Mafia 103 Spoiler Thread Codex Alera
#21
Posted 19 June 2013 - 02:06 PM
Kitai
Faction: First Aleran
Location: Calderon
Hit Points: 7/7
Movement Speed: 2/2
Attack Power: 3
Furies:
Unfortunately, Octavian does not start the game with full access to his furies. Given that you only have access to furies because of Octavian, you will only gain access to your furies as he does. Once the Vord have infested 3 tiles, all passive fury abilities will be unlocked. Once the Vord have infested 6 tiles, or if Gaius Sextus dies, you will gain access to all active fury abilities.
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 3 less damage. Your attack will do the same amount of damage.
Fire Furies
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies
Passive Action: You may take up to 2 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -2 damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 1 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power + 1 if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Earth Furies
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding 1 extra points to the infestation counter total (i.e. it will require the Vord to attain 1 additional infestation points to infest the tile).
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
Princeps' Protection (passive): This ability is only available until you have unlocked your passive Fury abilities. You share a Lynchproof with Gaius Octavian. If one of you receives enough votes to be lynched, you will survive.
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Chala (passive): Octavian is your Chala, your totem animal, affording you a deeper connection with him. At the end of each Dawn Cycle you will be told what action he used, and he will be told which action you have used. Furthermore, if you are on the same tile as Octavian, a lover conversation will be opened between you. If you go onto separate tiles, the lover conversation will be closed.
Calm Great Fury: If you are on a tile with a Great Fury, you may use this ability once every 3 dawns to reduce the Great Fury counter by 3 points. If you are on the Calderon tile, both Thana's and Garados' counters will be reduced.
Circumvent Furycrafting (passive): If you are attacked by a negative fury-assisted attack, the fury's modifiers will not modify the attack. (i.e. if you are attacked by a metal crafter, they will not gain + X damage and become unblockable... However, if you are healed, it will remain a heal)
Faction: First Aleran
Location: Calderon
Hit Points: 7/7
Movement Speed: 2/2
Attack Power: 3
Furies:
Unfortunately, Octavian does not start the game with full access to his furies. Given that you only have access to furies because of Octavian, you will only gain access to your furies as he does. Once the Vord have infested 3 tiles, all passive fury abilities will be unlocked. Once the Vord have infested 6 tiles, or if Gaius Sextus dies, you will gain access to all active fury abilities.
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 3 less damage. Your attack will do the same amount of damage.
Fire Furies
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies
Passive Action: You may take up to 2 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -2 damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 1 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power + 1 if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Earth Furies
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding 1 extra points to the infestation counter total (i.e. it will require the Vord to attain 1 additional infestation points to infest the tile).
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
Princeps' Protection (passive): This ability is only available until you have unlocked your passive Fury abilities. You share a Lynchproof with Gaius Octavian. If one of you receives enough votes to be lynched, you will survive.
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Chala (passive): Octavian is your Chala, your totem animal, affording you a deeper connection with him. At the end of each Dawn Cycle you will be told what action he used, and he will be told which action you have used. Furthermore, if you are on the same tile as Octavian, a lover conversation will be opened between you. If you go onto separate tiles, the lover conversation will be closed.
Calm Great Fury: If you are on a tile with a Great Fury, you may use this ability once every 3 dawns to reduce the Great Fury counter by 3 points. If you are on the Calderon tile, both Thana's and Garados' counters will be reduced.
Circumvent Furycrafting (passive): If you are attacked by a negative fury-assisted attack, the fury's modifiers will not modify the attack. (i.e. if you are attacked by a metal crafter, they will not gain + X damage and become unblockable... However, if you are healed, it will remain a heal)
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#22
Posted 19 June 2013 - 02:06 PM
Sir Ehren ex Cursori
Faction: First Aleran
Location: Alera Imperia
Hit Points: 4/4
Movement Speed: 1/1
Attack Power: 2
Furies:
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 2 less damage. Your attack will do the same amount of damage.
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Messenger: Once per day, you can have Path-Shaper send a 20 word message to any player off thread. The player will only be told that they are receiving a secret message, and the text of your message. The idea here is to try to keep the Loyalists and Rebels attacking each other instead of attacking the First Alerans.
Recognize Friends (passive): If you are on the same tile as a member of your faction at the beginning of the Dawn Phase, you will be told that player's alt is on your team. (i.e. If Telas is on your team, and you and he are on the same tile during the Dawn phase, you will be told that Telas is a member of the First Aleran, but no other information).
Faction: First Aleran
Location: Alera Imperia
Hit Points: 4/4
Movement Speed: 1/1
Attack Power: 2
Furies:
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 2 less damage. Your attack will do the same amount of damage.
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Messenger: Once per day, you can have Path-Shaper send a 20 word message to any player off thread. The player will only be told that they are receiving a secret message, and the text of your message. The idea here is to try to keep the Loyalists and Rebels attacking each other instead of attacking the First Alerans.
Recognize Friends (passive): If you are on the same tile as a member of your faction at the beginning of the Dawn Phase, you will be told that player's alt is on your team. (i.e. If Telas is on your team, and you and he are on the same tile during the Dawn phase, you will be told that Telas is a member of the First Aleran, but no other information).
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#23
Posted 19 June 2013 - 02:06 PM
Antillus Crassus
Faction: First Aleran
Location: Antillus
Hit Points: 5/5
Movement Speed: 2/1
Attack Power: 3
Furies:
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 1 less damage. Your attack will do the same amount of damage.
Fire Furies
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies
Passive Action: You may take up to 1 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -X damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 1 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Earth Furies
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding 1 extra points to the infestation counter total (i.e. it will require the Vord to attain 1 additional infestation points to infest the tile).
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Knights Pisces: Once per game, you and your Legion of Knights Aeris, jokingly called the Knights Pisces, bring up a strong wind tunnel, blowing all members of other factions on your current tile to random tiles.
Faction: First Aleran
Location: Antillus
Hit Points: 5/5
Movement Speed: 2/1
Attack Power: 3
Furies:
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 1 less damage. Your attack will do the same amount of damage.
