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Post by Judge Sam on Apr 11, 2009 19:00:22 GMT -5
Before the Game Contest Whenever I do these Spy games, sometimes people tell me they want roles. I guess it makes them feel special or something. So if you ever wanted to feel special, here’s your golden opportunity! I’m trying something new and holding a contest right now. If you like, you may submit up to two (2) roles by posting them in this thread. I will choose the role I like the best and if I choose yours, you’re the winner! (The winning role will not be announced publicly.) As your special prize you get to have that role as your very own in Spies 6. There will only be one winner of this contest. You must NOT be logged into proboards when you make a reply to this thread. Your post will show up as ‘Guest’ which means if the role comes out in the game your real life alias will be safe.
In addition, copy/paste the role you posted here and e-mail it to sam.burkett@gmail.com with your name. That way I know it’s yours.
The contest deadline is 2 days before applications close. That date is flexible, and may come at any time, so don’t hesitate! Whenever I lock the thread I am not taking any more submissions. Take some time to think about your idea and flesh it out but don’t wait too long. As an added inventive twist, this thread will be kept visible as the game progresses. Maybe think about that for a moment. How might that affect the game in perhaps unforeseen ways? Okay that’s all you need to know so you can stop reading now, but if you have a fine print fetish, here’s some more tiny details: - I reserve the right to change your role in the details. If you would be offended that I change details of your role however I like don’t submit it.
- If your role is a super secret invention that you’ve been fine tuning and perfecting for years, and are saving for an explosive debut in your own mafia game, don’t submit it!
- Your role doesn’t have to be one you invented; it can be anything, simple or complex. However, the more you flesh out the exact details of your role the more likely it will be chosen. Submitting: “like what if someone has two lives” will not be a winner. But describing how a person with two lives remains in the game without his or her Spy/Citizen Identity being spoiled may.
- Only one of your up to two roles may be a Spy role. I am aware that players might submit a Spy role to become a Spy. The winning role may very well be a Spy role. The bar is set a bit higher for Spy roles, so if you have a magnificent one by all means submit it. However your odds might be lower simply by the fact that in a game 75%-80% of the players are Citizens.
- If you make your role way overpowered or too advantageous for one side, do you think I’m going to choose it? =)
- I reserve the right to choose any role I wish. If I didn’t choose your role, it’s not because it wasn’t the best (it was!), but because your role didn’t fit in Spies 6, considering all the other roles already established and other game events.
- The winning role may differ from the submitted version slightly. It will remain the same in all but the details. I will rewrite the text PM in my own words. However I will keep the name you give it.
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Post by katrien on Apr 12, 2009 23:30:08 GMT -5
I nominated the Dealer from Spies 5
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Post by Judge Sam on Apr 13, 2009 18:47:05 GMT -5
just for the record that is a example of what not to submit haha. for background katrien (a Spy) pretended to be a 'Dealer' which I can't remember what it did in the last game. Though it didn't work out so bad and saved her a few rounds!
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Post by katrien on Apr 13, 2009 20:05:40 GMT -5
It wasn't that bad of a Role.. though I was joking with my submission <.<
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Post by guest on Apr 15, 2009 18:17:21 GMT -5
The Egoist. A citizen whos role is to see her name posted in the burg forum as much as possible. Each round before someone is lynched, the egoist has to paste quotes in her confessional, each quote must be someone other than herself mentioning her name in a burg post without mentioning the name of a spy in the same post.
Each quote the egoist posts earns her a point. The points carry over from round to round, but she can only quote from posts made the same round (so if someone mentions her name in day 1, she has until the deadline for that days lynch to quote it in her confessional or it wont count).
She cant ask someone to say her name directly in thread or privately, nor can she give away her role. If anyone provides evidence (a pm or chat log) that shows the egoist has said who they are or what their role is (itd be up to the judge to decide how strict to be about this) or that theyve been asked in a private chat or pm to say her name in the burg, the person who tattled gets immunity from being lynched that day, but the egoist loses all their powers, becomes a vanilla townie, and receives penalty votes.
