[END] Avant-Garde Mafia 2
Posted: Tue Jan 01, 2013 5:39 pm
Avant-Garde Mafia 2: The Ultimate Dimensional Battle
It’s Mafia like you’ve never seen it before: Avant-Garde style. Well, wait, maybe you have. But it is different this time. The stakes are exponential, the scope is omnidimensional.
This time it is ultimate.
With special guest: Ziltoid the Omniscient!

And others. But Ziltoid says they're not important.
Civvies (18)
Non-Musicians (3)
• The Omnidimensional Creator – Creator of everything in the omniverse, he now finds himself threatened by evil beings. Despite being the creator of all matter, he really is not that articulate or intelligent and speaks in a matter befitting a stereotypical male surfer in his 20s rather than a mystical being. He can resurrect any player of his choice twice in the game, but when he attempts to do so he may be too distracted (or stupid, as scientists have not determined which) to execute it with complete success. A coin is flipped; if heads, The Omnidimensional Creator chooses the player to be resurrected. If tails, the player is randomly selected from those currently dead. The Omnidimensional Creator automatically survives the first night kill attempt against him.
• Captain Spectacular – Has joined the human forces to lead them in battle against his enemy Ziltoid. As a man of incredible insight, he can see right through Ziltoid’s façade. Consequently, he is impervious to being affected by Ziltoid and his army, and if he is targeted by any member of Ziltoid’s army he uncovers his targeter’s identity with what he believes to be perfect accuracy. In reality, his accuracy in determining his enemy in this scenario really is closer to perhaps forty, fifty, or sixty percent. Let’s go with fifty.
• Residents Fanboy – Listens to no other music but The Residents and knows more about them than anyone else. The only thing he does not know is their true identities, and is incredibly desperate to, even going so far as to steal Mr. Skull’s previous red eyeball mask. Consequently, he is impervious to being affected by The Residents, and if he is targeted by of them he uncovers his targeter’s identity with what he believes to be perfect accuracy. In reality, his accuracy in determining his enemy in this scenario really is closer to perhaps forty, fifty, or sixty percent. Again, fifty is probably a safe bet for an accurate estimation.
Musicians (15)
• Frank Zappa – As a master composer and bandleader, Zappa attempts to find new high-quality musicians to jam with and thus selects one player of his choice every night. If the player he finds is a non-musician, nothing happens. If the player he finds is a musician, something happens. If the player he finds is specifically Captain Beefheart, Zappa and Beefheart additionally gain BTSC for the remainder of the game. If the player he finds is a member of the Residents, something bizarre happens. (Secrets) Zappa is unaware of what actually occurs when he finds a musician, but he does know they are both too busy jamming that night to be concerned or bothered with anything else. If he finds a member of the Residents, a coin is flipped. If tails, nothing happens. If heads, the Residents are made aware that Zappa has come into contact with them and they can choose recruit him or kill him. If they recruit him, Zappa loses all role powers and gains BTSC with the Residents; he naturally switches to their win condition. If they kill him, they all gain automatic lynch protection the subsequent day and automatic night protection the subsequent night. In reality, any time Zappa finds a musician, he protects both himself and that musician from nightkills that night, but inadvertently also role blocks the musician.
• Captain Beefheart – Now abandoned by his entire magic band, all that Captain Beefheart has at his disposal are his rotten fish heads. He throws a fish head at any player of his choice other than himself every night, causing them to stink the entire subsequent day period. He gains BTSC with Frank Zappa if found by him. (Secrets) A player who stinks throughout the day is not affected by any votes against them and will end the day with 0 votes.
• Mike Patton – Impersonates a player of his choice every odd night and subsequently attempts to mimic that player’s persona the subsequent night. Mike Patton has a fifty percent chance of successfully mimicking his target and a fifty percent chance of failing. Whether by intention or mistake, Mike Patton does not fare so well on attempting to impersonate beings of mystic or evil proportions, decreasing his chances of success. Those particularly evil may resist even still too fiercely. Mike Patton has to flip two coins instead of one if he impersonates Commander Squizloid or any of the Residents. He cannot impersonate Ziltoid, Ziltodian Monk, The Greys, The Mysterious Voice, or Herman the Planet Smasher.
