by J-Unit94 on Thu Jun 05, 2008 12:38 am
The Roles:
BEATIFIC - Though he has always hidden it from his comrades, this Warrior has tremendous faith in the power and righteousness of the Diety he worships. His faith is so great, in fact, that he can protect one other player of his choice each NIGHT purely through the power of prayer. Each NIGHT, if the Beatific is not Paralyzed, he may send a PM to the Storyteller containing the name of one other non-Paralyzed player to be the target of his prayers. The Beatific may NOT pray for himself, as such a selfish act would immediately cause the loss of his Diety's blessings. If a Mindshackled (or Rogue or Reliquary) chooses the protected player as a victim that NIGHT, that player will not be Paralyzed. Note that, as with the Charmed or the Reliquary, this could result in a NIGHT with no Paralyzations at all. Note that the power of the Beatific will fail if he tries to protect the Vinculum on the NIGHT that they are destined to become Paralyzed.
CHARMED - This is a Warrior who leads an exceptionally charmed existence. Maybe he wears a talisman that wards away evil, or it could be that his faith protects him from harm, or possibly his mind is somehow shielded against supernatural attack. Whatever the reason, if the Mindshackled (or Rogue or Reliquary) choose this player as a victim at NIGHT, the Charmed is not Paralyzed. (As with the Beatific or Reliquary, this could result in a NIGHT with no Paralyzations at all). His good fortune offers no protection against the cursed Wellspring waters, however, and the Charmed can still be Paralyzed is by his fellow Warriors during a DAY vote.
EMPATH - This Warrior's latent empathic abilities have been augmented by the nearness of the cursed Wellspring. The Empath has the ability to know with absolute certainty if a person is sincere and free-willed or under the subversive control of Ne-Gok-Sa. Unfortunatly, this power is only triggered when the person in question drinks from the Cursed pool. If the Empath is not Paralyzed at the beginning of each NIGHT, the Storyteller will send him a PM at the end of that NIGHT to inform him of whether the player who just drank from the Wellspring as a result of the most recent DAY vote was a Mindshackled Puppet or a free-willed Warrior.
HERBALIST - This Warrior has made a hobby of using plants and roots as primitive medicinal remedies. As the Warriors listened to the old Kyrie's description of the herbs that could reverse the effects of the cursed water, it dawned on the Herbalist that he happens to be carrying that particular combination of herbs in his pack right now. If the Herbalist feels that a fellow Warrior has been unjustly sentenced to drink from the Wellspring, he may choose to secretly mix the herbs and administer them to the Paralyzed victim to counteract the Paralysis. However, the Herbalist only has enough herbs for one dose, so they must be used wisely. Once per game, if the Herbalist is un-Paralyzed, he may send a PM to the Storyteller at NIGHT naming one Paralyzed player that he would like to revive. The chosen target MUST have been Paralyzed as a result of drinking the Wellspring waters during the DAY. Players Paralyzed at NIGHT may not be revived by the Herbalist (unless they drank from the Wellspring voluntarily at NIGHT). If the Herbalist chooses a valid target for his concoction, then that Warrior will be completely revived at the first light of the following dawn (the beginning of the next DAY). The chosen Warrior will be announced by the Storyteller to be completely cured of his Paralysis. For roleplay purposes, the revived Warrior's body and mind will have completely reverted to normal; he may now move and speak freely. His ability to vote during the DAY will be restored, and he may again use the abilities of his 'special role' at NIGHT, if he has one. Note that this cure will not prevent the revived Warrior from being Paralyzed again if he is later targeted by another NIGHT Paralysis or elected to drink in a subsequent DAY vote. After the Herbalist uses his power once, he becomes a normal Warrior (with no special powers) for the rest of the game.
