -5 zone, it means that it will happen at 1 pm, your time. If you live in a +5 zone, it means that it will happen at 11pm."
Also for those living in America, here's a handy time table to show you at what time you can expect the narrations.
Show us your stuff The GM is expected to write narrations to explain what's going on throughout the game. A good writer can make the game come alive and encourage players to come back to read what's going on. Show us your stuff and create a scenario where YOU(the applicant) kill ME (the election holder). In this narration it is important that you do not directly tell us that it was you who committed the crime but instead leave a clue that's based on your name, avatar, signature, profile, comic(if you have any), something that can link you to the crime. Try making a link to you that can be figured out with some research, while at the same time is not blatantly obvious. You can throw in red herrings but please refrain from directly connecting the herrings to innocents. Make them instead vague things that could point at many people. Finally, be creative, funny, dramatic, brutal, serious, descriptive, vague, long winded or short and to the point. Pick the style you feel comfortable with and would like to use. Impress us with what you can do. At the end of the narration post an explanation that shows people how the clues link to you so that we can understand your logic.
I'll be posting the applicants sample narrations in the second post for people to quickly read through. Once we have enough applications I will announce when it's time to vote for your favorite GM. Applicants do not need to vote since it's given that they'll be voting for themselves. Although if they wish to vote for someone else, they can do so.
Start publishing on
DD Comics!
Mafia XXX GM election thread
Ok, as much as I would like to make pornographic references to this game's number. I won't be. My game: Mafia XXX: Kicking it Old School.
This will be a standard game with the addition of one role called the random. Only the person who has this role will know what it is and does. This role will be a protown role though (more details later in post).
Cycles will usually end at midnight GMT with 24 hour advance notice if anything is to change. (I can already tell you right now that I have to be at work by 11 pm GMT so the narrations will be an hour and a half early on these days.)
TOWNIE ROLES
The townie’s win condition is to find and kill all mafias.
Mayor
The Mayor is elected at the start of the game and has numerous roles. His special abilities are:
Seal of the Mayor: Increased vote count of 2
Desperate times call for desperate measures: Ability to declare up to two double lynches anytime during the game (must notify me during night cycle or early on in the day so voting is arranged accordingly). When double lynches are in effect each player gets two votes on two different people.
Did you ever know that you’re my hero?: The mayor cannot be killed during the night while his bodyguard(s) are alive. Only the Mayor will know who the bodyguards are.
Let’s celebrate!: On Day One, the newly elected mayor can declare an insta-lynch
Pardoner
As a check and balance to the Mayor, the pardoner is the runner up to the Mayor. He has the protection of the very same bodyguards as the Mayor and thus remains invincible at night. His special ability, however, is to pardon up to 2 people from being lynched at any time during the course of the game. He must notify me while voting is coming to a close (you'll usually be able to tell who is going to get lynched towards the end of voting) or right after I have ended it. I will wait a bit between votes being tallied and the shift into night when people are lynched so you will also have time then to notify me. The pardoner may not pardon himself and he may not pardon more than one person per day.
Bodyguard
Random townies will receive the role of bodyguard once the mayor and pardoner have been elected. The mayor alone will know who these people are. The bodyguard cannot be a mafia or special role, he can only be a regular townie. (Might delete this role and just give the Pardoner and Mayor extra lives instead)
Vigilante
You are the caped crusader of Townston. A masked man who has decided to take the law into his own hands. Each night you can target and kill someone who you believes to be a villain. Be careful who you chose though because you just might be taking out a friendly.
Paramedic
You have the ability to watch one other player during the night. You may choose not to use this ability also. When a player is watched he cannot die unless the number of people attacking him outnumbers the number of people watching him or his night lives. In other words if two mafia attack a person being watched by one paramedic, the person will die. A clue will not be left behind if he is saved, the town won't know who was saved.
Veteran
You've been around the block a few times and know how to escape an attack on your life. But for how long? The veteran gets 2 night lives, meaning he must be hit by 2 attackers to kill him (much like having paramedics watching over you, except you lose one life if you incur one attack). If a paramedic is protecting you will not lose a life for the hit the paramedic protects. If you incur a hit I will notify you the following day.
Paranoid
While pro-town, the paranoid is a wee bit unhinged by his experiences in the war. The Paranoid will kill whoever was the first person to target him in any way during the night, whether it be mafia or villager (such as a paramedic opting to protect him). The Paranoid is unable to NOT kill, but will only kill one person a night. The paranoid due to his disorder, he thinks he is just a townie.
Detective
You have three abilities you may use. You have the ability to ask me whether or not a specific person committed the murder and get a yes/no answer. You have the ability to, 2 times a game, ask me what alignment a person is. And for the last ability you may ask me how many mafia voted to lynch a specific person after the conclusion of voting (cannot use this on mayor election). You may only use one ability per day/night cycle. You cannot ask about both people in office.
Random
You are a townie, but your role may or may not help them win. This role is selected at random and only the one with the role will know what it is. The role will be pulled from this section of the Mafia Game Wikipedia article.
Townie
You are a dedicated townie! Although you do not have any special abilities, you participate by solving clues, networking, and voting.
MAFIA ROLES
The mafia’s win condition is to kill all townies or enough townies so that the numbers are equal or less than the number of alive mafias. Unlike townies, all mafias know who each other are. With the exception of the mad hatter and godfather, all mafia members can kill once per night cycle. A mafia cannot kill a mafia however.
Godfather
The godfather has the special ability of being able to leave severed horse heads in the target's bed. In addition, has the minor ability of being invulnerable to being killed during night phase unless all other members of his family are already dead. The Godfather will appear to be an innocent townie to any detective. The godfather is allowed to kill, but he will be able to be spotted by detective for what he really is after this time. Additionally he has the ability to, once per game, cancel a lynch.
Mad Bomber
The mad hatter’s special ability is to plant two bombs throughout the whole game on two specific players. He may choose when and who to plant these bombs. Should the mad hatter dies, kaboom! Those whom he planted the bomb to will die as well. He can also detonate a bomb whenever he sees fit. (A clue will be left in this case.) If the target dies before you do however, you lose the bomb.
Mafia
You are a regular mafia member. You get to stab someone in the face every night cycle.
SPECIAL ROLES
You play by our own rules and have your own win conditions.
Serial Killer
You are neither townie nor mafia. You may kill whoever you please. To win, you must be the last one alive. For the townies to win, you must be dead.
Narration be be posted soon.
I must think of the young ones. I don't corrupt innocent little minds in publicOk, as much as I would like to make pornographic references to this game's number. I won't be.Awww. If I had time to run, I'd so make a pornographic themed game.
I'd call it Mafia XXX: The "censored" edition.
=edit= Also, I have to ask…is Lord of the Hissy-Fit a real book?
Narration:
Same walks warily down the street, with his brim pulled way down low. Ain't no sound but the sound of his feet, machine guns ready to go.
Are you ready? Are you ready for this? Are you hanging on the edge of your seat?
Out of the doorway the bullets rip to the sound of the beat. A seemingly educated voice broke out into song:
“Another one bites the dust
Another one bites the dust
And another one gone, and another one gone
Another one bites the dust
Hey, I'm gonna get you too
Another one bites the dustâ€
The mysterious figure walked off singing the song quietly.
