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Mafia 131 - Dungeons and Dragons - Game Thread

#1 User is offline   Path-Shaper 

  • Mafia Modgod
  • Group: Game Mod
  • Posts: 1,255
  • Joined: 01-October 08

Posted 11 March 2016 - 03:54 PM

GAME MECHANICS

1 - General Structure
Players may begin posting as soon as the mods announce that the game has started on the thread. The game begins during the day. The day ends when when a sufficient number of people have voted to lynch a player (remove that player from the game) or voted to end the day without a lynch. Many games also have time limits on the days, and if no consensus is reached when the time expires, the day ends with no lynch. When the day phase has ended, night begins. The mods will then post a scene reporting the outcome of the day. Players may continue posting in the thread (unless they've been voted out) but no voting is allowed. Night ends when the mods post the morning scene reporting the outcome of the night actions. Day and night phases continue to alternate until the game ends.

2 - Day Phase
During the day, players may post in the thread and vote. Some roles may have special powers which can be used during the day.

2.1 - Voting Mechanics
To vote for a player: bold "vote" and that player's name.
To vote to end the day without a lynch: bold the phrase "vote night".
To remove your vote without casting a new vote: bold the phrase "remove vote".
To change your vote for a player: First bold remove vote then vote for the new player.

The vote should be positioned at the end of a post, and be clearly seperated from the rest of the post. Example:


Quote

your text, many quotes, brilliant arguments and a clever and convincing conclusion. Alternatively, a lame joke.

remove vote

vote Killer




2.2 - Voting Restrictions
You may only vote during the day phase. You can only have one vote outstanding at any time. You may not edit a vote into a post. You may not edit a vote out of a post.

2.3 - Bold Restrictions
The use of bold should be limited to voting. If you want to emphasize a players name or another word, you can underline the word or post using a different color

2.4 - Majority Defined
A majority means either more than half of the active players voting for one player's lynch or half or more of the active players voting to go to night without a lynch.
Typically, if a player is modkilled during the day the majorities will not adjust.
Typically, if a player dies during the day due to a player's ability majorities will adjust.

2.5 - Ending the Day
The day ends as soon as a majority is reached (or, if the game has a day time limit and the players fail to achieve a majority, once the time limit has elapsed). Anyone lynched is no longer an active player and must not post in the thread. Votes can no longer be withdrawn and new votes cannot be cast until the night phase ends.

2.6 - Evening Scene
The mods will post a scene shortly after the day ends to report the results of the day actions. If the day ended with a player's lynch, the mods might also reveal information about the lynched player, such as the player's alt or alignment. This is the mods' choice, and they'll explain what, if any, information will be revealed in the game rules. Typically, there are no hidden clues in the evening scenes.

3 - Night Phase
During the night, players may post in the thread but may not vote. Some players will have the ability to perform special actions. Once again, the mods decide which roles will be included for their game, so be sure to fully read the game rules and any role descriptions which may be included.

3.1 - Performing a Night Action
If your role includes the ability to perform a special action at night, you need to PM the mods to indicate the action you wish to take. Most, if not all, roles have the ability to "withhold" their powers (i.e. take no action). This will be made clear to the roled players, and, usually, to all other players as well. If you chose to not perform your allowed action, you must PM "no action" to the mods. Most games have a time limit on nights. All players must PM their night actions to the mods within this timeframe. Players are strongly encouraged to send their night actions as soon as possible. You may also send in a PM for your special action during the day phase, this is very strongly encouraged.

3.2 - Contingent PM
If you send in a PM during the day phase, you may choose to list alternative actions contingent on the manner in which the day ended. If none of the contingencies you list actually occur, your PM will be disregarded, and you must send a new PM to the mods (example: if Meanas is lynched I kill Kaschan, otherwise I kill Hood's Path).

3.3 - Provisional PM
You may choose to send a provisional PM if you want to further consider your night action but do not want to extend the night if all other roled players have decided upon their actions. Provisional PMs must be clearly marked as such. A provisional PM will not be acted upon by the mods until it becomes a 'definite PM.' A provisional PM becomes definite as soon as ( a ) you confirm your choice with another PM, ( b ) all other roled players that need to send night actions have done so, or ( c ) the time limit for the night has expired.

As a courtesy to other players we ask that you confirm your provisional PM as soon as you are able.

3.4 - Last Resort PM
In extraordinary circumstances you may be allowed to send in a last resort PM. A last resort PM will not be acted upon by the mods until ( a ) you confirm your choice with another PM or ( b ) the time limit for the night has expired. Should you need to send a last resort PM, you must first seek the mods approval by explaining the circumstances that necessitate such a PM. Last resort PMs are accepted only at the discretion of the mods.

3.5 - Failure to PM
If not all PMs are received within the time limit, everyone who has failed to send in a PM will be considered to have taken no action. In addition, those who failed to send in a PM will be warned by the mods or may risk further penalties.

