Malazan Empire: SPOILERS for Mafia 89 - Espers - Malazan Empire

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SPOILERS for Mafia 89 - Espers Are you sure it's gone...? Are you?!

#1 User is offline   D'rek 

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Posted 28 June 2012 - 01:22 AM

This is Spoiler Hell
.
...
.
If you are playing in Mafia 89 - Espers, you should not be in here!


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.

This post has been edited by D'rek: 28 June 2012 - 01:23 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#2 User is offline   D'rek 

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Posted 28 June 2012 - 01:29 AM

Index




This post has been edited by Path-Shaper: 03 July 2012 - 03:04 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#3 User is offline   D'rek 

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Posted 28 June 2012 - 01:30 AM

Current Game/Player Status



Currently: Dusk 5 (End of Game)


Alive:

Name...| Player.......| Current Alt....| Fact.| Esper Status/Notes
-------+--------------+----------------+------+--------------
Zahska.| Azathmaster..| Tellan.........| Town |
Ut'gau.| Shinrei......| Telas..........| Town | Kirin Esper
Sabira.| Vengeance....| D'riss.........| Town | Maduin Esper
Stook..| HiddenOne....| Ruse...........| Town |
Lilly..| Lizra........| Emurlahn.......| Scum | In Amee's body




Dead:

Name...| Player.......| Current Alt....| Fact.| Esper Status
-------+--------------+----------------+------+--------------
Luvaya.| ansible......| Kalse..........| Town |
Elaida.| Tattersail...| Fener..........| Town |
Iddil..| Gust Hubb....| Kaschan........| Town |
Etyno..| Mentalist....| Thyrllan.......| Town |
Pazali.| Blend........| Anomandaris....| Town |
Pang...| EmperorMagus.| Osseric........| Town |
Namka..| HoosierDaddy.| Liosan.........| Town |
Amee...| Tapper.......| Sheltatha Lore.| Scum |
Mekin..| Brujah.......| Tennes.........| Scum |
Julok..| Berkevolence.| Rashan.........| Scum | Bahamut Esper


This post has been edited by Path-Shaper: 12 July 2012 - 03:49 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#4 User is offline   D'rek 

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Posted 28 June 2012 - 01:30 AM

Game Progression




Day 1

Orb event:
-Mekin (Fener) ninja's Amee (Eloth) - both die
-Julok (Rashan) becomes Esper of Bahamut
-Ut'gau (Telas) becomes Esper of Kirin
-Sabira (D'riss) becomes Esper of Maduin
-Lilly (Ano) learns Rashan is the Esper of Bahamut

-Etyno (Silanah) uses BOO! on Zahska (Tellan)

No Lynch: Zahska chooses Kalse to die



Night 1

Sabira (D'riss) forces Pazali (Sheltatha) to heal Liosan
-she didn't submit Observation/Investigation actions as Esper of Maduin

Elaida/Serc guards Tellan

Julok (Rashan) uses one use of Puppy Eyes
-as Esper of Bahamut, enslaves Mekin/Fener by resurrecting Mekin into Elaida/Serc's body

Pang (Osseric) does a Reading on Etyno/Mentalist (learns Silanah is town and Etyno)

Ut'gau stalks Pang and learns its Reading ability
-as Esper of Kirin, revives Etyno/Mentalist (Silanah) into a new alt -> Thyrllan

Stook/Barghast does not deploy his Cracker

Lilly/Ano creates a lover bond to Julok/Rashan



Day 2

Mekin (Serc) ninja-vigs Iddil (Kaschan) -> both die

Lynch: Etyno (Thyrllan)




Night 2

Julok (Rashan) uses Puppy Eyes
Namka (Liosan) doppelgangs Utgau (Telas)
Pang (Osseric) Reads Amee (Eloth)
Pazali (Sheltatha) heals Sabira (D'riss)
Luvaya (Kalse) starts a conversation with Sabira (D'riss)
Ut'gau (Telas) stalks Sabira (D'riss)
Stook (Barghast) deploys his Last Cracker (doesn't go off)

Sabira (D'riss) w/Maduin learns the faction of Ut'gau (Telas)

Julok (Rashan) w/Bahamut zombifies Mekin (Serc) into Stook (Barghast)'s body/alt

Ut'gau (Telas) w/Kirin revives Amee (Eloth) into Emurlahn


Day 3

Mekin (Barghast, in Stook's body) ninja vigs Lilly (Ano)

Lynch: Pang (Osseric)


Night 3

Sabira (D'riss) - direct Amee (Emur)'s power against herself
Julok (Rashan) - Use Puppy Eyes (last use)
Namka (Liosan) - doppelgang Zahska (Tellan)
Pang (Osseric) - Read Mekin (Barghast)

Pazali (Sheltatha) - Heal D'riss
Amee (Emur) - forced by Sabira to befriend Sabira

Luvaya (Kalse) - renew lover convo with Sabira (D'riss)
Ut'gau (Telas) - Stalk Pazali (Sheltatha)

Maduin - learn Zahska (Tellan)'s faction, learn Namka (Liosan)'s for role type
Bahamut - Zombify Emur and Ano
Kirin - Revivify Serc


Day 4

Etyno (Thyrllan) uses BOO! to scare Namka (Liosan)

Lynch: Namka (Liosan)


Night 4

Sabira (D'riss) - redirect Stook (Ruse) at Ano (Emur) - forces Stook to activate Last Cracker
Pazali (Sheltatha) - heal Sabira (D'riss)
Luvaya - renew lover bond with Sabira (D'riss)
Ut'gau (Telas) - stalk Zahska (Tellan)
Pang - read Liosan
Stook (Ruse) - forced to use Last Cracker
Lilly (Emur) - start lover convo with Julok (Rashan)

Maduin - Investigate Julok (Rashan)'s faction; observe Pazali (Sheltatha)'s role type

Bahamut - Zombify Amee (Ano) into Pazali (Sheltatha)

Kirin - revive Mekin (Barghast)



Day 5

Etyno (Thyrllan) uses BOO! to scare Ut'gau (Telas)

Mekin (Tennes) ninja vigs Amee (Sheltatha) - both die

No Lynch >> Zahska (Tellan)'s Mischief lynches Julok (Rashan). Game Ends in Adventurer victory.

This post has been edited by Path-Shaper: 12 July 2012 - 03:50 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#5 User is offline   D'rek 

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Posted 28 June 2012 - 01:30 AM

Upcoming Night/Day Actions - Provisionals and Finals




Provs for Day 5:

Zahska/Tellan - default lynch = Rashan (backup: Ruse)


Provs for Night 5:









Amee's Befriend list:

Quote

Amee list: D'riss, Liosan, Rashan, Sheltatha Lore, Telas, Tellan, Osseric.



Telas' Kirin Transfer list:

Quote

Shetatha Lore, Rashan, D'riss, Osseric, Barghast, Kalse, Serc, Liosan, Anomandaris, Kaschan, Tellan


Rashan's Bahamut Transfer list:

Quote

Anomandaris, Serc, Barghast, Fener, Kashan, Liosan, Telas, Tellan, Thyrllan, D'riss, Shelly, Kalse, Eloth, Osseric


D'riss' Maduin Transfer list:

Quote

Tellan, Telas, Shelly, Rashan, Emur, Ruse, Liosan

This post has been edited by Path-Shaper: 12 July 2012 - 03:51 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#6 User is offline   D'rek 

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Posted 28 June 2012 - 01:32 AM

Setup OP


***NOTE: Bracketed Notes in [[[Pink]]] are for mods/spoilers only.


Core Setup:

This is a Town vs Cult game. There are only two factions:

Adventurers ("Town")
The Adventurers are initially much more numerous but overall less informed. They win when all Bahamudites are dead, either at Dusk or Dawn (ie: immediately after a lynch or at the very start of Day).

Bahamudites ("Cult" or "Scum")
The Bahamudite cult begins the game at an extreme numerical disadvantage, which they must rectify to win. The Bahamudites are a cult, and have a regular recruit ability which can convert an Adventurer into a Bahamudite. The Bahamudites win when a majority-plus-one of all living players are Bahamudites (ie, with 8 or 9 players alive a majority is 5, so Bahamudites need 6 to win). If 7 or less players are alive, they only need a majority. The game ends in Bahamudite victory at dusk (immediately after the lynch) if the Bahamudites have the needed numbers (the game does not end in Bahamudite victory at any other time, even if they have the numbers).

If, at Dusk or Dawn, all players are dead and a faction has not yet won (unlikely, but it can happen), the game ends in a tie.

Day is 34 hours. Night is 2 hours.



Lynches:

Everyone gets 1 vote, achieve a majority vote to lynch a player and day ends immediately. There is one lynch every day. [[Seriously. If a majority is not achieved the Default Dictator chooses who is lynched.]]

You may not self-vote. You may not vote Night.




