The Great Cleansing
Team Rules v1.0, for the Diablo II Expansion
August 4th, 2001
by Sirian


Team: 4 to 8 characters, all Assassins. (The Jaq'Taar)

Rules

All characters to be played "pure" -- no gifts, no twinks, no trades outside the closed group. Gambling is allowed but should be approached from a group strategy, and item sharing and gold sharing should be handled in a "community property" sort of way, ensuring everyone gets what they need, and items go where they are most needed. Characters play together, and are not to be played without the whole group present. (Later on, this might be able to be relaxed, when one or two session's worth of play behind won't put someone out of the game.)

If a player DOES miss a session, he can solo to make up lost experience, and catch up with lowest clvl in the party. Soloing is to occur ONLY to make up experience if you miss a session, and is not to be abused. Soloing can occur between multiple members of the team if more than one is behind, but all make-up play, solo or otherwise, is to take place in closed passworded games with no characters present from outside the team.

Team games to be played on a weekly schedule. Players will make new Bnet accounts for their character and make the password known to the team leader so that the role can be adopted by someone else if a player bows out of the team. (This rule optional -- team leaders: arrange things to suit your own team best).

Whether or not substitutions are allowed on the fly, for one or two gaming sessions, or whether some roles will be "shared" with more than one player playing the same character at different times, is up to the team leader and team members to decide.

Character naming conventions should be decided by the team as a group. Anything the team wants is viable.

All Quests are to be completed for ALL team characters.

If Quests are missed, players are allowed to solo these. However, this may not always be wise. Any character with any restrictions can finish Normal Act 1 quests solo, but what about quests later in the game or on later difficulties? The team should certainly consider going back to redo quests with someone to catch them up, as appropriate. The players will have to decide for each situation.

Finding waypoints and whether or not to full-clear areas of all melee targets, are optional and should be decided within each team. Remember, though, that it is mandatory to seek out and cleanse all corrupt mages, even in out of the way places. (The only area in the entire game you can completely skip is the Arachnid Lair: no mages down there. All the other caves, tombs, dungeons, temples, and hell pits, either always have mages, or a chance for mages, so be thorough. Let no corrupt mage escape your team's fury! Don't let even one mage escape you, not even by hiding in some barrel like the lowest of even the lowest mage scum. You should even make an effort to trap and slay all the finger mages in act four. Try not to let any get away!)

Whether or not to replay through areas of the game for items, experience, and cash, is optional. The team may opt for a straight-through approach, without repeating areas, or may repeat any areas they like as often as they wish. The team should discuss its policy ahead of time, so that all players will be on the same page here, having agreed to whatever the terms will be.

The Jaq'Taar are intended to stay together. This does not mean every player jammed together like sardines into tight spaces. If there are six or more players present in the game at the time, it's feasible to split into two groups, along whatever lines the players see fit. It's recommended that both parties stay near each other, though, to call on players and skills they may need in crisis situations. Help should never be too far away! A good rule of thumb seems to be keeping everyone visible on the automap. How close to stick together may vary by situation and personal preferences.

Running off to solo is prohibited. Use common sense with this rule, folks. Obviously there will be times when retreat isolates players, or allies have fled or perished, leaving someone alone -- and certainly when fighting LEBs, it may be wise to let one or two players attack instead of everyone getting one another killed with TOO MUCH attacking. Also, some very short-range scouting, luring, or lag-trap clearing may be of benefit. This rule is meant to help the team and keep everyone focused. Running ahead to solo is a clear violation, but what about falling behind as allies rush ahead, bypassing enemies? This too is discouraged. If players disagree on what pace to play, and whether or not to skip fights or even whole levels, this should be ironed out to everyone's satisfaction in advance, preferably, rather than disintegrating the team during play.

There WILL be times when not everyone shows up. You need more than half the team present for a viable game session, though. So that's the rule: more than half the team. If half or less are present, play should stop or not begin. This does not include make-up play, for players who have fallen behind (due to absence or frequent death and exp loss). They are allowed to play to catch up to the lowest clvl in the main party. The Team Leader should determine what clvl that is, informing players who have fallen behind how far they may catch up. If someone comes late to a session, they should join right in wherever the group is at, and go back later, solo if necessary, in a new game if required, to catch up on whatever was missed.

