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[mini Phalla] Dragon Age - Epilogue: Warden and Templar Victory!
See all the standard phalla rules? They apply here.
REG Rysk and Egos will be your hosts. The theme for this game centers around the popular EA title Dragon Age: Origins and will involve combat mechanics and character advancement. Knowledge of the Dragon Age is not required, but may assist you in figuring things out from the narration. There will be NO spoilers of game story directly posted in the thread, and if you spoiler tag it, you should call out that story spoilers are contained.
Every day a player must make at least two posts to evade Inactivus including their Red vote. You may retract votes in lime, but it is not necessary to do so if you make a second Red vote; only the second vote will count. Vote close will be at 4 PM PST. Be aware that I am on my way home an hour before that from work and can't answer your terrible questions until I get home...often after vote close.
Sign up in lime as is customary, clarifications in orange.
Clarifications
Player List:
1. The Anonymous - Tainted Warrior - Day 3
2. Crumble-Mage- Day 6
3. romanqwerty
4. kime-Warrior- Day 2
5. Teucrian- Mage - Day-4
6. samurai6966-Mage - Day 2
7. Kias (replaced vagrant_winds)
8. Infidel-Sark the Warden Recruiter- Warrior- Day 6
9. Darian - Warrior - Day 3
10. Void Slayer- Rogue - Day 2
11. The Cow King-Warrior- Day 6
12. ebfan - Tainted Warrior - Day 7
13. Capfalcon - Warrior - Day 7
14. Bobcesca- Tainted Mage - Day-5
15. SkyCaptain- Marek the Mad: Berserking Warrior - Day 1
16. ronrab-Warrior- Day 6
17. Ringo- Tainted Rogue - Day 4
18. Toxic Toys
19. jdarksun- Warrior - Day-5
20. shalmelo-Rogue- Day 6
21. Duanadan019-Rogue- Day 2
22. Fiaryn
23. daniant - Tainted Warrior - Day 7
24. JaysonFour- Mace the Maleficar- Blood Mage - Day 4
25. FrostMist- Mage - Day 1
26. TheEnder-Nigel the Blade- Rogue Duelist - Day-5
27. Ultarune- Tainted Rogue - Day-5
28. Celebrim
29. LemmingHead- Day-5
30. Turkson-Templar Gerold- Templar*Victorious*Day 4
Each night a player may use actions to attack, defend, or support their cause. Players are limited to one combat related action unless otherwise specified (powers granted from Combat Fields or Specialties) and one special action if they possess any. Players may also submit actions for advancement.
Knockdown - This effect makes all actions used by the target Tertiary actions
Action Order - Deaths are tallied at the end of each action phase. Dead player’s actions do not carry out on phases after their deaths unless the action has already triggered and there is an additional effect that happens in a later round.
Vote: The vote comes first and will invalidate any actions on the target eliminated by the vote or actions taken by those eliminated by the vote that night.
Primary Actions: Instantaneous powers. Any knockdown attack should occur in the primary action phase. All actions are considered to be simultaneous.
Secondary Actions: Player skills. In this order: Consume AP (if insufficient AP, no action is taken), Deal Damage, Apply Effects, and Healing. Every player’s action triggers simultaneously in this phase.
Tertiary Actions: Secondary actions for knocked down players in the same order. Everything is simultaneous.
POWERS
Key
Power Name (AP required to use)
Combat Field (2-Handed, Primal, Archery): <Rank required to use>
<Action Phase> (Special: Stance activation is not affected by being knocked down)
<Effect> Deal SKYLAZER damage
General
Attack (0)
Any Non-Mage Field: 1
Secondary
Deal 10 damage to target.
Arcane Bolt (1)
Any Mage Field: 1
Secondary
Deal 20 damage to target.
Warrior Powers
Pommel Strike (1)
2-Handed: 1
Primary
Knock down target
Heavy Blow (2)
2-Handed: 2
Secondary
Deal 50 damage to target
Shield Bash (1)
Shield: 1
Primary
Knock down target
Shield Wall (1)
Shield: 2
Primary Stance
You cannot be knocked down and reduce all physical damage by 10
Assault (2)
Shield: 3
Secondary
Deal 50 damage to target
Warrior and Rogue
Flurry (1)
2-Weapon: 1
Secondary
Deal 10 damage three times to target
Riposte (2)
2-Weapon: 2
Secondary
Deal 10 damage to target, then deal 25 damage to target or 50 damage if the first attack of this power dealt damage to the target.