[spoiler]
Same, the Vigilante, bit the dust.[/spoiler]
No, my standard clues will not be to Queen songs. I just felt like it this time.
This clue is a bit vague and would be a first time clue.
“Seemingly educated†– in my profile I talk about going to Grad school. I also have a comic about working in a library…bookworms are educated.
“Mysterious figure†– Comic called mystery bread.
Don’t worry, my clues get easier (in my opinion) as the game progresses.
If you want something that is more like my narrations…go here where my last narration for GM is.
Also, I have to ask…is Lord of the Hissy-Fit a real book?Well, wouldn't you like to know?
…
Actually it's from a site where this guy writes joke titles on preexisting romance novels. Here it is.
Most of his stuff is shit but there are few gems hidden there (and I recommend looking at the stuff that was submitted later on).
The Hissy-Fit lord was my favorite.
…
This book however…
…is real.
Mafia XXX: Total Warfare
(It's like RISK, but no game board)
Roles are a tad different in this game. There's no pro town, or anti town, there are simply two sides. The winner will rule the town.
Both sides have the same roles, however who are the roles are secret from the other side. Even though it doesn't really matter all that much.
Teams:
Crimson Army
Obsidian Army
Roles:
In their defense: A new feature to rolls, any player who is sent to a space with a team mate can choose in their action to protect that team-mate. Such as if the medic goes into a fight with two soldiers, and one of the soldiers chooses to protect the medic, they will take the bullet for the medic and die in their place.
• General: The General is the commander of his army, what he says goes for the most part.
Abilities.
Upgrade: The General can choose to spend his defense cycle to upgrade ONE other unit.
(Upgrade list farther down in post)
The General can kill, but he makes himself vulnerable when he does.
Promotion: The unit becomes the General's bodyguard. Only one body
guard can be had. Tanks cannot be body guards.
Let there be justice: Kill a hostage during the defensive cycle.
• Tank: Big massive vehicles of mobile destruction. (1 per team)
Abilities
Fire The Big Gun!: A tank can destroy some defensive structures.
Thick Hide: Tanks require at least 3 units to kill it. 4 with Armor upgrade
I roll alone: Tanks cannot be accompanied by more than one other unit.
Too heavy: Tanks cannot be captured.
Tanks can also kill a unit.
Always moving: Tanks must always select a new area to go to. They cannot stay in one place more than one cycle.
• Soldier: The fodder of the army.
Abilities:
Attack: A soldier can attack. Preferably (for their own lives) in a group.
Defend: During the defensive cycle only soldiers can build defensive fortifications.
Generals upgrading them will make them more effective.
• Interrogator: You're mean, cruel, and you want information.
Abilities
I took you alive: An interrogator can capture a hostage if they tag along in a unit. However they must send in the action that they will attempt to capture. They can only attempt to capture every other night.
Tell me what I want to know: You can ask a hostage up to three yes or no questions per defense cycle. Send them to the GM first, to make sure there is no team leaking, the GM will check them and then send them to the person you wish to interrogate. The hostage can choose whether or not to lie.
• Negotiator: You like to see things come to a less than bloody end.
Abilities.
Lets talk about this: The negotiator can cancel an execution of a hostage twice per game.
How about a trade?: The negotiator can send a PQ to the GM addressed to the enemy Negotiator. They can agree to trade an amount of money for the release of a hostage. (Heavily advised that the negotiator consults his/her teammates)
• Miner: Money doesn't grow on trees, it grows in mines.
Abilities.
Pickaxes are for chumps: Miners have the ability to rig a place with explosives during attack cycles. They will be detonated the next attack cycle.
Cha-ching: Armies need funding and its up to Miners to get it. Miners can work in one of the several mines during the defense cycle, however they must stay there during the following attack cycle, making them vulnerable without proper protection.
• Medic: Saving lives, one rusty tool at a time.
Abilities:
Saving lives: A medic can revive one fallen unit every two defense cycles.
Medics cannot attack. (Tanks cannot be revived)
I've got your back: A medic can prevent a unit they choose to protect from dying in a fire fight. (This doesn't mean they can't be killed)
Game play:
Game play is similar to normal mafia, but also very different.
Like Random's game, there is a grid based map, upon that map the two bases are randomly located.
Objective: Take down the enemy base, or kill all of the enemy.
Even if you're outnumbered, you still have a chance to win. The bases are more heavily fortified and gives units in their own base a major defense bonus however.
Currency: Each team starts out with 2000 currency, this currency is used to upgrade units, and pay for ransoms.
Upgrades: A general can upgrade his men by purchasing them various things, the upgrade pricing list is as follows.
Better gun: Increases the likely hood that a soldier will kill an enemy. (More damage)- 600
Bigger Gun: Increases the likely hood a tank will destroy a defensive fortification. -1000
Kevlar: Increases the likely hood that a soldier will survive a firefight. -600
Armor: Increases the amount of units it takes to kill a tank: 1500
Mining in Style: Upgrades the miner so that they can mine twice as much currency.- 1700
Reinforced: Increases the likely hood a defensive fortification will survive a tank attack.- 1600.
Upgrade Rule: Each Unit (Including fortification) Can only be upgraded ONCE. and ONLY ONCE.
Gaining Currency: A minor will bring back 100 currency per 2 cycles. 200 if he's upgraded.
Cycles:
Attack: Attack cycles are when combat will occur. You can send troops to a space in an attempt to find the enemy base, or just their troops. However, if the enemy has a Defensive Fortification there, you will be fighting a losing battle, unless you have a tank. (See tank role for their restrictions) Soldiers that remain in a fortification during the attack cycle will make it more lethal. Fortifications can be taken by the enemy if they are left empty.
Defensive: During the defense cycles you can mine, upgrade your units, interrogate or execute hostages, or negotiate releases. and build fortifications. You can also scout in this cycle without dying, combat will not commence if the two sides meet, however your location will be given away.
Narration:
Snow fell slowly down upon the city as Same walked through it, he had been there many times, it was a sleepy city, not much excitement, not much really happened there. However, that was all about to change, a bullet whizzed by his head from the end of a sniper. The man was standing upon a massive black tank, a silver cross sat on it, with a spiral wrapping around it. "Oi" the sniper yawned. "looks like I'm not as good of a shot as I thought I was." he was wearing a black balaclava, that contrasted with his white jacket with black fur around the hood. "YOU?!" Same's eyes widened at the sight of him. The man tilted his head to the side. "Me?" he smirked and fired again this time catching Same right between the eyes. He fell into the snow with a soft thud. "I'm sorry bud." the masked man smirked pulling down his balaclava. "Thought you were one of the enemy… oh wait, you are." he pulled back the bolt action on his sniper as a wave of multiple crimson tanks came from the other direction. "Looks like the game is about to begin."
[spoiler]
Same the former GM is dead.[/spoiler]
Clues: The silver Cross refers to the last name of one of the main characters of my comic, Cross, the balaclava is a black mask worn around the face to protect it from helmets, and also improve one's stealth. Cross wears one of these during matches to protect from Pellets tearing into his skin.