DO NOT "make up" in advance, nor assume the team will reach a certain area or clvl in your absence. If you are forced to miss a session, check with the team leader or the team forum to discover how far behind you may be, and what you are allowed to do in catching up. Players who miss a session should never end up ahead of the rest of the team in either clvl or quest/waypoint progress.

Handling items and cash is, of course, a team responsibility. However, if it turns out some players die less frequently, perhaps these should be given the duties of holding on to savings (money). Sharing items can be done efficiently by dropping them in the center of town for anyone to look over; however, be careful, in that a server-side crash can wipe out all items left on the ground. If this approach is taken, be careful to sell off surplus on a regular basis. Alternatively, all items could be identified in a group way, with the entire team gathering in town to look it all over and decide how best to use it. This takes more time but offers the best optimization of item use. Finally, there is the independent (and perhaps easiest, though perhaps NOT most efficient) method of leaving judgment up to each player, as to what to keep and what to offer to the rest of the group. Whatever is chosen for item handling, team leaders should arbitrate any disputes, and extras should be sold for cash rather than left go to waste

IMPORTANT: all enemy spellcasters MUST be slain. Areas that include shamen of any type, including fallen shamen, greater mummies, flayer shamen, must be fully cleared of these abominations. All areas with skeletal mages, vampire lords, gloams, imps, succubi, and hellish knights must be cleared of these evils. The corrupted priests of Zakarum in Kurast must all be cleansed. All magical creature spawners and corrupted magely devices, such as mummy sarcophaguses and demon huts, catapults and lightning spires, must be put out of commission. Above all else, the Vizjerei Summoner, the wicked Council and the corrupted mage Tal Rasha must be pursued to the ends of the earth, if necessary. Melee-based opponents are of no consequence, and may be slain or ignored as you and your team see fit. The Great Cleansing is a holy crusade to rid the world of the corruption of demonic magicks. All offenders shall be assassinated.

Team Roles

All roles are optional. Players may mix and match, and there may up to two of each type of character in any given party. No more than two of any particular build, so that the team may remain diversified. If the team captain and players desire, they may optionally disallow duplicate builds and divvy up the roles as they like with no overlap.

Vulcana, Disciple of Fire

Skills
The Fire Assassin specializes in the following skills: Fists of Fire, Dragon Tail, Wake of Inferno, Claw Mastery. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build may maximize the powerful Dragon Tail finishing move or the Fists of Fire attack.)

The Fire Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Tiger Strike, Cobra Strike, Burst of Speed, Shadow Warrior, Weapon Block, Wake of Fire.

Fire Blast, Dragon Talon, Dragon Claw, Psychic Hammer and Cloak of Shadows are allowed as prereqs only, and are not to be used. (Special Exception: Fire Blast may be used at slvl 1 until Wake of Fire becomes available).

Forbidden skills include Fade, Venom, Shadow Master, Mind Blast, all traps from the left and right branches of that tree, Claws of Thunder, Blades of Ice, Phoenix Strike, and Dragon Flight. Forbidden.

Weapons
The Fire Assassin is required to equip a claw-class weapon. She may dual-wield, or use a shield.

Enchantments
The Fire Assassin is prohibited from EVER employing cold, lightning or poison attacks of any kind, including on weapons, charms, and other items.

No charged items may be used, except those that have fire effects. No items with a chance to cast spells on attack or if struck may be used, except that trigger fire effects and fire spells. Use common sense.

The Fire Assassin must place priority on obtaining resistance to fire. She must maintain fire resistance as her highest resistance AT ALL TIMES. Other resists may equal, but never exceed, her fire resistance. Items that boost her maximum fire resistance are greatly prized and should be worn if obtained.

Mercenaries
No mercenaries are allowed to the Disciples of Fire.

Arctica, Disciple of Ice

Skills
The Ice Assassin specializes in the following skills: Blades of Ice, Dragon Flight, Shadow Warrior, Claw Mastery. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build can maximize the powerful Blades of Ice attack skill, Shadow Warrior minion and Dragon Flight finishing move.)

