Argh me Harties II - Rise of the Golden Knave

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Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 5:05 pm

1686, Just off the coast of New England
"Ahoy M4xwell me matey, t' six-pounders be loaded?"
"Aye, cap'n, we be ready for battle! T'is gonna be a big one, especially with Cyantic the phantom siding with the landlubbers!"
"Excellent! Give t' attack signal to Watchme and Cow!"


1693, The Salem Town Hall
"Sir William, are you sure Miss Corey is truly a witch?"
"Why yes, the Magistrates have given the go-ahead for her trial."
"Then I will call the executioner to prepare the gallows."
"Thankyou father Parris."


1901, A dark alleyway somewhere in Salem
"Metrion, you are our powerful leader, who needs to be killed?"
"I believe the one named ObiWan is a threat to the family. Iggy, are you happy to take him out?"
"Of course Sir. But I think it is important that Vale destroys the body, we don't want to leave any traces."
"Well if we are all ready, let us complete our actions before anything else can happen. The mafia will rise triumphant!"


2074, Salem Courthouse, or at least, what remains of it
"Mr Munchlax, I find it important that I hold a session with the man named Aqua. He seems to have some strange obsessions with electricity... I may have to put him through some reconditioning."
"As you wish, Aetios. I will order Leyva, the personal Bodyguard of Ringlet, to protect your house as your cary out the therapy."
"Thankyou sir, I won't let you down."


2081, the Catacombs of Salem
"Aaaanimate... we need your heeeeeeelp."
"Of course Inveeeenio, I will act at your commannnnd."
"I need you to taaaake out Aaaaalzar, he is a large threaaaat."
"Should Molelaaaaand set the boooooody on fire once we are dooooone?"
"That will be heeeelpful. Make sure Deferentsheeeeep and Smaaaaalworldz act tooooooo."


2085, the Docks of Salem
"Ahoy Leyva, I was confident that you would conquer this town!"
"Thankyou Arrrc, it be a great honour, although I be saddened at t' loss o' me crewmates."
"Aye, we must all make sacrifices though. Come, board t' ship, we have rations on-board, you must be hungry!"


2086, A bar full of pirates at the New Port Royal
"Ay, me crewmates o' t' Red Cutlass, let us celebrate our victory in Salem! Arrrr me harties!"
"Arrr cap'n!"
"Why, here be young Bill, the Cooper! Do you come with good news me lad?"
"Nay sir, quite the opposite. There be a problem."
"A grand problem sailor?"
"Aye, one of t' riggers went t' Davy Jones' locker. Avast, it looks like he was shot by t' crew o' t' Golden Knave."
"Shiver me timbers! This island no longer be a safe-haven for pirates if those landlubbers be shooting at our men! Gather t' crew, I be gettin' my revenge on these swashbucklers!"


Salem had gone through many tough times. But the biggest battle in this storyline so far will not be anywhere close to Salem. In Port Royal, a new enemy was looming. The crew of the Red Cutlass were about to be faced with a crew of rival pirates - the Golden Knave. A storm was brewing... but in this storm, no rain will fall - only blood.

I'm sorry if your name isn't there, I tried to include as many people as I could.
Last edited by Santa07 on Tue Oct 13, 2015 5:15 pm, edited 2 times in total.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 5:07 pm

Argh me Harties II - Rise of the Golden Knave

Game Overview Image
- Neutral terror
- Town Citizen Alignment - There are a bunch of new one-use-ability citizens that can be rolled, similar to those seen in SFM 7
- New roles that may or may not be rolled - See the role conversions for these
- Changes to the Navigator (Spy) and Watchman's (Agent) tapping ability

Role Conversions Image
Spoiler: Red Cutlass Investigative Crew
Investigator - Ship Detective
Sheriff - First Mate
Lookout - Crow's Nest
Spy - Navigator

Red Cutlass Construction Crew
Doctor - Carpenter
Bodyguard - Craftsman
Marshal - Boatswain

Red Cutlass Support Crew
Escort - Musician
Transporter - Helmsman
Medium - Seer
Cooper [New Role (Maiden)]

Red Cutlass Cannon Crew
Vigilante - Gunner
Veteran - Rigger
Powder Monkey [New Role (Firebrand)]

