WARNING!!! THIS IS PLAY TESTING!! THESE MAY NOT BE BALANCED. PLEASE TELL ME IF SO. When it has reached a good balance, it will be rereleased with the full changes to be played again.
Welcome to the Masquerade Ball of Doppelgangers, where time never flows! Please, come in! Enjoy the drinks, dance, or mingle, I don't mind!
This is a Roleplay thread, with a game worked in. You can in fact choose to outright ignore the game entirely in favor of roleplaying if you so wish, however. This uses D&D stats and rolls, but with a simplified system of abilities. (Dexterity, Sociability, Performance) Performance replaces WIS, Sociability replaces CHA, and Dexterity is DEX. There are no other abilities, don't worry. Performance is used for performing and doing things in front of large groups, Sociability is used for interacting with small groups or a single person, and Dexterity is used for quick movement and sneaking. These will only come up if you choose to interact with the game side of things.
The Objective
You, and presumably everyone else here, are all Doppelgangers. You have a person you have been instructed to find. You must shatter their Mask and then leave the Masquerade without being accosted by the guards. Everyone else also has been assigned someone to find and shatter the Mask of. Presumably, the person you are hunting is also hunting you. Unfortunately, everyone is in their own changed forms, so you must first find out what your target looks like all over again, with the information on a tiny slip of paper.
Alternatively, you could avoid the whole "murder" thing and just hang out! Dance, enjoy the punch, socialize, Don't go in the basement, and have fun! Time doesn't flow here, so you can stay as long as you like.
Who are you? (Character Creation)
When you create your Doppelganger, the first step is to create their Mask. This Mask is a custom masquerade mask that protects you from the Moonbeams in the ball, allowing you to keep your false form while in the ball. You can choose between three types of Mask, Masquerade, Theater, or Spy. The specific stats will be detailed in a different spoiler. Masquerade focuses on disguise, providing you advantages in social situations and not being discovered in small groups. They aren't easy to break, but aren't especially sturdy either, so be careful. Theater masks provide bonuses to performances and help you evade detection when many eyes are on you from farther off. However, the disguises they offer falter quickly when speaking to only a few people, especially in close proximity. To make up for it, the Masks are very sturdy and take a lot of effort to break. Lastly, Spy masks ignore the problem of being seen entirely, helping you go completely unnoticed, and occasionally fully invisible. However, Spy masks tend to shatter very easily.
Once you have selected your Mask, you must select your Weapon. There are three weapon types, but the exact appearance is up to you. The three types are Glove, Dagger, and Necklace. They will be detailed further in their own spoiler. Glove weapons usually appear as gossamer metal gloves. They aren't particularly powerful, but they are the least likely to get spotted. Dagger weapons are the most powerful weapon, and beyond shattering a Mask, could injure someone as well. However, once drawn, they will almost certainly be recognized as a Weapon and have the guards called on you. Necklace weapons are worn around your neck or waist. They are mildly powerful, moreso than Gloves, but also have a higher chance of being recognized as a weapon.
When you have done that, you must detail you character's appearance in their intro. This is entirely up to you.
Your Mask
Masquerade: You become Proficient in Sociability and half-Proficient with Dexterity. They have an AC of 15, HP 20
Theater: You become Proficient in Performance and half-Proficient with Dexterity. They have an AC of 18, HP 30
Spy: You become Proficient in Dexterity. Once per day you can go Invisible for two minutes. They have an AC of 12, HP 10
Your Weapon
Glove: +Performance to use, 2d6 damage. Roll Performance or Sociability, whichever applicable, with +1 bonus to avoid detection.
Necklace: +Dexterity to use, 3d6 damage. Roll Performance or Sociability, whichever applicable, to avoid detection.
Dagger: +Dexterity to use, 3d8 damage. Roll Roll Performance or Sociability, whichever applicable, with a -3 to avoid detection.
THIS IS NOT EVERYTHING!!! PLEASE DO NOT POST UNTIL EVERYTHING IS POSTED!! please do PM me if you see glaring balance issues though. Ty y'all.
Warlocks: LostWanderingSoul. Low price of a soul, 20 pounds of flesh, and a jellybean! (Note: The flesh does not have to be yours) PM me if you're interested "God complex? I find it quite simple, actually."
