Yes, it is another EM game. This one has same basic rules as the last one. However, some adjustments are going to be made. These adjustments are the ones discussed in the previous EM game regarding abilities of the assassins and the firepower being leveled by the bad guys.
The difference between this EM game and the last is the theme. The theme for this game is based the Wild Western lores and legends. The six adventurers are nothing but cowboys looking for a quick loot and gold to take back to their families and make themselves rich. Each good guys comes from a predetermined city in the Northeast, Mideast and Southeast continental United States. Each adventurer, or cowboy has a unique ability that will vary according to the city. Optimal six players, but I can go to eight players if need be.
The bad guys are a band of gangsters whose headquarters are in busting Los Angeles.
Since each bad guy is representing a different loot, each of the four mansions will be located in three different cities scattered through out the West and Rockies of the continental United States.
Please bear in mind, this game will take time. Since each [EM] game only comes ever so often, it is expected to last for a while. So if you sign up, please bear in mind you have to participate and cooperate all times during your turn. This game will not be fun if a player signs up and disappears mid game. We all have real lives, if something comes up, please be considerate and let the players know so we know you are still in and not MIA.
Roles
You pick these! Select the one you like and bold it in your post. Two or more want the same role, random.org will decide.
Western Gang
Eastern Adventurers
Rules
Of course there are several other things to be taken into consideration. Remember, now we travel to different cities. We have several obstacles along the way and hazards as well.
The difference between this EM game and the last is the theme. The theme for this game is based the Wild Western lores and legends. The six adventurers are nothing but cowboys looking for a quick loot and gold to take back to their families and make themselves rich. Each good guys comes from a predetermined city in the Northeast, Mideast and Southeast continental United States. Each adventurer, or cowboy has a unique ability that will vary according to the city. Optimal six players, but I can go to eight players if need be.
The bad guys are a band of gangsters whose headquarters are in busting Los Angeles.
Since each bad guy is representing a different loot, each of the four mansions will be located in three different cities scattered through out the West and Rockies of the continental United States.
Please bear in mind, this game will take time. Since each [EM] game only comes ever so often, it is expected to last for a while. So if you sign up, please bear in mind you have to participate and cooperate all times during your turn. This game will not be fun if a player signs up and disappears mid game. We all have real lives, if something comes up, please be considerate and let the players know so we know you are still in and not MIA.
Roles
You pick these! Select the one you like and bold it in your post. Two or more want the same role, random.org will decide.
Western Gang
- Los Angeles
- Most Wanted Don:
- Bakersfield
- Fool's Gold Exchanger:
- Carson City
- Schemer: Sythas
- Modesto
- Railroad Derailer:
Eastern Adventurers
- New Orleans
- Voodoo Medic:
- Washington DC
- Lockheed Bomber:
- St. Louis
- Exploration Expert
- Chicago
- Mafia Gun Consigleri:
- Miami
- Drug Lord:
- Boston
- Trade Agent:
- New York City
- Finance Avisor:
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Welcome to the Evil Mansion Games!
You do not have to have played a Evil Mansion game to sign up, but I do highly encourage that you sign up only if you've played a [WW] game at least once.
This type of game will require somewhat more commitment than the normal [WW] game requires. The game simply does not function as intended if more than a few players disappear for days at a time.
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Welcome to the Evil Mansion Games!
You do not have to have played a Evil Mansion game to sign up, but I do highly encourage that you sign up only if you've played a [WW] game at least once.
This type of game will require somewhat more commitment than the normal [WW] game requires. The game simply does not function as intended if more than a few players disappear for days at a time.
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Rules
- General Rules
- The game begins with four villains: a Don, an Exchanger, a Schemer and a Derailer and eight assassins. The villains and the assassins have their own abilities that are PMed to them and not unveiled publicly.
- The roles will be known to all from the beginning - there will be no secret roles. The only secrets in this game are: the full map per mansion at each city (only the villains has access - more on that below) and the unique abilities of the individual assassins.