After the lynch, the judge adds the points to her total and she has 24 hours to choose how to spend them. She can choose any one item from a shopping list, depending on how many points she has. She cant use any of the items on herself and has to give them away.
Heres some ideas for what to use the points for:
5 points = egoist gets to give one person two bonus votes at lynch. 7 points = egoist gets to give one person the power to identify whether or not another person has a citizen role. This wont identify that persons alignment. 10 points = egoist gets to give one person the power to send up to three secret anonymous messages to any other person in the game. 15 points = egoist gets to give one person immunity from imprisonment. 22 points = egoist gets to give one person the chance to ask the judge the alignment of any other person in the game.
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Post by guest on Apr 21, 2009 6:46:30 GMT -5
Do the roles have to be posted ITT? Or can we just email them to you. I think the surprise factor would be awesome, but if that isn't what you are going for I will just post my idea.
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Post by Judge Sam on Apr 21, 2009 11:14:22 GMT -5
Yeah all entries must be posted here. When the game starts and one of the roles is one from this list that is an interesting part I like about it.
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Post by Guest on Apr 25, 2009 11:31:13 GMT -5
The Bartender. During the early 20th century, many workers would go to a local pub/bar after their shift. It was here that they could get a cheap meal, a drink, and complain with their fellow workers about their horrible working conditions. These discussions would often lead to union members being recruited. The factory owners grew wise to this trend, so they decided to take some counter-measures. They would pay the bartender at these pubs to eavesdrop on the patrons, and gain insight into who belonged to the union and who was unsympathetic to the workers' cause. In this game, the Bartender, a Spy role, would be able to view a random quote from one non-Spy players confessional.
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Post by guest on Apr 25, 2009 17:11:21 GMT -5
The role is called Goon, and it's a Spy role. This role is the spy toughie who each "night" targets one person and intimidates them physically, scaring them into being quiet. The targeted player cannot post more than five-hundred characters each day. Violating this rule will get the player targeted penalty votes.
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Post by guest on Apr 25, 2009 23:02:43 GMT -5
Machine Operator
The Machine Operator is a citizen role.
What the role consists of: The Machine Operator completes a task in order to make a piece of machinery operational. When a piece of machinery is operational, the Machine Operator can then use that specific piece of machinery once during the game at the beginning of an episode. The machine operator can use all pieces of machinery, assuming he/she manages to activate them over the course of the game.
1. Conveyor Belt: The conveyor belt is a useful piece of machinery for transportation of material from one destination to another.
Use: Choose a player and a target player. You will retrieve the database file on the chosen player, and place it on the conveyor belt. The information will be delivered to the target player. Example: If your chosen player is A, and the target player is B, then B will receive information on whether or not A is a citizen or a spy.
Lay the belt: To activate the conveyor belt ability, you must first construct the conveyor belt. It is a simple task to construct the belt, but it is time consuming and requires full concentration and no distractions. You must go two consecutive exiles in a row without receiving a vote to activate the Conveyor Belt ability.
2. Database: Each player has a database file that contains vital information on their status within the union.
Use: Choose a target player. That player’s database file will be protected and they will be saved from the next imprisonment.
Access Database: To activate the Database ability, you must decipher the password. The password has two parts that can be solved separately. A: Correctly guess the exile target for the upcoming Episode. B. Correctly guess the imprisonment target for the upcoming Episode. Once A and B have both been satisfied over the course of the game, the Database ability will become active.
3. Circuit Breaker: The main circuitry contains the power allocated throughout the factory.
Use: Choose a player. That player loses their vote for the following Exile.
Cut the right wire: To activate the Circuit Breaker ability, you must place your vote on a spy during the exile in which they are removed from the game. In other words, you must be on the bandwagon when a spy is lynched to activate this ability.
Criteria for activating abilities/What the activated abilities do, etc can be altered however you see fit. The general idea of the role is to reward good play. By avoiding suspicion, having a good udnerstanding of the game, being on a spy lynch, whatever, this role activates useful abilities.
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Post by guest on Apr 26, 2009 8:54:34 GMT -5
Light Switch Operator
The lightswitch operator is a citizen role the can only use this ability once.
