I want to cast Magic Missle
I will try and catch tdpatriot’s Magic Missile in my Bag of Holding.
I know what you’re going to say…
What are you casting the Magic Missile at?
ETA : I call dibs on the Vorpal Sword!
I’m attacking the darkness!
I’m not sure I can do two games at once but the idea seems ridiculously cool. I’m in.
Can I play if I promise to play nice? Hahahaha, like that’s going to happen. Can I play anyway?
Ich werde mafia spielen.
zuma
Where have you been hiding?
Oops. looks like I was too late. nevermind.
Players so far:
- Hawkeyeop
- tdpatriots12
- Darth Sensitive
- ComeToTheDarkSideWeHaveCookies
- MHaye
- Zsofia
- storyteller0910
- Blaster Master
- Oredigger77
- sinjin
- zuma
We’ve met the minimum, but we can take up to four more players. I’ll try to start up on Monday. I’ll post rules in a bit.
Introduction
Your band of plucky adventurers has finally slain the fearful dragon Smaugosaurus. Unfortunately, the Perfect Guildmaster Cecil was slain in the final assault, and absent his wise leadership, the group plundered the loot in a free for fall. Only one magic item is left in the dragon’s hoard: the dread Rod of Disintegration, too powerful for any character to attempt to filch. The party is now in a stand off in the treasure room.
As members of Cecil’s Munchkin guild, you know each other fairly well; names, class, general capabilities, etc. But you’ve each kept as your deepest secret your true Alignment. Well, it now seems that not all of you have kept quiet–Evil villains among you are covertly Cursing the Good heroes. Another problem to vex the band!
Only stout thinking and a clear heart can bring this adventure to a happy end.
Game Rules
We need at least 10 and no more than 15 players. The game should take less than two months to play.
This rules set is completely open. There are no hidden rules or secret powers. Once the game starts, all rules questions must be directed to the Dungeon Master via personal message.
Characters may freely post within the game thread at any time. There are absolutely no post restrictions here. Characters may not communicate outside the game thread unless their role explicitly allows it. Dead characters are forbidden from communicating with living characters. Please ask the Dungeon Master for spoiler information once you are dead, if you wish.
Each character may vote for one or more characters. A vote must be in bold, blue, and on its own line. Non-conforming votes will not be counted. It is each character’s responsibility to ensure that the Dungeon Master has accurately record their vote. A vote lasts until the voter or votee dies, or if the voter unvotes, in bold red and on its own line.
The game is divided into Turns. Turns end on Tuesdays at precisely 12 noon (Pacific Time) and on Fridays at precisely 12 noon (Pacific Time). The game start with a Turn Zero, when characters may talk freely, but not use any powers.
Whichever character has the most votes at the end of each Turn is Disintegrated. Ties result in multiple Disintegrations. Disintegrated characters have their alignment revealed and all magic items identified and returned to the hoard. All other powers are simultaneously resolved after the Disintegration.
Evil characters may freely communicate at a hidden location. Each Turn they will choose one character to Curse. The Cursed has a high chance of dying immediately before the Disintegration on the next Turn. Only the Evil characters and their victim will know who was Cursed. For example, a character cursed on Turn One would die before the Disintegration on Turn Two. This prevents their use of a power on the Turn they die. The cause of any non-Disintegration death will be revealed as Curse, Physical, or Magical.
There will be no substitutions. There is no enforcement of character participation. Characters are encouraged to use their own means to enforce play styles and participation levels as they see fit.
The setup of the game is random. Before the game starts, each player is given a randomly determined character. The Race is randomly chosen, each equally likely. The Class is randomly chosen, each equally likely. Each character has two-thirds chance to be Lawful and one-third chance to be Chaotic. Each character is either Good or Evil with the distribution explained below. Each character is given a random magic item, but no characters will have the same magic item. Every character’s Race and Class will be publicly revealed, but alignment and magic item are hidden.
The number of Evil characters depends on the total number of players. If there are 12 or less players, there will be 3 Evil characters. If 13 or more, there will be 4. However, there is a 1 in 6 chance to have one fewer and a separate 1 in 6 chance to have one more. There will be more Lawful than Chaotic characters. Otherwise, there are no restrictions on alignment distribution. Each Race and Class can be any alignment.
