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  1. Ahoy, me hearties and welcome aboard The AonTeo! Ye be part of Crushthroat's crew now and we be raidin' all over the Northern Sea! Aye, by the time we're done, every vessel from Arelon to Sycla will know our name and will fear it. So cast off, ye mangy dogs and don't let our Captain hear any grumblings about any mutiny! He don't take too kindly to that. He be likely to send ye down to Davy Jones' Locker for it! Besides, ye be paid yer fair share and when next we make port, ye'll be loaded to the gunwalls and cracking Jenny's tea cup in no time! The Game You're a member of the dreaded pirate Dreok Crushthroat's crew. This takes place before the events of Elantris, obviously, while he's still out sailing and making a name for himself. As with any place filled with criminals and villainy, not everyone likes the way Captain Crushthroat is running things. They think they should be in charge. You know the hardest part about mutinies? They're bloody hard to know which of the crew is a part of it until it's already happening.... The Rules As this is a Quick Fix, Day and Night turns will be combined together and each cycle is 24 hours long. Every player has two actions during each cycle; a voting action and a secondary action. Secondary actions are for Roles, Items, or Events use. Players will vote for one person to be given the hempen halter every cycle. It takes two votes for someone to be lynched and ties result in a no lynch. There are two Factions; the Mutineers and the Loyal Crew. The Mutineers will know who each other are and they have the goal of lynching Captain Crushthroat. This is accomplished when they can get a majority vote for the Captain (this could happen at any time, so be careful!). The Loyal Crew's job is to find and lynch all of the Mutineers hiding among them. Then they can get back to some decent pirating! Role and Alliance will be revealed on death. In other words, pretty standard. This is where it gets interesting: EVERYTHING WILL BE DONE IN THREAD*. This includes the Mutineers. They do not get a Doc to conspire in. The Mutineers group kill will be passed around each cycle. The Mutineers that are not making the kill will be allowed to send one PM to the person making the kill (I need to be included in those PMs), so they had better make them count! They don't even get to see the PMs being sent to the person making the kill from their other members. Voting will be done in thread, as per the general rules. Red for votes, Green for retractions. *Note: I can't stop players from PMing each other beforehand and setting up little codes and such, but I highly discourage it. Consider it part of the Fair Play Rules. By doing so, you're trying to give yourself an advantage over other players, or in other words, not playing fairly. I'd view this as akin to cheating, so please don't do this. I have faith in you guys, so I don't think this will be a problem, but please don't make me lose that faith in you by doing something like this. Roles, Items, and Events This is a Quick Fix, so there are very few roles and each side could have them. Quartermaster: As long as the Quartermaster lives, only one of each item per cycle is available. Players bid for the item of their choosing, because whoever heard of an honest Quartermaster on a pirate ship? Players bid on items starting with the minimum price (the Axe is not included). The item, if won, is usable for the next cycle, but then it is returned to the vault. If the Quartermaster dies, there will be a set number of each item available for a price and once they are gone, they are gone, but they last until used. There will be only one Quartermaster in the game. Gunner: The Gunner has an extra life from being so tough. There will likely be multiple of them in the game. Powder Monkey: Everyone else. Items These are the items that can be purchased each cycle. The first number represents the item's minimum bidding price. The second number represents the price for the item if the Quartermaster is dead and the final number is the amount of each item available if the Quartermaster is dead. You'll note that the Axe does not have a bidding price. This is intentional. The Quartermaster won't loan out the Axe. It only becomes available if the Quartermaster dies. (1)/(2 x 5) Loaded Dice: Re-roll the lowest roll when Gambling (2)/(4 x 4) Buckler: Blocks an attack (3)/(6 x 3) Grappling Hook: Role-block */(12 x 1) Axe: Allows multiple attacks Events There is only one Event in this game and it's an Event any true pirate can get behind; Gambling. Gambling: Every player starts out with two coins. A post during each cycle will give you another coin. A vote during the cycle will give you another coin. Thus, there are a possible 2 coins, per player, each cycle. Players can spend their coins bidding for items, or they can hold onto them, or they can gamble with them once each cycle. Gambling costs 2 coins and each player will have 3 six sided dice rolled for them (I will be using actual dice, so there won't be any funny business with random number generators). The faces on those dice will be added together and the player with the highest total at the end of the cycle will get 3 coins, thus retrieving the coins they had to begin with plus one coin. And that be the game, ye bilge rats! Now, who out of ye be ready to go on account and join the Crew? Quick Links:
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