Mafia XXXII: Treachery Aboard The HMS Quasar
- Dear Adventurous Luxxers,
Shiver me timbers! Anyone up for a cruise? It may not be quite as luxurious as you're accustomed to, but I can at least promise that it won't be the yes-I've-been-to-Jamaica-for-three-hours sort. There will be pirates aboard, and a fledgling mutiny, just to keep things interesting. Please read the Mutineer section below, as it changes the game somewhat, and then please sign up below if you're interested in playing. If there's enough interest, I'd like to start the game on Sunday or thereabouts. Below are some of the rules and roles I have in mind, subject to change. Suggestions are always welcome!
TSK
- • Game Days and Nights will last 24 hours each. Days and Nights will begin at 8 PM Eastern time (US)*
• During the Day phase, players may- a)vote for one player to walk the plank the following morning.
b) abstain in the thread. If you do this, your lack of enthusiasm will be noticed, and you become a potential target for coercion by the Mutineers (Cult) during the following Night phase.
c) neither abstain nor vote. If you do this, it counts as a vote against yourself, AND you are eligible as a target for the Mutineers during the following Night phase.
• Since it’s possible that not all votes will count equally (e.g., Quartermaster), the final vote tally will not be announced.
• Players who are still alive in the game may communicate in the thread during the Day phase (encouraged), or privately at any time.
• Players posting in the game thread during the Night phase, editing posts (or deleting the thread- I never get tired of that one!) may be keelhauled, or meet with an untimely accident. Players in Davy Jones' Locker (er, dead) may make one short farewell post to their shipmates, without revealing any other game information.
• Players must obey all Forum Rules, including the one about NOT POSTING PMs. - a)vote for one player to walk the plank the following morning.
Order of Night Actions:
- • Item Transfers
• Cannonball Accident
• Protection
• Thefts
• Murder or Coercion Attempts
• Healing
• Investigations
• Clemency
The HMS Quasar Crew (Town): Possible Roles
All CREW roles except the Lookout will show as INNOCENT to investigations. All show as CREW to successful Bos'n investigations. All CREW members except the Captain may be coerced by the Mutineers under the conditions noted in that section. No CREW members will know any other players' roles at the beginning of the game.
- The Surgeon (Doctor) During each Night phase, The Surgeon may choose one player (including him/herself) to be healed of all death attempts... but never the same player twice in a row. Does not protect against any Night action other than a death attempt.
The Surgeon's Apprentice (Nurse) will assume a healing role if the Surgeon dies, or if the Surgeon becomes a mutineer. May attempt to heal any player without limit (except him/herself), but only has a 50% chance of success.
The Bos'n (Shaman) The Bos'n is a mysterious African with mystical powers, despite the prosaic job title. Each Night, the Bos'n may either protect one player from all Night actions OR try to divine one player’s affiliation (CREW, PIRATE, MUTINEER), with a 50% chance of success in either case. May act on any player without limit, including him/herself.
The Franciscan Monk (Governor) During each Night phase, the Franciscan may choose to urge mercy for one player in the brig. The Captain is very devout, and always abides by the Franciscan's wishes. The Franciscan may not plead to save him/herself, or request pardon for any player more than once in the course of the game.
The Powder Monkey (ATF Agent) Spending all that time around explosives has really heightened the Powder Monkey's senses. Each Night phase , the Monkey may choose one player to scrutinize. The Monkey will learn whether they've fired a pistol, and if so, when. Players who possess pistols are: Captain, Master-at-Arms, and one Pirate at a time (Pirate Captain during the Day, any pirate sent to attempt murder at Night-- or Pirate Captain if no one is dispatched).
The Captain (Sheriff) may investigate one player each Night to determine if they are GUILTY or INNOCENT. The Captain CANNOT be corrupted by the Mutineers. The Captain CAN be killed by Pirates, or voted out.
The First Mate (Deputy) In the event of the Captain’s death, the First Mate will assume the Captain's role and receive the results of the Captain's last two investigations, unless previously corrupted by the Mutineers. If the First Mate joins the mutiny and the Captain perishes, the Mate will still inherit the ability to hold future investigations.