Zeph got bored. >_>
Screw the furries. I'm going original. With PP rules of course. Why would I bother to write my own right now?
Mafia XxX: Tirple X! That's a big size fatboy!
PRO TOWN!
Lynch a bad guy during the day. Survive the night. Rinse and repeat. Players who are Pro Town are in business to save Townston from corruption.
Townie
As a townie, you stand to loose big, should the mafia ever manage to take control of the town. Be critical! Be suspicious! Most importantly, be on time to vote for a lynch or you won't have any fun at all.
Bodyguard
As a bodyguard with no one to protect, you're pretty useless. Therefore it is advisable you find someone who you prefer stays alive during the course of this game. You're free to pick any player as your protected target and you will defend him with your life. A protected player can not be killed during nights or lynching complications. Once you've picked a player to protect, you will continuously protect him unless you change your mind and ask to protect someone else.
Paramedic
Since you're now able to actually stay in your clinic, you now have full access to all your medical equipment. After a good nights sleep, you spend the following day turn, looking over the newest victims to see if you can help him.
No wait! He's still breathing!: Pick a player who was killed during the night or lynching complication and revive him. This power can ONLY be used on a player who died during yesterday's lynching complications or the previous night (the corpse can't be older then two turns). This power does not work on people who were properly lynched.
Veteran
You've been around the block a few times and know how to escape an attack on your life. But for how long? The veteran gets two lives, meaning two hits must be made on him before he dies. A veteran can survive a bombing attempt or an attack during lynching complications, if he still has both night lives but it will count as a hit attempt.
The Detective
The detective is after the bad guys of Townston. His brilliant reasoning skills and numerous contacts makes him among the best investigators in the Town. The Detective is capable of using his powers both day and night.
And you are?: Using this ability the Detective can find out much about the person that he's scrutinizing. Things like, what size of shoes he wears, his favorite brand of toothpaste, magazine subscription but most importantly, he can find out if the villager is a Pro Townie or a criminal. (Mafia and serial killers will show up as criminals, unless they have powers to help hide their identities.) This power can only be used twice.
Who dun it?: Whenever a crime has been committed, it's up to the detective to investigate the crime scene. Should he choose to investigate someone, the detective can figure out if that someone was responsible for the crime (The detective can ask the GM if a specific player committed a specific crime and get a yes/no answer).
What's going on here?: During lynches, the detective can infiltrate a lynching mob and look for possible suspects. Should he choose to use this power he'll be able to find out if any criminals voted for a specific player and also how many criminals voted for that player (if any). This power can only be used during the day and he can only investigate the lynch mobs that form during that time (can not investigate lynches from previous times). The results of his investigation will be presented to him at the end of the lynch election.
Note: In order to activate this power, the detective HAS to vote for the same player that the mob that he's investigating is voting for, in order to infiltrate it.
Vigilante
You are the caped crusader of Townston. A masked man who has decided to take the law into his own hands. Each night you can target and kill someone who you believes to be a villain. Be careful who you chose though because you just might be taking out a friendly.
Paranoid
The paranoid is a wee bit unhinged by his experiences in some horrible and bloody war. During days, he's perfectly normal but during the night he keeps to himself and relives the horrors of his past. The Paranoid will kill whoever was the first person to target him in any way during the night, whether it be mafia or townie (such as a paramedic opting to protect him). The Paranoid is unable to NOT kill, but will only kill one person a night. Should two persons interact with him during the night, the first person will die but the second will not. Special note, investigation powers can be used on him without fear of death since the Detective is merely investigating him and checking his background and is not directly interacting with him. Also, the paranoid is not aware that he's insane and thus believes himself to be a normal townie.
CRIMINALS!
MAFIA
The mafia’s win condition is to kill all the townies and rival opposition. Unlike townies, all mafia members know who each other are. All mafia members can kill once per night cycle. With the exception of the Godfather, a mafia member cannot kill fellow mafia.
Godfather
The godfather is the undisputed leader of the Mafia and has several special abilities in his arsenal.
Send him a message: The godfather is able to leave a severed horse head in the target's bed. This will scare the targeted player, causing him to go into hiding for the next day and night cycle. During this time the player can't perform any action at all. He can't vote for the next lynch and he can't use his powers if he has any. While the player is in hiding he can't be killed. A person who's already been targeted with a horse head attack can't be targeted again.
Call in a favor: The Godfather can once per game, cancel a lynch. If this ability is used during lynching complications, the fight will be prevented.
Behind the curtains: The Godfather doesn't dirty his hands since he has his goons to carry out his orders. The godfather will appear as a pro-townie to the detective. He's also considered to be protected if he's attacked during the night or lynching complications.
Now it's personal: The godfather has decided to take actions into his own hands. By brandishing his pistol the leader has taken to the streets. He gains the ability to kill once per night but looses all benefits he received from his Behind the curtains power. If the godfather is the only mafia member left, this power is automatically activated.
Mad Hatter
Each night, the Mad Hatter is able to plant a single bomb on someone or detonate a bomb that's already been planted. He can't plant a bomb and detonate during the same night. The Mad Hatter can at most keep two undetonated bombs in circulation but is free to plant more once he's detonated or lost one of them. Every time he detonates a bomb, a clue is given about his identity. Should the mad hatter be killed either through a lynch or a night hit, all bombs in circulation will detonate, killing his targets. If a target of his somehow dies by other means, the mad hatter loses that bomb. That bomb is also discovered on the body, which gives the townies a clue who the Mad Hatter might be. Bombs can be intercepted by the bodyguard, giving clues to the identity of the Mad Hatter as well.
Hitman
You are a mafia hitman. Each night you get to stab somebody in the face. Have fun with that.
SERIAL KILLERS
While these individuals are not allied with the Mafia, they're none the less dangerous people. Their ultimate goal is to be the last people standing or cause as much chaos as possible.
Psychopath
If it moves, you kill it. If it's standing still, you shake it so it moves and then you kill it. You love the smell, taste and texture of blood. Your epiphany is the sound of a screaming victim. In short, you're not right in the head. Each night you must kill someone of your choice to satisfy your blood lust. Leave no one left standing.
Narration:
The man sat in his office twiddling his thumbs. They rubbed together and every time it hurt more and more. They were raw and itchy bleeding all over the place (1). It hurt. Along with his own blood was the blood of another; it was the blood of the man in the corner. The man in the corner was plastered against the wall, nailed through the hands and feet. He wasn't going anywhere.
Slowly the crucified man's head rose to see the one who put him there. His first thought was "What the fuck?" but he didn't say it. Instead he said something else. Something like-
"What the fuck?" said the man.
Oh so he did say it.
The man sitting blinked twice and sat up in his seat while he stayed seated doing it sitting. He placed his bloody hands on the desk and pressed down. He grimaced knowing that was a stupid idea but then stood up to look the man on the wall in the eyes.
"'Cause I don't like you ginger Jesus. I DO. NOT. LIKE YOU. SO you gotta die. Justice gotta be served, like owned, like pawned like burned like-"(2)
"I get it ya freak. Now kill me already."
