Mafia 131 - Dungeons and Dragons - Game Thread
#43
Posted 31 March 2016 - 01:39 AM
#44
Posted 31 March 2016 - 01:42 AM
Trouble arrives when the opponents to such a system institute its extreme opposite, where individualism becomes godlike and sacrosanct, and no greater service to any other ideal (including community) is possible. In such a system rapacious greed thrives behind the guise of freedom, and the worst aspects of human nature come to the fore....
#45
Posted 31 March 2016 - 01:43 AM
#46
#48
Posted 31 March 2016 - 07:25 AM
Path-Shaper, on 30 March 2016 - 02:46 PM, said:
It is Day 1. 35 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.
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.
Handy to note that one of the extra alts count towardss the number of votes needed for a lynch.
Or at least one of them doesn't - 20 for lynch so majority being 10 means at least 18 and most 19 alts count but the full 20 cannot else it'd be 11 for lynch. However 10 votes are needed for Night which needs 50% of thread therefore one extra alt at least must be counted else it'd be 9 for Night. Putting both together, 1 of the extra alts counts for numbers, one does not.
I conclude from this that there are two distinctly different types of extra alt in play at the moment; one of these affects the numbers needed and one does not. As the most likely categories to have the option of these abilities have multiple alts having chosen that class some people out there will have a reasonable idea of powers possessed by other factions.
#49
Posted 31 March 2016 - 07:29 AM
The Bridgeburners
Leader - Afshar Dee the Drow Cleric
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.
Heir - Ilia Volyova the High Elf Warlock
1 of
-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.
Elite - Hawk the Half-Elf Ranger
Fey Ancestry (Passive): You cannot be charmed or put to sleep by magical means.
Elite - Cappadonna the Lightfoot Halfling Bard
Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.
Regular - Sir Ulrich von Liechtenstein the Dragonborn Monk
1 of
-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.
Regular - Kindly the Wood Elf Wizard
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
The Bonehunters
Leader - Taylyanthalyssa the High Elf Sorcerer
1 of
-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.
Heir - Rithrin the Drow Warlock
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.
Elite - He Who Must Be Named in Full At All Times the Lightfoot Halfling Rogue
Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.
Elite - Magnifico Dense-Bushes the High Elf Barbarian
1 of
-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.
Regular - Taeinwell High the Wood Elf Warlock
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
Regular - Senior Assessor the Lightfoot Halfling Monk
Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.
The Fifth
Leader - Elusiviet Darkfire the Dragonborn Ranger
1 of
-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.
Heir - Rhenyll the Half-Orc Ranger
Relentless Endurance (Passive): The first time you are reduced to 0 HP, you are instead reduced to 1 HP.
Elite - Vakas the Wood Elf Monk
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
Elite - Balthazar the Tiefling Warlock
As a Tiefling, all your spell attacks will do 1 point of additional magic damage.
Regular - The Ninth Kietako the Human Monk
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.
Regular - Heroine Sniffer the Wood Elf Warlock
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
Leader - Afshar Dee the Drow Cleric
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.
Heir - Ilia Volyova the High Elf Warlock
1 of
-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.
Elite - Hawk the Half-Elf Ranger
Fey Ancestry (Passive): You cannot be charmed or put to sleep by magical means.
Elite - Cappadonna the Lightfoot Halfling Bard
Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.
Regular - Sir Ulrich von Liechtenstein the Dragonborn Monk
1 of
-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.
Regular - Kindly the Wood Elf Wizard
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
The Bonehunters
Leader - Taylyanthalyssa the High Elf Sorcerer
1 of
-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.
Heir - Rithrin the Drow Warlock
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.
Elite - He Who Must Be Named in Full At All Times the Lightfoot Halfling Rogue
Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.
Elite - Magnifico Dense-Bushes the High Elf Barbarian
1 of
-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.
Regular - Taeinwell High the Wood Elf Warlock
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
Regular - Senior Assessor the Lightfoot Halfling Monk
Naturally Stealthy (Passive): The first weapon attack targeting you during each night cycle misses.
The Fifth
Leader - Elusiviet Darkfire the Dragonborn Ranger
1 of
-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.
Heir - Rhenyll the Half-Orc Ranger
Relentless Endurance (Passive): The first time you are reduced to 0 HP, you are instead reduced to 1 HP.
Elite - Vakas the Wood Elf Monk
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
Elite - Balthazar the Tiefling Warlock
As a Tiefling, all your spell attacks will do 1 point of additional magic damage.
Regular - The Ninth Kietako the Human Monk
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.
Regular - Heroine Sniffer the Wood Elf Warlock
Mask of the Wild (Bonus Night Action): You take half damage from the first incoming source of damage during every night cycle.
#50
Posted 31 March 2016 - 07:40 AM
Aranatha you're on fire this game! Just did a quick read up and you're pulling out some great stuff!
#51
Posted 31 March 2016 - 08:01 AM
Aranatha, on 31 March 2016 - 07:25 AM, said:
Path-Shaper, on 30 March 2016 - 02:46 PM, said:
It is Day 1. 35 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.
