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Old 12-09-2006, 10:01 PM
sighing sighing is offline
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Default Dungeon 2 (GAME THREAD)

Dungeon 2

Changes from the signup post are noted in bold

A valiant party of adventurers seek to destroy a nest of foul undead creatures. There are 26 roles in this game.

Everyone starts with 100 health points, unless otherwise noted. The starting health value is also the maximum possible health value for that player.

Voting: Every evening there is a general melee where the players try to hurt the player they think is the greatest danger to their group. Each day, players publically announce (vote) who they intend to attack. Players may not attack themselves, though they may choose not to fight at all. At nightfall, the number of attacks each player suffers is squared, and they take that amount of damage. With 15 or fewer players, damage is doubled; 10 or fewer, tripled; 5 or fewer, quadrupled. If there are only three players, then anyone receiving one vote takes 25 damage, or two votes, 100 damage. Anyone dying in this melee is revealed shortly after nightfall.

All players learn, by private message at dawn, how much damage was done to them, or healed in them, if any. This is presented as a single sum. No PM means no apparent change.

All roleblocking effects happen first, then all effects that don't involve a damage amount (e.g. protection) are applied (in random order), then the Evil Team's night attack occurs, and then all other health-modifying effects are applied (in random order). 0 health means you're dead, even if healing actions come in later the same night. If you're dead before making your own damage or healing action, your action is blocked. All fractions are rounded in favor of players being hurt more, if applicable.

Flavor text will not reveal the nature of any attacks or abilities used by players, unless otherwise noted. Please assume that the flavor text is just being flavorful.

Adventurer Class or Evil Role is always revealed at death.

There are no secret abilities or roles.

Anyone who doesn't post at all during a game day cannot use any ability that night, and takes 20 points of damage from a vicious weasel. Exceptions may be made with an excuse given in advance.

The game ends when all Evils are dead, or when the Adventurers are numerically unable to kill all the Monsters. A simple voting majority does not end the game.

Not all classes will be used. I will define a "skeleton" party with the key roles as I see fit, and then pretty much rand in the rest, so there could be no samurai or three samurai.

There are no roleclaiming rules. Anyone may claim any role they wish at any point.

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Every Adventurer is a member of one of the following Classes (in no particular order):

Cleric: Each night, can optionally heal or harm another player. You may cast a total of five spells during the game, no more than one per night. You may choose from:
--* Heal: Target learns they were hit by this spell, but not who cast it. If the target is human, they are healed 20 points. If the target is undead, there is no effect.
--* Turn Undead: Target learns they were hit by this spell, but not who cast it. If the target is undead, they take 20 damage. If the target is human, there is no effect.

High Priest: Each night, can optionally heal or harm another player. You may cast a total of two spells during the game, no more than one per night. You may choose from:
--* Holy Blessing: Target learns they were hit by this spell, but not who cast it. If the target is human, they are healed 50 points. If the target is undead, there is no effect.
--* Holy Fire: Target learns they were hit by this spell, but not who cast it. The target is roleblocked and takes 50 damage. If the target is human, the priest himself takes 50 damage as well, which cannot be mitigated (e.g. by a Paladin).


Druid: Can use each of the following abilities once per game, at night, no more than one ability per night:
--* Blanket of Health: All Humans gain 10 health. The use of this spell is announced publically, but does not reveal who cast it.
--* Invisibility: Take no damage from voting-melee the next day.
--* Armor of Thorns: Anyone attacking you that night takes an amount of damage equal to the damage they do to you.
--* Paralyze: Roleblock a player.

Paladin: Each night, can optionally protect any other player (even Undead) from all damage taken, but he himself will take half the damage amount. He can protect himself in this way, and thus take only half damage from attacks. This absorbed damage cannot be mitigated (e.g. by another paladin protecting the first paladin).

Barbarian: Starts with either 100, 120 or 150 health. Each night, can optionally choose to attack another player with his axe, dealing 0, 10 or 30 points of damage (randomly determined).

Wizard: Starts with 60 health points. Can use each of the following abilities once per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing 50 points of damage.
--* Illusory Twin: Avoid all night effects aimed at you, including the primary Evil Attack.
--* Silence: Target is roleblocked and prevented from posting at all in the thread the following day. The use of this spell is announced publically, but does not reveal who cast it. Affected player may still choose someone to attack in melee (i.e. vote for) that day by sending me a PM by nightfall, and who was attacked will be made public in the Nightfall message.
--* Rune: The following day, anyone who attacks your target in voting-melee takes 20 damage at nightfall. You may cast this on yourself if you wish. The target is not informed that they have been Runed.


Diviner: Seer. Learns the class or monster-name of one selected target per night. If the Phylactery is peeked, the Diviner will learn that he is the Phylactery. A diviner MIGHT get a Night 0 peek. There will be at least one Diviner in the Party, but no more than two.

Mystic: Starts with 80 health points. Senses any spell cast by a player, though not who cast it nor what the target was. Can select one player each night, and if that player casts a spell that night, learns specifically what it was.

