Pirates of Penzance Mafia.
Prelude Night: Pour the pirate sherry.
Frederic was in his cabin, counting the minutes until he reached his twenty-first year. He was a member of the Pirates through an error, and he vowed to spend the rest of his life eliminating them. But Ruth was about to reveal his secret to the Pirates and he wouldn't be able to leave for another sixty-three years.
The pirates were enjoying a midnight cup of rum.
"So. What do we do with Freddy?" Asked Samuel.
"We're approaching an Island. We'll reach it tomorrow. We'll plunder it and leave him stranded."
"What about Ruth?"
"Who cares. She's not one of us. (Although she's more willing than Frederic.) She'll prove her loyalty, or get out."
At that moment, a new visitor arrived.
"Excuse me, but I have some information you might want to hear."
The Pirate King grinned. That was what he wanted to hear.
Major General Stanley was sitting by his bedroom window at midnight slowly sipping a cup of tea. He could just make out the outline of a ship in the distance, approaching the island. He knew something was wrong immediately. Any ship on an official visit would be illuminated. This ship must carry criminals. Cloaked in darkness. He must remember to send a message to the Sergeant in the morning.
As it turned out, the Sergeant didn't need a message. He had received a report that the Pirates had left the mainland this morning and seemed to be heading to a small Island, about forty eight hours from the coast. The Sergeant vowed to arrest everyone on the island, believing that it was the Pirates headquarters. Little did he know, it would be more than just enemies there.
GOODIES: Win if the pirates are eliminated.
Frederic: Can learn the identity of another player each night.
Major General Stanly: Can attempt an RID kill each night. Cannot be killed at night.
Mabel: Can redirect a target each night. If she does not act, she can instead change a vote in lynch during the day.
Edith: Can send out a warning to any player each day/night cycle. If the warning is sent at night, any actions that might have affected the character are blocked. During the day, the warning can allow the warned player to change someones vote, but only if the vote was originally on them.
Kate: Can fake an action each night. She chooses a role and a target. The action is posted in the night post, but didn't actually happen. If the action is a kill or an arrest, the night post says it was blocked or something similar. Cannot fake Ruth.
Isabelle: Can attempt an RID on one arrested player each night. If RID is successful, that player is freed.
BADDIES (Pirates): Win if the Sergeant is eliminated and are in the majority.
Has one group kill each night.
Pirate King: Can spy on one player each night, learning their identity, and what they did that night.
Ruth: Being a maid-of-all-work, she gets a random ability each night.
Samuel: Can block a player each night.
INDEPENDENT: Wins if the majority of the (living) players are in jail.
Sergeant: Can arrest one person each night. Until the player is freed, they cannot post or act. They are as good as dead. Arrested players can be freed in certain circumstances. A free player may sacrifice himself to free someone in jail, Isabelle (and sometimes Ruth) can free players, and every night, there is a chance of one lucky player escaping. The chance of escaping gets higher with more people in the jail. All of the arrested players are freed if the Sergeant dies.
Edited by Blablah99, 24 June 2010 - 12:03 PM.