Welcome in the Academy of Elemental Magic.
You are demon worshipper who wants to kill everyone else or steal artifacts of elemental colleges and escape with them Alignment: anti-town Faction: Cult of Bhaal (you are the only member of it) Elemental training: fire: AV 3, DV 1; Earth: AV 1, DV 2; Water: AV 1, DV 1; Air: AV 2, DV 1. Corruption Score: 3 (moderately corrupted) Hit Points: 14/14 Abilities:
1. As a night action, you can steal: name a player, and you will try to steal his items
2. If item requires night action to be used, you can use one such item as a free action every night.
3. as a night action, you can heal amount of HP = your CS. You cannot heal twice in a row.
4. When you kill somebody, during following night you can activate one of three auras as a free action:
aura of false purity: you scan as if your corruption = 0
aura of palpable corruption: every character targetting you gets 1 corruption point during next night
aura of viciousness: your attacks deal +2 HP of damage Victory condition: Be the last living player, OR have all artifacts of elemental colleges (Everburning Torch, Fluid Sculpture, Gem of Invulnerability, Jar of Infinite Winds) and escape with them (escape is a night action, so you may be lynched earlier, or roleblocked, or something else)
Corrupting town-aligned players may be beneficial, because when certain corruption level is reached, their victory conditions change...
If he used his aura of false purity last night instead of other one, he would've been scanned as innocent...
As for stealing: if target had more than 1 item, there was 25% chance for each of them above one to be stolen in addition to one guaranteed steal
2. Cult of Defilers (Mafia)
There was no cult ever (only the name is 'cult', mechanically it is mafia).
Mafia special abilities:
Spoiler Alert, click show to read:
1. Mafia members add corruption level to the AV to determine if attack hit; if target's CL is higher than mafia one, mafia doesnt add anything to AV
2. Victim of mafia attack is diseased if his/her corruption level is lower than mafia one – suffers damage equal to half of mafia's player CL next night
3. If mafia gets one of college's artifacts into their hands, they can corrupt them (this made them less useful for non-corrupted characters; corrupted items may also corrupt their users)
Cult Seer (Arjos)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are magician, member of Defilers that infiltrates Academy Alignment: anti-town Faction: Defilers Elemental training: fire: AV 1, DV 1; Earth: AV 2, DV 1; Water: AV 2, DV 1; Air: AV 1, DV 1. Corruption Score: 2 (mildly corrupted) Hit Points: 9/9 Abilities:
1. you can scan chosen player as a night action. You choose 2 qualities to scan from following: elemental AV's. elemental DV's, HP, corruption level. For example, you may scan Jarema for his earth DV and current HP
2. you will be informed if anyone scans you in any way
3. you start game with Dagger of Corruption: If character wields this dagger during succesfull attack or counter-attack, victim of such attack gains 1 point of corruption Victory condition: At least half of living players are mafia members and there are no other scum factions in the game
Mafia qt: http://www.quicktopic.com/48/H/yeYRgJqW4arRf
Corrupting town-aligned players may be beneficial, because when certain corruption level is reached, their victory conditions change...
never used his scan ability. I thought it would be important weapon in mafia arsenal...