Espers:

The story revolves around a misfit band of adventurers unleashing three ancient creatures, the Apostl'eyds. An Apostl'ey is a ghost-like entity of limited sentience which can do nothing on its own, but can inhabit another being. The being hosting an Apostl'ey is an Esper and has access to the ancient knowledge and powers of its resident Apostl'ey. The Apostl'ey, in turn, might influence the Esper in certain ways depending on the Apostl'ey's personality... (this last part doesn't really affect the game other than determining factions)

There are three Apostl'eyds in the game. Any player can become an Esper - a host to one of the Apostl'eyds. While you are an Esper you gain additional abilities and/or information depending on what Apostl'ey you host. You can only be host to one Apostl'ey at a time. One of the Apostl'eyds can only be hosted by Bahamudites and provides the main recruiting ability. The other two Apostl'eyds can only be hosted by Adventurers - one Apostl'ey provides a(n) ability(ies) to help the Adventurers against the Bahamudites and the other Apostl'ey is kinda neutral (but can still only be hosted by an Adventurer, so will benefit the Adventurers more if used well).

When an Esper dies, the Apostl'ey is passed-on to another player in their faction who becomes the new Esper of that Apostl'ey. If the Esper died from a lynch or during the night, the successor becomes the new Esper at Dawn. Otherwise, the transfer happens immediately.

Espers still have access to their basic Character abilities. There are no restrictions (unless otherwise stated in role/Esper PMs) on using multiple actions in one phase.





Characters, Roles, Abilities, etc:

This is where things get complicated, so I am going to use specific terms (underlined and italics). Sticking to the same terminology in-game may help to make things less confusing for you players.


Player - The term Player refers to someone playing this game of mafia, as known by their usual forum alt (ie: Silencer).

Character [Name] - The term Character refers to the made-up identity that the player is assuming for this game (ie: Silencer is playing as Kalam Mekhar). This is the term that is most interchangeable with the traditional "role" term. Each player is assigned one (and only one) Character at the start of the game and will play as that Character until the end of the game.

Additional Character Information - All Characters have a name that they go by (ie Kalam Mekhar), certain behaviours (ie a tendency to stab people), a back-story and a physical description, most of which has little to no bearing on the game other than recognition in scenes and relating somewhat to their abilities (ie: a character who's backstory is being a private detector might have a Find ability). [[Their physical description, ie their physical body, is tied to their alt and so Characters may find themselves inhabiting other bodies throughout the game, but the character's identity remains the same within their new body.]]

Abilities - Every Character has one or more abilities inherent to themself. These abilities might be passive or triggered, unlimited or limited, day or night, informative or active, etc. Some abilities are more powerful than others, some may be considered very impractical and some may be used much more than others, too. No two Characters have the same set of abilities.

Role Type - A brief word or two which summarize a Character's abilities. If they have a standard-mafia set of abilities, the Role Type will be exactly that (ie: "Guard"). If they have a modified standard role, the Role Type will reflect that, too (ie: "Insane Finder"). Some Characters' abilities are too unique for the Role Type to be anything close to a standard role, in which case the Role Type is also unique, but still usually more or less reflective of their abilities.

Alignment - Whether the Character is currently an Adventurer or a Bahamudite.

Alt - The alternate forum account that the player logs into while playing this game of mafia (ie: Fener).

Esper Status - Whether the Character is currently an Esper or not.

Host To ___ - If the Character is an Esper, which of the three Apostl'eyds the Character is host to.



Here is a sample role PM, with colouring showing the various sections. All role PMs have this format.

Quote

Banaschar
Adventurer

The figure standing before the broad-stepped entrance wore the garb of a Malazan sailor, faded waterproof leathers, a worn shirt of thin, ragged linen. His dark hair was in a queue, hanging down between his shoulders and otherwise unadorned. As he turned at their approach, the sergeant saw a middle-aged face with even, benign features, although there was something odd about the man's eyes, something vaguely fevered.

Race: Human
Origin: Jakatakan
Gender: Male
Age: 53

An ex-priest of D'rek, now a drunkard. His favourite food is steamed cabbage and he can bench press 40 pineapples. His backstory is that the mods arbitrarily put him in the game as the example role PM but then he got drunk and fell out of Spoiler Heaven so he won't be in the game any further.


Role Type: Useless Drunkard

Abilities:

Throw an Empty Bottle (NA) - Each night you may throw an empty bottle and it makes a loud crashing noise. Every night that you use this ability a crashing sound will be added into the end-of-night scene.






Coroner Find:

This game has a Coroner Find (CF) for all deaths. The CF is posted on thread after the character's death scene. In the case of modkills, it may be delayed to the end of the current phase (mods' decision).

Initially, the CF will only provide the Alt and Character Name of the deceased, but there is a hidden mechanic that can result in more information about the deceased being included in the CF.

[[
1st time a Character dies - Alt, Character Name
ex: Anomandaris is dead. She was Lilly Garamonde. (He/she follows the character)

2nd time a Character dies - Alt, Character Name, Role Type, Alignment
ex: Tiamatha the Adventurer is dead. She was Namka Taltari, the Hostage Taker.

3rd time a Character dies - Alt, Player Name, Character Name, Role Type, Alignment, if they were an Esper
ex: Emurlahn (D'rek) the Adventurer is dead. He was The Exalted Ectoplasmic Etyno, the High Priest of the Lich King and [not an Esper / the Esper of _____].
]]




[[[Death

When players die - from being lynched, killed by Mekin, killed by Stook, or Zombified by the Bahamut Esper - they become Spectres. Spectres have access to the Spectre Thread in Spoiler Heaven, where they can post. They cannot post in the Game Thread, but they can continue to read it.

Spectres can vote in the Spectre Thread. They have the same voting power as living players. The vote count includes the alts of both living players and Spectres, with no visible distinction between them. The vote count can be posted in both threads. The number of votes needed for a lynch is based on the total number of living players AND Spectres - ie in Mafia Manager the Spectres are left as "alive". So, unless there are modkills, there will always be 15 alts in the vote count post and 8 votes needed to lynch.

If a player is modkilled, they are removed from the game entirely, decreasing the number of players in the game - hopefully this doesn't happen.

Spectres cannot be Espers - if an Esper dies and becomes a Spectre, they lose their Esper abilities.

Some role abilities can be used while the player is a Spectre. Some even work a bit differently while the player is a Spectre. Others cannot be used while dead. Players need to be made aware of how their abilities are impacted when they die.

If a living player is lynched, killed by Mekin or killed by Stook they will simply become a Spectre. However, if a player is Zombified from living to dead by the Bahamut Esper, they will change alts. Furthermore, when a Spectre is Revivified into a living player by the Kirin Esper, or Zombified from dead to living by the Bahamut Esper, they will be given a new alt. In the Bahamut case, players are swapping alts so the passwords will need to be changed to avoid them logging into their old alt and learning things they shouldn't (the players are not told that someone else has taken over their old alt). In these cases, it may be necessary to change the passwords of their previous alts before they see anything and send a PM to their main forum account with the new alt details. Hopefully no one just reads the Game thread, sees they are dead and logs off the forum for a few days...

When players transfer alts, it will be important to copy Role PMs and other important PMs to their new alt.

Whenever a player who is a Spectre comes back to life, the Spoiler Heaven password will have to be changed.]]]




Scenes:


Scenes will be posted in the game-thread every Dawn - resolving the lynch - and every Dusk - revealing the results of night. Additional scenes will also be posted in the game-thread when certain events occur.

Furthermore, many private communications from Path-Shaper will be in the form of a scene (often in a 2nd-person PoV, too).

In general, scenes will not give enough detail to reveal the actions of a Player, nor to closely relate a Character to a certain Alt. There are some specific event scenes which are exceptions to this, but these are all pretty much either unavoidable or beneficial to all involved parties.

So basically, there's clues in scenes but it won't be so bad that you should ever fear to use your abilities because of them.



Reveals:

Generally, all in-game, in-character information is valid for revealing and discussing, but information related to Path-Shaper, how the game is run or meta-topics is forbidden. Some good rules to obey are as follows:


1. You may discuss and reveal your character/role traits:

{a} You may reveal your character name and role type
{b} You may reveal character traits and information (ie: "my hair is green", "I'm from Umryg")
{c} You may reveal your actions and the details of how they work
{d} You may reveal what happened in scenes from private PMs on-thread

2. You may not use or discuss communications from Path-Shaper:

{a} Never quote directly from your role PMs or other information given by PS
{b} Do not take the description of something in your Role PM, change a few words and/or paraphrase it, and then post that as if it is original - re-write completely any PM information you divulge on-thread
{c} Do not discuss/compare the formatting of your PMs
{d} If you are uncertain about if you can say something on-thread, ask PS before you do
{e} Never say/discuss/claim that you are "waiting for confirmation from PS" or "have asked PS about _____", etc, even if you are in the midst of checking something for {d}, above

3. No meta-information

{a} Do not reveal your player name on-thread
{b} You may discuss past mafia games openly, but not individual player behaviours from them
{c} You can discuss meta information pertaining to game design - ie comparing past game mechanics and mod styles

4. All of the above applies to all reveals, regardless of if the reveal is fake, genuine, or a mix of both.


Lastly, resolving night is a long and complicated process. Please do not reveal the results of your NAs until the following Day has begun.

This post has been edited by Path-Shaper: 12 July 2012 - 03:52 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#7 User is offline   D'rek 

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Posted 28 June 2012 - 01:32 AM

Mod Notes



Mod Passwords

Path-Shaper - monstrous
Spoiler Heaven - tour
Spoiler Hell - poltergeist
Mafia Manager (link) - spectre


Vote Counts


Vote counts are only put in the Game Thread. Take the vote count output from Mafia Manager, remove the "players who haven't voted" section entirely, delete dead alts in the "players still alive" section and reduce the number of "players still alive" count, remove the "# votes to go to night", then post it.

ie (in this example, Eloth, D'riss and Osseric are dead):

It is Day 5. 33 hours and 40 minutes remaining
12 Players still alive: Anomandaris, Barghast, Fener, Kalse, Kaschan, Liosan, Rashan, Serc, Sheltatha Lore, Silanah, Telas, Tellan

8 votes to lynch.