Evil characters will be given the location for their secret discussions. They will know the identities of the other Evil characters, but not each others’ Lawful/Chaotic alignment.
Mass claims of any kind are not necessarily detrimental to characters with any victory condition.
Victory Conditions
Every character has two victory conditions, Good or Evil, and Lawful or Chaotic. The game ends when any character meets both of their victory conditions. Note that victory conditions are not necessarily exclusive, by design.
The victory conditions of all characters are fixed.
Good: You must eliminate the vile scum. All Evil characters must be dead for you to win.
Evil: The goodie-two-shoes must be put in their proper place. The number of Evil characters must be the same or greater than the number of Good ones.
Lawful: Rules exist for a reason: to distribute loot in a reasonable manner. All magic items must be in the Hoard or in the possession of a Lawful character for you to win. Since it’s better to be dead than disorderly, you do not need to be alive to win.
Chaotic: Forget the group, your own skin comes first. You must be alive to win. You don’t care where the magic items are, although it’s mightily convenient to have a few for your own protection.
Powers
Every power has either a low (1 in 6), even (3 in 6) or high (5 in 6) chance of taking effect. Only the Rod of Disintegration is certain. Powers are also designated as physical or magical; this affects how the powers interact. If a power has a reduced chance of success, its odds are lowered from high to even, or even or low, with no worse than a low chance. Likewise, if a power has an improved chance of, its odds are increased from low to even, or even to high, with no better than a high chance. While most powers are used covertly, a few are flagrant enough that everyone will know who used it and on whom.
Each character may take one action per Turn. Use of the Rod of Disintegration or Evil Curse do not count. Any characters may use one of the following powers each Turn.
Watch Character: This physical power gives you an even chance to discover any action done by or to your target. The source of the Evil Curse cannot be determined by this power.
Watch Hoard: This physical power gives you a low chance to discover any attempt to steal an item from the Hoard.
Steal from Hoard: This physical power gives you an even chance to steal a random item from the Hoard. If you wish to steal a particular object, your chance is reduced to low.
Use Class Ability: You use one of your class abilities. See below for details.
Use Item: You use one of the magic items you possess. See below for details.
Give Item: You put one or more of your magic items back into the Hoard and/or give to another character. An attempt to give an item to another character only succeeds if they are taking the “Accept Item” action the same Turn.
Accept Item: You accept all items given to you by other players.
Races
Every character will have one of the following races. Your race will be publicly revealed at the beginning of the game. Each race can be any class or alignment.
Human: You are a member of the most versatile race. Once per game, you may choose to be “lucky”. On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Dwarf: You are a member of the most physical race. Any physical action you take has an improved chance of success.
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Half-Orc: You are a member of the hardiest race. If you are killed by any action other than the Disintegration or Curse, you will not die immediately. Instead you will linger for one additional Turn, allowing another action, before you die.
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Classes
Every character will have one of the following classes. Your class will be publicly revealed at the beginning of the game. Each class can be any alignment.
Cleric: You are faithful and willful. Your magical sanctity reduces the chance that the Evil Curse will kill you. Your regular ability is to magically divine another character’s alignment: Good or Evil, with a low chance of success. Once per game, you may attempt to magically cure the Curse on a character (including yourself) and reduce the chance that it affects them. This power is an exception to the rule that powers take effect after the Disintegration.
Druid: You are wild and impassioned. Your spirit reduces the chance of any magical power of affecting you. Your class action allows you to magically shelter a character (possibly yourself) from physical abilities, reducing their chances of success. Once per game, you may summon a large magical wind that has a low chance to blow each magic item into the Hoard. Everyone will know you did this.
Fighter: You are crafty and strong. Your suspicion protects you from attack; physical abilities have a reduced chance of affecting you. Your regular ability is to physically stun another character with an even chance of success. A stunned character will target a random character (possibly themself or the original target) for their action. Once per game, you may swiftly decapitate with your axe another character with a high chance of success, killing them before they can act that Turn. Everyone will notice you doing this.
Ranger: You are perceptive and focused. You are unflappable and magical abilities have a reduced chance of affecting you. As your regular class ability, if you choose to watch, you may watch two characters, or one character and the Hoard, or a single character twice (giving two chances to notice), or the Hoard twice. Once per game, you may vigilantly put all your attention on one character or an item in the Hoard. You will have a high chance to see any action by the target and the actions targeting them. These are a physical abilities.