Red Cutlass Officers
Mayor - Captain
Lawyer - Sailing Master
Jailor - Quartermaster
Retributionist - Surgeon

Red Cutlass Able Bodied Sailors
Vanilla Citizen - Sailor

New ABSes: (see role-cards for more info)
Blacksmith
Bleeder
Swordsman
Sentinel
Snoop
Swabbie
Mini Sheriff - Second Mate
Mini Doctor - Apprentice
Mini Marshal - Shipwright
Mini Escort - Dancer

Golden Knave Officers
Godfather - Corrupt Officer
Interrogator [New Role (Underboss)]
Retrainer [New Role (SFM 7 Caporegime)]

Golden Knave Tactical Crew
Mafioso - Conspirator
Blackmailer [New Role]
Brute [New Role - Variant of Pretzel's Bouncer]

Golden Knave Support Crew
Consigliere - Cabin Boy
Agent - Watchman
Consort - Consort

Golden Knave Deception Crew
Framer - Forger
Disguiser - Disguiser
Janitor - Ship Rat
Prankster - Parrot Keeper

Stowaway Benign
Amnesiac
Phantom
Survivor

Stowaway Evil
Witch
Jester
Executioner

Stowaway Killing
Serial Killer
Arsonist
Assassin [New Role (SFM7 Contract killer)]

Stowaway Terror
Bomber
Nanotechnologist [New Role]
Necromancer [New Role]

Roles not in play
- Stalker


Role List (25 players) Image
Spoiler: Red Cutlass Investigative Crewmate
Red Cutlass Construction Crewmate
Red Cutlass Support Crewmate
Red Cutlass Cannon Crewmate
Red Cutlass Officer
Random Red Cutlass Crewmate PR*
Random Red Cutlass Crewmate PR
Random Red Cutlass Crewmate PR
Random Red Cutlass Crewmate
Random Red Cutlass Crewmate
Red Cutlass Able Bodied Sailor
Red Cutlass Able Bodied Sailor
Red Cutlass Able Bodied Sailor
Red Cutlass Able Bodied Sailor
Red Cutlass Able Bodied Sailor

Golden Knave Officer
Golden Knave Tactical Crewmate
Golden Knave Support Crewmate
Golden Knave Deception Crewmate
Random Golden Knave Crewmate

Stowaway Benign
Stowaway Evil
Stowaway Killing
Stowaway Terror
Random Stowaway

* - Random Crewmate PRs can be any role other than ABSes and Officers. Standard Random Crewmates have an equal chance to roll ABSes as other roles, still cannot roll Officer.
** - Able Bodied Sailors include 4 counts of standard Sailor and 1 count of every other ABS


Ship Detective (Investigator) Results Image
Spoiler: Your target is hard to get a read on! They must be the Corrupt Officer or a Sailor!
Your target is very nosy! They must be a Ship Detective, a Snoop, or a Cabin Boy!
Your target is a distractor! They must be a Musician, a Dancer, or a Consort!
Your target spies on others! They must be a Navigator, a Crow's Nest, or a Watchman!
Your target is a high-ranking ship officer! They must be the Captain or the Sailing Master!
Your target has someone tied up in their cabin! They must be the Quartermaster or the Interrogator!
Your target rarely shows his face! They must be a Surgeon, a Blacksmith or a Blackmailer!
Your target rigs complex setups! They must be a Rigger, a Craftsman, or a Bomber!
Your target works with magic! They must be a Seer, a Necromancer, or a Witch!
Your target attempts to help others! They must be a Carpenter, an Apprentice, or a Conspirator!
Your target works with sharp items! They must be a Shipwright, a Swordsman,ora Nanotechnologist!
Your target is very deceptive! They must be a Helmsman or a Parrot Keeper!
Your target works with dead bodies! They must be a Swabbie or a Janitor!
Your target's presence is very intimidating! They must be a Boatswain or a Brute!
Your target has gunpowder over their clothes! They must be a Powder Monkey, a Gunner, or an Arsonist!
Your target is covered in blood! They must be a Bleeder, a Serial Killer, or an Amnesiac!
Your target has knowledge about others' identities! They must be a First Mate, a Second Mate, or a Disguiser!
Your target has trained their actions for years! They must be a Cooper, a Retrainer, or an Assassin!
Your target has a mission, and they want to carry it out! They must be an Executioner or a Sentinel!
Your target's presence causes a shiver down your spine! They must be a Phantom or a Jester.
Your target forges documents! They must be a Forger!