Cult enforcers (Riedquat, BSmith, Kennigit - they had slightly different stats)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are member of the Defilers Alignment: anti-town Faction: Defilers Elemental training: fire: AV 2, DV 0; Earth: AV 2, DV 0; Water: AV 0, DV 1; Air: AV 0, DV 1. Corruption Score: 2 (mildly corrupted) Hit Points: 10/10 Abilities:
1. you start game with 8 experience points Victory condition: At least half of living players are mafia members and there are no other scum factions in the game
3. College heads
Mistress Frashene, The Pyromancer (NinjaCow)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are Mistress Frashene, head of the College of Flames Alignment: town Faction: Pyromancers Elemental training: Fire: AV 5, DV 1; Earth: AV 3, DV 2; Water: AV 0, DV 1; Air: AV 3, DV 2. Corruption Score: 0 Hit Points: 8/8 Abilities:
1. you can recruit new students (up to 5 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of flame to disciples of fire (up to 3 as a night action)
3. you can promote disciples of fire into wielders of flame (one as a night action)
4. you start game in the possession of Everburning Torch. You can give it to one of your wielders as a free action, he does not have to confirm. You can also retrieve it from one of wielders as a free action
5. as a night action, you can scan one player and learn what is his dominant element and his corruption level Weakness:
1. you are rather old. Buying any AV, DV, corruption or HP costs you twice as much as it is for other players and your HP are low
2. you are archmage for so long, that you dont remember some basic tricks: you do not have access to wielder's abilities Victory condition: All threats to the Academy are eliminated, Hydromancers have been eradicated
Master Ghozough, The Geomancer (Issaikhaan)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are Master Ghozough, head of the College of Stones Alignment: town Faction: Geomancers Elemental training: fire: AV 1, DV 3; Earth: AV 5, DV 1; Water: AV 1, DV 2; Air: AV 0, DV 1 Corruption Score: 0 Hit Points: 8/8 Abilities:
1. you can recruit new students (up to 5 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of stone to disciples of earth (up to 3 as a night action)
3. you can promote disciples of earth into wielders of stone (one as a night action)
4. you start game in the possession of Gem of Invulnerability. You can give it to one of your wielders as a free action, he does not have to confirm. You can also retrieve it from one of wielders as a free action
5. as a night action, you can scan one player and learn what is his dominant element and his corruption level Weakness:
1. you are rather old. Buying any AV, DV, corruption or HP costs you twice as much as it is for other players and your HP are low
2. you are archmage for so long, that you dont remember some basic tricks: you do not have access to wielder's abilities Victory condition: All threats to the Academy are eliminated, Aeromancers have been eradicated
Master Bildoboone, The Hydromancer (Andres)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are Master Bildoboone, head of the College of Waves Alignment: town Faction: Hydromancers Elemental training: fire: AV 0, DV 2; Earth: AV 0, DV 2; Water: AV 5, DV 1 Air: AV 0, DV 2. Corruption Score: 0 Hit Points: 8/8 Abilities:
1. you can recruit new students (up to 5 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of wave to disciples of water (up to 3 as a night action)
3. you can promote disciples of water into wielders of wave (one as a night action)
4. you start game in the possession of Fluid Sculpture. You can give it to one of your wielders as a free action, he does not have to confirm. You can also retrieve it from one of wielders as a free action
5. as a night action, you can scan one player and learn what is his dominant element and his corruption level Weakness:
1. you are rather old. Buying any AV, DV, corruption or HP costs you twice as much as it is for other players and your HP are low
2. you are archmage for so long, that you dont remember some basic tricks: you do not have access to wielder's abilities Victory condition: All threats to the Academy are eliminated, Pyromancers have been eradicated
Mistress Eada, The Aeromancer (Ironside, was Montmorency)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are Mistress Eada, head of the College of Winds Alignment: town Faction: Aeromancers Elemental training: fire: AV 1, DV 3; Earth: AV 0, DV 1; Water: AV 1, DV 2; Air: AV 5, DV 2 Corruption Score: 0 Hit Points: 8/8 Abilities:
1. you can recruit new students (up to 5 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of wind to disciples of air (up to 3 as a night action)
3. you can promote disciples of air into wielders of wind (one as a night action)
4. you start game in the possession of Jar of Infinite Winds. You can give it to one of your wielders as a free action, he does not have to confirm. You can also retrieve it from one of wielders as a free action
5. as a night action, you can scan one player and learn what is his dominant element and his corruption level Weakness:
1. you are rather old. Buying any AV, DV, corruption or HP costs you twice as much as it is for other players and your HP are low
2. you are archmage for so long, that you dont remember some basic tricks: you do not have access to wielder's abilities Victory condition: All threats to the Academy are eliminated, Geomancers have been eradicated