"Why would I do that?" The man skipped to the other side of his desk and poked the other man in the stomach. "You're funny, funny little boy. Funny. Ooh. Your hair's furry (3)! Fuzzy, furry, fuzzy fur-"
"What the duck?"
"The duck of drunk oh yeah, I know that guy. But yeah, you're right it's time to die. For you."
[spoiler]the same old dude died because he is dead now[/spoiler]
Clues…
are in black. red are the herrings.
no red…
1. I play guitar. It hurts my fingers. Pretty sure that's on my bio.
2. Pawned as in Pwnd Randomness and owned as in 0vv^/3|) as in "1337".
3. Harkovast avatar at the moment. Furries? Duh?
Narrations will come from 5 to 7 pm EST and will be awesome. Hopefully.
I'm in.
Duck Wars
three thousand two hundred forty-two years, seven months, two weeks, three days, seven hours, six minutes, and 14.34578978 seconds in the future there is a war going on between the Humanity Union Meta Bureau of Unlimited Gruesomeness and the Federal Republics of Orion are at War. An epic struggle takes place among the stars. Fleets numbering in the thousands do battle over pivotal locations. Each one flinging the fury of a hundred suns at each other. This has nothing to do with New Townston, a colony on a small backwater world belonging to H.U.M.B.U.G., except that a band of resistance fighters has now taken root. And pouring liquid oxygen over the whole damn mess is a recon pilot whose been shot down. And for the piece de resistance, the town has been conscripted to fix both problems. There goes the the neighborhood.
HUMBUG Infantry
You've been assigned the task of ridding your town of the resistance fighters that have cropped up as well as capturing the recon pilot for interrogation. There are also rumors of an alien menace terrorizing the citizenry, investigate and neutralize any threat. Failure in these objectives will result in paperwork, lots and lots of paperwork.
The Commander(1) Elected: Due to some flub up at central, the town is left with out a commanding officer, so they elect one. As the CO you have several abilities:
This is a democracy: you cast two votes instead of one.
Discipline is the root of efficiency:This is war, efficiency is the key to victory so lynching two people at a time is more efficient and helps get the troops to work a little harder to find those pesky resistance fighters. Can be declared twice.
Surrounded by a layer of ablative meat:You're the CO, you don't take bullets your troops take bullets for you. Cannot be killed at night while both of his Honor Guard troops are alive, lynching is fair game though.
Fire at will: For one night all your non-specialists will be able to kill one other person. Use with caution because your Honor Guard is reduced by one for the night.
The Exec(1)Elected: You ran for the top slot but couldn't cut it. But hey, being second in command has it's own perks.
You're all on KP duty!:When things get out of hand you can cancel a lynch and put everyone on KP duty for the remainder of the day. Can be used twice. If used during a double lynch only one of them is spared.
Surrounded by a layer of ablative meat:You're the CO, you don't take bullets your troops take bullets for you. Cannot be killed at night while both of his Honor Guard troops are alive, lynching is fair game though.
Burning through the ranks:If The Commander is killed You become The Commander with all the powers and responsibilities all one shot abilities are restored and can be used along with you're normal abilities.
The Tank(1): You're a bloody tank. No one takes you down on the first try and you kill people and break their stuff, with kiloton yields. You have two night lives every night (tanks can be repaired) and get one kill every night. Attacking the paranoid, being attacked by the Demolitions expert, or getting lynched is an instakill.
INFINTOPS(1): You're the intel guy, you've got dirt on almost everyone.
Background check: reveals whether someone is HUMBUG Infantry or an impostor. If used on the Downed Recon Pilot, it's an insta-capture. can be used twice
HEY THAT'S NOT YOUR UNIFORM!: can check the results of any vote to find out how many enemies voted.
Medic(2): You took and oath long ago to "Do no harm," well at least not directly. You can protect one person a night, but you can't protect each other.
Black Ops (1): You are a black angel come from the heavens to bring fear to your enemies. You appear as a regular grunt to the Bug Man. You can kill anyone, anytime, but only once.
Paranoid (1): Gunfire, explosion and the muzak of the combat make you jumpy, really jumpy. You kill the first person that comes near you every night. The only exceptions are the Demolitions Expert and the Black Ops guy.
Quarter Master (1): You know people, people that do shady, but nowhere near treasonous things. You know the role of one of the infantry, you can completely trust this person.
Honor Guard (2): Your job is to take a bullet for the under-qualified, over-paid Brass. Sucks to be you.
Grunt (the rest of the lot): You stand at attention, get shot at, and lynch people to relieve the tedium. If you're lucky you live to fight another day. If you're really lucky you get to shoot back. If you're unlucky, well good luck being a human shield, hope you already got life insurance.
La Resistance!
VIVA LA REVOLUTION! You are tired of the way this way has brought out the worst in the government. Your solution? Rebel and establish a new government. or at least not get deaded. Your goal is to outnumber the HUMBUG Infantry, kill or capture the recon pilot, and kill the Black Marketeer and the Schlockinator.
Chief (1): You're tha big cheese of this group of misfits. You are cunning, your armed, and, most importantly, you've got cunning, dangerous friends to help you kill people and break stuff.
Smoke and mirrors: You can cancel one lynch, in the event of a double lynch, you cancel both of them. Can be used once.
Hard ball: You can arrange for someone break someone else's legs. This person can't do anything for two cycles. Passive abilities such as night lives and reflex killings still work. Does not work on the Tank. HE DRIVES A FRIGGIN' TANK!
Hiding in plain sight: You appear as a simple HUMBUG Infantryman. While in this state, you are immune from attacks.
Let's blow shit up: You appear as a resistance fighter. You can kill people and break their stuff. You can be attacked, but you can shoot back. triggered by A ) sending in a kill. B ) losing the rest of your team.
Demolitions Expert (1): You love your job, I mean REALLY love your job. You blow stuff up. You're also the only person that can one shot the tank. You can plant as many bombs and IDE's as you like, but you can have two in circulation. They explode on command or when you die. If a person with a bomb is killed, the bomb is gone. Poof, bye-bye. You can't blow up a bomb on the same night that you plant one, and you can only plant one bomb a night.
Bug Man (1): You're the electronics expert. You ride info currents as easily as you breath. This gives you some special abilities.
Ghost in the machine: You can gather clues to a person's true role, but only once. You can use this ability once every cycle, but be forewarned, they know you're out there.
Bug in the system: You're bugs are the best. You can get much better intel than the INFINTOPS guy, but at a price. While you can find out the true role of one person, you can only do it once. You can't use this on anyone who you have already used the GITM ability on.
Bob (2): Nondescript, uninteresting, unemotional, You can shoot an entire family in the face and not even flinch. You can kill once a night.
Neutral
You're not for any of the above sides. Your goals are all different but one thing's for sure, you REALLY wish th HUMBUG was dead dead DEAD!
The Recon Pilot (1) getting shot down sucks. Getting shot down while over a rinky dink planet sucks even more. And being behind enemy lines just seems par for the course. You want off this damn rock and the only way to do it is to find a smuggler. if your attacked at night by the tank at anytime, or by anyone else while searching for the Black Marketeer, you'll be captured. instead of killed. The difference is that you can vote until the end of the game and are protected from further attacks. You just can't go anywhere. you can still be lynched though.