First Mate Results Image
Spoiler: Your target appears to be a crew member of the Golden Knave! - Golden Knave members (excluding Officer & Retrainer), Framed players
Your target is a Serial Killer! - Serial Killer
Your target is an Assassin! - Assassin
Your target is a Nanotechnologist! - Nanotechnologist
Your target appears to be a crew member of the Red Cutlass! - All Red Cutlass members, Corrupt Officer, Retrainer


Unique Roles Image
Spoiler: All Red Cutlass Officers
Rigger
Helmsman
All Golden Knave Officers
Phantom
Witch
All Neutral Terror
Last edited by Santa07 on Tue Oct 13, 2015 7:54 pm, edited 5 times in total.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 5:08 pm

Not all role cards are here yet, I'll gradually add more as time passes but all the new role-cards should be here already.

Red Cutlass Role Cards

Spoiler: Cooper

You are a Cooper.

You are a crewmate of the Red Cutlass.
You work as a member of the ship's Support Crew.

You’re a barrel-maker by trade, and you’re very good at it. You make barrels to store rum, food, treasure, and more. And just recently, you’ve had an idea to use the barrels as a hiding place…

At night, you can choose to hide in a barrel. Anyone who visits you will be redirected to a player of your choosing.
You will be notified if you redirect someone at night, however those you redirect will not be told.
You may only redirect 3 times.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Powder Monkey

You are a Powder Monkey.

You are a crewmate of the Red Cutlass.
You work as a member of the ship's Cannon Crew.

A small kid wanting to become a pirate, the captain gave you perhaps one of the worst roles on the ship - the powder monkey. But you soon realised, powder doesn't just belong in cannons, and when someone's cabin is filled with it you can create a pretty fireworks display.

Each night you may douse a player in gunpowder.
You may also ignite all of your doused targets, however you may only ignite once so choice your actions wisely.
Your method of killing ignores night immunity and appears identical to the Arsonist's methods.
The Arsonist cannot ignite your targets, nor can you ignite theirs.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Blacksmith

You are a Blacksmith.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and you try to live your life in peace. However, you've crafted one bullet-proof vest for yourself just incase you need it.

You have one bullet-proof vest which you can choose to wear during the night, granting you temporary night immunity.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Bleeder

You are a Bleeder.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You don't have any special ability and just try to live your life in peace. You have very healthy blood, so it takes a little longer for your enemies to get rid of you.

Each day you get to vote in an attempt to remove your enemies from the community.
If you are attacked at night, you will begin to bleed and die 2 phases later instead. Roles that pierce night immunity do not trigger this.
You cannot be saved by carpenters.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Swordsman

You are a Swordsman.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You don't have any special ability and just try to live your life in peace. You're easy to upset however, and will carry out revenge upon anyone that attacks you.

Each day you get to vote in an attempt to remove your enemies from the community.
If you are fatally attacked, you will swing your swords at your attacker. The resulting injury will cause them not be able to carry out a night action the next night. You will still die after this.
You will shoot anyone, even roles that pierce night immunity.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Sentinel

You are a Sentinel.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. You used to work as the crow's nest, and you can spot anyone during the dark of night.

Once during the game, at night, you can choose to go on alert. Anyone who visits you that night will be revealed to you.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Snoop

You are a Snoop.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. You do tend to be a bit nosy, and sometimes do a bit of investigation around the port.

Once during the game, at night, you can choose to check a player's cabin. You will be told if they are inside or away visiting.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Swabbie

You are a Swabbie.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. You used to work as the ship's janitor, and were in charge of making the dead bodies unrecognisable. But now that you have to face off against another pirate crew, you've realised you need to use your past skills to identify the bodies.

Once during the game, at night, you can choose to check a dead player's body. You will be given their last night action and the results they received that night.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Second Mate

You are a Second Mate.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. You applied to become the first mate, but your application was rejected and you became the second mate.

Once during the game, at night, you can choose to interrogate a player, determining whether they're suspicious or not.
Golden Knave crew, the Serial Killer, the Assassin, and the Nanotechnologist will all appear as suspicious to you, but you won't know what role they really are.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Apprentice

You are an Apprentice.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. Your ultimate goal is to become a carpenter, but it's a hard job and you've got a lot to learn.