3.6 - Changing a Night Action
PMs to the mod can be changed at any point before the new day is announced. A PM is considered to be changed only after the mod receives and has read the PM. The player bears the risk that the mod will post the morning scene after the player has sent in a new PM but before the mod has actually read it.

3.7 - Abusing the Time Limit
If the mods have included a night time limit, it begins as soon as the previous day ended, regardless of when the mods posted the evening scene. However, this time limit is a maximum limit, and all players should send in PMs as soon as they feel comfortable doing so. Players (and mods) prefer shorter nights, as people are anxious to see who may have died and to begin voting again. If the mods feel that a player is abusing the time limit by unreasonably stalling, they may force the player to take no night action or take other appropriate action.

3.8 Preventing Night Actions
Except where expressly noted, no night actions prevent any other night actions sent in from taking effect.

3.9 - Morning Scene
The night phase ends when the mods post the morning scene. The mods will post the scene shortly after all night action PMs have been received. The scene will report any player deaths that occurred during the night, and might also reveal information about the lynched player, such as the player's alt or alignment. There are no hidden clues in the morning scenes. As soon as the scene is posted any players who have been killed at night will no longer be active players and can no longer post in the thread. The time limit for the new day will begin with the morning scene.

4 - Endgame
The game will continue to alternate between day and night phases until the game ends. The game can end after either a day or night phase.

4.1 - Winning Conditions
The game ends once one faction has reached its winning conditions, which the mods will state in a later post.

Mafia is a team game. Once one faction achieves its winning conditions, all members of that faction have won whether or not they are active players when the winning conditions are achieved.

4.2 - Ending Scene
The mods will post an ending scene and declare the game over shortly after one faction achieves its winning conditions. If for any reason it becomes impossible for either faction to achieve its winning conditions, the mods will declare the game a draw.

The game is only over when a mod posts the ending scene. Even if you know (or believe you know) the result of the game before then, you may not post in the thread unless you are an active player.

4.3 - Calling the Game Early
The mods reserve the right to end the game at any time before a faction achieves its winning conditions provided there are compelling reasons to do so. In general, the mods will end the game early as soon as one faction's victory becomes inevitable.

4.4 - Spoilers
When the game is over, the mods will reveal the alts and roles of everybody who played and also give everyone access to the spoiled spectator threads on the spoiler board.


RULES

All players must:

A1) Have an account on forum.malazanempire.com

A2) Log in and view the thread and the discussion board anonymously at all times, unless they have informed the mods that this is not possible for technical reasons.

A3) Post at least once every 36 hours. Any player who has not posted within the last 36 hours will be automatically modkilled, whether or not the mods announce this on the thread. Warnings will usually be issued after 24 hours and subsequently closer to the deadline.

The mods may grant extensions to this limit in some cases (if so, they will give details in a later post). However, if they have not posted on the thread to announce an extension before the 24 hour limit is reached, no extension will be granted, whatever may have been said elsewhere. Please contact the mods as early as possible if you wish to request an extension.

A4) Send in role prescribed night actions (including the desire to take no action) within the time limit

A5) Treat everybody else playing with courtesy and respect

A6) Make any edits the mods request of them as soon as possible, whether or not they believe that the posts need to be edited.

A7) Contact the game mods as soon as possible if they feel you are at risk of breaking a rule or fear they or another person may have already done so.


Players must not:

B1) Edit their posts unless to change spelling or grammar.

B2) Act in any way intended to reduce the chance of their faction achieving its win conditions. (However, should all surviving members of a faction agree that they wish to resign and end the game early, they may do so by PMing the mods privately, without stating their intentions on-thread until the mods post to announce that the game is over.)

B3) Discuss the game with any other living players outside this game thread except when told they may do so in their role PMs.

B4) Reveal any information about the game at all in any other thread than this one, or in any other forum (including message boards and chat rooms) where it may be seen by a living player.

B5) Give anybody access to any of their accounts (including game alts, if the game is using them), either here or on the mafia discussion board.

B6) Attempt to obtain advice about the game from anybody not currently playing.

B7) Post information on the thread relating to another player's past or current activity on (or absence from) the board that would not otherwise be available to anybody reading the thread.

B8) Quote, in whole or part, PMs from (or other private conversations with) the mods on the thread, or discuss the timing of any PMs sent to the mods, if this behaviour is forbidden in the current game (it usually is).

B9) Post on the thread at any time after they are dead until the mods themselves post on the thread to announce that the game is over. Any posts accidently made after death should be immediately edited blank.

B10) Make any bets about the game.

B11) Offer to break any of these rules or any other rules the mods have set in place for the game, encourage others to do so or help to conceal the fact that rules have been broken.