INTUITIVE - The proximity of the magical Wellspring has sharpened this Warrior's intuition and enhanced his sensitivity to the supernatural. With concentration, this Warrior is able to 'feel' if other Warriors are being affected by external magical forces. Once per NIGHT, he may focus his thoughts on another player of his choice and discover if that player is an 'average' Warrior or carries powers beyond those that would be considered 'normal'. If the Intuitive is un-Paralyzed, he may send a single PM to the Storyteller each NIGHT targeting any player he wishes (Paralyzed or not). The Storyteller will reply to the Intuitive's query with a PM that the chosen target is either 'a normal Warrior' or 'not a normal Warrior'. A 'normal Warrior' is one that has no 'Special Roles' whatsoever. 'Not a normal Warrior' indicates that player carries at least one of the 'Special Roles' listed here, and could therefor be an Empath, Lover, Puppet, Sympathizer, Visionary, Wildcard, etc.
LOVER - The Lover is the player who has become enraptured with the Romantic (see below). Unlike other 'Special Roles', the role of the Lover CAN be given to a Warrior OR a Mindshackled. In fact, the Lover role can even be given to a Warrior who already has any of the other 'Special Roles'. Before the game begins, PMs will be sent to both the Romantic and the Lover, letting them know of each other's identities. Note that the Lover will know that the Romantic is a normal Warrior, but the Romantic will NOT know if the Lover is a Mindshackled or a Warrior (with or without any special abilities). For the remainder of the game, neither the Romantic nor the Lover may cast a vote for the other during DAY voting to choose a Paralysis victim. If the Lover happens to also be the Rogue or Reliquary, the Lover may (obviously) not use his power to Paralyze the Romantic. In addition, if it turns out that the Lover is a Mindshackled, the power of his love for the Romantic is so strong that it overpowers even Ne-Gok-Sa's mental compulsions. NONE of the Mindshackled Puppets may choose the Romantic as a victim for Paralysis at NIGHT as long as the Mindshackled Lover is still un-Paralyzed himself.
MINDSHACKLED PUPPETS - Players with this role will all know each others' identities, and will be working as a group to Paralyze all of the other Warriors one-by-one during the NIGHTS while avoiding detection by the Warriors during the DAYS. Like normal Warriors, each un-Paralyzed Mindshackled has one 'vote' during the DAY voting, but also has one 'vote' at NIGHT to determine which of the normal Warriors will be Paralyzed. The Mindshackled Puppets (including any Paralyzed ones) win the game as soon as the number of un-Paralyzed Warriors and Puppets in the cave is equal (for example: 2 Mindshackled and 2 Warriors still active, or 3 and 3, or 1 and 1, etc.), as they would then be able to overwhelm the Warriors openly.
NORMAL WARRIORS - Normal Warriors are those players who were not given any of the other 'Special Roles' listed here. Normal Warriors who are not Paralyzed each have one 'vote' during the DAY voting to elect and Paralyze one of the remaining players suspected of being a Mindshackled Puppet. Normal Warriors do not have any special 'powers' to use or game-related duties to perform during NIGHTS. The normal Warriors (including any Paralyzed ones) will win the game as soon as all of the Mindshackled Puppets have been Paralyzed.
PUPPET SENTINEL - This Puppet has a stronger connection to the magic of the Wellspring than his fellow Puppets. He is still in every way a Puppet of Ne-Gok-Sa, but this Mindshackled also has an ability to detect supernatural threats to himself and his brethren. Once per NIGHT, he may scrutinize one other player of his choice to determine if that player has an ability to independently Paralyze or accurately identify the Puppets. Each NIGHT, in addition to participating in the Puppet vote, an un-Paralyzed Sentinel may send a single PM to the Storyteller to inquire about any un-Paralyzed player he wishes (Paralyzed players not viable targets). The Storyteller will answer the Sentinel's question with a PM at the end of that NIGHT indicating if that Warrior is a THREAT or not. If the target of srutiny is the Empath, Reliquary, Visionary, or Rogue (regardless of allegiance), the Sentinel will be told that the chosen Warrior is a 'THREAT'. If the chosen target has any other Special Role listed here (including Wildcard), or has no role at all, then the Sentinel will be informed that they are 'not a THREAT'. Note that a Puppet Sentinel will only be present in a game with 4 or more Puppets total.
