pirate faction mayhaps?

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pirate faction mayhaps?

Postby jelloman1 » Sat Jun 03, 2017 5:52 pm

So before i begin, this is partially a joke role. only partially cause right now everythings in the works with coven right now so this will probably disappear into obscurity, and the only reason im making it is because when i was pirate i died to vamp, and i would think that only happens if you have a faction such as maf/coven also, im going to throw in a little twist. they are loosely a faction in the sense of they all work together to complete their goals, but as long as each one does their ability and wins twice, they can win separately of each other, which adds to their sneakiness. to double to the chaos, any level below the pirate captain can initiate a mutiny, in which it forces the captain to go and be a pirate, if he wins, he keeps his position and he kills whoever first started the vote, if he fails, he dies, and the captains chair goes to first mate, then to brigand, then to top castle, then to deck hand, then siren. regardless of the success of mutinies, no mutinies may be done again for 5 days after the last one. there may be any amount of pirates up to 5, with the exception of brigand, captain and first mate, which are all unique. mutinies have 3 purposes, first is as a chaotic role, they try to vie for chaos, as mutinies count for their plundering as well *if successful* as well as deterring investigative results/witchings *cant control the captain if you kill him, right?* also, if a mutiny is successful, the one who takes the captains chair gains night immunity, and obviously if a captain doesnt spawn in then there is no mutiny. also, above, i said they can win separately of each other, but the captain and first mates wins tie in a little bit in that if either of them steal twice, they both win. and if only 2 pirate members spawn in then no mutinies can start.


LETS GIVE PIRATE A FACTION, SHALL WE?

first things first, the pirate types: pirate offensive and pirate defensive. offensive roles are ones that would kill at night, and defensive roles are ones that do not, simple as that.

Deck Hand

Spoiler: Role Name: deck hand (pirate defensive)

Role Alignment: neutral chaos

Attributes: click the sun at the start to duel someone for their ability for a night.

Abilities: duel an opponent at night, if you win, you steal their ability the next night
may click on the pirate captain to vote to start a mutiny, needs majority vote
the town will be notified if theres a mutiny

Goal: plunder 2 people

Wins with: everyone, as long as 2 people are plundered

Special Attributes: you can communicate with your ship mates at night.

Investigative Results: your target must be a framer, vampire, jester, hex master or a deck hand!
sheriff results: your target is not suspicious
consigliere results: your target doesn't have their sea legs yet, they must be a deck hand!

Additional Information (comments): the deck hand does not kill their target, and also does not roleblock them the night they plunder. Instead, the next night, if the deck hand wins the duel, the target will get a "an item important for you has been plundered, you need to find it!" From that, the deckhand will get a vague idea of what their targets role was, which I will list below. the next night after a deckhand has that other persons ability *used or not* they go back to plundering for more *so, n1 you steal from an invest, n2 you become an invest, n3 you have to steal again.* also, this role will also change depending on some roles and how their abilities work. only those who do not have a night ability, such as medium will not be roleblocked. escort, consort, transporter, coven leader and vet do not get roleblocked, instead, they receive the message "Someone tried to steal your valuables, but you always keep them tied to you."

depending on who you steal from, you will get the following messages:
Crusader, Doctor, Bodyguard, Trapper, Potion Master who healed, Guardian Angel who healed, Survivor who vested, Ambusher: "You can protect someone tonight." "You have decided to protect X tonight." No matter which you pick, you will always end up being a doctor for the night. - bonus: if you picked ambusher, your target will know who protected them.
Investigator, Consigliere, Sheriff, Psychic, Lookout, Tracker, Potion Master who used invest potion: "You can find someone's faction tonight" "You have decided to check X tonight." If you pick one of these roles and check someone else out, you will be told if they are Town, Neutral or Mafia. This can still be tampered with by framers and transporters.
Vigilante, Veteran/Medusa, Mafioso, Plaguebearer, Poisoner, Potion Master who attacked, Jailor: "You've loaded your flintlock." "You have decided to shoot X tonight." basic attack, I think that speaks for itself. town will be notified that a pirate plundered you similar to pirate now *or captain/first mate which are detailed below*
Survivor who didn't vest, Serial killer, Coven Leader, Godfather, Arsonist, Werewolf, Executioner, Guardian Angel who didn't heal, Mayor: "You feel empowered tonight." Provides basic defense - bonus: if you selected arsonist, at the end of the night you'll clean yourself, whether or not you're doused. you will not, however, get the message you were cleaned. - bonus 2: if you steal from mayor you get 2 votes the next day, the mayor still keeps his 3 votes.
Medium, Janitor, Retributionist, Necromancer, Vampire hunter, Spy, Blackmailer: "You feel like you can speak in tongues." You will be able to speak and read all chats, as well as whispers the day after you stole *so you steal a spy's ability night 1, day 2 you can read whispers*. To everyone except the pirates, you will appear as deck hand. Mafia, Jailor, Coven, Vampire and dead chat will all be able to read what you specifically type, so careful.
Escort, Consort, Transporter, Hypnotist: "There is a faint tugging at the back of your mind." You get roleblocked.
Vampire, Jester, Framer, Forger, Amnesiac, Hex master: You randomly get one of the other previous listed actions after all, you stick to the shadows, and aren't what you seem.


