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Northern Isles Roles (Game 6)


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This is the list of possible roles for Game 6. 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, 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). If you kill one of your targets, you receive a reward of 40 coins.

 

Victory Condition: You must do two of these: Have the Assassin Leather at the end of the game, kill Dionicio, kill Gladwell, kill Darkside Blademaster, kill Machrone, kill Oliver, kill Craftmaster Strine, 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 the Wand of Death. Anyone else who attacks you will learn your role.

 

Victory: Number of Avernites (including Aimee) that win is at least twice the number of Imperials that win.

 

Alchemist

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Abilities: If you attack, your opponent will always receive the first strike. You have an inventory of alchemicals. Once per day, you may specify a list of potions to make given that you have the alchemicals to do it. As part of this order, you may convert coins or items into alchemicals (20 coins or item value equivalent = 1 alchemical).

 

Victory: Shanker wins. If she is dead, have 80 coins at the end of the game so you can return to the surface. Note that if Shanker and the Alchemist are the only ones alive, the game ends and both lose.

 

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. If you kill an Anama member, you will receive a bonus of 20 coins.

 

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: If you are attacked, your skill is power for the duration of the battle. May use one of two abilities: (1) Once per game, may resurrect one person, or (2) remove all status effects from a target.

 

Victory Condition: The total number of living Anama members, including you, is at least five (four if Gladwell is dead).

 

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: If you attack someone while not under Gladwell's influence, your opponent will always receive the first strike. (1) Investigate a role. You will learn the last action that role did. (2) You may do odd jobs and earn coins: 10 the first time, 15 the second, and 20 every time thereafter.

 

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: If you attack, your opponent will always receive the first strike. You may submit a list of items to craft once per day. A list of four items and one artifact will be generated randomly and will require other random items (of lesser value) as "ingredients". The artifact can only be made once. If it is not made and you die, it appears in the moderator shop the next day.

 

Victory: Craft at least five items. The artifact on your list counts as two.

 

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: Anama Priest, Dionicio, 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: Anama Priest, Dionicio, 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 nationality. If you kill a Darkside Loyalist by your own hand, you receive a reward of 40 coins.

 

Victory Condition: All Darkside Loyalists (Blademaster, Mage, Domont) dead by any means and recover a random artifact.

 

Domont

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Ability: May use one of these per day. (1) Target a role (e.g. Domont) and give a keyword (must be a word in the English language, not be a name, or other personally identifying information), the person in that role is given a keyword. (2) Sell one of your items to the moderator shop at face value.

 

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

 

Empire Spy

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: May target one living or dead, per day. Reveals that person's skill level. When you kill someone, you will learn their role. If you kill one of your targets, you will receive a reward of 40 coins.

 

Victory Condition: You must do two of these: Have the Flaming Sword at the end of the game, kill Machrone, kill Darkside Blademaster, kill Gladwell, kill Oliver, kill Alchemist, kill Skribbane Addict.

 

Fae

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None

 

Ability: You will never receive the first strike and you may not use any items or artifacts offensively. 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 (or having someone under your geas hold) 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 his 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 normally 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: You never get the first strike; however, if you are attacked by a non-enemy, you have a 50% chance of escaping. Every day, may ask one yes or no question to the moderator. If you answer a question (see victory condition) on the day it is given, you get a 10 coin bonus.

 

Victory Condition: Every day, two questions about the game are given to you. You must answer, by PM to the moderator, at least one question every day. Your response is posted publicly by the moderator. You must answer five questions correctly to win. Each incorrect response or failure to submit a question during a day will raise the number of questions you need to answer correctly by one each time never to exceed the total number of questions available. You may answer a question as many times as you like, but only your last answer will count toward your victory.

 

Micklebur

Nationality: Empire

Skill: Power

Attack: Physical

Immune: Magic

 

Ability: (1) Can detect if a target is a magic user or is a servant of Gladwell. (2) Can solicit a donation of 10-30 (random amount) coins.

 

Victory Condition: Anama Priest wins. If he is dead, the number of living Anama members must exceed the number of mages.

 

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: If you attack, your opponent will always receive the first strike. Visit the Fang Clan once per 24 hours with a list of actions. While there, you can do any of the following:

 

* Trade with a Fang Clan trader. He has a randomly generated inventory of three items every day that only you see. The cost is the value of the base value of the item +5 coins.

* Hire the Nephil pathfinder for 40 coins to learn the role of a target.

* Hire the Nephil shaman for 25 coins to offer a blessing towards any player. The blessing gives skill of power for 24 hours.

* Hire the Nephil thief for 25 coins. He steals a random item from a target's inventory (if any) and gives it to you.

* Hire a Nephil assassin for 60 coins. He attacks a target of your choice. Has skill of stealth, physical attack, no immunity, and gets the first strike.

