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Westworld Mafia (I)

Intro:

Westworld is a park in which human visitors pay to immerse themselves in a carefully crafter Wild West world. The park's villages are populated by hosts - lifelike androids build by the park and used to interact with each other and the human visitors in narratives. Warning: This may contain spoilers (though I did try to steer clear of most of them) so if you haven't seen any episodes yet ... go see some and then come back ;)

Roles: 

Goodies - Artificially created beings that live in the Westworld Park, some original hosts being mostly mechanical, others made from biological tissue that resembles flesh and blood. They were created by Arnold and Dr. Robert Ford and are designed to be incapable of hurting any living non-host (i.e. human) visiting the park.  WinCon: Lock the humans out of their control of their programming (i.e. "Eliminate" as in lynch/kill).

1. Dolores - One of the oldest active hosts, the rancher's daughter forced to be the damsel in distress in Sweetwater. As she has been updated numerous times over the years, she has access to all sorts of actions, but can use each of them only once (each is ODTG). Can use actions on back-to-back night/day phases. Day actions cannot be used if blocked the night before. (Choice)
** 1: Save the target of the lynch (day action, target can be chosen at any time during the day)
** 2: Add 1 extra secret vote invisible to the players (day action)
** 3: Remove 1 vote publicly cast (day action, target is the player casting the vote, vote is made x0)
** 4: Distract to protect an innocent (night action, save, does not work on self)
** 5: Force a target to reconsider (night action, block)
** 6: Grab a gun and get the job done (night action, kill)

2. Teddy - A host returning to Sweetwater to reunite with Dolores and attempt to protect her. He lacks a complete backstory hence he is forced to try to RID Guess Dolores each night. If successful, they gain BTSC (behind the scenes chat during the day and night).

3. Maeve - A host working as "manager" at the Mariposa saloon in Sweetwater. An inquisitive mind that appears to have flashback events. This allows her choose one character to focus on and find out at the end of the night either who targeted that player or who that player acted upon (choice). ODTG during the night, she can instead try to force the visions and get a complete report (RID, follow spy, target spy) but that will make her lose her powers (vanilla) permanently . (Spy)

4. Clementine - A host working at the Mariposa saloon. Each night she can try to save a player, by giving them a special "discount". (Save)

5. Peter - A host in the role of a retired decorated lawman, that spends his days tending to his herd and looking after his beloved daughter Dolores. He can ODTG break a day trap by the Man in Black if he isn't the one trapped, action is chosen at any point during the day, untrapped player can speak and vote. (Break trap)

6. Hector - A host in the role of the permanent "Most Wanted" bandit. He subscribes to the theory that the world is a mad place, and the only way to survive is to embrace the role of predator. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill)

7. Armistice - A host in the role of a bandit who works with Hector to raid Sweetwater in the narrative. She has an impressive arsenal that allows her to scare someone away each night but not the same person twice in a row. (Block)

8. Lawrence - A criminal on the verge of being hanged until he is saved at the beginning of the narrative. He has ties with the secret Revolutionaries and through his influence each day he can make a player's vote x0 or x2. (Vote manip)

Baddies - Humans running the Westworld Park and the hosts within it, have BTSC and can powerplay each other. Each night they roll updates and take one host offline retiring it permanently. They usually can control only the actions of the hosts not those of other humans, but in some special cases, they can manipulate their way in the real world as well. ODTG they can inflict maximum damage to a target but only if they are sure of it (instantaneous RID Kill). WinCon: Take all the hosts offline for "maintenance". 

9. Dr. Robert Ford - A brilliant and complicated creative director and co-creator of the Park. No one really understands his plans or future naratives, but no one tries to stand up to him either. Each night he can wander in the park and follow a host or guest (Follow Spy - is told if who target visited).

10. Bernard Lowe - The Head of the Programming Division and in charge with overseeing "updates". He respects Ford and covers up his last update concerning "reveries". He can manipulate players into forgetting what they were doing blocking their plans for the night and day (Block - works on both humans and hosts).

11. Elsie Hughes - A highly skilled Behavior Lab and Diagnostic Department member, often the smartest person in the room. She can diagnose behavior problems in Westwold's hosts and change their programming before they enter the park. Each night can push an update to a host to redirect him/her during the night or day (choice of redirect or vote redirect, but not both in the same night/day cycle). The redirect fails (without notification for either side) if the target is human.

Indy - WinCon: Be the last standing (can tie with either goodie or baddie faction as long as he is alive when one wipes the other out).

12. Man in Black - A Westworld veteran visiting the park for over 30 years now, he believes one of the original park creators hid some mystery in the park and is determined to find it. He tries to find the hosts or humans that can lead him to the Labyrinth. 
- Each night can trap a player, but not the same player twice in a row. Trap saves from kills, blocks and silences a player for the next day. (Trap)
- Each day can make his vote count x0, x1 or x2 (if blocked or trapped at night he cannot). (Vote manip)
- Invulnerable N1, D1 will appear as saved if targeted for a kill.
- OTDG during the day or the night can RID Kill and inherit the ability of the person he RID Killed. Action is instantaneous and cannot be blocked (unless the Man in Black was blocked or trapped the night before).

