Arrrh, here be pirate mafia discussion!
Unlike the last game, there will be no known roles but I do want to add a bit more strategy to the game. There will be roleflips.
Roles:
The Pirates (town aligned)
Captain, the captain can pm me to stop a lynch from happening
Surgeon, Can save a pirate if protecting that pirate over the night by patching up any deadly wounds.
First mate, Knows the crew so well he can follow an individual around for the night to detect his role.
Cook, Serves the pirates semi-decent food. If the cook dies, then the mutineers gain extra support. The mutineers can choose someone to defect (losing their abilities) to the mutineers. Pirates should aim to protect the cook at all costs.
Flintlock master, The FM can choose one individual to kill each night but his inaccurate weapon is going to kill anybody else in the vicinity (i.e. those following ether him or following his target).
Cutlass master, The CM can choose one individual to kill or protect. The CM is limited however to only doing this twice.
Muscle master, The MM can choose to protect one person each night. He will die instead of his target if his target is attacked.
Lookout, Lives in the crows nest and can watch a player over the night to see where they go. Is immune to Beserker and FM side affects.
Coward, Can hide behind other players over the night phase. If targeted for assassination or check, the player targeting you won't be able to find you. If the person you are hiding behind is targeted for assassination or check, you will be killed/checked as well.
The Mutineers (mafia aligned)
The goal of the mutineers to gain control of the ship by killing the Captain and equaling the number of non-mutineers.
Head mutineer, Appears as an innocent to first mate checks. Decides on who is killed during the night by who.
Paranoid mutineer, If chosen to kill someone over the night phase, the nervous mutineer will be very jumpy and on the lookout. He will give up his attack on a player and run away if he spots anyone else targeting the same person he is to kill.
Cowardly mutineer, Can hide behind other players over the night phase if not attacking someone.
The Stowaway (third party)
The stowaway can have one of the following roles, there will only be one stowaway. The stowaway will know who and what he is.
Navy spy, The Navy spy would preferably like all pirates on the ship dead but that is going to be quite difficult. His aim is to identify the Captain and First mate (death of characters counts as identification). He has a checking ability like the First mate and is also adept in stealth so can cloak himself at night instead of checking someone. By cloaking himself he becomes invulnerable to all assassination attempts. If he identifies both characters and survives to the end of the game he wins and the two lead roles will lose (even if the mafia is eliminated). If he doesn't, he loses. Due to his win conditions, he may do well to contact the mutineers.
Adventurous child, This child is out for adventure and got caught up in the mutiny. He wins if he survives to the end of the game. If anyone finds out his identity or he dies, he will lose. He has the cowards ability to hide behind others.
Female pirate, Female pirates aren't allowed on this pirate ship. The female pirate is on board to prove that females can be great pirates too. Her goal is for the sexist captain to die and too survive to the end of the game with the pirates overthrowing the mutiny. If her identity is discovered by the first mate while the captain is alive, she is forced to walk the plank. If her identity is discovered afterwords, she is free to be a normal pirate.
Characteristics (Unknown characteristic of a player, both Pirates and Mutineers)
Beserker, Angry pirate unable to control his rage, anyone who targets the beserker will be killed by the beserker. If the beserker is targeted to be killed, he will still die, just taking the attacker with him.
Weedy, A skinny good for nothing pirate whose vote doesn't count for anything and will appear as a cowardly or nervous mutineer if scanned by the first mate.
Charismatic, A pirate skilled with words. His lynch vote counts for 2.
Any other ideas? Balancing?
I was thinking about doing a map of the pirate ship where everyone has a room. Noise from one room would carry over to an adjacent room, thus increasing strategy.
Sign up list:
- Inaluct
- Pandarsenic
- Chaoticjosh
- Flintus
- Org
- webadict
- Alexhans
- Gantolandon
- Nuke
- Archangel
- Cheeetar
- Frelock
- Teferi
- Ririka
- Toonyman
- Kashyyk
Starting as soon as i get my computer fixed.