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General Ludd
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Minion of the Dominion
Aug 2001 time: 05:36
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Another possibility for the rogue (or perhaps the the barbarian or fighter... since I'll be damned if I can think of anything they can do) - A one time chance to prevent someone else from using their ability.
EDIT: And for the Druid, perhaps the ability to stop the mafia from acting for one round. (EDIT again: Or more percise, to foil the murder.)
Last edited by General Ludd on 09-06-2004 at 01:33
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DarkCloud
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of Lists
Jul 2000 time: 05:36
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thank you spike 
-
and general ludd- all your ideas were very good:
Here's what i've got for the balances:
Sorcerer
[ONCE per game can make his/her vote count double...but the same round that this is invoked- all votes against him/her will count double]
(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)
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 4 days.]
(Servant of Nature)
[NOTE: Only THREE Druids per group of 20]
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)
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)
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)
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)
[NOTE: Only THREE Paladins per group of 20]
[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]
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 all votes against him are doubled]
(RESTRICTIONS- Lawful Good)
[NOTE: Only TWO Bards 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]
---
Fighter
(The generic warrior)
(I don't think that the fighter needs any special ability, since he's just plain vanilla anyways )
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Zopperoni
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Quick, Jamski, start a pile on yourself!
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:36
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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.
Last edited by DrSpike on 09-06-2004 at 16:19
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DarkCloud
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of Lists
Jul 2000 time: 05:36
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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 on 09-06-2004 at 20:05
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