Once during the game, at night, you can choose to protect a player. If they are attacked, you will arrive right on time to save their life.
If your target is attacked, both you and your target will receive a message saying your target was attacked but saved.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Shipwright

You are a Shipwright.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. You work beside the boatswain, and you've become a lot scarier just from being around him.

Once during the game you may choose to follow a player. Your presence scares one malicious person from targeting them.
You will not be informed whether you were successful or not.
Should your target be visited by multiple people with malicious intent, only one will flee. (Golden Knave Deception > Witch/Musician/Dancer/Consort > Killing Roles)
Roles that use charges will still consume them upon being frightened off.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Dancer

You are a Dancer.

You are a crewmate of the Red Cutlass.
You do not have a large role onboard this ship, you are simply an Able Bodied Sailor.

You're a quiet sailor, and just want to live your life in peace. You wanted to become a musician, but you didn't have the talent. You soon realised that what you were truly good at was dancing.

Once during the game you can role-block a player, they will be notified of this.
However, if the person you visit turns out to be a Serial Killer, you become the Serial Killer's target instead of their intended target.
Each day you get to vote in an attempt to remove your enemies from the community.

You win with the crew of the Red Cutlass
You win with Survivors
You must kill the crew of the Golden Knave
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else
Last edited by Santa07 on Tue Oct 13, 2015 8:01 pm, edited 2 times in total.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 5:09 pm

Golden Knave Role Cards

Spoiler: Corrupt Officer

You are the Corrupt Officer.

You are a crewmate of the Golden Knave.
You are one of the ship's Officers.

You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
As the leader of the Golden Knave, every other member will report to you what happened to them each night.
If you are interrogated by a Mate, you will appear to be "Not Suspicious".
You can communicate with your allies each night, for as long as they are alive.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Interrogator

You are the Interrogator.

You are a crewmate of the Golden Knave.
You are one of the ship's Officers.

Every day, you may choose to jail somebody.
To Jail somebody, you must message your Moderator during the day telling them who you would like to Jail. If you do not do this before the day is over - you jail no one.
The prisoner is removed from any night chats they might be and are roleblocked. However, they may send a 1000 character defense to you.
While imprisoned, only Protective and Investigative abilities may be used against your target.
If you choose to execute your prisoner as the Golden Knave's night kill, they are roleblocked and killed, and their last will is removed. This does not ignore night immunity.
This method of killing resembles a regular Golden Knave kill.
You may execute Night One.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Retrainer

You are the Retrainer.

You are a crewmate of the Golden Knave.
You are one of the ship's Officers.

During the night you may target a player, retraining them. If they are a member of your crew you may change their role to another Golden Knave role of your choosing. The pirate who is being retrained is roleblocked, even through immunity.
This ability cannot be used two nights in a row.
You may not promote players into leaders.
You are immune to redirections while performing this ability, and cannot be seen by the crow's nest or the navigator.
If you are interrogated by a Mate, you will appear to be "Not Suspicious".
You can choose to give up this night action to perform the crew's factional kill.
You can communicate with your allies each night, for as long as they are alive.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else

Conspirator

You are a Conspirator.

You are a crewmate of the Golden Knave.
You work as a member of the ship's Tactical Crew.

Each night you may choose 1 member of the the Golden Knave to shadow. You will carry out their job that night on any target you wish.
You may only do this once per crewmate.
Shadowing an officer only grants you their specific passive(s). Night immunity is not applicable.
If a fellow crewmate dies you may permanently assume that role if you wish at any time.
You can choose to give up your night action to perform the crew's factional kill.
You can communicate with your allies each night, for as long as they are alive.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else

Brute

You are a crewmate of the Golden Knave.
You work as a member of the ship's Tactical Crew.

Each night you may choose to follow a crewmate. Your presence scares one person from targeting them.
You will be informed if you scare someone off.
Should your target be visited by multiple people with malicious intent, only one will flee. (Red Cutlass Investigative > Musician/Dancer > Witch/Helmsman > Killing roles).
You can only protect each member of the Golden Knaves once. You cannot protect yourself.
You can choose to give up your night action to perform the crew's factional kill.
You can communicate with your allies each night, for as long as they are alive.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Watchman

You are a crewmate of the Golden Knave.
You work as a member of the ship's Support Crew.