Fire Furies
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies
Passive Action: You may take up to 1 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -X damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 1 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Earth Furies
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding 1 extra points to the infestation counter total (i.e. it will require the Vord to attain 1 additional infestation points to infest the tile).
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Knights Pisces: Once per game, you and your Legion of Knights Aeris, jokingly called the Knights Pisces, bring up a strong wind tunnel, blowing all members of other factions on your current tile to random tiles.
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#24
Posted 19 June 2013 - 02:07 PM
Antillar Maximus
Faction: First Aleran
Location: Antillus
Hit Points: 5/5
Movement Speed: 2/1
Attack Power: 3
Furies:
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 1 less damage. Your attack will do the same amount of damage.
Fire Furies
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies
Passive Action: You may take up to 1 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -X damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 1 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Earth Furies
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding 1 extra points to the infestation counter total (i.e. it will require the Vord to attain 1 additional infestation points to infest the tile).
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Battlecrows: Once per game, you join the First Aleran's shock troops, the Battlecrows, in a lightning quick assault against its enemies. You will move from your current tile to your target tile along the shortest route possible (this excludes movements along blue lines), moving one tile per phase (dawn, day, dusk, night). You will deal 3 damage to all opposing faction members on those tiles as you pass them, and 4 damage to all opposing faction members on your final tile when you reach it.
Faction: First Aleran
Location: Antillus
Hit Points: 5/5
Movement Speed: 2/1
Attack Power: 3
Furies:
Wind Furies
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 1 less damage. Your attack will do the same amount of damage.
Fire Furies
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies
Passive Action: You may take up to 1 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -X damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 1 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Earth Furies
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding 1 extra points to the infestation counter total (i.e. it will require the Vord to attain 1 additional infestation points to infest the tile).
Wood Furies
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Abilities:
First Aleran (passive): Each tile that has a member of the First Aleran on it at the end of a Dawn Phase will receive + 1 fortifications per First Aleran faction member on it. These fortifications follow the members of the First Aleran, so if they leave the tile, the additional fortifications will be removed.
Battlecrows: Once per game, you join the First Aleran's shock troops, the Battlecrows, in a lightning quick assault against its enemies. You will move from your current tile to your target tile along the shortest route possible (this excludes movements along blue lines), moving one tile per phase (dawn, day, dusk, night). You will deal 3 damage to all opposing faction members on those tiles as you pass them, and 4 damage to all opposing faction members on your final tile when you reach it.
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#25
Posted 19 June 2013 - 02:07 PM
Vord
Vord Queen
Faction: Vord
Location: Narash
Hit Points: 10/X (the Queen does not have a maximum HP pool, so can be healed to higher than 10 points)
Movement Speed: 2/X (the Queen may move an unlimited number of infested tiles)
Once Shuar has been infested, the Vord may move along the blue line between Shuar and Elinarch.
Attack Power: 2 (for every 4 tiles the Vord infest, your base attack power will go up by 1 point)
Infestation: If present on a tile during the dusk phase, two points will be added to the infestation counter for that tile. Once a tile’s infestation counter is full, the tile will become infested with croach.
If you infest the Kalare tile before the Great Fury of Kalare is activated, all Vord will receive + 1 HP.
If you infest the Alera Imperia tile before the Great Fury of Alera Imperia is activated, all Vord will receive + 1 Attack Power.
Furies:
Wind Furies (This ability is only available to you once you infest the Kalare tile.)
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 2 less damage. Your attack will do the same amount of damage.
Fire Furies (This ability is only available to you once you have infested the Alera Imperia tile)
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies (This ability is only available to you once you have infested the Aquitaine tile)
Passive Action: You may take up to 3 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -3 damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 3 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies (This ability is only available to you once you have infested the Antillus tile)
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power + 1 damage if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Wood Furies (This ability is only available to you once you have infested the Riva tile)
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Earth Furies (This ability is only available to you once you have infested the Phrygia tile)
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding X extra points to the infestation counter total (i.e. it will require the Vord to attain X additional infestation points to infest the tile).
Abilities:
Chitin Armour (Passive): If you are targeted by an attack that would bring you to 0 HP or below, your chitin armour will reduce damage to leave you at 1 HP. Your chitin armour will regenerate after the following dawn phase (so if you are attacked during dawn phase 1, you will regenerate your chitin armour by dawn phase 3).
Sentry (Passive Action): During each Dawn Phase, you will be told how many characters are on each croach-infested tile. You will not be told their identities or alignments, only that they are on the tile.
Massive Infestation (Day or Night Action): You may perform this action once every 120 game hours (the equivalent of 3 full day and night cycles). Delay timer will start from the time on the message in which you submit the action to use this ability. This will automatically add 5 points to a tile's infestation counter.
Telepathy (Dawn Action): Once per day, you may have PS send an off thread message to all your recruits. This message may be up to 20 words long.
Decoy: You may perform this action once every 120 game hours (the equivalent of 3 full day and night cycles). You may switch places with one of your puppet alts from the Hivemind ability.
Hivemind (Passive Action): You begin the game with 1 taker and 1 keeper, these are excluded from the following mechanic. During each Dawn Phase, you will spawn one Vord (puppet alt) of your choice for each tile that is croach-infested, up to a maximum of one vord per infested tile excluding yourself. New Vord will be born on the tile they are being spawned from. You can choose to sacrifice a currently existing Vord during the dusk phase (excluding the original keeper and taker) in order to spawn new forms of vord during the following dawn phase. However, the death will be announced on thread with a CF following this format: “Player has died/been lynched. He was a Vord <type of Vord (i.e. Taker, Keeper, etc.)” So, for this action, please provide a provisional during the day cycle informing me of which alt you would like to sacrifice during the upcoming dusk phase. I would appreciate if you could always let me know what type of vord to create when you know that you will need to create a new vord, whether it be because you will have a newly infested tile or because you have sacrificed one of your vord. Players who have been recruited by Vord Takers will not count toward your 1 vord per infested tile limit.
