Chane
December 17th, 2012, 12:29 PM
in the land of god knows where the time can be described as our medieval era. And in a town known as Eldûr lies the Crimson Blade forge. the forge is used to craft the finest of weapons for the paladins of the holy empire yet some beings decide they should claim its power for themselves. one day there was a loud bang coming from the forge, two thieves had infiltrated the forge and they stole as much as they could carry. one of them was an assassin whom stole a whole arsenal of eleven blades to use for his deeds, the other was an evil wizard looking to claim the forges intense heat and arcane power to fuel his wicked spells. though the thieves worked together to plunder the forge they now seek to claim the entire town for themselves. its now up to the blacksmith and the knights and guards of the town of Eldûr to protect that which they rightfully own and retrieve the forge's stolen goods.
Role list (11)
The Killers
Assassin
Pyromancer
The Wicked
[natural being]
[natural being]
The Townsfolk of Eldûr
Blacksmith
Paladin
Guard
Guard
Guard
Peasant
Peasant
Possible roles:
Natural Evil: Assassin, Pyromancer
Natural Benign: Court Jester, Conscript, Executioner, Amnesiac
Townsfolk: Peasant, Blacksmith, Paladin, Sheriff, Stable-keeper, Stalker, War-chief, Archer, Priest, Squire, Gravekeeper
Role cards:
Assassin
-kill one person every night
special one use abilities
-sanitize your night killing (charge is not consumed if the killing is not successful)
-perform a spree killing at somebodies house
-kill 2 people at night (you won't be able to take any action the night after using this)
passives
-one use auto vest at night
-immune to sheriff detection
Pyromancer
-douse somebody at night OR burn all previously doused targets
special one use abilities
-cast a fireball at your target instead of dousing them, instantly killing them though all healing/invul and sanitizing your kill
-cast a ring of fire at night which will kill everybody who visits you that night, does not pierce any protection
Court Jester
-win by getting lynched during the day
-select one guilty voter to die
-can annoy somebody at night
Conscript
-win by surviving to the end regardless of who wins
-has 2 pieces of armor plating that will protect against anything
-armor must be manually used at night
Executioner
-see your target get lynched
-target is always town
-survive until the end
-has one auto-use vest
Amnesiac
-remember a role from the graveyard
-can not become a killing role unless a killer dies before the dawn of the third day
Blacksmith
-craft one piece of armor or one sword at night
-a piece of armor acts as one bullet proof vest for a night, the sword as one vigilante bullet
-hand this piece of craftsmanship to one of the townsfolk at night, they will receive it at the end of night and be able to use it the night following.
Paladin
-detect one persons set of possible roles at night
Stable-Keeper
-switch the position of 2 people at night
-can target self
Stalker
-follow one person at night learning who they visited
War-Chief
-a veteran of war and combat with the ability to stand guard at his house at night and kill all whom visit him
-has 2 Axes
Archer
-shoot one person at night
-pierces one layer of armor
-has 2 arrows
Priest
-heal one person at night protecting them from physical harm
Squire
-defend a person at night, killing an intruder that attempts to kill your target
-dies in the dual
-cannot defend against magic such as fireballs
Gravekeeper
-can target one dead person at night
-learns that targets role
-learns that targets last night target(s)
Peasant
-has the power of vote!
-if for any reasons the peasant is unable to work and or pay taxes he still has the power of vote!
OoO
-1: swords or armor is given out
0: War-chief alerts
1: Stable-keeper swaps
2: amnesiac remembers role
3: armor is put on
4: misc actions happen such as dousing and stalking and healing
5: kills happen
6: kills are cleaned if need be
Tie Breaker Tree
Pyromancer
Assassin
Townsfolk
Rules:
1: voting is done via the new voting system
2: no talking about the game outside of the game
3: no lurking, 3 posts a day is a minimum
4: no game throwing
5: nightactions MUST be send in or mod killing/replacement will follow
Invest pairings:
-Assassin/Court Jester/Peasant/Archer/Squire/Stalker
-Pyromancer/Conscript/Stable-Keeper/War-chief/Gravekeeper
-Executioner/Amnesiac/priest/blacksmith
Role list (11)
The Killers
Assassin
Pyromancer
The Wicked
[natural being]
[natural being]
The Townsfolk of Eldûr
Blacksmith
Paladin
Guard
Guard
Guard
Peasant
Peasant
Possible roles:
Natural Evil: Assassin, Pyromancer
Natural Benign: Court Jester, Conscript, Executioner, Amnesiac
Townsfolk: Peasant, Blacksmith, Paladin, Sheriff, Stable-keeper, Stalker, War-chief, Archer, Priest, Squire, Gravekeeper
Role cards:
Assassin
-kill one person every night
special one use abilities
-sanitize your night killing (charge is not consumed if the killing is not successful)
-perform a spree killing at somebodies house
-kill 2 people at night (you won't be able to take any action the night after using this)
passives
-one use auto vest at night
-immune to sheriff detection
Pyromancer
-douse somebody at night OR burn all previously doused targets
special one use abilities
-cast a fireball at your target instead of dousing them, instantly killing them though all healing/invul and sanitizing your kill
-cast a ring of fire at night which will kill everybody who visits you that night, does not pierce any protection
Court Jester
-win by getting lynched during the day
-select one guilty voter to die
-can annoy somebody at night
Conscript
-win by surviving to the end regardless of who wins
-has 2 pieces of armor plating that will protect against anything
-armor must be manually used at night
Executioner
-see your target get lynched
-target is always town
-survive until the end
-has one auto-use vest
Amnesiac
-remember a role from the graveyard
-can not become a killing role unless a killer dies before the dawn of the third day
Blacksmith
-craft one piece of armor or one sword at night
-a piece of armor acts as one bullet proof vest for a night, the sword as one vigilante bullet
-hand this piece of craftsmanship to one of the townsfolk at night, they will receive it at the end of night and be able to use it the night following.
Paladin
-detect one persons set of possible roles at night
Stable-Keeper
-switch the position of 2 people at night
-can target self
Stalker
-follow one person at night learning who they visited
War-Chief
-a veteran of war and combat with the ability to stand guard at his house at night and kill all whom visit him
-has 2 Axes
Archer
-shoot one person at night
-pierces one layer of armor
-has 2 arrows
Priest
-heal one person at night protecting them from physical harm
Squire
-defend a person at night, killing an intruder that attempts to kill your target
-dies in the dual
-cannot defend against magic such as fireballs
Gravekeeper
-can target one dead person at night
-learns that targets role
-learns that targets last night target(s)
Peasant
-has the power of vote!
-if for any reasons the peasant is unable to work and or pay taxes he still has the power of vote!
OoO
-1: swords or armor is given out
0: War-chief alerts
1: Stable-keeper swaps
2: amnesiac remembers role
3: armor is put on
4: misc actions happen such as dousing and stalking and healing
5: kills happen
6: kills are cleaned if need be
Tie Breaker Tree
Pyromancer
Assassin
Townsfolk
Rules:
1: voting is done via the new voting system
2: no talking about the game outside of the game
3: no lurking, 3 posts a day is a minimum
4: no game throwing
5: nightactions MUST be send in or mod killing/replacement will follow
Invest pairings:
-Assassin/Court Jester/Peasant/Archer/Squire/Stalker
-Pyromancer/Conscript/Stable-Keeper/War-chief/Gravekeeper
-Executioner/Amnesiac/priest/blacksmith