You were a brilliant Navigator in your early days, one of the best on the seven seas. However, on one mission you were captured by an enemy crew - the Golden Knaves.
To your great surprise, they wanted to help you retire after all your years of service. The deal was simple. Use your talents one last time to help with the elimination of the Red Cutlass from this port.

During the day, you can choose one player to spy on. You can change this any time until the end of the day.
At the end of the day, you will be given all the whispers both to and from the player you spied on.
Each night you also have the ability to watch a person. You will see who they visit that night, or if they do at all.
You can choose to give up your night action to perform the crew's factional kill.
You can communicate with your allies each night, for as long as they are alive.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else

Blackmailer

You are a crewmate of the Golden Knave.
You work as a member of the ship's Tactical Crew.

Each night you may visit a single player's house, you are informed of what roles also visit them.
Each day you can send three anonymous messages to any player. The player may send a message back if they wish.
Anonymous messages are limited to 200 characters.
You can choose to give up your night action to perform the crew's factional kill.
You can communicate with your allies each night, for as long as they are alive.

You win with the crew of the Golden Knave
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Stowaway Role Cards

Spoiler: Assassin

You are an Assassin.

You are a Stowaway from one of the recently-arrived ships.
You intend to kill anyone who you come across, and therefore your alignment is Stowaway Killing.

You were a pirate, and always had an urge to gamble. You often docked at this port to have a few drinks and play some cards. One night, while you were incredibly drunk, your crew set off from the port without you realising. With nothing else to do, you became an assassin, hiding in the shadows of Port Royal. However, you still did not drop your love of gambling.

During the Night you may place a wager on someone's life; it will be posted publicly at the start of the day.
Should the player not be killed by the start of the next night then you may kill two players of your choice, or a single player ignoring any side effects including immunity.
You may not both kill and place a wager.
You are redirection immune.
You are night immune.

You win with Assassins
You win with Survivors
You win with Witches
You must kill the crew of the Red Cutlass
You must kill the crew of the Golden Knave
You must kill Arsonists
You must kill Serial Killers
You must kill Bombers
You must kill Nanotechnologists
You must kill Necromancers
You may spare anyone else


Bomber

You are a Bomber.

You are a Stowaway from one of the recently-arrived ships.
You intend to instill fear into the pirates living here, before taking them all out, leaving no survivors. Therefore, your alignment is Stowaway Terror.

Enough is enough! For the longest time, you've tried to further Science, learning everything you have from Chemistry, but no one is listening!
You'll show them! You know exactly how to form explosive compounds, to make one final display for everyone to see and experience!

Each night you may attach a fuse to one person. Each fuse will last for two nights.
If that person is attacked, the violence of the event triggers the fuse.
Once the fuse is triggered, a warning is sent to the town that a fuse has gone off.
After 3 following nights, the bomb will detonate, killing everybody on the ship while you hide in your shelter.
The only way to defuse the bomb is to kill the Bomber first.
You are night immune.

You win with Bombers
You must kill the crew of the Red Cutlass
You must kill the crew of the Golden Knave
You must kill Survivors
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Nanotechnologists
You must kill Necromancers
You must kill everyone else


Nanotechnologist

You are a Nanotechnologist.

You are a Stowaway from one of the recently-arrived ships.
You intend to instill fear into the pirates living here, before taking them all out, leaving no survivors. Therefore, your alignment is Stowaway Terror.

They thought he was gone. They thought he had been lynched back in Salem, no longer a threat. But no, one of his nanobots survived. You thought you were just a pirate, but the nanobot inside you began to duplicate... but it did not kill you, instead it took control of your mind. You are the nanotechnologist now. You will not rest until everyone is in their graves.

Each night you may inject someone with nanobots.
Every night, the nanobots will duplicate and spread. Anyone visited by an infected person will also be infected. Anyone who visits an infected person will also be infected.
New nanobots will not settle in until the end of the night and will not spread until the next night.
Once half of the living players are infected, the town will be notified that a nanotechnologist is plotting among them.
Once every living player is infected the town will be notified that a nanobot attack is preparing to occur. At the start of the next night, you will unleash the full power of the nanobots, killing every living creature other than yourself.
If you are killed, the nanobots will disintegrate, no longer becoming a threat.
You are night immune.
You are immune to nanobots.