You may create the following Vord using Hivemind:
Vord Queen
Faction: Vord
Location: Narash
Hit Points: 10/X (the Queen does not have a maximum HP pool, so can be healed to higher than 10 points)
Movement Speed: 2/X (the Queen may move an unlimited number of infested tiles)
Once Shuar has been infested, the Vord may move along the blue line between Shuar and Elinarch.
Attack Power: 2 (for every 4 tiles the Vord infest, your base attack power will go up by 1 point)
Infestation: If present on a tile during the dusk phase, two points will be added to the infestation counter for that tile. Once a tile’s infestation counter is full, the tile will become infested with croach.
If you infest the Kalare tile before the Great Fury of Kalare is activated, all Vord will receive + 1 HP.
If you infest the Alera Imperia tile before the Great Fury of Alera Imperia is activated, all Vord will receive + 1 Attack Power.
Furies:
Wind Furies (This ability is only available to you once you infest the Kalare tile.)
Passive Action: You cannot be detected by Earth Furies as you can fly.
Active Action: You can use your Wind Furies to effectively slow time around you, allowing you to move quickly when fighting an enemy. If you are targeted by an attack while this ability is activated, the attack will cause 2 less damage. Your attack will do the same amount of damage.
Fire Furies (This ability is only available to you once you have infested the Alera Imperia tile)
Passive Action: If you are targeted by Water Furies, you will also raise a steam cloud around you at the end of the current dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate at the end of the following dawn phase.
Active Action: You may target another player. That player will take attack power + 1 damage, no matter which tile they are on.
Metal Furies (This ability is only available to you once you have infested the Aquitaine tile)
Passive Action: You may take up to 3 damage more than your total HP without dying. If you are at negative HP, you MUST be healed to 0 or more HP by the end of the next dawn phase in order to stay alive. If you are at exactly 0 HP, you will not die unless you are reduced to less than 0 HP. If you take enough damage to leave you at less than -3 damage, you will die.
Active Action: You may attack a target player. If that character is on the same tile as you, he or she will take attack damage + 3 that cannot be reduced by other effects. If that character is on a different tile, they will take 0 damage.
Water Furies (This ability is only available to you once you have infested the Antillus tile)
Passive Action: If you are targeted by a fire fury, you will nullify the damage it is meant to inflict. You will also raise a steam cloud around you during the dawn phase, making the next attack directed your way do 0 damage. If you are not targeted by an attack, the steam cloud will dissipate during the following dawn phase.
Active Action: Your attack is changed into a heal. You may heal any player, including yourself. If your target is another player he or she is healed for attack power + 1 damage if he or she is on the same tile as you. If your target is yourself, you will be healed for half that amount.
Wood Furies (This ability is only available to you once you have infested the Riva tile)
Passive Action: Changes your attack into a long ranged attack. If your target is within 2 tiles of your current location, your attack will hit them. This effect does not stack with active fury actions (i.e. healing from water furies will not be long range)
Active Action: Your attack is now a guard ability. If your target is within 2 tiles of your current location, you will guard them during the current Dawn phase.
Earth Furies (This ability is only available to you once you have infested the Phrygia tile)
Passive Action: During the dawn phase, you will be told how many players are on your current tile, including yourself.
Active Action: Raise fortifications on the tile you are currently standing on, adding X extra points to the infestation counter total (i.e. it will require the Vord to attain X additional infestation points to infest the tile).
Abilities:
Chitin Armour (Passive): If you are targeted by an attack that would bring you to 0 HP or below, your chitin armour will reduce damage to leave you at 1 HP. Your chitin armour will regenerate after the following dawn phase (so if you are attacked during dawn phase 1, you will regenerate your chitin armour by dawn phase 3).
Sentry (Passive Action): During each Dawn Phase, you will be told how many characters are on each croach-infested tile. You will not be told their identities or alignments, only that they are on the tile.
Massive Infestation (Day or Night Action): You may perform this action once every 120 game hours (the equivalent of 3 full day and night cycles). Delay timer will start from the time on the message in which you submit the action to use this ability. This will automatically add 5 points to a tile's infestation counter.
Telepathy (Dawn Action): Once per day, you may have PS send an off thread message to all your recruits. This message may be up to 20 words long.
Decoy: You may perform this action once every 120 game hours (the equivalent of 3 full day and night cycles). You may switch places with one of your puppet alts from the Hivemind ability.
Hivemind (Passive Action): You begin the game with 1 taker and 1 keeper, these are excluded from the following mechanic. During each Dawn Phase, you will spawn one Vord (puppet alt) of your choice for each tile that is croach-infested, up to a maximum of one vord per infested tile excluding yourself. New Vord will be born on the tile they are being spawned from. You can choose to sacrifice a currently existing Vord during the dusk phase (excluding the original keeper and taker) in order to spawn new forms of vord during the following dawn phase. However, the death will be announced on thread with a CF following this format: “Player has died/been lynched. He was a Vord <type of Vord (i.e. Taker, Keeper, etc.)” So, for this action, please provide a provisional during the day cycle informing me of which alt you would like to sacrifice during the upcoming dusk phase. I would appreciate if you could always let me know what type of vord to create when you know that you will need to create a new vord, whether it be because you will have a newly infested tile or because you have sacrificed one of your vord. Players who have been recruited by Vord Takers will not count toward your 1 vord per infested tile limit.
You may create the following Vord using Hivemind:
Quote
Takers
Hit Points: 1
Movement: May move one tile at a time during the dawn phase. Cannot move more than one tile away from a croach infested tile.
Infestation: Cannot help infest a tile.
Vote: Votes placed by the Taker will not count towards a lynch.
Ability: During the night phase, you may have the Vord Taker attempt to recruit its target. If the target is on the same tile as the Vord Taker, and has no abilities that prevent you from recruiting him, then the recruit will be successful. The Vord taker alt will die, and will CF as the taken player.
Hit Points: 1
Movement: May move one tile at a time during the dawn phase. Cannot move more than one tile away from a croach infested tile.
