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Rogues and Bards: do they have to be LG?(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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I agree. One of the other.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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Interesting benefits and detriments, Darkcloud! However, I think the Druid's ability may be rendered useless. If you lose the ability to TOTALLY vote for the rest of the game, then why would you use your power? Perhaps you lose your vote for 3 turns and go into a coma for those 3 turns?“I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
- John 13:34-35 (NRSV)
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I want to play LJ's cool Mafffffia game too thoughWhy are there so many cool games to play?
-Jam1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
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Originally posted by Imran Siddiqui
Interesting benefits and detriments, Darkcloud! However, I think the Druid's ability may be rendered useless. If you lose the ability to TOTALLY vote for the rest of the game, then why would you use your power? Perhaps you lose your vote for 3 turns and go into a coma for those 3 turns?
I agree that that might be a bit excessive, however. Three turns does sound more fair.
But then again, by raising someone you are effetively extending the possible duration of the game an extra round, so maybe 4 turns is justified.
Rethink Refuse Reduce Reuse
Do It Ourselves
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Rogues and Bards: do they have to be LG?
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Okay the druid's detriment has been changed to 3 turns with no ability to vote... although It might be argued down to 2... but that is a powerful ability.
Some of the character specific rules look weird. For example, where your vote is doubled, along with all votes against you this looks like an overal negative effect. With these closed ballot games the votes are more spread out.-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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revised list:
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)
[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 scout. A great archer)
Fighter
(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.]
(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]
(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]
(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)]
(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]
(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]
(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.]
(Servant of Nature)
[NOTE: Only THREE Druids per group of 20]
Monk
[ONCE per game gains a specific hint 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.]
(Hand-to-hand fighter. The Monk disdains weapons)
[NOTE: Only ONE Monk per group of 20]Last edited by DarkCloud; June 9, 2004, 11:05.-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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Question: The person that the Druid raises, does s/he get a 'special hint' about the killer if they were assassinated? You know because they were killed by the Assassin. That and it makes the Druid's power more feasible. Why raise someone and lose to ability to vote for 3 turns for little benefit.“I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
- John 13:34-35 (NRSV)
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