B12) Reveal any information about their role within the game when such reveals are forbidden (this is only forbidden in certain games). .

AND JUST SO YOU KNOW

C1) Failure to comply with the rules may result in any punishment the mods deem appropriate, including, but not limited to: a request to edit posts; formal warnings on thread; "modkilling", restriction of access to the spoiler thread(s), lashing, spanking, paddling, the rack, thumbscrews, waterboarding, time-out, death and/or ending the game prematurely in favor of one faction or none. Except where clearly stated in the rules, the mods are free to respond to any rules violation in whatever manner they wish. In all cases the mods' decision on these matters is final.

C2) Feel free to PM your thoughts (or questions) to the mods. We love to hear them!

C3) The mods reserve the right to amend the rules during the game if we realize we've forgotten to cover something.

-------------------------

As well as running the game on this thread, the mods are also responsible for administering the spoiler thread on the spoiler board and anybody not actively involved in the game (whether spectators or dead players who no longer wish to play) can request access to this thread by PMing the mods. Please note that while in general the mods will be happy to let anybody have access to this thread, they do reserve the right to refuse access to anybody for any reason. Accordingly, please do not ask anybody other than the mods for access to the spoiler thread or give yourself access to it, even if you have the power to do so. Any posts found to contravene these rules will be deleted and the responsible players will usually be added to a blacklist for any future games run by this mod.

Once given access to the thread, spoiled spectators should also take note of the following rules, and must not:

D1) Share any information from the spoiler thread with living players, or post such in a forum where it may be seen by living players.

D2) Offer any advice, hints or strategy to living players.

D3) Make personal attacks on players in the game or on posters in the spoiler thread itself.

D4) Post on the game thread before the mods announce that the game is over.

D5) PM living or dead players with comments on the game.
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 

  • Mafia Modgod
  • Group: Game Mod
  • Posts: 1,255
  • Joined: 01-October 08

Posted 11 March 2016 - 03:58 PM

Game Specific Rules

Days are 48 hours. Nights are as instant as possible.

There is potential for there to be abilities to return you from the dead. Because of this, CF will not include player name.

There will be a thread in Spoiler Heaven for those who are dead but could go back into the game - please only post in that thread using your game alt.

There are four factions with four members each. Each faction has one faction leader, one heir (who becomes faction leader should the faction leader die), one elite faction member, and one regular faction member.

There are times where you may lose control of your alt - you will be informed via the Alt PM sent to your regular account if this is the case.

There are all kinds of abilities that mess with as close to all aspects of the game as I could think of - if something seems off to you, there is a good chance that it is supposed to be. We, as the mods, reserve the right to answer any questions about whether something is off or not with vague responses or no response at all. If we HAVE made a mistake, we will always mention it on thread, whether or not it affects the outcome of the game.

There will be a LOT going on in this game for the mods to keep track of, so please be patient with us.

Reveals are allowed, however no quoting your role PM or ability lists. I tried to build this game so that it has a lot of replay value due to all the different classes and all the different ways you can personalize your characters. The less of that information that becomes public knowledge, the more we can use this template for future games!

No offsite coding allowed.

Order of Resolution: Heal > Buff > Guard > Control > Debuff > Other > Attack

This post has been edited by Path-Shaper: 30 March 2016 - 04:01 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 

  • Mafia Modgod
  • Group: Game Mod
  • Posts: 1,255
  • Joined: 01-October 08

Posted 11 March 2016 - 04:00 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 (Bonus Night Action): 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.
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 

  • Mafia Modgod
  • Group: Game Mod
  • Posts: 1,255
  • Joined: 01-October 08

Posted 11 March 2016 - 04:01 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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#5 User is offline   Path-Shaper 

  • Mafia Modgod
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  • Joined: 01-October 08

Posted 11 March 2016 - 06:55 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.
0

#6 User is offline   Path-Shaper 

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Posted 30 March 2016 - 02:45 PM

Factions


The Bridgeburners

Leader - Afshar Dee the Drow Cleric
Heir - Ilia Volyova the High Elf Warlock
Elite - Hawk the Half-Elf Ranger
Elite - Cappadonna the Lightfoot Halfling Bard
Regular - Sir Ulrich von Liechtenstein the Dragonborn Monk
Regular - Kindly the Wood Elf Wizard




The Bonehunters

Leader - Taylyanthalyssa the High Elf Sorcerer
Heir - Rithrin the Drow Warlock
Elite - He Who Must Be Named in Full At All Times the Lightfoot Halfling Rogue
Elite - Magnifico Dense-Bushes the High Elf Barbarian
Regular - Taeinwell High the Wood Elf Warlock
Regular - Senior Assessor the Lightfoot Halfling Monk



