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Northern Isles Roles (Game 3)

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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 questions and comments below.

 

Adventurer

Nationality: Avernum

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: You must do two of these: Have the Assassin Leather at the end of the game, kill Dionicio, kill Gladwell, kill Empire Spy, kill Darkside Blademaster, kill Darkside Mage, kill Micklebur.

 

Anama Hunter

Nationality: Avernum

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.

 

You may join the Anama to go undercover. You will gain the magic immunity, but your victory condition will be unmodified. Also, you do not count as an Anama member when evaluating anyone's victory conditions.

 

Anama Priest

Nationality: Avernum

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 and servants of Gladwell at the end of the game. The magic users are: Shanker, Gladwell, Sacred Item Cultist, Darkside Mage. Gladwell begins with one servant, the Bound Servant, but may acquire more.

 

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

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: Physical

 

Ability: So long as Gladwell is alive, you are immune to physical damage. When you attack under Gladwell's geas, you will always get the first strike.

 

Victory Condition: Gladwell wins or is dead.

 

You are a servant of Gladwell.

 

Darkside Blademaster

Nationality: Empire

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

Nationality: Empire

Skill: Stealth

Attack: Magic

Immune: None

 

Ability: May target one person per day. The target 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

Nationality: Avernum

Skill: Power

Attack: Physical

Immune: None

 

Ability: May target one person, living or dead, 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

Nationality: Empire

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 or other personally identifying information), 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

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: When you kill someone, you will learn their role.

 

Victory Condition: You must do two of these: Have the Flaming Sword at the end of the game, kill Dionicio, kill Adventurer, kill Shankder, kill Machrone, kill Darkside Blademaster, kill Darkside Mage.

 

Fae

Nationality: Avernum

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. Your identity is retained even after death.

 

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.

 

Gladwell

Nationality: Avernum

Skill: Power

Attack: Magic

Immune: Magic

 

Ability: You may not attack anyone directly. If any of your servants attack you, you will always get the first strike. 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: Four randomly generated victory conditions that contain holding two artifacts at the end of the game and two people dead by any means or under your geas.

 

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) Gladwell can override any ability request with is ability and (2) person gains the victory condition that Gladwell must win or be dead.

 

Machrone

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Conduct an demographic poll of all the living characters. Pick one from this list:

 

* Faction identification. (Anama, Gladwell, Darkside Loyalist)

* Magic users.

* Current skill levels.

* Current immunities.

* Nationality.

* Targets of the Adventurer.

* Targets of the Empire Spy.

* Targets of the Darkside Loyalists.

 

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

 

Micklebur

Nationality: Empire

Skill: Power

Attack: Physical

Immune: Magic

 

Ability: Can detect if a target is a magic user or is a servant of Gladwell.

 

Victory Condition: All mages dead by any means.

 

You are an Anama Member.

 

Oliver

Nationality: Avernum

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.

 

Oliver will have a shop that will be discussed in the rules. Items in your shop may not be used by you except when defending from attacks. You may move items from your inventory to your shop, but not vice versa.

 

Sacred Item Cultist

Nationality: Avernum

Skill: Stealth

Attack: Magic

Immune: Poison

 

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

Nationality: Empire

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.

 

Since you are a mage, you are automatically enemies with anyone in the Anama. Unless there is another reason, you are NOT an enemy with Gladwell or his servants.

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