How do these roles sound for a pirate-themed mafia game?
?? of ?? CREWMEMBER alive. (Normal, and special Roles)
?? of ?? CAPTAIN alive.
?? of ?? MASTER alive.
?? of ?? QUARTERMASTER alive.
?? of ?? BUCCANEER alive.
?? of ?? SWASHBUCKLER alive.
?? of ?? DOCTOR alive.
?? of ?? BOATSWAIN alive.
?? of ?? CHAPLAIN alive.
?? of ?? TRAITOR alive.
?? of ?? SABOTEUR alive.
?? of ?? SPY alive
?? of ?? players alive,
** ROLES **
CREWMEMBER - Your average seafaring crewmember of the pirate ship; the crewmember, aside from maintaining the functions of the ship, also participate in the political hierarchy of the ship politics, although to a very limited extent.
- Vote - The average crewmember will be able to participate in the ship's daily voting process, and will have say equivalent to one vote. The person who receives the most votes by the end of the day shall walk the plank and plunge into the depths of the sea. This applies to every role listed, unless specified otherwise.
- Power: Visit - At night, the crewmember may visit the chamber of one other shipmate, and will know if that person has left his room, as well as the identity of anyone who visits him. This will not prevent the crewmember from night hits, however; if the targeted person is attacked, you shall die along with him, and be unable to identify the aggressor. Counts as a visiting action.
- Power: Dodge - The crewmember may slip out of his chamber and hide as nightfall approaches; protecting himself from all hits that night. May be used only once per week, to avoid the captain's punishment for hiding below deck outside his room. Counts as an evasion action.
- Power: Sacrifice - The crewmember may indulge in a large ration of rum as a preparation for a last stand; if he is visited that night, he shall clasp the visitor with his last breath in a dead man's vice; choking the attacker as he perishes. If no one visits him, the heavy dose of alcohol will leave the seaman expired in his bunk the next morning, having breathed his last gasp of air while intoxicated in his room.
CAPTAIN - The Captain of the ship, responsible for keeping the ship together. As the captain is quite paranoid about security, he orders the Quartermaster to stand guard outside his door at night. As long as at least one quartermaster is alive and shows up to work, the captain cannot be hit.
- Vote - The Captain's apparent policy for running the ship is that of equality, and so he only contributes one vote during the democratic process.
- Power: Coercion - However, the Captain still runs the ship, and the crewmembers understand his position as the captain. One subtle stare during the voting process, and he will have instilled enough fear in the mind of any crewmember to sway them into changing their vote to match that of the captain's. May be used once per day.
- Power: Slice-'n'-dice - If the captain's vote fails to go through, he may invoke the power to exterminate the infidel whom he voted for anyways, slashing with his pair of broadswords in a brilliant display of authority, reminding the ship members who the boss around here is. May be used only once throughout the course of the voyage, as excessive violence only brews mistrust.
MASTER - The Master-at-arms is the chief enforcer of discipline on the rough seas. He has four non-regenerating night lives, and cannot be lynched. If he receives plurality vote for lynching, his role is revealed instead, and he is spared the lynching rope the first round. If he is again lynched, he shall walk the plank anyways. He has a variety of night powers, one of which may be used every night.
- Power: Execution - The Master-at-arms of the ship may take matters into his own hands, and lurk at night to track one crewmember. If the crewmember is seen leaving his room or post (evasion/visiting action), the master eliminates the offending individual with his rapier, finding their alignment and role in the process. If said member does not leave his room, the master will leave the member alone. Counts as a visiting action.
- Power: Protect - The Master-at-arms of the ship may take matters into his own hands, and lurk at night to defend one crewmember. If the crewmember is attacked by another, the master shall intervene and take the hit for the crewmember whom he chose to defend. The face of the aggressor will become imbued in the mind of the master as he takes the hit. Counts as a visiting action.
- Power: Ambush - The Master-at-arms of the ship may remain in his room and meditate as he concentrates on self-preservation. If anyone visits the master at night, his attack will succeed, but the master will execute the intruder with his blade on the spot, even if he perishes from the attack.
QUARTERMASTER - The quartermaster of the ship is responsible for navigation amongst other duties, but most importantly guard the captain from traitors who may have their minds on the captain's life. He has only one night life, but through usage of his powers, he may extend his livelihood further.
- Power: Guard - The quartermaster shall absorb one hit during the night that this power is used. This power will no longer be usable after it successfully absorbs one hit.
- Power: Evade - The quartermaster shall dodge one hit during the night that this power is used, by failing to show up to his post. The captain, however, will be left in a vulnerable position for that night. Counts as an evasion action.
- Power: Protect - The quartermaster shall take one hit for another crewmember during the night that this power is used, if his target is attacked. This will, however, cause the quartermaster to fail to show up to his post. The captain will be left in a vulnerable position for that night. Counts as a visiting action.
BUCCANEER - The gun-wielding pirate of the high seas, the buccaneer is loyal to the captain, but his bloodlust fuels his urge to kill at night.
- Power: Shadow - Visiting another chamber of the ship, the buccaneer will use his rifle to dispose of one crewmember at night. Counts as a visiting action.
- Power: Snipe - Waiting in his own room, the buccaneer watches the ship deck for activity, names one specific crewmember, and disposes of the target if he decides to visit the buccaneer that night.