The Fifth

Leader - Elusiviet Darkfire the Dragonborn Ranger
Heir - Rhenyll the Half-Orc Ranger
Elite - Vakas the Wood Elf Monk
Elite - Balthazar the Tiefling Warlock
Regular - The Ninth Kietako the Human Monk
Regular - Heroine Sniffer the Wood Elf Warlock

This post has been edited by Path-Shaper: 30 March 2016 - 04:56 PM

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

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Posted 30 March 2016 - 02:46 PM

Intro Story Post Spot Save
Only someone with this much power could make this many frittatas without breaking any eggs.
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#8 User is offline   Path-Shaper 

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Posted 30 March 2016 - 02:46 PM

It is Day 1. 47 hours and 58 minutes remaining

20 Players still alive: Aranatha, Bek Okhan, Demelain, Eloth, Fanderay, Fener, Grasp, Hanas, Hood's Path, Kadagar Fant, Kessobahn, Lock, Mockra, Monok Ochem, Ryllandaras, Serc, Silanah, Telas, Togg, Ultama

10 votes to lynch, 10 votes to go to night.



Players not voted: Aranatha, Bek Okhan, Demelain, Eloth, Fanderay, Fener, Grasp, Hanas, Hood's Path, Kadagar Fant, Kessobahn, Lock, Mockra, Monok Ochem, Ryllandaras, Serc, Silanah, Telas, Togg, Ultama

This post has been edited by Path-Shaper: 31 March 2016 - 09:01 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#9 User is offline   Togg 

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Posted 30 March 2016 - 03:21 PM

First :nuke:

#10 User is offline   Telas 

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Posted 30 March 2016 - 03:50 PM

Second!

#11 User is offline   Telas 

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Posted 30 March 2016 - 03:59 PM

So have we ethically outlawed md5 hash to prevent alt takeovers? If not here's mine:
57b5554c2dceed8486a5ce694106cfd9

#12 User is offline   Path-Shaper 

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Posted 30 March 2016 - 04:00 PM

View PostTelas, on 30 March 2016 - 03:59 PM, said:

So have we ethically outlawed md5 hash to prevent alt takeovers? If not here's mine:
57b5554c2dceed8486a5ce694106cfd9


Ah, meant to add this to the "rules of this game" - no offsite coding allowed.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#13 User is offline   Telas 

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Posted 30 March 2016 - 04:02 PM

View PostPath-Shaper, on 30 March 2016 - 04:00 PM, said:

View PostTelas, on 30 March 2016 - 03:59 PM, said:

So have we ethically outlawed md5 hash to prevent alt takeovers? If not here's mine:
57b5554c2dceed8486a5ce694106cfd9


Ah, meant to add this to the "rules of this game" - no offsite coding allowed.


Oh well...

#14 User is offline   Path-Shaper 

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Posted 30 March 2016 - 04:05 PM

View PostTelas, on 30 March 2016 - 04:02 PM, said:

View PostPath-Shaper, on 30 March 2016 - 04:00 PM, said:

View PostTelas, on 30 March 2016 - 03:59 PM, said:

So have we ethically outlawed md5 hash to prevent alt takeovers? If not here's mine:
57b5554c2dceed8486a5ce694106cfd9


Ah, meant to add this to the "rules of this game" - no offsite coding allowed.


Oh well...


Sorry, the MD5 stuff ruined a whole aspect of the last D&D game, so I'd like to prevent that! Feel free to code however else you'd like! :nuke:
Only someone with this much power could make this many frittatas without breaking any eggs.
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#15 User is offline   Demelain 

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Posted 30 March 2016 - 04:58 PM

And Third

#16 User is offline   Fener 

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Posted 30 March 2016 - 05:20 PM

checking in.

#17 User is offline   Fener 

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Posted 30 March 2016 - 05:21 PM

View PostTogg, on 30 March 2016 - 03:21 PM, said:

First :nuke:



View PostTelas, on 30 March 2016 - 03:50 PM, said:

Second!



View PostDemelain, on 30 March 2016 - 04:58 PM, said:

And Third



Culture hunting already.... :p

Vote Togg

#18 User is offline   Monok Ochem 

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Posted 30 March 2016 - 05:25 PM

Yay it finally started :nuke: unfortunately I am at work so I can't do much at the moment

#19 User is offline   Kessobahn 

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Posted 30 March 2016 - 05:26 PM

Finally! We are playing.

#20 User is offline   Fener 

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Posted 30 March 2016 - 06:22 PM

View PostPath-Shaper, on 30 March 2016 - 02:45 PM, said:

Factions


The Bridgeburners

Cleric
Warlock
Ranger
Bard
Monk
Wizard




The Bonehunters

Sorcerer
Warlock
Rogue
Barbarian
Warlock
Monk



The Fifth

Ranger
Ranger
Monk
Warlock
Monk
Warlock


Malazan Mafia. Selfish and blood thirsty bastards are we. Only two healers.

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