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Northern Isles Roles (Game 12)


*i

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There are 16 slots in the game. The following roles will occupy those slots:

 

1-10: Adventurer, Alchemist, Anama Priest, Craftmaster Strine, Darkside Commander, Darkside Mage, Dionicio, Gladwell, Oliver, Shanker

11-16: Random of roles not selected.

 

Two of the random roles 11-16 begin in an appropriate (and different) faction: Anama or Gladwell. Therefore, roles are also selected such that each faction gets one. The Rogue Mage and Pure Spirit will never start in a faction.

 

List of roles in alphabetical order...

 

Adventurer

Nationality: Avernum

Attributes: Archer, Warrior

 

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

 

Ability: None.

 

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

Rob Merchant. Once per day, if you correctly identify a merchant, you will steal all items (except coins, herbs, and flawless crystals) from a merchant. If incorrect, the target will learn you identity. May only target each person once and you may not trade with that merchant thereafter.

 

Victory: Do three of the following:

1) Kill any faction leader

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

3) Rob all merchants in the game and get at least 100 coins worth of loot from this.

4) Join a faction and have its leader win

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

 

 

Alchemist

Nationality: Avernum

Attributes: Merchant, Weak

 

Inherent: You receive infinite trades per day, but may only trade items for a profit (greater than base value). You may not attack or explore land. You begin the game with two potions of low value.

 

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 10 herbs to produce.

 

Tasks: Harvest Herbs. Target an explored location. If this location has an Herb Grove, you will receive 2 herbs and will continue to do so at the start of every day until it becomes unexplored.

 

Victory: If Shanker is alive, need to be involved in at least 25 percent of the trades (gifts or trades between merchants do not count). If she is dead, you need involvement in at least 40 percent.

 

 

Anama Priest

Nationality: Avernum

Attributes: Anama, Warrior

 

Inherent: If you are attacked, your skill is +3. If you hold the Holy Symbol, all Anama have skill +1. If an Anama member kills a mage, you get 20 coins. You receive 20 coins for each Anama member you recruit. You are immune to dread curse.

 

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

 

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

Build Shrine. Build a component of the shrine for 20 coins. Need 8 total to complete. Once the Shrine is completely built, this is announced publicly by the moderator.

 

Victory Condition: Have the Anama Shrine built AND Gladwell not occupy his tower.

 

 

Battle Mage

Nationality: Avernum

Attributes: Mage, Warrior

 

Inherent: You receive normal bonuses from weapons and bows. When examined, no one sees your equipment. You are enemies with all Imperials. If you attack Dionicio, you will have a skill of zero.

 

Ability: Mask Identity. Pick another role. You will appear, to all information gathering, as that role.

 

Tasks: Report Death. Report the killer of Dionicio if he is dead. You may do this as many times as your tasks allow, but only the last report is honored.

 

Victory: Dionicio dead (not through your attack or you inflicting a status effect such as poison) and report his killer AND win at least two battles, one of which must be defensive.

 

 

Brigand

Nationality: Avernum

Attributes: Warrior

 

Inherent: If anyone kills you in an attack while correctly identifying you, that person receives a 40 coin bounty and any items or artifacts in their possession that you stole from that person will be returned to the attacker. You are enemies with everyone.

 

Ability: Burglary. If you correctly ID a non-merchant target, you will steal all of that person's items. If incorrect, the target will learn your role. In either case, you may not be able to trade with that person anymore. You may not rob fellow faction members.

 

Tasks: None.

 

Victory: Have the highest value of wealth in items and artifacts of any player besides merchants at the end of three of the five game days. Only wealth obtained from burglaries count towards this.

 

 

Craftmaster Strine

Nationality: Avernum

Attributes: Mage, Merchant, Weak

 

Inherent: You receive infinite trades per day, but may only trade items for a profit (greater than base value) unless trading with another merchant. You may not attack or explore land. You begin the game with two objects of low value. You gain one essence at the start of each day for each flawless crystal you possess.

 

Abilities: Craft 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 crystal. Destroy a flawless crystal for an immediate 2 essence.

 

Victory: If Shanker is alive, need to be involved in at least 25 percent of the trades (gifts or trades between merchants do not count). If she is dead, you need involvement in at least 40 percent.

 

 

Darkside Commander

Nationality: Empire

Attributes: Darkside Loyalist, Warrior

 

Inherent: Base skill +3. 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: No Avernites except merchants win.

 

 

Darkside Mage

Nationality: Empire

Attributes: Darkside Loyalist, Mage, Stealth

 

Inherent: Base skill +1. When examining someone, the other person will not learn you did so.

 

Ability: None.

 

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

 

Victory: No Avernites except merchants win.