SWASHBUCKLER - The elegant sword-wielding member of the ship, the swashbuckler carries a reputation of self-righteousness.
- Power: Vengeance - If the swashbuckler is lynched, he shall draw his dual blades in a fit of rage and eliminate the first person who voted for him during that very same day.
- Power: Ghost Hath No Fury - Commits one person to memory during the night. If said person votes to lynch the swashbuckler during the day at any point, he becomes the nemesis of the swashbuckler, even if he changes his vote later. If he eventually dies of lynching, any person marked through this method shall be slain by the ghost of the swashbuckler the following night.
DOCTOR - The doctor of the pirate navy, they are essential members who provide medication to crewmembers, but most importantly, provide first-aid in case of an emergency. Without a doctor, the crew can only survive one additional week, after which the traitors may declare mutiny with ease.
- Power: Aid - Protects one other crewmember from a night hit of any nature, including damage inflicted by self-defense powers of another character. Counts as a visiting action, but does not trigger self-defense.
- Power: Reinforcement - Adds one temporary night life to a target of the doctor's choice, but will not protect him from a night hit if it occurs on the same day. This night life will protect the doctor's target from one night hit on the following day. Counts as a visiting action, but does not trigger self-defense.
BOATSWAIN - The night watchman for the ship's deck, the boatswain will be able to passively observe the actions of one crewmember every night and know whom he visits.
- Power: Surveillance - Tracks one target of his choice and gains knowledge about whom that person visits during that night.
- Power: Supervision - Tracks one target of his choice and gains knowledge about who visits that person during that night.
CHAPLAIN - The purveyor of faith on the ship, the chaplain provides religious nourishment for those in need, but also has the reputation of providing long and repetitive religious speeches. Out of respect for the scriptures, no one dares interrupt or leave his oratory sessions once they start.
- Power: Preach - By visiting the room of one crewmember, the chaplain provides an overnight religious rejuvenation speech to the shipmate, rendering him bored out of his mind and unable to perform any night actions scheduled for the night. Counts as a visiting action.
- Power: Sermon - By visiting the room of one crewmember, the chaplain provides an overnight slow and epic reading of religious text to the targeted shipmate, causing him to fall asleep immediately. The targeted member will be unable to show up to the day meeting the following day, and cannot vote to lynch or be lynched. Counts as a visiting action.
*Attempting to read a sermon to the agnostic captain of the ship will result in a cruel and painful death that very same night.
TRAITOR - Tired of the captain's command of the ship, the traitors have secretly armed themselves with plundered weaponry and plan for an eventual mutiny, but they are far too outnumbered for such a bold revolt to work as of the moment.
- Power: Assassination - Visiting another chamber of the ship, the traitor inflicts judgment on that crewmember. Counts as a visiting action.
- Power: Elimination - Visiting another chamber of the ship, the traitor inflicts guaranteed judgment on that crewmember, dealing a strike thrice as deadly as normal. This traitor will be unable to use any night actions for the following two nights, however. Counts as a visiting action.
- Power: Interception - Anticipating the escape of one crew member, the traitor lies in wait and successfully ambush him, if and only if the target used an evasion action for that turn.
Power: Mutiny - Is invoked during the day when traitors outnumber other crewsmen. A revolt occurs, and the traitors take control of the ship, leading to traitor victory.
SABOTEUR - An explosives expert sided with the traitors, the saboteur can use his knowledge of demolition to wreck havoc aboard the ship.
- Power: Assassination - Visiting another chamber of the ship, the saboteur inflicts judgment on that crewmember. Counts as a visiting action.
- Power: Sabotage - The saboteur visits another chamber of the ship, and sets off a light explosive in that room. The room will need to be repaired the following night, and the person who is targeted by this will be unable to use night actions the following night. Counts as a visiting action, but does not trigger self-defense.
- Power: Mutual Assured Destruction - The saboteur carries explosives with him and lights a long fuse. By visiting a member of the ship, the saboteur sets off the explosive and kills the other member with 100% success rate, although the saboteur perishes in the process as well. Anyone visiting the saboteur or his target this night shall lose their lives in the explosion as well.
- Power: Mutiny - Is invoked during the day when traitors outnumber other crewsmen. A revolt occurs, and the traitors take control of the ship, leading to traitor victory.
SPY - An ordinary seaman working for the traitors, the spy has extraordinary perceptive powers inherited from his espionage aboard merchant ships. By spending a night investigating another crew member, he gains sufficient information to deduce their role aboard the ship.
- Power: Assassination - Visiting another chamber of the ship, the spy inflicts judgment on that crewmember. Counts as a visiting action.
- Power: Investigation - Forgoing assassination and visiting another chamber of the ship discreetly, the spy will investivate the member in question and find out his exact role. Counts as a visiting action, but does not trigger self-defense.
- Power: Mutiny - Is invoked during the day when traitors outnumber other crewsmen. A revolt occurs, and the traitors take control of the ship, leading to traitor victory.
I aimed for having as few bad roles as possible, so that every person gets his fair share at influencing the game in a manner other than voting, but I am unsure of the balance that this will have (since someone who predicts the actions of his enemies perfectly cannot die). Any thoughts on how I could tweak the powers or add additional roles?
(If Norm allows me to host after Roy, I'll recycle this post into the #4 Mafia thread.)
Post has been edited 4 time(s), last time on Sep 18 2010, 12:54 pm by Aristocrat.
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