3 votes Anomandaris (Eloth, Kalse, Rashan)
2 votes Silanah (Sheltatha Lore, Telas



***Don't set players to "dead" in Mafia Manager unless they are mod-killed!




The Dude is a reserve player, in case someone stops posting or has to quit.


Resolution Chart

You can use this flowchart to help you mod, especially with getting all the NAs done and with victory conditions.

My favoured way of resolving the NAs is to take all the NA provisionals, figure out the provisionals to determine what the final decided actions are, and put them in order of resolution. Then post on-thread that I'm resolving night, and start going through the flowchart, sending PMs and changing actions in my list (ie from Sabira's redirection) as necessary, and then posting the end scene and starting day.

(Spoiler'd for size)
Spoiler




PM Transfers

When players change alt and need their old PMs copied over, I think the best way to do this might be as follows:

-when you know a player is going to change alts, make a new thread in Spoiler Hell that will serve as a "dropbox" for their PMs
-login to their alt and copy all their PMs to a notepad doc
-switch back to Path-Shaper and drop all their PMs from the notepad doc into the dropbox thread
-do the alt switching
-send their Role PM, recent actions and any other stuff that seems important to the new alt
-leave the dropbox thread in case they ask for other PMs

Note that rather than logging into their alt you could just copy the PMs from the P-S side of things, but login to the alt after just to check that they haven't been writing themselves notes in their PMs or stuff like that

This post has been edited by Path-Shaper: 10 July 2012 - 01:05 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#8 User is offline   D'rek 

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Posted 28 June 2012 - 01:32 AM

Full Alt Listing




All alts used, with notes:

Kaschan password = argent
Barghast password = nuclear
Eloth password = cellular
Fener password = green
Kalse password = zombie
Osseric password = tumble
Tellan password = sand
Serc password = boating
Rashan password = kitten
Liosan password = yarn
Telas password = hairy
Sheltatha Lore password = vivid
D'riss password = justice
Anomandaris password = castle
Silanah password = buster
Thyrllan password = buddha
Emurlahn password = walrus
Ruse password = sword
Tennes password = hotel

This post has been edited by Path-Shaper: 11 July 2012 - 04:36 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#9 User is offline   D'rek 

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Posted 28 June 2012 - 01:33 AM

General PMs




Dead1:

Quote

Knives, shivs, fingers, teeth... the mob of angry adventurers tears you apart in moments. Your body flops to the ground, bleeding from a hundred wounds, and with your last few ragged breaths you curse the fates that this is your ignoble end...

...

...

...

...or is it? You can still see them staring down at you, still hear them muttering. You try to close your eyes but cannot. You try speaking, despite your broken jaw, and it is easy but no one seems to hear. You push yourself up to your feet, but everyone else keeps staring down. Confused, you try to take give the nearest adventurer a shake, but instead your hand passes through and into their shoulder. Recoiling, you look down yourself and see your broken, battered, very-much-dead body.


You are dead.

You may continue to read the Game Thread, but may no longer post in it.
You may now access the Spectre Thread in Spoiler Heaven. The password to SH is _________.
You may post in the Spectre Thread, following the same rules as the OP outlined for the Game Thread.
You continue to vote for lynches, but all votes must now be placed in the Spectre Thread. You may only vote for living players.


[[[if player had been zombified: your physical appearance (as a ghost) has returned to your original appearance)]]]


[[[insert character-specific dead abilities blurb]]]




Dead2:

Quote

It was over so fast you didn't even notice. One heartbeat you were walking down a dark hall, your torch almost finished. The next heartbeat, you didn't have a heart. You just kept walking forward until the thump of the torch and your body falling to the floor behind you made you turn about. A brief flicker of shadows around the corner was the only sign of your assailant, but you were already too busy freaking out at being a ghost to notice.


You are dead.

You may continue to read the Game Thread, but may no longer post in it.
You may now access the Spectre Thread in Spoiler Heaven. The password to SH is _________.
You may post in the Spectre Thread, following the same rules as the OP outlined for the Game Thread.
You continue to vote for lynches, but all votes must now be placed in the Spectre Thread. You may only vote for living players.


[[[if player had been zombified: your physical appearance (as a ghost) has returned to your original appearance)]]]


[[[insert character-specific dead abilities blurb]]]


This post has been edited by Path-Shaper: 02 July 2012 - 11:53 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#10 User is offline   D'rek 

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Posted 28 June 2012 - 01:33 AM

Esper - Bahamut


Esper PM:

Quote

You have become an Esper, host to the demonic Apostl'ey Bahamut. Concern for your mortal flesh fades away as you become a master manipulator of souls and the beyond. Bahamut whispers in your inner ear, telling you how much better the world would be if it were reshaped in your image, and you can't help but agree...

[[First time: Your alignment has changed to Bahamudite.]]


The secrets and power of the Apostl'ey Bahamut grants you the following abilities:


Divinity (passive) - You are given a list of all the alts of the dead and it is updated whenever there is a change.

Zombify (NA) - Choose a dead alt and a live one: the player of the dead alt takes over the live alt and the alive player takes over the dead alt. The revived player (now alive) becomes a Bahamudite and learns that your Alt is the Esper of Bahamut. Zombified players maintain their character, role type, abilities, etc - only the alt is changed (and the faction of the one who becomes alive). If the formerly alive player was scum they remain scum (but now dead). This action resolves after all other lethal NAs except Soul Shift, and the dead and live alts must still be dead and alive when it resolves for it to succeed.

Soul Shift (NA) - You take over the alt of the first scum player on your list and they die as your alt (FM style). They remain scum. All scum learn your new alt. This action resolves after all others and is prevented if your target is healed, but otherwise cannot be prevented.

Esper Transfer (passive) - Keep a list of all alts. When you die the first living Bahamudite on your list becomes the next Esper of Bahamut. All living Bahamudites will learn the alt of the next Esper of Bahamut. All dead Bahamudites will revert to Adventurers (unless they had also previously been an Esper of Bahamudite - see Corruption).

Corruption (passive) - When you die (and lose Bahamut) you will still be scum, and will remain so for the rest of the game.

Secrecy (restriction) - You may not reveal that you are an Esper on-thread or in lover conversations, nor reveal your Esper abilities. You must always deny that you are an Esper. You may not reveal that Espers may not reveal. (If someone tries an "everyone say you are an Esper except the Espers who can't" mass-reveal, go along with it in whatever way makes you look like a non-Esper)


[[[You have no recruits

OR

Bahamut whispers to you the names of your predecessor(s)'s minions. With little more than a flicker of thought, you recapture their souls and enslave them to your will.

Your recruits are:

Fener
Shadow
Liosan

^^example, do not include Lilly, but do include dead players that stayed Bahamudites because of Corruption]]]







Player becomes Bahamut Esper (first time):

Quote

The orb exploded, you fell to the ground and shrapnel flew across the room in all directions. Cowering in the fetal position, you see lights flare in the room - a blue streak near the altar, then a red flash at the top of the chamber. The third and final burst of royal purple appeared less than a hand's span from your face. In that briefest instant of illumination, you hear a calling, like a lone voice sounding from across a great chasm. Acting solely on instinct, you thrust an arm forward to where the light source has just disappeared. An amethyst mist appears, glowing so faintly it would only be visible at this close range. The mist creeps along your arm to your shoulder, and from there up and down your body to envelop you completely. A moment later, the mist is sucked in through your pores. The mist passing through your mouth and nose leave the faint taste and smell of metal and rot.

You were vaguely aware, next, of some mage bringing a ball of light to life and the adventurers re-gathering, but all this passed you by in a haze while a demonic voice filled your head with cackles of glee at its freedom.





Player becomes Bahamut Esper (generic):

Quote

Before dawn, you awaken and creep out into the halls to search for food and supplies. There, you stumble upon the corpse of _____. The body lies amongst piles of wreckage in a destroyed section of the ruins and it appears no one has approached it yet. You cautiously make your way to the corpse and begin searching the pockets and the ground around it for valuables.

As you search, you briefly catch sight of a faint purple light shining beneath a pile of wreckage to your right. Investigating more closely, you see a glowing purple stone in a gap between broken boulders. You reach in and grasp hold of the gem, but as you pull it out your hand passes across a sharp piece of steel. You clamp your jaw shut to avoid alerting others, and watch as blood trails down your hand to your palm, touching the gem.

Thus, the pact is sealed.

The gem explodes into a pulsating purple cloud of gas streaked with a sickly silver. It flows of its own accord to wrap itself around you and then in through your pores. For a moment, there is absolute silence. Then, in the depths of your mind, a whispering voice calls to you...





Bahamut Esper dies - alive scum learns the alt of the new Bahamut Esper

Quote

At the last breath of your Esper master an implacable roar of rage and agony fills your ears while stars burst all across your eyes. Every muscle twitches in excruciating pain. On and on and on, the searing agony brought upon by the death of your master seems endless. Eventually, the pain fades and the saturation of your senses ends.