The main power to the lightsource is controlled by one person, the operator, and so can, one time only, switch the lights off and create a 'night time phase' (or imprsonment phase etc) early. Having being the only person who knew this was coming, they can memorise where everyone is and, in the darkness, slowly and quietly make their way over to one person they believe to be a spy and attack. If they truely are a spy, they will be so pre-occupied with the wonderment of an early night phase, their defence is dropped and they will be lynched, or so badly beaten up that they are then immediately exiled. If they are a citizen, they will have their guard immediately put up and will have a last ditch, self defense counterattack on the operator and will win, causing the operator to be lynched. Regardless of the identity of the operators choice, the day time phase is immediately skipped, and the spies get thier imprisonment.
Small print:
The operator must call for a blackout 12 hours after a previous exile, and 4 hours before the next one. It must be done privately to the host, and at the same time, give the name of the person they wish to attack with their trusty spanner. (Not quite sure why a light switch operator needs a trusty spanner but on the other hand, who doesnt want a trusty spanner?) The operator also (I know this seems obvious) cannot call for a blackout at night time, in other words, cannot choose to attack someone at any night time phase other then the one they had just caused. If the operator is successful in naming a spy, their identity is kept quiet (as presumably the lightswitch operator moves himself away from the scene of the crime) and the game carries on, but with the operator now a normal civilian.
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Post by Guest on Apr 26, 2009 8:57:42 GMT -5
The Foreman runs the floor for his assigned area of the factory. This Foreman is in charge of hiring and firing workers, and as such can fire any worker they believe to be against them. This role could be either Union or Town sided:
If it is Union sided, then it gets one firing for the entire game. The fired player is eliminated from the game. If the fired player is a Spy, then all is well, but if the fired player is Union, then the Foreman's next two exile votes are nullified.
If the Foreman is a Spy, they can fire a player every round. That player is unable to vote (meaning vote is nullified) for that round while they go search for a different job and/or try to get rehired.
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Post by g u e s t on Apr 26, 2009 10:47:47 GMT -5
OK here's my two.
The Joker. The joker is an anarchist and a bomber. He's also a suicidal maniac. Once during the game between imprisonment and exile, the joker must choose a target. If he does, at the time a player is exiled both the joker and his target will instantly die. The joker is a citizen who can only win with the other citizens if he dies by his own hand and uses his power on a spy in the process. If he fails to use his power, if he's exiled, lynched, or he uses his power on a citizen by accident, he loses the game, regardless of whether or not the citizens win.
Here's another one: The Lovers. This is a role for two citizens. They are masons - they know who each other are. One is played by a male character, and one by a female. At the start of the game they have no special powers, however if at any time either one of the two lovers is imprisoned before the game is over, the other one becomes a joker. That citizen must then die by their own hand, and kill a spy in the process, for them both to win the game with the citizens.
If one of the lovers is exiled, the other becomes a joker, but now can only use their powers on someone who voted for the exiled lover at the time they were exiled. That person has to be a spy (so if a lover was lynched by a group of citizens only, neither of the two lovers can win. This means they've got to protect each other from being targeted by citizens.) So if both lovers survive when all spies are exiled, they win. if one survives and the other targets a spy as the joker, they win. If one survives and the other one doesn't use their joker power or uses it on a citizen, both lovers lose regardless of whether the citizens win.
And if the spies win the game, obviously the joker or lovers lose no matter what they did.
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Post by Guest on Apr 27, 2009 3:20:19 GMT -5
Ninja (town or sk): You may kill another player once in the game. You show up as a Townie to cops and on death, and your actions can't be detected.
ShadowStep (mafia): If you are lynched, you will be revived and become an ally to the town.
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Post by guest on Apr 30, 2009 0:33:16 GMT -5
The Politician
Your goal is to collect as many votes FOR you* (or for your cause**).
* If FOR you, you gain a point for every vote cast against you during Exile.
* If "for your cause", you will submit a TARGET before every Imprisonment. You gain a point for every vote cast against your TARGET.
Points can be used to buy benefits (extra votes, investigations, etc.)