Monk: Starts with 80 health points. Does two attacks (on the same target) during voting-melee. Automatically avoids one attack on him (if any) during voting-melee. If undamaged during any night phase, the Monk meditates and recovers 20 health at dawn.

Thief: His sharp night senses allow him a 50% chance of learning the identity of each person who attempted to damage him with a night effect (attack, spell, etc), but not their role, attack method, or specific damage amount.

Assassin: Starts with 80 health points. The assassin uses a poisoned blade. He may attack any player at night for 30 damage, and they then take a further 10 damage every night from then on. After using the poisoned blade, the assassin must re-apply the poison the next night and cannot make another attack then. The blade is poisoned at the start of the game.

Samurai: Does an additional 10 damage to whoever he attacks in voting-melee, at nightfall. Any voting-melee damage done to the samurai is reduced by 10.

Knight: Starts with either 100 or 120 health points. Each night, can optionally choose to attack another player with his sword, doing 0 or 10 points of damage (randomly determined). In addition, he uses a Holy Sword, and his melee attack and night attack both only harm Undead, not Humans.

Shadow Knight: Starts with either 100 or 120 health points. Each night, can optionally choose to attack another player with his mace, doing 10 points of damage. If not attacking, can choose to Harm Touch another player, where BOTH the Shadow Knight AND the target take any amount of damage the Shadow Knight wishes to inflict, up to the SK's current health total at the time the attack takes place. The SK can die from this ability, and the self-damage cannot be absorbed by another source (e.g. the Paladin).

Bard: Vote-buyer. At each Nightfall, can optionally redirect any one player's attack (within five minutes after nightfall) onto another player of your choice.

Ranger: Each night, can optionally choose to track another player's movements. There is a 50% chance that you will learn whatever night action they took, including the primary Evil night attack. You will not learn the target of their action, just their action. If you do witness the primary night attack, there is a 50% chance that you will be spotted and revealed to the Evil group as a Ranger. You will not know the difference between failing to track someone and succeeding on someone who takes no action.

Sorceror: Starts with 60 health points. Can use each of the following abilities an unlimited number of times per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing either 0, 10 or 30 points of damage (randomly determined).
--* Protection from Magic: Any magical night effect (including heals, but not including peeks) aimed at you has no effect.
--* Protection from Physical Harm: Any physical night effect (including an assassin attack, but not including pre-existing poisons) aimed at you has no effect. Does not protect against the primary Evil Attack.

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The Evil group must choose a player to make each night's attack. That attack can either be 100 damage on a single target, or 30 damage on each of three targets, at the player's option. The Evil roles are:

Skeleton: Undead. Immune to damage from a blade. Takes no damage from Barbarians, Samurai, or Assassins in either voting-melee or night actions. The Knight's holy weapon still inflicts damage.

Ghoul: Undead. Role-blocker. Each night, can optionally paralyze one player, whose night actions then have no effect. If this action is viewed, it is seen as a Paralyze spell.

Vampire: Undead. If the Vampire does the multi-target night attack, it does 40 damage to each target. Each night, attempt to name the class of the Monster attack target (or the class of the first given target in a multi-target attack). If you are correct and the target dies from the primary attack, you steal his essence and may use that person's power on a future night and the following day, once. Stolen abilities are "evilized" (e.g. a Cleric heal can be used on a Skeleton or Turn Undead can be used against Human players). If the essence has more than one ability (e.g. Wizard spells), you may choose any one of the given options. You may only use one stolen ability per night.

Zombie: Starts with 120 health points. Every time a Human is killed in voting-melee, you eat his brains during the night and heal 20 health at the end of the night. You may attack a player at night for 10 damage, at the cost of 20 health to yourself, or attack a player for 30 damage, at the cost of 50 health to yourself. If making your attack would result in your death, the attack does not occur.

Lich: Undead. Starts with 150 health points. If the Lich does the single night attack, it does 120 damage instead of 100. At the beginning of the game, chooses another player, unaware, to hold his soul as his Phylactery. If the Lich is killed but the Phylactery is still alive, the Lich does not die and is reset to full health, while the Phylactery takes 50 damage and then is no longer the Phylactery. If the Phylactery is killed before the Lich dies the first time, the Lich takes 50 damage. The Lich's identity is not revealed in either case. The second time the Lich is killed, he is dead. If there is a Mystic alive, the Mystic detects the use of the Phylactery to cheat death.

Necromancer: Human. Starts with 60 health points. The Necromancer cannot do the primary Evil Attack and cast a spell on the same night. Can use each of the following abilities an once per game, at night, no more than one ability per night:
--* Lightning Bolt: Smite another player with a lightning bolt, dealing 30 points of damage.
--* Silence: Target is roleblocked and prevented from posting at all in the thread the following day. The use of this spell is announced publically, but does not reveal who cast it. Affected player may still choose someone to attack in melee (i.e. vote for) that day by sending me a PM by nightfall, and who was attacked will be made public in the Nightfall message.
--* Mend Bones: Restore 30 health to any Undead.
--* Rune: The following day, anyone who attacks your target in voting-melee takes 10 damage at nightfall. You may cast this on yourself if you wish. The target is not informed that they have been Runed.