You win with Nanotechnologists
You must kill the crew of the Red Cutlass
You must kill the crew of the Golden Knave
You must kill Survivors
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Necromancers
You must kill everyone else


Necromancer

You are a Necromancer.

You are a Stowaway from one of the recently-arrived ships.
You intend to instill fear into the pirates living here, before taking them all out, leaving no survivors. Therefore, your alignment is Stowaway Terror.

You were a simple pirate, but didn't realise that your cabin was cursed with dark magic. It slowly began to eat away at your soul... until you became the necromancer - a dark sorcerer able to connect to the spiritual world.

Each night you can connect to someone's soul.
You can connect to three people's soul at once. If you connect to a fourth person's soul you will stop your connection with the first person's soul.
If one of your targets dies from any form while you are connected to your soul, you will capture their soul. The town will be notified that your target's soul was captured by a necromancer.
If a retributionist tries to revive a captured soul, or a medium tries to contact a captured soul it will fail.
If your captured souls outnumber the living players you will release them upon the town. All living town members except yourself will be pulled into the underworld, leaving you as the only one left.
If you die, your captured souls will escape and you will not be able to release them.
You are night immune.

You win with Necromancers
You must kill the crew of the Red Cutlass
You must kill the crew of the Golden Knave
You must kill Survivors
You must kill Witches
You must kill Arsonists
You must kill Serial Killers
You must kill Assassins
You must kill Bombers
You must kill Nanotechnologists
You must kill everyone else
Last edited by Santa07 on Tue Oct 13, 2015 7:57 pm, edited 3 times in total.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby SirCakez » Tue Oct 13, 2015 5:18 pm

So both Contractor and Assassin post contracts at the beginning of the day. Are they differentiated or do they appear the same?
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 5:20 pm

SirCakez wrote:So both Contractor and Assassin post contracts at the beginning of the day. Are they differentiated or do they appear the same?

Contractor targets stay hidden, I should probably say that on the card.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby ShortcutButton » Tue Oct 13, 2015 5:38 pm

The Autocrat steals the game and wins for himself?
That can't be healthy for the game.
Basically the Autocrat can be a townie (he can claim cit-esque role), legitimately scumhunt, and then take Towns win away from them. He can even claim Swordsman (Invest-pairing) and no one, defininitely not the Mafia will test him on that.

Meanwhile the Town can lynch all the scum and have the last scum in their grasp, and they have to stop dead in their tracks and look for an Autocrat w/o accidently killing the last mafia/NK/NT.

I don't like that role.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 5:43 pm

ShortcutButton wrote:The Autocrat steals the game and wins for himself?
That can't be healthy for the game.
Basically the Autocrat can be a townie (he can claim cit-esque role), legitimately scumhunt, and then take Towns win away from them. He can even claim Swordsman (Invest-pairing) and no one, defininitely not the Mafia will test him on that.

Meanwhile the Town can lynch all the scum and have the last scum in their grasp, and they have to stop dead in their tracks and look for an Autocrat w/o accidently killing the last mafia/NK/NT.

I don't like that role.

I can see where you're coming from. I believe one variant of the autocrat is to have a message at the start of the game that an autocrat is in play so the town knows that they need to get rid of them before the end of the game, I'm not sure if that will help at all though.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby ShortcutButton » Tue Oct 13, 2015 5:56 pm

Santa07 wrote:
ShortcutButton wrote:The Autocrat steals the game and wins for himself?
That can't be healthy for the game.
Basically the Autocrat can be a townie (he can claim cit-esque role), legitimately scumhunt, and then take Towns win away from them. He can even claim Swordsman (Invest-pairing) and no one, defininitely not the Mafia will test him on that.

Meanwhile the Town can lynch all the scum and have the last scum in their grasp, and they have to stop dead in their tracks and look for an Autocrat w/o accidently killing the last mafia/NK/NT.

I don't like that role.

I can see where you're coming from. I believe one variant of the autocrat is to have a message at the start of the game that an autocrat is in play so the town knows that they need to get rid of them before the end of the game, I'm not sure if that will help at all though.


