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.
(This chart becomes effective on 11/7/10)
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.
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DD Comics!
Mafia XXXVII: GM ELECTIONS
Narration
It was quiet, and wet, very, very wet.
The rain had been going on for quite some time, but That didn't bother the plain suited figure stalking in the night. The figure quietly slid up behind two grunts on patrol.
"I'm telling you, New 'Bama ain't gotta chance against them Neo-Auburn boys!"
"Maybe, but I'll still be yelling R-"
BAM!!
One of the grunts stared down at the gaping red hole where his ribs had been. He let out a quiet gasp of pain and feel to the ground.
[spoiler]
Johnny the NPC Grunt is dead.
[/spoiler]
"YOU KILLED JOHNNY!"
"So what? You're next."
"Oh you wish!"
The remaining grunt glared out of his visor and lined up the suited person, the killer of his friend, in his sights.
Three muscles tightened around the trigger.
[spoiler]
Niccea the Bob is in dire need of a new heart
[/spoiler]
Clues:
[spoiler]
-My avatar is glaring… INTO YOUR SOUL!! >:D
-I go to Alabama, the rest of what I was going to say was Roll Tide. For football fans, the Auburn vs. Alabama reference would be a dead give-a-way.
[/spoiler]
Narration:
If anyone had bother looking around the streets tonight, he would have seen the pod carrier sneaking into a house and leaving his package there.
Well… he would have been able to spot the pod carrier if not for the fact that it looks like an ordinary human and is impossible to distinguish from normal people, really. Nonetheless, the large coke bottle shaped seed did a quick job sinking its roots into the sleeping victim, forming a perfect duplicate of the now deceased townie.
[spoiler]A new guardian was born.[/spoiler]
[spoiler=Clue breakdown]Naturally, I didn't reveal that Niccea was turned into an alien guardian but the reference of the coke bottle shaped seed was a type of product placement, if you think about it.[/spoiler]
Narration:
"Gah! This damn experiment isn't working!" Groaned the mad scientist as he threw the stitched up abomination into the trash can. "I guess the world will never know the joy of gerbil powered death ray"
"Maybe it's for the best." replied the hitman aiming a gun at him.
"Wait… Didn't you just turn me into an alien just moments ago?"
"Oh now, don't be silly. That was the other game concept." replied the hitman as he gunned down the scientist.
[spoiler]Niccea the Mad scientist is dead.[/spoiler]
[spoiler]No clues, unless you look at the fact that I'm referring to my earlier narration. I'm just being silly now.[/spoiler]
NARRATION!
Niccea swigged a bottle o' rum and smashed it against the tavern wall. She was having a bad night. Elections came around and nobody would vote for her. She DID promised lowered tariffs, and weapons for all, even a promise to lynch the softy pardoner first thing! But she only got her own vote and that of the town drunk, which was soaked in hooch. As she mumbled around, she noticed a settler tittering around with a musket. He kept on buffering it, pulling his funky hat over his eyes, shining the barrel with his sleeves. 'Ole twitchy the trader, didn't he serve the Royal Navy? Yeah, some accident with a cannon blew up his face, wore a dark shroud to hide his scars. Well, he didn't need the gun no more then.
"You! Han' O'er that there gun matey!" Niccea swaggered with a shark-bite cutlass. The settler muttered something about cannons and entrails, but he didn't hand over the gun."Aight, that's it twitchy! Gimme that 'ere musket piece!"
After a few minutes, the town found the charred corpse of Niccea. It appeared someone, probably that paranoid veteran, slowly cut off her head with her own cutlass. Then a tiny spark from the sword falling on the cobblestones set her booze-drenched corpse aflame. Oh well, another one bites the dust.
[spoiler]NICCEA THE SCALLYWAG IS DEAD![/spoiler]
Hints!
Funky Hat- Isn't I have a funky hat?
Shining the barrel with his sleeves- Ma sleeves! I always have ma long sleeves!