As awareness returns, you find yourself lying in the fetal position. You are in the same hallway as before, though now the cracked floor carries several streams of blood that leaked from your ears, nose, mouth, eyes and bowels. Blessedly, none of the others were here to witness you react to the Esper's death.

You wonder briefly if you are now free of the influence of Bahamut, if you can forget about your slavery to the Esper and rejoin your former companions.

This idyllic thought is immediately crushed by a new voice echoing amongst your thoughts. The Apostl'ey has found a new host, who promptly takes complete control of your will as their predecessor did before...

The new Esper of Bahamut is _________[[[alt]]].



Bahamut Esper dies - dead scum (who have never been the Bahamut Esper) revert to Adventurers:

Quote

The afterlife had so far been painless, but the death of your Esper master unleashes a tidal wave of searing pain throughout your incorporeal from. The excruciating experience lasts until the Esper draws their last breath, and then suddenly the trauma is over.

As the ringing in your non-existant ears fades, you no longer hear a cursed voice commanding you, you feel no demonic commands controlling your body.

Bahamut's control over you has waned. Your faction is now Adventurer once again (but you're still dead).



Bahamut Esper dies - dead scum who has been the Bahamut Esper before stays scum:

Quote

The Esper of Bahamut has died. Without a host, Bahamut cannot reclaim you, cannot enslave you.

But there is no freedom to be had. You've done terrible things, for which there can be no forgiveness or salvation. Instead, you must hope that Bahamut finds a new host and takes hold of your soul again. Or perhaps you could become an Esper again...

Due to the Corruption ability from when you were the Esper of Bahamut, you remain a Bahamudite.



Zombified - town ghost made scum alive:

Quote

Wispy and immaterial, you float around the underground ruins aimlessly while the adventurers sleep. Occasionally you see another ghost and exchange a few words, but these conversations always leave you despairing of your condition. Should you try and float up to the surface? What if that takes you straight to Hood's realm? What if you can never reach Hood's realm and find yourself plunging into the Abyss instead?

Distracted by your own thoughts, you don't realize that you've floated into an occupied lit chamber. A [[[man/woman/thing]]] stands in the center, glowing with violet energies. At [[[possessive pronoun]]]'s feet lies an unconscious [[[description]]]. Before you can think to flee, the [[[man/woman/thing]]] looks straight at your normally-invisible form and flings a lash of purple magic which wraps around your incorporeal body. As you are pulled closer, your vision fades and you black out.

...

Awareness slowly returns and you find yourself lying unmoving at the feet of the [[[man/woman/thing]]] who had ensnared you. [[[insert stuff about discovering body changes]]]. The [[[man/woman/thing]]] takes notice.

"Arise, minion."

Obeying absolutely, you awkwardly get to your feet.

"Welcome to your new body, slave. Here are your orders..."




You have been transfered into a living body by the Esper of Bahamut. Choice? Fate? Free will? Such pathetic concepts melt away from the terrifying onslaught of your Esper master clutching your soul and bending it to [[his/her]] whims.

You are now a Bahamudite.
You know the current Esper of Bahamut: _____[[[alt]]]


You are now alive.
You may no longer view or post in the Spectre Thread. The SH password will be changed shortly but please play honestly and do not read it in the meantime.
You may once again post in the Game Thread.


Your new alt is _______. The password is ______.
Your role PM has been copied to your new alt and may have been updated.
You may request any PMs be copied from your previous alt to your new alt.
Your physical appearance has changed.

[insert character-specific revival/zombify blurb, if applicable]







Zombified - scum ghost made scum alive:

Quote

Drifting aimlessly through air and stone, a voice suddenly speaks in your mind. "Acolyte, do not think that mere death has let you evade my clutch. Your soul remains sworn to my power. There are tasks yet for you to complete. A body shall be provided - prepare yourself!"

Your senses and awareness fade, then you feel the sensations of cool flesh and the pulse of a living heart. Opening your eyes, you find yourself lying in a side chamber beside some sleeping adventurers. You take the time to examine yourself, noting [[[descriptions of new body]]].

As the other adventurers awaken and rise with the imagined morning, your master's whispered "Do not disappoint me again." echoes in your ears.




You have been transfered into a new, living body by the Esper of Bahamut.

You are still a Bahamudite.
You know the current Esper of Bahamut: _____[[[alt]]]


You are now alive.
You may no longer view or post in the Spectre Thread. The SH password will be changed shortly but please play honestly and do not read it in the meantime.
You may once again post and vote in the Game Thread.


Your new alt is _______. The password is ______.
Your role PM has been copied to your new alt and may have been updated.
You may request any PMs be copied from your previous alt to your new alt.
Your physical appearance has changed.

[insert character-specific revival/zombify blurb if applicable]







Zombified - alive made dead:

Quote

Day - or what passes for day in the underground ruins - is over and you settle down with some fellow adventurers to sleep in a warm side room. Normally you sleep soundly, but tonight every dream is a horror of bleeding skies and revolting demons tearing apart your body and soul. Time after time you are ripped apart in excruciating pain, but no matter how hard you try to escape the torture you cannot awaken. Even in the dreams, your consciousness fades as you grow bodily and spiritually numb from the constant pain.

Time passes, your mind saturated in a fog. After some immeasurable time, your thoughts and senses return. You are in the side room you fell asleep in, but you are no longer the same. Incorporeal, invisible, you have become naught but a shade, hovering above the sleeping adventurers. You wait patiently for them to find you in this state, but when morning - or what passes for morning - comes, your body gets up, talks and walks out of the room with the others...



You are dead.

You may continue to read the Game Thread, but may no longer post in it.
You may now access the Spectre Thread in Spoiler Heaven. The password to SH is _________.
You may post in the Spectre Thread, following the same rules as the OP outlined for the Game Thread.
You continue to vote for lynches, but all votes must now be placed in the Spectre Thread. You may only vote for living players.


Your alt has changed.

Your new alt is ______. The password is ________.
Your role PM has been copied to your new alt and may have been updated.
You may request any PMs be copied from your previous alt to your new alt.


[[[insert character-specific dead abilities blurb if applicable]]]


This post has been edited by D'rek: 28 June 2012 - 02:03 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#11 User is offline   D'rek 

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Posted 28 June 2012 - 01:33 AM

Esper - Maduin



Esper PM:

Quote

You have become an Esper, host to the Apostl'ey Maduin. Deep within the recesses of your mind, Maduin shows you the most minute details of the universe and unlocks your wits to reveal the true nature of the living and the deceased. What Maduin shows you seems so obvious now, [i/]how can the others not see these details? Maduin's truth comes with paranoid whisperings of distrust for your comrades, and so you resolve to keep this secret knowledge to yourself...


The secrets and power of the Apostl'ey Maduin grants you the following abilities:


Observation (NA) - Each night you may learn one of the following about any alive alt: {a} Player Name, {b} Intro Scene & Character Name, {c} Backstory & Character Name, or {d} Role Type.

Investigation (NA) - Each night you may learn one of the following about any alive alt (must target a different alt than Observation): {a} Faction, {b} Esper Status, or {c} Role Type.

Autopsy (passive) - Whenever a player dies, you learn their full CF (Alt, Player Name, Faction, Character Name, Role Type, Esper Status).

Esper Transfer (passive) - Keep a list of all players. When you die, the first living Adventurer on your list becomes the next Esper of Maduin.

Secrecy (restriction) - You may not reveal that you are an Esper on-thread or in lover conversations, nor reveal your Esper abilities. You must always deny that you are an Esper. You may not reveal that Espers may not reveal. (If someone tries an "everyone say you are an Esper except the Espers who can't" mass-reveal, go along with it in whatever way makes you look like a non-Esper)






Player becomes Maduin Esper (first time):

Quote


As the orb exploded, you fell to the ground and shrapnel flew across the room in all directions. Staring up, intrigued, at the faint blurs of flying rock discernible in the darkness, you are the only one to see clearly the blue streak of light that appears near the altar, and then the red flare directly above you. Your curiosity overcomes the sensation of danger, and you find yourself reaching up with one hand as if to pull the vanished light back into existance. Suddenly a cold slobber of fluid falls out of the dark above onto your face, covering your eyes, filling your nose and dripping into your mouth. You reflexively try to cough it out and wipe it from your eyes, but instead the goo flows to the back of your throat, up your nose and into your eye sockets. At first there is an overwhelming sensation of pain and queasiness, but this quickly fades away.

Uneasy about what has just happened, you realize that the shrapnel has ceased bouncing about the chamber. You note that the room's pillars and the glyphs on the walls appear completely undamaged, then suddenly marvel at yourself as you realize you can see these details in complete and utter darkness...







Player becomes Maduin Esper (generic):

Quote


Curious, suspicious, paranoid? It's hard to say, but one thing is for sure: you want to know more about this most recent death. You don't know what, but something about it seems different. You searched the halls alone and found the body, but the ripped-up corpse is so disgusting you want to throw up before you've even looked at it.

You decide you'll work up your courage slowly, and begin to examine the ground and walls first. Next, you examine the feet, and very slowly move your gaze up the legs to the crater-like chest cavity. At last, there is no putting it off and you turn your gaze to examine the corpse's sunken eyes, staring back at you. You almost flee there and then, but manage to resist that impulse, standing still for a while, and then finally summoning the courage to step closer and kneel over the body.

