"That ****ing Sanfilippo! We agreed! I sat here as he came in here - in here! My own home! - saying 'we have to have peace'! Peace! And he ****ing betrays me! Blew up my booze! Sold his cheap watered down piss in its place!
The Sanfilippo family is finished. Finished!"
In this game, we are going to attempt an assassination on a Mafiosi Don.
********************
Players:
The Sanfilippo Family
Don Sanfilippo: jav6454
Consigliere: Scepticalscribe
Assassins:
Bombs Expert: mscriv
Torture Expert: Queen of Spades
Gun Expert: Koodauw
Sneaking Expert: Moyank24
Medical Expert: Don't panic
Former Drug Dealer: Rodimus Prime
********************
Welcome to the biannual 'Evil Mansion' game! The [EM] stands for Evil Mansion, by the way, to distinguish this thread from the [WW] 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.
********************
RULES:
In General:
The game begins with 3 'villains' (a Don, a Enforcer and a Consigliere) and 6 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 (only the villains has access - more on that below) and the unique abilities of the individual assassins.
The map will be slowly revealed to the assassins as they move through the mansion.
The Villains:
There are three villains this game.
The main villain is Don Sanfilippo, who controls the mansion and all his crew. The Don, however, does NOT communicate with the assassins (i.e. cannot post in this thread at all, and only interacts with the game through PM with me, the Consiglieri and the Enforcer). He also cannot move from his office. The Don is not a warrior - he begins at level 1, and stays that way the entirety of the game. The Don relies on the Enforcer and his goons to protect him and eliminate the assassins.
The Enforcer is the main muscle of the villains' camp. He will begin at a undisclosed level. His main role is to protect the Don. He, like the Don, cannot post in the thread, and can only communicate with the villains and myself via PM. His abilities are very similar with the assassins - he moves through rooms using turns, and can pick up weapons from fallen goons to enhance his AP (more on that below).
The Consigliere is the Don's voice in the thread. He can move freely throughout the mansion, and does not engage the assassins unless explicitly attacked first. The Consigliere begins at level 1, and does not level up. However, the Consigliere does have the ability to increase his AP by picking up weapons left by fallen goons. The Consigliere can also communicate with the Don by PM, and do his bidding.
Their Goal: to eliminate each and every assassin invading the mansion.
The Assassins:
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 assassin 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.
Assassins’ Goal: To assassinate the Don. It does not matter if the Enforcer or the Consigliere are still alive, once the Don dies, the assassins win.
Game Mechanics:
Each rounds consist of a double turn for the assassins followed by a double turn for the villains. Each turn corresponds to one action.
There is no time limit on any turn; the assassins’ turn ends when the team leader communicates his decision to the GM. The villains’ turns are done by PM.
At the beginning, the assassins 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 GM.
Assassin 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):
1) Move: the group opens a passage and moves into the next room.
2) Explore: the group explores the room they are in to find items or pick up dropped weapons.
3) 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.
4) 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.
Villains’ actions: communicated to the GM by PM. Only the Consigliere can post in the thread.
1) Hire and position the goons (Don only).
2) move to another room or pick up weapons (Consiglieri and Enforcer only).
4) use the turn to earn money. (Don only). The Don can instead decide (active communication to the GM) to wait and collect money, which can then be used to hire.
The Don can wait for as many consecutive turns as he likes, in which no other actions are performed.
Goons: Goons lurk in their assigned room and don’t move unless moved by the Don. They will automatically attack the group when they enter the same room, in a fight to the death. Goons do not attack the Consigliere or the Enforcer.
Items: items can be found throughout the mansion by exploring the room.
Valuable treasure: hidden away in the mansion, worth millions if taken... if you make it out of the mansion 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 GM 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 1 HP and 1 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.
Leveling: Discover treasure: gain a level. Kill a goon: gain a level. 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.
The Sanfilippo family is finished. Finished!"
In this game, we are going to attempt an assassination on a Mafiosi Don.
********************
Players:
The Sanfilippo Family
Don Sanfilippo: jav6454
Consigliere: Scepticalscribe
Assassins:
Bombs Expert: mscriv
Torture Expert: Queen of Spades
Gun Expert: Koodauw
Sneaking Expert: Moyank24
Medical Expert: Don't panic
Former Drug Dealer: Rodimus Prime
********************
Welcome to the biannual 'Evil Mansion' game! The [EM] stands for Evil Mansion, by the way, to distinguish this thread from the [WW] 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.
********************
RULES:
In General:
The game begins with 3 'villains' (a Don, a Enforcer and a Consigliere) and 6 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 (only the villains has access - more on that below) and the unique abilities of the individual assassins.
The map will be slowly revealed to the assassins as they move through the mansion.
The Villains:
There are three villains this game.
The main villain is Don Sanfilippo, who controls the mansion and all his crew. The Don, however, does NOT communicate with the assassins (i.e. cannot post in this thread at all, and only interacts with the game through PM with me, the Consiglieri and the Enforcer). He also cannot move from his office. The Don is not a warrior - he begins at level 1, and stays that way the entirety of the game. The Don relies on the Enforcer and his goons to protect him and eliminate the assassins.
The Enforcer is the main muscle of the villains' camp. He will begin at a undisclosed level. His main role is to protect the Don. He, like the Don, cannot post in the thread, and can only communicate with the villains and myself via PM. His abilities are very similar with the assassins - he moves through rooms using turns, and can pick up weapons from fallen goons to enhance his AP (more on that below).
The Consigliere is the Don's voice in the thread. He can move freely throughout the mansion, and does not engage the assassins unless explicitly attacked first. The Consigliere begins at level 1, and does not level up. However, the Consigliere does have the ability to increase his AP by picking up weapons left by fallen goons. The Consigliere can also communicate with the Don by PM, and do his bidding.
Their Goal: to eliminate each and every assassin invading the mansion.
The Assassins:
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 assassin 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.
Assassins’ Goal: To assassinate the Don. It does not matter if the Enforcer or the Consigliere are still alive, once the Don dies, the assassins win.
Game Mechanics:
Each rounds consist of a double turn for the assassins followed by a double turn for the villains. Each turn corresponds to one action.
There is no time limit on any turn; the assassins’ turn ends when the team leader communicates his decision to the GM. The villains’ turns are done by PM.
At the beginning, the assassins 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 GM.
Assassin 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):
1) Move: the group opens a passage and moves into the next room.
2) Explore: the group explores the room they are in to find items or pick up dropped weapons.
3) 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.
4) 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.
Villains’ actions: communicated to the GM by PM. Only the Consigliere can post in the thread.
1) Hire and position the goons (Don only).
2) move to another room or pick up weapons (Consiglieri and Enforcer only).
4) use the turn to earn money. (Don only). The Don can instead decide (active communication to the GM) to wait and collect money, which can then be used to hire.
The Don can wait for as many consecutive turns as he likes, in which no other actions are performed.
Goons: Goons lurk in their assigned room and don’t move unless moved by the Don. They will automatically attack the group when they enter the same room, in a fight to the death. Goons do not attack the Consigliere or the Enforcer.
Items: items can be found throughout the mansion by exploring the room.
Valuable treasure: hidden away in the mansion, worth millions if taken... if you make it out of the mansion 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 GM 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 1 HP and 1 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.
Leveling: Discover treasure: gain a level. Kill a goon: gain a level. 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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