-------

Other rules:

Day will be from roughly 10:30am until 10pm. 9:59 counts, 10:00 doesn't. Night actions are due by 9am, by private message only (not AIM).

Unvoting is allowed. Night never falls early.

Dead players may make one "I'm dead" post with no strategy information. Preferably something clever.

Paraphrasing Moderator PMs is acceptable. Quoting Moderator PMs (real or imaginary) is not.

For clarity, the Dawn PM sent to someone who started the game with 100 health, started the day with 90 health, was healed 50, and damaged 20, would look like this: "You recovered 30 health. Your current health is 100."

The game begins Monday morning. Any emergency comments about something I broke in the game balance should be sent by PM. It is NIGHT.
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  #2  
Old 12-10-2006, 09:10 PM
sighing sighing is offline
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Default Re: Dungeon 2 (GAME THREAD)

Three years have passed since your band of Adventurers thwarted the plans of the Dark Conjurer, but let the villain himself escape in the night. During that time, your Party has slowly changed membership as it tracked the Conjuruer through town after town. In fact, only the Diviner and Psionic (Resurrected) are left from the original group, and the Diviner even changed his name to give himself a better chance of coming upon the Conjurer unawares.

However, it's been over a year now since the last sign of the man, and the group has taken to doing what the locals call "side quests" to pay the bills. In this particular town, the problem is a large number of gruesome animal slayings, as well as some human murdrers, that take place in the darkness of each New Moon. You wait several days for the next New Moon, and head out into a newly deserted farm nearby to watch for activity.

When the sun goes down, your group begins to take up tactical positions around the farmyard, when Psighing calls out, "Wait! I sense something! A presence I've not felt since..."

His sentence is cut off by a lightning bolt to the chest.

"So, you've found me at last," says a familar voice from the shadow of a nearby wall. "Well, I figured out what I did wrong last time. Simple really. I see you've added a few more people to your party, but I've found a new group of friends myself..."

And with that, you black out.

It is Night.
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  #3  
Old 12-10-2006, 10:37 PM
sighing sighing is offline
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Default Re: Dungeon 2 (GAME THREAD)

Clarifications:

If a Ranger witnesses a character make any sort of physical attack other than the Primary Evil Attack, he will only learn that a "physical attack" was made, not the exact weapon type. If he witnesses a spell, he will learn what spell it was, and will also learn specific abilities like "Protected another player" for the paladin or "peeked a player" for the diviner.

If you are roleblocked, you won't be told specifically, and if you're using a limited ability (like Heal or a Wizard spell), it will still be used up.
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  #4  
Old 12-11-2006, 09:05 AM
sighing sighing is offline
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Default Re: Dungeon 2 (GAME THREAD)

Dawn breaks, and you can't remember who anyone else is. You can barely even remember your own class, let alone anyone else's. But you're pretty sure there were only 21 people in your group last night, and now there appear to be 27.

26, actually. You see the charred body of Psighing on the ground and recognize the corpse, if nobody else. He was a Psionic, and probably the only one capable of the mind-reading necessary to find the Conjurer -- now also a Necromancer -- immediately.

amplify
areinitz
ben young
bluffblank
chuckles
clowntable
dmk
fmxda
iron_yuppie
jeremy
kumubou
luckayluck
mornelth
nez
nicholasp
shortline
soah
spook
stephen
tabako
thebram
traz
voj
VR
wdcbooks
xorbie

20 Adventurers, 6 Undead/Evil hiding among you.

It is Day.
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  #5  
Old 12-11-2006, 09:16 AM
wdcbooks wdcbooks is offline
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Join Date: Mar 2005
Location: [censored] French
Posts: 9,964
Default Re: Dungeon 2 (GAME THREAD)

HA! First post and I will hack and maim Voj for the pure fun of it.
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  #6  
Old 12-11-2006, 09:29 AM
VoraciousReader VoraciousReader is offline
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Join Date: Apr 2005
Location: 11-1 and still proud
Posts: 12,449
Default Re: Dungeon 2 (GAME THREAD)

Tabako is too good at being evil.
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  #7  
Old 12-11-2006, 09:32 AM
Nez477 Nez477 is offline
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Join Date: Dec 2004
Location: Crushing on tROY
Posts: 7,216
Default Re: Dungeon 2 (GAME THREAD)

[ QUOTE ]
Tabako is too good at being evil.

[/ QUOTE ]

Ha, I'll second that. Tabako

I may or may not change that today. [img]/images/graemlins/grin.gif[/img]
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  #8  
Old 12-11-2006, 10:09 AM
dmk dmk is offline
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Posts: 14,348
Default Re: Dungeon 2 (GAME THREAD)

luckay, standard
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  #9  
Old 12-11-2006, 10:09 AM
Thebram Thebram is offline
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Default Re: Dungeon 2 (GAME THREAD)

wow, lots of new names

I'll go nich since because he's too quiet
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  #10  
Old 12-11-2006, 10:52 AM
mornelth mornelth is offline
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Default Re: Dungeon 2 (GAME THREAD)

I'll be damned if there isn't at least 1 wolf post above this one.

Eeni Meeni Miini Moh - let's go with TheBram.
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