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  • #16
    hmm... preliminarily, I think we might do a D&D campaign- so I'll post all the races, alignments and classes here for perusal and suggestion
    (feel free to pick)---

    RACES

    Human
    (The most numerous and hardy creatures of the realms, Humans are generally well respected and can make equally good fighters and magic casters.)

    Elf
    (The longest lived creatures of the realms, elves tend to be secretive and to retreat in on themselves.
    RESTRICTIONS- No Barbarians)

    Dwarf
    (Dwarves are short and tend to like mountains and fighting. They also have a thing for clerics)
    (RESTRICTIONS- NO Wizards/Sorcerers)

    Gnome
    (Crazy and wildly inventive. Gnomes aren't exactly the stablest-minded of all creatures, nor are they very strong or focused.)
    (RESTRICTIONS- No Barbarians,Paladins)
    [NOTE: Only FOUR Gnomes per group of 20]

    Halfling
    (Short, fast and excellent thieves)
    (RESTRICTIONS- No Barbarians, Rangers)

    Half-Elf
    (Not quite accepted in either human or elvish society, the 1/2 elves have infravision and some of their elven benefits, but lack the elves longer lifespans and generally lack their quicker reflexes)
    (RESTRICTIONS- No Barbarians)

    Half-Ogre
    (Big, tough and ugly. Hated by almost all.)
    (RESTRICTIONS- No Wizards/Sorcerers/Paladins)

    ALIGNMENTS
    Lawful Good
    Neutral Good
    Chaotic Good
    Lawful Neutral
    True Neutral
    Chaotic Neutral
    Lawful Evil
    Neutral Evil
    Chaotic Evil

    CLASSES

    RED Font= Power that is secretly activated. Remember, you can still say "VOTE SENT" even if your character really can't vote that round.
    BLUE font = Power that is revealed to all.

    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 they 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
    (The scout. A great archer)
    (The Ranger has the ability to Look for Clues which can be used TWICE 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.

    Fighter
    (The generic warrior)
    (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.)

    Barbarian
    (Man of the Wild- ferocious fighter)
    [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 3 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)
    [Limit: TWO Barbarians per group of 20]

    Sorcerer
    (Naturally attuned to magic)
    [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. However, this power cannot occur when there are less than 4 survivors left. The GM does the switching behind the scenes both times)

    Wizard
    (Researcher of Magic)
    [ONCE per game can cast a diviniation and discover all the votes made by everyone the previous round... however, the Paladin's secret power vote will always be shielded from him by his gods.]
    (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)

    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; must be activated at start of round before assassin strikes. Loses vote next turn.)
    (RESTRICTIONS- Lawful Good)
    [Limit: THREE Rogues per group of 20]

    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 two votes come against him]
    (ONCE per game can EVADE death at the hands of the assassin; must be activated at the start of the round)
    (RESTRICTIONS- Lawful Good)
    [NOTE: Only TWO Bards per group of 20]

    Cleric
    (Servant of a God)
    [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.)

    Druid
    (Servant of Nature)
    [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)
    [NOTE: Only THREE Druids per group of 20]

    Monk
    (Hand-to-hand fighter. The Monk disdains weapons)
    [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.)
    [NOTE: Only ONE Monk per group of 20]
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

    Comment


    • #17
      And if we do Watt-Evans and Ethshar-

      CLASSES

      Demonologist
      (petitions the demons for aid- hates theurgists. Universally feared. The demons may attack and destroy the user, but will always obey if the user is powerful enough)
      (Can call a demon to defend the caster ONE turn... but loses ability to vote the next turn)

      Theurgist
      (petitions the gods for aid- hates demonologists. The gods usually ignore if they don't like the user, they won't kill. But also, they won't always obey)
      (can ask the gods ONCE for a hint)

      Warlock
      (The newest type of magic user- seemingly endless with power reserves- the warlock grows more powerful with each spell... but when they reach a certain level, they hear a 'calling' and disappear)
      (After Round 5 the Warlock can use his special ability to Influence Voting and Influence Killing. The Warlock can override both the Assassin's killing choice and force the group to vote for a certain person that turn.)
      [LIMIT 3 WARLOCKS PER GROUP OF 20]