Infestation: Cannot help infest a tile.
Vote: Votes placed by the Taker will not count towards a lynch.
Ability: During the night phase, you may have the Vord Taker attempt to recruit its target. If the target is on the same tile as the Vord Taker, and has no abilities that prevent you from recruiting him, then the recruit will be successful. The Vord taker alt will die, and will CF as the taken player.
Quote
Keepers
Hit Points: 2
Movement: May move one tile at a time during the dawn phase. If you are moving along croach-infested tiles, you may move two tiles at a time during the dawn phase. Cannot move more than one tile away from a croach infested tile.
Infestation Each Keeper present on a non-infested tile during the dusk phase will add one point to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote Votes placed by the Keeper will not count towards a lynch.
Ability During the dawn phase, the Keeper will be told how many non-vord players are on the same croach-infested tile as it currently is.
Hit Points: 2
Movement: May move one tile at a time during the dawn phase. If you are moving along croach-infested tiles, you may move two tiles at a time during the dawn phase. Cannot move more than one tile away from a croach infested tile.
Infestation Each Keeper present on a non-infested tile during the dusk phase will add one point to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote Votes placed by the Keeper will not count towards a lynch.
Ability During the dawn phase, the Keeper will be told how many non-vord players are on the same croach-infested tile as it currently is.
Quote
Warriors (Unlocked once you infest Shuar)
Hit Points: 3
Movement: May move two tiles at a time during the dawn phase. If you are moving along croach-infested tiles, you may move three tiles at a time during the dawn phase. May not move further than two tiles away from a croach-infested tile.
Infestation Each Warrior present on a non-infested tile during the dusk phase will add one point to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote: Warriors may vote to lynch, but their votes will only count if they are on the same tile as the target.
Ability: During the night phase, the Warrior may choose a target. If that target is on the same tile as the Warrior, they will take 2 points of damage.
Hit Points: 3
Movement: May move two tiles at a time during the dawn phase. If you are moving along croach-infested tiles, you may move three tiles at a time during the dawn phase. May not move further than two tiles away from a croach-infested tile.
Infestation Each Warrior present on a non-infested tile during the dusk phase will add one point to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote: Warriors may vote to lynch, but their votes will only count if they are on the same tile as the target.
Ability: During the night phase, the Warrior may choose a target. If that target is on the same tile as the Warrior, they will take 2 points of damage.
Quote
Vordknights (Unlocked once you infest Kalare)
Hit Points: 4
Movement: May move two tiles at a time during the dawn phase. If you are moving along croach-infested tiles, you may move three tiles at a time during the dawn phase. May move as far away from a croach infested tile as you want.
Infestation: Each Vordknight present on a non-infested tile during the dusk phase will add one point to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote: Vordknights may vote to lynch. Votes will count no matter which tile they are on.
Abilities:
Attack: During the night phase, the Vordknight may choose a target. If that target is on the same or an adjacent tile to the Vordknight, they will receive 3 points of damage.
Flight: Once per game, the Vordknight may move directly to its origin tile, no matter how near or far away it is. Please inform PS that you wish to use this ability. The movement will be immediate, as opposed to occurring during the dusk phase.
Flight (passive): You cannot be detected by Earth Furies, as you can fly.
Hit Points: 4
Movement: May move two tiles at a time during the dawn phase. If you are moving along croach-infested tiles, you may move three tiles at a time during the dawn phase. May move as far away from a croach infested tile as you want.
Infestation: Each Vordknight present on a non-infested tile during the dusk phase will add one point to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote: Vordknights may vote to lynch. Votes will count no matter which tile they are on.
Abilities:
Attack: During the night phase, the Vordknight may choose a target. If that target is on the same or an adjacent tile to the Vordknight, they will receive 3 points of damage.
Flight: Once per game, the Vordknight may move directly to its origin tile, no matter how near or far away it is. Please inform PS that you wish to use this ability. The movement will be immediate, as opposed to occurring during the dusk phase.
Flight (passive): You cannot be detected by Earth Furies, as you can fly.
Quote
Mantises (Unlocked once you infest Ceres)
Hit Points: 5
Movement: May move three tiles at a time during the dawn phase, whether they are on croach-infested tiles or not. May move as far away from a croach infested tile as you want.
Infestation: Each Mantis present on a non-infested tile during the dusk phase will add two points to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote: Mantises may vote to lynch. Votes will count no matter which tile they are on.
Ability: The mantis’s vote counts for 2 votes.
Hit Points: 5
Movement: May move three tiles at a time during the dawn phase, whether they are on croach-infested tiles or not. May move as far away from a croach infested tile as you want.
Infestation: Each Mantis present on a non-infested tile during the dusk phase will add two points to that tile’s infestation counter. Once a tile’s infestation counter is full, the tile will become infested with croach.
Vote: Mantises may vote to lynch. Votes will count no matter which tile they are on.
Ability: The mantis’s vote counts for 2 votes.
Quote
Juggernauts (Unlocked once 7 tiles have been infested)
Hit Points: 7
Movement: Juggernauts may only move one tile at a time, whether they are on croach-infested tiles or not. May only move one tile away from a croach-infested tile.
Infestation: Cannot help infest a tile.
Vote: Juggernauts may not vote to lynch.
Ability: The Juggernaut is completely lynch proof. If a Juggernaut is present on a fortified tile for three full night cycles without being killed, the fortifications on that tile will be removed.
Hit Points: 7
Movement: Juggernauts may only move one tile at a time, whether they are on croach-infested tiles or not. May only move one tile away from a croach-infested tile.
Infestation: Cannot help infest a tile.
Vote: Juggernauts may not vote to lynch.
Ability: The Juggernaut is completely lynch proof. If a Juggernaut is present on a fortified tile for three full night cycles without being killed, the fortifications on that tile will be removed.