• Fred Frith – Conducts a march every night. One coin is flipped, plus one more if Chris Cutler is still alive. For each coin that flips heads, he can choose one player and force that player to join his march for the subsequent day's activities. Any player caught in Frith’s march must vote the way Frith wants them to and must not make it obvious they were forced. Has BTSC with Chris Cutler. Unbeknownst to Fred Frith, any player who is force voted actually loses the power of their vote instead.
• Chris Cutler – Throws his drumsticks every night at any two players of his choice in an attempt to role block them. A coin is flipped; if it flips heads, then both players are role blocked. If tails, nothing happens. Has BTSC with Fred Frith.
• John Cage – Silences one player of his choice every night, excluding them from the subsequent day's activities. (Secrets) If John Cage is nightkilled, he selects a player of his choice to follow him to the grave.
• Steve Reich – This composer strives for structure and proper strategy; he closely watches his fellow players in an attempt to make sense of night actions. On Night 1, he selects three individuals whose actions he wants to track with his tape recorder, and each night thereafter he adds a new player to his tracked group. He can drop any one given player from his tracking group during any night period as well, but is not required to. He can see the targets of all the players in his tracking group but is not aware which target belongs to which player, normally. If certain patterns occur in his group’s night targets, however, he gains even more knowledge. (Secrets)
o Possible Patterns and Outcomes:
Pattern 1: All of the players in his group target the same player. | Outcome 1: Steve Reich learns the roles of all the players in his group, but does not match those roles with the actual player names. |
Pattern 2: Half of the players in his group target one individual and the other half target another; there must be an even number of tracked individuals. | Outcome 2: Steve Reich learns the roles of one half of the players who targeted similarly, but does not match those roles with the actual player names. |
Pattern 3: All of the players in his group target different players. | Outcome 3: Steve Reich learns the roles of one of the players in his group, but does not match that role with an actual player name. |
Pattern 4: One or more of the above patterns happens two nights in a row. | Outcome 4: Steve Reich learns the roles of all the players in his group, but does not match those roles with the actual player names. He additionally matches the players in his group with their exact targets that night, instead of receiving the information unmatched. |
• Iannis Xenakis – This incredibly influential composer utilizes mathematical models in his music that at times even enable him to influence the fabric of spacetime. Each day and night he arranges his group of musicians and conducts them in one of his compositions; if feeling particularly inspired, he is actually able to tamper with the forces of time itself. Consequently, Xenakis may end up to one day and two nights of his choice early throughout the game.
• Ornette Coleman – Cries out in his signature saxophone playing in an attempt to warn others, but only when he feels he has been wrongly accused. (Secrets) During any day period Ornette receives votes against him, messages are sent to random players from the host, stating that Ornette has received votes the past day. The number of players that receive a message is equal to the number of votes against Ornette at the end of the day.
• ChaotH – This avant-garde metal bassist is more than accustomed to time signature changes, allowing him to be a master of sleight of hand and agility. By the end of every day, he can select a player of his choice and assist that player in dodging the time limits of the coming night. The player he assists will consequently be able to use their night power twice within that same night, but will be too tired to use their power the subsequent night, or the next time the player would typically use their power if not every night. If ChaotH targets a player who does not have a night power that night, nothing happens.
• Moondog – This blind musician, nicknamed "The Viking of 6th Avenue", considers himself an independent crusader of justice, but will only strike others if he feels he is being threatened or misunderstood. Once he feels he is being adequately threatened, Moondog will use his spear and all of his willpower to attack any perceived enemies. If he loses the means or will to do so, he then wanders the streets in hopes of concealing himself. (Secrets) Any time he ends a day period with one or more votes against him, Moondog goes on the attack the following night. He throws his spear at one player of his choice, attempting to kill them. Two coins are flipped; if both heads, Moondog successfully kills his attacker and retrieves his spear. If one is tails and the other heads, he has a fifty percent chance of killing his attacker, but either way retrieves his spear. If both coins flip tails, Moondog fails and loses his spear. When Moondog loses his spear, he cannot attempt to kill for the rest of the game and goes on the defensive. He then loses the power of his vote, as each lynch vote is automatically worth 0, in order to protect himself during the day. However, he additionally has a 50 percent chance of surviving a lynch where he would otherwise be the victim.
