Crew of the Presence:
Able Seaman
The standard Townie of Pirate Ship Mafia. Able Seamen have no special powers but may form groups of 4 and 3 to kill or protect a target, respectively, in addition to trying to steal or protect treasure. Their goals are to rid of the
Presence of its many threats and get more treasure than anybody else (pirates are a very competitive bunch, you see). Some Able Seamen may be susceptible to conversion to the Frenchman’s side, however, they will not know how susceptible they are.
Elected/Appointed Roles:
Neither the Captain nor his Officers can switch sides for as long as they hold their offices.
Captain
The Captain is elected by the crew on Day 1 and will remain Captain unless he is removed by a mutiny. This is a position of extreme power in that the Captain gets a set salary of treasure every turn he is Captain without having to actively do anything. Most importantly, the Captain gets to appoint his two Officers, the First Mate and Quartermaster, who, if loyal, can represent the greatest threat to the enemies of the
Presence. The Captain cannot be killed at night but may take part in nighttime activities. The Captain has no vote unless there is a tie (see above), however, activity treasure is still given to him for posting in the day phase.
First Mate
The Captain names his First Mate to me privately before the Day 1 voting phase is over when it appears that he has a legitimate chance of becoming Captain. The First Mate can be replaced at will at anytime either by PM (preferred) or posting in the thread. Changes in officer position will take effect at the end of the phase, day or night. The First Mate is the Captain’s right-hand man on the ship and may individually kill one person or investigate two persons per night. Attempts on his life at night have a 50% chance of failure, regardless of numbers used against him. The First Mate also collects a salary for his efforts.
Quartermaster
The Captain names his Quartermaster to me privately before the Day 1 voting phase is over when it appears that he has a legitimate chance of becoming Captain. The Quartermaster can be replaced at will at anytime either by PM (preferred) or posting in the thread. Changes in officer position will take effect at the end of the phase, day or night. The Quartermaster is in charge of discipline on the ship and may individually protect or block one person from committing an action per night. Attempts on his life at night have a 50% chance of failure, regardless of numbers used against him. The Quartermaster also collects a salary for his efforts.
Frenchman faction:
The Frenchman (1)
*The* villain of the Pirate Ship Mafia series, though he would categorize himself as its tragic hero. Regardless, this time there is no ambiguity to his side: He is the enemy of all loyal crewman aboard the
Presence and he is out for blood. The Frenchman’s exact powers will remain a mystery but I have designed him to be the most dangerous “Godfather” role out of the three games in this series.
Frenchman Agent (2)
Capable sailors hired from the
Maven, the Frenchman Agents were assigned a clear duty by their Captain: Help the Frenchman gain the
Presence back by whatever means necessary. They are all too happy to fulfill this task and get a huge share of the loot (plus a hefty reward from the Frenchman). Their powers include but are not limited to killing (obviously), working to see if any sailors aboard can be converted, and being able to work with loyal sailors in order to increase subversion.
Frenchman Convert
Individuals who have accepted offers to switch sides become Frenchman Converts, who immediately obtain the same powers as Frenchman Agents.
Secret role(s):
Well, you'll just have to wait and see.
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