Mmmm, I don't think that would help enough. Basically the only way to get rid of the autocrat is through a scum-read lynch (which wont happen since you both have pro-town goals) or ordering a vig to shoot a Swordsman claimer, which, well, is obviously not preferred.

/vote no until the role is fixed/removed. Sorry, if I was to play this I wouldn't want to face that.

But I can get behind the Mafia Marshal. And some of the other new roles.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby K1llthestory » Tue Oct 13, 2015 6:00 pm

So ugh...

Autocrat goes AFK and steals the win.

I uh.. I dont know how I feel about that...

/vote no
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Re: Argh me Harties II - Rise of the Golden Knave

Postby oliy » Tue Oct 13, 2015 6:59 pm

/vote no
I'm up for a new role or two, but the Autocrat and Assassin I feel will not work.

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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 7:06 pm

oliy wrote:/vote no
I'm up for a new role or two, but the Autocrat and Assassin I feel will not work.

Assassin is the Contract Killer from SFM 7, it's been tested and was pretty successful.

I'll see what I can do about AC, if you have any ideas PM me or post here (PMing will get it to me quicker).
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Re: Argh me Harties II - Rise of the Golden Knave

Postby oliy » Tue Oct 13, 2015 7:15 pm

Honestly, I think it was because nobody had heard of it before, and thought it was just a neutral vigilante. Now that everyone knows what it is, they will make a sacrifice unless it's a power role.

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Re: Argh me Harties II - Rise of the Golden Knave

Postby Swordsworth » Tue Oct 13, 2015 7:22 pm

Replace or remove Autocrat, then I'll look a little further. It's too broken for this.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 7:29 pm

How would Cow's Necromancer (renamed) work in this game do you think?

You are a Zombifier

Your alignment is Neutral Evil

Outcasted by the town, you joined a guild of Witches. With them, you studied powerful magics, powerful beyond compare: the dark magics of Necromancery. However, somewhere along the line, you went too far, going into the realm of taboo, and so even the Witches and Sorcerers shunned you. Running from the Town, and hiding from the Witches, you do not know how you will survive now.

Once per a game, you may resurrect a player, turning them into a zombie which you can control. They will serve you until they once again are killed, with your survival as their sole wish. After 3 days, and 3 nights, the zombie will fall apart and die.
You may choose how they use their ability at night. Your zombie cannot vote for the lynch during the day, or cast a vote during a trial.
Being a zombie, something beyond modern medicine, Doctors cannot heal the Zombie.
The zombie will protect you at night, causing all abilities used on you to instead target your zombie.

Witch win con.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Arcthurus » Tue Oct 13, 2015 7:33 pm

TPw reveals. Spectre can hardclaim and request an attacker to give scum majority permanently. Unless roleblocker , Firebrand or Jailor, it would work.

If Any is scum and the NK isn't arso town can lose majority if D2 isn't a NK lynch.
D1: 14 vs 11
D2: 12 vs 11 / 13 vs 11 (SK/CK)
D3: 9 vs 11 / 10 vs 10 (mislynch D2/non-NK lynch D2)


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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 7:36 pm

Update:
- Removed Autocrat, Spectre and Contractor
- Changed Any to Random Town
- Removed neutral Chaos, Jester and Exe have been moved back to NE
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 8:19 pm

Invest results have been updated accordingly. Tell me if there's anything I've missed.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Tue Oct 13, 2015 10:06 pm

I got rid of it because it's much easier to get rid of one alignment than to add 2 new roles to have balanced alignments.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Metrion » Wed Oct 14, 2015 5:30 am

Before I go into any big speculation on balance I'd just like to inform you that Assassin's (Contract Killer) kill did fail if their target died the night they are killing (apart from their own kill maybe).


This allows night-kills to be used to thwart their plans, and gives the Mafia some breathing room instead of having to direct a lynch on someone who is probably unlynchable. As well it makes the Assassin have to choose more wisely since they have to worry about both town and scum getting to their target.
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Re: Argh me Harties II - Rise of the Golden Knave

Postby ShortcutButton » Thu Oct 15, 2015 10:23 am

/unvote
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Re: Argh me Harties II - Rise of the Golden Knave

Postby Santa07 » Mon Nov 09, 2015 8:21 pm

This pitch has kinda died and I've got an idea for another better game, so I'll be asking a mod to move this to closed pitches. Thanks for the feedback.
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