      Wizard
      (Researcher)
      (Can research a truth spell and ask one player if he/she is the assassin)
      [LIMIT 4 Wizards per group of 20]

      Sorceror
      (Feels the magic of the earth and taps into it)
      (Can Summon Shield one night and protect self from the assassin ONCE)

      Witch
      (Uses his/her own inner-energy to craft magic)
      [ONCE per game can raise one player from the dead. After this however, the Witch loses all ability to vote and falls into a coma for 2 days. The person who is raised gains a special hint about the assassin.]

      Predestigator (seer)
      (Can see into the future)
      (ONCE- Can see into the future and warn one player that they are to die next turn- thereby making them immune to death for that one turn since they will be on their guard.)
      [Limit ONE predestigator per group of 20]
      -->Visit CGN!
      -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

      Comment


      • #18
        Not too crazy about another DnD run. Idea: traveling carnival of side-show freaks.
        I'm consitently stupid- Japher
        I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

        Comment


        • #19
          Originally posted by Theben
          Not too crazy about another DnD run. Idea: traveling carnival of side-show freaks.
          But I come here for a break from the Off-Topic.
          Rethink Refuse Reduce Reuse

          Do It Ourselves

          Comment


          • #20
            You should be good at it at the least.
            I'm consitently stupid- Japher
            I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

            Comment


            • #21
              Okay I'm in again. No preference on theme though, I play along with just about anything. I do like the specials though...seems to add something. And great stories DC
              We're sorry, the voices in my head are not available at this time. Please try back again soon.

              Comment


              • #22
                I think that there should be some special that comes by race

                like in standard DnD

                jOn Millrt
                Jon Miller-
                I AM.CANADIAN
                GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                Comment


                • #23
                  There's only so much you can do within the framework of the game...


                  I think the specials are stretched as far as they can go without having to add completely new features to the game.
                  Rethink Refuse Reduce Reuse

                  Do It Ourselves

                  Comment


                  • #24
                    DC, are all abilities only one use?

                    Comment


                    • #25
                      there should not be a limit to rogues

                      they are one of the 4 primary classes

                      there should be a limit on rangers, and sorcerors (or a combined limit on sorcerors and wizards)

                      Jon Miller
                      Jon Miller-
                      I AM.CANADIAN
                      GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                      Comment


                      • #26
                        I'll play again.

                        If we go for a D&D theme again, let's try (one-off) powers without penalties to encourage them being used throughout the game.

                        Also, I'm for waiting until we get at least 16 before starting.
                        ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

                        Comment


                        • #27
                          I'll play again.

                          As for theme, I've got no problems with doing another D&D style game.

                          Comment


                          • #28
                            Originally posted by Zopperoni
                            the casino
                            Great minds think alike

                            I actually have an idea of running one on a casino ship. Maybe the next time around.
                            (\__/) 07/07/1937 - Never forget
                            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                            (")_(") "Starting the fire from within."

                            Comment


                            • #29
                              DC,

                              If you are running another D&D based game, I think you shouldn't rely too much on the D&D abilities, esp. ones specific to Forgotten Realms. That will put those who hasn't played the game, at least for several years, at a distinct disadvantage.
                              (\__/) 07/07/1937 - Never forget
                              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                              (")_(") "Starting the fire from within."

                              Comment


                              • #30
                                Originally posted by DarkCloud
                                Warlock
                                (The newest type of magic user- seemingly endless with power reserves- the warlock grows more powerful with each spell... but when they reach a certain level, they hear a 'calling' and disappear)
                                (After Round 5 the Warlock can use his special ability to Influence Voting and Influence Killing. The Warlock can override both the Assassin's killing choice and force the group to vote for a certain person that turn.)
                                This is bad. Warlocks will be priority targets for the assassins and the group. They will die fast.
                                (\__/) 07/07/1937 - Never forget
                                (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                                (")_(") "Starting the fire from within."

                                Comment

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