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.