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Northern Isles Roles (Game 4)

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This is the list of possible roles for Game 4. Unlike previous games, only 16 of these will be used. The roles will be chosen as follows:

 

Roles 1-10: Anama Priest, Bound Servant, Darkside Blademaster, Darkside Mage, Dionicio, Domont, Gladwell, Machrone, Micklebur, Shanker.

Role 11: Adventurer or Empire Spy (50% each)

Role 12: Alchemist (25%), Craftmaster Strine (25%), or Oliver (50%)

Roles 13-16: Randomly chosen to be any role not currently used.

 

The magic users are: Aimee, Craftmaster Strine, Darkside Mage, Gladwell, Necromancer, Sacred Item Cultist, Shanker, Vahkos.

 

People who may join the Anama are: Adventurer, Alchemist, Anama Hunter, Dionicio, Fae, Infiltrator, Machrone, Oliver, Pure Spirit, Ronaldo, Skribbane Addict.

 

People who may join Gladwell are: Adventurer, Anama Hunter, Craftmaster Strine, Dionicio, Fae, Infiltrator, Machrone, Necromancer, Ronaldo, Sacred Item Cultist, Skribbane Addict.

 

The roles, in alphabetical order, are:

 

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, kill Skribbane Addict.

 

Aimee

Nationality: Avernum

Skill: Standard

Attack: None

Immune: Most Attacks

 

Abilities: Your target may not perform any actions for 24 hours. You may not directly attack anyone or hold and use items. You can only be killed by: Gladwell, Anama Priest, Vahkos, and Wand of Death. Anyone else who attacks you will learn your role.

 

Victory: Number of Avernites (not counting Aimee) that win is at least twice the number of Imperials that win.

 

Alchemist

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Abilities: Brew one of the following: Antidote, Heroic Brew, Ironskin Salve, Knowledge Brew, Resistance Elixir, or Weapon Poison.

 

Victory: Only one of Shanker, Gladwell, or the Anama Priest win. If all are dead, collect two of three randomly chosen items.

 

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: Aimee, Craftmaster Strine, Darkside Mage, Gladwell, Necromancer, Sacred Item Cultist, Shanker, Vahkos. 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. See the rules for specifics. An exact list of roles that can join is given at the top of this thread.

 

Bound Servant

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: Physical

 

Ability: Reveals if your target would be a suitable candidate for recruiting by Gladwell. 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 his geas is broken.

 

You are a servant of Gladwell.

 

Craftmaster Strine

Nationality: Avernum

Skill: Standard

Attack: Magic

Immune: None

 

Abilities: You may craft an item from the list below. Each item on the list may only be made once per game:

 

* Box of Traps

* Clover Boots

* Disruption Crystal

* Ivory Skull

* Knowledge Brew

* Knowledge Brew

* Resistance Elixir

* Rod of Alacrity

* Vulnerability Scroll

* Wand of Death

* Warding Crystal

* Warding Crystal

 

Victory: Collect two out of three randomly chosen artifacts.

 

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: Dionicio, Shanker, Adventurer or Empire Spy, another random Avernite, 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: Dionicio, Shanker, Adventurer or Empire Spy, another random Avernite, 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: Dionicio, Shanker, Adventurer or Empire Spy, another random Avernite, and one other random target.

 

Empire Spy

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: You can investigate a target's nationality. 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 Shanker, kill Machrone, kill Darkside Blademaster, kill Darkside Mage, kill Skribbane Addict.

 

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. An exact list of roles that can join is given at the top of this thread.

 

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 the geas be broken. Note that if Gladwell compels someone to attack, they will get the first strike.

 

Infiltrator

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: Once per game, may get a free action that does not count towards the 24 hour period. You must specify this in a PM with your action.

 

Victory: Kill three Avernites by your own hand. Dionicio counts as two.

 

Machrone

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None.

 

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

 

* Reveal (at random) one of the randomly selected roles. (Roles 11-16)

* 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) at least 12 out of 16 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.

 

Necromancer

Nationality: Avernum

Skill: Standard

Attack: Magic

Immune: None

 

Ability: Target a dead person, you will learn their role and gain their ability as a possible action.

 

Victory Condition: Use your ability on two randomly selected roles.

 

Nephil Activist

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None

 

Ability: Visit the Fang Clan once per 24 hours with a list of actions. While there, you can do any of the following:

 

* Trade for an item for another with a Fang Clan trader. He has a randomly generated inventory of three items every day that you see.

* Hire the Nephil pathfinder for two items to learn the role of a target.

* Hire the Nephil shaman for two items to offer a blessing towards any player. The blessing gives skill of power for 24 hours.

* Hire the Nephil thief for one item. He steals a random item from a target's inventory (if any) and gives it to you.

* Hire a Nephil assassin for three items. He attacks a target of your choice. Has skill of stealth, physical attack, no immunity, and gets the first strike. If he dies, he may not be hired again.