This post has been edited by Path-Shaper: 28 June 2013 - 05:00 PM
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#26
Posted 19 June 2013 - 02:45 PM
If we only get 17 players, which seems likely at this point, then we will reduce the infestation and great fury counters, as well as changing the Vord Queen's Hivemind ability so that she only spawns a vord for every 2 infested tiles. We will take out Ehren from the First Aleran, Rook from the Loyalists faction, and Kalarus Brencis Minoris from the Rebels faction. If we take out Brencis, then we will give his Discipline Collar ability to Lord Kalare rather than it being removed from the game completely.
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#27
Posted 20 June 2013 - 08:20 PM
Blend, on 19 June 2013 - 01:58 PM, said:
Alt - Character - Player
Alkend – Vord Puppet
Ampelas – Vord Puppet
Barghast – Bernard Calderonus – The Dude
Bendal Home – Vord Puppet
Denul – Vord Puppet
Emurlahn – Gaius Octavian - Peanutbutta
Fener – Lady Invidia Aquitaine - Messremb
Galain – Odiana - HiddenOne
Hood's Path – Antillus Crassus – Gust Hubb
Kedeviss – Placida Aria - Stalker
Korbas – Kitai – Ganoes Paran
Liosan – Gaius Sextus - Mentalist
Mockra – Vord Puppet
Nimander Golit – Amara – D’rek
Okaros – Aldrick ex Gladius - Azathmaster
Pran Chole – Lord Kalarus Brencis - Knucklehead
Ryllandaras – Vord Queen - Khellendros
Sheltatha Lore – Antillus Dorotea - Shinrei
Sorrit – Vord Puppet
Tellan – Fidelias – High House Dark
Trake – Isana - Lisheo
Ultama – Antillar Maximus - Gnaw
Venesara – Araris Valerian – Lady Bliss
Broken Down by Faction
Loyalists
Liosan – Gaius Sextus - Mentalist
Nimander Golit – Amara – D’rek
Barghast – Bernard Calderonus – The Dude
Trake – Isana - Lisheo
Venesara – Araris Valerian – Lady Bliss
Kedeviss – Placida Aria - Stalker
Rebels
Pran Chole – Lord Kalarus Brencis - Knucklehead
Fener – Lady Invidia Aquitaine - Messremb
Sheltatha Lore – Antillus Dorotea - Shinrei
Okaros – Aldrick ex Gladius - Azathmaster
Galain – Odiana - HiddenOne
Tellan – Fidelias – High House Dark
First Aleran
Emurlahn – Gaius Octavian - Peanutbutta
Korbas – Kitai – Ganoes Paran
Hood's Path – Antillus Crassus – Gust Hubb
Ultama – Antillar Maximus - Gnaw
Vord
Ryllandaras – Vord Queen - Khellendros
Alkend – Vord Puppet
Ampelas – Vord Puppet
Bendal Home – Vord Puppet
Denul – Vord Puppet
Mockra – Vord Puppet
Sorrit – Vord Puppet
Alkend – Vord Puppet
Ampelas – Vord Puppet
Barghast – Bernard Calderonus – The Dude
Bendal Home – Vord Puppet
Denul – Vord Puppet
Emurlahn – Gaius Octavian - Peanutbutta
Fener – Lady Invidia Aquitaine - Messremb
Galain – Odiana - HiddenOne
Hood's Path – Antillus Crassus – Gust Hubb
Kedeviss – Placida Aria - Stalker
Korbas – Kitai – Ganoes Paran
Liosan – Gaius Sextus - Mentalist
Mockra – Vord Puppet
Nimander Golit – Amara – D’rek
Okaros – Aldrick ex Gladius - Azathmaster
Pran Chole – Lord Kalarus Brencis - Knucklehead
Ryllandaras – Vord Queen - Khellendros
Sheltatha Lore – Antillus Dorotea - Shinrei
Sorrit – Vord Puppet
Tellan – Fidelias – High House Dark
Trake – Isana - Lisheo
Ultama – Antillar Maximus - Gnaw
Venesara – Araris Valerian – Lady Bliss
Broken Down by Faction
Loyalists
Liosan – Gaius Sextus - Mentalist
Nimander Golit – Amara – D’rek
Barghast – Bernard Calderonus – The Dude
Trake – Isana - Lisheo
Venesara – Araris Valerian – Lady Bliss
Kedeviss – Placida Aria - Stalker
Rebels
Pran Chole – Lord Kalarus Brencis - Knucklehead
Fener – Lady Invidia Aquitaine - Messremb
Sheltatha Lore – Antillus Dorotea - Shinrei
Okaros – Aldrick ex Gladius - Azathmaster
Galain – Odiana - HiddenOne
Tellan – Fidelias – High House Dark
First Aleran
Emurlahn – Gaius Octavian - Peanutbutta
Korbas – Kitai – Ganoes Paran
Hood's Path – Antillus Crassus – Gust Hubb
Ultama – Antillar Maximus - Gnaw
Vord
Ryllandaras – Vord Queen - Khellendros
Alkend – Vord Puppet
Ampelas – Vord Puppet
Bendal Home – Vord Puppet
Denul – Vord Puppet
Mockra – Vord Puppet
Sorrit – Vord Puppet
That is a really good break down of teams. Mental and the dude are on the same team...Nice
PB being teamed up with Tatts is interesting. Perhaps PB can teach him some things. I know from the times that I was paired with PB that he has good mafia mind.
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
#28
Posted 20 June 2013 - 08:47 PM
Vengeance, on 20 June 2013 - 08:20 PM, said:
That is a really good break down of teams. Mental and the dude are on the same team...Nice
PB being teamed up with Tatts is interesting. Perhaps PB can teach him some things. I know from the times that I was paired with PB that he has good mafia mind.
PB being teamed up with Tatts is interesting. Perhaps PB can teach him some things. I know from the times that I was paired with PB that he has good mafia mind.
Right? I was really excited as I was transcribing the players over from the randomizer into the list to see who was going to end up with who!
Only someone with this much power could make this many frittatas without breaking any eggs.