Thoroughly creeped out by the deathly stare, you turn instead to the gaping mouth and see lying between the teeth and gums on one side a lot of red translucent goo that seems much too thick and colourful to be some kind of blood. You rip a long, narrow shard of mortar out of the wall and use it to lift out a blob of the substance, which trails gooey strands back down into the corpse's mouth. Holding it inches from your face, you mutter that this is the strangest thing you've ever seen and your warm breath flows out to touch it.

Thus, the pact is sealed.

The substance springs to life and leaps from the shard onto your face. From within the corpse's mouth, the remaining goo flows up the dangling tendrils while you try to pull the liquid off. It writhes around your hands, clinging to your face as it grows bigger and bigger. As the last drop climbs out of the corpse and the tendrils withdraw the liquid mass pushes apart your closed eyes and lips, and slides in.

In a moment it is gone, but you can sense its presence behind your eyes, under your tongue, inside your ears and all around the inside of your skull. You're about to flee in terror when your gaze sweeps across the corpse. Against your will, your eyes lock on to the curiously unnatural angle of the legs. Then you notice the unusual shape of the blood stains relative to the wounds, the hidden incision patterns, the missing internal organs...


This post has been edited by D'rek: 28 June 2012 - 02:02 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#12 User is offline   D'rek 

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Posted 28 June 2012 - 01:33 AM

Esper - Kirin



Esper PM:

Quote

You have become an Esper, host to the necromantical Kirin. Your mind is filled with secrets of the afterlife and a mastery of arcane rituals of revival. Life can be a gift, life can be a curse - the power of Kirin does not bind, does not speak, does not seek to influence you one way or the other.


The secrets and power of the Apostl'ey Kirin grants you the following abilities:


Divinity (passive) - You are given a list of all the alts of the dead and it is updated whenever there is a change.

Revivify (NA) - Choose a dead alt. That alt's player+character is given life in a new alt.

Esper Transfer (passive) - Keep a list of all players. When you die, the first living Adventurer on your list becomes the next Esper of Kirin.

Secrecy (restriction) - You may not reveal that you are an Esper on-thread or in lover conversations, nor reveal your Esper abilities. You must always deny that you are an Esper. You may not reveal that Espers may not reveal. (If someone tries an "everyone say you are an Esper except the Espers who can't" mass-reveal, go along with it in whatever way makes you look like a non-Esper)




Player becomes Kirin Esper (first time):

Quote

As the orb exploded, you fell to the ground and shrapnel flew across the room in all directions. Fearing that the shards will rebound from the walls and strike lower, you reach forward and grasp the corpse of the assassin's victim and pull it over yourself for protection. With your final tug, a blue streak of light suddenly bursts from the center of the altar where the orb had been. Almost too rapidly to follow, it arcs from the altar to the corpse of the assassin and then again to the corpse you have draped over yourself, then disappears. Two more flashes of colour, red and purple, occur elsewhere in the room, then the chamber is dark.

Except not completely dark, as you notice a faint blue light coming from the direction of your feet. Turning your head, you see that the blood of the corpse protecting you is glowing
a dark blue as it drips from the stomach wound onto your own chest. Disturbed, you try to push the corpse away but in your panic you end up thrusting your hand directly into the wound. Pulling it free and trying to scramble out from under the corpse's weight, an icy chill freezes your hand and claws its way up your arm to the elbow. From finger tips to elbow, your deathly cold arm emits a soft blue light, visible from no more than a few hands' span away.

Sudden orange light fills the chamber as one of the adventurers summons a light source, forcing your eyes shut. Dreading what the others will do when they see your condition, you open your eyes against the glare and look down, only to find the blue glow has disappeared. Relief floods through you, but you also note that your arm is still frigidly cold, and seems to tremble and spasm towards the corpses in the room...





Player becomes Kirin Esper (generic):

Quote

Dark thoughts cloud your mind as you stand alone, staring down at _____'s corpse. The body is broken and battered beyond belief. You try to remember why you came to look at it. Some strange optimism that [[[he/she]]]] would just stand back up like nothing happened? Was there really nothing waiting down here but Hood's grasp? Tears well in your eyes as despair takes hold within.

The blurring of the tears allows you to see a soft blue glow that would have been imperceptible otherwise. Blinking your eyes clear, you search for the source of the glow and find that it is a ring worn by______'s corpse. From afar the ring looks like plain metal, but kneeling down and bringing your eyes less than a pace away, you can see that it is really carved entirely of translucent sapphire. The faint glow you saw before is barely noticeable, but then you touch the ring and it momentarily flares with a deep blue light.

Curious, you pull the ring off of _____'s hand and try sliding it onto your finger.

Thus, the pact is sealed.

The sapphire flares brightly and then the ring melts into a thick, blue, molten fluid. Defying the laws of volume and gravity, it spreads to envelop your hand and continues growing up your arm, stopping at the elbow in jagged points. The liquid seeps into your skin, becoming a glowing vivid tatoo which flows along your skin as you shake your arm.

Scared, you retreat from the corpse and the blue patterning fades from your arm. Curiosity overcomes fear, and you walk back towards the corpse, watching the colour and light reappear as you approach it. Once you come within reach of the corpse, you feel a sudden tug on your arm. As you turn and move about, you constantly feel that the corpse is pulling your arm towards itself.

As you cease resisting for a brief second, a stream of sapphire light extends from your fingertips to the body. Unsure of what is happening, you resist the pull again and the stream of magic ends. But, by the light of your torch and the glow of your arm, you note that the corpse's bruises have faded...





Revivified:

Quote

You can still see, but everything is faded into shades of grey. You can still hear, but it is mostly just the yammering of other ghosts. Smell, taste and touch are all but gone. It is a bleak afterlife, made all the bleaker by your pessimism that you will be trapped down here forever.

Depressed and morose, it takes a few moments before you notice that you can no longer hear any sound. Startled, you look around and now realize that your vision is fading quickly. The last few flickers of light disappear as you are plunged into complete and utter darkness, oblivion of all senses.

...

...

...

Your eyes flutter open and you find yourself laying on an altar in a stone chamber much like all the other rooms beneath Sekarand's Tower. There is no one else present. You hear the soft murmer of subterranean winds, feel the stone beneath your fingers, taste the lining of your cheeks and smell the smoke of a torch flickering in a nearby sconce.

You are... alive.

[[[if necessary: add "More than alive - you stare down at, and run your hands over clothes and a body that are in every way the same as before this whole ordeal began.]]]




You are alive.
You may no longer view or post in the Spectre Thread. The SH password will be changed shortly but please play honestly and do not read it in the meantime.
You may once again post in the Game Thread.


Your new alt is ______. The password is ________.
Your role PM has been copied to your new alt and may have been updated.
You may request any PMs be copied from your previous alt to your new alt.

[insert character-specific revival/zombify blurb]


This post has been edited by D'rek: 28 June 2012 - 01:58 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#13 User is offline   D'rek 

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Posted 28 June 2012 - 01:34 AM

Role - Iddil



Role PM:

Quote

Iddil Miratus
Adventurer

Humming to himself while he sorted through a shelf of old books, the scholar didn't hear me silently pad into the room. He was dressed in an almost entirely brown formal suit which matched his light brown hair and almond skin almost perfectly. When I accidentally knocked over a vase he spun about in surprise, a pair of spectacles flying from his face. I looked up from the crashing vase almost instantly but he was already somehow straightening another pair of glasses over his eyes. Where the hell did those come from? We stared at each other in silence, awkwardly, for a quarter-bell, during which I noticed his eyes were ludicrously the same shade of brown as everything else on him.

Race: Human
Origin: Mollian
Gender: Male
Age: 41

The last scholar still examining Sekarand's Tower, Iddil is more optimistic than most scholars, certain he will find something worth reading or collecting inside the High Sorceror's abandoned spar. Iddil is not actually shy, he just seems that way because he is always searching for things on his own or reading in a corner alone. If you think to ask him a question, though, he'd be glad to give you a very, very, very, very long answer.

Role Type: Harbringer

Abilities:

Deduction (passive) - Every day, immediately after the lynch, you learn how many scum players are currently alive. [[You can still deduce this information when you are dead]]

[[Mod note: This count DOES include Lilly if she is alive]]



Deduction PM:

Quote

Peculiarities amongst corpses, secret codes scratched into columns, the enthusiastic gait of the bloodthirsty lynch mob...

You are quite certain that there are _____ Bahamudites living amongst the group.



Descriptive Notes:
A little fat
Lots of brown
Has reading glasses, seeing glasses and infinite spare pairs of both that he pulls out of pockets super quick
Doesn't speak much unless someone asks him something, at which point he replies either tersely (if it's not academically related) or at great length (if it is)
Not timid - he's fine hanging around other people he just doesn't talk much
Mollian (Theft) -> medium brown skin


Mod Notes:

"Harbringer" is probably the least representative-of-abilities Role Type in the game, which is good for Iddil because if a scum ever knew his abilities they'd want him very, very dead.

This post has been edited by Path-Shaper: 04 July 2012 - 04:41 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#14 User is offline   D'rek 

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Posted 28 June 2012 - 01:34 AM

Role - Stook



Role PM:

Quote

Stook Calbrit
Adventurer

Small avalanches were not unheard of this close to the Laederon Plateau, but why did one have to happen today, and completely covering the entrance to the cave containing the merchant Fantro's latest must-have relic? Fantro was not much concerned with the fate of the two treasure hunters he'd hired, now buried under several armspans of rock and debris, but he was very concerned with the expense of hiring not only more treasure hunters but a team of rock diggers, as well. As he began to mentally count the sums he would require the cave entrance suddenly exploded outwards in all directions with an ear-splitting roar.

