I'm going to run something very similar to Perseus13's Gunfight in the Saloon, because it's really simple.
Each game will have a varied scenario, and number of players. I'll allow players to call positions for the current game and the next only, so there isn't a massive backlog by turn three.
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Game 1:
Aboard the USS Iowa, trouble is brewing. In the near future, a third world war is very narrowly avoided, but tensions run very high.
3 players are Traitors. They are armed with the M8SI and a Silent Stetchkin.
3 players are Soldiers. They are armed with the M8SI.
1 player is the Intel Officer. They are armed with the VKTR, but is that all..?
1 player is the Renegade. They are armed with the M8SI, but is that all..?
A simple poker game between six soldiers aboard the USS Iowa was much more than a simple game. Sure, there was the one person who preferred to watch, but that wasn't out of the ordinary. Everyone had their own agenda, and it was almost time to act. A player cashed in on a royal flush just as the Intel Officer bust into the room, warning of sleeper cells aboard the Iowa. They were heading for the mainland to check with unchanged records, to catch them at their own game.
Three of you knew that already.
The time is now.
Special Rules: The M8SI can roll a 2,2,3,4,5, or 6. 2s are considered a miss, 3s are considered a near miss (player gets a -1 to attacking someone who scores a near miss on them), 4s are a nonlethal hit, 5s are a serious hit, and 6s are lethal. The gun can only get each of these numbers one time, and can only fire six bursts before running dry. Firing the M8SI reveals you and your target to everyone.
The Silent Stetchkin can roll a 1,1,1,1,6, or 6. On a 1, the gun fails to fire and cannot be used again unless unjammed. Unjamming this gun reveals it. On a 6, it is a lethal hit. The gun can only get each of the numbers one time, firing the Silent Stetchkin does not reveal anyone involved.
The VKTR can roll a 1,3,4,5,5, or 6. On a 1, the gun fails to fire and cannot be used again unless unjammed. Unjamming this gun reveals it. a 3 is considered a near miss. A 4 is considered a nonlethal hit. A 5 is considered a serious hit. A 6 is a lethal shot. This gun can only get each of these numbers one time, and can only fire six bursts before running dry. Firing the VKTR reveals you and your target to everyone.
Other items are secret and will be revealed to those who own them.
As a Soldier, survive and stop the Traitors!
As a Traitor, survive and kill all the non-Traitors! (Renegade does not count.)
As a Renegade, survive!
As an Intel Officer, survive and stop the Traitors!
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Game 2: Turf War
Rival gangs clash over a land dispute, to which the police respond. A three-way battle ensues.
3 players are Red Gangsters. They have a Revolver.
3 players are Yellow Gangsters. They have a Revolver.
3 players are (Blue) Cops. They have a Revolver and Kevlar Armor.
1 player is the Red Gang Leader. You aren't sure about their equipment...
1 player is the Yellow Gang Leader. You aren't sure about their equipment...
1 player is the Police Chief. You have Ol' Killer, Kevlar Armor, and a number of Riot Grenades.
1 player is the Helo Pilot. You have the Spotlight and the Riot Sniper.
The Police are revealed on the game start, but the gangsters are not. The gangsters are unable to tell who's who unless they Show Their Colors as a free action. The Police Chief is revealed with the police, by name.
The Revolver can roll a 1,2,3,4,5, or 6. 1s jam and must be unjammed, 2s are a miss, 3s are a near miss, 4s are minor hits, 5s are hits, and 6s are lethal. The Revolver can only get each result one time.
Ol' Killer can roll a 1,2,3,3,4,4,5, or 6. 1s are a jam that must be unjammed, 2s are a miss, 3s are a suppressive shot (unit targeted fails to act), 4s are minor hits, 5s are hits, and 6s are lethal. You may choose to fire a Nonlethal Shell, which will hit on a 2 or better. Nonlethal Shells give the Bruised status, which is a negative modifier that lasts for 3 turns. If a Bruised player is hit with another Nonlethal Shell, they are Incapacitated and cannot act. Another player may finish them, or if on the same team, revive them.
The Riot sniper can roll a 1,2,2,2,2, or 3. 1s are a jam that cannot be unjammed. 2s are a nonlethal hit. 3s are counted as a double nonlethal hit. The sniper is unable to target the same player twice in a row.
Kevlar Armor stops the first lethal hit a unit takes as well as providing them extra ability to take damage.
Riot Grenades prevent any attacks from the unit it is used on as well as any that attempt to get near them. Those in the blast take a -1 to all actions for two turns.
The Spotlight identifies a gang member's color to all players.
Other weapons are hidden.
As a Gang Member of any kind, ensure your gang kills the other gang and escapes the police (or kill them.)
As a Cop, make sure the Police Chief does not die and incapacitate or kill the Gang members!
As a Police Chief, incapacitate or kill as many Gang members as possible! Do not let them escape!
As a Helo Pilot, ensure the safety of the Police Chief! Should he be injured, you'll have to medivac him and cannot assist the cops any longer!
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You can sign up for one game at a time. Once an active game hits turn 3, current players are allowed to join the waitlist of the next game.
Certain characters will gain Abilities for certain, others may get this randomly.