Dark Shroud- My face is always hidden in shadows.
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. If captured, the side that captures the Recon Pilot gets a boost during the next night or until the end of the game. Boosts include: Non-kill roles get a onetime chance to kill, Extra night life for kill roles. + 25% chance of survival, extra lynch cancel, extra Fire at Will, and extra shots on limited abilities for detectives.
Button up: You kill anyone who attacks you. It doesn't matter who and what 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. Your 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
It was quiet, and wet, very, very wet.
The rain had been going on for quite some time, but That didn't bother the plain suited figure stalking in the night. The figure quietly slid up behind two grunts on patrol.
"I'm telling you, New 'Bama ain't gotta chance against them Neo-Auburn boys!"
"Maybe, but I'll still be yelling R-"
BAM!!
One of the grunts stared down at the gaping red hole where his ribs had been. He let out a quiet gasp of pain and feel to the ground.
[spoiler]
Johnny the NPC Grunt is dead.
[/spoiler]
"YOU KILLED JOHNNY!"
"So what? You're next."
"Oh you wish!"
The remaining grunt glared out of his visor and lined up the suited person, the killer of his friend, in his sights.
Three muscles tightened around the trigger.
[spoiler]
Niccea the Bob is in dire need of a new heart
[/spoiler]
Clues:
[spoiler]
-My avatar is glaring… INTO YOUR SOUL!! >:D
-I go to Alabama, the rest of what I was going to say was Roll Tide. For football fans, the Auburn vs. Alabama reference would be a dead give-a-way.
[/spoiler]
Narrations will be at 18:00 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. Keep it clean please.
First person to submit an action or vote each cycle gets to request a drawing, which will be displayed in the next narration, quality may be suspect, but I will try my best.
So a little birdie informed me that whenever Niccea runs a game, I'm automatically running the game before or after hers and since I didn't run the game before this one, that means I'm supposed to run the one after it (all right, it was Niccea herself who said it and there are exceptions to this theory of hers). Anyways, I'm curious to see if this theory holds any ground and thus will be running this time.
But that puts me on a spot. I've been thinking about redoing one of my older games and I helped Mettaur with another game design that I'm kinda curious to run myself (he was nice enough to give me his permission).
So currently I'm torn. I don't know which concept I should run.
Therefore I would like to ask for the permission to run both. Since that would technically give me an unfair advantage, I propose we handle it like this:
Candidate 1 is running concept A, while candidate 2 is running concept B. I on the other hand am running concept C and D.
Concept A receives 40% of the votes.
Concept B receives 10% of the votes.
Concept C receives 30% of the votes.
Concept D receives 20% of the votes.
Concept A is the winner. Even though I technically got 50% of the votes, neither one of my concepts provided enough interest to win the popular vote and thus the victory goes to concept A.
So does this sound fair enough?
Well, here's the first concept.
Introducing:
Art by myself (borrowing the original 1956 poster from the studio "Allied Artists" )
Oh dear, as if Mafia, time travelers, dinosaurs and Halloween monsters aren't bad enough. Now we have to deal with aliens? And what's worse is that these are the sneaky kind that's slowly and gradually infiltrating our town. Why, already has one of us been infected by some kind of queen alien that plans on infesting Townston with her spawn. During the nights, as the unsuspecting villagers go to sleep, the aliens go on the prowl and sneak weird looking pods into their homes. These pods will feed of the villagers steeling their identity and memories, turning into a carbon copy of the now diseased victim. These "pod people" serve the queen from then on until the day they die.
Now are you going to sit idly and let some greasy slime creatures perform the greatest identity theft ever or are you going to do something about it?
The game alternates between days and nights, each turn lasting 24 hours. First day is reserved for an election to figure out the town leadership and subsequent days focuses on electing a shady character or two to be lynched. During nights, however, things tend to happen more behind the scenes. Those who have special night abilities can use them to further the agenda of their side.