• Damo Suzuki – This crazed singer has a personal bag of mushrooms he can tap into every night. Others might consider him an expert on the matter of such substances, but he is really too inarticulate most of the time to even consider the thought himself. He can grab one mushroom at random out of his bag every night to use on himself or on another player of his choice. Unbeknownst to Damo, there may be a few other random non-mushroom items in that bag as well. (Secrets) Damo is unknown of what is in his mushroom bag until he picks it out of the bag. He is also unaware of all items' effects.
o Contents of Damo’s Mushroom Bag:
o d1-d2 – Orange Mushroom – Boosts the energy of the player who eats it, making their vote worth 3x the subsequent day period.
o d3 – Green Mushroom – Boosts the confidence of the player who eats it, making their vote worth +1 for the remainder of the game.
o d4 – Blue Mushroom – Strengthens the player who eats it, giving them a 50% of surviving any possible nightkills for the next two nights.
o d5-d6 – Purple Mushroom – Poisons the player who eats it, causing them to start out each of the next five lynches with two votes against them.
o d7 – Black Mushroom – Immediately kills any player who eats it.
o d8 – Red Mushroom – Strengthens the player who eats it, giving them a 50% of surviving any possible lynches for the next two days.
o d9-d10 – Can of Green Beans – Can be chucked at the head of another player’s choice of the receiver. It does nothing other than irritate the player who gets hit in the head. They will automatically be forced to vote for the person who chucked the green beans at them (the receiver) the subsequent day.
o d11 – Can of Spray Paint – Can be sprayed in one player’s eyes of the receiver’s choice, effectively canceling the victim's vote the next day and roleblocking them on the subsequent night.
o d12 – Stinky Shoe – Can be chucked at any player of Damo’s choice, or he may choose to keep it and smell if he wishes. The player who receives the hit of the shoe has a 50% probability of finding out Damo’s true identity. If Damo smells the shoe, he becomes enraged, chucking the shoe anyway and then chucking his bag of mushrooms at another player. That other player now is in control of Damo’s mushroom bag and assumes Damo’s role power, leaving Damo powerless.
• Christian Vander – This drummer and founder of what would later be termed “Zeuhl” music targets one player of his choice every night with insanification, causing that player to speak in tongues the subsequent day. Speaking in tongues may have other effects than shuffling speech. (Secrets) Any player who is insanified has a negative vote the day of insanification, the amount of which is determined by the number of posts the insanified player makes throughout the day. Each post equates to an additional negative vote. For example, if the insanified player makes four posts throughout the day, that person’s vote that day is worth negative 4, instead of the typical positive 1.
• Scott Walker – This experimental singer-songwriter may on two nonconsecutive nights choose to "tilt" everyone's night targets. (Secrets) When all night targets are tilted, Scott redirects all powers that target one half of the player alphabet listing onto the other half. He can choose which half of the alphabet will be absolved of night targets against them and thereby the other half which will receive those powers instead, in addition to the powers they have already been targeted with. The method by which they are re-directed is a complete alphabetical reversal, i.e. if Scott tilts from the first half onto the second half of the alphabet, any powers that the player listed first alphabetically would be hit with will now hit the player listed last alphabetically.
• Exuma – Conducts a ritual every night to keep away the evil spirits and curse those willing to cross his path. (Secrets) Exuma has a 50 percent chance of successfully avoiding any given night action targeted at him. Any player whose power he avoids unknowingly starts the following lynch with two votes against them.
