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Northern Isles Roles (Game 10)

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Adventurer

Nationality: Avernum

Attributes: Archer, Warrior

 

Inherent: +1 base skill. Additional +2 skill when attacking a faction leader (Anama Priest, Gladwell, or Darkside Blademaster). Receive a 60 coin reward if you kill a faction leader.

 

Ability: None.

 

Tasks: Bonus Explore. May explore one location for free each day.

 

Victory: Do three of the following:

1) Kill any faction leader

2) Hold any two artifacts at the end of the game

3) Kill any merchant AND hold at least 80 coins

4) Join a faction and have its leader win

5) Explore at least one-third (rounded up) of explored locations

 

Aimee

Nationality: Avernum

Attributes: Mage

 

Inherent: You may not attack, use armor or shields, and you can only be harmed by items or someone with the mage attribute. Any non-mage that attacks you will have a skill of zero.

 

Abilities: Inflict confused status upon any target.

 

Tasks: None.

 

Victory: No imperials win.

 

Alchemist

Nationality: Empire

Attributes: Weak

 

Inherent: You are a merchant and receive infinite trades with items in your shop. Items that that enter your shop via trades are automatically converted to coins. You begin with two random potions of value 10 in your shop. You know the identify of Shanker at the beginning of the game. At the beginning of each day, you receive herbs from any explored land you are harvesting. If you explore land, you will automatically begin harvesting herbs there.

 

Abilities: Brew potions. May convert any herbs you have into potions. Number of herbs required is the nominal value of the potion divided by 10, except for the resurrection balm which requires 8 herbs to produce.

 

Tasks: Harvest Land. Target an explored location. You will receive a given number of herbs for that day and any subsequent days. A list of herbs received for a given location on a given day is given to you at the start of the game.

 

Victory: Each day, meet a threshold for the number of coins to have gained from sales. For days 1 through 5 they are: 10, 30, 60, 100, and 150. Failure to meet the requirement on a given day results in losing 10 coins from your total, which may go negative. Since artifacts may not enter your shop, their value does not count toward your victory condition. If Shanker wins, you receive a bonus of 25 coins at the end of the game toward your victory condition.

 

Anama Hunter

Nationality: Avernum

Attributes: Archer, Warrior

 

Inherent: While attacking someone in the Anama, your current skill level (after items, statuses, etc.) is increased by 50%, rounded down. If you kill an Anama member, you will receive a bonus of 20 coins.

 

Ability: May target one person per day. Reveals if that person is in the Anama.

 

Tasks: None

 

Victory Condition: Total elimination of the Anama sect. The Anama Priest and all followers must be dead by any means necessary. If you join the Anama, your victory condition will be unaffected, and you will not count as an Anama member towards anyone else's.

 

Anama Priest

Nationality: Avernum

Attributes: Anama

 

Inherent: If you are attacked, your skill is +2. If you hold the Holy Symbol, all Anama have skill +1. Gain +10 coins for each area an Anama member explores; you may gain this retroactively.

 

Ability: Once per game, may resurrect one person. Remove all non-permanent status effects from a target.

 

Tasks: Recruit Anama. May recruit members into the Anama.

 

Victory Condition: Total offensive skill of Anama is greater than the total defensive skill of all Mages. Bonuses from weapons and artifacts only count once to the total. Inherent bonuses (such as Micklebur's +3 when attacking a mage or Gladwell's bonuses from having servants) count, but boosts from status effects do not.

 

Bound Servant

Nationality: Avernum

Attributes: Bound

 

Inherent: Base skill +1.

 

Ability: You may steal (up to 20) coins from a target. You may only target someone for stealing once.

 

Tasks: None.

 

Victory: Gladwell wins or be alive and Gladwell is dead (requires you hold the Holy Symbol at the time of his death).

 

You are a servant of Gladwell.

 

Craftmaster Strine

Nationality: Avernum

Attributes: Mage, Weak

 

Inherent: You are a merchant and receive infinite trades with items in your shop. Items that that enter your shop via trades are automatically converted to coins. You begin with two random objects of value 10 in your shop. At the start of each day, you receive 1 essence for each artifact you hold. Any trade where you receive an artifact does not count as a task if it otherwise would have.