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.
It's never too early to start lynching!: 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 identify an alien.
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.
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 or infected during the nights. Due to the perilous nature of their job, only the bodyguards are aware of their own identity. Their roles are initially kept secret from everyone, even the leadership. Should a bodyguard be infected or killed, the following narration will inform that the town has lost a bodyguard.
HUMANITY!
While most of the players might start with their humanity intact, their numbers will dwindle quickly if nothing is done to stop the alien menace. Days are your time to shine. Discover who're likely suspects and get rid of them. Do what you can to survive.
Light Sleeper
You're one of those who tosses and turns during nights and tends to take a bathroom break or raid the fridge couple of times over the night. In short, you're pretty easy to wake up. If somebody enters your house during nights, you'll have a 50% chance of waking up and jump out of your window for safety.
Ufo Believer
Ufo believers always knew that the day would come when they had to defend themselves and others against the alien menace. Each night you can visit someone's home and watch over them, long enough to protect them from a single attack/infestation. Alternatively, you can spend the night, proofing your own home for a single attack/infestation.
The Man in Black.
A secret agent has been dispatched to investigate the town and collect alien specimens to research on.
That's not normal DNA: The Man in Black can break into a person home and collect bio samples to study. This will tell him if the person has become an alien or not. He can do this unlimited amount of times but is restricted to day times only, since he has other plans during nights.
Requesting a pickup: With a quick order, the Man in Black can call in a Black Hawk and kidnap a person to study. This person will disappear without a trace and is then never to be seen again. Should he accidentally kidnap an uninfected human, they will be discretely disposed of, due to the secret nature of their business. A Black Hawk can only be called in during nights, when it can fly during cover of darkness.
Abduction Survivor - Oh, it was horrible! They had probes of various sizes and shapes!
The Abduction survivor claims that he experienced some terrible and traumatic experience in his youth and refuses to go into details when asked about it. Every night he tosses and turns, reliving his nightmares. Since the town is under an alien attack, the Abduction survivor is more unbalanced then he's ever been.
Oh god! They're back!: If somebody visits the Abduction survivor during the night, he will respond most violently and kill the one who enters his home (regardless of their intention). He will always kill the first person to interact with him that night but is vulnerable for the rest of the night.
Townie
Townies don't like having their brain sucked up into a a tube to feed to an oversized bean pod. For that very reason, they should do everything in their power to prevent the aliens from getting the upper hand. Help the town for your contribution matters allot.
ALIENS!
The alien force may only start with a solitary queen but if she plays her cards right, she should be able to quickly overwhelm the town. All those who end up being infected by her spawn, will loyally follow her to their death.
Queen
The queen arrived on earth in a fallen asteroid and infected the first random human she encountered. During days, she masquerades humans perfectly while during nights, she plots to overthrow humanity. All she needs to do is build up an adequate power base where she can get started…
You will make a wonderful host for my child: The queen can infect one person per night.
A mothers job is never done: The queen is the only alien that can create more pods. If she dies, the aliens loose their ability to infect more people. As the creator of every pod, she's the one who gets to choose which pod creates what kind of alien. In other words, she chooses what kind of ability all her new minions will gain. Her choices are:
a)Guardians (limited to two in total)
b)Pod Carriers
c)Soldiers
Further explanation will be given further down this list.
Guardians
The guardians stay by the side of the queen at all times and prevent outsiders from harming her. As long as the queen owns a single living guardian, she can't be killed during the nights (can only create max two guardians).
We die, so you may live: If the queen (or an important follower) is about to be executed, the queen can order one of her guardians to disrupt the execution and cancel it. The guardian will be killed in the process but at least the one who was due to be executed gets to live another day.
Pod carriers
Since the pod that the queen produce can only survive for a limited time left unattended, the queen needs to create aliens who can carry the eggs within themselves in order to spread them more efficiently.