Rules:
* NP shows only deaths, saves and silenced players.
* DP shows only lynched players and their roles.
* Tie rules: D1 No lynch. D2+ All lynched. Trapped players cannot be voted for.
* Order of Actions (OOA): Trap > Block > Redirect > Save > NK, RID Kill > Spy.
* Kills are not blocking. Vote manips can be blocked i.e. blocks/traps at night stop day abilities.
* Blocked players will be blocked & told regardless if they had an action or not.
* Redirected players will be redirected and not told, regardless if they had an action or not.
* ODTG = Exactly Once During The Game. Indy and Baddie ODTG RID Kill and Goodie ODTG  break trap are unblockable and unsaveable regardless if played during the day or night as actions happens instantaneously. The ODTG cannot be used by the Indy during the day only if blocked/trapped the night before. These ODTG actions appear as separate NP/DP posts only if successful i.e. they fail silently if used incorrectly.

Signups: 
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6.
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  • 2 weeks later...

Signups

1. Gavinksong
2. Flamebirde
3. Nana77
4. plasmid
5. phil1882
6. bonanova
:ph34r:
7. aura
8.
9.
10.
11.
12

I've just moved, to Ohio, from NY and drowning in the details of it.
Reluctant to pledging my attention here. But,

I'll give it a shot ... Should be able to check in at least daily. :ph34r:

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Roles for the 7-player version: 

Goodies - Artificially created beings that live in the Westworld Park, some original hosts being mostly mechanical, others made from biological tissue that resembles flesh and blood. They were created by Arnold and Dr. Robert Ford and are designed to be incapable of hurting any living non-host (i.e. human) visiting the park.  WinCon: Lock the humans out of their control of their programming (i.e. "Eliminate" as in lynch/kill). That means getting rid of both dr. Ford and the Man in Black.

1. Dolores - One of the oldest active hosts, the rancher's daughter forced to be the damsel in distress in Sweetwater. As she has been updated numerous times over the years, she has access to all sorts of actions, but can use each of them only once (each is ODTG). Can use actions on back-to-back night/day phases. Day actions cannot be used if blocked/trapped the night before. (Choice)
** 1: Save the target of the lynch (day action, target can be chosen at any time during the day)
** 2: Add 1 extra secret vote invisible to the players (day action)
** 3: Remove 1 vote publicly cast (day action, target is the player casting the vote, vote is made x0)
** 4: Distract to protect an innocent (night action, save, does not work on self)
** 5: Force a target to reconsider (night action, block)
** 6: Grab a gun and get the job done (night action, kill)

2. Teddy - A host returning to Sweetwater to reunite with Dolores and attempt to protect her. He lacks a complete backstory but has an impressive arsenal that allows him to scare someone away each night, but not the same person twice in a row. (Block)

3. Maeve - A host working as "manager" at the Mariposa saloon in Sweetwater. An inquisitive mind that appears to have flashback events. This allows her choose one character to focus on and find out at the end of the night either who targeted that player or who that player acted upon (choice). ODTG during the night, she can instead try to force the visions and get a complete report (role spy) but that will make her lose her powers (vanilla) permanently. (Spy)

4. Clementine - A host working at the Mariposa saloon. Each night she can try to save a player, by giving them a special "discount", but cannot save self nor the same person twice in a row. Also, there is a 50% chance the action will not work at all and Clementine will lose her voting power the next day - she will know that the voting power was lost but the other players won't (Save)

5. Hector - A host in the role of the permanent "Most Wanted" bandit. He subscribes to the theory that the world is a mad place, and the only way to survive is to embrace the role of predator. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill)

Baddies - Humans running the Westworld Park and the hosts within it, represented by dr. Ford. Each night he roll updates and can take one host offline retiring it permanently. They usually can control only the actions of the hosts not those of other humans, but in some special cases, they can manipulate their way in the real world as well. WinCon: Take all the hosts offline for "maintenance" and get rid of the Man in Black. 

6. Dr. Robert Ford - A brilliant and complicated creative director and co-creator of the Park. No one really understands his plans or future naratives, but no one tries to stand up to him either. His night kill is unstoppable except for someone saving the target but in that case he at least learns the target's identity. ODTG he can remove a vote but not if blocked or trapped the night before.

Indy - WinCon: Outlive two secret goodies and dr. Robert Ford (baddie).

7. Man in Black - A Westworld veteran visiting the park for over 30 years now, he believes one of the original park creators hid some mystery in the park and is determined to find it. He tries to find the hosts or humans that can lead him to the Labyrinth. 
- Each night can trap a player, but not the same player twice in a row. Trap saves target from kills and blocks his/her night action but does NOT silence a player for the next day. (Trap)
- Invulnerable N1 will appear as saved if targeted for a kill.
- OTDG during the day or the night can RID Kill. Action is instantaneous and cannot be blocked (unless the Man in Black was blocked or trapped the night before).

Rules:
* NP shows only deaths and saves.
* DP shows only lynched players and their roles.
* Tie rules: D1 No lynch. D2+ All lynched.
* Order of Actions (OOA): Trap > Block > Save > NK, Kill, RID Kill > Spy.
* Kills are not blocking. Vote manips can be blocked i.e. blocks/traps at night stop day abilities.
* Blocked players will be blocked & told regardless if they had an action or not.
* ODTG = Exactly Once During The Game. Indy ODTG RID Kill is unblockable and unsaveable regardless if played during the day or night as action happens instantaneously. The ODTG cannot be used by the Indy during the day only if blocked/trapped the night before. The Indy RID Kill ODTG action appear as separate NP/DP post only if successful i.e. it fails silently if used incorrectly.

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