 

Abilities: Make Objects. You may convert essence into any number of objects. The essence required is the value of the object divided by 10, except for the Wand of Death, which requires 10 essence to produce.

 

Tasks: Drain artifact. When holding an artifact, may take some of its energy causing it to lose much of its power (see below for modified artifact abilities) for the duration of the game. Each artifact drained grants you 4 essence upon draining.

 

Victory: Each day, meet a threshold for the number of coins to have gained from sales. For days 1 through 5 they are: 10, 30, 60, 100, and 150. Failure to meet the requirement on a given day results in losing 10 coins from your total, which may go negative. Since artifacts may not enter your shop, their value does not count toward your victory condition. For each other mage that wins, you get a 10 coin bonus towards your victory condition at the end of the game.

 

Artifacts have the following abilities after being drained:

 

Crystal Spire: No bonuses.

Flaming Sword: Skill +1 when attacking.

Fury Crossbow: Skill +1 if attacking and role identified correctly.

Holy Symbol: Does not protect from negative statuses. Special effects in inherent abilities still work.

Shadow Leather: Skill +1 when defending. Players with stealth receive no bonus.

 

Darkside Blademaster

Nationality: Empire

Attributes: Darkside Loyalist, Warrior

 

Inherent: Base skill +2. Receive additional +1 skill when attacking with a weapon. Receive additional +1 skill when defending with armor equipped. Receives normal armor bonus against magic users.

 

Ability: None.

 

Tasks: None.

 

Victory: You receive a list of eight roles. Included in these will be Dionicio and the Nephil Warlord. At least five out of eight roles exist in the game and must be dead.

 

Darkside Mage

Nationality: Empire

Attributes: Darkside Loyalist, Mage, Stealth

 

Inherent: Skill -1 when attacked.

 

Ability: None.

 

Tasks: Curse Target. Once per day, may place the weakened status upon a target.

 

Victory: You receive a list of eight roles. Included in these will be Dionicio and the Nephil Warlord. At least five out of eight roles exist in the game and must be dead.

 

Dionicio

Nationality: Avernum

Attributes: Stealth, Warrior

 

Inherent: Base skill +1. May gain bonuses from armor despite stealth attribute. If you correctly identify a Darkside Loyalist when attacking, you get an additional skill +2. If you kill a Darkside Loyalist by your own hand, you receive a reward of 40 coins.

 

Ability: None.

 

Tasks: Speed Burst. Once per game, may bestow haste status upon yourself.

 

Victory: All Darkside Loyalists (Blademaster, Mage, Domont) dead by any means.

 

Domont

Nationality: Empire

Attributes: Darkside Loyalist, Weak

 

Inherent: None,

 

Ability: Once per day, may target a character you believe to be on your enemy list. If you identify that character's role correctly, so long as you are alive, the character has skill of 50% rounded up if a Darkside Loyalist attacks them. If you guess incorrectly, your identity is revealed to that character.

 

Tasks: None.

 

Victory: You receive a list of eight roles. Included in these will be Dionicio and the Nephil Warlord. At least five out of eight roles exist in the game and must be dead.

 

Empire Agent

Nationality: Empire

Attributes: Archer, Stealth, Warrior

 

Inherent: Get additional skill +2 when attacking if you guess the target's identity correctly. If you kill Shanker, you get a 60 coin reward.

 

Ability: Once per game, may learn the identity of a target.

 

Tasks: Hire Player. May hire a player to kill Machrone. See victory condition 3.

 

Victory: Do three of the following:

1) Kill Shanker

2) Hold a specific, randomly chosen artifact at the end of the game

3) Hire an Avernite to kill Machrone and have that Avernite be successful. When hired, both must PM the moderator. Machrone and the Avernite are now enemies. If successful, the Avernite receives a permanent skill +1 and 40 coins.

4) Ensure neither the Anama nor Gladwell factions have more than three members, including the leader.