We carry her seed: Each additional pod carrier can infect one more person per night. For example, 2 pod carriers + queen, means that they can infect 3 humans per night.
The queen still gets to choose what type the humans that they infect become.
Soldiers
These minions are bloodthirsty and ruthless. They hunt down those who dare harm the queen and ensure they never get the chance.
Death to the uncorrupted: Can kill once per night
Victory conditions:
Human Victory Conditions: Kill the queen and all the aliens that have killing powers.
Alien Victory Conditions: Gain a big enough majority of the town, so that you're uncontested during lynches and kill/infect the man in black. Should the queen die, the aliens are still able to win as long as they can fulfill the aforementioned victory conditions. In that case it is ruled that one of the aliens eventually mutates into another queen and carries on her legacy.
Narration:
If anyone had bother looking around the streets tonight, he would have seen the pod carrier sneaking into a house and leaving his package there.
Well… he would have been able to spot the pod carrier if not for the fact that it looks like an ordinary human and is impossible to distinguish from normal people, really. Nonetheless, the large coke bottle shaped seed did a quick job sinking its roots into the sleeping victim, forming a perfect duplicate of the now deceased townie.
[spoiler]A new guardian was born.[/spoiler]
[spoiler=Clue breakdown]Naturally, I didn't reveal that Niccea was turned into an alien guardian but the reference of the coke bottle shaped seed was a type of product placement, if you think about it.[/spoiler]
And my second game concept is…
Art by Salsa.
That's right folks. It's the return of the madness. The game where everyone gets a role so that they all can feel special. The more people decide to join this game, the more roles I shall be forced to make up. What's more, there's almost no way of telling how the game will end. With the introduction of neutral roles, the advantage can easily fall into the hands of the pro-townies, mafia, serial killers or some new unique form of an alliance, since the neutrals are free to back up almost anyone they choose.
Possible starting roles:
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…: Cannot be killed during the night while his bodyguard(s) are alive. Only the Mayor will know who the bodyguards are. The Mayor always has one bodyguard automatically assigned to him but is free to assign the second bodyguard to whomever he wishes.
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 if you plan to use this ability since no clues have been given that could point you at a mafia 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. This could be either two single lynches, one double lynch, one half of a double or whatever. The pardoner will have to notify me within one hour of lynch vote results before the lynch is actually posted. He is also unable to pardon on the insta-lynch.
Bodyguard
Random Pro Townies will receive the role of bodyguard once the mayor has been elected. The mayor alone will know who these people are. As long as the bodyguards are alive, the Mayor and the Pardoner can not 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.
Paramedic
You have the ability to watch one other player during night, which you must tell me about before the end of night (this move can be made during the day cycle). 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 paramedic, the person will die. The narrative will state that someone was attacked but save and the narration will include a clue pointing out the identity of the attacker. It does not matter if the paramedic chooses to watch someone before or after he is attacked; he will protect the person regardless. The Paramedic will also intercept bombs sent to a townie if he's being watched during the night of implantation.
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, A criminal or Neutral. (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 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 they were.
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.
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.
The Duelist.
Few people have egos as fragile as the Duelist. If somebody wrongs him in any way, expect retribution for he will challenge you on the spot.
I demand satisfaction!: The Duelist can challenge an opposing player for a duel. Should that happen the player will be called out with the demand to accept the challenge. Should the challenged accept there will be a fight to the death. There's a 50/50 chance of victory for either side. Should the Challenged refuse to compete he will be labeled a yellow bellied chicken and treated negatively by the town (he'll also can't use his powers for this day/night cycle. Challenges are made at day and performed in the evening (covered in the end of day narration).
Tis merely a flesh wound: The Duelist has been through many duels and knows how to survive them. Therefore he will effectively have 2 extra duel lives(total of 3 lives) when it comes to duels. Should the Duelist loose a match he will loose one of those duel lives instead of dying. The extra lives will not help him though, should somebody attack him at night.
