I’ve discussed this with Volvogga, this section’s moderator, and they have allowed me to do this. So without further ado, I’m presenting my idea.
The village was once a traditional, bustling town filled with life. Children could play in the streets freely, men could work the fields and women looked after their families with a stern but endearing affection. However that all changed one day with the arrival of…
What was now referred to as ‘mutants’ or ‘monsters’. There was no clearer explanation for them. They walked normally amongst humans at daytime, but at night, they became vicious creatures, their thirst for blood only quenched by massacring and preying on the innocent townspeople, regardless of your age, gender or level of combat ability. However, their abilities are far more dangerous than just that. The townspeople were suddenly overwhelmed and before they knew it, their population had dwindled, due to death and emigration. A courier was sent to get help but…
It attracted what are known as ‘spies’. They are essentially humans who work for a nefarious, shady but powerful organization who were attracted by these mysterious creatures, in hopes of finding out something beneficial to their organization. They only see the town as a means to an end, and have little value for their lives, seeing them as experiments and toys and thus are the enemies of the townspeople as well as the mutants. They infiltrated the town by killing regular town folk and using secret techniques engineered by their organization, stealing their faces and bodies. They are almost inhuman in that respect.
The few remaining townspeople have taken up in arms. They refuse to back down. Amongst them, they are the hardiest and the magical, banded together in the single cause to rid their town of their enemies. Despite the patriotic bond that binds them, success is a fleeting chance…
And yet, there are still other forces at work here…
The object of the townspeople is to hunt down the majority of the monsters and annihilate the ‘spies’. They must kill more ‘monsters’ than the spies, otherwise the ‘spies’ will unlock the secrets of the mutants and order the destruction of the town using their vast resources of their organization. They must also eliminate the Spy Leader.
The aim of the spies is to experiment, and by default, kill the majority of the monsters. They can also kill townies, whether by choice or by mistaken identity (i.e. believing they are a mutant). They must eliminate the Vicious Ex-gang leader.
The monster’s aims are quite instinctive: to survive. They will have to kill the ‘spies’ and the townies to do so. Their victory is assured when both the townies and spies' forces are cut in half and their respective bosses (Vicious Ex-gang leader and Spy's Leader) are dead. They only need one monster to survive this far.
Of the groups, only the spies will start off in the beginning of the game knowing who each other are. The mutants will learn progressively of their comrades, whether they have fallen or still survive. The townies…will have to rely on themselves.
Roles: The Townies
Townspeople: The common man or woman, they have vowed to take the fight to the enemy, and reclaim their homeland, despite their obvious physical weakness, they make up for it in heart. They have the power of voting for a lynching. Lynching is 100% effective regardless of any protection.
Aged Seer: Old and withering, this wise sage knows they will die soon anyways. But as a parting gift, they have decided to remain in the town and partake in one last struggle. Being experienced, their sight has a 100% chance of revealing a role, but in ill-health, they can only perform this once every two days.
Apprentice Seer: Abandoned as a child, they were taken in by Aged Seer, and the elder saw the potential in the young one, so began training them when they were of age. They are able to use their ability every day. However, as they are still young and experienced, there is a 50% chance of failure. The Aged and Apprentice seers will know who each other are at the beginning of the game (after all, how can you train them without knowing them?)
Vicious ex-gang leader: This person should’ve been uninvolved in the matter. However, his gang was involved in a major dispute with ‘spies’ heading to this town. A ferocious battle ensued, and he was the only survivor, it seemed like a hollow victory. That was until, he searched the bodies’ of his slain foes and discovered their plans for this town…now he vows to fight the ‘spies’ and by default, the monsters to the bitter end in furious vengeance. Using the spies’ own technology, he has disguised himself as a once proud member of the town. He can kill every two nights. If the seers find him, he can kill twice every three nights with the gaining of reliable allies, a feeling similar to his gang. This person can survive a two attacks on their life, being especially hardened, not only that, of those two attacks, one will backfire, leading to a death of one of the ‘spies’ or monsters. He is a rather powerful character indeed.
Sniper: Sent by their clan in secret, they are here to represent them in showing off the prowess in combat, taking down spies and mutants alike. This patient person lays in weight for their prey and will offer a 100% kill, regardless of any protection. If s/he hooks up with vicious ex-gang leader, then they will be able to perform triple kills every two nights. If the seers find them, he can snipe twice every 3 nights.
If the Sniper, Ex-gang leader and Seers all manage to hook up, they can unlock the guardian ability. They will be able to protect one person a night.
Mayor: There is no mayor. After the initial one was killed, subsequent mayors have all been found dead, each time the murder more gruesome than the last. The role has been long abandoned.
Roles: The Spies
Grunt Spy: This person can vote amongst their team to kill a person each night.
Guardian Spy: Once holy men and women, they sold their soul for the price of coin and greed. They will have the option of protecting themselves or another spy, or if they want, a townie/monster. However, their ability is rendered null and void by the sniper or a backfire by the vicious ex-gang leader. They can only protect themselves every other day.
Spy’s leader: The leader of the group, they are most powerful. They can choose to kill their own grunts as it were and replace them with a common townie, converting them to their side. However, there's a 50% chance this will fail and they will go down one member. Also, if the vicious ex-gang leader and Spy’s leader target each other on the same night, it will result in a double kill and their identities will be revealed as ‘bosses’. They can kill once every two nights on top of their own vote.
Spy’s vice captain: Immune to being killed and converted by their leader, they are the second-in-command. If the Spy leader is killed, they do not gain the conversion powers but the same result will occur if s/he targets the Vicious ex-gang leader and vice versa. They can kill once every two nights if their leader dies.
Roles: The Monsters:
Grunt Monster: At first, this character is as helpless as a standard townie. However, as they gain comrades, they have an increasing chance to kill their target.
Berserker Monster: The ferocious boss monster, they are no leader, but rather, lose their sanity as the game progresses. They begin as a simple grunt, but upgrade. They can kill up to 3 people in one night, or they could fail to kill at all, due to their own delusions as to whether the person is real or not. They could also miss their target and kill someone else. If they target the vicious ex-gang leader, and it is successful, it will result in a double kill and their identities will be revealed as ‘bosses’.
Guardian Monster: Perhaps the sanest of the monsters, but by no means sane. This person may’ve once been a holy person but that no longer matters. They have the same abilities as the guardian spy.
Twin Monsters: An odd duo whose minds have merged and warped each other, they learn about each other in the first night. They can choose two targets to kill and either both will succeed or both will fail. When one dies, the other will revert to either a grunt monster or a townie.
The possessive spirit: This spirit can inhabit a common townsperson, or a grunt but no rank higher. This gives the ability to kill someone…but beware; this may also backfire and kill the one possessed. The spirit moves through different people through the game and may not be present every day.
As you can see, there are a whole hell lot of roles and stipulations. Hence, this game will be very short and explosive, or a lot of people will have to sign up and be active.
As its quite complex, I’d like to ask someone to co-run the game with me. In fact, I’d preferably like two people to run it with me with at least one being a moderator. As you can see, there are still a few kinks to work out such as how many players on each side, and what constitutes as a victory.
Since I’m aware a lot of people are going back to school/College/University, one game day will be 3 real-time days long to give people enough time to do what they need to.