Bioware's epic tale of Ferelden comes to the Gameroom!

I have been wanting to get back into hosting games for a while now, and after alot of reading back over games I've played and looking at some currently in the making, I decided to have a go at basing a game around my favourite role-playing game and see if I could incorporate role-playing and mafia elements in successfully.

So this game will incorporate the standard town-mafia face-off, with various characters on both sides vying to complete their own personal goals at the expense of others with the Grey Warden and his/her companions in the middle. There's going to be some elements of roleplay involved, as you'd expect, and hopefully everyone who signs up would get some joy out of the game and feel involved no matter which role they recieved.

I am open to, and actively requesting, any advice or assistance that anyone can offer. If people think the idea sucks or it won't work, tell me! If you've got questions or I've missed something out, say so! :P

Anyways, here's what I've mustered together thus far...

Rules
Spoiler Alert, click show to read: 
Phases
The game is divided into alternating phases of Day and Night; the former lasts 48 hours to encourage voting; the night will be 24 hours long. There may be some fluctuation in this due to real life constraints or other circumstances, but I will adhere to them as best as possible.

Voting
During the Day phase, participants will vote for a player to be imprisoned or executed in Denerim; each outcome carries it's own benefits and drawbacks.

Imprisonment removes a player from the game for a single night phase, whereby they will be released at the end of the next day; it is essentially a roleblock. If you opt for this, vote as follows:
Imprison: Secura

Execution is basically the standard lynch; in the case of Dragon Age, this amounts to an attack that deals 100 damage, which will kill all but the hardiest characters instantly... so ensure you pick the right candidate. For this choice, vote as such:
Execute: Secura

You can also deign to follow either of these choices by abstaining; in this game, it amounts to voting for no execution or imprisonment, simply vote as shown:
Abstain

Persistently not voting will naturally result in a WOG at some point, so please try to stay committed to the game, it'll be worth it.

Communication
Copy and Pasting anything recieved from me is a big no-no, no matter what; feel free to paraphrase, however. This does not apply to communications with players... that's fair game. Be mindful of who you trust, though.

There are QuickTopics for various factions and characters, but out-of-thread comms are also permitted over IMs or via PM... just remember the rule!


Character Information
Spoiler Alert, click show to read: 
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 Ferelden marches under the banner of the Grey Wardens. Some characters will require the death of others for their own personal success, even if they are both town-aligned.

Hit Points
All characters, from the lowliest citizen of Denerim to the mighty Archdemon, will have hitpoints; their lifeforce that determines how many attacks they can take before dying. The total of hitpoints varies across classes, characters and items used, but the standard role has around 50-60; the more hardier and powerful elements of Ferelden may have as many as 300.

Hit points naturally regenerate at the end of each Day phase, the rate of which can be affected by items or character race/class. Unless otherwise stated, the rate of regeneration is 10 hit points per Day Phase.

Classes & Specialisations
Most characters are given a pre-determined class at the beginning of the game that determines their abilities and hit points; 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 landmarks or personal goals. When this occurs, you will recieve a PM from the host detailing the 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.

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 Ferelden 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; some characters may find it takes many turns to even muster a single coin, whereas others may end up rich indeed...

Most characters can use items; once wielding a sword, even a lowly commoner can attack someone each night, though killing them may be another thing entirely.

Players will have the chance to purchase items, potions and even a different ability for the right price from Bodahn Feddic... providing they can outbid their fellow gamers!

Victory Conditions & Personal Goals
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; some may have more depending on the character. 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.

Sample Role PM
Spoiler Alert, click show to read: 
Sandal

Hit Points: 100
Alignment: Non-Player Character
Victory Condition: Enchantment?
Personal Goal: Enchantment!

Gold: 50
Income: 5 per turn

Spoiler Alert, click show to read: 
Background

Sandal is the adopted child of Bodahn Feddic, a travelling merchant from Orzammar; Feddic found Sandal many years ago during a routine journey into the Deep Roads; the merchant believes that the boy may have ended up addled by constant exposure to lyrium.

However, despite his mental frailty, Sandal is an extraordinarily gifted enchanter, able to fold lyrium into weapons and armour to imbue them with magical properties, thus becoming a vital component of his father's business endeavours.


Spoiler Alert, click show to read: 
Faction Explanation

If Sandal belonged to a faction, there might've been some information about his allies here...


Spoiler Alert, click show to read: 
Items

If Sandal possessed any weapons or armour, it would be explained here...


Spoiler Alert, click show to read: 
Abilities


Enchantment!
Passive
Enchanting upon request and fee.

Sandal is skilled at enchanting; for a fee, he can enchant any items upon request.


Enchantment?
Passive
Sandal is impervious to all sources of damage and cannot be lynched.

When Bodahn first found him, Sandal was found covered in blood and surrounded by dozens of dead darkspawn; nobody knows how the seemingly oblivious boy managed this feat, but it appears he may be more aware of his surroundings than he lets on.

Spoiler Alert, click show to read: 
Communication

If Sandal was capable of a proper conversation, there would be QuickTopic details here for him...