5) Correctly identify, to the moderator, the name and role of all other players, living or dead, by the end of the game. May only make one attempt.

 

Fae

Nationality: Avernum

Attributes: Weak

 

Inherent: You begin with 40 coins.

 

Ability: You may disguise your identity as any other role. You will appear as that role to any information gathering ability.

 

Tasks: Backstab. Target anyone with whom you have done a trade where you have both exchanged something (gifts in either direction do not count). Person is automatically killed (or at the end of day 1) and you receive any items and coins. Merchants are immune to this.

 

Victory: Hold at least 100 coins worth of loot (coins, items, or artifacts) at the end of the game. Loot is defined as wealth you have gained from backstabs or net value from trades with people you subsequently backstab.

 

Gladwell

Nationality: Avernum

Attributes: Mage

 

Inherent: You may not attack anyone directly. You may access the items and artifacts (except the Holy Symbol) from your servant's inventories if it were your own. +1 skill for each artifact you (or your servants) hold. +2 skill for each servant that is alive. For every 3 areas you or your servants explore, your skill is +1; you may gain this bonus retroactively. You will learn the identity (name and role) of the person who explores Gladwell's Tower.

 

Ability: You may compel a servant to attack a target.

 

Tasks: Recruit Servant. You can bind, by mutual agreement, other players who are not Anama members or Darkside Loyalists.

 

Victory: You have a higher attack skill (even through you cannot attack directly) than anyone else's defensive skill.

 

Infiltrator

Nationality: Empire

Attributes: Stealth

 

Inherent: Base skill +1. Additional skill +1 when attacking an Avernite. Can use two weapons at once when attacking.

 

Ability: None.

 

Tasks: Place Traps. Once per game, target a location. Anyone who explores it in the next 24 hours will be killed instantly.

 

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

 

Machrone

Nationality: Empire

Attributes: Weak

 

Inherent: Once per day, if you answer a question (see victory condition) on the day it is given, you get a 5 coin bonus.

 

Ability: Every day, may ask one yes or no question about the game to the moderator. The moderator will then answer the question. The moderator has the right to determine if a question is outside the spirit of the game and may decline to process the action.

 

Tasks: Answer questions. You may answer any number of questions provided by the moderator. See the victory condition for more information.

 

Victory: 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

Attributes: Anama, Warrior

 

Inherent: Base skill +1. Skill +3 when attacking a mage. If you kill a mage, receive a 40 coin reward.

 

Ability: Can detect if a target has the presence of magic: either the Mage or Bound attribute. You will not see which one, however.

 

Tasks: None.

 

Victory: Gladwell and all his servants dead.

 

Nephil Warlord

Nationality: Avernum

Attributes: Archer, Warrior

 

Inherent: Skill +1 if in possession of a bow. When attacking with a bow, your opponent receives no armor bonuses. Receive 30 coins if you explore any Fang Clan location.

 

Ability: None.

 

Tasks: Farsight Blessing. Once per day, may give sharpshooter status to a target, including yourself.

 

Victory: Hold the Fury Crossbow AND no faction leaders (Anama Priest, Gladwell, or Darkside Blademaster) win. If in a faction, that leader may win.

 

Oliver

Nationality: Avernum

Attributes: Weak

 

Inherent: You are a merchant and receive an unlimited number of trades for items in your shop. You begin with five random items, three common and two uncommon. Any items you acquire automatically end in your shop.

 

Ability: May swap one of your items in your shop for another of equivalent or lesser value with the moderator shop.

 

Tasks: Scan Inventory. You will see the inventory of any target.

 

Victory: Each day, meet a threshold for increasing the total value of the items in your shop. For days 1 through 5 they are: 10, 30, 60, 100, and 150. Failure to meet the requirement on a given day results in losing 10 coins from your total, which may go negative. Since artifacts may not enter your shop, their value does not count toward your victory condition. You also get a 5 coin bonus for each unique person you have traded with.

 

Pure Spirit

Nationality: Avernum

Attributes: Warrior

 

Inherent: 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. You may not join Gladwell.

