Jebus Notes wrote:Wolf and Travelers' Road Mafia
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The title was chosen for my lack of a better title, since I'm terrible at flavour writing compared to some of those others I see
Anyway, the title is in the same format as episode titles for the TV anime Spice and Wolf. Watch it if you get a chance, it's good.
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+:Roles:+
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Wolves - mafia (2)
Mugger - Steal's the role of someone. Opportunistic.
Shepard - Can learn whether or not someone is a sheep.
Sheep - Sensing townie
Unstable Sheep - Can be town or scum.
Isuna Hasekura - Easter Egg Townie + Navigator
Merchant & companion - Masons (2)
Courier - Commuter. Two nights between each commute. Lasts 1 day and 1 night phase. Can be done at either day or night.
Pagan Cleric - Doctor, hated. One less vote to lynch.
Hired Trail Guard - Vigilante. Limitted kills. Does not know limits.
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+:PMs:+
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+Wolf+
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"You are a wolf. You stalk the traveling party as they pass through your woods, hoping for a good meal. Through your cunning and fierce power, you wish to remove the travelers (who all look the same to you) from your domain.
You can coordinate your attacks with your fellows in the quicktopic (their names are there):
http://www.quicktopic.com/42/H/uALumn2TEmZ4
You win when all of the travelers have been removed from your domain."
Standard goons. The general idea is based off of Horo from Spice and Wolf, a wolf girl that can change between being a wolf or a human by consuming human blood or wheat.
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+Mugger+
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"You are a common mugger. You know all the tricks of the trade, and use them to get yourself rich on other people's wealth. Each night, you pick off one of the travelers you have been stalking until eventually, they're all gone.
You win when none of the traveling group remains.
A few more things about your role:
-You do not have to kill each night.
-When you do kill, you can look at the role PM of who you've killed (though names and links will be censored), and use their ability until you kill someone else. Basically, you're a 'wolf in sheep's clothing', so to say."
This is my favorite role in this game. When someone is killed by this person, they disappear until the mugger drops that person's role. The mugger cannot drop a sheep that has become Schizophrenic.
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+Shepherd+
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"You are a shepherd, traveling through with a group of travelers. However, you've lost your sheep. Each night, you can search for your sheep. (Send me the name of the person you'd like to search. If they are sheep, I'll respond that they are sheep. If not, I won't respond.) If both of your sheep (there are two, and one that dies in the opening scene) die, you don't know what you'll do. They are your whole life, after all.
Both of the following win conditions must be satisfied to win:
You win when all threats to your sheep have been eliminated.
You win when the traveling group reaches the next town safely."
This is the closest thing to a cop I put in, since I generally dislike cops. This one commits suicide the night after both of his sheep die.
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+Sheep+
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"You are a sheep. You don't know anything about the group, all you care about is getting your next meal. While you can sense the presence of wolves, it doesn't help to know the obvious. Overall, you're very similar to a vanilla townie. The only difference is something you'll find out later.
You win when all threats to yourself and your shepherd have been eliminated."
This one is like a vanilla townie, with the exception of one thing - if the person killed is the shepherd or someone above or below the player on the player list, this sheep will get a PM saying that something doesn't feel right.
Also, this sheep becomes Schizophrenic when its shepherd dies.
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+Unstable Sheep+
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"You are a sheep. You've recently been wandering off, and have found yourself socializing with a group of wolves. You may discuss with them in the quick topic:
http://www.quicktopic.com/42/H/uALumn2TEmZ4
You love your shepherd and fellow sheep, and want them to end off well. Yet, you feel bad for your wolf friends. You definitely don't want them to die.
You win with the wolves.
Notes:
-You are pro-wolves."
This role was a last-minute switch. Like the other sheep, this one turns Schizophrenic after the Shepherd is dead. The only difference is that this sheep is pro-wolves.
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+Isuna Hasekura+
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"You are Isuna Hasekura. So what is a modern-day japanese writer doing in fuedal Europe?
You are an easter egg townie. As long as you are alive, certain effects will be in place. One of them pertains to the choices the group must make each day. Though you don't know the details, you really don't want to die and find out.
Aside from that, you are a basic vanilla townie.
Oh, and you must not claim to be Isuna Hasekura. Instead, use "Pilgrim" as your 'safeclaim'. Keep in mind that you are still pro-town.
You win when all threats to the group of travelers have been eliminated."
Isuna Hasekura is the man who wrote Spice and Wolf, which this setup was loosely based off of. Being the writer, he controls where the story goes. When he dies, it could go anywhere. See the mechanics on morning choices for details on this.