Ziltoid the Omniscient’s Army (5)
Ziltoid's team kills every odd night.
• Ziltoid the Omniscient – The ultimate fourth-dimensional guitar hero searches all across the omniverse for the ultimate cup of coffee. Unsatisfied by what Earth has to offer, he decides instead to conquer the planet and take control of the entire omniverse. Benefits greatly if Captain Spectacular is lynched. (Secrets) Every night Ziltoid can check a player of his choice for the omniverse’s ultimate cup of coffee, which is randomly given to one player on Night 1. If he finds it, he gains one automatic lynch protection. If Captain Spectacular is lynched, Ziltoid gains use of Captain Spectacular’s possessions. He can thereafter search every subsequent night, assuming Captain Spectacular’s identity, to find a civvie recruit to his army. For every night Ziltoid attempts to recruit, he cannot execute the nightly kill of his team, so someone else must do so. Assuming he is not roleblocked, Ziltoid has a fifty percent chance of success if he finds a civvie to recruit on any given night. Once a civvie is recruited to Ziltoid’s army, their win conditions are altered to that of Ziltoid’s and that civvie gains BTSC with Ziltoid and his army. Ziltoid then loses his ability to recruit any further.• Commander Squizloid – Ziltoid’s right hand man and second in command. He absorbs every night action that Ziltoid is targeted with until death. His most important role is commanding the army’s back-up fleets. (Secrets) During Day 0, Commander Squizloid decides in which nebulo to place the Ziltoidian back-up fleets. Every night Commander Squizloid can decide to move the fleets forward or backward to another nebulo or remain motionless; he can move one or two nebulo’s length at a time. Once he believes he found the prime location for an attack, he can station the fleet at a certain nebulo and set up the front guns on a nearby planet. In order to do so, he must choose to remain motionless and elect the deployment of the front guns instead of moving the fleet during any given night period. If the fleet has deployed the front guns and the humans visit the nebulo in which the fleet remains, Squizloid can unleash the front guns on them, destroying any player of his choice. This has no tie with the separate lynch activities of that day; Squizloid can choose any player of his choice to be eradicated by the end of the day period. If Commander Squizloid dies, the fleet is no longer able to move and must remain stationed at the nebulo last located. Unfortunately, if the front guns were not activated before his death, Ziltoid’s fleet cannot attack.
• Ziltoidian Monk – He prays every night for the safety of Ziltoid and his comrades. If his prayer is successful, any members on his team may live to see another day. Naturally, he prays harder for his own survival than anyone else’s, however. (Secrets)
Every night Ziltoidian Monk is alive, a d12 is rolled. The following results detail how the prayer affects his team’s survival:
o d1-d6 – No automatic night protection for any of the team.
o d7-d10 – Ziltoidian Monk survives night kills.
o d11 – All members except Ziltoidian Monk survive night kills.
o d12 – All members of the team survive night kills.
• Grey 1 – Shapeshifts into whatever it wants every odd night. Has a unique power that Ziltoid bestowed upon it. (Secrets) Grey 1 chooses a player to impersonate every odd night, stealing that player’s night power from them, essentially roleblocking them. Grey 1 has a fifty percent chance of successfully mimicking its target and a fifty percent chance of mimicking another random player by mistake. The unfortunate victim, whether intended or not, secretly has their vote nullified for the day subsequent to impersonation. If Grey 1 impersonates Mike Patton, nothing happens. Unbeknownst to Grey 1, if the person impersonated does not use his or her power the same night that Grey 1 attempts to execute the power it impersonated the night previous, the execution fails automatically.
• Grey 2 – Shapeshifts into whatever it wants every even night. Has a unique power that Ziltoid bestowed upon it. (Secrets) Grey 2 chooses a player to impersonate every even night, stealing that player’s night power from them, essentially roleblocking them. Grey 2 has a fifty percent chance of successfully mimicking its target and a fifty percent chance of mimicking another random player by mistake. The unfortunate victim, whether intended or not, secretly has their vote nullified for the day subsequent to impersonation. If Grey 2 impersonates Mike Patton, nothing happens. Unbeknownst to Grey 2, if the person impersonated does not use his or her power the same night that Grey 2 attempts to execute the power it impersonated the night previous, the execution fails automatically.