The Ice Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Tiger Strike, Cobra Strike, Burst of Speed, Fade, Weapon Block, Psychic Hammer.

Fists of Fire, Claws of Thunder, Dragon Talon, Dragon Claw, Dragon Tail, and Cloak of Shadows are allowed as prereqs only, and are not to be used.

Forbidden skills include Venom, Shadow Master, Mind Blast, the entire Traps tree, and Phoenix Strike. Forbidden.

Weapons
The Ice Assassin is required to equip a claw-class weapon. She may dual-wield, or use a shield.

Enchantments
The Ice Assassin is prohibited from EVER employing fire, lightning or poison attacks of any kind, including on weapons, charms, and other items.

No charged items may be used, except those that have cold effects. No items with a chance to cast spells on attack or if struck may be used, except that trigger cold effects and ice spells. Use common sense.

The Ice Assassin must place priority on obtaining resistance to cold. She must maintain cold resistance as her highest resistance AT ALL TIMES. Other resists may equal, but never exceed, her cold resistance. Items that boost her maximum cold resistance are greatly prized and should be worn if obtained.

Mercenaries
The Ice Assassin is allowed to employ a mercenary, but she MUST be a Rogue with Cold Arrow attack. (Your Raven quest reward companion will do, since she is always Cold Arrow now. You may keep her, or trade her in on a different one). Your mercenary (if you have one) must observe the same damage restrictions: no fire, lightning, or poison damage of any kind, ever.

Thundarra, Disciple of Lightning

Skills
The Lightning Assassin specializes in the following skills: Claws of Thunder, Dragon Talon, Lightning Sentry, Claw Mastery. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build may maximize the powerful Claws of Thunder attack skill or the Dragon Talon finishing move).

The Lightning Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Tiger Strike, Cobra Strike, Burst of Speed, Shadow Warrior, Weapon Block, Charged Bolt Sentry.

Fire Blast, Shock Web, Fists of Fire, Psychic Hammer and Cloak of Shadows are allowed as prereqs only, and are not to be used. (Special Exception: Shock Web may be used at slvl 1 until Charged Bolt Sentry becomes available).

Forbidden skills include Fade, Venom, Shadow Master, Mind Blast, all traps from the right branch of that tree, the two Wake traps, Death Sentry, Blades of Ice, Phoenix Strike, Dragon Claw, Dragon Tail, and Dragon Flight. Forbidden.

Weapons
The Lightning Assassin is required to equip a claw-class weapon. She may dual-wield, or use a shield.

Enchantments
The Lightning Assassin is prohibited from EVER employing fire, cold, or poison attacks of any kind, including on weapons, charms, and other items.

No charged items may be used, except those that have lightning effects. No items with a chance to cast spells on attack or if struck may be used, except that trigger lightning effects and lightning spells. Use common sense.

The Lightning Assassin must place priority on obtaining resistance to lightning. She must maintain lightning resistance as her highest resistance AT ALL TIMES. Other resists may equal, but never exceed, her lightning resistance. Items that boost her maximum lightning resistance are greatly prized and should be worn if obtained.

Mercenaries
No mercenaries are allowed to the Disciples of Lightning.

Tarantula, Disciple of Poison

Skills
The Poison Assassin specializes in the following skills: Venom, Weapon Block, Dragon Claw, Claw Mastery. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build may employ the powerful Venom skill, or maximize the dual-wielding options, or use a bow).

The Poison Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Tiger Strike, Cobra Strike, Shadow Warrior, Psychic Hammer, Cloak of Shadows, Blade Shield.

Dragon Talon, Burst of Speed, Fade, Fire Blast, Blade Sentinel, Wake of Fire, and Blade Fury are allowed as prereqs only, and are not to be used. (Special Exception: Burst of Speed may be used at slvl 1 ONLY until Venom becomes available).

Forbidden skills include Shadow Master, Mind Blast, Wake of Inferno, all traps from the left branch of that tree, Fists of Fire, Claws of Thunder, Blades of Ice, Phoenix Strike, Dragon Tail, and Dragon Flight. Forbidden.