NEUTRALS
These individuals do not care who wins the war. They're free to choose to root for the town, the mafia, serial killers or themselves.
The Raging Berserker.
The Raging Berserker is a man filled with rage. Most of his time he keeps his broiling anger bottled up but if the right conditions occur he will snap. If somebody attempts to kill him, he will be thrown into a death rage that he's unable to snap out of. For the rest of the night he will prowl the streets killing everyone in sight before falling down dead.
Hulk MAD!!!: Oh crap! Someone attacked the Raging Berserker. Up to three individuals will die now by his hands. The Raging Berserker can choose who he will attack and he can choose to attack fewer then three but he must attack at least one person. Should he fail to pick a person to kill, the GM will randomly choose his victims for him (in that scenario the GM will also randomly decide how many he will attack).
The Pimp.
The Pimp controls the red light district of Townstown. With an army of seductive prostitutes and professional gigolos, nobody is safe from his lustful taint. The Pimp excels in extorting, blackmailing and using his pimp hand.
Digging up the dirt: The pimp collects information that he likes to use against his many customers. And since people tend to reveal things during pillow talk, allot of spicy info can reach his ears. Each night, the Pimp can find out the role of one of the townstonians. What he does with that info is up to him. For example, he could play the role of a second detective. More importantly, he could force those who he's investigated to work for him (this will allow that individual to share victory conditions with the Pimp, even if it was previously impossible (For example a pro-townie and a mafia member that are working for the pimp could share victory)). The Pimp can't look up the Mayor nor the Pardoner.
In case of my untimely demise…: Stored in a hidden safety deposit are details and dirt that the Pimp has collected over his time about important people in Townston. If he ever finds himself in the unfortunate situation of being dead, those details will be mailed to every tabloid paper in a 3 state radius. This is his safety insurance so that those who he'll blackmail won't send a hitman after him. Only those who the pimp has targeted with the Digging up the dirt power will be exposed. The pimp can't manually include roles that he's figured out via alternative means.
The Flasher.
In the night, there hides a insidious man. A man with a questionable intention. Whenever someone is spotted walking about in a trench-coat, mothers are quick to cover the eyes of their children for the Flasher could be on the prowl.
Say hello to my little friend! As a part of the thrill, The Flasher likes to expose himself in front of the decent villagers of Townston. The whole thing is so traumatic that the intended target will lock himself at his home and refuse to come out for the next day and night. During that time, he's forbidden to use his powers. He's allowed to yell out from his window though, if he wishes to vote for someone.
The Mad Scientist
Few could attempt to imagine what depraved thoughts could reside inside the Mad Scientist. Using the cover of darkness, he performs twisted experiments that are certain to turn the town on the other end.
Side effects may include…: The Mad scientist has targeted a individual of his choice to perform crazy experiments on. The ordeal will change the individual, possibly granting him additional abilities. What those abilities are and whether or not they turn out to be beneficial, remains to be seen.
It's alive!: Nothing is sacred to this foul man for he has turned to grave robbing. After stealing one of the recently deceased, the Mad Scientist has performed the impossible. Reanimation. Now a walking dead, the shambling townie may attempt to incorporate himself among the living.
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 checking up on him and the pimp is sending one of his prostitutes to his home.
The Copycat
Envy is a terrible thing and there's none more envious then the copycat. Whenever somebody performs a special action, this individual is filled with the intense desire to imitate it.
I wanna try too!: The Copycat is capable of imitating any action that's been previously performed. If somebody's been killed, he can kill. If somebody received a horsehead, he can send one as well. If the detective is on the case, he can tag along and learn his moves. If the Mayor declares a double lynch or the pardoner pardons somebody, he can pretend to be them as well. The only requirements are that the powers are not responsive (like the abilities belonging to the paranoid and the berserker) and that they've been used before (can't kill until someone's been killed already). The Copycat can only copy a move once per day/night cycle and he will only perform a specific action once since he quickly becomes bored of them (can only kill once, horshead once, declare a duel once, etc)
MAFIA
The mafia’s win condition is to kill all townies. Unlike townies, all mafias 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 a fellow mafia member.