As the thunder subsided and the last skywardly-launched rocks came tumbling down, Fantro raised his head from the pit he had leapt into and saw emerging from the dust of the cave entrance a figure looking more like a shaven bear than a human. The burly figure limped out of the cave towards Fantro, dragging an unconscious man by the ankle. Coughing out dust and bleeding from uncountable small cuts, the shaved bear stopped in front of Fantro, dropped the ankle of the other treasure hunter and held out a hand. Eyes wide, Fantro wordlessly set a bag of coins into the treasure hunter's hand, who then pulled from his belt a glittering Tiara. He bent down, placed the Tiara on Fantro's head and walked off whistling.


Race: Human
Origin: Capustanii
Gender: Male
Age: 47

Not particularly famous but not a failure by any stretch, either, Stook has been a middling treasure-hunter all his life. He's a nice guy, willing to split the profits evenly as long as everyone does their share of the work and he won't murder you on the way back up just to double his shares, either. Don't let that fool you into thinking he's harmless, though. You don't get to 47 in the treasure-hunting business by being a push-over and Stook has managed some pretty impressive digs in his time, including a Moranth barrow that might have had more than just antique armour and funeral urns in it...

Role Type: On/Off Reactionary Vig

Abilities:

Last Cracker (NA)
- Before each night, choose if you want to booby trap your sleeping site with a Moranth cracker. If you do and anyone performs a Night Action on you, they will be vigged by you (if multiple people do actions on you in the same night they all get vigged). Once the vig is used (on any number of people) it is gone for the rest of the game. If no one does an action on you, you do not lose the vig. If you choose not to booby trap your abode, you will not vig anyone and will not lose your vig use. Either way, you are still affected by any actions used on you, it's just a matter of whether you vig back or not. If you are guarded you will not vig anyone and will not lose the usage of your vig. If you do not submit a provisional for a particular night it will be assumed you want the same choice as the previous night (so actions must be sent in before night). [[Your vig has one usage for the entire game - if you do not use it, die and come back to life you still have it. If you used it, die and come back you do not get it back. You cannot use your Last Cracker while you are dead.]]



Used Last Cracker and it didn't go off:

Quote

In the morning you find the hallway leading to your dead-end sleeping abode the same as you left it. You crawl foward extremely slowly, letting your weight settle as gradually as possible, then slide your fingers under the center tile and lift. Holding up the slab with one hand, you reach into the cavity, gently pull out the unused cracker and return it to your satchel.


Used Last Cracker and it did go off:

Quote

In the morning you find the hallway leading to your dead-end sleeping abode collapsed in nine places and clogged with debris, blood and miscellaneous body parts. There isn't enough of a whole body in sight for you to determine who came down this hallway, or even how many people tried. The bigger mystery, though, is how you slept through the whole thing...

Your Last Cracker has been used and can no longer take effect.



Descriptive Notes:
Very bear-life physique but not hairy (it all burned off)
Very weathered skin, lots of callouses, some scars
age 47, so getting somewhat grey-haired and wrinkly
Calm and assured, but still talks plenty, especially over a beer
Capustanii -> ???

This post has been edited by Path-Shaper: 03 July 2012 - 12:59 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#15 User is offline   D'rek 

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Posted 28 June 2012 - 01:35 AM

Role - Amee



Role PM:

Quote

Amee Najayin
Adventurer

"Here you are, lass. Now, mind you don't tell the missus about this!" Vyrn the baker had married well and made a life for himself in Danig, but he well recalled being a homeless street urchin in his youth. If his wife caught him giving away a loaf of bread again she'd be smacking him with a rolling pin for weeks, but Vyrn accepted that risk. The girl standing in the alley in front of him looked like she hadn't eaten in days. Her short brown hair was ragged and everything from her jacket to her boots had holes and tears in them. Despite this, she had smiled and waved at him as soon as he stepped into the alley to dump the garbage and had immediately launched into the kind of one-sided friendly inquisition only a teenage girl can achieve. When Vyrn gave her the bread her eyes watered with joy and she nearly tackled him with a big hug. He patted her head and then shoo'd her off, then went back inside to mix up a new loaf.

As it baked, he took a look out the front windows of the bakery and his heart leaped into his throat. The girl from the alley now sat in a gutter across the street, sitting side-by-side and chatting with Akalo, the legless beggar. Everyone in Danig knew that Akalo was an unabashed pedophile, but they let him live his miserable existance since in the same night he'd been discovered molesting the mayor's niece a Jhorligg had ripped his legs off. Every child in Danig knew what he was and it wasn't like he could still chase after them if they ran away, anyways. Realizing now that the girl hadn't quite spoken in a Danig accent and cursing himself for not warning her, Vyrn rushed out the door to intervene. He'd barely taken a single step onto the street when the girl leaned over to rip off another piece of bread and Akalo suddenly wrapped an arm around her waist and clamped the other hand over her mouth.

Next, Akalo probably would have started pushing himself with the stumps of his thighs towards the nearest alley, but before he could make another move the girl had bitten his hand, kicked a knee into one of his stumps and thrown her hardest punch into his balls. In the next split second, Akalo tried to flinch back and double over at the same time while the girl rolled out of his grip and sent a hard kick straight into his chin, knocking his head back into the bricks of the building behind him. Vyrn, shocked, had skidded to a stop half-way across the street and was close enough to hear her shout "I thought you were nice!" at the unconscious Akalo before scooping up her bread and running off down the street. She ran for two blocks before a passing farmer on a wagon caught her eye, then Vyrn saw her walk up to the wagon and introduce herself to this next stranger...


Race: Human
Origin: Fisk
Gender: Female
Age: 15

Raised solely by an extremely stern father and her three older brothers, Amee had a strong sense of honesty, hard labour and the inferiority of her gender beaten into her early and often throughout her childhood. At fourteen, she fled her home and began wandering Theft on her own. Tough as nails on the outside, fragile on the inside and still as open and honest as any Theftian teenager can be, Amee is quick to befriend new people but cannot bring herself to trust anyone for long. She came to Sekarand's Tower out of curiosity more than anything.

Role Type: Schizo Lover

Abilities:

Befriend (automatic NA) - Create a list of all alts. You may change this list at any time. Every night, a new lover conversation will be created between you and the first person on your list who is alive and whom you have not yet had a lover conversation with. If at the end of any night there is no one still alive with whom you have not had a lover conversation with already, all tallies for all alts are cleared and you start over like you haven't had any lover conversations yet. [[You do not create new lover conversations with this ability while you are dead. Your list resumes where it left off if you return to life.]]

Untrusting (restriction) - All existing lover connections you have (if any) are terminated each Night (before any new ones are formed due to NAs).




Befriend target's PM:

Quote

As nature calls, you grab a lantern and head into the tunnels towards the chamber everyone had agreed would be the latrine. Halfway there, you see the glow of another lantern from around the next bend growing brighter and brighter until a short figure in tattered clothes turns the corner. Seeing you, the person heads straight towards you, firing a barrage of introductions and questions: "Hi there, have we met you?! Great to meet ya! Aren't these tunnels so spooky?!"

You are now lovers with _____(alt). Path-Shaper will open a conversation PM thread for you.



Descriptive Notes:

Theftian, so
- medium brown skin
- scragglier/lankier than most Korelians or Fistians

-Dresses somewhat unisex, keeps hair (dark brown) short but girlish
-Seems short and small but that could be due to being mistaken for a boy
^^actually is a little short and petite, just not by much (5'4)


-brown skin, dark hazel eyes, light brown hair with a little reddish tinge (cut imperfectly to shoulder height)
-typically wears shoes, leggings/tights, pants or knee-skirt, plain top and an old-but-durable jacket
-has a mix of plain clothes in fair condition and more colourful clothes that have been worn more (from when she first ran from home)

This post has been edited by Path-Shaper: 03 July 2012 - 01:00 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#16 User is offline   D'rek 

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Posted 28 June 2012 - 01:35 AM

Role - Mekin



Role PM:

Quote

Mekin Zikulka
Adventurer

Noblemen Danz Stallor and Lix Qi'too had exited their carriage at the front gate of the House Honji estate and were making their way through the gardens when they were accosted by a man dressed all in black, with dark dreadlocks hanging down past his shoulders. "Good day, fellow councillor," said Danz, "your assassin costume and face paint is most exquisite, I can't even recognize you! How embarassing for us, I do not recall Lady Honji mentioning that this was to be a masquerade party and so Lord Qi'too and I are dressed most plainly." "Do you think," asked Lord Qi'too, "it was a calculated insult?" "Surely not," replied Lord Stallor, "Lady Honji is regal like the stars but I fear age has stolen her memory at times. I am sure it was naught but a simple oversight."