Punisher (3)
2-Weapon: 3
Secondary
Deal 25 damage three times to target
Rogue
Rapid Fire (1)
Archery: 1
Secondary
Deal 10 damage twice to target
Arrow of Slaying (3)
Archery: 3
Tertiary
Deal 100 damage to target and you do not gain an AP tonight
Mage
Lightning Bolt (2)
Primal: 1
Secondary (Special)
Deal 20 damage and remove 1 AP as a tertiary action
Fireball (3)
Primal: 2
Primary
Deal 30 damage and knock down target
Cone of Cold (3)
Primal: 3
Primary
Deal 50 damage and target may not take actions tonight
Heal (1)
Creation: 1
Secondary
Restore 30 HP to the target
Heroic Defense (1)
Creation: 2
Primary
Increase magic and physical damage resistance by 10 for today
Glyph of Paralysis (2)
Creation: 3
Secondary
Protect target from first harmful action against them (most severe effect in triggered action tier)
Force Field (1)
Spirit: 1
Primary
Target may not take actions for the day and takes not damage from attacks. This effect counts as a primary action but will not stop the red vote.
Anti-magic Ward (2)
Spirit: 2
Primary
Target is immune to all magic tonight, beneficial and detrimental
Mana Clash (3)
Spirit: 3
Secondary
Target mage loses all APs and takes 20 damage for each AP lost this way plus 20 damage and they do not gain any AP tonight.
Drain Life (1)
Entropy: 2
Secondary
Target takes 20 damage and you regain the same amount of HP
Death Hex (2)
Entropy: 3
Secondary
Target takes double damage from all sources today
Specializations:
Players will be able to attain specializations at a certain point of their character development. Each of the specializations below have a static benefit upon attaining the specialization and two powers associated with it. When you gain a specialization, you automatically get the static benefit and the first power, however it will require twice as long to train a specialization as it will for a normal skill tree. Specializations are not immediately available to train, everybody will know when they are available.
(Warrior) Templar - Reduce magic damage by 10
Righteous Strike (Passive) - When an attack damages a mage, they lose 1 AP. This cannot occur more than once per day per Templar.
Holy Smite (3 AP) - Deal 30 spirit damage to target and knock down. Mages lose 1 AP and take 20 additional damage.
(Warrior) Champion - Increase max AP by 1
War Cry (1 AP) - Target's physical damage is reduced by 10 per attack for the day.
Superiority (Passive) - War Cry now reduces damage by 20 and knocks down any target attacking you that night if used.
(Warrior) Berserker - Increase attack damage by 10.
Berserk (AP - 1) - Increase the attack damage bonus to 20 for the day. This does not count as a daily action.
Final Blow (AP - All) - Deal 40 damage per AP expended by this power. You do not gain an AP at the end of this day.
(Rogue) Assassin - If you attack a target that is not targeting you today, you deal an additional 10 damage on your first attack.
Mark of Death (AP -1) - Your attacks deal an additional 10 damage today. This power does not count towards your total actions per day total.
Feast of the Fallen (Passive) - If you attack a target that is killed tonight, you gain an extra AP at the start of the next day.
(Rogue) Duelist - You gain resist 10 melee and deal 10 extra damage from attacks.
Dueling (AP - 1) - Melee attacks against you have a 25% chance to fail. This does not count as a daily action.
Pinpoint Strike (AP - 2) - All attacks deal double damage today. This does not count as a daily action.
(Rogue) Bard - Ignore up to 10 physical damage resistance.
Song of Valor (Passive) - Gain two AP when the next day begins instead of one.
Captivating Song (AP - 3) - Target and any target attacking you tonight cannot take actions.
(Mage) Blood Mage - Gain +30 maximum HP.
Blood Magic (Passive) - Can use 10 HP in place of 1 AP to cast spells.
Blood Wound (AP- 2) - Deal 10 damage and target may not take actions that day as a Primary Action. (Must use HP to cast this spell)
(Mage) Spirit Healer - Heal may target two people, but costs twice the AP if you choose to use this effect.
Lifeward (AP - 2) - Target is protected from death today and will be restored to 30 HP the first time they are reduced to 0 HP or lower.
Revival (AP - 3) - Target is brought back to life with 30 HP. This ability is only usable on a player one time during the game.
(Mage) Shapeshifter - Increase physical damage resistance by 10 when shapeshifted.
Bereskarn Shape (AP - 2) - Knock target down and deal 50 damage. You may not use other abilities in this form.
Flying Swarm (AP - 3) - Take half damage today and your target may not take actions today. You may not be knocked down in this form. You may not use other abilities in this form.
Advancement:
Each day a player can submit an order to advance their capabilities. These upgrades will be made via a ‘point’ system where each player gets 1 point each day to spend that day. If they choose to not advance, a player can store up to 2 advancement points, but my only advance in ONE field or specialization each night (no storing up and going supernova explosion time). Players may only advance in the combat field they are currently trained in, or in the non-combat fields as shown below. Each combat and non-combat field has 3 attainable ranks.
Willpower: Ranks 1 and 2 increase your maximum AP by 1; Rank 3 allows the player to make two combat actions each night.