#29
Posted 21 June 2013 - 04:30 PM
Dawn Resolution Cheat Sheet
Cannot be targeted by Earth Furies
Liosan - Gaius Sextus
Nimander Golit – Amara
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Hood's Path - Sir Ehren ex Cursori
Demelain – Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Kalare tile is infested)
Earth Furies – told number of people on same tile as them
Liosan – Gaius Sextus
Barghast – Bernard
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Tellan – Fidelias
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Demelain – Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Phrygia tile is infested)
Creates a 1-Day BP if targeted by Fire Furies
Liosan – Gaius Sextus
Trake – Isana
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Sheltatha Lore – Antillus Dorotea
Galain – Odiana
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Hood’s Path - Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Antillus tile is infested)
Monok Ochem - Rook
Creates a 1-Day BP if targeted by Water Furies
Liosan – Gaius Sextus
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Hood’s Path – Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Alera Imperia tile is infested)
Lovers (open a conversation if they are on the same tile)
Nimander Golit & Barghast (Amara & Bernard)
Trake & Venesara (Isana & Araris)
Okaros & Galain (Aldrick & Odiana – always open)
Emurlahn & Korbas (Octavian & Kitai)
Fener & Ryllandaras (only if Invidia is recruited by Vord Queen)
Does not die at 0HP (metal furies)
Liosan – Gaius Sextus (-3)
Venesara – Araris Valerian (-4)
Pran Chole – Lord Kalarus Brencis (-3)
Gait - Kalarus Brencis Minoris (-2)
Fener – Invidia Aquitaine (-1)
Okaros – Aldrick ex Gladius (-3)*
Emurlahn – Octavian (-3) (after 3 tiles are infested)
Korbas - Kitai (-2)
Hood’s Path – Crassus (-2)
Ultama – Maximus (-1)
Ryllandaras – Vord Queen (-3) (if Aquitaine tile is infested)
* Only Venesara (Araris) can bring Okaros (Aldrick) to below 0 HP
Find-Proof (shows as member of opposing faction on finds)
Galain – Odiana
Monok Ochem - Rook
Special Events
If Tellan and Emurlahn are ever on the same tile, Tellan joins the First Aleran, Emurlahn is told Valiar Marcus has joined the First Aleran.
Every tile with a member of First Aleran (Emurlahn, Korbas, Hood’s Path, Ultama, Demelain) receives + 1 fortification for each member of the First Aleran on the tile
Every dawn phase, must inform Emurlahn & Korbas what action each has used.
Any attacks targeting Korbas using a negative fury modifier will have the modifier remove (only attack power will hit Korbas)
Hood's Path is told the alt name of any First Alerans on the same tile as him.
----------------
Every Dawn
Resolve Actions
Review Modifiers
Vord Keepers are told how many non-vord players are on their tiles.
Post Resolution in Dawn Resolution post in SH
Send Resolution Results to All Players
Send names of First Aleran Game Alts to Hood's Path if they are on the same tile as him.
Open all necessary Lover Conversations
Send Tile Information to all Earth Fury users
Provide Number of Players on each infested tile to Ryllandaras (Vord Queen)
Send Action Information to Emurlahn & Korbas
Update Infestation & Great Fury Counters
Add First Aleran Fortifications
Post Daily Counter Update & Start Day
Cannot be targeted by Earth Furies
Liosan - Gaius Sextus
Nimander Golit – Amara
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Hood's Path - Sir Ehren ex Cursori
Demelain – Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Kalare tile is infested)
Earth Furies – told number of people on same tile as them
Liosan – Gaius Sextus
Barghast – Bernard
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Tellan – Fidelias
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Demelain – Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Phrygia tile is infested)
Creates a 1-Day BP if targeted by Fire Furies
Liosan – Gaius Sextus
Trake – Isana
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Sheltatha Lore – Antillus Dorotea
Galain – Odiana
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Hood’s Path - Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Antillus tile is infested)
Monok Ochem - Rook
Creates a 1-Day BP if targeted by Water Furies
Liosan – Gaius Sextus
Kedeviss – Placida Aria
Pran Chole – Lord Kalarus Brencis
Gait - Kalarus Brencis Minoris
Fener – Invidia Aquitaine
Emurlahn – Octavian (after 3 tiles are infested)
Korbas – Kitai (after 3 tiles are infested)
Hood’s Path – Crassus
Ultama – Maximus
Ryllandaras – Vord Queen (if Alera Imperia tile is infested)
Lovers (open a conversation if they are on the same tile)
Nimander Golit & Barghast (Amara & Bernard)
Trake & Venesara (Isana & Araris)
Okaros & Galain (Aldrick & Odiana – always open)
Emurlahn & Korbas (Octavian & Kitai)
Fener & Ryllandaras (only if Invidia is recruited by Vord Queen)
Does not die at 0HP (metal furies)
Liosan – Gaius Sextus (-3)
Venesara – Araris Valerian (-4)
Pran Chole – Lord Kalarus Brencis (-3)
Gait - Kalarus Brencis Minoris (-2)
Fener – Invidia Aquitaine (-1)
Okaros – Aldrick ex Gladius (-3)*
Emurlahn – Octavian (-3) (after 3 tiles are infested)
Korbas - Kitai (-2)
Hood’s Path – Crassus (-2)
Ultama – Maximus (-1)
Ryllandaras – Vord Queen (-3) (if Aquitaine tile is infested)
* Only Venesara (Araris) can bring Okaros (Aldrick) to below 0 HP
Find-Proof (shows as member of opposing faction on finds)
Galain – Odiana
Monok Ochem - Rook
Special Events
If Tellan and Emurlahn are ever on the same tile, Tellan joins the First Aleran, Emurlahn is told Valiar Marcus has joined the First Aleran.
Every tile with a member of First Aleran (Emurlahn, Korbas, Hood’s Path, Ultama, Demelain) receives + 1 fortification for each member of the First Aleran on the tile
Every dawn phase, must inform Emurlahn & Korbas what action each has used.
Any attacks targeting Korbas using a negative fury modifier will have the modifier remove (only attack power will hit Korbas)
Hood's Path is told the alt name of any First Alerans on the same tile as him.
----------------
Every Dawn
Resolve Actions
Review Modifiers
Vord Keepers are told how many non-vord players are on their tiles.