Throughout the exchange, the man dressed like an assassin turned his stare back and forth to whichever was speaking, confused. "It- it-" he stammered. "It's not a masquerade you fools! I am a real assassin here to slay you!" Lord Stallor clapped his hands in delight. "Well said! You have the gruff tones of a dangerous foreigner's accent perfectly! You must have practiced speaking like that for weeks. But might I say, it would be rather out-of-character for an assassin to reveal himself as such, would it not?" Setting a hand on the man's shoulder he turned him about and began leading him towards the estate. "Forgive my criticism. I meant only to tease but I see from your expression you have taken it to heart. I still do not recognize you, good sir, but I can tell from your muscled shoulders you must be one of our newer young members. Please allow me to escort you into the party and so introduce you to some of our senior members, many of whom have eligible daughters about your age. What do you say?" "Uhh, that's, uh, real kind, but maybe, uh, hmm... damnit!"

On the last word he struck Lord Stallor in the side and bolted away from the pair of Lords, tripping over hedges and running into a tree as he fled the gardens. The two noblemen stared after him and Lord Stallor said "I suppose he was too committed to staying in character to enter the estate through the front door alongside two senior councillors?" Lord Qi'too nodded his agreement and then noted a growing red stain on Lord Stallor's shirt. "Sir! It appears you are bleeding from your flank! That scoundrel stabbed you!" Lord Stallor pulled open the hole in his shirt and saw a puncture that bled but was too shallow to cause him any serious injury. "Really now, it's all well and good to act in character but this is taking things a little too far! We've tardied enough, Xin, let's proceed inside. It seems we shall be posing as wealthy assassination victims this eve."


Race: Human
Origin: Hissari (northeast Seven Cities)
Gender: Male
Age: 27

Mekin Zikulka wanted to be the bestest, most feared and famous assassin of all time. Fortunately (for his would-be victims), he is awful at it. Clumsy, uncoordinated and not very bright, Mekin spent more time as a Claw in the infirmary from stabbing and cutting himself than he did in the field. After being kicked out of the Claw, he tried to join Darujhistan's Assassin Guild but failed his entrance exam for shouting a one-liner while sneaking up on his victim (every half-competent assassin knows you say the one-liner *after* you stab the target [see: Kalam Mekhar]). Mekin eventually wound up in Moll, the only place with so few assassins he can make enough money to avoid starvation (mostly on contracts for killing pidgeons and stray dogs). After months he's finally got a contract on a human and the target is one of the adventurers in Sekarand's Tower. Now if only he could remember the target's name or what they were supposed to look like...

Role Type: Eager Ninja

Abilities:

Eager Ninja Vig (DA) - You MUST use this ability on Day 1. Choose another living alt. Use the following code phrase in the game thread: "[target alt], I am here FOR YOU! What?! No, not like that! Shut upI kill youI kill youIKILLYOU!!!" You and your target alt will both die. [[Once you die, this ability renews itself if you return to life. The first full day that you are alive again, you must use it again (on whatever target you choose). The code phrase for every usage other than the first is "AHA! So it was [target alt] ALL ALONG! [insert your own terrible one-liner here]. PREPARE TO DIE!"]]
[[[When Mekin is town, he MUST use his ability every day that he is alive. If a lynch is reached, the day is paused until he picks someone, but he is not allowed to stall to achieve this.]]]
[[[When Mekin is scum, the town can lynch before he uses his ability, in which case he dies at the lynch time but doesn't take anyone with him (the lynch target does die, too).]]]



Day 1 death:

Quote

Slicing your own neck? That hurt. Your chest being shredded apart by the shrapnel of an exploding magic orb at point blank range? That hurt A LOT! But what hurts the most - metaphorically and emotionally, anyways - was the realization moments before you died that the person you just killed was not, in fact, your intended target.

Looking around the room at the cowering figures bathed in colourful light, you try to figure out which one of them was your real target... hey, wait a second, how are you looking around the room? You stare in shock down at your white translucent hands, and then notice that your ephemereal feet are hovering a few inches above the floor...


You are dead.

-You may no longer post in the Game Thread. You may continue to read the Game Thread (anonymously at all times).
-You can now read and post in the Spectre Thread, which is in Spoiler Heaven. The password to Spoiler Heaven is: _______
-If you had placed a vote, it is removed. All votes must now be placed in the Spectre Thread, following the usual rules. You may only vote for players that are alive (in the Game Thread).
-You may no longer use your Eager Ninja Vig ability.



Revival/Zombify abilities blurb:

Quote

You regain your Eager Ninja Vig. Once again, you MUST use this ability on the first Day that you are alive!



Descriptive Notes:

-Hissari: Very dark-skinned (which is unusual in Korel)
-Long dark hair in dreadlocks
-Wears all black, basic shirt and pants under a cloak

This post has been edited by Path-Shaper: 03 July 2012 - 01:08 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#17 User is offline   D'rek 

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Posted 28 June 2012 - 01:35 AM

Role - Luvaya



Role PM:

Quote

Luyava Fiodethel
Adventurer

With a name like Ghost City, it was only a matter of time before some wraith or lich emerged and began a killing spree or wanton property damage. Still, few could have predicted that a whole host of spectral sailors would emerge from the bay and commandeer every ship moored there. After throwing overboard all the sailors who were too stupid to flee and the handful of captains who insisted on going down with their ships (not that their ships went down), the ghost sailors cast off their lines and set out on the tides, becoming in a single day the greatest pirate force in the Korelri sub-continent.

Captain Humble, who boasted that he never failed to deliver, had just taken on a contract shipping weapons from Dami to Shelter. News of the poltergeist pirates was spreading like wildfire and everyone counseled Humble to take the long route through The Curl and around Fall Strait, but instead he hired a High Mage and set out to drive straight to Bleeder's Cut. Less than a day out, three ghost ships appeared and charged on the waves to ram and board him. Captain Humble signalled to his High Mage, who raised his arms and immediately a dark cloud formed overhead. Lightning struck down, shattering one of the ghost ships, but the bolts made the waves and wind turbulent, causing Humble's ship to violently rock side-to-side. The High Mage lost his footing, tripped over a coiled rope and plunged overboard. Not knowing how to swim, he sank and drowned almost instantly.

Two days later, a humongous roar of laughter erupted as Humble's torn, leaking ship limped back into the harbour of Dami and he stepped off to post another advertisement for a mage, this time emphasizing nautical experience as a job asset and offering a better wage. One mage promptly volunteered. She made an impressive sight marching up the gangway dressed in water-proof robes and thumping seal-skin boots that were better quality than the sailors'. Her long white-and-black striped hair swept behind her as she marched across the ship, impervious to its swaying, and presented herself before the captain. The splintered and creaking ship set off that afternoon while the harbour folk grinned and shook their heads. But no one was laughing when Captain Humble returned on a Jass dromond, crewed by a host of spectral sailors linked by ghastly chains to the Marese mage at the bow.


Race: Human
Origin: Marese
Gender: Female
Age: 29

What happens when a Marese mage walks a Path other than Ruse? Officially, nothing. But suddenly all their friends and family are far too busy for a visit and any school or employer finds they just don't have enough space for another student/worker after all. Luyava liked ships and swimming like any Marese should, she just didn't like Ruse. The Path of the Sea could not intrigue her like the mysteries of Life and Death. Quietly shunned by all aspects of Marese society, she cheerily began her self-inflicted exile from Mare years ago and has been roaming Fist, Stygg and Theft ever since, seeking out the greatest places of Death and Undeath to practice and learn her Art. The tower of a dead High Sorceror, legions of liches and in a city known for its ancient barrows... you couldn't have kept Luyava away from Sekarand's Tower with a Seguleh First wielding Dragnipur.

Role Type: Ectomancer

Abilities:


Divinity (passive) - You are given a list of all the alts of the dead and it is updated whenever there is a change.

Ectomancy (NA) - Each night, choose a dead alt (from your Divinity list). A lover bond is created so you can talk to that alt off-thread throughout the next day and night, after which it is broken. You are permitted to target the same alt with this ability every night, should you choose, in which case the mods will not bother breaking and restarting it each night. [[While you are dead, you may use this ability only on living players.]]



Dead abilities blurb:

Quote

[if had Ectomancy convo] Your lover conversation with ____ is ended.

Since you are dead, Ectomancy now works in reverse - you may only target living players.

Divinity continues to be updated while you are dead.


Revival/Zombify abilities blurb:

Quote

[if had Ectomancy convo] Your lover conversation with ____ is ended.

Ectomancy once again only works on dead players.




Descriptive Notes:
Marese: almond-skinned
-brown eyes,
-black hair with streaks of white (dyed) - waist length
-wears heavy mage robes, knee-length, over a double-belted tunic (mage stuff stashed in the belts) - all in white, grey and black colours
-ship boots up to the knee (grey - seal-skin?)

This post has been edited by Path-Shaper: 03 July 2012 - 01:08 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#18 User is offline   D'rek 

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Posted 28 June 2012 - 01:35 AM

Role - Pang



Role PM:

Quote

Pang
Adventurer

Word had come from some passers-by that a famous Diviner of the Deck would be coming past the fort today, so all the guards who were on duty had their gazes cast down the southern road. None of the guards really believed that Deck crap, but getting a Reading from a weird witch-woman or insane wanna-be warlock was far more interesting than the usual absolutely nothing of guarding a fort in the middle of nowhere. By mid-afternoon, the guards were disappointed that they hadn't seen a single traveller. Only a lone tumbleweed rolled with the breeze up the road at a leisurely pace. The tumbleweed rolled painfully slowly all afternoon, but it was the only thing to watch so the guards kept watching as it surprisingly slid its way up the road all the way into the evening. As the weed bundle began slowly tumbling past the fort, the guards over the gate joked about going out and giving it a push to speed it up. Smiles turned to shock when the tumbleweed turned, rolled up to the gate and knocked...

