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Northern Isles Roles (old)

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This is the list of possible roles for what would have been game 10.

 

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, Sacred Item Cultist, Shanker, Trickster, Vahkos.

 

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

 

People who may join Gladwell are: Adventurer, Anama Hunter, Craftmaster Strine, Dionicio, Empire Spy, Fae, Infiltrator, Nephil Activist, Ronaldo, Sacred Item Cultist, Skribbane Addict, Trickster.

 

The roles, in alphabetical order, are:

 

Adventurer

Nationality: Avernum

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: Once per game, may steal one item (not an artifact) from the moderator shop. If you kill one of your victory condition targets, you receive a reward of 40 coins.

 

Victory Condition: You must do two of these: Have the Ring of Magery 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: None

 

Abilities: Your target may not perform any actions for 24 hours. You may not directly attack anyone or hold and use items. You have a permanent protected status except when attacked by the Anama Priest or a spirit of Vahkos. You learn the role of anyone who tries to attack you.

 

Victory: No Imperials win.

 

Alchemist

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Abilities: If you attack, your opponent will always receive the first strike. You know the identify of Shanker at the beginning of the game. You may convert coins into up to two potions per day without duplicates for your shop at half cost. You may only create a knowledge brew once.

 

Victory: Have at least 150 coins or item or artifact equivalent in your inventory or shop. Each player that wins gives you a 10 coin bonus. If Shanker wins, you get a 30 coin bonus.

 

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: Gladwell dead AND recruit at least one Anama member by the end of day 2, two by the end of day 4, and three by the end of day 5. Failure to meet a recruiting requirement will cause a random non-Anama member to learn the identity of the Anama Priest. If all potential Anama recruits are dead so that the recruiting goals cannot be done the penalty is not enforced, but you must hold the Holy Symbol at the end of the game instead.

 

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: None.

 

Ability: If you attack someone while not under Gladwell's influence, your opponent will always receive the first strike. If attacked and Gladwell is alive, you are immune to physical attacks. (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: You will begin with an artifact. When holding an artifact, may take some of its energy to craft up to two items from the list below without duplicates. Each artifact only has enough energy to be used for this purpose once and you can only drain one artifact with each ability use. May only make the Wand of Death once per game.

 

Item List: Box of Traps, Disruption Crystal, Infiltrator Cloak, Ironskin Balm, Killer Poison, Razordisk, Vulnerability Scroll, Wand of Death.

 

Victory: Trade away at least one item you crafted each day AND receive, for all items crafted, at least the face value of those items by the end of the game. Failure to trade a crafted item so on a given day will raise the total value you need to acquire by 15 coins.

 

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, and three other random targets.

 

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, and three other random targets.

 

Dionicio

Nationality: Avernum

Skill: Power

Attack: Physical

Immune: None

 

Ability: Once per game, may place traps around a target. Anyone who tries to attack that target in the next 24 hours will be killed. 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 correctly identify, to the moderator, the name and role of 14 out of 16 players, living or dead, by the end of the game.

 

Domont

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Ability: At the start of the game, you receive a list of five other players. Two of the five will be your fellow Darkside Loyalists. Once per day (even on the first one) may hire bandits to attack another player. You must correctly identify the role of the player to be attacked. The cost is 30 coins the first time and increases by 15 each time thereafter. The bandits have standard skill, physical attack, no immunity and normally receive the first strike.

 

Victory Condition: All five of the following must be dead, by any means necessary: Anama Priest, Dionicio, and three other random targets.

 

Empire Spy

Nationality: Empire

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: Once per game, may identify a target's role. If you are attacked and your opponent would have received the first strike, you have a 25% chance of getting the first strike instead. 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 begin with 40 coins. You never receive the first strike if attacked. You may only attack people with whom you have traded (merely giving them coins does not count). You may not use any items or artifacts offensively unless they have traded with you. When you attack, your attack is poison and your skill is stealth. When you kill someone you attacked, you get any coins they may have minus the amount you gave that person as a gift. 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: Hold at least 80 coins worth of loot (coins, items, or artifacts) at the end of the game. Loot is defined as wealth you have gained from kills or from trades with people you subsequently kill.

 

Gladwell

Nationality: Avernum

Skill: Power

Attack: Magic

Immune: Magic

 

Ability: You may not attack anyone directly. You may not give away or trade any artifacts that are in your victory condition and these may not be stolen by anyone else. If any of your servants attack you, you will always get the first strike. If one of your servants dies, you will learn about it immediately. 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: Five randomly generated victory conditions that contain holding two artifacts at the end of the game and three 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 have power skill if Gladwell is alive. However, they have the following penalties: (1) Gladwell can override any ability request with his ability and (2) person gains an additional victory condition outlined in the rules. 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. Once per day, if you answer a question (see victory condition) on the day it is given, you get a 5 coin bonus.