(Sam, just pick one from the two or something.)
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Post by guest on Apr 30, 2009 0:44:09 GMT -5
You are a Crony. Every round, you will receive a number of extra votes whom you can use against ONE person. You may save them to use them for a future round. You have a maximum cap for X stored votes. This cap may change in the future, and any unused votes over the cap will be lost. The dilemma here is to not risk using the extra votes immediately as to not clear a suspect (if you are a spy, you don't want to clear a cit. If your a cit, you don't want to clear your spy suspect). Also, this role can easily be a spy or citizen Taken from this as inspiration
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Post by G U E S T on Apr 30, 2009 0:54:53 GMT -5
You are the Lawyer.
Because of your awesome law skills, you can get yourself out of trouble, turning it to a bailable offense.
You cannot be Exiled. You can only be Exile immune, once.
In the event that you do get the most votes, the Exile will be cancelled. And the next Imprisonment will proceed. Your alignment will not be revealed.
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Post by katrien on Apr 30, 2009 6:07:51 GMT -5
Just pointing out to some of the more recent posts.. that Sam has never really used a true Mafia role before. He likes to alter them and make them different than just straight roles. So if you're planning on submitting things liike the Politician/Ninja- consider adding flavor to it if you want it to be an honest submission for this contest.
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Post by mysterion on May 2, 2009 9:11:36 GMT -5
Some of these are quite exciting.
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Post by mysterion on May 2, 2009 9:12:43 GMT -5
Very exciting indeed.
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Post by Guest on May 4, 2009 7:26:34 GMT -5
Factory Social Committee ChairpersonYou are the Factory Social Committee Chairperson. However, you are running on a tight budget for the upcoming Workers Ball & Casino Night. Desperate for some way to make it the best night ever you call on a magician. The magician gives you some Magical Die (dice) at a low cost. However, with the low cost comes a big risk. A risk, not so much concerned with hurting yourself, but a risk of getting prizes that don't do very much! Each round you roll the die, and each result corresponds to a different reward. Sam will roll each round with a 2 sided dice and 1 roll; from this site; www.roll-dice-online.com/If you get;2 - Snake Eyes - you will come up as ‘Scum’ for that round. 3 - No prize. 4 - Pick one deceased player, and if they had a role or not will be revealed to you. 5 - Punishment - Pick any player and Judge Sam will verbally punish them at exile. 6 - Devil Spawn - One spy will be randomly blocked out of the Spy HQ, they can still talk on AIM to their spies however Double 3s; this role just got a whole lot juicier! One spy will be blocked off AIM and the Spy HQ for one night! Let’s see how they scramble around that one! 7 - Lucky Sevens - Pick 6 other players. The 6 of you will be granted access to an exclusive forum containing a thread with a Trivia question of Judge Sam's choice - the one who answers the question gets a Role Investigation. The forum will remain open for discussion among the 7 until the next Day phase. FROM HERE ON OUT, DOUBLES GIVE YOU A SECOND ROLL8 - Hate Mail - you have the opportunity to send 3 anonymous mails to someone. Use it wisely. 9 - Offline. Block any player's access to the Burg. Take note of their reactions. 10 - Angel Dust - Protect someone from imprisonment. Can only be used twice throughout the game after which ‘10’ changes to ‘Roll Again’. Using it on you counts as using it twice. Consequently if you roll a ‘10’, use it on somebody else, the second time you roll a ‘10’ you cannot use it on yourself. 11 - The coveted Investigation. If you get this once you can never get it again and ‘11’ changes to ‘Roll Again’. 12 - The Losers Lounge gets an opportunity to pass on a cryptic message, heavily edited by Judge Sam
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Post by Guest on May 4, 2009 9:33:29 GMT -5
Two roles:
Firstly, this one walks the line between Spy and Citizen: Twin Symps: The two of you only joined the union due to peer pressure. You are a free market capitalists. If there's one thing you hate it's a union. As a result, it's quite clear to the pair of you exactly who each other are, and who the Spys are. However, here's the thing. You want the spies to win. If you are voted out, you will show up innocent. The spies can imprison you, as they think you are innocent. The aim of the game, however, is for the pair of you to make sure the spys win. Your victory condition is that the spies win, regardless of if either or both of you are imprisoned. Why a pair? So they can scheme, obviously!