RELIQUARY - Before departing on this mission, this Warrior was secretly given two powerful magical items by his Valkyrie General. Each of these two items may be used by the Reliquary ONCE during the game, then their powers will be exhausted. The first artifact is a small crystal which must be crushed at twilight while whispering a magic chant. Once this is done, a spell will be released which will protect everyone in a single closed space from magical attack, but only until the next sunrise. The second artifact is a tiny concealed vial containing three drops of a powerful elixir. If the Reliquary drinks the fluid himself and speaks a person's name, that person will be struck by a powerful jinx that very NIGHT. Ironically, the effect of this spell is a crippling Paralysis, virtually identical to the curse weilded by the Puppets of Ne-Gok-Sa. If the Reliquary is not Paralyzed, he may send a PM to the Storyteller during any NIGHT to use one or the other of his artifacts (but not both simultaneously). The use of the Reliquary's power is not mandatory; he may use the crystal or the elixir a maximum of one time each whenever he chooses, or not use either at all. To use the protective crystal, the Reliquary must send a PM to the Storyteller containing the words "USE CRYSTAL". To use the crippling elixir, the PM to the Storyteller must contain the words "USE ELIXIR" and state the member-name or character who is the desired target (i.e., "USE ELIXIR ON LORDRAIDOR"). If the crystal is used, then no players will be Paralyzed that NIGHT, and the Storyteller will simply announce the next morning that there are no new Paralysis victims. If the elixir is used, the player chosen by the Reliquary will be Paralyzed (unless they are the Charmed or were protected by the prayers of the Beatific). Their body will be found the next morning, frozen in a manner identical to victims of the Mindshackled and/or Rogue. Remember that each item may be used only once per game, maximum, and they may not both be used in the same NIGHT. After the Reliquary has used both of his spells, he becomes a normal Warrior (with no special powers) for the rest of the game. Also note that the Reliquary's crystal will NOT be able to prevent the Paralyzation of the Vinculum if the Warrior to which he is tethered was Paralyzed during the previous DAY (nothing can deter this destiny).
ROGUE - Though this person is a Warrior, he is also unfortunately a little mentally unstable. Close proximity to the Wellspring has given the Rogue the unique ability 'hear' the Puppets chittering telepathically to each other at NIGHT, though he cannot quite make out what they are saying. He has also inexplicably gained the power to Paralyze one player each NIGHT, just like the Puppets do. Due to the Rogue's warped metality though, he might choose to use his powers against the Mindshackled Puppets, or he might choose to JOIN THEM! Sometime during the first DAY, the Rogue must send a PM to the Storyteller declaring which of the two game factions he wishes to join. If the Rogue joins the Mindshackled, he will still not know who they are, but will win the game only if the Mindshackled win. If he remains allied with the Warriors, he will win if they win, as usual. If the Rogue does not send such a declaration PM to the Storyteller by the end of the first DAY, he will be assumed to have joined the Mindshackled. During each NIGHT of the game, if the Rogue is not Paralyzed, he MAY send the Storyteller a PM instructing him to Paralyze any one player still active (including himself). The chosen player will be Paralyzed during the NIGHT (unless they are the Charmed or were protected by the prayers of the Beatific or the Reliquary's crystal), and their body will be found in the morning along with that of the Mindshackled victim. The use of the Rogue's power is not mandatory; he may decide not to Paralyze anyone on any particular NIGHT(S), or he may Paralyze once every NIGHT if he desires (though the latter will shorten the game substantially). The Rogue's Paralysis power works exactly like the Puppets' does, so bodies Paralyzed by him will be indistinguishable from those frozen by the Mindshackled and/or the Reliquary's elixir (making it appear as if the Mindshackled Paralyzed two victims that NIGHT).
