Two Plus Two Newer Archives  

Go Back   Two Plus Two Newer Archives > Other Topics > Puzzles and Other Games
FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Display Modes
  #1  
Old 12-06-2006, 12:21 PM
sighing sighing is offline
Senior Member
 
Join Date: May 2006
Posts: 5,330
Default Dungeon 2 (SIGNUP THREAD)

Dungeon 2

Game will start on Monday, Dec 11 (if there are enough signups), and should be complete before XMas. ASIX should be over by then, and Star Trek winding down.

Main feature: Everyone has some sort of power -- no "vanillagers".


A valiant party of adventurers seek to destroy a nest of foul undead creatures. There are 20-26 roles in this game. The Evil roles may be adjusted if there aren't many people.

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.

The Evil Team's night attack happens first, then all roleblocking effects, then all effects that don't involve a damage amount (e.g. protection) are applied (in random order), and then all 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. The dawn message will give a list of all players who were subject to any damage or healing.

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.

-------

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:
--* 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:
--* Heal: 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.
--* Turn Undead: Target learns they were hit by this spell, but not who cast it. If the target is undead, they take 50 damage. If the target is human, there is no effect.

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.
--* Entangling Roots: 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.
--* Fireball: Burn three players for 30 damage each. You choose one target, and the other two players are those immediately above and below them on the active player list at the time (wrapping around from top to bottom).
--* Rune: The following day, anyone who attacks you in voting-melee takes 20 damage at nightfall.

Diviner: Seer. Learns the class or monster-name of one selected target per night. 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 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. 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) 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.

--------

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.

Vampire: Undead. Starts with 100 health points. 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, 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 Monsters, 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.

Zombie: Has 120 health. 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.

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. The Lich's identity is not revealed. 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. If the Necromancer does the night attack, it does 80 damage instead of 100. If the Necromancer is the only Evil alive, he can do 100 damage in the attack instead of 80, as long as he does not also use a spell power. 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.
--* Fireball: Burn three players for 10 damage each. You choose one target, and the other two players are those immediately above and below them on the active player list at the time (wrapping around from top to bottom).
--* Spikes: Increase the damage of the night attack by 50 points.
--* Rune: The following day, anyone who attacks you in voting-melee takes 10 damage at nightfall.

-------

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.
Reply With Quote
  #2  
Old 12-06-2006, 12:23 PM
Nicholasp27 Nicholasp27 is offline
Senior Member
 
Join Date: Aug 2004
Location: Springfield
Posts: 24,908
Default Re: Dungeon 2 (SIGNUP THREAD)

in
Reply With Quote
  #3  
Old 12-06-2006, 12:25 PM
dmk dmk is offline
Senior Member
 
Join Date: Jan 2004
Location: Twilight
Posts: 14,348
Default Re: Dungeon 2 (SIGNUP THREAD)

in obv
Reply With Quote
  #4  
Old 12-06-2006, 12:25 PM
Thebram Thebram is offline
Senior Member
 
Join Date: Mar 2004
Location: the 10th dimension
Posts: 4,499
Default Re: Dungeon 2 (SIGNUP THREAD)

yeah
Reply With Quote
  #5  
Old 12-06-2006, 12:25 PM
chuckleslovakian chuckleslovakian is offline
Senior Member
 
Join Date: Aug 2005
Location: Saving Sinners
Posts: 12,055
Default Re: Dungeon 2 (SIGNUP THREAD)

in, this time I am stabbing Durron night 0
Reply With Quote
  #6  
Old 12-06-2006, 12:27 PM
Stephen H Stephen H is offline
Senior Member
 
Join Date: Feb 2005
Location: When life gives you pumpkins, make hatorade
Posts: 4,489
Default Re: Dungeon 2 (SIGNUP THREAD)

I haven't read the new rules yet to see if there were changes from the last Dungeon 2 proposal.
In for sure.
Reply With Quote
  #7  
Old 12-06-2006, 12:27 PM
Thebram Thebram is offline
Senior Member
 
Join Date: Mar 2004
Location: the 10th dimension
Posts: 4,499
Default Re: Dungeon 2 (SIGNUP THREAD)

[ QUOTE ]
in, this time I am stabbing Durron night 0

[/ QUOTE ]

yeah, me too
Reply With Quote
  #8  
Old 12-06-2006, 12:28 PM
traz traz is offline
Senior Member
 
Join Date: Oct 2005
Location: Sleeping on stacks
Posts: 19,775
Default Re: Dungeon 2 (SIGNUP THREAD)

here obviously
Reply With Quote
  #9  
Old 12-06-2006, 12:30 PM
sighing sighing is offline
Senior Member
 
Join Date: May 2006
Posts: 5,330
Default Re: Dungeon 2 (SIGNUP THREAD)

[ QUOTE ]
in, this time I am stabbing Durron night 0

[/ QUOTE ]
I removed the 100-point attack [img]/images/graemlins/smile.gif[/img]
Reply With Quote
  #10  
Old 12-06-2006, 12:35 PM
Stephen H Stephen H is offline
Senior Member
 
Join Date: Feb 2005
Location: When life gives you pumpkins, make hatorade
Posts: 4,489
Default Re: Dungeon 2 (SIGNUP THREAD)

[ QUOTE ]
[ QUOTE ]
in, this time I am stabbing Durron night 0

[/ QUOTE ]
I removed the 100-point attack [img]/images/graemlins/smile.gif[/img]

[/ QUOTE ]
Shadow Knight suicide night 0!
Durron, you may want to skip this game. [img]/images/graemlins/smile.gif[/img]
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:36 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.