The Baconeer (Celebrity) is undoubtedly the most beloved sailor on board. Captain and crew alike have been known to cast longing looks at The Baconeer whilst enjoying their hardtack. If the Baconeer is killed, the entire ship's complement will be plunged into deep (but short-lived) despair. No voting occurs on the Day phase following his/her death... and therefore all players become eligible targets for the Mutineers that Night (except the Captain, Pirates and anyone in the Crow's Nest or protected by special item or role action).
The Lookout (Commuter/PI) climbs into the Crow's Nest each Night, wide awake and warily scanning both the ship and the horizon. Thus, the Lookout is usually impervious to all Night actions (murder, theft, Mutineer coercion, etc.)... unless someone else gains access to the Crow's Nest during a Mysterious Fog Bank (special item), or the Lookout is otherwise compromised by a special item.
The Quartermaster (Town Spokesman) As the duly elected representative of the crew, each Day’s vote by the Quartermaster counts as two.
The Master-at-Arms (Vigilante) may try to kill one player each Night in the interest of keeping the peace on board. If he/she targets the Captain, First Mate, or Powder Monkey, the Master-at-Arms will die instead.
The Cabin Boy (Town Thief) is young and rash and attracted to shiny objects. And non-shiny objects. Each Night, the Cabin Boy may he sneak into one player's cabin, and take away any special items they find in their target's possession at the time.
The Salty Dog (Die Hard) has been at sea longer than the rest of the crew put together, and has barnacles on most of his/her internal organs. If killed by any means, the Salty Dog will hang around through the next Day phase before finally popping off... and may vote and participate in discussions as normal on their last day.
The Rummy (Town Drunk/PI) This crew member goes largely unnoticed by the complement of the HMS Quasar once the Rummy's been at the grog. The Rummy uses this gift to check on one player each Night, and will learn if they have interactions with any other player(s). Sadly, rum blots out any memory of what actions, if any, might have taken place.
A Simple, Honest Crew Member (AKA Salt of the <strike>Earth</strike> Sea.) An SHCM may vote for someone to walk the plank each day, and may possess special items, but has no extra abilities. This is the only crew role that may be held by more than one player at a time.
The Figurehead (AKA Drifter) has the wisdom of the ages locked in his manly chest. (Also has the keys to the 70's porn chest locked in his desk.) These days, the Figurehead mostly sits at the prow of the HMS Quasar lookin' purty. And wise. DO NOT DISTURB.
The Pirates (Mafia): Possible Roles
All PIRATE roles except Pirate Captain will show as GUILTY to investigations (PIRATE to successful Bos'n investigations). Pirates CANNOT be corrupted to become Mutineers. All Pirates will know the identities of all members of their crew at the start of the game.
- The Pirate Captain (Godfather) may choose one player in each Night phase to be targeted for death by pistol, and name which Pirate crew member (including themselves) will attempt the kill. The Pirate Captain may name a replacement to act as Pirate Captain in the event they are killed. The Pirate Captain shows as INNOCENT to Captain's investigation, PIRATE to successful Bos'n investigation.
The Cutpurse (Mafia Mugger) may attempt to mug one player each Night, stealing any special items the player possesses and leaving some nasty knifework behind as a memento (whether they actually steal anything or not). The Cutpurse may also be sent to attempt a kill by the Pirate Captain. If this is the case, he/she may also mug the target (but no other player). If the Cutpurse replaces the Pirate Captain, he/she must give up their plundering ways.
A Swashbuckling Pirate (Mafia Member) is a scurvy dog of a sailor, who may be sent by the Pirate Captain to attempt a kill on any given Night… or not. Swashbucklers are particularly upset by the Captain's edict that all swords remain locked in the hold... but a pistol will do in a pinch. The Swashbuckler is the only pirate role that may be held by more than one player at a time.
The Peg-legged Pirate (Differently Abled Mafia Member) is another scurvy dog of a sailor, who may be sent by the Pirate Captain to attempt a kill on any given Night… or not. The thump-thump-thump tends to give advance notice, though... so murder attempts by the Peg-Leg have only a 50% chance of success.
The Mutineers (Cult):
All original MUTINEER roles will show as INNOCENT to investigations (MUTINEER to successful Bos'n investigations). After the start of the game, all newly co-opted MUTINEER roles will show as GUILTY to investigations, whatever their original role was (MUTINEER to successful Bos'n investigations). All Mutineers will know the identities of all members of their crew at the start of the game, or at the point they join the mutiny.
