General Discussion

Just a link
Hakoshen at 5:25AM, May 27, 2009
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posts: 2,090
joined: 11-23-2008
Since the forum games thread is blocked, I can only go straight there with a direct link, so I'm putting them here.

http://www.drunkduck.com/community/view_topic.php?tid=48946 the Revolution!

Factions:

Secret Police
Revolutionaries
Civilians


Roles:

Secret Police: Those with a government mandate to control this town and root out the revolutionaries before they have a chance to usurp the General's power. They seek to control the town through fear and intimidation.

The Boss: The charismatic and yet brutal and effecient soul who will do any and everytyhing in the name of his country. It's his task to bring the revolutionaries to justice by any means necessary.

Bravadon: Running such an organization takes time and energy, so much so that the boss can't be bothered to creep around at night. What he can do instead is kill during the day. This still leaves a clue to be interpreted by his enemies.
Propaganda: Through the spreading of terrifying and utterly believable rumors, he can intimidate the townsfolk into not daring to leave their houses, pick up their phones or even open the windows. Revolutionaries cannot do ANYTHING to include vote for a full day/night cycle. This can only be used once.
Recruitment: The boss can recruit one undeclared civilian to his ranks, appointing him or her to whichever positions remain unfilled. This will fail on doctors or elected officials, and the Boss will be notified by the GM only that his target was “unrecruitable”.
Security: His security is so tight he cannot be killed by a revolutionary; for any revolutionary to attempt to do so would be suicide. The Boss can only be killed by lynching or by the vigilante. Anyone else who approaches him will die.

Demolition man: A trained expert, the demo man is sadly contstricted by being able to only check out a single bomb at a time. Beauracracy.
Boom: He can plant a bomb on any person and detonate it the next turn.
Kamikaze: If attacked at night, the demo man will blow up and kill his attacker as well, but this only works if he does NOT have a bomb currently planted.

Spy: A specialist of covert ops and getting his hands dirty with the dirt on others, the spy can find out anything about any one.
Investigate: The spy can PQ the GM to find the identity of a single target. He has to be careful though, because if he pokes his nose around the Leader himself, he WILL be killed.
Wild guess: Can instead PQ the GM to recieve a clue to the identity of a random revolutionary.

Interrogator: A cold and brutal sadist, the interrogater excels at getting information from anyone he captures, using any number of ghastly techniques he has honed over his career. He can attack and kill a single person a night.
Make 'em squeal: If he kills a member of the revolutionaries, he will recieve a clue pointing to the identity of one of the others.




The Revolutionaries: Those who seek to overthrow this facist police state and restore freedom and love to Townston, so that they might butcher and maim each other again as they see fit. It's their right to choose, after all!

The Leader: The charming and unassuming leader, he has had more than enough of this police state and has enough evidence to put the General out of power, but he can't make a move with the Gestapo still hanging around.

Brass Balls: The Leader has so much on his plate he has no choice but to get a full night's sleep, and he can't afford to get caught out of the house at night or it's all over for the movement. Using his wits and skill, he manages to take lives in broad daylight, despite it leaving a clue for the enemy to interpret.
Crossed Wires: The Leader scrambles an encoded message meant for the Boss himself from the General, and it gives explicit orders for all of his men to stand down for the entire day. The Secret Police cannot do ANYTHING to include vote for a full day/night cycle. This can only be used once.
Recruitment: The Leader can recruit one undeclared civilian to his ranks, appointing him or her to whichever positions remain unfilled. This will fail on doctors or elected officials, and he will be notified by the GM only that his target was “unrecruitable”.
Paranoia: The Leader is so afraid that the secret police are going to get him in the night he has traps upon traps in every room and entrance which would kill anyone who dared to approach him while he slept. The Leader can only be killed by lynching or by the vigilante. Anyone else who approaches him will die.

The bomber: A man of eight fingers and a short memory, the bomber likes making stuff go boom. He and his talents are just what the Leader needs.
Boom: He can plant a bomb on any person and detonate it the next turn.
See you in hell!: If attacked at night, the demo man will blow up and kill his attacker as well, but this only works if he does NOT have a bomb currently planted.

The Janitor: Simple cleaning man or master of disguise? A simple cleaning man, actually, but one who has keys to every government building in town, and isn't afraid to use abuse his abilities to get the dirt on others.
Investigate: The janitor can PQ the GM to find the identity of a single target. He has to be careful though, because if he pokes his nose around the Boss himself, he WILL be killed.
Wild guess: Can instead PQ the GM to recieve a clue to the identity of a random secret police member.

Sixteen year old girl on a cellphone: As the name suggests, this young lady has more words than the library of congress and will quite literally talk anyone to death. A revolutionary has to take recruits where he can get them.
Oh my gawd did you hear?Anyone caught in an elevator with this girl will give up a clue about one of his allies before killing himself.



Civilians The townies put away their guns, detective hats, old Vietnam era bandannas and guitars and settled down to just try to lead normal lives.

Vigilante Every now and again, the pressure gets to one of the townies, and he buys himself a gun and sets off in the pursuit of the peaceful life he used to have, meaning a random townie gets to kill someone every night. This can only occur to unaffiliated people, and they will be PQ'd after the daily lynch that they have a killing power for the coming night.

Doctor The doctor has a bit of a God complex. Having saved so many lives he has gotten it into his mind that he controls life and death, and by golly to a degree he does.
Arise, chicken! The doctor will be Pq'd at 23:00 a list of all persons to die (without giving away roles of course) in the coming narration, and the doctor has the option to spare one person from death. There will be no actual clues, though the narrative will mention a life was saved.
Malpractice The doctor can instead opt to kill one person per night.

Game Specific Rules

1. The day cycles will be 24 hours long, starting and ending at 24:00 GMT or 6:00PM Central, and night cycles will be 23 hours long, starting at at 00:00 GMT, or 6:00PM central and ending at 23:00 GMT or 5:00PM Central. This is because the doctor's ability requires time for corroboration with the GM. If the doctor ends up being an inactive player, well it'll be an extra hour to be used to craft narratives.

2. The two factions start with their respective leaders who must then recruit others to their teams. Like all active powers (ie: Security is a passive power) only one such power can be used per night.

3. Faction leaders cannot recruit anyone who has a declared role.
God needed the Devil, the Beatles needed the Rolling Stones, Hakoshen needs me.
I'm the enemy he requires to define him.
Soon or later, he'll bring me back to life again for another epic encounter of shouting about power levels and grimacing.
-Harkovast
last edited on July 18, 2011 10:17AM

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