ROMANTIC - The Romantic is a Warrior whose uncanny persuasive charms always manage to find him companionship wherever he goes. Unfortunately for him, he seems to have little control over his seductive powers, and he sometimes gains affection from unexpected avenues. None the less, his magnetic charisma has always served him well in the past, and he trusts in it completely, faithfully following the currents of love wherever they may lead him. Before the game begins, the Storyteller will choose one other random player to be the Romantic's current Lover. PMs will be sent to both the Romantic and the Lover, letting them know of each other's identities. Note that the Lover will know that the Romantic is a normal Warrior, but the Romantic will NOT know if the Lover is a Mindshackled or a Warrior (with or without any special abilities). For the remainder of the game, neither the Romantic nor the Lover may cast a vote for the other during DAY voting to choose a Paralysis victim. If the randomly chosen Lover happens to be the Rogue or Reliquary, that Lover may (obviously) not use his power to Paralyze the Romantic. In addition, if it turns out that the chosen Lover is a Mindshackled, the power of his love for the Romantic is so strong that it overpowers even Ne-Gok-Sa's mental compulsions. NONE of the Mindshackled Puppets may choose the Romantic as a victim for Paralysis at NIGHT as long as the Mindshackled Lover is still un-Paralyzed himself.
STORYTELLER - The Storyteller does not belong to either the Warrior or Mindshackled faction; he is a neutral observer who manages the flow of the game. The Storyteller is the only person who knows ALL of the players' identities. The Storyteller's character is the Kyrie captive from the prologue, and will be automatically Paralyzed at the beginning of the game. For the remainder of the game, he will oversee the various phases of each Day and Night stage, enforce the rules of play, arbitrate any minor disputes that might arise, and officially announce when the game has ended and which side has won. The Storyteller will not provide players with any 'hints' and will take all possible care to ensure that no identities are compromised by his words or actions.
SYMPATHIZER - Though he is technically not a Mindshackled Puppet, this Warrior was ALMOST Mindshackled by Ne-Gok-Sa (...he rolled a 19). Though he is not controlled by the Marro Warlord, he feels an unexplainable connection with the Mindshackled Puppets, and secretly hopes that they will win this conflict! The Sympathizer and Puppet players do not know each other's identities, but if the Mindshaclked win the game, so does the Sympathizer. Conversely, if the normal Warriors win, the Sympathizer loses along with the Puppets.
VINCULUM - The mystic tides of karma have hinged this Warrior's fate upon another's. The energies seeping from the Wellspring make it crystal clear to the Vinculum that his destiny is inextricably tied to another Warrior within the cave. Before the game begins, the Storyteller will choose one other random player to be the target of the link with the Vinculum. The identity PM to the Vinculum will tell him the name of the character to which his fate is tethered, but that other Warrior will NOT be notified of the existance of the Vinculum or the connection between them both. Note that the Vinculum will not know if the player to which he is bound is a Mindshackled or a Warrior (with or without any special abilities), only that their fates are linked. For the remainder of the game, if the Warrior linked to the Vinculum is ever Paralyzed, the Vinculum will be Paralyzed as well (if he isn't already). If the bonded Warrior is Paralyzed at NIGHT (and this does not end the game), then the Vinculum will also be Paralyzed that same NIGHT. If the Warrior linked to the Vinculum is Paralyzed during the DAY (and this does not end the game), then the Vinculum will become Paralyzed during the NIGHT that immediately follows (even if he is the focus of the Beatific's prayers and/or the Reliquary uses the CRYSTAL that NIGHT). Note that Paralyzation of the Vinculum will not cause the Warrior to which he is tethered any harm whatsoever; Paralysis only carries over FROM the linked Warrior TO the Vinculum, not visa-versa. The most important fate shared by the Vinculum and his bonded Warrior is not Paralysis, however, but victory. The Vinculum will only win the game if the Warrior with the shared destiny wins, regardless of all other circumstances. If the Warrior to which he is tethered loses, then so does the Vinculum.
