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D&D Mafia Mini-Game #3!

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D&D Mafia Mini-Game 3!!

The theme is D&D. There are items, stats and HP. The specific items, stats and HP will be handled by the host, but the player will be given a basic idea of their character's stats and equipment. To try and make it more D&D-like, there are many actions that anyone may make on a given night; that being said, no role is good at everything.

Night-time actions:
The following activities can be performed by anyone, any night. Only one such activity may be performed.
All role pms will list a simple description of your role's ability at each task. The order is Untrained < Trained < Elite < The Best

Defend self:
The default. This is assumed to be the action if no actions are stated. Everyone has 1 night where they can defend extra well, though extra well is unlikely to make any difference for most townies.

Defend others:
Functionally the same as defend, but allows townies to team up. This can allow many townies to occupy the same location, which can be very dangerous for untrained assassins! Those who are elite at assassinating can still take 2 untrained townies though, and WILL do so if able. In scenarios Where A goes to defend B and B goes to defend C and C goes to defend D.... they all end up in one house. Defending someone on run-away will leave you fighting alone.

Watch:
Watch others' homes, to see who visits them. For untrained people, you run a large risk of being noticed. If noticed by a killer, you will be eluded some of the time, and attacked some of the time.

Track:
Track allows you to follow others. You can see where they go at night, and whether they return home. Tracking a tracker can happen, and can get the tracker even more info then they would have expected (ie A tracks B, but B left that night to track C! So A learns B + C's movements. Not super likely, especially given chance to elude people, but possible).
Tracking a killer runs the same risk as watching the victim. Untrained people may be noticed and subsequently killed.

Run-away:
Somewhat self-explanatory. Chances of successfully running away form a killer are generally low. Your chance of success depends on how good your role is at Run-Away

Role-block:
Your chance of success depends on how good your role is at this action. Role-blocking (or failing to Role-Block) a killer never ends in death, unless you were specifically his target.

Assassinate: Engage in combat with another citizen. Your chance to win said combat is a mix of your hp, weapon(s) (if any), armour (if any), and whether you have any spells. Unless someone successfully uses Run-Away (and chances are low for it to work), Assassinate always results in someone dying.

Special Night Actions:
Steal: Thieves, whether townie, mafia or neutral, can rob houses and take people's items. These items can then be anonymously sold for gold (thieves pm host their intent to sell, and host posts the items for sale, so the thief is not revealed). Items are then bid on by anyone. The selling of items aids the thief, in the form of better equipment or healing potions. The thief does not receive the gold from the sale.

Rob the dead
: Anytime you survive being attacked, you can rob the corpse of your attacker. They died on your property, after all.

Spells: Mages and priests have spells that can be cast at night. All priests can cast a healing spell, as well as another unique spell which varies.

Investigate:
: The sheriff and/or the investigator can investigate at night. There is a chance of failure, which has been reduced by 50% compared to last game; however, failure now results in unreliable reads. The chance of failure diminishes if the target is out at night, as before.

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