 

The pathfinder, shaman, thief, and assassin can only be hired to do one action per day. The Fang Clan will also not accept artifacts as objects of trades.

 

Victory: The following must be dead: Gladwell, Shanker, and the Anama Priest.

 

Oliver

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Can see the inventory of a target.

 

Victory Condition: Have at least two of three randomly chosen 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.

 

Pure Spirit

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: Magic

 

Ability: Can see who the target has killed, if anyone.

 

Victory: Neither the Darkside Loyalists nor Gladwell win AND have the Holy Symbol.

 

Ronaldo

Nationality: Avernum

Skill: Stealth

Attack: Poison

Immune: None

 

Ability: Can identify the nationality of a target.

 

Victory: Kill three Empire citizens by your own hand. The Darkside Blademaster counts as two.

 

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 of three randomly chosen 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.

 

Skribbane Addict

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Ability: Can detect if a target has skribbane. If you attack someone with skribbane, your skill level is power for the battle duration and you get the first strike. You are immune to Skribbane Withdrawal.

 

If you do not use Skribbane at least three days from your last use or the start of the game, you die.

 

Victory: Use Skribbane at least twice. You must also survive until the end of the game, so time your usage wisely.

 

Vahkos

Nationality: Empire

Skill: Power

Attack: Magic

Immune: Poision

 

Ability: You always get the first strike. You may not use or equip items or artifacts, nor may derive any benefits from having them in your inventory.

 

Victory: You are the only survivor at the end of the game.

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I think Vahkos should be able to use items aside from a select few (i.e. Holy Cross), but should not be able to use artifacts.

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I disagree. Vahkos is very hard to kill already. If he were able to make himself stronger with items, he'd be almost invincible.

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Since the other topic closed:

 

Aimee is very much alive in X1:

Quote:
In this small, secluded cove, you find a small, tidy hut. Wisps of smoke emerge from the chimney, and a tidy mushroom garden grows nearby.

 

Inside the hut, you find a young human mage sitting and meditating. She doesn't seem to know you're here.

 

You tap on her shoulder, and she immediately comes to. She stands, and you see she is a very small woman with very bright eyes. "Welcome to my home," she says, "I am Aimee Far-Traveller. It is rare indeed to get friendly visitors here..."

 

In X2, she still seems to be alive. Patrick says she is a "recluse" and you can meet her shade -- but keep in mind that in Exile, "shade" typically refers to a magical messenger in the likeness of the creator, and not an actual ghost:

Quote:
The shade moves towards you. She says "I am Aimee, of Exile. I lived in the islands before the Empire came, travelling the worlds with my mind. Now, I have left, and will not return until it is safe again."

 

"Until I return, I leave a gift for you poor souls, fighting and dying for your land."

 

I think the concept of her returning makes it pretty unlikely that she is dead. tongue

 

In other news, while grepping this I discovered YET ANOTHER hidden string in Exile 2. This one is not as noteworthy, though: "Delicatessen is a majorly cool movie."

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Is the Pure Spirit enemies with the Darkside Loyalists and Gladwell?

 

In other news, I compiled a list of the Infiltrator's enemies. Good lord, that role doesn't even need to look information up. Just point and shoot, because odds are, he'll hit a target.

 

EDIT: Just counted it up. He has 15 enemies. And that's not counting any that'd crop up from being a random target! shocked

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As far as I can tell, the Infiltrator's only enemies are Avernites. That's a lot, but there are plenty of Empire roles, and attacking one by accident will almost definitely get the Infiltrator killed.

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Another question: I noticed that Ronaldo's description includes "Kill three empire citizens by your own hand". Does that apply to the Infiltrator too?

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Pure Spirit is enemies with them.

 

On the Infiltrator, remember it goes both ways. If you have a lot of enemies, it makes it quite likely you will die if attacked. The Infiltrator is a killing role and little more. Of course, he is right to collaborate with Imperials.

 

Just note the ratio of Avernites to Imperials is 15 to 11. However, at least six roles will always be Imperials: In slots 1-10, the ratio is 4 to 6. So the most enemies the Infiltrator will ever have is 9. Therefore, if he randomly picks a target, he has, at best, a 40% chance of ending up dead. It is quite likely this will be a bit higher.

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Quote:
Another question: I noticed that Ronaldo's description includes "Kill three empire citizens by your own hand". Does that apply to the Infiltrator too?


Oops. Thanks for pointing this out. It should be more consistent now.

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Originally Posted By: *i
Just note the ratio of Avernites to Imperials is 15 to 11. However, at least six roles will always be Imperials: In slots 1-10, the ratio is 4 to 6. So the most enemies the Infiltrator will ever have is 9. Therefore, if he randomly picks a target, he has, at best, a 40% chance of ending up dead. It is quite likely this will be a bit higher.

12. The Darksiders could have him as their random target, which would make them enemies. It'd also mean that the ratio could potentially be 7-to-3 when it comes to enemies of the Infiltrator. Thus, there'd be a 33% chance at best of ending up dead, barring immunities from Gladwell or the Anama.

