(Moving the Outline to here, where newly arrived dead people can still find it quickly):
Keep in mind, I may modify some of this on the fly, depending on how many players there are.
Just so you know where I'm coming from, here's a rules-and-roles outline, kind of out of order. I just put it together over the past couple weeks in a .txt file (I have no idea how to do attachments in this BB), so it's messy, but I think you can get the gist of what I'm shooting for - namely, fucking with people in a way they'll enjoy:
This game is designed for insanity and body count (even though there are a number of BPs),
not length or balance. Some safeguards inserted to ensure it doesn't end on the first Day,
so that people with good Roles get to have fun using them. Maybe.
Only Kills, no Vigs - everyone is scum, basically. Pirates don't have Healers - they
don't actually want each other to survive, even if the players don't realize that at first.
PIRATES: X-number of pirates, with Blackbeard listed as their leader, but he's not actually
in charge, except when it comes to divying up the loot.
All Pirates except Black Beard have one Day Kill and 10 pieces of gold, plus various generic
Night Actions distributed. This game will reward people who are patient with their DKs, unless
they die first.
Mechanics will be tweaked and Roles added if a lot more than 12 people join - with the changes
designed to increase the death rate, rather than make it more balanced. Particularly clever players
may be given additional Day or Night kills as a reward for insightful Spoiler Thread entries ... but
they won't be told why they've been so blessed.
Pirate Roles (only Blackbeard has a proper name):
+ Blackbeard: Two NKs (total, not each Night), no Day Kills; Night One BP. Can use both NKs
in one Night. Has 20 pieces of gold to begin, instead of 10.
+ First Mate: Knows who Blackbeard is, but can't reveal that in-thread, and can't use
his Day Kill on him. If Blackbeard is lynched, First Mate recieves his gold, and inherits
one Night Kill if BB still had at least one left.
+ Helmsman: Has a two-time "End Day" Day-action, which will take effect as soon as the mods
get around to reading the PM.
+ Gaoler: NA is to place someone in the Brig - that person cannot use Day Actions until either
let out, or the Gaoler dies. Only one person can be placed in the Brig at a time.
+ Retarded Cabin Boy: Can only use his Day-Kill on Day 4. One-shot Day BP
(lynch or DK). Each morning, recieves a count of how many Pirates and Ninjas are alive,
but can't tell anyone. Knows the identity of the Shit-Flinging Monkey, but cannot reveal
this in-thread.
+ Cranky Old Bastard: Can force everyone to skip Night, and go straight to the next Day (one-time).
Provisionals will not have effect that Night. Must quote at least three posts by other people while
adding no content (he's got a parrot, you see ...)
+ Jamaican Voodoo Pirate: Finder, will recieve the target's CF information, except alt.
Has one any-time BP, the use of which will strip him of his finding ability.
Must post using a horrible Jamaican accent at all times.
+ Spanish Mercenary: If he hits someone with a BP, he recovers that Day Kill. Must use at least one word of Spanish per post.
+ Sicilian Mercenary: His gold is Poisoned - if he's DKed, the player that killed him will die that Night, and his gold will be treated as lynch gold (i.e., goes to BB or the First Mate). The Poison can be counteracted by BP or Healing. Must have at least three words in ALL CAPS in every post, because he's an arrogant bastard. If he is Night Killed by either BB or Ninjas, they are not effected by the Poison, due to their being clever buggers.
+ Shit-Flinging Monkey: No gold to start, no Day-Kill. But can steal gold from one person each Night, with a 50-50 chance of success, based on the mod flipping a coin (best 2 of 3, heads=success tails=failure).
If you're writing a scene, the Monkey loves to woo and screw inanimate objects.
(**** Added if there are enough players):
**** + Serving Wench: Only 5 gold to start. A full-Find each Night - recieves the target's Role PM, finds out how much gold they had at the start of Night, and steals half that gold (if any). If writing scenes, this is actually a man in a dress, not a woman, and gets his find by sleeping around.
**** + Simpering Twit: Once a game, can force everyone to stop killing each other - during the chosen period, (Day or Night), no one can use their Kills - submitted actions will be ignored, not lost. This action must be submitted before the chosen period begins, or it will be applied to the next time period instead. Players will be told that their Actions were ineffective, but not lost in the case of one-shots.