The Residents (5)
The Residents kill every even night.
• Mr. Skull – Likes to cause chaos and confusion. Benefits greatly if Residents Fanboy is lynched. (Secrets) Every night Mr. Skull submits three names whom he wants to roleblock for the night. A coin is flipped; if heads, all three players are roleblocked. If tails, nothing happens. If Residents Fanboy is lynched, Mr. Skull gains his eyeball mask back and transforms into Red Eyeball. As Red Eyeball, three names are still submitted every night. Two coins are now flipped; if both flip heads, all players except The Residents are roleblocked. If both flip tails, nothing happens and Red Eyeball cannot attempt to roleblock the following night and must wait to try again. If one flips heads and the other tails, the three players selected by Red Eyeball are roleblocked as normal.• Blue Eyeball – Likes to cause chaos and confusion. (Secrets) Curses one player of its choice every night. When Blue Eyeball dies, all players still alive that it has cursed have a 50% chance of being turned frozen for the remainder of the game until specifically unfrozen. Each night the players as a whole must select one frozen player to unfreeze. Frozen players cannot post, vote, or use their night power until unfrozen.
• Green Eyeball – Likes to cause chaos and confusion. (Secrets) Curses one player of its choice every night. This player’s votes in subsequent lynch periods will be negative instead of positive as long as Green Eyeball is still alive. Instead of adding one vote towards the lynch of a voted player, the target’s vote will instead subtract one, two, three, four, or five votes away from the voted player, depending on how many members of The Residents are alive.
• Brown Eyeball – Likes to cause chaos and confusion. (Secrets) Curses one player of its choice every night. Depending on the role of a die, the target’s night power is affected in different ways:
o d1-d3 – The victim’s night target is randomly redirected.
o d4-d5 – The victim’s night target is redirected to another player of Brown Eyeball’s choice.
o d6 - The victim’s night target is randomly redirected every night until Brown Eyeball dies.
• The Sinister Exaggerator – Loves to exaggerate! (Secrets) Can tamper with the night posts every night, adding in one occurrence of its choice that didn’t actually happen. As long as The Sinister Exaggerator is alive, all lynch votes cast by The Residents are worth 2x.
Duo of Destruction (2)
• The Mysterious Voice – Master and controller of many alternate dimensions. It is looking to invade and fully conquer the third dimension, and its first step in doing so is enslaving mankind and anything else that gets in its way. (Secrets) A power not to be trifled with, The Mysterious Voice starts off every lynch period with negative three votes against it. As the ultimate puppetmaster, The Mysterious Voice can select up to four players each night and switch around their night targets to its liking. Additionally, any night action that targets The Mysterious Voice is automatically redirected back at its sender until Herman the Planet Smasher dies. Once Herman is gone, The Mysterious Voice does not inherit the kill from Herman and cannot redirect any night actions but can still use its switch power. It begins searching for a new slave the night subsequent to Herman’s death; the player it chooses has their win condition altered to that of the Duo and they gain BTSC. If the target chosen is The Omnidimensional Creator, the recruit attempt fails automatically. When The Mysterious Voice’s current slave dies, it searches the subsequent night for another slave; this continues until The Mysterious Voice is eliminated. Any slave recruit that already has BTSC retains it with its former team, but no longer feels allegiance to them. Once The Mysterious Voice is nightkilled or lynched, the Duo loses; assuming a slave or Herman is still alive, that player dies as well.
• Herman the Planet Smasher – Enlisted by the Mysterious Voice to do his bidding. Likes to smash stuff, especially planets and people. Oh, and he hates musicals. (Secrets) For every day period Herman receives zero votes against him, he has a kill to be used the subsequent night. Whenever Herman receives one or more votes during the day, he is afraid of killing that night and stays home.