Paladin: You are well-trained and well-armed. Your armor protects you from physical abilities; any attempt on you that fails is instead reflected back at the attacker. Because of your vast knowledge of protocol, by magically observing another character, you may determine if they are Lawful or Chaotic, with an even chance of success. Once per game, you may physically bash another character with your shield, causing them to drop their items into the Hoard. Each item has a separate, even chance to drop. Everyone will notice you doing this.
Magic-User: You are learned and loquacious. You have a high chance to magically know the number of charges on any item in your possession (a free chance each Turn for each item). Your regular ability lets you detect magic on another character and gives a high chance to determine how many magic items they currently possess (before the effects of the Turn). Once per game, you have a high chance to magically recharge an item in your possession by rerolling its charge distribution.
Illusionist: You are dark and mysterious. Your shifty enchantments reflect any magical effect on you that fails back to the originator. As a regular action, you may magically displace a character (possibly yourself) so that any action targeting them has a reduced chance of success. Once per game, you may switch the visage of two characters (possibly yourself), such that all actions targeting the one have a high likelihood to affect the other, and vice versa.
Thief: You are sneaky and guileful. Because of your covetous nature, any attempt to affect items in your possession or collect information about them has only a low chance to succeed. As your class action, you may attempt to filch an item from another character. You have an even chance to gain a random item from them if you succeed. Once per game, you may choose to rob all the items from another character, with a separate high chance of success for each item they have. These are physical abilities.
Assassin: You are quick and ruthless. Your carefully arranged physical traps have a low chance of killing any character who targets you. Each Turn, you may choose to physically setup another character by placing one of your magic items on them whether or not they are accepting items, with a high chance of success. Once per game, you may backstab another character with an even chance of success. This physical attack kills the target. If you fail, you may make additional attempts on later Turns until you succeed.
Monk: You are profound and subtle. You have mastered the Zen art of causing action without acting. Attempts to watch you perform a physical action have a reduced chance to succeed. Your regular ability is to magically focus your chi. After your chi is focused, your next single action has an improved chance of success. Once per game, you may physically speed yourself and take any three physical actions in a single Turn, but each action has a reduced chance of success.
Bard: You are glib and salacious. Your acting skills prevent attempts at discovering your true alignment, giving a reduced chance of their success. You regular ability is to flirt with another character, giving them no better than a low chance of success on whatever action they are attempting. Your target will know you have done this. Once per game, you may sing a bawdy ballad, giving all characters a no better than low chance to succeed with their actions. Everyone will know you did this. These are physical abilities.
Magic Items
The Hoard contained a large number of magic items, one for every character, plus a Rod of Disintegration. Possible magic items are listed below. Being Munchkins, all characters immediately recognize the identity of a magic item, but not the number of charges. There are no race, class, or alignment restrictions on magic item use.
Rod of Disintegration: Blasts a character into oblivion, leaving behind a pile of their magic items and a heavily edited note describing their vital stats, including alignment. Never fails and unlimited charges. Cannot be stolen from the Hoard.
Amulet of Magic Resistance: While you possess this magic item, all magical effects have a reduced chance of affecting you. Each attempt affected uses one charge. 1-6 charges.
Amulet of Reflection: While you possess this magic item, any magical effect that fails to affect you instead reflects back to their originator. Each successful reflection uses one charge. 1-3 charges.
Axe of Hacking: Slays a character with a quick thwack in the back with a high chance of success. Once used, the this item will be in the possession of the victim if alive, or will be placed in the Hoard if dead. Unlimited charges.
Bag of Tricks: Each time you pull something from this item, one of following things will appear: 1) a friendly dog who points to a random character this Turn with a high chance of choosing a Lawful Good one, 2) a rabid wolf who attacks a random character this Turn and has an even chance to kill them, 3) a fluttering flock of birds and butterflies which reduces the chance of success of any character targeting you this Turn, 4) a randy satyr which will chase and harass the any characters who are targeting you this Turn, with a high chance of preventing them from taking any action on their next Turn, 5) a cute bunny whose soft eyes and fluffy tail soothe tempers and has a high chance of stopping any characters intent on killing another this Turn, 6) a magical black cat who increases the chance of success of all magic effects this Turn. Each turn that you use this bag, an effect is randomly chosen. But each effect occur only once and if rolled at a later time will result in no effect that Turn.
