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D&D Mafia Information Thread

#1 User is offline   Path-Shaper 

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Posted 18 August 2016 - 08:44 PM

D&D Mafia is a faction game setup that allows players to personalize their characters based on a preset number of spells and abilities granted by a character's chosen class.

This thread will serve to provide some basics on how the setup for this game is done!
Only someone with this much power could make this many frittatas without breaking any eggs.
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#2 User is offline   Path-Shaper 

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Posted 18 August 2016 - 08:46 PM

Races

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. Your HP maximum increases by 1 if you are a regular or elite faction member, 2 if you are an heir or faction leader.


Mountain Dwarf

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. Your weapon attacks will do 1 additional damage.


High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic. You automatically have one of the following abilities of your choice:

Blade Ward (Night Action): Once per night, you may choose a target player. If that player is attacked using a regular weapon, they take half damage (rounded down) instead of full damage.

Hold Person (Night Action): You prevent target player from using a weapon attack (does not prevent spellcasting).

True Strike (Night Action): Once per night, you may choose a target player. Any time you vote for that player during the next day cycle, it counts as 2 votes.


Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. As a Wood Elf, you automatically gain the following ability:

Mask of the Wild (Passive): You take half damage from the first incoming source of damage during every night cycle.


Drow (Dark Elf)

Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. As a Drow, you automatically have the following spell:

Faerie Fire (Night Action): Target player is outlined in radiant light. Any attacks targeting the affected player during the night cycle will do 1 additional damage.


Lightfoot Halfling

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. As a Lightfoot Halfling, you automatically gain the following ability:

Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.


Stout Halfling

As a stout halfling, you’re hardier than average and have some resistance to poison. Any spells targeting you which deal ongoing damage instead only deal one-time damage.


Human

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. As a human, you will be allowed to have one of your spells or abilities cause 1 additional point of damage, or 1 additional point of healing for the entirety of the game.


Dragonborn

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. As a dragonborn, you automatically have one of the following abilities:

Acid Breath (Night Action): You deal 1 point of ongoing magic damage to target player. This means that the player will continue taking 1 damage per night cycle until they receive some form of magical healing. The ongoing damage stacks.

Fire Breath (Night Action): You deal 1 point of magic damage each to three target players.

Cold Breath (Night Action): You deal 1 point of magic damage to one target player, and guard them for the same night cycle.


Forest Gnome

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. As a Forest Gnome, you automatically have the following ability:

Speak with Animals (Night Action): Once per night, you may open a lover conversation with an animal. PS will open a lover conversation with a random alt representing an animal companion to another player, if one is in play.


Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. As a rock gnome, you automatically have the following ability:

Clockwork Toy (Passive): You control 1 additional alt. Its votes don’t count, it cannot attack at night, and it only has 1 HP, however its existence will affect the amount of people needed in order to lynch a player. If it is lynched or otherwise killed, it will CF as a Clockwork Toy.


Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. As a half-elf, you automatically have the following ability:

Fey Ancestry (Passive): You cannot be charmed or put to sleep by magical means.


Half-Orc

Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. As a half-orc, you automatically have the following ability:

Relentless Endurance (Passive): The first time you are reduced to 0 HP, you are instead reduced to 1 HP.


Tiefling

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. As a Tiefling, all your spell attacks will do 1 point of additional magic damage.

This post has been edited by Path-Shaper: 26 January 2017 - 02:46 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
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#3 User is offline   Path-Shaper 

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Posted 18 August 2016 - 08:46 PM

Class Descriptions

Barbarian

Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity o f a cornered predator, the unrelenting assault o f a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Barbarians are the brutes of D&D, and focus on doing large amounts of weapon damage while mitigating much of the incoming damage.


Bard

The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Bards are jacks of all trades but master of none. They have access to many different abilities that will allow you to customize your character to do more or less exactly what you want it to do.


Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

Clerics are the game’s main healing class, but can be much more than that, depending on what domain they decide to study in. No other class, however, will have the healing power that a cleric will have.


Druid

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druids have a combination of healing, buffing and offensive magic which are, in turn, affected by their connection to the earth and all its creatures.