Weapons
The Poison Assassin is required to dual-wield claw-class weapons. She may not use a shield.

The Poison Assassin is allowed to equip and use a bow in her secondary weapon slot. Any bow or crossbow may be used, so long as it does not inflict any fire, cold, or lightning damage.

Enchantments
The Poison Assassin is prohibited from EVER employing fire, cold, or lightning attacks of any kind, including on weapons, charms, and other items.

No charged items may be used, except those that have poison effects. No items with a chance to cast spells on attack or if struck may be used, except that trigger poison effects and poison spells. Use common sense.

The Poison Assassin must place priority on obtaining resistance to poison. She must maintain poison resistance as her highest resistance AT ALL TIMES. Other resists may equal, but never exceed, her poison resistance. Items that boost her maximum poison resistance are greatly prized and should be worn if obtained. Note that items that reduce length of poison duration are not factored in this rule. The Poison may choose to wear such items or not, at her discretion.

Mercenaries
The Poison Assassin is allowed to employ a mercenary, but he MUST be an act two Town Guard with Offensive auras. Your mercenary (if you have one) must observe the same damage restrictions: no fire, cold, or lightning damage of any kind, ever.

Chakra, Focus of Energy, Mistress of Control

Skills
The Physical Assassin specializes in the following skills: Tiger Strike, Burst of Speed, Blade Fury, Claw Mastery. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build may maximize the Tiger Strike attack or the powerful Burst of Speed skill).

The Physical Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Cobra Strike, Shadow Warrior, Weapon Block, Dragon Talon, Dragon Flight, Blade Shield.

Fire Blast, Blade Sentinel, Wake of Fire, Dragon Claw, Dragon Tail, Psychic Hammer and Cloak of Shadows are allowed as prereqs only, and are not to be used. (Special Exception: Blade Sentinel may be used at slvl 1 until Blade Fury becomes available).

Forbidden skills include Fade, Venom, Shadow Master, Mind Blast, Wake of Inferno, all traps from the left branch of that tree, Fists of Fire, Claws of Thunder, Blades of Ice, and Phoenix Strike. Forbidden.

Weapons
The Physical Assassin is required to equip a claw-class weapon. She may dual-wield, or use a shield.

Enchantments
The Physical Assassin is prohibited from EVER employing fire, cold, lightning or poison attacks of any kind, including on weapons, charms, charged items, chance-to-cast items, and other items.

The Physical Assassin should strive to improve her defense rating, blocking, hit recovery, and health. She gets first pick of the best defensive armors and the best blocking shields, if desired.

Mercenaries
No mercenaries are required by the Mistress of Control.

Mechanica, Mistress of Devices

Skills
The Traps Assassin specializes in the following skills: Death Sentry, Blades of Fury, Lightning Sentry, Wake of Inferno. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build may use the powerful Death Sentry skill).

The Traps Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Fade, Shadow Warrior, Wake of Fire, Charged Bolt Sentry, Blade Sentinel, Blade Shield.

Fire Blast, Shock Web, Claw Mastery, Burst of Speed, Weapon Block, Psychic Hammer and Cloak of Shadows are allowed as prereqs only, and are not to be used. (Unavoidable in the case of Claw Mastery, but the Traps Assassin is discouraged from entering melee combat in general). ... (Special Exception: Fire Blast and Shock Web may be used at slvl 1 until Wake of Fire and Charged Bolt Sentry become available).

Forbidden skills include Venom, Shadow Master, Mind Blast, and all skills from the Martial Arts tree. Forbidden.

Weapons
The Traps Assassin is required to use a shield. She may employ any one-handed weapon she desires.

Enchantments
The Traps Assassin is prohibited from employing cold or poison attacks of any kind, including on weapons, charms, charged items, chance-to-cast items, and other items. She should defer any fire, lightning or physical attack charms and jewels to other team members.

Mercenaries
No mercenaries are required by the Mistress of Devices.