Button up: You kill anyone who attacks you. It doesn't matter who and how manner. Unless it's the Tank then I guess it's a good thing you have a spare set of knickers.
Roll out:You're looking for the Black Marketeer. You pq the GM the person you're going to visit. If it is the Black Marketeer, yippee you're off this rock. If it isn't, well you just have to wait until tomorrow night. Since you listen before rushing in, you can't be killed by the paranoid.
The Black Marketeer (1): You look pretty and smile No one suspects you, but you deal in, ah, questionable items. You're goal is to live until the end of this whole mess. As a provider of cool, quasi-legal items you have a few tricks up your sleeve.
Harmless: you appear as a HUMBUG Infantryman to the INFINTOPS guy. You are immune from attack from the HUMBUG Infantry. You remain in this state until the recon pilot gets off world, dies, or is captured.
Mostly Harmless: You can now kill once per night, but you're also vulnerable to attack.
For a nominal fee: anyone can come to you for protection, but for a price. You can change the vote of anyone who seeks protection from you at any vote. However, you can only do this once per person and only once per vote. (You can't change seven people's votes on one vote, but you can change their votes over seven votes) Also you operate on a first come first serve basis.
Schlockinator (1): You burn your enemies to ash, then eat them. you love to kill and do it often. You have two night lives period. While you can be lynched. You can take one person down with you. you want to kill everyone except the Black Marketeer.
Narration
Every since the was a report of a downed recon pilot, business had boomed. Information was just one of his illicit wares, the town that had been drafted also came to him for the products that the military denied him. He had been in a cheerful mood since then because of this business. He smiled as a figure walked into the hovel that he used as a shop.
"Welcome my friend, what may I offer you?" he smiled at the person whose face was hidden in shadow.
"Information."
"Excellent! what would you like to know."
"How you die."
The man drew a plasma rifle and grinned as he leveled it at the marketeer.
"Don't worry, there are worse things than a quick death."
A beam of searing hot plasma prieced the chest of the marketeer and could do little more than gasp in agony as the plasma burned through him.
"Viva la revolution."
[spoiler]
Same the Black Marketeer a charred hole where her heart is supposed to be.
[/spoiler]
Clues:
[spoiler]
"Don't worry, there are worse things than a quick death." comes from my profile. I say that there are worse things than me out there.
whose face was hidden in shadow. refers to my avi which has his face half-hidden in shadow.
[/spoiler]
Narrations will be at 5:00 CDT unless stated otherwise. (that's 0:00 GMT) actions end an hour before that.
Clues will come from profiles, comic thumbnails, friends, the first few pages of any comic, favorites, and avatars. They will be hard (as hard as I can make them anyway) and they will be attached to any action. Killings and protections being the most obvious.
I will also incorporate any zany, crazy, inane, asinine, and otherwise weird request you may have into the narrations, if I can.
First person to submit an action or vote each cycle gets to request a drawing, which will be displayed in the next narration.
The Determined, The Demented, The Deamons!
PRO TOWN:
x Detective
x Angel
x Priest
x Paranoid
x Veteran
x Townie
Criminals:
Demons:
x Overlord
x Minion
x The Sinful One
Serial Killers:
x Cultist
ELECTED/GRANTED POSITIONS
These are additional roles and powers that can be granted to some of the players, via election or random selection. Use them wisely.
Mayor
The Mayor is elected at the start of the game and has numerous roles. His special abilities are:
Seal of the Mayor: Increased vote count of 2 during lynching.
Desperate times, desperate measures: The Mayor can declare 2 double lynches anytime during the game When double lynches are in effect each player gets two votes on two different people.(must notify me during night cycle or early on in the day so voting can be arranged accordingly).
Did you ever know that you're my hero…: Both mayor and Pardoner cannot be killed during the night while the bodyguard(s) remain alive. The mayor will be informed of the identity of the bodyguards.
Let's celebrate!: The Mayor has the option of insta-lynching one player by the end of Day 1, once he's won the election. No voting takes place. Whoever the Mayor picks gets lynched. Take heed though if you plan to use this ability since no clues have been given that could help point you at a criminal at that time.
Pardoner
As a check and balance to the Mayor, the pardoner is the runner up to the Mayor. The pardoner has the ability to cancel two lynches throughout the game. Pardoning both suspects during a double lynch will use up both powers but it's also possible to pardon one suspect while lynching the other. The pardoner will have to notify me within one hour of lynch vote results before the lynch is actually posted. He is unable to pardon on the insta-lynch. The pardoner will also receive protection from the bodyguards but will not be informed of their identities.
Bodyguard
Random Townies will receive the role of bodyguard once the mayor has been elected. The bodyguards and the mayor will be informed of their identities. As long as the bodyguards are alive, the Mayor and the Pardoner cannot be killed via night hits. A bomb sent to a protected person will also be intercepted.
PRO TOWN!
Lynch a bad guy during the day. Survive the night. Rinse and repeat. Players who are Pro Town are in business to save Townston from corruption.
Angel
You are the winged guardian of Townston. the only surviving angel, you have decided that you cannot follow orders when not recieving any. So, you take it into your own hands. Each night you can target and kill someone who you believes to be a villain. Be careful who you chose though because you just might be taking out a friendly.
Priest
You have the ability to watch one other player during the night, which you must tell me about before the end of night. When a player is watched he cannot die unless the number of people attacking him outnumbers the number of people watching him or his night lives. In other words if two mafia members attack a person being watched by one priest, the person will die. The narrative will state that someone was attacked but saved and the narration will include a clue pointing out the identity of the attacker. It does not matter if the priest chooses to watch someone before or after he is attacked; he will protect that person regardless.
Veteran
You've been around the block a few times and know how to escape an attack on your life. But for how long? The veteran gets two lives, meaning two hits must be made on him before he dies. A veteran can survive a bombing attempt if he still has both night lives but it will count as a hit attempt.
The Detective
The detective is after the bad guys of Townston. His brilliant reasoning skills and numerous contacts makes him among the best investigators in the Town. The Detective is capable of using his powers both day and night.
And you are?: Using this ability the Detective can find out much about the person that he's scrutinizing. Things like, what size of shoes he wears, his favorite brand of toothpaste, magazine subscription but most importantly, he can find out if the villager is a Pro Townie or a criminal. (Mafia and serial killers will show up as criminals, unless they have powers to help hide their identities.) This power can only be used twice.
Who dun it?: Whenever a crime has been committed, it's up to the detective to investigate the crime scene. Should he choose to investigate someone, the detective can figure out if that someone was responsible for the crime (The detective can ask the GM if a specific player committed a specific crime and get a yes/no answer).
This election has been rigged!: Looking up the vote results, the detective can figure out if any criminals participated in the election. Should he choose to use this power he'll be able to find out if any criminals voted for a specific player (mayoral or lynch) and also how many criminals voted in it. This power can only be used once.
