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Northern Isles Roles


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There are twelve roles in the game in alphabetical order. Below is information on each role's abilities, skill level, immunities, and victory conditions. Please offer comments below.

 

Adventurer

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: Kill, by your own hand, two of the following: Dionicio, Necromancer, Gladwell, Anama Priest, Darkside Blademaster, Darkside Mage.

 

Anama Hunter

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.

 

Anama Priest

Skill: Standard

Attack: Physical

Immune: Magic

 

Ability: May target one person per day. Reveals if that person is a magic user.

 

Victory Condition: Have the number of Anama members outnumber the mages at the end of the game. The magic users are: Shanker, Gladwell, Necromancer, Darkside Mage.

 

Bound Servant

Skill: Standard

Attack: Physical

Immune: None

 

Ability: So long as Gladwell is alive, you are protected from being attacked. This does not apply if you attack someone. Also, when you attack someone under your geas, your skill becomes power for the duration of the battle.

 

Victory Condition: Gladwell dead by any means necessary.

 

Darkside Blademaster

Skill: Power

Attack: Physical

Immune: Physical

 

Ability: None.

 

Victory Condition: All four of the following must be dead, by any means necessary: Adventurer, Dionicio, Shanker, Empire Spy.

 

Darkside Mage

Skill: Stealth

Attack: Magic

Immune: None

 

Ability: May target one person per day. The target (if not immune to Magic) 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 four of the following must be dead, by any means necessary: Adventurer, Dionicio, Shanker, Empire Spy.

 

Dionicio

Skill: Power

Attack: Physical

Immune: None

 

Ability: May target one person per day. Reveals that person's role.

 

Victory Condition: Both Darkside Loyalists dead by any means AND have possession of Crystal Spire at the end of the game.

 

Empire Spy

Skill: Stealth

Attack: Physical

Immune: None

 

Ability: May target one person per day. If the person does an action in the next 24 hours, you will follow that person and learn where they went, but not what they did.

 

Victory Condition: You must kill, by your own hand, at least two of the following: Adventurer, Dionicio, Shanker, Necromancer, Darkside Blademaster, Darkside Mage.

 

Gladwell

Skill: Power

Attack: Magic

Immune: Magic

 

Ability: 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: By the end of the game, have at least three living bound servants.

 

Machrone

Skill: Standard

Attack: Physical

Immune: None.

 

Ability: Once per day, submit one question. For any player (except you) to do any action, a response (to all unanswered questions) must be given to the moderator in a PM along with the action. This will be posted in the public thread by the moderator.

 

Victory Condition: Correctly identify four roles, including at least one of the following: Dionicio, Gladwell, or the Darkside Blademaster.

 

Necromancer

Skill: Standard

Attack: Magic

Immune: Physical

 

Ability: May target one dead person per day. Reveals the role that person had in life. The next day, you may use that ability instead of your own. Does not inherit abilities of Gladwell, Bound Servant, the Anama Hunter's power skill when attacking Anama, or any recruitment abilities.

 

Victory Condition: At the end of the game, have at least two artifacts in your possession.

 

Shanker

Skill: Standard

Attack: Magic

Immune: None

 

Ability: May target one person per day. This person is protected by magical wards from being attacked for 24 hours.

 

Victory Condition: At the end of the game, have at least two artifacts in your possession.

 

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As a clarification, no, these are identified to the moderator. I will make sure something gets into the instructions for the player. Of course, Machrone (or anyone else) may identify them publicly. Thanks for looking this over.

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You may say anything you want to other players so long as it does not violate the Code of Conduct. This includes lying about your role.

 

Since this may come up, I'll address it now. You can make in-game threats such as saying you will attack a player if they do not cooperate with you. The line is drawn when things become personal: no name calling, personal insults, racial slurs, etc.

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I will reiterate I give a lot of leeway when it comes to these games. My intent is to not make people be afraid to do things to win. I just remind people that there are still standards and everyone needs to watch themselves because arguments can get heated during these things. The general rule is to not get personal with the game.

 

Randomizer is correct. Generally speaking, personal insults will not motivate people to cooperate with you. For game purposes, who cares if someone gets called a "dirt cheap lying son of a sea horse"? It does not impact the standing in the game one bit. Now being killed by a more powerful character for refusing to cooperate does.

 

Like the rest of these boards, just use common sense and you will be fine.

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Originally Posted By: Master Ackrovan
Originally Posted By: Dikiyoba
Originally Posted By: Ackrovan
So I can't call people dirt cheap lying son of a sea horse's than?

Why would you even want to?

Dikiyoba.


Comedic purposes.

The Last Archon


It's more of what you say to them after they've killed you when they promised to help you.
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If the Bound Servant attacks someone, can he be attacked by that person in subsequent rounds or is the counterattack he isn't immune to that role's normal response to being attacked if he or she survives?

 

—Alorael, who is, of course, revealing publicly his role. Everyone take note!

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The protective ability of the Bound Servant (and all of Gladwell's subsequent servants) are a strictly defensive thing. It functions much the way wards from Shanker do. When a player tries to attack someone serving Gladwell, the person will get a message that magical wards prevented him or her from reaching the target. The person attacked will not even know the attack happened.

 

What it does not do is offer any offensive protection. If the Bound Servant attacks a power role, he or she will (nominally) end up dead because someone of standard skill cannot harm someone of power skill.

 

Note that there is no protection from traps or the wand of death. These two things kill anyone regardless of any other effects. Fortunately, both the box of traps and the wand of death are one-time use things.

 

To clear up confusion, a counter attack happens automatically if the original attack by the offensive player fails because of a skill mismatch or immunity. If the counter attack fails, then neither character is killed but both know of the attack and who was involved. Anything after that is up to the player.

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Can Anama members and Gladwell's servants attack their faction leaders?

 

Does Gladwell automatically learn the real role of people he recruits? (If not, how does his compulsion work?)

 

Looks like this will be an interesting game to watch. I have no idea what I would do as some of these characters, so it's interesting to see what strategies players will come up with.

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