S-FM - The Alchemist of Nightmares
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  1. ISO #1

    S-FM - The Alchemist of Nightmares

    The Alchemist of Nightmares


    Role list
    The Alchemist Himself
    Alchemist Apprentice
    Hidden Subject
    Hidden Subject
    Hidden Subject
    Hidden Subject
    Hidden Subject
    Hidden Subject


    Lore:
    You're usual heroes are gone, you haven't heard from an investigator for a long time. The towns not only been in trouble, The Godfather's extended trip has taken its stay for too long. There is a new threat on the horizon, one of your friends, the town doctor has been meddling in forces no one could control, forces strong enough even the witches wouldn't mess with. Jester's last laugh isn't as terrifying as your late doctor. He truly has become an alchemist, made out of nightmares. The towns enemies now must band together versus a new threat, their roles have been jumbled.


    Game set information
    1. This set requires a semi-serious role play nature, but really should be highlighted by the host. Build an atmosphere to make this unnamed man terrifying.
    2. Only alignment is revealed on death (Town or Against-town which includes selfish masons/rebel/exe)
    3. Last wills are disabled
    4. Death Notes are enabled
    5. No one is night immune (I don't know if this is obvious)
    6. Since some "Subjects" aren't necessarily good make sure there is a nice balance
    7. 48 hour days/24 hour nights is recommended
    8. Game starts at night


    Role cards:
    Spoiler : The Alchemist and Apprentice :

    The Alchemist - Here he is, ladies and gentleman gather round for a new performance, one that nightmares are made out of; You have a multitude of potions you are able to brew. Each night you may choose to brew two to add to your stash, and use any that you have brewed earlier nights. You may only brew one killing potion each day (Volatile soul oil, Shocking Concoction, THE BIG ONE). Pay attention to the specific rules on each potion. You know who the apprentice is and can send him anonymous messages at any time, but you can never say your name in these messages. You will leave a last will only to the apprentice if you die. You win with the Apprentice.

    Apprentice - The one everyone fears seems to trust you, you take that as an opportunity; You do not know The Alchemist's identity, but you may receive messages in an anonymous chat with him. You do not have any abilities until the Alchemist dies, then you will receive his last will. Every night after you will brew a random potion. You will have the potions the Alchemist had before he died. You can only use one potion each night. If there is somehow multiple apprentices you will share these abilities (Meaning not two potions a night and two uses but still one and one) and have a factional night chat. You win with the Alchemist.


    Spoiler : Potion List :

    Volatile soul oil - Douses the target, they will be ignited after the next kill/lynch.

    Shocking concoction - Kills the target (Must sit for an extra night after brewing)

    THE BIG ONE - Attacks everyone at the target killing them, ignoring bodyguard+night immunity from jailed targets+witch's potion protection. (Takes both brewing slots, must sit for an extra night after brewing)

    Vanishing elixir - Target can't be lynched during the day, if they are voted up they instead disappear for the rest of the day being unable to talk.

    Concussion shot - Removes all uses of their night action and roleblocks. (Mafioso will still be able to reload, Survivor loses all vests but can make more.)

    Idiot syrup - The target must blatantly lie about the night prior, and may never mention being affected by this.

    Fireworks bomb - Roleblocks everyone. (Takes both brewing slots)



    Spoiler : Subject Possibilities (All roles win together unless stated) :

    Witch - Their fowl magic has to be stopped; Can check one person each night for signs of magic. It will tell you they have if they are the alchemist, or are affected by one of their potions. You are immune to the affects of all potions unless they specifically say otherwise.

    Judge - You have the information but can't trust anyone!; Holds the information of what roles are alive, but is never allowed to share the information. (W.I.P)

    Survivor - Your time to be a savior, not just a survivor, is now; You start with two vests, during the day you can give someone else a vest and they will use it during the night. During the night, if you did not give someone a vest, you can either use a vest, and if you don't do that either you make a new vest.

    Jester - You no longer can get the last laugh with the new menace; During the day you can reveal you are the Jester. Once revealed you may immediately lynch two people, but you will immediately die of laughter. (W.I.P)

    Kidnapper - You may not be gentle... but you have the tools of protection; Can jail a person each night (limited to three times), this is a perfect roleblock and provides night immunity. You have one execution.

    Janitor - You've worked with enough fresh kills, identifying can't be too different; Can check a dead person each night to see their role and who they visited their last night

    Mafioso - Your shaking, no one to give orders to a young grunt, your reckless and low on ammo; You can shoot to kill someone at night, but you can only do this once every other night.

    Bodyguard - No use killing each other at times like this, but you still are beefy to keep them away; You get to stop anyone from visiting a target each night. You will be alerted if you send anyone back home, they will also be alerted a bodyguard sent them home.

    Bus Driver - You must provide your services even in this crisis; Each night you may swap two people, changing everyone who targeted them onto the other target. You may not target yourself.

    Crier - Your here to report the news, but in this condition... your not feeling well; During the night you may write the headlines for the day, which will be posted by the host.