Paranoid
The paranoid is a tiny bit, well, absolutely insane from almost being killed by a cult. They did manage to sacrifice several parts of him first though, including a kidney, one of his…reproductive organs, and the part of the brain that keeps you sane. During days, he's perfectly normal but during the night he keeps to himself and relives the horrors of his past. The Paranoid will kill whoever was the first person to target him in any way during the night, whether it be mafia or townie (such as a priest opting to protect him). The Paranoid is unable to NOT kill, but will only kill one person a night. Should two persons interact with him during the night, the first person will die but the second will not. Special note, investigation powers can be used on him without fear of death since the Detective is merely investigating him and checking his background and is not directly interacting with him. Also, the paranoid is not aware that he's insane and thus believes himself to be a normal townie.
Townie
As a townie, you stand to loose big, should the mafia ever manage to take control of the town. Be critical! Be suspicious! Most importantly, be on time to vote for a lynch or you won't have any fun at all.
CRIMINALS!
MAFIA
The mafia’s win condition is to kill all the townies and rival opposition. Unlike townies, all mafia members know who each other are. All mafia members can kill once per night cycle. With the exception of the Godfather, a mafia member cannot kill fellow mafia.
Demon Overlord (No, hes not a Republican…well, maybe)
Like the Mayor, the overlord has several special abilities in his arsenal.
Send him a message: The overlord is able to leave a severed hydra in the target's bed. This will scare the targeted player, causing him to go into hiding for the next day and night cycle. During this time the player can't perform any action at all. He can't vote for the next lynch and he can't use his powers if he has any. While the player is in hiding he can't be killed. A person who's already been targeted with a hydra head attack can't be targeted again.
Call in a favor: The overlord can once per game, cancel a lynch. If he uses that ability, during a double lynch, both lynches are canceled.
Behind the curtains: The overlord doesn't dirty his hands since he has his goons to carry out his orders. The overlord will appear as a pro-townie to the detective. He's also considered to be protected if he's attacked during the night.
Now you've really pissed me off!: The overlord has decided to take actions into his own hands. By brandishing his sword the leader has taken to the streets. He gains the ability to kill once per night but looses all benefits he received from his Behind the curtains power. If the Overlord is the only mafia member left, this power is automatically activated.
The Sinful One
This demon is so full of sin, it seeps out of his pores! This demon cannot attack, but his ability is that if he is lynched, then someone of his choosing will be turned into a Minion. even the leadership is vulnerable to this. but, if he chooses the priest, it is just randomized who is turned. He is told after he is lynched that it was the priest.
Minion
You are a minion. Each night you get to stab somebody in the face with a pitchfork. Don't forget to have fun.
SERIAL KILLERS
While these individuals are not allied with the Deamons, they're none the less dangerous people. Their ultimate goal is to be the last people standing or cause as much chaos as possible.
Cultist
Townies? Bah, them and their not slaughtering! I worship a true demon lord, those townies and their good karma must be gutted like my old high-school friends! What, demons? They are not true darkness, I worship a darker lord than them! Man-Bear-Pig! In short, you're not right in the head. Each night you must kill someone of your choice to satisfy your blood lust. Leave none left standing.
Oh, and story will be late, very late.
Mafia XXX Colony Townston
Overview: So, it is the far flung future. The human race has been united under one united religious, imperialistic bureaucracy and has taken the outer reaches of the known galaxy. This has brought us into conflict with alien empires as well as our selves, after all when there is religion, there is holy wars. Dogma and propaganda are in every corner of every major city. However, our setting is far from the grand center of the Imperium of Man. Our setting is on the small, isolated colony of Townston, a simple farming world for the sector it's nestled in. All is well, until alien horrors and corrupted cultist set their eyes upon it.
IMPORTANT! I am making some rather important changes to how roles work. Seriously, I'm like pumping them with more steroids than an NFL team! READ THEM BEFORE YOU VOTE! I don't want mid-game bitching.
Roles:
Townies: the loyal citizens of Townston. All are faithful to the human Imperium… well… none of them are worshiping dark Gods so close enough.
Elected Governor: The Governor of Townston. You rule the military, the people, and the dirt they walk on. Lets hope you aren't the corruptible sort.
LOOK! A HERETIC!: Upon your inauguration, you are so full of joy, you decide to take your Imperial power a tad too far. Up to one hour after you've been elected, you may select one person to be insta-lynched.
Ammo to burn: Your quota of dead people is shockingly low. You may twice per game declare a double lynch.
Out of ammo: Once per game you may declare a lynchless day. No one will be lynched this day.
Honour Guard: You will have THREE body guards. You will know their names and roles. While they are alive, you are safe from night attacks and the like.
Elected Commissar: You were elected to hunt heretics, and blast their heads in. Good luck.
Save the Ammo: The man on the firing line isn't worth the ammo. You may twice per game cancel a lynch. A double lynch counts as two though, but you may chose to only pardon one man.
Honour Guard: You will have THREE body guards. You will know nothing of their identities, you're too busy shooting things. While they are alive, you are safe from night attacks and the like.
Summery Execution: Once a night, you can go out and kill someone you suspect of heresy. A warning, you method of execution will make it quite obvious you did it so, be sure you pick your target carefully.
Honour Guard: You are part of a small squad detached to Townston's Governor and Commissar to defend their asses.
My life on the line: You protect the Governor and Commissar with your life. So long as you stay and guard, nothing can hurt them, UNLESS the attackers outnumber the defenders.
Still got my gun!: Though you were given an order by your CO to protect the leaders, you were given training to kill enemies of the Empire. Once per night, you may abandon your post to go and kill some shit up. If you choose to kill, you won't count as a defender for the elected officials for the night.
Inquisitor: The true terror of the Empire. You strike fear into the hearts of loyalists and Heretics alike. You wield untold authority, the fate of planets… but espionage is fun too, in a "lets NOT blow shit up with space cannons" way.
And you are?: You can scrutinize like an SOB. Just the way a man walks tells you his favorite TV show, his house number, the details of his last three break ups, AND his religious views. Once per PHASE (aka one day AND night)you may investigate someone. By doing so, you get their ROLE! However, your methods are… intense. You will leave clues to your identity with each investigation.
I smell corruption in the booth! Once per game, you may check the results of an election. You will know who the enemies of the empire voted for. Do so, and you can't investigate another player that phase tho.
The Emperor's duty: Once per night, you may go out and kill. Do so, and you may not instigate that night.
Do YOUR Duty!: Once per game, you may put up a proclamation during the day phase. In the following Night phase ALL townie's that can't normally, may now go out and kill. Might wish to get organized before you do this.
Space Marine: You are a seven foot mountain of muscle, cybernetics, combat drugs… and I think there is some human in there. Somewhere…
Power Armour: Thicker than the filling of a Rokulily triple stuffed jelly donut (and that stuffs PACKED) you wear the pride of imperial armorers. You survive the first direct attempt to kill you.
Imperial Justice: You may go out and crush the skull of you enemies once a night. Have fun.
Medic: Townston is FULL of guns. Yours is a busy job.
House call: You may protect one person a night. They are safe from harm unless you're outnumbered. You will find any bombs planted on them.
Paranoid: You are a veteran of some war long ago. You never really recovered psychologically from what the Chaos Marines did to your squad. The return of Chaos has brought you madness. This will be interesting.
NOT THIS TIME!: You have booby trapped your house to protect yourself from the heretics. First person a night to visit you will be in for a surprise. The Inquisitor can search you safely, he's just watching.