Bow of Cupid: By physically shooting a character with this, there is a high chance they will become enamored by the next character they target. Once enamored, any hostile action by them against their love will have a reduced chance of effect, and any friendly or investigative action will have an improved chance. 1-6 charges.
Bracers of Defense: While you possess this magic item, all physical attacks have a reduced chance of success. Each attack affected uses one charge. 1-6 charges.
Cloak of Elvenkind: Any Turn you use this magic item, any attempt to watch or investigate you will have a reduced chance to succeed. 1-6 charges.
Gauntlets of Ogre Power: When you use this magic item, any physical action you attempt has an improved chance of success. Each action attempted uses a charge. 1-6 charges.
Helm of Empathy: While you wear this item, any attempt to determine your alignment has a high chance to return the snooper’s own alignment. Each successful distortion uses a charge. 1-6 charges.
Helm of Telepathy: By targeting another character, you can determine their complete alignment with a high chance of success. 1-3 charges.
Orb of Healing: By using this magic item, you reduce the chance your target is slain by the Curse. There is no affect if the target is not currently Cursed. 1-2 charges.
Potion of Speed: When you use this item, you may take two other actions this Turn, but each with a reduced chance of success. 1-2 charges.
Ring of Invisibility: Each time you use this magic item, all actions targeting you have only a low chance of affecting you. Anyone targeting you will know you became invisible. 1-3 charges.
Ring of Limited Wishes: You may make a limited magical wish. Choose one of: a magic item of your choice (if another character already has it, it will be transferred to you), recharge a magic item you possess, protection from all actions this Turn, or the complete alignment of another character of your choice. Each effect has a high chance of success. 1-2 charges.
Rod of Divination: When activated, you have a high chance to learn the identity of a random magic item in your target character’s possession. 1-6 charges.
Rod of Nullification: Nullifies a magic item in your possession with a high chance of success. If a player is targeted, there’s an even chance that a random item in their possession is magically nullified. Nullified items are rendered permanently useless and removed from victory condition consideration. Each attempt uses a charge. 1-3 charges.
Rod of Telekinesis: By targeting a character or the Hoard, you may magically lift one magic item (randomly determined) into your possession with a high chance of success. 1-6 charges.
Shield of Adamantium: Any physical attack that fails to affect you will instead be reflected back to the originator. Unlimited charges.
Staff of Command: You may magically choose another character’s target this Turn with a high chance of success, but not their action. 1-3 charges.
Sword of Dancing: When activated, the sword leaps into the air by itself, physically attacking the target of your choice. It has an even chance of slaying that character. If it fails, it will stay active, but randomly choose another character to attack on the next Turn. Once it slays a target or runs out of charges, it will deactivate and fall into the Hoard. Each Turn it is active will use one charge. 1-6 charges.
Sword of Slashing: Physically slays a character with a large spray of blood and high chance of success. Everyone will see your attempt. Unlimited charges.
Wand of Holding: Magically zaps a character, preventing them from moving this Turn, but after they have had a chance to act. All attacks targeting them will have an improved chance of success. 1-3 charges.
Wand of Shrinking: Magically zaps a character into a minuscule version of themself with a high chance of success. They may not take any action on the next Turn. 1-6 charges.
Wand of Weakening: By zapping a character with this magic item, you magically reduce their chance to resist any physical effects that Turn. 1-6 charges.
Dang, I hope there’s not going to be a quiz on this material.
Since I got offed in the offboard game, I’m ready to play. I know very little of color though.
OK, you got me. If you have room, I’ll play.
We’re up to 13 players. Room for two more!
Here are links to two Google docs:
Munchkin Mini Mafia Rules
Munchkin Mini Mafia Players and Votes
I’ll post end of Turn vote counts here each Turn, but for mid-Turn totals, you’ll have to look to the Google doc.
Or are you allowing for something like a player trying to nullify the item they currently possess with the intent of giving it to someone empty?
NETA: Green text is mine