Post Resolution in Dawn Resolution post in SH
Send Resolution Results to All Players
Send names of First Aleran Game Alts to Hood's Path if they are on the same tile as him.
Open all necessary Lover Conversations
Send Tile Information to all Earth Fury users
Provide Number of Players on each infested tile to Ryllandaras (Vord Queen)
Send Action Information to Emurlahn & Korbas
Update Infestation & Great Fury Counters
Add First Aleran Fortifications
Post Daily Counter Update & Start Day
This post has been edited by Path-Shaper: 28 June 2013 - 07:50 PM
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#30
Posted 21 June 2013 - 06:40 PM
I was thinking about this last night and you know who we left out of the First alern faction Varg. I know that it is to late to add him, I just can't believe that we both forgot to put him in..sigh...
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
#31
Posted 21 June 2013 - 06:42 PM
The update page looks good.
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
#32
Posted 21 June 2013 - 07:02 PM
Vengeance, on 21 June 2013 - 06:40 PM, said:
I was thinking about this last night and you know who we left out of the First alern faction Varg. I know that it is to late to add him, I just can't believe that we both forgot to put him in..sigh...
I had originally thought to put him in there, but when I was balancing the game, there just wasn't any space for him cause the First Aleran needed to be a small team, and the other members were more important than Varg. So I gave Tavi the ability to make alliances with the Canim instead to represent that side of the story. It was the compromise I made.
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
#33
Posted 21 June 2013 - 08:03 PM
Blend, on 21 June 2013 - 07:02 PM, said:
Vengeance, on 21 June 2013 - 06:40 PM, said:
I was thinking about this last night and you know who we left out of the First alern faction Varg. I know that it is to late to add him, I just can't believe that we both forgot to put him in..sigh...
I had originally thought to put him in there, but when I was balancing the game, there just wasn't any space for him cause the First Aleran needed to be a small team, and the other members were more important than Varg. So I gave Tavi the ability to make alliances with the Canim instead to represent that side of the story. It was the compromise I made.
Fair enough
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
#34
Posted 23 June 2013 - 08:12 AM
Emurlahn, on 23 June 2013 - 06:16 AM, said:
Jesus fucking Christ, this is how I get welcomed back to Mafia? You gave me the role of the protagonist? Good grief...
I know nothing about the books, so a lot of googling may be in order.
While my head spins and I work on figuring out just what I can do and what I should do, let's clarify my victory conditions. The game looks like it's basically Loyalists vs Rebels vs Vord. My VC seems to side with either of the Loyalists or Rebels. If the Vord are eliminated (satisfying my victory condition) but both Loyalists and Rebels remain, does the game go until one of those factions wins, at which point I win with that faction? Or does the game end and they both lose and my faction wins alone?
I know nothing about the books, so a lot of googling may be in order.
While my head spins and I work on figuring out just what I can do and what I should do, let's clarify my victory conditions. The game looks like it's basically Loyalists vs Rebels vs Vord. My VC seems to side with either of the Loyalists or Rebels. If the Vord are eliminated (satisfying my victory condition) but both Loyalists and Rebels remain, does the game go until one of those factions wins, at which point I win with that faction? Or does the game end and they both lose and my faction wins alone?
Venge - I am thinking the answer to this is that if one of the members of the First Aleran kills the queen, then the First Aleran wins and leaves the game. Remaining factions stay and duke it out for second place.
Any other suggestions? Should I just leave them in the game if they meet their Victory Condition? Or maybe change the VC to Kill all the vord? The last would allow Khell to hide in the puppets and not necessarily lose just cause the Vord Queen alt died.
Only someone with this much power could make this many frittatas without breaking any eggs.
#35
Posted 24 June 2013 - 11:42 AM
Woo! Roldom, Brujah and EmperorMagus have all asked to join the game, so I'm going to put together a few more alts and we can run this as a 20 person game like I originally wanted!
Only someone with this much power could make this many frittatas without breaking any eggs.
#36
Posted 24 June 2013 - 12:22 PM
Path-Shaper, on 23 June 2013 - 08:12 AM, said:
Emurlahn, on 23 June 2013 - 06:16 AM, said:
Jesus fucking Christ, this is how I get welcomed back to Mafia? You gave me the role of the protagonist? Good grief...
I know nothing about the books, so a lot of googling may be in order.
While my head spins and I work on figuring out just what I can do and what I should do, let's clarify my victory conditions. The game looks like it's basically Loyalists vs Rebels vs Vord. My VC seems to side with either of the Loyalists or Rebels. If the Vord are eliminated (satisfying my victory condition) but both Loyalists and Rebels remain, does the game go until one of those factions wins, at which point I win with that faction? Or does the game end and they both lose and my faction wins alone?
I know nothing about the books, so a lot of googling may be in order.
While my head spins and I work on figuring out just what I can do and what I should do, let's clarify my victory conditions. The game looks like it's basically Loyalists vs Rebels vs Vord. My VC seems to side with either of the Loyalists or Rebels. If the Vord are eliminated (satisfying my victory condition) but both Loyalists and Rebels remain, does the game go until one of those factions wins, at which point I win with that faction? Or does the game end and they both lose and my faction wins alone?
Venge - I am thinking the answer to this is that if one of the members of the First Aleran kills the queen, then the First Aleran wins and leaves the game. Remaining factions stay and duke it out for second place.
Any other suggestions? Should I just leave them in the game if they meet their Victory Condition? Or maybe change the VC to Kill all the vord? The last would allow Khell to hide in the puppets and not necessarily lose just cause the Vord Queen alt died.
Have them leave the game. Otherwise one of the sides (technically it should be the loyalists) would get a huge bump up in numbers and potentially be able to power finish the game.
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
#37
Posted 24 June 2013 - 12:24 PM
Path-Shaper, on 24 June 2013 - 11:42 AM, said:
Woo! Roldom, Brujah and EmperorMagus have all asked to join the game, so I'm going to put together a few more alts and we can run this as a 20 person game like I originally wanted!