Mentarra, Mistress of the Mind

Skills
The Mind Assassin specializes in the following skills: Psychic Hammer, Cloak of Shadows, Mind Blast, Shadow Master. No limit on these skills, invest in them and use them as you see fit. (Note that only this character build may use the powerful Mind Blast and Shadow Master skills, and maximize the team-friendly Cloak of Shadows curse).

The Mind Assassin may minor in any or all of the follow skills, investing up to a MAXIMUM of five skill points in each: Burst of Speed, Fade, Shadow Warrior, Cobra Strike, Blade Sentinel, Blade Shield.

Claw Mastery, Weapon Block, Tiger Strike, Fire Blast, Wake of Fire, and Blades of Fury are allowed as prereqs only, and are not to be used. (Unavoidable in the case of Claw Mastery, but the Mind Assassin is discouraged from entering melee combat in general).

Forbidden skills include Venom, Wake of Inferno, all traps from the left branch of that tree, Fists of Fire, Claws of Thunder, Blades of Ice, Phoenix Strike, and all four Dragon finishing moves. Forbidden.

Weapons
The Mind Assassin is required to use a shield. She may employ any one-handed weapon she desires.

Enchantments
The Mind Assassin is prohibited from EVER employing fire, cold, lightning or poison attacks of any kind, including on weapons, charms, charged items, chance-to-cast items, and other items. Her role is intended to be one of support, specializing in mental and magical attacks.

Mercenaries
No mercenaries are required by the Mistress of the Mind.

Sassy, the Undisciplined

Skills
The Rogue Assassin has no specialty. She is allowed to invest a MAXIMUM of seven skill points into any particular skill. (Note that only this character build may use the powerful Phoenix Strike attack skill AT ALL, and only this build may employ two-handed melee weapons and any mercenary of choice).

Forbidden skills include Venom, Shadow Master, Mind Blast, and Death Sentry. All other skills allowed, at up to base skill level of seven.

Weapons
The Rogue Assassin is allowed to use any weapon (except for bows/crossbows), any shield, any charm, any charged items, which do not violate the prohibition on certain +skill options listed in the previous rule.

Enchantments
The Rogue Assassin is forbidden from using any items that offer skill bonuses to specific Assassin trees or specific Assassin skills. She is allowed to use only those +skill items which add to all skills or all Assassin skills (or to skills for other classes, which are disabled and irrelevant. Note, this means she cannot imbue claw weapons for herself, as those will always come out with +skills to specific skills attached).

Mercenaries
The Rogue Assassin is allowed to hire any mercenary from any act, and to switch among them as desired. However, these mercenaries may be equipped ONLY with gray socketed items or standard white items. No blue, yellow, tan, green, orange or other magic items permitted. Only gray and white items (ethereal items allowed, if gray or white). Also, no RuneWords may be used for the mercenary. All other socketing options are legal, including gems, jewels, runes, and combinations thereof, so long as they do not form RuneWords.

Closing Remarks

Personally, I recommend trying to play the variant with all eight different builds on one complete team. Each character will have different strengths and weaknesses, different flavor, and different item priorities. However, I also recognize that sometimes once the roles are divvied up, there's often a role nobody wanted to play, thus the option to double up and mix and match as teams and players see fit. The most urgent thing is to have a happy, healthy, harmonious team with everybody playing something they will enjoy. Handling the roles this way helps improve the odds on that.

Each player should take special responsibility to know and understand all the rules that pertain to his or her particular character build.

Also note that the names of the roles designate the subclasses of assassins, not the names you should put on your characters. Use any name or naming convention you and your team see fit.

Good luck to you. Now go slay some mages already. Those corrupt bastards are overdue for extermination.

Copyright

These are the complete rules for The Great Cleansing, an all-assassin team variant.

GC Rules copyright 2001, by Robert B. Thomas. All rights reserved. Permission is granted to use this variant concept without restrictions, and with any alterations seen fit by your team. Please do not distribute altered rules as "Great Cleansing". Please include this notice with any copies of the rules you record, print, or transfer. Thank you. Now go and have some fun.


The Variant Archive has reprinted the rules for "The Great Cleansing" with permission from the author. The Variant Archive believes that the name "99" would be quite fitting for any Mistress of Control. *"Get Smart"
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