Fighter

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that
basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Fighters are perhaps the most diverse class in terms of offensive abilities, from their prowess with weapons all the way to the odd offensive spell abilities.


Monk

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Monks make careful study o f a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

Monks are a mainly offensive class, though they have many debuff type abilities and self healing abilities that will make of them a thorn in any opposing party’s side.


Paladin

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

Paladins are both healers and fighters, and have a range of aura abilities that will usually benefit their entire parties. Though perhaps the most powerful all around characters, all Paladins must take a sacred oath which means they will be required to do certain things, with repercussions should they break their oath.


Ranger

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Rangers are mainly offensive characters who tend to do more damage to specific types of targets. They use weapons and spells to damage to their enemies, and to help buff themselves and their party members.


Rogue

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than w ear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Rogues are not very tough characters, but are known for their sneakiness. Their abilities allow them to reduce damage to themselves as well as control various lynch conditions.


Sorcerer

Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce
exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch o f a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Sorcerers wield mainly offensive magic, though have a smaller selection of spells than a wizard. This is balanced by their access to abilities from their sorcerous origins that will buff their offensive spells or make them more resilient.


Warlock

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that o f a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat.

Of the three main spellcasting classes (Sorcerer, Warlock, Wizard), the Warlock has the least amount of spells to choose from, but their pacts with otherworldly powers will give them access to abilities that have the potential to make their spells stronger, provide them with valuable information, or a number of other useful results.


Wizard

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance o f a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

Wizards are the most versatile spellcasters in the game, with access to the highest number of spells amongst all the spellcasting classes. A wizard can specialize in any form of non-healing magic, be it offensive damaging spells, debuffing spells, buffing spells or many other useful abilities with specific uses.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#4 User is offline   Path-Shaper 

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Posted 18 August 2016 - 08:47 PM

Actions

Night and Day Actions: You can perform one night action during the night cycle, and one day action during the day cycle, unless they are described as bonus or free actions (see below for further explanation).

Bonus Actions: You may perform one bonus action per cycle (one per night, one per day) in addition to your regular Night or Day action.

Free Actions: You may perform these actions whenever their descriptions says you can use them, in addition to regular day or night actions and bonus actions.

Passive: These are always activated, or are automatically activated when certain conditions are met as per the description.

Reactions: Reactions may be performed when reacting to certain situations as explained in the ability's description.


Types of Damage

Weapon Damage: Damage done by weapon attacks generally do more damage than spell attacks, however, there are more abilities that mitigate weapon damage than there are abilities that mitigate magic damage.

Magic Damage: Damage done by spell attacks generally do less damage than weapon attacks, however, there are less abilities that mitigate magic damage than there are abilities that mitigate weapon damage.

Ongoing Damage: Ongoing damage is always considered magic damage, however cannot be mitigated by protections from magic damage, and continue to do damage on following night cycles until you are magically healed. Ongoing damage can stack over time, so it is important to be healed before the damage gets out of hand.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#5 User is offline   Path-Shaper 

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Posted 18 August 2016 - 08:47 PM

Each faction has 4 roles:

Leader (10 Ability Points / 25 Hit Points)

Announcement: Once per day, you may have PS post an on-thread message from you. You can say anything you want in this message.

Chosen Abilities



Heir (5 Ability Points / 20 Hit Points)

Inheritance: If your faction leader dies, you take his place, gain 2 hit points, and receive his non-chosen ability, plus 4 additional ability points which which you can purchase extra chosen abilities.

Chosen Abilities



Elite Faction Member (3 Ability Points / 15 Hit Points)

Chosen Abilities



Regular Faction Member (1 Ability Point / 10 Hit Points)

Chosen Abilities
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#6 User is offline   Path-Shaper 

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Posted 18 August 2016 - 09:10 PM

Choosing Your Abilities

After signups are closed, and you have provided PS with your Race and Class choice, PS will send you a role PM containing all the abilities available to your class. You will then spend your allotted AP to choose which spells and/or abilities you would like to have. Please note that ability choices are made at the beginning of the game, and cannot be changed once the game has started. Your Role PM will be modified to remove all the abilities that were not chosen, leaving only those abilities you will retain for the rest of the game.

