Hello Bay12. I have just played an amazing game called Everyone is John, and I think that it's unique blend of craziness would fit in well here. For reference, the last game I was in (as the GM) ended up with a totally naked John being shot by police after barrel-rolling out of cover. Oh, and that was all after terrorizing a suburban neighbourhood, wrestling with a welded-shut belt buckle, avoiding an angry mob and crashing through several store windows. As I've said before, I think that you all will take a liking to it. Without further ado, here are the rules of the game.
Rules:
John
Who is John? Why, everybody is John! Ha ha ha. Actually, John is your fairly typical person. John is pretty much whatever you want him to be, so long as its male, human and incompetent. You see, while John is quite average, he's also a total klutz and even the simplest of tasks can be difficult for John. Whenever John attempts an action, he rolls a 1d6. If he's is skilled in that task then John succeeds at a 3+, otherwise he needs to roll a 6 (or higher!) to accomplish the task. Unfortunately John doesn't know any skills, nor can he learn any skills during the game either (He's a slow learner).
The Voices
The Voices are the players of the game, AKA you guys. For whatever reason, at the very beginning of the game John begins to hear voices. Very persuasive voices that can get him to do almost anything...
A Voice is divided into three parts: Willpower Obsession and Skills.
Willpower: Willpower is a pool of points that the Voices can draw upon for a couple of different uses. The maximum amount of Willpower that a Voice has is dependant on how many skills they have.
Obsession: Each Voice has one Obsession, ranked from level 1 to level 3. Obsessions are always actions that John can do, and cannot be changed after the beginning of the game. Whenever John does the obsession a Voice, that player gains points equal to the level of the Obsession. Obviously the goal is to have as many points as possible before... the end of the game. The level of an Obsession is based on its complexity. The greater the complexity, the higher level it is.
Examples:
Level 1: Eating, touching people's cheeks, doing barrel rolls, yelling in public, anything else that can be accomplished with a roll.
Level 2: Scaring people, public exposure, throwing baseballs at people, anything else that requires planning or at least 2 rolls.
Level 3: Murder, crashing cars through windows, playing golf, anything else that requires a lot of preparation and at least 3 rolls.
Skills: Each Voice starts with either 2 or 3 skills. However, starting with 3 skills reduces the maximum Willpower of that Voice to 7. Whenever a Voice controls John, John has that Voice's skills, meaning that any actions based on that skill succeed on a 3+ instead of a 6+. Additionally a Voice may spend Willpower to increase the roll of the dice by +1 for each point spent, which can make John autosucceed at his action.
Control of John
At the very beginning of the game, and at any other time when John is not being controlled, the Voices may bid Willpower to gain control of John. Obviously the person with the highest bid gains control of John, while all the other Voices gain +1 Willpower for losing (note that losing bids are returned to their player).
A Voice in control of John can make him do pretty much whatever. They can make him punch people, dance, perform karate, crossdress, whatever. However John is still a klutz, and if he fails at an action then the Voice loses control of John, opening up another round of bidding.
Ending the Game
The game pretty much ends when John kicks the bucket, or is so incapacitated that he might as well be dead. After that the points gained from Obsessions are tallied, and whoever has the largest amount is declared the winner.
Miscellaneous
If you want to join in on this game, then PM me your character sheet. The obsessions should be a secret, so posting it on the thread makes no sense what-so-ever.
While the player currently controlling John is the only one who can dictate his actions, the other players can talk to John to find out what he can see (and thus plan ahead) or just to mess with him. To help avoid confusion, differentiate your communications with John somehow. Either make them bold like this or change the colour or Something.
If you don't know exactly what to do, then you can make John wait, which will tick time forward a little and hopefully bring something interesting into view.
If you take too long to respond, then John will probably wander off and do something on his own (though nothing that requires an action roll). Note that other people get to do things too, so waiting too long could get John killed by the police. Additionally, if you take too long to respond (say, 3 days) then you'l automatically lose control of John and bidding will be opened to everybody else. If you know that you will be away/absent while you have control of John, make sure to tell me so that we can sort something out.
While John starts off fairly normal, he can quickly descend into madness as everybody makes him do odd and terrible deeds. You'll still have full control of John no matter what his mental state, but he'll definitively start to act weird and attract attention.
John can do some normal actions automatically like walking, running, breathing etc. However these actions aren't always guaranteed to be an autosuccess, especially when John starts to get beaten up. I'd like to see you walk with two broken legs.
That should be everything. If you are at any point ever confused about the rules, either ask me or look them up online. I'm sure that other people have explained them better than me.
For the first round I'll wait for 5 people to PM me their Obsession and Skills before we start. If more people want to join up, then that would be great. Either way, John is going to become a very unhappy man.