Godfather
Like the Mayor, the godfather 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 has the effect of negating any special abilities the person may have had for one day and night cycle. A paramedic can intercept the message.
Call in a favor: The Godfather can once per game, cancel a lynch. If he uses that ability, during a double lynch, both lynches are canceled.
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, although the pimp will be able to see through him. Also, he can't be killed by anyone as long as this power is in effect.
Now it's personal: The godfather has decided to take actions into his own hands. He's brandished his pistol and 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 can do one of the following, plant a single bomb on someone or detonate a bomb that he's already planted. He can not plant a bomb and detonate it 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 one. Every time he detonates a bomb, a clue is given who he might be. Should the mad hatter be killed either through a lynch or vigilante hit, all bombs in circulation will detonate, killing his targets. If one of his targets are killed by someone else, he loses that bomb. The bomb is also discovered on the body, which gives the townies a clue who he might be. Bombs can be intercepted by a protector, giving a clue to the identity of the Mad Hatter. Also if a paramedic chooses to protect someone with an undetonated bomb, it will be discovered.
Hitman
You are the mafia hitman. Each night you get to stab somebody in the face.
SERIAL KILLERS
While these individuals are not allied with the Mafia, they're dangerous people, none the less. Their ultimate goal is to be the last people standing.
Jack the Ripper
A serial killer with a twist. This late 19th century doctor, turned mass murderer, is famous for his crime spree in the misty streets of London. What he's most famous for is the fact that he mysteriously disappeared. What happened to him? Well fortunately I can provide you with this answer today. You see, long ago when Jack was tracking down a prostitute to vivisect, the planets in our solar system lined up in a clockwise spiral which opened up a time portal, right where he was standing. Now, over hundred years later, the planets have formed a counterclockwise spiral, opening up that portal again and dumping the mad doctor out.
…. What? …. It could happen!
…. Anyways Jack the ripper will use his medial background to masquerade as a paramedic.
A new test subject: Jack the Ripper will be able to kill each night like the good old days.
I used to be a doctor, you know.: Although old fashioned, Jack's medical skills are sufficient enough to pass of as a Paramedic. He is also able to protect someone each night and this practice will become his alibi. Anyone digging up info about his role will see him as a normal paramedic (or a pro townie).
The Twins (two separate roles)
These two twisted siblings enjoy the texture of blood, the taste of panicked sweat and the sound of a helpless cry. They are serial killers who will not stop until everyone are dead. Whatever they do, they do in unison and are always ready to back each other up.
We act as one: The twins are practically collective in their decision making although sometimes they disagree with each other. They kill as one and can not kill separately. Both have to send in a kill request, targeting the same person. Should they fail to do so, the GM will decree that the brothers spend the night bickering about who they'd should kill. However let it be known that their kill attempts are counted as two separate attacks and thus they could boycott protections made by paramedics and the paranoid.
I got your back brother: One twin can not be killed as long as the other is around. They protect each other ferociously and will stop any attacks made on their other half. In addition to that, should one of them be discovered by the town and subsequently lynched, the other brother will bust him out before he is killed.
The only way to get rid of them is to double lynch them together or target them both during the same night.
Possible number of starting roles:
Pro-Town:
1 Detective.
2 Paramedics
1 Vigilante
1 Veteran
1 The Duelist
Neutrals:
1 The Pimp
1 The Flasher
1 The Copycat
1 The Mad Scientist
1 Paranoid
1 Raging Berserker
Criminals:
(Mafia)
1 Godfather
1 Mad Hatter
2 Mafia Members
(Serial Killers)
1 Jack The Ripper
2 The Twins
Various Victory Conditions:
*Only Pro-town and Neutrals that support them remain.