**** + 24lb Cannon: Immune to Kills, but can be lynched (i.e., pushed over-board). Has a one-shot Kill - Day or Night - that cannot be blocked by BPs or Heals. Downside: Can't vote in lynches. Can keep it's targets gold, even though it's an inanimate object. I never said this would make sense, right?
**** + Drunken Surgeon: Will be told they have a Healing power, Night, that has a fifty-fifty chance of success. We're lying, it's actually a 50-50 chance of killing someone, with no chance of a Heal. Also has a Day-Kill one-shot like everyone else.
EXTRA ROLES as needed will be Generic Pirates, given a Day Kill and ten gold pieces, but no other special powers.
NINJAS: Two, Master and Acolyte. They start with no gold. They know each other, and can communicate off-thread at Night.
+ Master: One NK a night, and a single lynch BP, as well as a Night One BP.
+ Acolyte: Guard or Heal each Night (his choice); one-shot-Day-kill; and a typical Mafia Ninja-attack (Day or Night, doesn't end Day if used then).
**** + Junior Acolyte: Investigate one player a Night to determine how much gold they have; one Day-Kill that ends Day while killing the user. Can communicate off-thread with Master and Acolyte at Night.
RULES :
* If there are signifigantly more than 12 people, another Ninja of various abilities will be added, and
a couple of BPs will be removed from various Roles to increase the death rate.
* CF is Role or Name; Faction; Gold Possessed; alt. No point in holding back information.
(i.e., Black Beard, Pirate, 40 Gold, JA - this is hypothetical, as there's no way JA gets to be BB)
* A successful Kill moves all the target's gold to the Killer, either Pirate or Ninja Master, Night or Day Kill;
redundant Day Kills will be processed in chronological order of the PM; redundant Night Kills the same.
* When the Ninja Acolyte uses his Night Kill, he and his target die, and his target's gold goes to the Master
(if the Master is no longer alive, the Acolyte is no longer a suicide attacker, but a regular Killer).
* No one is told that everyone else has Day Kills in advance, or that there are only two (maybe three)
Ninjas and no Symps, or that the win conditions for the Pirates are purely individual - the Pirates don't win as a team, it's last man standing (sort of, see below). But they don't know that.
* 36 hour Days, six-hour Nights. If you don't get a provisional in and miss Night, too damned bad.
* Day-Kills do not bring about Night - only lynches or time-outs, or a Day-Action that
creates Night.
* Ninjas win when the Pirates are all dead, or are equal to Ninjas in number while having no Day Kills
remaining.
* If no Ninjas are alive, the Pirates fight it out until there are 2 remaining, at which point
whoever has the most gold wins. After the last Ninja dies, all Pirates will be issued a one-shot
Night Kill, with any remaining Day Kills taken away.
They won't be told it's every man for himself.
* When a Pirate is lynched his gold goes to Blackbeard (as nominal leader).
* If Blackbeard is lynched, his gold goes to the First Mate.
* If Blackbeard is dead, further lynch gold goes to the First Mate.
* If both Blackbeard and the First Mate are dead, gold from lynched players is divided equally among
the remaining players (including Ninjas, since they're in sneaky, sneaky disguises).
* If the Ninja Master is lynched, any gold he accumulated to that point goes to the Acolyte if still
alive; otherwise to Blackbeard if alive, otherwise to First Mate if alive; if none of those three
are alive after the Master's lynch, the gold is divided equally among the remaining players. The Junior
Acolyte will be inserted into this chain if present.
* If the Ninja Master is killed in any fashion, his NK-a-Night ability is passed to the Acolyte, while taking
away his Heal/Guard. Junior Acolyte, if alive, stays the same.
* The mod reserves the right to kill anyone at any time for whatever reason, or likewise to resurrect anyone
at any time under whatever damn conditions he well pleases.
* Note to co-mods - if there are a few alts left over, I plan on listing them as in active in the game, and using them myself at random, to screw with everyone and create more targets. These sock-puppets will not have Kills, but will have gold. I'm thinking at least three would be good - feel free to jump in using them as well, and posting in a completely contradictory style to my own. Hell, have your sock-puppets argue with each other, or other screwiness.
Note to co-mods: Ignore the mention of the "Resurrection" action, I decided to remove it. It was originally supposed to be the Jamaican pirate's big action, but would probably prove too troubling to game play.
This post has been edited by Path-Shaper: 19 February 2009 - 09:48 PM
Only someone with this much power could make this many frittatas without breaking any eggs.