Constitution: Ranks 1 and 2 increase your maximum HP by 25; Rank 3 allows the player to wear heavier armor and increases their physical damage resistance by 10. Mages are not allowed to train Rank 3 Constitution.
All combat fields were pointed out above with the powers associated with them.
Sample Role PM
Villager
You are…
…a soldier in Ferelden’s army. You volunteered to fight for your country and home land, to drive back the Darkspawn menace and ensure the safety of your friends and family after the Blight has ended. If you don’t want to end up hung, you need to find these poor souls and put them out of their misery.
Your victory condition is to eliminate all of the mafia aligned players.
Your class is:
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Posts
Knockdown - This effect makes all actions used by the target Tertiary actions
Action Order - Deaths are tallied at the end of each action phase. Dead player’s actions do not carry out on phases after their deaths unless the action has already triggered and there is an additional effect that happens in a later round.
Vote: The vote comes first and will invalidate any actions on the target eliminated by the vote or actions taken by those eliminated by the vote that night.
Primary Actions: Instantaneous powers. Any knockdown attack should occur in the primary action phase. All actions are considered to be simultaneous.
Secondary Actions: Player skills. In this order: Consume AP (if insufficient AP, no action is taken), Deal Damage, Apply Effects, and Healing. Every player’s action triggers simultaneously in this phase.
Tertiary Actions: Secondary actions for knocked down players in the same order. Everything is simultaneous.
POWERS
Power Name (AP required to use)
Combat Field (2-Handed, Primal, Archery): <Rank required to use>
<Action Phase> (Special: Stance activation is not affected by being knocked down)
<Effect> Deal SKYLAZER damage
General
Any Non-Mage Field: 1
Secondary
Deal 10 damage to target.
Arcane Bolt (1)
Any Mage Field: 1
Secondary
Deal 20 damage to target.
Warrior Powers
2-Handed: 1
Primary
Knock down target
Heavy Blow (2)
2-Handed: 2
Secondary
Deal 50 damage to target
Critical Strike (3)
2-Handed: 3
Secondary
Deal 75 damage to target
Shield Bash (1)
Shield: 1
Primary
Knock down target
Shield Wall (1)
Shield: 2
Primary Stance
You cannot be knocked down and reduce all physical damage by 10
Assault (2)
Shield: 3
Secondary
Deal 50 damage to target
Warrior and Rogue
2-Weapon: 1
Secondary
Deal 10 damage three times to target
Riposte (2)
2-Weapon: 2
Secondary
Deal 10 damage to target, then deal 25 damage to target or 50 damage if the first attack of this power dealt damage to the target.
Punisher (3)
2-Weapon: 3
Secondary
Deal 25 damage three times to target
Rogue
Archery: 1
Secondary
Deal 10 damage twice to target
Critical Shot (2)
Archery: 2
Secondary
Deal 50 damage to target
Arrow of Slaying (3)
Archery: 3
Tertiary
Deal 100 damage to target and you do not gain an AP tonight
Mage
Primal: 1
Secondary (Special)
Deal 20 damage and remove 1 AP as a tertiary action
Fireball (3)
Primal: 2
Primary
Deal 30 damage and knock down target
Cone of Cold (3)
Primal: 3
Primary
Deal 50 damage and target may not take actions tonight
Heal (1)
Creation: 1
Secondary
Restore 30 HP to the target
Heroic Defense (1)
Creation: 2
Primary
Increase magic and physical damage resistance by 10 for today
Glyph of Paralysis (2)
Creation: 3
Secondary
Protect target from first harmful action against them (most severe effect in triggered action tier)
Force Field (1)
Spirit: 1
Primary
Target may not take actions for the day and takes not damage from attacks. This effect counts as a primary action but will not stop the red vote.
Anti-magic Ward (2)
Spirit: 2
Primary
Target is immune to all magic tonight, beneficial and detrimental
Mana Clash (3)
Spirit: 3
Secondary
Target mage loses all APs and takes 20 damage for each AP lost this way plus 20 damage and they do not gain any AP tonight.
Weakness (1)
Entropy: 1
Secondary
Target deals half damage tonight
Drain Life (1)
Entropy: 2
Secondary
Target takes 20 damage and you regain the same amount of HP
Death Hex (2)
Entropy: 3
Secondary
Target takes double damage from all sources today
Players will be able to attain specializations at a certain point of their character development. Each of the specializations below have a static benefit upon attaining the specialization and two powers associated with it. When you gain a specialization, you automatically get the static benefit and the first power, however it will require twice as long to train a specialization as it will for a normal skill tree. Specializations are not immediately available to train, everybody will know when they are available.
(Warrior) Templar - Reduce magic damage by 10
Righteous Strike (Passive) - When an attack damages a mage, they lose 1 AP. This cannot occur more than once per day per Templar.