*Only Mafia and Neutrals that support them remain.
*Jack the ripper and Neutrals that support them remain.
*Only the Twins remain.
*A special alliance of Neutrals that has formed, that opposes all other sides, are the last one to stand.
Narration:
"Gah! This damn experiment isn't working!" Groaned the mad scientist as he threw the stitched up abomination into the trash can. "I guess the world will never know the joy of gerbil powered death ray"
"Maybe it's for the best." replied the hitman aiming a gun at him.
"Wait… Didn't you just turn me into an alien just moments ago?"
"Oh now, don't be silly. That was the other game concept." replied the hitman as he gunned down the scientist.
[spoiler]Niccea the Mad scientist is dead.[/spoiler]
[spoiler=Clue breakdown]No clues, unless you look at the fact that I'm referring to my earlier narration. I'm just being silly now.[/spoiler]
This game is interactive in choosing roles! I need some special roles, if someone makes some good ones, I'll fill them in!
Shiver me timbers, it's time once again for Mafia Games! But this time, it's Pirates! You are a colony of the New World, a small settlement soon to have new settlers and soldiers of the Spanish Navy coming to reinforce the town. But be warned, as there is yet any authority in the new land, pirates prowl these waters..
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).
For gold, god, and glory!: 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.
Conquistador!
You are the armored protector of New Townston. A helmeted 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.
Witch
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 pirates attack a person being watched by one witch, 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 witch chooses to watch someone before or after he is attacked; he will protect that person regardless.
Paranoid
The paranoid is a wee bit unhinged by his experiences in the Spanish Naval Wars. Seeing men blasted in half, children impaled on timbers all splintery, had his junk nearly pulled off when tortured for information on where he hid gold. 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 pirate or settler (such as a witch 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. Also, the paranoid is not aware that he's insane and thus believes himself to be a normal trader.
Settler/Trader
As a settler, you stand to loose big, should the pirates 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!
PIRATES
The goal of the pirates is to slaughter the settlement and loot what remains. If ye be a pirate, you aim to kill all them land lovers!
Pirate Captain
Like the Mayor, the Captain has several special abilities in his arsenal.
Send him a message: The captain 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.
Gold can be persuading..: The Captain can once per game, cancel a lynch. If he uses that ability, during a double lynch, both lynches are canceled.
Me? I'm but a trader!: The Captain doesn't dirty his hands since he has his goons to carry out his orders. He's also considered to be protected if he's attacked during the night.
Now it's personal: The Captain has decided to take actions into his own hands. By brandishing his flintlock the swashbuckler has taken to the streets. He gains the ability to kill once per night but looses all benefits he received from "Me? I'm but a trader!". If the Captain is the only pirate left, this power is automatically activated.
Pirate Scallywag
You are a pirate drunkard, all you are good for is slashing some settler once a night. But since you are so filthy and careless, you leave a clue each time you kill.
Btw, in case nobody noticed; there's a blank spot at the bottom of the Boddysnatcher poster where I included the text "Featuring:". That used to be where the list of credits were in the original movie poster. Anyways, I'm planing on adding all the players who'll end up signing up under there.
As for the "The Madness never ends" game concept, I'm wondering if anyone's interested in helping me designing a poster for it?
Btw, in case nobody noticed; there's a blank spot at the bottom of the Boddysnatcher poster where I included the text "Featuring:". That used to be where the list of credits were in the original movie poster. Anyways, I'm planing on adding all the players who'll end up signing up under there.
As for the "The Madness never ends" game concept, I'm wondering if anyone's interested in helping me designing a poster for it?
Sure. What were you thinking?
Anything really. When I did the first madness game, Hark helped me out with it. I just asked him to feature the weirder roles, like the pimp and the flasher and the duelist and do it in a crazy and zany way and this is what he came up with:
So the theme is weird roles and silliness, really. You can put whatever spin you want on it.
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