Top Castle:
Spoiler: Role Name:Top castle (Pirate defensive)

Role Alignment: neutral chaos

Attributes: an eagle eye who sees all from his crows nest.

Abilities: 3 times they can click the sun icon at the top of the screen and that night will learn who visited any other pirate, but not what they attempted to do.
-at night you may choose to instigate a mutiny.

Goal: spot at least 5 people total boarding your ship

Wins with: everyone so long as their objective is complete

Special Attributes: unique

Investigative Results: investigator: your target must be a lookout, forger, amnesiac, coven leader, or top castle!
sheriff: your target is not suspicious
consigliere: your target is an eagle eyed pirate in a crows nest, they must be a top castle!

Additional Information (comments): the top castle is the direct counterpart to a siren, similar to a sheriff and invest combo. while the siren can see how many people visited, and will know if any of those people tried to kill, the top castle can see who visited, but not what they tried to do, combining their info to take out potential threats which would prevent them from doing their goal.



Siren

Spoiler: Role Name: Siren (pirate defensive)

Role Alignment: neutral chaos

Attributes: a songstress of the sea whose melodies distract and pull people into the sea

Abilities: may defend any pirate at night up to 3 times, all visitors will be roleblocked, and any attacking role with 0 defense will be "drowned" serial killers and werewolves will attack you *werewolf will kill all your visitors* instead of your target
you cannot protect the captain in the event of a mutiny.
if all members of your faction die without you protecting them, you will become a First Mate.

Goal: protect the pirates from at least 1 attacker

Wins with: everyone so long as they protect someone

Special Attributes: max of 2 per game, may talk with other ship mates at night. you will know how many visitors you dissuade, but not their roles or names, and if any of them tried to attack your target. you cannot sooth against a pestilence visit, however you do visit so you do not die. lookout/tracker immune.

Investigative Results: Your target must be an escort, transporter, consort, hypnotist or siren!
sheriff results: your target is not suspicious
consigliere results: your target is a woman of the sea, they must be a siren!

Additional Information (comments): the siren acts sort of like a mixture of a veteran, escort and reverse witch, she picks a target and rather than directing that person to a target, she makes all of its targets visit her and roleblocks them all, which can be a double edged sword if a serial killer or werewolf visits their target in which case the siren would die in their stead. notice theres no mutiny option for the siren? thats because shes a pure defensive role, and therefore is the only one who cannot mutiny, nor can she protect the captain if there is one. the siren sings from her home, so she is lookout/tracker immune, as she can possibly claim that she protected a player that night, yet lookouts wont see her visit, and trackers wont see her leave her house, so she has to be careful with what she says.
when a role attempts to do an action on someone the siren is protecting, they would receive the message: "You attempted to *insert action here* on X player, but a siren's song soothed you away. You were roleblocked!" Serial killers and werewolves will get: "You attempted to kill/rampage at X players house but a siren's song annoyed you, so you attacked them instead!" each time the siren successfully prevents visitors to her target, she gets the message "Your song has brought X people to you!" and if any of them are killers, minus serial killer or werewolf "Your song has brought X people to you! You soothed X attacks away from *player name* Sk/WW would give her the message "Your song has brought X people to you! The serial killer/Werewolf was not soothed by your song and has killed you!"


