I am going to be making some changes in round 4. The biggest change is to add in random roles. There will be ten standard ones that are guaranteed to be in the game and roles randomly selected from a list. Of course, this requires some changes in victory conditions.
The exact list of roles will not be published. This makes lying statistically easier and makes Machrone a far more important character.
I am also adding in a couple more artifacts to bring the total up to five. They will be the Fury Crossbow and the Holy Symbol. I welcome your comments.
The ten required roles are:
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: Shanker, Gladwell, Sacred Item Cultist, Darkside Mage. 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.
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.
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.
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. 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 be dead.
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
* 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) all of the 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.
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.
The optional roles 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: Heroic Brew, Ironskin Salve, Knowledge Brew, Weapon Poison.
Victory: Either Shanker, Gladwell, or the Anama Priest win.
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.
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
* Rod of Alacrity
* Ivory Skull
* Knowledge Brew
* Knowledge Brew
* Resistance Elixir
* Wand of Death
* Warding Crystal
* Warding Crystal
Victory: Collect two out of three randomly chosen artifacts.
Empire Spy
Nationality: Empire
Skill: Stealth
Attack: Physical
Immune: None
Ability: 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.
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. Dionicio counts as two.
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.
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.
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.
The magic users are: Aimee, Craftmaster Strine, Darkside Mage, Gladwell, Necromancer, Sacred Item Cultist, Shanker, Vahkos.
There will be some small rule changes. I intend to make it possible to break Gladwell's geas. To do so, Gladwell must be dead and the person with the geas must use the Holy Symbol artifact. The victory condition added to Gladwell's servants are: Gladwell wins or your geas broken.
The other change will be a slight modification to enemies with respect to artifacts. If the person is nominally not your enemy, but has an item in your victory condition and you attack them, you will receive the first attack. The part about Sacred Item Cultist, Oliver, and Gladwell being enemies will be struck.
The artifacts are:
Flaming Sword -- When used with an attack, changes a physical attack into a magical one.
Crystal Spire -- Reveals one random role. Does not count as an ability use, but may only be used once per day.
Assassin Leather -- If equipped, changes any resistance and attack type to poison. Equipping or unequipping do not count as action, but you must PM the moderator.
Fury Crossbow -- When you attack someone with this, your skill is treated as power and your attack is physical.
Holy Symbol -- If you are attacked and die, you have a 25% chance of being revived (you lose all your items including this to the person who killed you, however). Also, you will be victorious if attacked by any undead. If you are under Gladwell's geas, you may use this item to break it, but only if he is dead.
The list of items:
* Antidote: If you are attacked with a poison attack and would have died, you will recover after the battle is over. This item is gone after it gets used. Note that you will lose all your other items to the person who attacked you.
* Box of Traps: In place of one of your other abilities, you may target an individual. You place traps that last 24 hours around this person's house. Anyone who targets that individual is killed independent of skill, immunities, or any other kinds of protection.
* Clover Boots: Item is not used. If you are attacked and die, you have a 25% chance of recovering. The boots lose their power after this.
* Disruption Crystal: Target an individual in place of one of our abilities. Any action that person does in the next 24 hours will fail.
* Heroic Brew: For 24 hours, your skill becomes power. Does NOT count as an ability use.
* Ironskin Balm: If you apply this, you will be immune to physical damage for the next 24 hours. Does NOT count as an ability use.
* Ivory Skull: Item is not used. If someone targets you with their ability, you will be made aware and that person is cursed. The skull loses its power after this.
* Knowledge Brew: If you drink this, one random person's role will be revealed to you. Does NOT count as an ability use.
* Resistance Elixir: If you drink this, you will be immune to magic for 24 hours. Does NOT count as an ability use.
* Rod of Alacrity: Use this while doing another action. This action does not count towards the 24 hour waiting period, so you may do another.
* Skribbane: May only use on yourself. For the next 24 hours, your skill becomes power and you will always get the first strike. Thereafter, any action you do will have a 50% failure rate due to withdrawal unless you have taken Skribbane in the last 24 hours. The Skibbane Addict is immune to withdrawal. Does NOT count as an ability use.
* Vulnerability Scroll: In place of one of your other abilities, you may target an individual. The target loses any immunities for the next 24 hours.
* Wand of Death: In place of one of your other abilities, you may target an individual. The individual is killed independent of skill, immunities, or any other kinds of protection.
* Warding Crystal: You may target an individual, including yourself. The target is immune to being attacked for 24 hours. Does NOT count as an ability use.
* Weapon Poison: If you use this during an attack and have a physical attack, your attack will become poison for that battle.
I'll post more, but I just wanted to get these down. Feel free to offer comments and suggestions.