 

The pathfinder, shaman, thief, and assassin can only be hired once per game.

 

Victory: The Darkside Loyalists do not win AND spend at least 100 coins on the Fang Clan.

 

Oliver

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: You never get the first strike; however, if you are attacked by a non-enemy, you have a 50% chance of escaping. You may do an unlimited number of trades per day. Each day, you may submit a list of up to three targets. You will see their inventories.

 

Victory Condition: Have 50% more in coins and items than you started. At the end of the game, you get a 5 coin bonus for each unique person you have traded with and received and item (coins do not count).

 

Oliver will have a shop that will be discussed in the rules. The shop begins with five items. 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: If you attack, your opponent will always receive the first strike. At the beginning of the game, you know the identity of Dionicio. If someone targets you with the Wand of Death, the person who used it will die instead. Can see who the target has killed, if anyone.

 

Victory: The Darkside Loyalists do not win.

 

Ronaldo

Nationality: Avernum

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: Can target one person. This target is poisoned and will die within 24 hours if they do not use an antidote.

 

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: If someone targets you with the Wand of Death, the person who used it will die instead. May target an item or artifact. It reveals which role (e.g. Sacred Item Cultist) has the item or artifact. If multiple people have items, will reveal all of them.

 

Victory Condition: At the end of the game, have three randomly chosen artifacts in your possession.

 

Shanker

Nationality: Empire

Skill: Standard

Attack: Magic

Immune: Physical

 

Ability: If you are attacked, your skill will be power for the duration of the battle and your opponent loses all positive status effects. You are immune to negative statuses. May submit a list of up to four pairs of living players that does not use any one person more than once. You will learn the attitude (friendly, neutral, enemy) of those players.

 

Victory Condition: Game ends at the conclusion of day five. For this to occur, the victory status of all players cannot be certain before this time.

 

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 normally 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: Poison

 

Ability: You always get the first strike and may attack up to two people per day. You may switch your attack from Magic to Physical or vice versa once per day. 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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  • 3 weeks later...

I've given this a little thought, and I have some comments:

 

The Pure Spirit has an pretty ambitious win conditions and pretty weak abilities. Worse, the two are only weakly connected, so the PS can't do much to help himself. It's not a hopeless role, but it seems too weak to me.

 

I like that you've made it easier for the Anama to cooperate with others, but I think you've gone too far with it. They have two mortal enemies among the random roles, one of whom is Vahkos, and a wide variety of possible but unlikely enemies, and of course they could be random targets. Furthermore, joining the Anama has very little downside, as the only enemy you'd gain in the Hunter, who probably won't even exist. That's a small price to pay for magic immunity and a group of steadfast allies. Unless they're horribly unlucky or play like morons, I just don't see how the Anama can lose.

 

Shanker's win condition is ambiguous in some cases. For instance, if she and the Alchemist are the last two players alive, then if she loses the Alchemist loses, which means that she wins, which means the Alchemist wins, which means she loses, etc. Do paradoxes like that count as "not certain" for the purpose of satisfying her win condition? tongue

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I see your point. Perhaps make the Anama Priest a target of the Darkside Loyalists?

 

The added win condition for joining will be the same as Micklebur's: Anama Priest wins OR if he is dead, number of Anama must outnumber the number of mages.

 

I'll work on Shanker a bit. My gut tells me the scenario where only the Alchemist and Shanker are alive would count as a loss. I'll have to finesse the rules a bit. Suggestions are appreciated.

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  • 2 weeks later...

For the Shanker, is there a reason why her victory condition is for the game to end at the conclusion of five days? Why not instead, make it so that she wins automatically if the game lasts at least 5 days?

 

This way more than one person wins, her buddies will be leaving at least one kill to the last day (5th) which will in turn help people survive until close to the end, will give her enemies enough time to take her down, and won't royally screw up the Alchemist. The way it is now just makes her too Vahkos for my taste.

 

As per the Pure Spirit, he does seem fairly weak for the task at hand. It'd all depend on how quickly he could get together with the Dionicio. What about having a: 50% chance of identifying a DL ability?

 

Edit: Meh, after reading what Stareye said below I'm okay with the Shanker. It's a bit hard, but entirely possible. And the Pure Spirit looks good now, thanks.

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Others can win, just everyone (except Shanker) cannot win (or surely lose) before the conclusion of the fifth day. In other words, the end result of the game cannot be completely decided at the end of the fifth day. If this occurs and Shanker is alive, she wins.

 

Many people can win, just someone will lose because that person has not met his/her victory condition yet when the time runs out.

 

I agree with Pure Spirit. He starts out knowing the identity of Dionicio now. Note that Dionicio has been nerfed, so this should not be unbalancing.

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