 

Victory Condition: Every day, two questions about the game are given to you (three on the first). 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 OR Gladwell and all his servants dead.

 

You are an Anama Member.

 

Nephil Activist

Nationality: Avernum

Skill: Standard

Attack: Physical

Immune: None

 

Ability: If you attack, your opponent will always receive the first strike. When you sell items to the moderator shop, you receive face value. For 40 coins, hire a Fang Clan assassin to attack a target. The assassin has a skill of stealth, attack of poison, no immunity, and normally gets the first strike.

 

Victory: The Darkside Loyalists and Dionicio do not win.

 

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 (involving items from your shop) per day. Each day, you may submit a list of up to three targets. You will see their inventories.

 

Victory Condition: Each day, you must grow your total wealth by 10% (rounded up) of the starting value of your shop. Failure to achieve the goal on a given day will cause the following days to require an additional 10%. You also get a 5 coin bonus for each unique person you have traded with.

 

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 if you are not in the Anama. If you are in the Anama, when defending your skill is power for the duration of the battle and you normally get 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 target one person per day. You will learn that person's faction, if any.

 

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. (1) May target you or another person with one of the following statuses: Antimagic, Blessed, Protected, or Resistant, or Shielded. (2) Once per game may permanently change a target's default immunity from none to either Magical or Physical. Note: Can only be used on someone whose default immunity is none.

 

Victory Condition: You will receive a list of five randomly generated characters. All of them must be alive at the end of the game. For each one that is dead, you must hold an artifact at the end of the game.

 

Skribbane Addict

Nationality: Empire

Skill: Standard

Attack: Physical

Immune: None

 

Ability: While not under the influence of skribbane, you never receive the first strike. May target up to two people and if either or both have skribbane, you will steal it. You are immune to skribbane withdrawl, but you must consume Skribbane at least once by day 3 or you will die.

 

Victory: Kill at least two people.

 

Trickster

Nationality: Avernum

Skill: Standard

Attack: Magic

Immune: None

 

Ability: May redirect the action of one player onto another. You must specify the player whose action you want to redirect as well as the new target. The Anama Priest and Gladwell are immune to this.

 

Victory: No more than four other players win

 

Vahkos

Nationality: Empire

Skill: Power

Attack: Magic

Immune: Poison

 

Ability: When anyone is reported dead, you capture their spirit at the start of the following day. You may hold up to three spirits and may choose, prior to the end of the day, which ones you capture. Otherwise they will be in the order of death and any overflow spirits are simply lost. At no cost to your daily action, you may send out spirits to attack other players. If you have any spirits captured, when targeted with any ability that counts as an action (attack, ability use, offensive item use) the action fails and a random spirit attacks the offender. Spirits normally get the first strike and inherit all properties they had in life. After a spirit attacks (or attempts to), it is gone. People killed by spirits cannot become spirits themselves. You are immune to the antimagic status.

 

You are allowed to create a priority list of which spirits you want to attack and which ones you want to defend. You may not tailor your defense to specific character attacks.

 

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

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Fixed. Any relevant suggestions/fixes?

 

Look at the Nephil Activist and Craftmaster Strine. I updated them a little. Comments are welcome on them and any other role.

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Dionicio still needs his victory condition nerfed slightly. Having every role by the end of the game is way too hard for his role, and has absolutely no margin for error. Especially considering that the end of the game could be as early as Day 3.

 

An idea: leave it at all roles, but make it so that submitting a list will give you the number of roles you got correct (not which ones, though). And you can only do it once per day.

 

Or, follow Marlenny's suggestion, and cut it down to 13 or 14 out of 16.

 

Or, make it so that Dionicio has to know the names and roles of the Darksider targets by the end of the game.

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I think I will cut it down to 14 out of 16. I find the first idea attractive, but I can see potential to use that as a way to gain information about who is who, which I do not want.

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How about saying that for every incorrect role Dionicio must hold 20 (or another number) coins or items to that value?

 

That would also mean that having killed the DLs personally would make the other condition easier, which seems fair; it means that staying underground and relying on others to kill the DLs for you makes it harder to win, which is as it should be.

 

The NA's role seems a little too hard to play now; I presume he's meant to get money by offering to sell things for people, but that's so complicated most people won't bother, and then he's only really going to be able to use his assassain once per game at best, as far as I can see.

 

-E-

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I think the Nephil Activist looks okay. He'd make a great addition to an alliance with his abilities, even just to sell stuff for face value.

 

Any word on when NI 10 is going to happen?

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Probably not for another week at least. I'm pretty flooded with stuff right now.

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