- The maps and per city rewards will be slowly revealed to the assassins as they move through the mansion.
- The game begins with four villains: a Don, an Exchanger, a Schemer and a Derailer and eight assassins. The villains and the assassins have their own abilities that are PMed to them and not unveiled publicly.
- Villain Rules
- There are four villains this game.
- The main villain is Il Don, who controls the safe houses, gold deposits, money making maneuvers and all his crew. He cannot move from his office located in Los Angeles. The Don is a warrior that grew in slums of early Los Angeles, his level is unknown, but he will never level. The Don relies his crew of thieves and bandits to protect him and eliminate the adventurers & cowboys. His mansion is the last to be reached.
- The Exchanger is the main muscle of the villains' camp. He will begin at a undisclosed level and will level each time he tricks people. His main role is to protect the Don. He can generate money from tricking people into handling real gold locations by using Fools Gold. The more he tricks, the more gold he can give the Schemer. The Exchanger can move about all cities in Il Don's Wild West. His safe house can be reached at the start of the game.
- The Schemer is the Don's money launder. He does not engage the assassins unless explicitly attacked first. The Schemer is a introvert and tries to stay out of peoples way and responds to the Don. His convert the gold obtained by the Exchanger into cash. The Schemer starts at level 10 and can level depending on how many successful transactions he makes. His safe house can be reached at the start of the game.
- The Derailer is Il Don's main cash maker. The Derailer obtains goods from rerouted trains and sells them for profit. The Derailer can't be reached until the Schemer and Exchanger are dead. Unknown level to start and can level to unknown amounts.
- Their Goal: to eliminate each and every cowboy invading the safe houses.
- There are four villains this game.
- The Cowboys:
- They all start at level 2. Their stats begin at 2 HP and 2 AP. Each time they level up, 1 HP and 1 AP will be added to their base stats.
- Each cowboy have special powers known only to them, and revealed to the other heroes at their own discretion. However, once a special ability is performed, this will be revealed in the thread.
- Cowboys’ Goal: To assassinate the Don and obtain riches.
- They all start at level 2. Their stats begin at 2 HP and 2 AP. Each time they level up, 1 HP and 1 AP will be added to their base stats.
- Game Mechanics:
- Each rounds consist of a double turn for the cowboys followed by a double turn for the villains. Each turn corresponds to one action.
- There is no time limit on any turn; the cowboys' turn ends when the team leader communicates his decision to the Game Master. The villains’ turns are done by PM.
- At the beginning, the cowboys designates a leader (by a majority vote). The leader can be changed at any time by a simple majority, and it applies from the following turn. The designated leader facilitates the group's decisions and communicates them to the Game Master. Bolding the moves make it easier to know what the true and official move is.
- Each rounds consist of a double turn for the cowboys followed by a double turn for the villains. Each turn corresponds to one action.
- Cowboy actions (decided by the leader in the thread, which should, but not necessarily has to, reflect the group opinion expressed through voting/discussion exclusively in the thread):
- Move: the group opens a passage and moves into the next room.
- Explore: the group explores the room they are in to find items or pick up dropped weapons.
- Split and move: part of the group splits into a separate sub-group, who will have a separate turn(s) from next turn on. The new group chooses a new leader, the original group retains the old leader. The first, immediate, action of the new group HAS to be to move into a separate room (or stay in a room if the other group moves. If two groups get back into the same room, they automatically merge. When merged, the original leader remains leader, unless decided otherwise. The splitting doesn’t count as a move per se, but the splinter group has to immediately move to another room, so it counts as that group's action. The teams will from the split onwards, have two turns per round (not counting the turns they have already used as a single team in the instant round). They can arrange the turns in the manner they see fit. Groups can be any size; cowboys can even go solo if they wish.
- Special actions: determined by the characters’ special powers. No one except a character knows the nature, extent or frequency of use of any of the special powers, including the villains. Those powers are performed by their respective character via PM to the GM. They do not consume turns, but are performed during the next turn following the order.