Townies: Loyal red shirts. Nuff said.
Chaos Cultists: Worshipers of the dark gods, you are former loyal citizens who were corrupted by the dark powers. You are now slaves to their will, but hey, slavery ain't bad when you can kill shit, eh?
Close Cult: You all know each other.
Chaos Marine: Like your loyal brother, you are IMMENSELY strong and tough. Unlike him, you are unconscionably evil. Like, kicking a puppy into a paper shredder evil. Yeah. Unpleasant thought.
Power Armour: Although evil, you still know the value of good armour. You have two night lives, but you can be lynched (the town would be a little more careful when lynching you).
A gift from the Gods: Once per night, you may plague an other player with horrifying nightmares. They will proceed to book it to the nearest psychiatrist (which is surprisingly far) and they will be not be present until the following night (aka no actions, but can't be killed).
Demonic Instability: You hold a small, one use demon stone. Upon it's breaking, a weak, but still terrifying demon will cause havoc on your command. You may use him to cancel one lynch (double lynch will save both!).
Bloody Hands: While your cultists live, you can't be successfully targeted. You will appear as a townie to the Inquisitor. This power goes down if you are the last Chaos cultist, or if you decide to go and kill.
A Sacrifice to the Dark Gods!: ONCE per game, you may sacrifice one of your cultist to one of the Gods. The night you do this, you and your WHOLE team are too preoccupied with the sacrifice to attack. You and your remaining cultists gain a corresponding gift;
Blood God: Whole team gets an extra attack at night (removes Chaos lords "A gift from the Gods" ability though)
Magic God: Whole team's attacks ignore defensive abilities (Chaos lord cannot attack unless he is the LAST cultist though)
Pestilence God: An extra nightlife for whole team
Pleasure God: Team counts as sending in action first. Always.
Chaos Cultist: You are fodder. But unlike the loyalist fodder, you can kill.
MAIM! BURN! KILL!: Need I elaborate? Kill things!
Mutant: Rejected from society, and rightfully so, YOU UGLY! Despite your unpleasant visage, you are quite good at making explosives.
Tick Tick: You may plant a bomb a night, to a maximum of two in circulation. One night after you plant a bomb, you may detonate it. You cannot detonate and plant the same night.
SEE YOU IN HELL SMOOTH SKINS!: If you are killed, all active bombs detonate, killing their holders.
Aliens: Nanu Nanu! Seriously though, you are the scout of some vast, hungry, alien hive mind. Make a delicious slurry of the town.
Scout: You are an alien scout. It's your job to prepare the planet for eating by your hive mind master.
DELICIOUS!: Once a night, you may go out and kill a town member.
Role count:
1 Governor (elected)
1 Commissar (elected)
3 Honour Guard (assigned after election)
1 Inquisitor
1 Space Marine
1 Medic
1 Paranoid
X Townies
1 Chaos Marine
4 cultist
1 mutant
2 alien scout
Narration:
A man walked home alone. He had fire red hair and a song on his lips. The street echoed as he whistled the Lord of the Rings theme. He turned as he heard a clank behind him. He saw a man only slightly taller than himself garbed in terrifying armour. It shimmered with a black shine that emulated fire and hatred. The man stood with a blue shine to his eye. "Nice armour. Really brings out the deuch bag in your personality." Same commented with a smirk to the great thing before him.
The chaos marine struck him with a great blow to the face, flinging him into the local armory "I'm going to rip your tongue from your mouth and use it to paint my house!" the marine bellowed.
Same emerged with a Gatling gun, "BITCH, NO ONE PIMP SLAPS ME!" Same declared as he opened up with a terrifying volley, but the marine ran threw it, his armour absorbing the bulk of the shots. "SCREW THIS!" Same shouted as he dropped the gun and ran for it.
"I Ain't done with you yet coward!" The Marine screamed like a mad man as he pulled a grenade from his pocket, "Suck fragmentation bitch!". He tossed it with super human strength and it clocked Same in the back of the head. Same hit the ground and the grenade rolled before him, "SON OF A WHO-"
[spoiler]Same rained upon the town[/spoiler]
The chaos marine cupped his hands and drank a swig from the falling gore. "Hmmm… needs whiskey…" He walked of into the coming dawn.
Clues:
a blue shine to his eye: monocle
"Suck fragmentation bitch!": I shout odd things at stuff I want to die
"Hmmm… needs whiskey…": Town drunk
NARRATION, NIGHT 0
A rather rotund individual sat in-front of his T.V., whilst his brothers were out causing shaos, he was giving more of a political advantage. As he flicked through the channels, he picked up a Cornish hen, and ate the whole carcass. He then spit out the little bones, which his cats then played around with. "Mortal television is almost as boring as their pitiful lives are…but I think I'll watch their lives instead." He picked up a demonic looking book, and threw it at the T.V., which then tuned to two men walking down a street. And these are the people the story is actually about.
"It was one of the worst games in the history of the club!"
"Come on now, you'll feel better if you tell me the worst one then!"
"Well, come to think of it…the one I just hosted."
The depressed man appeared to be intoxicated, he was tall and had a rather red complexion. The other man was rather short, with his face obscured by his hat. The short man appeared to be a bit fidgety, and said,"So, do you like bears?"
The red man was in a rather bad mood, and so said,"…what? What the hell is wrong with you?"
"Just answer the question.""No, unless it's a bear-skin rug."
The man had a twitch in his eye, but then calmed down, he said,"Are you a people person?""No, I hate crowds, and the people in them.""…and what about pigs?"
"The closet I've ever felt to a pig, is when I skinned one, and used it as underwear."Darkness appeared around our insane man, no longer trying to comfort, now a monster of sorts."You have shown hatred to all three sacred parts of the lord, and for that, you must die!"
The big man erupted into flame, showing his true form of a demon."Lorde-shmorde, I answer only to hell!"
"I am hell!"The demon stabbed a pitchfork fowards, but the man then dissapeared. He reappeared by his arm, promptly ripping it off the host.
He screamed, spraying blood everywhere, and overall just making a bloody mess. And then, the short man took his arm, still holding the pitchfork, and stabbed him through. The demon gasped in pain, as what he assumed was a friend tore his insides into a unrecognizable mess. It looked like a lasagna was thrown in a blender."Any last words, non-believer?"
"C-come, closer…"
The insane man came nearer to hear what he had to say, and then, the doomed demon stated,"F— off!"
And with a yell of anger, the psyco ripped off his face, which then caused a fountain of blood. The man then yelled,"All hail ManBearPig! Man-Bear-Pig! Man-Bear-Pig!"
[spoiler]
Same, the Minion,made a bloody mess. Oh, and he died too![/spoiler]
The demon watching this on his television sat with is mouth gaping open, then with a flurry of movement shook off the wrappers of food. He brushed a sleeping kitten on his phone and dialed 6-6-6, and then he said,"Boss, I think we may have a problem."
AWESOME CLUE LIST OF AWESOMENESS!
The short man appeared to be a bit fidgety- I'm always doing something, talking, writing, playing video games, getting pissed off at a pompus arse trying to make me look stupid, always something. Never time for rest.