Holy Smite (3 AP) - Deal 30 spirit damage to target and knock down. Mages lose 1 AP and take 20 additional damage.
(Warrior) Champion - Increase max AP by 1
War Cry (1 AP) - Target's physical damage is reduced by 10 per attack for the day.
Superiority (Passive) - War Cry now reduces damage by 20 and knocks down any target attacking you that night if used.
(Warrior) Berserker - Increase attack damage by 10.
Berserk (AP - 1) - Increase the attack damage bonus to 20 for the day. This does not count as a daily action.
Final Blow (AP - All) - Deal 40 damage per AP expended by this power. You do not gain an AP at the end of this day.
(Rogue) Assassin - If you attack a target that is not targeting you today, you deal an additional 10 damage on your first attack.
Mark of Death (AP -1) - Your attacks deal an additional 10 damage today. This power does not count towards your total actions per day total.
Feast of the Fallen (Passive) - If you attack a target that is killed tonight, you gain an extra AP at the start of the next day.
(Rogue) Duelist - You gain resist 10 melee and deal 10 extra damage from attacks.
Dueling (AP - 1) - Melee attacks against you have a 25% chance to fail. This does not count as a daily action.
Pinpoint Strike (AP - 2) - All attacks deal double damage today. This does not count as a daily action.
(Rogue) Bard - Ignore up to 10 physical damage resistance.
Song of Valor (Passive) - Gain two AP when the next day begins instead of one.
Captivating Song (AP - 3) - Target and any target attacking you tonight cannot take actions.
(Mage) Blood Mage - Gain +30 maximum HP.
Blood Magic (Passive) - Can use 10 HP in place of 1 AP to cast spells.
Blood Wound (AP- 2) - Deal 10 damage and target may not take actions that day as a Primary Action. (Must use HP to cast this spell)
(Mage) Spirit Healer - Heal may target two people, but costs twice the AP if you choose to use this effect.
Lifeward (AP - 2) - Target is protected from death today and will be restored to 30 HP the first time they are reduced to 0 HP or lower.
Revival (AP - 3) - Target is brought back to life with 30 HP. This ability is only usable on a player one time during the game.
(Mage) Shapeshifter - Increase physical damage resistance by 10 when shapeshifted.
Bereskarn Shape (AP - 2) - Knock target down and deal 50 damage. You may not use other abilities in this form.
Flying Swarm (AP - 3) - Take half damage today and your target may not take actions today. You may not be knocked down in this form. You may not use other abilities in this form.
Advancement:
Willpower: Ranks 1 and 2 increase your maximum AP by 1; Rank 3 allows the player to make two combat actions each night.
Constitution: Ranks 1 and 2 increase your maximum HP by 25; Rank 3 allows the player to wear heavier armor and increases their physical damage resistance by 10. Mages are not allowed to train Rank 3 Constitution.
All combat fields were pointed out above with the powers associated with them.
Sample Role PM
You are…
…a soldier in Ferelden’s army. You volunteered to fight for your country and home land, to drive back the Darkspawn menace and ensure the safety of your friends and family after the Blight has ended. If you don’t want to end up hung, you need to find these poor souls and put them out of their misery.
Your victory condition is to eliminate all of the mafia aligned players.
Your class is:
Warrior
HP: 125/125 (Rank 1)
AP: 2/2 (Rank 0)
Shield: Rank 1
Edit: Ohhh wow, just read the rules and such. Impressive...
3DS Friend Code: 3110-5393-4113
Steam profile
Thank god you're here Kime. You have no idea how boring day 1s have been without you.
3DS Friend Code: 3110-5393-4113
Steam profile
// Switch: SW-5306-0651-6424 //
[2. Sign up for mini if they pay you]
[3. Murder everything]
Twitch Stream
(woohoo! first phalla in over a year!).
FUCK! Am I too late for this? Did work and stuff make me miss the opportunity to oppress mages?!
White FC: 0819 3350 1787
White FC: 0819 3350 1787
I CAN NOW BE ENRAGED BY THE INCOMPETENCE OF ANOTHER VILLAGE. MAY YOU ALL FLOUNDER WITH GUSTO.
White FC: 0819 3350 1787
I am sad at this.
YOU OSCILLATE BETWEEN USEFUL AND STAGGERINGLY WORTHLESS.
HAPPY? WILL THIS GIVE YOUR INEVITABLE DEATH SOME SHRED OF MEANING? SHOULD I SCRATCH BEHIND YOUR FUCKING EARS, PERHAPS?
White FC: 0819 3350 1787
your half fake rage only makes me sad that your full fake rage will never be directed in my direction.
SIGH....
3DS Friend Code: 3110-5393-4113
Steam profile
Fix'd
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
I can has cheezburger, yes?
This is why you put the number of empty spaces in your playerlist post instead of just adding names and numbers as they signup