 

 

Dionicio

Nationality: Avernum

Attributes: Stealth, Warrior

 

Inherent: Base skill +2. Additional +2 skill when attacking a Darkside Loyalist that you correctly identify. You get 40 coins if you kill a Darkside Loyalist. You are normally enemies only with Darkside Loyalists. Your orders are to not attack other Imperials directly unless absolutely necessary.

 

Ability: Query Influence. You will get the current Avernum Influence score.

 

Tasks: Scan Land. You will learn if the Loyalist Hideout is present in a given location, and, if it is unexplored, what treasure is hidden there. Report Imperial. Correctly identify any number non-Darkside Loyalist Imperial to the moderator. Each Imperial correctly identified has skill -1 in all battles with Avernites. If incorrect, the Imperial learns your identity.

 

Victory: Avernum Influence is positive. The Avernum Influence is calculated as follows:

 

+1 for each Avernite that is alive

+1 for each artifact an Avernite holds

+3 for each Darkside Loyalist you kill

 

-8 for each Darkside Loyalist that is alive

-2 for each other unreported Imperial that is alive or dead

-1 for each artifact an Imperial holds

-2 if Imperials have explored more land than Avernites

 

 

Empire Agent

Nationality: Empire (Avernum)

Attributes: Stealth, Warrior

 

Inherent: Base skill +1. Additional skill +2 if attacking and correctly identifying a role. If you kill Shanker, you get a 60 coin reward. If examined, you will appear as an Avernite.

 

Ability: None.

 

Tasks: Examine Records. Once per day, may target an individual. You will learn that person's faction, if any.

 

Victory: Do three of these:

 

1) Kill Shanker by your own hand.

2) Dionicio and the Darkside Loyalists dead by any means

3) Correctly identify, to the moderator, the identity of all roles. Only get one chance at this.

4) Hold the Crystal Spire at the end of the game.

5) Gladwell does not hold his tower and the Anama do not have their shrine.

 

 

Engineer

Nationality: Empire

Attributes: Weak, Mage

 

Inherent: Skill +2 when attacked. You are enemies with anyone excluded from victory by your structures. Appropriate players may join you as patrons for building structures.

 

Ability: Build Structure. You must specify a patron who has joined you and have the required consumable(s). The construction of the structure is announced publicly by the moderator.

 

Tasks: None.

 

Victory: Build at least two out of three of the following structures by the end of day four:

 

1) Obelisk. Requires a patron mage (not Gladwell or yourself) and consuming four flawless crystals. The patron receives base skill +3. Win restricted to mages excluding Gladwell.

2) Radiant Spa. Requires a patron being the Anama Priest or Gladwell and consuming an artifact. The patron receives a task allowing the user to ward anyone. Win restricted to faction members of the patron's faction.

3) Commerce Plaza. Requires a patron being a merchant and consuming 80 coins. Everyone gains the task of trading one item once per game for double face value in coins. The patron receives credit for the trade half the base value in coins. Win restricted to the patron and the three players with the highest wealth (coins plus worth of items).

 

Failure to build at least two by the end of day four requires the second structure be built on day five AND have both patrons win. Win restrictions are "unioned". For example, if both the Obelisk and the Radiant Spa are built, both mages (except Gladwell) and members of the faction of the patron of the Radiant Spa may win, but no one else. These structures are destroyed if you die and the patron dies or flees in battle.

 

 

Fae

Nationality: Avernum

Attributes: Weak

 

Inherent: You are enemies with anyone with whom you have traded. You receive an unlimited number of trades per day.

 

Ability: Mask Identity. Pick another role. You will appear to all information gatherers as this role.

 

Tasks: Query Partner. Pick someone with whom you have traded this day. You will learn that person's nationality and if that person has the attributes of warrior and mage.

 

Victory: Collect at least 60 coins of value in loot. Loot is defined as the net wealth gained from any trades of people who subsequently end up dead later by any means.

 

 

Gladwell

Nationality: Avernum

Attributes: Mage

 

Inherent: Base skill +2. May not attack anyone, explore land, or use skribbane. +2 skill for each servant. +1 for each artifact currently held. -1 skill for each Anama member alive. You are immune to dread curse.

 

Ability: Once per game, may inflict a dread curse upon someone.

 

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

Scry Spire. You will learn the identity of the current holder of the Crystal Spire.

Reclaim Tower. If you currently have an offensive skill of at least 12 (including statuses) you may reclaim Gladwell's Tower. This is announced publicly by the moderator.

 

Victory: Reclaim your Tower AND the Anama Shrine does not exist.

 

 

Hedge Wizard

Nationality: Empire

Attributes: Mage, Warrior

 

Inherent: Base skill +1. Your skill is +1 if you hold at least one artifact. If you explore and find an Herb Grove, you get 2 bonus herbs.

 

Ability: None.