"proud" owner of the Cult of The Thing that Lives Under Your Bed, the least used cult in the Kitchen Pronouns: They/It
WARNING!!! THIS IS PLAY TESTING!! THESE MAY NOT BE BALANCED. PLEASE TELL ME IF SO. When it has reached a good balance, it will be rereleased with the full changes to be played again.
Welcome to the Masquerade Ball of Doppelgangers, where time never flows! Please, come in! Enjoy the drinks, dance, or mingle, I don't mind!
This is a Roleplay thread, with a game worked in. You can in fact choose to outright ignore the game entirely in favor of roleplaying if you so wish, however. This uses D&D stats and rolls, but with a simplified system of abilities. (Dexterity, Sociability, Performance) Performance replaces WIS, Sociability replaces CHA, and Dexterity is DEX. There are no other abilities, don't worry. Performance is used for performing and doing things in front of large groups, Sociability is used for interacting with small groups or a single person, and Dexterity is used for quick movement and sneaking. These will only come up if you choose to interact with the game side of things.
The Objective
You, and presumably everyone else here, are all Doppelgangers. You have a person you have been instructed to find. You must shatter their Mask and then leave the Masquerade without being accosted by the guards. Everyone else also has been assigned someone to find and shatter the Mask of. Presumably, the person you are hunting is also hunting you. Unfortunately, everyone is in their own changed forms, so you must first find out what your target looks like all over again, with the information on a tiny slip of paper.
Alternatively, you could avoid the whole "murder" thing and just hang out! Dance, enjoy the punch, socialize,
Don't go in the basement,and have fun! Time doesn't flow here, so you can stay as long as you like.Who are you? (Character Creation)
When you create your Doppelganger, the first step is to create their Mask. This Mask is a custom masquerade mask that protects you from the Moonbeams in the ball, allowing you to keep your false form while in the ball. You can choose between three types of Mask, Masquerade, Theater, or Spy. The specific stats will be detailed in a different spoiler. Masquerade focuses on disguise, providing you advantages in social situations and not being discovered in small groups. They aren't easy to break, but aren't especially sturdy either, so be careful. Theater masks provide bonuses to performances and help you evade detection when many eyes are on you from farther off. However, the disguises they offer falter quickly when speaking to only a few people, especially in close proximity. To make up for it, the Masks are very sturdy and take a lot of effort to break. Lastly, Spy masks ignore the problem of being seen entirely, helping you go completely unnoticed, and occasionally fully invisible. However, Spy masks tend to shatter very easily.
Once you have selected your Mask, you must select your Weapon. There are three weapon types, but the exact appearance is up to you. The three types are Glove, Dagger, and Necklace. They will be detailed further in their own spoiler. Glove weapons usually appear as gossamer metal gloves. They aren't particularly powerful, but they are the least likely to get spotted. Dagger weapons are the most powerful weapon, and beyond shattering a Mask, could injure someone as well. However, once drawn, they will almost certainly be recognized as a Weapon and have the guards called on you. Necklace weapons are worn around your neck or waist. They are mildly powerful, moreso than Gloves, but also have a higher chance of being recognized as a weapon.
When you have done that, you must detail you character's appearance in their intro. This is entirely up to you.
Your Mask
Masquerade: You become Proficient in Sociability and half-Proficient with Dexterity. They have an AC of 15, HP 20
Theater: You become Proficient in Performance and half-Proficient with Dexterity. They have an AC of 18, HP 30
Spy: You become Proficient in Dexterity. Once per day you can go Invisible for two minutes. They have an AC of 12, HP 10
Your Weapon
Glove: +Performance to use, 2d6 damage. Roll Performance or Sociability, whichever applicable, with +1 bonus to avoid detection.
Necklace: +Dexterity to use, 3d6 damage. Roll Performance or Sociability, whichever applicable, to avoid detection.
Dagger: +Dexterity to use, 3d8 damage. Roll Roll Performance or Sociability, whichever applicable, with a -3 to avoid detection.
THIS IS NOT EVERYTHING!!! PLEASE DO NOT POST UNTIL EVERYTHING IS POSTED!! please do PM me if you see glaring balance issues though. Ty y'all.
Warlocks: LostWanderingSoul.
Low price of a soul, 20 pounds of flesh, and a jellybean! (Note: The flesh does not have to be yours) PM me if you're interested
"God complex? I find it quite simple, actually."
"proud" owner of the Cult of The Thing that Lives Under Your Bed, the least used cult in the Kitchen
Pronouns: They/It
An odd puddle of ink (extended signature)