The other man was rather short, with his face obscured by his hat- I am a short person, but soon I will be tall! After a few weeks of pain that is. Also, my face is obscured in my avi. As it always is and will be!
It looked like a lasagna was thrown in a blender- I have said before, or did I forget? Anyways, lasanga is one of my favorite foods. That, and chocolate.
Man-Bear-Pig!-I love the cute widdle piggies!
MAFIA XXX: Trials of Townston
Ok, I'm trying this again before its too late like last time. Got good feed back with this when I ran.
Changes: Dueling. You may challenge anyone to a duel once the day begins (person need time to accept). You can only duel while the shogun lives. Winner is decided by a coin toss. Refuse the duel (or don't respond to the challenge) and you get bumped down to a honor-less role.
Roles:
Townies
Elected: Shogun; The unquestioned leader of Townston Village. His word is law, and his power is unquestioned.
He is a threat!: The Shogun has declared an enemy to be made an example of. Within an hour of being elected, the Shogun may choose someone to be lynched. There is no ifs, ands, or buts, that person is dead. Beware tho, clueless killing may lead to suspicious towns folk.
Honor Guards: The Shogun has a pair of body guards he knows their identities and roles. While they live, he cannot be killed.
Let the rivers run red: Twice per game, the Shogun may declare a double lynch. People get to vote for any TWO candidates to be killed.
I know whats best: The shogun's vote counts as two.
Be silent peasant: You may refuse a duel without consequence.
Elected: Seer; The shogun's trusted adviser. His word is never taken lightly.
I see him a friend. Spare him; Twice a game, the seer may cancel a lynch. A double lynch counts as two tho, so you can only save one of them per pardon. You may NOT cancel the insta-lynch.
Honor Guard: Like the shogun, you are protected, but you are unsure of by whom.
Honor Guards (2); You are trusted with your masters life. It is his will that guides you. And his life that gives you purpose.
Protect the master!: You will be assigned after the mayors elected. While the you are alive, the officials cannot be targeted so assassins will be stopped unless they outnumber the guards, and bombs will be intercepted and defused (fail or not, the attempt will still leave a clue). You can not stop a duel/ lynch.
Soothsayer (1): You are wise beyond your years. It is your wisdom that lets you see more than what is physically there.
It was you, wasn't it?: Once per cycle you may ask the GM if one player was involved with a murder. You must ask in a yes or no fashion, and will get your answer in the same manner. OR you may ask the GM if someone is pro or anti townie.
I sense the shadow's at play: Once a game, you may ask the GM who the mafia voted for after an election. You wont get the voters names, but you will know how many mafia voted for someone.
Medicine man (1): The beloved apothecary of the town. You are the healer.
House call: The medicine man may choose to stay with another player. That player may not be killed that night UNLESS the attackers outnumber the defenders. If there is any bombs on a player, you diffuse them and a clue about the bomber is revealed.
Swordsman (2): Take the law into your own hands. You will defend your town or die trying.
Law of the blade: Once per night, you may go out and kill another player. Beware to pick carefully, you leave a clue and you may kill a friendly (mixed with the clue, things can get ugly for you).
Rurouni (1): A travailing swordsman. You have fought every day of your life. No cowards will disrupt your long sought peace.
Scars from head to toe: You have had worse. The first NON-LYNCH attempt to kill you is negated. Duel included.
Sword master: The rurouni LIVES by his blade. If he fails the first coin flip of a duel, the coin is flipped again. (Canceled if dueling other sword master)
zatoichi: You are the blind swordsman. You strike with unnatural accuracy, it is a pity you do not know who you are striking.
Said the spider to the fly: You know how to deal with ninja's. The first man to come after you will find quite the surprise. You kill your first visitor (friend or foe) each night.
Sword master: You can strike with unparalleled skill despite being blind. If he fails the first coin flip of a duel, the coin is flipped again. (canceled if dueling other sword master)
Townie (Remaining): Lynch, Live, repeat. You are really just there to vote. Don't make enemies or you may not make it through the night.
Vagabond (Townie refused to duel): You have no honor. You are filth. Your vote counts as only a half (and I round down).
Ninja
Universal rules
Silent strikes: Once per night, you may kill one other player (not a fellow mafia)
Clan leader (1): A master and warrior of ill fame. You have the deaths of dozens to your name.
Deadly message: You may send another player a message. Pick one player and they receive an attempted assassination. They're skipping town. No voting in the following election, however, they also can't be killed. They're long gone for the cycle. This power cannot affect the same player twice, they get used to it.
Mind over matter: The Clan leader doesn't go out and kill. He doesn't need to. So long as he hasn't killed anyone the night previous he appears as a regular townie. If he is the last ninja tho, he this power is deactivated.
Espionage: You may, once per game, cancel a lynch.
More important matters: You may refuse a duel and suffer no consequences.
Sword master: You have been trained for years with the blade. If he fails the first coin flip of a duel, the coin is flipped again. (canceled if dueling other sword masters)
Assassin (2-3): You live in the shadows. You strike as them.
Sensia!: Like a body guard, so long as there are assassins, the Clan leader may not be killed outside of lynching/ duels.
The Timer (1): You have several bombs obtained from your master. Your slight hands make it easy to plant them.
Times ticking: Once per day you may ether distribute a bomb to someone or you may detonate one, killing someone and leaving a clue to your identity. You can only have two in circulation at one time.
Just as planned: When the timer dies, him and ALL his distributed bombs go off. Anyone with a bomb on them dies.
Initiate (ninja refuses duel): If you refused a duel, your brother's will lose respect for you. Your vote counts as half (and I round down) and worse, you always strike last at night.
Serial Killer
Kuchisake Onna (1): A daemon of horrifying might. It appears as a pretty girl who asks a simple question "Am I pretty?" answer yes, and it reveals its mouth as full of razor sharp fangs. It asks "HOW ABOUT NOW?" There is only one answer to give if you want to survive, "Yes". But beware, lying makes her angrier, and she planned to kill you already.
HOW ABOUT NOW!?!: You walk the streets at night asking strangers your terrifying question. You may kill another player at night.
Demon logic: You may refuse a duel without consequences.
Sample narration:
Same walked through the village streets silently. He was wearing a demon mask, plotting some elaborate prank to scare Mettaur, the local wizard. He chuckled to himself when he heard a slight noise. He turned quickly, and saw nothing. He lifted his mask to see more, then he saw it. A silhouette. He stared and leaned forward to make out the shape better when he felt a sharp pain in his chest. He looked down. There was a kunai sticking in him. He fell to his knees. As he looked up, he saw the thrower emerge from the shadows. The assassin had large bright eyes, and a friendly smile. "I am sorry about this. Really." The assassin drew a blade. Same grew pail with fear. He tried to mouth the word no. The assassin closed her yes and placed a hand on Same, to steady him. She drew the blade, and ended him there in the street.
[spoiler]Same the Townie is dead[/spoiler]
Well, mine is running on the basic formula, and I am a veteran player at least…if people voted for me every now and then, then I would be a veteran GM. Oh, and I will take the stupid, insane, ridiculos requests. Cuz if we have religion in this, I want there to be laughs.
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