Alignment
The core of any mafia game, all players will find themselves aligned to one faction or another; not all evil elements follow the call of the Archdemon, just as not all of Orzammar follows the rule of King Endrin Aeducan.
Whether you are good, neutral or outright evil, you will have your mark to make on the world.
Stats & Injuries
All characters, from the lowliest citizen of Dust Town to the mighty Grey Wardens, will have some measure of Strength, Constitution, Magic and Willpower; among the magically-inept Dwarves of Orzammar, Magic and Willpower holds little weight, and as such they will not feature in this game.
Strength and Constitution determine the outcome of physical attacks; that is to say, any attack made with a melee or ranged weapon. Consider the following example:
Sandal - 8 Strength, 7 Constitution
Hurlock Alpha - 6 Strength, 6 Constitution
The Alpha has 6 Strength compared to Sandal's 7 Constitution; in this instance, Sandal is too hardy for his attacker and would not be killed by the Hurlock's assault, though there is the potential for Sandal to suffer an injury which could have any number of effects depending on the luck (or lack thereof) of the die.
Should the boot have been on the other foot, with Sandal the attacker and the Hurlock defending itself, it's likely that Sandal might have killed his foe outright.
Injuries are a counter to items; they cause the players to incur a variety of penalties dependent on the nature of the infliction; typical outcomes may result in Strength/Constitution penalties, temporary loss of an ability and more...
Classes & Specialisations
Most characters are given a pre-determined class at the beginning of the game that determines their stats, abilities and items slots; Warriors tend to be hardier and take more damage, Mages are usually able to attack as well as use a spell and Rogues are masters of evasion. This is character-dependent, however.
Specialisations are available for some roles upon meeting character-specific personal goals. When this occurs, you will recieve a PM from the host detailing any choices you have, the potential benefits involved for each choice and any abilities you may acquire. You'll have time to decide and then respond with your choice.
Abilities & Spells
Every character will have an ability of some variety, regardless of alignment and stature in the game; some may limited in what they can do, such as 'can protect X each turn', and others may be of much broader and greater use. As with specialisations, some roles may learn new spells upon meeting their personal goals.
For all active abilities, whether they require the Day or Night to be used, send a PM to the host during the specified phase to use them. Naturally, this is not required for passive abilities. Unless otherwise stated, only one ability can be used per phase, though items can change this.
Items, Gold & Shopping
Money makes the world go 'round, and Orzammar is no exception; all characters have a penchant for gold, though some naturally have more than others. Characters will start with a fixed amount of gold and a set amount of income, which is the value they generate each turn; note that I will try to keep track of everyone's relative income, but you should keep your own records just in case. :3
All characters possess three item slots; one for armour, one for a weapon and one for a trinket... note that various classes may yield additional slots for more items, such as a defensive Warrior being able to equip a shield.
Players will have the chance to purchase items, potions and even different abilities for the right price from the city's merchants... providing they can outbid their fellow gamers!
For new items, one of Orzammar's many merchants will announce their wares during the start of the day phase, as well as any inherent effects and starting prices; bidding on these items requires gold and will be conducted privately via PM to me. The winning bidder will not be announced in-thread.
For items recovered from the lynched/murdered, Duncan will call for a public vote from all present for whom they believe should recieve the item, but he will not reveal the item's effects. The style of voting will be item-dependent, but will go along the lines of:
weapon: Secura
armour: Secura
trinket: Secura
Victory Conditions, Personal Goals & Survival
Every single character will have both a victory condition and at least one personal goal that they attend to achieve before the game is over, in addition to the standard survival parameter of victory.
These conditions and goals account for your final ranking and the closing write-up will change accordingly, so ensure that you attempt these additional goals to the best of your ability to leave your mark on the game.
The three conditions apply a percentage to your final score; 60% for victory, 30% for your personal goal and 10% for surviving. Awards and such will be awarded based upon both the above totals and overall performance.
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