VISIONARY - Perhaps he is a latent telepath. Maybe his mind was somehow altered by the nearby Wellspring. Then again, it might just have been the chunk of debris that hit him in the head during the rockslide. Whatever the cause, this Warrior has been haunted by mystic visions since the cave-in. Once per NIGHT, he has a vision about one other player of his choice and discovers if that player is a Mindshackled or a normal Warrior. If the Visionary is un-Paralyzed, he may send a single PM to the Storyteller each NIGHT to ask the role of any player he wishes (Paralyzed or not). The Storyteller will answer the Visionary's question with a PM containing that character's role. The Storyteller will not lie or mislead the Visionary.
WILDCARD (Empath) - This special role is unusual because the Wildcard will NOT actually know that he is the Wildcard. Instead, the Wildcard will be sent a PM before the game informing him that he is the Empath. This player will think that they have the ability to know if a player who drinks from the Cursed pool is free-willed or a Puppet of Ne-Gok-Sa, just as described for the true Empath (see above). However, before the first NIGHT, the Storyteller will secretly select a number of random players in the game equal to the number of Mindshackled Puppets in the game. These players might be normal Warriors OR Mindshackled Puppets, selected totally at random, and the Storyteller will secretly keep track of these characters as "Wildcard Puppets". (Note that only one group of "Wildcard Puppets" is selected per game; if two Wildcards are present in the same game, they will share the same list of "Wildcard Puppets". If a Wildcard is also the Lover, then the Romantic may NOT be chosen as a "Wildcard Puppet". If this happens, the Storyteller will select another character at random instead to be the last "Wildcard Puppet". Also, a Wildcard himself will never be selected as a "Wildcard Puppet".) For the rest of the game, on each NIGHT that the Wildcard is not Paralyzed, the Storyteller will send him a PM to inform him of whether the player who just drank from the Wellspring as a result of the most recent DAY vote was a Mindshackled Puppet or a free-willed Warrior (just as he would send to the Empath). HOWEVER, that PM may NOT contain the true identity of the target player. If the chosen player is a "Wildcard Puppet", then the Storyteller's PM will tell the Wildcard that the player is a Mindshackled Puppet, regardless of that player's true role. If the selected player is NOT a "Wildcard Puppet", then the Storyteller's PM will inform the Wildcard that the target player is a Warrior, again regardless of that player's actual role. This has the effect of setting up the Wildcard as an unknowing 'False Empath'. [NOTE: Due to the strong impact Wildcard roles have on a game, Wildcards may be eliminated from the list of 'Special Roles' available before a game at the discretion of the Storyteller. If this is the case, the Storyteller will explicitly state before that game begins that Wildcards are definitively NOT present in the game. Without such an explicit disclaimer that Wildcards are NOT present, all players should assume that Wildcard roles were included in the random 'Special Role' assingment process, and it is entirely possible that one or both Wildcards are present in the game. Note also that Wildcard roles are NEVER used in Keeps.]
