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Northern Isles Roles (Game 2)


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There are 16 roles in the game in alphabetical order. Below is information on each role's abilities, skill level, immunities, and victory conditions. Please offer comments below.

 

Adventurer

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: May target one person per day. If that person has any items, you steal one of them (chosen at random).

 

Victory Condition: Kill, by your own hand, two of the following: Dionicio, Gladwell, Empire Spy, Darkside Blademaster, Darkside Mage, Micklebur.

 

Anama Hunter

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May target one person per day. Reveals if that person is in the Anama. While attacking someone in the Anama, your skill level is treated as Power.

 

Victory Condition: Total elimination of the Anama sect. The Anama Priest and all followers must be dead by any means necessary.

 

Anama Priest

Skill: Standard

Attack: Physical

Immune: Magic

 

Ability: Once per game, may resurrect one person.

 

Victory Condition: Have the number of Anama members outnumber the mages at the end of the game. The magic users are: Shanker, Gladwell, Sacred Item Cultist, Darkside Mage.

 

Anama Priest can recruit Anama members who are not mages, servants of Gladwell, or Darkside Loyalists. Anyone who joins the Anama gains immunity to magic.

 

Bound Servant

Skill: Standard

Attack: Physical

Immune: None

 

Ability: You may target an individual to find if the individual has Gladwell's magic. So long as Gladwell is alive, you are protected from being attacked. You will resist any of Gladwell's orders where you would end up dying. Gladwell cannot compel you to use your investigative ability and you are immune to the 50% fail rate that affects other servants of Gladwell.

 

Victory Condition: Gladwell dead by any means necessary.

 

Darkside Blademaster

Skill: Power

Attack: Physical

Immune: Physical

 

Ability: None.

 

Victory Condition: All five of the following must be dead, by any means necessary: Adventurer, Dionicio, Shanker, Empire Spy, and one other random target.

 

Darkside Mage

Skill: Stealth

Attack: Magic

Immune: None

 

Ability: May target one person per day. The target (if not immune to Magic) is cursed for the next 24 hours. If the target decides to attack anyone, his or her attacks will be unable to harm the opponent. Note the curse only affects when the target attacks, not when the target is being attacked.

 

Victory Condition: All five of the following must be dead, by any means necessary: Adventurer, Dionicio, Shanker, Empire Spy, and one other random target.

 

Dionicio

Skill: Power

Attack: Physical

Immune: None

 

Ability: May target one person per day. Reveals that person's role.

 

Victory Condition: All Darkside Loyalists (DL Blademaster, DL Mage, Domont) dead by any means AND have possession of Crystal Spire at the end of the game.

 

Domont

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May use one of these per day. (1) Target a role (e.g. Domont), you will learn about any actions that role did for the last 24 hours, (2) Target a Darkside Loyalist role (e.g. Darkside Mage) and give a keyword (must not be a name), the person in that role is given a keyword. This second ability is to help you find the other Darkside Loyalists.

 

Victory Condition: All five of the following must be dead, by any means necessary: Adventurer, Dionicio, Shanker, Empire Spy, and one other random target.

 

Empire Spy

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: May target one person per day. If the person does an action in the next 24 hours, you will follow that person and learn where they went, but not what they did.

 

Victory Condition: You must kill, by your own hand, at least two of the following: Adventurer, Dionicio, Shanker, Machrone, Darkside Blademaster, Darkside Mage.

 

Fae

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May assume the identity of any other role (e.g. Fae). You will appear as this role to all information gatherers.

 

Victory Condition: Your goal is to trick people into "joining" or trading with you. Anyone who "joins" you, trades with you, or gives you an item ends up dead regardless of skill, immunities, or other effects. Trick at least three people this way, one of which must have a skill of power.

 

Gladwell

Skill: Power

Attack: Magic

Immune: Magic

 

Ability: You may do one of the following once per day: (1) Compel one of your servants to do any action they could do, or (2) Switch your immunity form magic to physical, or vice versa.

 

Victory Condition: By the end of the game, have at least three living bound servants.

 

Gladwell can bind other players who are not Anama members or Darkside Loyalists. People who join are immune to physical damage if Gladwell is alive. However, they have the following penalties: (1) The servant receives a random added victory condition, (2) Gladwell can override any ability request with is ability, and (3) any ability use not ordered by Gladwell now has a 50% chance of failure.