 

Ability: Can target one person per day. You will learn that person's faction, if any.

 

Tasks: Bless Target. Once per day, may bestow the blessed status upon a target, including yourself.

 

Victory: Hold the Holy Symbol at the end of the game AND one of the following: the Anama Priest wins OR the Darkside Loyalists do not win.

 

Ronaldo

Nationality: Avernum

Attributes: Stealth, Warrior

 

Inherent: Skill +1 when fighting an Empire citizen. Anyone who attacks you and does not have the stealth attribute has skill -2.

 

Ability: None.

 

Tasks: Brew Poison. Once per day and twice per game, may create a poison potion.

 

Victory: Kill three Empire citizens by your own hand (either by attack or poisoning). The Darkside Blademaster counts as two.

 

Sacred Item Cultist

Nationality: Avernum

Attributes: Stealth, Mage

 

Inherent: If someone targets you with the Wand of Death, the person who used it will die instead. You are enemies with any artifact holders. When in combat with any artifact holder, your skill is +1. Your skill is +1 for each artifact you hold.

 

Ability: Once per game, may target a character. If that character has any artifacts, you will steal them.

 

Tasks: Scry Location. You will learn what items or artifacts are present in a chosen location.

 

Victory: At the end of the game, have any three artifacts in your possession.

 

Shanker

Nationality: Empire

Attributes: Mage

 

Inherent: Skill is +1 when defending for every unaligned person that is alive. Skill is +2 when defending for each artifact you hold. Anyone who kills you directly (not with an item) receives a permanent base skill +1. Receive 20 coins whenever an unaligned player explores any Shanker's Island locations.

 

Ability: Once per game, may learn your current defensive skill.

 

Tasks: Protect Target. Grant protected status upon another character.

 

Victory: Your defensive skill is higher than anyone else's offensive skill.

 

Skribbane Addict

Nationality: Empire

Attributes: Weak

 

Inherent: You are enemies with everyone. Base skill +2 for each time you consume skribbane. 25% chance of finding Skribbane when exploring a location.

 

Ability: None.

 

Tasks: None.

 

Victory: Kill at least three people. One of them must be the Darkside Blademaster, Gladwell, Micklebur, or Shanker.

 

Trickster

Nationality: Avernum

Attributes: Mage

 

Inherent: 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 having their actions redirected.

 

Tasks: None.

 

Victory: No more than four other players win

 

Vahkos

Nationality: Empire

Attributes: Mage

 

Inherent: Base skill +5 unless your opponent has the Holy Symbol. Immune to all status effects (positive and negative) including resting.

 

Ability: None.

 

Tasks: Death Curse. Once per day, You may target one character by providing his or her identity. At the end of the day (including day 1), if correct, that character will die instantly. The Anama Priest and Gladwell are immune to instant death. If incorrect, the person will learn your identity.

 

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

 

 

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Eh, it's not that different. The relationships between roles are basically the same. Combat resolution is just more complicated.

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Each round has changed a bit. The game isn't really much like its original version anymore.

 

—Alorael, who is going to take a while to figure out how roles balance. The Addict is very, very weak unless everyone counts as an enemy. It takes two skribbane uses just to have a positive attack value. On the other hand, with a sufficiently large attack value the Addict is too easy, because killing someone isn't actually all that unlikely if you blindly charge.

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I actually think the Addict may be overpowered. He has a base skill of 2. Using Skribbane gives the berserk status which is skill +5, weak attribute not used, and everyone is an enemy. Also, he gets a skill +2. So, when he attacks on Skribbane, he has a skill of 2 + 5 + 2 = 9, which is pretty darned high. He can pretty much kill anyone at that point.

 

To balance him, I may make him enemies with everyone and make some specific kill requirements.

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With the Fae, does trading with a merchants shop count? Also, if the Fae was disguised when he joined Gladwell, or explored his tower, would he learn their true role?

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Merchants are now immune to Fae's backstab ability. When Fae is disguised, she will appear to all other characters, including Gladwell, as that role.

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