Brigand

Spoiler: Role Name: Brigand (pirate defensive)

Role Alignment: Neutral Chaos

Attributes: click the sun during the day to duel someone at night.

Abilities: if you win the duel, you steal someone's choice at voting the next day
may click the pirate captain to initiate a mutiny. needs majority vote
the town will be notified if theres a mutiny

Goal: plunder 2 votes

Wins with: anyone as long as you plunder twice

Special Attributes: unique, may talk to the ship mates at night

Investigative Results: Your target must be a spy, blackmailer, jailor, guardian angel or brigand!
sheriff results: your target is not suspicious
consigliere results: Your target is a hardened fighter who steals for personal gain, they must be a brigand!

Additional Information (comments): the brigand is special in what he does, because rather than stealing an ability or outright killing a person, he instead "steals" their vote for the day, making it so whoever he votes for, they immediately follow, and they cannot disengage or swap which vote they pick they must vote with him, guilty or inno, which could save someone of the pirates skin, help pirates kill their enemies, or throw someone under the bus for jester.


First Mate

Spoiler: Role Name: First mate (pirate offensive)

Role Alignment: neutral chaos

Attributes: click the sun at the top to plunder someones gold

Abilities: if you win a duel you kill someone for their gold.
if you click the box next to the captains name you will start to mutiny *requires majority vote*
the town will be notified if theres a mutiny

Goal: steal for your captain twice, or steal for yourself twice if no captain, and if the captain wins you do as well

Wins with: everyone as long as they plunder twice

Special Attributes: may talk to the ship mates at night, unique, if there is a ship captain, his day choice overrides yours

Investigative Results: your target must be a vigilante, veteran, mafioso, or first mate!
sheriff results: your target is not suspicious
consigliere results: your target works close with the captain of a ship, they must be a first mate!

Additional Information (comments): the first mate is essentially the pirate now, just a little bit of a name swap with a couple new abilities added in for the new band.


Captain

Spoiler: Role Name: Captain (pirate offensive)

Role Alignment: neutral chaos

Attributes: pick someone during the day to plunder their gold

Abilities: at night whoever you picked will have the rock paper scissors prompt pop up for them, if there is a first mate, he does the duel, if not, you do. if a mutiny was started the day before, you do the duel no matter if there's a first mate or not.
the town will be notified if there's a mutiny

Goal: have you or your first mate plunder 2 people

Wins with: everyone if they or their first mate plunders 2 people

Special Attributes: unique, may talk to ship mates at night, basic defense

Investigative Results: your target is a bodyguard, arsonist, godfather, crusader or captain.
sheriff results: your target is not suspicious
consigliere results: Your target is the leader of a band of pirates, they must be a captain!

Additional Information (comments): the captain, i like to think is a mixture of the pirate as he is now, with the godfather, where he can kill if need be, but otherwise leaves it to his first mate



in the event of a mutiny, the following day town will see a pirates corpse on the ground with the following message:

"X player was killed by Their crew's mutiny" *insert possible will here* "Their role was 'Captain'" if the captain fails to plunder
or
"X player was killed for trying to instigate a mutiny" *insert possible will here* "Their role was First Mate/Brigand/Deck Hand/top castle" depends on who started the mutiny and what their role was.

The day a mutiny is started the town will see the following message, similar to an amnesiac remembering a role:

The pirates grow restless, they have staged a mutiny!


edit: added siren, changed the invest results on brigand and deck hand to suit the new addition, and edited some text on deck hand to help out the arso/ make its last effect make a little more sense
edit2: added in messages for what happens after the mutiny
Last edited by jelloman1 on Sat Jun 24, 2017 11:08 pm, edited 10 times in total.
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Re: pirate faction mayhaps?

Postby cyphron » Sun Jun 04, 2017 6:15 am

Hmmm interesting... I kinda like the idea of the mutiny especially
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Re: pirate faction mayhaps?

Postby hers » Sun Jun 04, 2017 8:06 am

I really like some of these ideas, especially the Mutiny thing! This would make a cool minigame
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Re: pirate faction mayhaps?

Postby TheNightmareFox » Sun Jun 04, 2017 8:33 am

JOKE IDEAS ARE NOT ALLOWED

but i do like some of the ideas
Man I can't come up with anything good to put here
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Re: pirate faction mayhaps?