    Scavenger - This town drove many away, but it attracted you and your strange attraction to shiny things; Each night you may visit someone's house, if there was a potion used on them that night you instead stop the affect, and put it into your own supplies. You may use potions as if you were he Alchemist after they are in your supplies.

    Doppelgänger - You're not strange, your just like them. Literally; At the first night you must choose to become someone else's roll. If you choose the Alchemist, you instead become an Apprentice.

    Masons (must have 2) - We're the other conspiracy in this town; Has a shared faction night chat, know who each other are. You aren't necessarily towns ally and can win on your own. You must decide this on the first night with your partner, whether you are aiming for a solo victory or not. If you choose to conspire against the town, everyone will be notified in the first day's headline.

    Rebel - You haven't always been in line, these events haven't gotten to you; You must always vote, and always vote guilty. You don't win with town, but rather anyone else.

    Executioner - You are not the nicest person, being obsessed with the greatest death of lynching; You don't have any abilities. You must live to see two different people get lynched.


    Spoiler : Example role list :

    Alchemist - Required
    Apprentice - Required
    Executioner/Rebel - Additional evil
    Witch - Most important role
    Janitor/Judge - Important information
    Kidnapper/Crier - Conveys information
    Jester/Mafioso - Way to kill
    Bus Driver/Bodyguard/Survivor - Protection

    The roles I don't fit in here do have a space trust me, but this would be optimal to say. You could just not have a killer and include a Doppelgänger, and the like for changing the role list. You can count scavenger as protection, but since the role is more complicated I didn't auto-include. Lastly, to be honest, this game set could work with more than 8 people, just remember to balance the evils and town.


    Order of Operations:
    Day:
    1 - Survivor gives vest
    2 - Kidnapper jails

    Night:
    1 - Doppelgänger obtains role
    2 - Bus driver swaps targets
    3 - Bodyguard/Scavenger protects
    4 - Potions happen
    5 - Kidnapper/Mafioso kills
    6 - Witch/Janitor investigates
    7 - Potions get made
    8 - Apprentice gets promoted (Gets list of potions, and the last will of the Alchemist)


    Rules:
    1. No out of game communication
    2. No gamethrowing
    3. No editing or deleting messages
    4. No pictures, videos, or links
    5. No personal attacks
    6. English only


    Additional Information:
    if there is something that I messed up with the post appreciate it if a mod could pm me or reply. I would obviously love to hear criticism/feedback, especially ideas for new potions! One discussion I'd like to see and partake in is the amount of roles in the role list and switching that around some.

    Hello everyone! So this does happen to be my first post on here but I've been lurking for a few weeks. I've kinda always been a fan-boy of mafia/werewolf games. I feel like I left this setup open to a lot of creativity by not having a strict role list. I am happy with it, as I think it brings a unique take on mafia. The thing I'd really enforce if I was a host would definitely be that thing I mentioned about atmosphere. Such as for an opening day post, "You gather around ready to start your day, you drag one of your friends out of their house. He is fried, massive electric volts, you can still feel the tingling at the touch of his skin. The alchemist has no rest for your meddling. The crier's newspaper highlight for today mentions that hope is getting lost. The good days are behind us.' Something along those lines where everyone just has a central hate for this mysterious man. Maybe for when the Jester reveals, "Your friend breaks out in laughter, everyone quickly joins him for a joke that is on the good side of things. X has been revealed as the Jester. He sternly points out two of you in the crowd and says off with their head, and mine." I know that role doesn't make the most sense but I wanted it to be included. anyways if you read through this then thanks! I really can't wait to hear feedback.
    No

  2. ISO #2

    Re: S-FM - The Alchemist of Nightmares

    @Ronsan , your post is moderated, meaning only mods+ can read it. Is that what you wanted?
    Quote Originally Posted by Mesk514 View Post
    1-I really and truly believe @Unknown1234 is town. He stuck by me when I needed him
    Quote Originally Posted by Gyrlander View Post
    Wow, this game was really easy. I just had to talk dumb shit to survive some days more. :P
    Quote Originally Posted by Mike View Post
    If sheriff cleared you honestly I would take him out of my town core and put him as scum.

  3. ISO #3

  4. ISO #4

    Re: S-FM - The Alchemist of Nightmares

    I am willing to host this if this is good to go!
    Quote Originally Posted by AnassRhamur View Post
    Please don't post in the punished players section if you're not involved. Consider this a warning from Thugnificent. You got one Thug ticket. Collect 3 more of those and i'll have to issue a Thug Infraction. Collect 3 Thug Infractions and you get 1 Thug Misdemeanor Charge.

    Spoiler : :
    Citizen, Agent, Citizen, Vigilante, Citizen, Godfather, Citizen, Citizen, Voter, Elder, Mafioso, BackUpSleuth, Escort, Mafioso, Detective, Citizen, Citizen, Tailor, Citizen, Citizen, Citizen, Citizen, Citizen, Citizen, TheJoker, Citizen, LadyGaga, Mafioso, Winston Wolfe, Detective, Citizen, Citizen, Masquerader

 

 

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