Oh, and if you ever get the chance, read the novel. I'm not sure it's been translated to English yet, but it's very well done.
The 'Easter Egg' bit is something I do in all my games. An Easter Egg here is the same as one in any other video game, something placed in by the programmers/writers as a joke or for fun irrelevant fun
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+Merchant+
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"You are a traveling merchant. You and your companion are traveling with the party for safety, and your only goal is to make it to the next town alive with your companion to sell all your goods.
Your companion is <NAME> and you can converse with them <WEBSITE>
Keep in mind you haven't known your companion for long, and you aren't completely sure you're willing to give him your trust.
You win when all threats to the traveling party have been eliminated."
The third line there, about not being sure whether or not to trust the companion, is a mental barrier in this game, meant to avoid seemingly town-confirmed role. The companion is not actually scum.
This was sparked by the minor character Chloe in the Spice and Wolf anime, who is the main character Craft Lawrence's companion up until the first episode. She then turns against him and his new companion Horo in a later episode. I don't think she appeared in the book, though. Either way, a pretty good role.
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+Companion+
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"You are a companion to the traveling merchant, <NAME>. You are traveling with the party for safety, and your only goal is to make it to the next town alive with your companion to sell your goods.
You can converse <WEBSITE>
You win when all threats to the traveling party have been eliminated."
The companion is just a masonic companion to the Merchant. Is all.
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+Messenger+
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"You are a courier between the two major towns. In general, you travel with the party, however you have the ability to go on ahead to avoid conflict.
Basically:
-You can leave the group for one night and day phase. The amount of time cannot be changed.
-To leave, send me a PM before the phase you wish to leave in.
-You are limited; You cannot leave the group for two consecutive night phases after you have left.
Eg, If you want to leave starting Day 2, you send your PM in during Night 1. You return Day 3, and cannot leave again until Day 5 (because Night 3 and 4 were in between).
You win when all threats to the traveling party have been eliminated."
When the courier leaves, they are protected from any action except a lynch. This is my least favorite role in this game, and it ended up full of holes, in that I ended up not having a day action at all.
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+Pagan Cleric+
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"You are a Pagan Cleric. Because you have refused to accept the Church, you are hated by the people in the traveling group, however you still wish for them to have safe passage. You've lived in the woods to begin with, so the Wolves don't mind your presence whilst you are in your home.
Basically:
-Being a Cleric, you can choose to heal one person each night.
-Healing pulls you out of your house, and thus makes you a target for the wolves.
-When you don't heal, you stay in your house, and cannot be killed by wolves.
You win if you are alive when either the wolves or the traveling party succeed in their win condition."
Pagans are people who have more than one god for a religion, and thus were hated by Christians, which is what the time period of this game had dominant.
So, this person is unknowingly hated, and takes one less vote to lynch. Also, is effectively pro-town, though self serving.
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+Hired Trail Guard+
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"You are a Trail Guard. Hired by the lord owning the road through the woods, you are to protect any groups traveling through the area.
Armed with your trusty pike, you can kill one person each night. However, your pike can only take so much use until it snaps into pieces, and you become useless. (And you do not know this limit).
In addition, you also have the option to ambush. When ambushing, you target someone, and the first person to target that person will be killed. This is counted in the killing limit, so be wary.
You win when the traveling party can no longer be harmed by anti-town forces."
Note - This character has a one-shot NK protection.
As for the limit, there was none. If asked, it was to be said that ambushing counts for double. This was a mental barrier.
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Mechanics
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Days:
-Path Choices, rolled from 2-5 choices. These only matter when Isuna Hasekura is dead.
-When Isuna Hasekura is dead, the dice will be rolled twice. The first roll will be number of paths, and the second will be which one is the right path.
-Choosing the wrong path increases chances of the mafia getting two kills at night by 2. This does continues to grow until the right path is chosen.
Twighlights:
-Choice is made of who to keep watch.
Nights:
-Person keeping watch has a 1/10 chance of seeing the kill, (and if successful) a 1/5 chance of getting killed as well as the target, and a 1/5 of getting killed as opposed to the target.
-This means nothing if a mafia member is keeping watch.
-Getting killed as opposed to the target does not affect kills done by non-wolf characters.
Schizophrenia:
-After the shepherd dies, there is a chance that the remaining sheep will become Schizophrenic.
-If a sheep becomes Schizophrenic, they may not say it. Doing so results in a modkill.
-When the unsteady sheep becomes Schizophrenic, he can still win with the wolves, though gets chances to win otherwise.
-When the regular sheep becomes Schizophrenic, he becomes a survivor-esque role.
-Random one-shot abilities or win conditions are given at random to Schizophrenic sheep each day or night.