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First, the odds of the Infiltrator being the Darksiders' random target are quite low.

 

Second, if the Infiltrator is the Darksider's random target, only the Darksiders will know this, so it will not affect the Infiltrator's strategy in deciding whether or not to attack randomly.

 

Third, even a 33% chance of death is pretty high, especially since the Infiltrator has to kill three times. I'd only make a random attack as the Infiltrator if time were nearly up and I were desperate.

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You are correct, nonetheless this need not be a worry at all. If I see someone being way out of whack due to a random outlier, I will fix it manually. In other words, I do use a lot of randomness to ensure people don't know exactly what is going on, but I am not above tweaking a few things at the start of the game for the sake of game balance.

 

I figure the slight loss in these outlier situations is compensated by having people balanced. The main thing is ensuring everyone has a fair chance at winning (and losing).

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Vahkos sounds powerful, but not as powerful as it might seem at first glance. For those of you worried about being stuck in a horror movie type situation, I have compiled to following:

 

 

List of ways for Vahkos to die -

Attack or be attacked by someone with the holy symbol and better than standard skill.

Be tricked by the Fae.

Attack or be attacked by a member of the Anama with better than standard skill.

Attack the Gladwell while he has magical immunity.

Be attacked by someone compelled by Gladwell.

Be attacked by someone using Skribbane.

Attack someone protected by the Box of Traps.

Be attacked by someone with the Wand of Death.

Be attacked by the Nephil Assasin.

Attack or be attacked by someone using Resistance Elixir and better than standard skill.

Attack someone with better than standard skill while cursed by the DL Mage.

 

 

 

Personally, I think Vahkos should be "almost invincible". Keep in mind he HAS to attack a lot. At the moment I give him an extremely low probability of survival, never mind victory.

 

 

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Originally Posted By: The Creator
List of ways for Vahkos to die -
Attack or be attacked by someone with the holy symbol and better than standard skill.

Huh. It was my understanding that if you had the Holy Symbol, Vahkohs lost irregardless of skill.

Also, you forgot one: Attack someone magic immune and holding the Fury Crossbow (to which I can only say: ow).

Or there attacking someone who's holding the Holy Symbol and the Fury Crossbow. Nothing quite says humiliation like getting shot with a Holy Symbol.

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To make Vahkos a bit better, I decided he will ALWAYS get the first strike regardless of anything else. This eliminates several of Creator's concerns.

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My mistake about the Holy symbol. And with this new information, here is the new list.

 

Attack or be attacked by someone with the holy symbol.

Be tricked by the Fae.

Attack or be attacked by a member of the Anama with better than standard skill.

Attack the Gladwell while he has magical immunity.

Attack someone protected by the Box of Traps.

Be attacked by someone with the Wand of Death.

Attack or be attacked by someone using Resistance Elixir and better than standard skill.

Attack someone with better than standard skill while cursed by the DL Mage.

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Holy Symbol only works if he attacks someone. If he goads someone with the Holy Symbol into attacking him, he will likely win.

 

He also can't use items or join anyone, so there is little reason to deal with Fae. It's still possible to lose this way, but he has little to gain. Also, remember Fae is not necessarily going to be in the game.

 

The others seem correct to me. Just add that using a Heroic Brew ups people's chances.

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Well, it makes sense for him to attempt to obtain the Holy Symbol. It's no use to him, but if he has it, no one else does.

 

EDIT: Just making the point that The Fae does have this window of opportunity with which to kill him.

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I didn't read the rules for the Holy Symbol properly. It makes a significant difference if his opponent can't kill him by attacking while holding it.

 

The new list:

Attack or someone with the holy symbol.

Be tricked by the Fae. (on the whole, unlikely)

Attack or be attacked by a member of the Anama with better than standard skill.

Attack the Gladwell while he has magical immunity.

Attack someone protected by the Box of Traps.

Be attacked by someone with the Wand of Death.

Attack or be attacked by someone using Resistance Elixir and better than standard skill.

Attack someone with better than standard skill while cursed by the DL Mage.

 

NOTE: remember that Fury Crossbow, and Heroic brew can give temporary skill of power.

 

Looking over the list, I think that playing Vahkos would be difficult, but not impossible. I still think that it would be a rare game where he wins, but that is as it should be.

 

 

EDIT: just a thought - what ability does the Necromancer get if he targets Vahkos? Maybe Vahkos should come back from the grave? laugh

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Haha, thinking about it certain abilities will not be inherited by the Necromancer. These will be:

 

Aimee

Anama Priest

Domont

Fae

Gladwell

Machrone

Nephil Activist

Skribbane Addict

Vahkos

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BTW, with the new setup of distributing roles, is it possible for two players to have the same role? (e.g. 2 necromancers) I expect the answer is no, but it is always worth clarifying.

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