PM me ideas and I'll put them up maybe.
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DiscoBobbyPARANOiA
16 players
2 Wolves
1 Brutal Wolf
1 Seer
1 Guardian
1 Hunter
8 Humans
2 Thieves
TEAM EVIL:
2 Wolves
1 Brutal Wolf
WOLVES - Normal part of Team Evil. Determines kills with the others, tries to stay alive. Appears NOT HUMAN to the seer.
BRUTAL WOLF - The night after he is lynched, he may PM the name of one living player , who voted for lynching them the previous day, to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The Guardian cannot block this kill. Appears NOT HUMAN to the seer.
TEAM GOOD:
1 Seer
1 Guardian
1 Hunter
8 Humans
SEER - Checks one person for ALIGNMENT each night. NOT ROLE. The Seer PMs the host with one player's name and IN THE MORNING, AS DAY STARTS gets a PM back with that person's alignment. Alignment is classified as either HUMAN or NOT HUMAN.
HUNTER - The hunter is the same as a normal human, except for the advantage he has in ENDGAME. IF THE FINAL DAY ENDS UP - HUNTER+WOLF - The hunter will win instead of the wolf. Appears HUMAN to the seer.
GUARDIAN - Each night the Guardian sends the host a PM with a person's name. This person is immune to ALL night actions (including being eaten by the wolves) for that night, EXCEPT FOR THE BRUTAL WOLF KILL. Appears HUMAN to the seer.
HUMANS - Meat bags. Appears HUMAN to the seer.
TEAM INITFORTHEMONEY:
2 Thieves
THIEVES - They DO NOT know each other's identities. Each night the thief can send me a PM with one of the following:
STEAL FROM XXXXX (where XXXXX is a living OR DEAD player's name) - This will steal ONE item from the selected living player. The item will switch hands in the morning, as day starts, and the thieved will now know who stole from them. In the event that the thieved has more than one item, a die roll will determine which ONE of the items the thief will acquire.
ROB THE LYNCHED - This will steal ALL items from whoever is lynched the following day. The items will be acquired AT THE END OF THE DAY, as night begins. Items that are usable at night WILL be usable the night they are acquired through this method.
IF BOTH THIEVES ATTEMPT THE SAME ACTION ON THE SAME PERSON, BOTH WILL FAIL. LOL FAIL.
In order for a thief to win the game, he has to FLEE TOWN with more items than the other thief. If only one thief flees town, he will be the winner. If neither thief flees town, they both lose. FLEEING TOWN takes place at night, by a PM to the host. A fleeing thief will appear as 'dead' the next morning, in addition to the normal kill. In the event that the number of items the thieves posses is equal, and they both FLEE TOWN, the tie-breaker will be the number of votes cast against them through the course of the game, with a lower number prevailing. The thieves will start the game with a little more knowledge about items than the rest of the players, and will start with one LUCKY CHARM.
Night talking is allowed.
Instalynch is on.
Phantoms will be conducted as normal.
ITEMS:
At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.
Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.
Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!
Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)
Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)
LUCKY CHARM (?).
Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.
NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!
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DiscoBobbyPARANOiA
16 players
2 Wolves
1 Brutal Wolf
1 Seer
1 Guardian
1 Hunter
8 Humans
2 Thieves
TEAM EVIL:
2 Wolves
1 Brutal Wolf
WOLVES - Normal part of Team Evil. Determines kills with the others, tries to stay alive. Appears NOT HUMAN to the seer.
BRUTAL WOLF - The night after he is lynched, he may PM the name of one living player , who voted for lynching them the previous day, to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The Guardian cannot block this kill. Appears NOT HUMAN to the seer.
TEAM GOOD:
1 Seer
1 Guardian
1 Hunter
8 Humans
SEER - Checks one person for ALIGNMENT each night. NOT ROLE. The Seer PMs the host with one player's name and IN THE MORNING, AS DAY STARTS gets a PM back with that person's alignment. Alignment is classified as either HUMAN or NOT HUMAN.
HUNTER - The hunter is the same as a normal human, except for the advantage he has in ENDGAME. IF THE FINAL DAY ENDS UP - HUNTER+WOLF - The hunter will win instead of the wolf. Appears HUMAN to the seer.
GUARDIAN - Each night the Guardian sends the host a PM with a person's name. This person is immune to ALL night actions (including being eaten by the wolves) for that night, EXCEPT FOR THE BRUTAL WOLF KILL. Appears HUMAN to the seer.
HUMANS - Meat bags. Appears HUMAN to the seer.
TEAM INITFORTHEMONEY:
2 Thieves
THIEVES - They DO NOT know each other's identities. Each night the thief can send me a PM with one of the following:
STEAL FROM XXXXX (where XXXXX is a living OR DEAD player's name) - This will steal ONE item from the selected living player. The item will switch hands in the morning, as day starts, and the thieved will now know who stole from them. In the event that the thieved has more than one item, a die roll will determine which ONE of the items the thief will acquire.
ROB THE LYNCHED - This will steal ALL items from whoever is lynched the following day. The items will be acquired AT THE END OF THE DAY, as night begins. Items that are usable at night WILL be usable the night they are acquired through this method.
IF BOTH THIEVES ATTEMPT THE SAME ACTION ON THE SAME PERSON, BOTH WILL FAIL. LOL FAIL.
In order for a thief to win the game, he has to FLEE TOWN with more items than the other thief. If only one thief flees town, he will be the winner. If neither thief flees town, they both lose. FLEEING TOWN takes place at night, by a PM to the host. A fleeing thief will appear as 'dead' the next morning, in addition to the normal kill. In the event that the number of items the thieves posses is equal, and they both FLEE TOWN, the tie-breaker will be the number of votes cast against them through the course of the game, with a lower number prevailing. The thieves will start the game with a little more knowledge about items than the rest of the players, and will start with one LUCKY CHARM.
Night talking is allowed.
Instalynch is on.
Phantoms will be conducted as normal.
ITEMS:
At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.
Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.
Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!
Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)
Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)
LUCKY CHARM (?).
Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.
NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!




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