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.
Handy to note that one of the extra alts count towardss the number of votes needed for a lynch.
Or at least one of them doesn't - 20 for lynch so majority being 10 means at least 18 and most 19 alts count but the full 20 cannot else it'd be 11 for lynch. However 10 votes are needed for Night which needs 50% of thread therefore one extra alt at least must be counted else it'd be 9 for Night. Putting both together, 1 of the extra alts counts for numbers, one does not.
I conclude from this that there are two distinctly different types of extra alt in play at the moment; one of these affects the numbers needed and one does not. As the most likely categories to have the option of these abilities have multiple alts having chosen that class some people out there will have a reasonable idea of powers possessed by other factions.
I was going to say that even if there were 18 players there'd still be 10 votes needed to lynch, but I see what you mean with the votes to night.
#52
Posted 31 March 2016 - 08:22 AM
Togg, on 31 March 2016 - 08:01 AM, said:
Aranatha, on 31 March 2016 - 07:25 AM, said:
Path-Shaper, on 30 March 2016 - 02:46 PM, said:
It is Day 1. 35 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.
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.
Handy to note that one of the extra alts count towardss the number of votes needed for a lynch.
Or at least one of them doesn't - 20 for lynch so majority being 10 means at least 18 and most 19 alts count but the full 20 cannot else it'd be 11 for lynch. However 10 votes are needed for Night which needs 50% of thread therefore one extra alt at least must be counted else it'd be 9 for Night. Putting both together, 1 of the extra alts counts for numbers, one does not.
I conclude from this that there are two distinctly different types of extra alt in play at the moment; one of these affects the numbers needed and one does not. As the most likely categories to have the option of these abilities have multiple alts having chosen that class some people out there will have a reasonable idea of powers possessed by other factions.
I was going to say that even if there were 18 players there'd still be 10 votes needed to lynch, but I see what you mean with the votes to night.
What's the purpose of this post exactly? Solidarity?
Last time I checked Aranatha was neither Belgium nor France.
#53
Posted 31 March 2016 - 08:26 AM
Ryllandaras, on 31 March 2016 - 08:22 AM, said:
Togg, on 31 March 2016 - 08:01 AM, said:
Aranatha, on 31 March 2016 - 07:25 AM, said:
Path-Shaper, on 30 March 2016 - 02:46 PM, said:
It is Day 1. 35 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.
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.
Handy to note that one of the extra alts count towardss the number of votes needed for a lynch.
Or at least one of them doesn't - 20 for lynch so majority being 10 means at least 18 and most 19 alts count but the full 20 cannot else it'd be 11 for lynch. However 10 votes are needed for Night which needs 50% of thread therefore one extra alt at least must be counted else it'd be 9 for Night. Putting both together, 1 of the extra alts counts for numbers, one does not.
I conclude from this that there are two distinctly different types of extra alt in play at the moment; one of these affects the numbers needed and one does not. As the most likely categories to have the option of these abilities have multiple alts having chosen that class some people out there will have a reasonable idea of powers possessed by other factions.
I was going to say that even if there were 18 players there'd still be 10 votes needed to lynch, but I see what you mean with the votes to night.
What's the purpose of this post exactly? Solidarity?
Last time I checked Aranatha was neither Belgium nor France.
Agreement. The purpose of the post is agreement. Do you disagree?
What is the point of your post? To further highlight the obvious?
#54
Posted 31 March 2016 - 08:27 AM
#55
Posted 31 March 2016 - 08:35 AM
What sort of role would bring people back to life? Which one would have extra alts?
#56
Posted 31 March 2016 - 08:49 AM
#57
Posted 31 March 2016 - 09:03 AM
Aranatha, on 31 March 2016 - 08:49 AM, said:
Quote
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.
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.
I wouldn't have thought necromancy would be part of the Cleric trade. Maybe a re read of the classes is in order, last time I looked at them was 10 days ago picking my class.
#58
Posted 31 March 2016 - 09:17 AM
So after a quick read up, the only ones that are in the game that may have extra alts are the Bard, through illusions and the Warlock who has a pact with another being potentially.
The other one I noticed is that the Rogue can control lynch situations.
The other one I noticed is that the Rogue can control lynch situations.
Quote
Their abilities allow them to reduce damage to themselves as well as control various lynch conditions.
#59
Posted 31 March 2016 - 09:46 AM
I am here! I am really looking forward to the scene descriptions for this game - I hope Blend doesn't skimp!
#60
Posted 31 March 2016 - 10:22 AM
Here.
Toggs acting like a crack addicted monkey chained to a keyboard.
And possibly chained to arantha too. Or at least engaging in some light leg humping.
Time for the hose!!
vote togg
Why?
Because
Toggs acting like a crack addicted monkey chained to a keyboard.
And possibly chained to arantha too. Or at least engaging in some light leg humping.
Time for the hose!!
vote togg
Why?
Because

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