Race: Human, or something close to it. Maybe.
Origin: ??
Gender: ??
Age: ??

Wrapped in dozens of layers of rotten blankets, its head shrouded in a tangled mane of hair too thick to pierce with a sword and capped by a broad-rimmed hat which casts the whole head in shadows. The only body parts of Pang a person ever sees is the hands, and they are always wrapped tightly in cloth. No one knows just what this four-foot-tall ball of rags is, but its reputation as a powerful and trustworthy reader of the Deck of Dragons is known from Stratem to Malaz Isle. The other adventurers all wonder why Pang is investigating Sekarand's Tower, since it doesn't seem to be interested in exploring the rooms or uncovering any artefacts. But since Pang doesn't seem to have showered in... ever... no one is curious enough to get close enough to ask.

Role Type: Necrotic Finder

Abilities:

Divinity (passive) - You are given a list of all the alts of the dead and it is updated whenever there is a change.

Reading (NA) - Each night you can perform a find on a dead alt listed from your Divinity ability and discover its alignment (Adventurer/Bahamudite) and character name (ie: "Pang"). [[You can still use this ability while dead.]]



Dead abilities blurb:

Quote

As a ghost, you still have an ephemereal Deck of Dragons - you can still use Reading while dead.



Revival/Zombify abilities blurb: (none)



Descriptive Notes:
-Bundle of rotted blankets
-Shadowed from big hat
-Kinda like Pang Tong in dynasty warriors

This post has been edited by Path-Shaper: 03 July 2012 - 01:12 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#19 User is offline   D'rek 

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Posted 28 June 2012 - 01:36 AM

Role - Zahska



Role PM:

Quote

Zahska Taraq
Adventurer

On a pleasant summer evening, an innkeeper in Grist was surprised to see a very dark woman dressed in desert robes come into the inn and ask for a room. He told her he wasn't keen on serving her type ever since rumours of the Seven Cities uprising had begun. She told him she had fled the continent long ago and wanted no part in that, and pushed across two Imperial crowns. His greed overcame his prejudice and the innkeeper accepted her story, but in the morning while she was taking her breakfast he snuck upstairs to her room hoping to find more of her coin. He found the room empty, at which point he recalled that she had not carried in any traveling packs the night before. Turning to go, he noticed a light-coloured grit scattered upon the bed sheets.

The innkeeper rushed downstairs and shouted at the woman that she had to pay him to clean the sand from the mattress, which would cost him at least another ten crowns. She argued against the ridiculousness of his claim, but the common room was packed with pale-skinned native Gristians who were all turning her scowls and evil eyes. Backing down from what could become a very one-sided fight, she paid the innkeeper the exorbant sum and left.

The innkeeper gave everyone a free round of his cheapest wine and smiled to himself all day and all night... until the next morning when he found the door of the vault in his office lying open. He had only a brief few moments to stare at the now-empty vault before a hammering on the door preceeded the city's constabulatory barging into the inn. The captain of the watch said something about a dying woman giving them a tip while his men broke the lock into the innkeeper's cellar. Within they found hidden amongst the wine several bottles of illegal narcotics and a jar containing the same kind of poison that had been used to assassinate a nobleman three weeks past. The innkeeper could only stare, dumbfounded, at the bottles, which he would continuously profess he had never seen in his life, despite them being locked in his cellar. The local magistrate didn't believe a word he said and he was hanged less than a week later.


Race: Human
Origin: Arak (a horsewarrior tribe of the Pan'potsun Odhan in Seven Cities)
Gender: Female
Age: 34

Masquerading as a treasure hunter, Zahska is a petty thief and a damned good one, too. Combine that with a penchant for mischief and betrayal and Zahska has pissed off quite a few partner treasure hunters who got fired when their backers found bits of treasure she'd snuck into her partners' bags. Since the employer usually then gave Zahska half her partners' shares in the enterprise, it's no wonder she hasn't yet mended her ways...

Role Type: Default Dictator

Abilities:

Mischief (NA) - Each day, submit to Path-Shaper your preferred lynch (it can be any living alt, you may submit multiple possibilities in order of preference). If at the end of day a lynch is not reached by a majority vote, all players' votes are changed to that player at the last instant of the day and they are lynched. If you fail to submit a target for a day when it is needed, the target will be you. [[You can and must still use this ability while you are dead.]]




Dead abilities blurb:

Quote

You must continue to specify living lynch targets for your Mischief ability while you are dead. Failure to submit an eligible target, in the event that no lynch occurs, will remove you from the game when you are dead.



Revival/Zombify abilities blurb: (none)



Descriptive Notes:
-Arak: north 7C = arabic-like skin
-clothes: more or less like a Gral - layered robes and criss-cross sandals
-eyes: brown
-hair: sandy brown, a few inches long and messy
-complains about always finding sand in her clothes/hair, despite it being years since she was in a desert

This post has been edited by Path-Shaper: 03 July 2012 - 01:17 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#20 User is offline   D'rek 

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Posted 28 June 2012 - 01:36 AM

Role - Elaida



Role PM:

Quote

Elaidaruta
Adventurer

Merchant Taniberr's wife insisted that they donate one percent of the earnings of every deal he made to the temple of Oponn. Taniberr hated it, but she usually escorted him to the temple so he had no choice. The few times that she did not go with him, he would sneak off to the gambling parlour instead, where his luck was so bad he would lose it all in half a bell's time. Which just proved he was right, of course. Still, the one percent payment was better than his wife having a "headache" for months on end. Then one day, on his way back from the gambling parlour, a freak wind storm sprang up. Banner ropes over the road broke and fell onto the carriage horses' rears, whipping them into a gallob. The carriage driver tried to rein them in but the axle of one of the wheels broke just as the street turned, sending the driver flying into a buxom pedestrian.

Taniberr clung helplessly to his seat as the horses charged into a busy city square. People in the square saw the oncoming runaway carriage, screamed and ran, leaving their stalls and wagons. The horses tried to avoid the stalls, splashed through a fountain and crashed into the wagons, flipping Taniberr's carriage overhead to land between the horses. The merchant wound up on his back on the cobbles, his legs pinned beneath the carriage and with a frantic horse to either side. As the ringing in his ears faded, he heard instead a crackling sound and leaned up as much as he could to see that the lanterns of a street troupe had fallen and broken in a wagonbed full of straw. The straw suddenly burst into flame and a wave of heat passed over him. Taniberr screamed and desperately tried to pull himself free but he could neither pull his legs free nor lift the heavy carriage. Some onlookers saw him and the flames and tried to come pull him out but the horses, mad with pain and frightened by the fire, kicked and bit at anyone who approached.

The onlookers stood outside the horse's reach, helpless, when suddenly a huge figure pushed them aside. A giant of a woman, taller than anyone by a half, stepped forward and slammed her fist into the horses nose. The creature's eyes rolled up into the back of its head and it fell onto its side, unconscious. The giant stepped over it up to the carriage, pulled a knife out of its belt and cut the reins to the other horse, which dashed through the onlookers and away. A second quick swipe cut the reins to the unconscious horse. Then the giant woman crouched down, grabbed hold of the carriage and flung it upwards to flip over away from the burning wagon. Taniberr scrambled away from the flames, stood and got his first good look at his saviour. She was dressed mostly in earthy colours, including hide moccasins. Her light-brown hair was tied in a single enormous braid which hung down to the small of her back. Hunting knives of various sizes were sheathed in her belt and she had slung over her back what he at first thought was a wide spear but then realized was an oar.

He rose to his feet, ready to offer her his sincerist thanks, but as he stepped forward applause broke out from the large crowd now ringing one half of the square. Taniberr saw the Fenn woman's eyes suddenly narrow and dart left and right, as if seeking an escape. With each cheer from the crowd she hunched her shoulders and crouched a little lower. When he stopped a few paces away and loudly professed his thanks, she couldn't meet his eyes and stared at her feet like a child beind scolded. After Taniberr finished his short speech of thanks, she stammered a whispered "Y-Y-You're w-wel-welcome" and ran from the square as quickly as she could.


Race: Fenn
Origin: Southwest Stratem
Gender: Female
Age: 130

There's not much to be said about Elaidaruta, which goes well with the fact that she rarely speaks more than a couple syllables at a time. This is often mistaken for her being a stereotypically stupid, barbaric giant, but the truth is that she is just shy. When she reached womanhood thirty years ago, young Fenn men began courting her everywhere and, overwhelmed by it all, she ran (canoe'd) from home. Of course, being a nine-foot tall Fenn amongst the humans of Stratem and Korel and the stares that come with it have not done much for her social skills: withdrawn and lonely, Elaida would head for home today if only she could summon the courage to ask for directions...

Role Type: Guard

Abilities:

Guard (NA) - Each night, choose any living alt and you will guard them. [[You cannot use this ability while you are dead.]]




Dead abilities blurb:

Quote

You may not use Guard while you are dead.



Revival/Zombify abilities blurb:

Quote

You may once again use your Guard ability.




Descriptive Notes:

-9 feet tall
-light brown hair, one big braid down the centre of her back
-mostly brown/earthy coloured clothes

This post has been edited by Path-Shaper: 03 July 2012 - 01:18 AM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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