Secondly, a definite innocent role: Pocket-checker. While you are a bad bad person who picks through other peoples coats looking for loose change, you are on the innocents side. Every night, you pick a fellow player and can go through their bag. You will find out if they have a role, and what that role is. You receive their full role description (minus any reference to what factor they or anyone else is). This won't tell you if they are a spy or an innocent though.
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Post by whatsinaname on May 5, 2009 4:45:53 GMT -5
You are the Taskmaster. Everyone has a job to do, including you. Your job to do is to tell everyone else what job to do.
You have to option of picking any two members of the burg who are currently in the game. If both players have a role, they swap roles. If one player has a role and the other does not, then the role is transferred from the player who has it to the player who doesn't. If neither player has a role, nothing happens.
NOTE: Alignments do not change. So if you choose Alice (Citizen) and Bob (Spy), Alice remains a Citizen and Bob remains a Spy.
The details for you to iron out: How many times can this be used. I'd say clearly no more than once per round. But possibly even less than that, like only so many times over the entire game. Perhaps a task needs to be completed to earn to right to use the ability. Or secret penalty votes, the number of which increases with every use. Should there be a limit on the number of times you can select someone to be the target of this ability? Can the role holder select themselves as one of the switchees? What if a Citizen gets a Spy role, or vice versa? Should all roles have the stipulation "You will be declared Cit/Spy in the event of an investigation"? Imagine the ensuing chaos if a Spy got a Cit role, and then was investigated!
You are the Scab. You subscribe to the credo "Beggars can't be choosers." When some ungrateful bum goes on strike, you're more than happy to take the job. Just be careful of the picket line.
Once per round, one person in the game with a roie will be selected at random. That person is "on strike." For the remainder of the round that person is roleblocked. Any actions the would have taken are now in your hands.
The details for you to iron out: Can the same person be "on strike" twice in a row? If no, what if there is only one non-Scab role left in the game? I think that if someone who was roleblocked because of the Scab ends up voting for the Scab at Exile, there should be (probably private) penalty votes. Perhaps a fading echoes system, meaning more recent roleblocks yield more votes. If the person votes for the Scab in the same round they are roleblocked, the Scab gets 3 penalty votes. If they vote for the Scab 1 round after being roleblocked, the Scab gets 2 votes. 2 rounds after being roleblocked, 1 vote.
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Post by Guest on May 5, 2009 10:33:45 GMT -5
You are The Condemned. You are a murder on the run from authority.
During the Day you will act like any normal Townsperson. Try your best to get them to kill anyone but yourself. During the Night, you have the chance to kill anyone of your choosing.
If at any point you are investigated by a cop, you lose all your powers and are reverted back to a Vanilla Townsperson. Consider it as being arrested and put on probation. If during the night you target, and successfully kill the cop, alone (i.e. no other Night kill targets the cop as well), you gain their power of being able to investigate someone during the Night, as well as kill them. Also during the Night, you can choose to hide from the cop, in doing so, you lose your chance to kill, but if investigated, you will turn up as Vanilla Townsperson to the cop, and won't lose your powers. You will know if you're successful in hiding, or if your paranoia got the best of you.
You win if you can get rid of everyone else.
Role Summary
Role: The Condemned Generic Mafia Role Name: Modified Vigilante Alignment: PFK Win Condition: You >= Town + Scum Role Specific Abilities: You are able to kill one person every Night. If investigated by a cop, you lose your power and become Vanilla town. If you Night Kill a cop you can Investigate as well as kill every Night after their death. You can also choose to hide, rather than kill during the night, and will turn up Vanilla if Investigated.
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Post by Judge Sam on May 9, 2009 5:42:07 GMT -5
Thank you to everyone who participated in the contest! A winner has been chosen. One of you will find out who the winner is when the game begins and you get your role, the others will find out later. This thread will remain here for future reference. Can't wait to see how it plays out!
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