 

Tasks: Craft Item. For 1 herb or flawless crystal, can make one potion or object respectively. The potions available are: Healing Potion, Antidote, and Potion of Clarity. The objects available are: Blessing Crystal, Explorer's Charm, and Shielding Crystal.

 

Victory: Get at least 15 Victory Points. +2 for each item crafted. +3 for each research note used (up to twice). +3 for each defensive battle won. +6 for killing the Adventurer or Empire Agent (may only get this once).

 

 

Infiltrator

Nationality: Empire

Attributes: Warrior, Stealth

 

Inherent: May use two weapons at once.

 

Ability: None.

 

Tasks: Identity Loyalist. You will learn if a target has the Darkside Loyalist attribute.

 

Victory: Do three out of five:

 

1) At least one Darkside Loyalist wins.

2) At least three other Imperials who are not Loyalists win.

3) Kill an Avernite.

4) Kill another Avernite.

5) You and the Darkside Loyalists hold at least three artifacts AND no artifacts held by Avernites

 

 

Marshal

Nationality: Avernum

Attributes: Warrior

 

Inherent: You are enemies with anyone who has committed a crime. You yourself may not commit crimes. Crimes are:

 

Murder: Killing someone in an attack or inflicting a poison or dread curse. (+3)

Attempted Murder: Like Murder but not successful. (+2)

Theft: Using an ability to rob or burglarize items. (+2)

Selling or use of Skribbane. (+1)

 

Killing someone defensively is not a crime. The number in parentheses denote the crime level someone obtains for each crime.

 

Ability: Query Crime Level. Target a living or imprisoned character. You will learn that person's crime level.

 

Tasks: Arrest Player. Target a player that has committed a crime. You must correctly identify the target's role and a crime they committed. If correct, that character is imprisoned. If incorrect twice, you are recalled for making too many false arrests and removed from the game. Imprisoned characters are dead for all game purposes except that they may only communicate with the Marshal until released. May only imprison three people at a time.

Release Player. May release a person you have imprisoned.

 

Victory: At least two top criminals are imprisoned. A top criminal is defined as having the highest crime level (greater than zero) of those alive at the start of the day of submitting the task for arrest. Note that it is possible to have multiple top criminals in the event of ties.

 

 

Nociduas

Nationality: Avernum

Attributes: Undead, Mage

 

Inherent: Base skill +5. You may not use Skribbane or be resurrected. Should you die, all your undead summons will die as well.

 

Ability: Summon Demon. Once per game, may summon a demon. For the next 24 hours, you have skill +5 if attacked.

 

Tasks: Make Undead. Bring back a player from the dead by correctly identifying their role. That player receives the Undead attribute and the additional victory condition: Nociduas wins (Where the original victory condition is in direct conflict, this one takes precedence. For example: a Darkside Loyalist would need all Avernites except Nociduas would need to be either dead or undead and lose to win.). If they remove the undead status via resurrection, they are no longer bound to you in any way.

Compel Undead. Target any number of undead characters that you made. You may make them attack targets of your choice. This counts as an action for the target and overrides any action.

 

Victory: Only undead characters except merchants "alive".

 

 

Oliver

Nationality: Empire

Attributes: Merchant, Weak

 

Inherent: You receive infinite trades per day, but may only trade items for a profit (greater than base value) unless trading with another merchant. You may not attack or explore land. You begin the game with two pieces of equipment of low value.

 

Ability: Obtain Items. May convert coins for pieces of equipment (swords, armor, bows, or sheilds), herbs, or flawless crystals at base value.

 

Tasks: Scan Inventory. You will see the inventory of any target that is not a merchant.

 

Victory: If Shanker is alive, need to be involved in at least 25 percent of the trades (gifts or trades between merchants do not count). If she is dead, you need involvement in at least 40 percent.

 

 

Pure Spirit

Nationality: Empire

Attributes: Warrior

 

Inherent: Skill +2 if you join the Anama. If someone targets you with the Dread Curse, the person who targeted you will receive the dread curse instead and you will learn the that person's identity (name and role).

 

Ability: Divination. May target an artifact. You will learn the location or holder of that artifact.

 

Tasks: Antimagic Aura. Once per day, may give one target the dumbfounded status.

 

Victory: Do two out of three:

 

1) Join the Anama prior to the shrine being built and ensure that the Anama Priest wins.

2) Kill Gladwell or one of his servants

3) Hold the Holy Symbol and the Crystal Spire at the end of the game.

 

 

Rebel

Nationality: Avernum

Attributes: Stealth, Archer

 

Inherent: If you are attacked and not correctly identified, you will flee if you would have lost. For each of your targets in your victory condition that you kill, you receive 40 coins.

 

Ability: If you have a bow, may poison a target rather than attack.

 

Tasks: Speed Burst. Once per game, you get the haste status.

