The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Sorcerer has the ability to Influence. Once per game he use it on another player, who will automatically vote for the person the sorcerer names. However, the player so influenced will automatically vote against the sorcerer the next round. The GM does the switching behind the scenes both times
The Wizard has the ability to Ask the Dead. Three times each game he can direct specific Yes/No questions to the dead (either assassinated or executed). The GM determines if the dead person knows the answer, and if so, will answer it honestly.
The Ranger has the ability to Look for Clues which can be used once per game. When used, the GM will inform the player, in private, which hints are real and which are red herrings.
The abilities above are Secret (PM to GM for activation).
The Paladin has the ability to Declare Innocence. If he is voted to be the assassin and he is in fact not, he can make the declaration. When that happens, another round of voting takes place, and the Paladin cannot be voted for that round. This power is automatic (GM activates it when the conditions are met).
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Just hold my place for now and I may have to resubmit character type when the whole "special powers" thing gets a good ironing out. Was something like this previously in Mafia or has Assassins really become a true testing ground.
Why are you wasting your time at 'poly? You should be out alongside Supercitizen, fighting the good fight! -duke o' york
That way, since everyone can use their powers only once, and nobody knows who used what power, there really isn't a need for the negative effects.
As it stands now, I don't know if I'd risk using any of the powers.
well that's their point. They aren't supposed to become uber-common. And the reason for them being public is that their relative used/not usedness wouldl obvisouly be obvious to all other characters (except of course the rogue's ability to change someones vote- and that will of course be secret). If somoene doesn't use their powers, then it's more likely that their guilty- since they don't want to help the group... possibly
oh, and Jamski, you may get your wish to participate in this game (albeit maybe as a GM if you're willing)- since I might not be here from next wednesday on- I was hoping that this game would have started on Monday so there would have been a chance to have finished but now... it looks like it may not even start tommorrow, and tomorrow (well actually today, since its 0100 GMT right now) will be the last plausible date for it to start by if it'll finish by next wednesday.
and anyways, the players WILL send me the powers by PM... therefore it will be relatively secret- until after I've posted the story update Then they will be revealed for all to see!
Dr Spike
sorry, you CANT be a lawful good rogue. Lawful good is a restricted alignment for that character class
Urban Ranger
I'll see what I can do with your ideas, but they might be a bit too much to add on to the current ones
...
dang I'd like to start this today
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Trokair
Nope. This is all new a new test
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
*against my better judgement, I added more special abilities
(see, this is what happens when I'm not doing something!)
Oh also, DrSpike, is there any chance that you could really be a wizard? I had a good storyline for you (sort of elminsterish)- but you don't have to if you don't want to- I'll just make FlameFlash a wizard or perhaps someone new will volunteer to be a human wizard.
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Paladin
(The warrior for good- the Paladin is pure of heart and must always act to nourish the weak, and correct injustice where it exists.
The Paladin can cast PRAYER, and healing spells to bless the troops...)
(MUST BE LAWFUL GOOD)
[Can Petition a god for guidance in voting ONCE per game.
(and the petition for guidance will result in myself voting for the correct assassin for your character- however your character will have no idea who I voted for)
(The Paladin has the ability to Declare Innocence. If he is voted to be the assassin and he is in fact not, he can make the declaration. When that happens, another round of voting takes place, and the Paladin cannot be voted for that round. This power is automatic (GM activates it when the conditions are met).
[WARNING: Paladins, being Lawful Good, feel compelled to tell the group who they voted for if someone asks them.
They must search out evil wherever it exists- and, they figure, someone who kills, must be evil. Therefore, others should vote as they do. They fear no retribution. Their God will look over them.
Their votes will not be secret]
[NOTE: Only THREE Paladins per group of 20]
Ranger
[ONCE per game can choose to evade the Assassin and stay alert the entire day/night. However, because he falls lethargic, the next turn, the Ranger loses his vote]
(The Ranger has the ability to Look for Clues which can be used once per game. When used, the GM will inform the player, in private, which hints are real and which are red herrings for that round and that round only.
(The scout. A great archer)
Fighter
(The Fighter has the ability to SLAY assassin for ONE round... If the assassin targets him that round, the assassin auto-dies because of the Fighters alert skills.)
(The generic warrior)
Barbarian
[ONCE Per game can determine one player to die whom he acuses of being the Assassin. None will oppose the Barbarian as he goes into his rage.
HOWEVER, the next 2 turns the Barbarian is withheld from the voting circle.]
(The Barbarian has the Unique Ability to resist all Influence from Magical people: Clerics/Wizards/Sorcerors/Druids/etc. This is Auto-Activated)
(Man of the Wild- ferocious fighter)
Sorcerer
[ONCE per game can make his/her vote count double...but the same round that this is invoked- S(he) will receive an additional 2 votes against him/herself]
(Sorcerer has the ability to Influence. Once per game he use it on another player, who will automatically vote for the person the sorcerer names. However, the player so influenced will automatically vote against the sorcerer the next round because of the wills of magic. The GM does the switching behind the scenes both times)
(Naturally attuned to magic)
Wizard
[ONCE per game can cast a diviniation and discover all the votes made by everyone the previous round- BUT can not vote next round]
(The Wizard can magically alter one persons vote ONCE per game unbeknownst to all, but will have 2 votes accure against him the next round)
(Researcher of Magic)
Rogue
(Thief)
[ONCE per game can change one person's vote to whatever he/she desires...but LOSES own vote next round. (fatigue/hiding from the other person's anger)]
(ONCE per game can EVADE death at the hands of the assassin)
(RESTRICTIONS- Lawful Good)
Bard
(Like a Skald. His magic comes from his music.)
[ONCE per game can negate two votes for him... the next round however, the spell wears out and three votes come against him]
(ONCE per game can EVADE death at the hands of the assassin)
(RESTRICTIONS- Lawful Good)
[NOTE: Only TWO Bards per group of 20]
Cleric
[ONCE per round can protect ONE player from the Assassin. The next round, the cleric loses his vote because he is tired]
(The Cleric has the ability to Ask the Dead. ONE time each game he can direct specific Yes/No questions to the dead (either assassinated or executed). The GM determines if the dead person knows the answer, and if so, will answer it honestly.)
(Servant of a God)
Druid
[ONCE per game can raise one player from the dead. After this however, the Druid loses all ability to vote and falls into a coma for 3 days. The person who is raised gains a special hint about the assassin.]
(ONCE per game the Druid can ASK NATURE for a clue)
(Servant of Nature)
[NOTE: Only THREE Druids per group of 20]
Monk
[ONCE per game gains a specific hint about ANYTHING from the Gods... This is a question/answer and must be along the lines of "is X a hint?" or "what does X mean?"
The next turn, the Monk falls comatose and cannot vote.]
(ONCE per game the Monk can chose to stay awake for 24 hours and be immune from assassins. However, he will lose the ability to vote next turn.)
(Hand-to-hand fighter. The Monk disdains weapons)
[NOTE: Only ONE Monk per group of 20]
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
Well... I predict that with public powers and heavy penalties, people will hold off on using them for fear of being doc-piled in the following round(s).
With secret, one-use powers, it would make for far more intrigue. Since full voting isn't revealed until the end of the game anyway, we'll probably know that someone used their powers to change the expected outcome, but we won't know who did what until the end.
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