Here is an example of a previous iteration of the Rogue class's ability sheet:

 Blend, on 05 November 2015 - 03:35 PM, said:

Rogues Faction Abilities

All rogues have access to the following abilities

Sneak Attack (Passive) Cost - 1 AP: If you are the first to vote on someone during a Day cycle, your vote counts as 2 votes.

Uncanny Dodge (Passive) Cost - 3 AP: You take half damage from any source of weapon damage for the first attack targeting you during a night cycle.

Evasion (Passive) Cost - 3 AP: You take half damage from any source of magic damage for the first attack targeting you during a night cycle.

Slippery Mind (Passive) Cost - 6 AP: Any spells or abilities that invade your mind will have no effect on you.


Roguish Archetype

Choose a roguish archetype. You may only spend ability points for abilities under that archetype.

  • Thief
  • Assassin
  • Arcane Trickster



Thief Abilities

Dagger (Night Action) Cost - 0 AP: Each night you may choose a target. That target takes 3 weapon damage.

Fast Hands (Day Action) Cost - 1 AP: You steal the target player's weapon. That player will be unable to use attack abilities during the next night cycle.

Supreme Sneak (Night Action) Cost - 3 AP: You dodge the first attack or ability targeting you during the Night cycle you use this on.

Thief's Reflexes (Passive) Cost - 6 AP: All damage done to you is halved.



Assassin Abilities

Light Crossbow (Night Action) Cost - 0 AP: Each night you may choose a target. That target takes 3 weapon damage.

Assassinate (Day Action) Cost - 1 AP: Choose a target player. Any votes placed on that player by yourself or other rogues will count as 2 votes if that player has not yet voted.

Impostor (Night Action) Cost - 3 AP: Once per night, you may choose a target player. You take over their alt for the following day cycle. You may not choose the same alt more than once.

Death Strike (Night Action) Cost - 6 AP: Once per night, you may choose a target player. If they are below 5HP, they will die immediately (regardless of any protections). If they are above 5HP, they will take 5 weapon damage.



Arcane Trickster Abilities

Mage Hand (Passive) Cost - 0 AP: You control one additional alt. It is both lynch proof and bullet proof, however its votes do not count (it can place a vote, and it will be added to the vote count, but it won't count towards the total votes needed for a lynch). Each night, your mage hand can attack a target player for 1 point of weapon damage.

Fire Bolt (Night Action) Cost - 1 AP: Once per night, you may choose a target player. That player takes 2 magic damage.

Versatile Trickster (Night Action) Cost - 3 AP: Once per night, you may choose a target player. Your mage hand shoves that player, making them miss whoever they are targeting.

Spell Thief (Night Action) Cost - 6 AP: Once per night you may choose a target player. If that player is a wizard, you learn the highest level spell from their chosen abilities. You can use this ability until you have stolen 6 AP's worth of spells.



I have used the Rogue class for this example as it is one of the less complicated classes, however gives you a good idea of the range of ability types you could have access to in any class (though class descriptions will explain the types of abilities you're most likely to find in any given class).

Once you receive the above in your Role PM, depending on your faction role (Regular Faction Member, Elite Faction Member, Heir or Leader) you will have a certain amount of AP to choose a number of spells and/or abilities from the above list.

For example, if you were an Heir who had chosen the Rogue class, you would have 5 AP to use for ability selection. A rogue who wishes to mitigate damage to himself (most rogues' specialty) might choose the Sneak Attack, Evasion, and Fast Hands. The total cost of those five abilities would be 5 AP, so those, along with the 0 AP ability under the Thief archetype would become his or her abilities for the whole game.

Things to note: Each class has to choose something along the lines of the Rogue's Archetype. Basically, once you have chosen the archetype, you can then ignore all other archetypes' abilities as you may only choose abilities associated to your chosen archetype. For example, a rogue could not choose both the Fast Hands and the Impostor abilities as those are from two different archetypes.

This post has been edited by Path-Shaper: 31 July 2017 - 05:21 PM

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