 

Victory: The following must be dead, one by your own hand: Adventurer, Darkside Commander, Darkside Mage, and Shanker.

 

 

Revenant

Nationality: Empire

Attributes: Undead, Stealth

 

Inherent: Anyone who examines you receives the weakened status. Skill +2 in battles with anyone not having the Anama attribute.

 

Ability: Slowing Attack. Once per game, may make a special attack where the opponent's skill is decreased by 25% rounded up.

 

Tasks: None.

 

Victory: Achieve three of the following:

 

1) Have your undead attribute removed via resurrection OR Anama Priest dead.

2) Possess the Shadow Leather at the end of the game.

3) Kill an Avernite by your own hand.

4) Kill an Imperial by your own hand.

 

 

Rogue Mage

Nationality: Empire

Attributes: Mage

 

Inherent: Skill +2 if you join Gladwell. When you attack, all opponent's defensive statuses are nullified.

 

Ability: Burglary. If you correctly ID a non-merchant target, you will steal all of that person's items. If incorrect, the target will learn your role. In either case, you may not be able to trade with that person anymore. You may not rob fellow faction members.

 

Tasks: None.

 

Victory: Do two out of three:

 

1) Join Gladwell prior to him reclaiming his tower and have him win.

2) Kill a member of the Anama.

3) Acquire any combination of eight: herbs, flawless crystals, or research notes. Research notes count double.

 

 

Sacred Item Cultist

Nationality: Avernum

Attributes: Stealth, Mage

 

Inherent: If someone targets you with the Wand of Death, the person who used it will receive the dread curse instead and you will learn the user's identity (name and role). 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: Base skill +1 when defending. Skill when defending is +1 for each artifact you have researched. You may not join a faction.

 

Ability: Ward Target. You may grant the warded status upon you or another person. Research Artifact. When you hold an artifact, you may research it. This produces two research notes. You may do this once per artifact.

 

Tasks: Rebuild Laboratory. If you have researched at least three artifacts, you may rebuild Shanker's Lab.

 

Victory: Rebuild Shanker's Lab AND The total number of unaligned characters outnumber combined membership of the two largest factions (The factions are: Anama, Gladwell, and Darkside Loyalists).

 

 

Skribbane Addict

Nationality: Empire

Attributes: Weak

 

Inherent: Skill +2 when you have the berserk status. You are enemies with everyone except those you have received Skribbane or members of a faction you may have joined. If you go more than two days without Skribbane or you will die.

 

Ability: Skribbane Attack. If you have skribbane in your inventory, you may target a person. The Skribbane is used up and you attack with the berserk status. As usual, the status fades after the attack.

 

Tasks: Black Market. Once per day, you may purchase one of these items at face value in exchange for coins: Spear, Mace, Composite Longbow, Antidote, Heroic Brew, Poison Potion, Disruption Shard, Scroll of Slow.

Illicit Trade. In exchange for Skribbane, the other person receives the Black Market task. This task remains so long as you are alive.

 

Victory: Total number of people you have received Skribbane exceeds the number of enemies.

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Wow, very nice new roles. I have a few questions about some of them.

 

Nicoduas: Can he have all of his undead minions attack the same target at the same time together, stacking all of their skill together for that fight or are they all done as individual fights?

 

Also I worry that that +5 might be to high for the start of the game. It can be over come after day 2 or 3 but seems high for day 1 and into day 2.

 

Marshal: Some one arrested appears dead to everyone else. Does this mean that you announce that the one in jail as being dead and then saying that he is alive again or resurrected?

 

Engineer: I do not seen any motive for Empire charecters to keep him alive. Also in victory condition #2 it says he has to work with the Anama Priest and Gladwell and consume an artifact. Is this correct or is it meant to be Anama Priest or Gladwell?

 

I like the victory convictions for Gladwell and the Anama Priest. They seem to both be balance against each other.

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Nicoduas' attacks may not stack. They are all separate, but he can command as many as he likes at any one time. As for the raw power bonus, he's supposed to be scary.

 

Characters that are jailed and released appear as dead and resurrected.

 

Engineer is a strange role. We've never done anything like it, so I'm interested to see how it may play out. That said, he cannot work with everyone, only a few. Oh, I fixed the typo you pointed out.

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Originally Posted By: *i
Oh, I fixed the typo you pointed out.


While we're picking at typos, it's spelled "Nociduas". And "Revenant", not "Reverent".

A question about the Marshal's role: if a character is imprisoned at the end of the game, do they count as dead for purposes of their own and others' victory conditions?
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Fixed the names. Nociduas, I don't know what I was thinking. Reverent was me being overzealous with spell check.

 

I, hopefully, clarified imprisoned characters. They are indeed dead for all purposes of the game unless released.

 

Two working versions of Shanker got mixed. She's now updated to the right final version.

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