- Move: the group opens a passage and moves into the next room.
- Moving & Safe Houses
- Cowboys have to consider the hazards of the city routes. Each route takes 2 turns to complete and there can be detours to other cities.
- Because there are four safe houses to consider, each safe house is only one floor high, except Il Don. None of the safe houses are large considering time.
- Rattle Snake, Attacking Natives, and Lawless bandits lurk in the routes. Each of these are random (determined by random.org). The Cowboys can complete an entire route without any encounter.
- Villains’ actions
- Each villain can hire and position the goons in their safe houses and on certain routes (to and from their city).
- Increase cash reserves.
- Set up traps
- The villains can wait for as many consecutive turns as they like, in which no other actions are performed.
- Each villain can hire and position the goons in their safe houses and on certain routes (to and from their city).
Of course there are several other things to be taken into consideration. Remember, now we travel to different cities. We have several obstacles along the way and hazards as well.
- Traps: Are not meant to kill everyone. They will only slow down and deal some damage. Placing them is randomly selected by the safe house owner. There can only be one trap per room, and it can be destroyed by the cowboys. Activating a trap costs money. Damage dealt by the trap applies only to a randomly selected cowboy. They can be detected and avoided.
- Goons: Goons lurk in their assigned rooms or in city routes and don’t move unless moved by the owner. They will automatically attack the group when they enter the same room, in a fight to the death.
- Items: items can be found throughout the safe houses by exploring the room. Items can also be found in city routes in the form of abandoned carriages or attacked settler caravans. The usage of items can help the cowboys.
- Valuable treasure: hidden away in the safe houses, worth millions if taken... if you make it out of the wild west alive, that is. Everyone in the group that discovers it gains one level.
- Useful tems: they are placed by the GM at the beginning of the game, only the Game Master and the villains know their locations. Various items that holds significance. Their significance may not be apparent immediately, however. An example of such items is a key. They do NOT level up the group that finds them.
- Goon drops: When killed, goons drop various types of guns (depending on the type of goon). When picked up, they add points to the top of the AP of the assassin holding the gun. The bigger/badder the gun, the bigger the AP bonus.
- Fights: A fight starts whenever assassins enter a room with goons or the villains, and it is always a team battle.
- The AP, or Attack Points, represents the total damage inflicted to the other side. This is randomly distributed to each component of the other side (if more than one). Even if a person dies during a battle, he/she will continue to be included in the damage assignment - the excess damage will be considered a "miss."
- The HP, or Hit Points, are the amount of damage a character can receive before dying. The amount of damage received is determined by the opponent's AP, as discussed above.
- When HP is zero, the goon or character dies.
- In case of equal stats, the winner will be determined by random.org, and the loser's stats will be knocked down one point, and the consequences applied accordingly.
A example: say our team has split up, and we have three assassins who stumble upon a goon. Let's assume that our assassins are at level 2. That would mean they both have 2 HP and 2 AP. The unfortunate goon is at level 3, which means he would have 3 HP and 3 AP. Oh no! But wait, we combine the three assassins' stats, so the team's stats are 6 HP and 6 AP. Poor goon, indeed. It's dead, but its 3 AP means it'll hit the assassins with 3 points - each point will be assigned randomly to the members, depleting their HP.
- Stats: all assassins start at 2 HP and 2 AP as base stats and gain 1 point each per level. When attacking, a group is considered as one entity and their AP are combined.
- When receiving damage, the damage points are randomly distributed via random.org.
- The HP of a character cannot exceed the maximum HP. The AP, however, can exceed the maximum with the use of guns.
- Healing occurs over time. Every 2 turn heals everyone an HP. Further healing can take place if the group decides to trade their APs for that turn for 1 HP. However, if attacked, cowboys will not be able to respond back due to no AP.
- Leveling: Discover treasure: gain a level. Kill a goon: gain a level (2 levels if one of the big three). That's it.
- There is no maximum level, and levels are gained by all the participants in the group that did the killing or discovery
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