WILDCARD (Visionary) - This special role is unusual because the Wildcard will NOT actually know that he is the Wildcard. Instead, the Wildcard will be sent a PM before the game informing him that he is the Visionary. This player will think that they have the telepathic ability to 'vision' other players in the cave and determine their identities, just as described for the true Visionary (see above). However, before the first NIGHT, the Storyteller will secretly select a number of random players in the game equal to the number of Mindshackled Puppets in the game. These players might be normal Warriors OR Mindshackled Puppets, selected totally at random, and the Storyteller will secretly keep track of these characters as "Wildcard Puppets". (Note that only one group of "Wildcard Puppets" is selected per game; if two Wildcards are present in the same game, they will share the same list of "Wildcard Puppets". If a Wildcard is also the Lover, then the Romantic may NOT be chosen as a "Wildcard Puppet". If this happens, the Storyteller will select another character at random instead to be the last "Wildcard Puppet". Also, a Wildcard himself will never be selected as a "Wildcard Puppet".) For the rest of the game, if the un-Paralyzed Wildcard sends a PM to the Storyteller at NIGHT to request the identity of another player (as the Visionary would), the Storyteller will answer the Wildcard's question with a PM, just as he would the Visionary's. HOWEVER, that answer may NOT contain the true identity of the target player. If the chosen player is a "Wildcard Puppet", then the Storyteller's PM will tell the Wildcard that the player is a Mindshackled Puppet, regardless of that player's true role. If the selected player is NOT a "Wildcard Puppet", then the Storyteller's PM will inform the Wildcard that the target player is a Warrior, again regardless of that player's actual role. This has the effect of setting up the Wildcard as an unknowing 'False Visionary'. [NOTE: Due to the strong impact Wildcard roles have on a game, Wildcards may be eliminated from the list of 'Special Roles' available before a game at the discretion of the Storyteller. If this is the case, the Storyteller will explicitly state before that game begins that Wildcards are definitively NOT present in the game. Without such an explicit disclaimer that Wildcards are NOT present, all players should assume that Wildcard roles were included in the random 'Special Role' assingment process, and it is entirely possible that one or both Wildcards are present in the game. Note also that Wildcard roles are NEVER used in Keeps.]
ZARAVI - This special role is completely unique, in that the Zaravi actually plays as a faction of his own. The Zaravi is an incorporeal demon who has 'possessed' the mind and body of the Warrior present in the cave. The Zaravi was using this Warrior's 'body' to gather information about Valhalla for his demon brethren in preparation for invasion, and just happened to get caught in Ne-Gok-Sa's trap by sheer coincidence. Because his own tremendous mental powers make him immune to telepathic attack, the Zaravi cannot be Paralyzed by the Mindshackled (or the Rogue or Reliquary) at NIGHT. With respect to ending the game and to the Empath's power, the Zaravi is considered to be a Warrior, and he can still vote with and be Paralyzed by the rest of the players during the DAY. If the Visionary asks the identity of the Zaravi player during the NIGHT, the vision will reveal him to be a Warrior, but the backlash from the brief magical connection with the Visionary will overload the nervous system of the Zaravi's host! This causes the host's body to enter a state of physical and mental torpor and leaves the demonic possessor trapped helplessly within. The outward symptoms of this are (conveniently) exactly the same as Wellspring and/or Puppet-induced Paralysis. If this occurs, the Zaravi's host body will be found in the morning, announced together with the player(s) Paralyzed by the Mindshackled (and/or Rogue/Reliquary). Note that if the Reliquary uses his crystal or the Beatific prays for the Zaravi on a NIGHT he is chosen by the Visionary, then the Zaravi will not be Paralyzed. Also note that "visions" from a Wildcard will not adversely affect the Zaravi in any way. If the Zaravi is Paralyzed during the game, then he loses, even if the remaining Warriors eventually win. If the Zaravi manages to still not be Paralyzed when the game ends, then he is declared the only winner (regardless of whether the Warriors or the Mindshackled should actually have won)! [NOTE: The Zaravi is the only secret role which is OPTIONAL. If the player given this role wishes to play as the Zaravi, then he may do so. If he does NOT want the role, he must send a PM to his Storyteller before the end of the first DAY of the game, and the role will be withdrawn (making him a normal Warrior instead). To repeat for clarity: If the Zaravi player does NOT want this role, he must send a PM to the Storyteller, and will become a 'normal' Warrior with no Special Powers instead. If the Zaravi player does not PM the Storyteller before the end of the first DAY voting, then it will be assumed that he wants the Zaravi role, and he will keep it for the rest of the game.]
Last edited by
J-Unit94 on Fri Jun 06, 2008 11:06 pm, edited 1 time in total.
Join the fun of the Bronze Cave (game starts June 7)