Sweet, and luckily we already have the roles. Rather then rerandomizing everyones alts. Just randomize the new players and the alts then put them with each team. Bump all of the numbers back up to the original levels.
How many fucking people do I have to hammer in order to get that across.
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
Hinter - Vengy - DIE. I trusted you you bastard!!!!!!!
Steven Erikson made drowning in alien cum possible - Obdigore
#38
Posted 24 June 2013 - 12:32 PM
That was the plan. Alts are all ready, I'm going to add all the stuff then make all the changes to the OPs of the thread to reflect a full game.
I'm going to need to update the Vord Queen and Lord Kalare role PMs as well.
I'm going to need to update the Vord Queen and Lord Kalare role PMs as well.
Only someone with this much power could make this many frittatas without breaking any eggs.
#39
Posted 24 June 2013 - 01:23 PM
I have been thinking of the Vord VCs and whatnot...
Technically, if the Queen dies, the other factions have all met that part of the VCs, but there will still be puppet alts out there that could potentially finish infesting the game tiles (not likely, but you know how it is).
In order to make it so that no one gets pulled directly out of the game should the Queen die, I am thinking we leave the Loyalists and Rebels VCs the same and we change the First Aleran's to kill ALL Vord. That way if Khell loses the queen alt, he could still potentially win, and he wouldn't just be sitting around on thread causing shit, and that way the First Aleran would not leave the game should they manage to kill the queen.
What do you think?
Technically, if the Queen dies, the other factions have all met that part of the VCs, but there will still be puppet alts out there that could potentially finish infesting the game tiles (not likely, but you know how it is).
In order to make it so that no one gets pulled directly out of the game should the Queen die, I am thinking we leave the Loyalists and Rebels VCs the same and we change the First Aleran's to kill ALL Vord. That way if Khell loses the queen alt, he could still potentially win, and he wouldn't just be sitting around on thread causing shit, and that way the First Aleran would not leave the game should they manage to kill the queen.
What do you think?
Only someone with this much power could make this many frittatas without breaking any eggs.
#40
Posted 24 June 2013 - 01:40 PM
Alright, some opening thoughts about roles:
Okaros:
Kedeviss:
Nimander Golit:
Yep. Also, someone can't use Earth Furies to detect if you're on a tile.
Movement is Iron Man, so once you submit it, that's where you're gonna move.
You can provide a provisional for your dawn action during the day if you want, or you can wait until night to submit it!
Trake:
Correct re: passive abilities and attack. You can either attack for your attack power, or heal for attack power + 3.
Liosan:
Heh, well you're the Loyalist faction leader, so yes, it's pretty important!
/> And yep, too late, the randomizer does as the randomizer will!
Okaros:
Okaros, on 22 June 2013 - 12:28 AM, said:
Nice! Love having roles that resist dying
Kedeviss:
Kedeviss, on 22 June 2013 - 12:30 AM, said:
Well this looks complex, cant wait for the thread to go up so I can understand this stuff better. Yay for a power character though.
Nimander Golit:
Nimander Golit, on 22 June 2013 - 01:06 AM, said:
Consort of HHM has a consort role? Victory is assured!
Nimander Golit, on 22 June 2013 - 01:57 AM, said:
Ok, so, let's see if I am understanding this:
Day <--lynch, submit Dusk ability
Dusk
Night <-- submit Dawn ability
Dawn
Dusk Abilities:
Move - move up to 2 tiles away (but halt if I enter an infested area after 1)
Dawn Abilities:
Attack - deal 2 damage. Time is slowed, making attacks that hit me deal 2 less damage
Cirrus - Useable once every 3 days. Must use *instead* of Attack. Can perform one of the Bend Light, Desperate Flight or Veil abilities.
Passive Abilities:
When on the same tile as Bernard, have a lover convo with him.
Day <--lynch, submit Dusk ability
Dusk
Night <-- submit Dawn ability
Dawn
Dusk Abilities:
Move - move up to 2 tiles away (but halt if I enter an infested area after 1)
Dawn Abilities:
Attack - deal 2 damage. Time is slowed, making attacks that hit me deal 2 less damage
Cirrus - Useable once every 3 days. Must use *instead* of Attack. Can perform one of the Bend Light, Desperate Flight or Veil abilities.
Passive Abilities:
When on the same tile as Bernard, have a lover convo with him.
Yep. Also, someone can't use Earth Furies to detect if you're on a tile.
Movement is Iron Man, so once you submit it, that's where you're gonna move.
You can provide a provisional for your dawn action during the day if you want, or you can wait until night to submit it!

Trake:
Trake, on 22 June 2013 - 11:50 AM, said:
Interesting, interesting. That Flood Rillwater move is pretty nice, but clearly I need to stick to that half of the map, otherwise I'm basically throwing it away.
Alright, so.
I'm going to move to Riva.
No action yet.
By the way, passive abilities work whenever the conditions are fulfilled, right? And I need to specify if I want to turn my attack into a heal; I can still attack?
Alright, so.
I'm going to move to Riva.
No action yet.
By the way, passive abilities work whenever the conditions are fulfilled, right? And I need to specify if I want to turn my attack into a heal; I can still attack?
Correct re: passive abilities and attack. You can either attack for your attack power, or heal for attack power + 3.
Liosan:
Liosan, on 22 June 2013 - 10:10 PM, said:
well, shiiit.
this role sounds important. Fuck me.
this role sounds important. Fuck me.
Liosan, on 22 June 2013 - 10:11 PM, said:
Is it too late to ask for that Redshirt role?
Heh, well you're the Loyalist faction leader, so yes, it's pretty important!

Liosan, on 23 June 2013 - 03:37 AM, said:
This is bad. As you may be aware, I have a terrible track record as faction leader, my performance as the emperor of Xia nonwithstanding (the stars aligned themselves well. That and fear of JA put me into hyper-productive mode).
I'm terrible at this staying unnoticed thing.
I'm terrible at this staying unnoticed thing.
Only someone with this much power could make this many frittatas without breaking any eggs.