Postby Mystoc » Sun Jun 04, 2017 9:35 am

you your post formated very poorly look at other faction threads like the spirit faction by Sh99r to see how to format correctly

https://www.blankmediagames.com/phpbb/v ... 2#p2179532

i do like the idea of pirate faction you need a lot more roles this idea to work look at the faction development thread to see how for the amount roles and sub alignments you should aim for

viewtopic.php?f=27&t=68008&p=2191146

when this has more roles and is formated better i will review this it seems an interesting start to a faction but is incomplete and needs more work
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Re: pirate faction mayhaps?

Postby jelloman1 » Sun Jun 04, 2017 4:39 pm

this started out as somewhat of a "joke" loosely termed as such because of what confused me in the mechanics, but now its becoming a full fledged faction XD, but i just made a couple changes, tell me what you think
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Re: pirate faction mayhaps?

Postby jelloman1 » Sun Jun 04, 2017 4:46 pm

hers wrote:I really like some of these ideas, especially the Mutiny thing! This would make a cool minigame


i appreciate the comment, but before you get your hopes up TOO much, the mutiny would just be....if theres no first mate, nothing really changes, the captain would be going out to plunder regardless, the only thing is now his life is on the line. if there IS a first mate, their relationship is similar to gf and mafioso, where the mafioso only VOTES to kill and the gf DECIDES to kill, so nights 1 and 2 the first mate would plunder, n3 a mutiny happens, first mate chills back at home while the captain fights for control. its all using the same mechanics as are currently in the game, it just might change depending on if theres a first mate or not, thats all.
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Re: pirate faction mayhaps?

Postby cyphron » Sun Jun 04, 2017 6:13 pm

jelloman1 wrote:
hers wrote:I really like some of these ideas, especially the Mutiny thing! This would make a cool minigame


i appreciate the comment, but before you get your hopes up TOO much, the mutiny would just be....if theres no first mate, nothing really changes, the captain would be going out to plunder regardless, the only thing is now his life is on the line. if there IS a first mate, their relationship is similar to gf and mafioso, where the mafioso only VOTES to kill and the gf DECIDES to kill, so nights 1 and 2 the first mate would plunder, n3 a mutiny happens, first mate chills back at home while the captain fights for control. its all using the same mechanics as are currently in the game, it just might change depending on if theres a first mate or not, thats all.

You should make some more incentive to become captain
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Re: pirate faction mayhaps?

Postby jelloman1 » Sun Jun 04, 2017 6:43 pm

cyphron wrote:
jelloman1 wrote:
hers wrote:I really like some of these ideas, especially the Mutiny thing! This would make a cool minigame


i appreciate the comment, but before you get your hopes up TOO much, the mutiny would just be....if theres no first mate, nothing really changes, the captain would be going out to plunder regardless, the only thing is now his life is on the line. if there IS a first mate, their relationship is similar to gf and mafioso, where the mafioso only VOTES to kill and the gf DECIDES to kill, so nights 1 and 2 the first mate would plunder, n3 a mutiny happens, first mate chills back at home while the captain fights for control. its all using the same mechanics as are currently in the game, it just might change depending on if theres a first mate or not, thats all.

You should make some more incentive to become captain


they get 1 point towards their win and night immunity, is that not incentive enough?

*edit thats not meant to be sarcastic, im legit asking if theres anything else i should add*
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Re: pirate faction mayhaps?

Postby jelloman1 » Sat Jun 24, 2017 9:00 am

a new update, added top castle role, as well as edited in some text for what town sees when a mutiny starts, and also changed up invest results to reflect the current patch
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Re: pirate faction mayhaps?

Postby AegonSnow » Sat Jun 24, 2017 7:07 pm

What about adding Mutiny to mafia?

A Framer, etc. Can challenge the Godfather for leadership or something.
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viewtopic.php?f=27&t=67255
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Re: pirate faction mayhaps?

Postby jelloman1 » Sat Jun 24, 2017 7:53 pm

that wouldnt work, considering the mafia is supposed to work as 1 cohesive unit to get to their goal, using the information each one has obtained to further the progress of the group. pirates are rag-tag bunches of people who realize teamwork is better than going alone but still have their own agendas, and while it wasnt common, it wasnt unheard of to have the mutinies in place on the seas, thats why it would be a mechanic only for the pirates
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