 

Machrone

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Once per day, submit one question. For any player (except you) to do any action, a response (to all unanswered questions) must be posted in the game thread.

 

Victory Condition: Correctly identify (to the moderator) all of the roles by the end of the game.

 

Micklebur

Skill: Power

Attack: Physical

Immune: Magic

 

Ability: Can detect if a target is a magic user and if the target is currently in possession of any items.

 

Victory Condition: All mages dead by any means.

 

You are an Anama Member.

 

Oliver

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Can see the inventory of a target.

 

Victory Condition: Have at least two artifacts in your possession at the end of the game.

 

Can organize trades between yourself and other player. The exchange always an item(s) for another item(s).

 

Sacred Item Cultist

Skill: Standard

Attack: Magic

Immune: None

 

Ability: May target an item. It reveals which role (e.g. Sacred Item Cultist) has the item.

 

Victory Condition: At the end of the game, have at least two artifacts in your possession.

 

Shanker

Skill: Standard

Attack: Magic

Immune: Physical

 

Ability: May target one person per day. This person is protected by magical wards from being attacked for 24 hours.

 

Victory Condition: Neither Gladwell nor the Anama Priest win.

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Clarification on Machrone: Do players have to answer publicly, or does only Machrone get the answer? Do players have to be honest? Public and dishonest or private and honest make sense to me, and I think I prefer the latter. The ability to lie makes Machrone's power fairly weak except for proving that you have the role and no lies allows Machrone to more than duplicate a number of other powers. "Are you a power attacker?" "Are you in the Anama?" "Are you Shanker?"

 

—Alorael, who assumed that Oliver gets to mandate trades whether or not the other party wants to.

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Good point. Right now there is only the ability to give items. I may make it possible to trade as well. In which case this would be obsolete. I was going to make trading with Oliver have an additional bonus advantage, but may decide against it for simplicity. Oliver would start out with 2-3 items he can trade.

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I'll have to consider how to handle Machrone. You make a good point, but I do like to make people post on the thread just to keep activity up.

 

Right now, the answers are to be posted publicly for everyone to see. The response can be anything, even a nonsensical answer. For instance,

 

Q: Are you a power role?

A: Pizza.

 

Of course, giving these kinds of answers may be viewed unfavorably and suspicious by many players and it is best, in this case, just to lie.

 

It is, admittedly, a weak ability, but the character has the almost sheer lack of enemies to account for it. As you had said somewhere else, his greatest ability is being an apparent threat to no one.

 

Oh yeah, just to add, roles will now be revealed upon death. That's why his requirement is so high. At the end of the game, if only a few people remain, it is pretty easy for him to win.

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I love all the new changes. The fae role is awesome.

 

The only thing I see as an issue is the penalty for the Gladwell. It's too high. The role itself was quite overpowered this time around, but the 50% chance of failure + added victory condition should solve it. The immunity thing just makes the Gladwell unappealing, and considering that the Bound Servant can now target a player to find out who the Gladwell is and cannot be sent suicidal, being the Gladwell would suck.

 

The machrone having to identify all roles makes sense and seems like a good fix. Great job smile

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Right now nine people can join Gladwell. If the Bound Servant remains alive (a calculated risk), he only needs to seduce two of them. Before there were a seven people. Physical immunity is also REALLY good, so the benefit of joining is still quite high.

 

I may change the Bound Servant so he can only detect if the person has traces of Gladwell's power. That way Gladwell and his servants will appear indistinguishable.

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The DL Blademaster, DL Mage, and Domont all have a "random target." Do they get the same one, or different ones?

 

Also, there is currently no role that has any reason to kill Domont. Could that be unbalancing? Part of what made Machrone so easy to play last time was that I had absolutely no reason to hide from anybody.

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All three DLs have the same random target. The point this was added was to add a little uncertainty to the game. Strictly speaking, no one else will know for sure what the random target is, so working with them becomes a bit riskier.

 

I forgot to clarify under Dionicio's victory condition. Domont is a Darkside Loyalist and must die as well for him to win. Granted, Thuryl makes a good point. It would be a good idea for their targets to see the three DLs die.

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