- • The original Mutineers should immediately select a Leader to convey target decisions. The Leader should select a second-in-command, to take on the role if he/she is killed. The choice of second-in-command may be changed at any time by the Leader.
• The original Mutineers may decide that one of their members will act as a Mutineer/Thief. This must be a unanimous decision of the original Mutineers agreed upon during Night One, and the Mutineer/Thief will show as GUILTY to Captain's investigation.
• During each Night phase, the Mutineers may attempt to corrupt one player to join their ranks. The chosen leader should PM the target and indicate which Mutineer will approach them. Any Mutineer may be used to sway the target... original or newly co-opted.
• Players are only eligible for corruption attempts if they caught the Mutineers' eyes by:- a) abstaining in the game thread, during the Day phase immediately preceding the attempt.
b) or not voting at all in the game thread during the Day phase immediately preceding the attempt.
- a) abstaining in the game thread, during the Day phase immediately preceding the attempt.
The Special Items
To use or transfer a special item in your possession, please PM TSK. Special items may be transferred to other players at any time (Day or Night phase), except while the possessor is in the brig or Davy Jones Locker. All special items may be stolen at Night. There may be no more than one of any item on board.
- The Limes of Contentment (Cordial) A healthy crew member is a happy crew member, and won't join a mutiny. There are three limes in the bowl; one lime will protect against coercion by the Mutineers for one Night. Limes can only be used by the player in possession of the bowl.
The Astrolabe of Truth (Lie Detector) Each Night, the Astrolabe may be pointed at one post from the previous Day and will tell the possessor whether it's a true statement. The Astrolabe is infallible. All pirates will be shown as pirates, the Lookout will be seen as a (non-guilty) crew member, etc.
The Freshly-Swabbed Patch of Deck (Vote Blocker) can be thrown in front of a player at Night, and will show the player his or her reflection the next Day. They'll be so dazzled that, although they thought they voted, they actually didn't.
The Cannonball (Action Blocker) can be "accidentally" dropped on a player's foot at the end of a Day phase. They'll hop around cursing throughout the coming Night... unable to perform any other action whatsoever. One time use only.
The Pouch o' Doubloons (Protection) Doubloons can be used to bribe a Pirate and forestall a pistol attack by them. There are six doubloons in the pouch; it takes 4 doubloons to bribe the Pirate Captain, 2 to bribe a Swashbuckler, and 1 to bribe the Peg-Leg. The Cutpurse cannot be bribed. (It's not that the Cutpurse is honorable... he or she'll just take the whole pouch anyway.) The doubloons will automatically be used as needed, and the possessor will be informed after the fact.
The Mysterious Fog Bank (Stagecoach Pass) can be summoned at will by the possessor, and will allow them to sneak up into the Crow's Nest. One time use only.
The Treasure Map (Points West) is a worthless scrap of parchment...unless you hold
The Treasure Map (Points East) as well. When a player holds both, they are protected from Pirate pistol attacks. For as long as they can keep them.
The Spyglass (Spyglass, duh) can be trained on one player each Night, and will show all the other players they have contact with... knowingly or not.
The Pirate-Seeking Parrot (Winged Ingrate) can be trained on one player each Night. If it returns, the target is NOT a Pirate.
The Players
- 0. Drifter
1. n00less cluebie
2. engie
3. Shockandawe
4. schroberts
5. luiz zenni
6. Lantern
7. jesterme
8. kude
9. Rhye
10. Elka Ostrovsky
11. Mud
12. SunTzu
13. Mumps
14. heartscoffee
15. WhirlPlaid
16. Capicola
17. Big Will E Style
18. paranoiarodeo
19.
20.
21.
22.
∞ Lantern stickies this before TSK notices ∞
∞ TSK stickies Lantern before he notices ∞
∞ paranoiarodeo ignores 'em both ∞
∞ Drifter felt left out ∞
∞ TSK says we can't have that ∞
∞ Lantern puts a sticky note on Drifters back that reads: kick me, I love kiwis ∞
∞TSK adds Order of Night Actions, and decides sticky notes fall under "Item Transfers" ∞