4. Starting wielders
Wielder of flame (Ignoramus)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are wielder of flame, member of the College of Flames Alignment: town Faction: Pyromancers Elemental training: Fire: AV 3, DV 1; Earth: AV 1, DV 2; Water: AV 0, DV 2; Air: AV 1, DV 1. Corruption Score: 0 Hit Points: 10/10 Abilities:
1. you can recruit new students (up to 2 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of flame to disciples of fire (1 as a night action)
3. as a night action, you can cleanse corruption of one target: corrupted character loses one corruption point per 3 points of yours fire AV. Target is also dealt one point of damage per corruption point cleansed
4. you can buy fire AV with discount of 1 XP
5. you can use Everburning Torch Victory condition: All threats to the Academy are eliminated, Hydromancers have been eradicated
Wielder of Stone (Autolycus)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are wielder of stone, member of the College of Stones Alignment: town Faction: Geomancers Elemental training: Fire: AV 1, DV 2; Earth: AV 3, DV 2; Water: AV 1, DV 1; Air: AV 0, DV 2. Corruption Score: 0 Hit Points: 10/10 Abilities:
1. you can recruit new students (up to 2 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of stone to disciples of earth (1 as a night action)
3. as a night action, you can protect one person: target gets 1 point of damage less from every attack per 2 points of yours earth AV
4. you can buy earth AV with discount of 1 XP
5. you can use Gem of Invulnerability Victory condition: All threats to the Academy are eliminated, Aeromancers have been eradicated
Wielder of wave (Edse)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are wielder of wave, member of the College of Waves Alignment: town Faction: Hydromancers Elemental training: Fire: AV 0, DV 1; Earth: AV 1, DV 2; Water: AV 3, DV 2; Air: AV 1, DV 2. Corruption Score: 0 Hit Points: 10/10 Abilities:
1. you can recruit new students (up to 2 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of wave to disciples of water (1 as a night action)
3. as a night action, you can heal one person – healed character regains 1 HP per 2 points of yours water AV
4. you can buy water AV with discount of 1 XP
5. you can use Fluid Sculpture Victory condition: All threats to the Academy are eliminated, Pyromancers have been eradicated
Wielder of wind (Montmorency, was Ironside)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are wielder of wind, member of the College of Winds Alignment: town Faction: Aeromancers Elemental training: Fire: AV 1, DV 1; Earth: AV 0, DV 2; Water: AV 1, DV 1; Air: AV 3, DV 2. Corruption Score: 0 Hit Points: 10/10 Abilities:
1. you can recruit new students (up to 2 invitations as a night action – pm me names of these students and I will send them information that they have been invited; they will decide if they want to join)
2. you can promote students of wind to disciples of air (1 as a night action)
3. as a night action, you can cast haste on one person: – targeted player gets +1 to all DV per 2 points of yours air AV, but only for purpose of determining if attack hit (not damage), and +1 to all AV per 2 points of yours air AV, but only for purpose of determining if counter attack hit
4. you can buy air AV with discount of 1 XP
5. you can use Jar of Infinite Winds Victory condition: All threats to the Academy are eliminated, Geomancers have been eradicated
5. Unaligned townies
Easterlings (ATPG, El Barto)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are young student from the eastern part of Empire. You have some experience in hard work on the rye fields. Alignment: town Faction: unaligned Elemental training: Fire: AV 0 DV 1; Earth: AV 1 DV 1; Water: AV 2 DV 0; Air AV 0 DV 0. Corruption Score: 0 Hit Points: 12/12 Abilities:
1. you and your brother know each other well. At the begining of the game, you know that the other is innocent
2. you start game with 5 XP Weakness:
1. Academy authorities are aware of your strong bond and does not want it to be more important than other afiliations for you. Therefore, by their decree, you cant both join the same college of magic Victory condition: All threats to the Academy are eliminated, you survive to the end of game
Easterlings qt:
I was thinking their will be more powerful with their qt
North Man (Xenoneb, Visorslash)
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are young student from the north part of Empire. In this region, farmers sometimes have to fight with forces of chaos, fighting is not new thing for you. You have also been touched by corruption during skirmishes with orc bands Alignment: town Faction: unaligned Elemental training: Fire: AV 1 DV 2; Earth: AV 0 DV 0; Water: AV 1 DV 2; Air: AV 0 DV 2. Corruption Score: 1 Hit Points: 12/12 Abilities:
1. you start game with 5 XP Victory condition: All threats to the Academy are eliminated, you survive to the end of game
Young pupil/vanilla townie (rest of players). Different stats for different players, but similar in magnitude
Spoiler Alert, click show to read:
Welcome in the Academy of Elemental Magic.
You are young student from one of the Empire core cities. You have not chosen path for your elemental training yet. Alignment: town Faction: unaligned Elemental training: Fire: AV 0 DV 1; Earth: AV 0 DV 2; Water: AV 1 DV 0; Air: AV 2 DV 0. Corruption Score: 0 Hit Points: 10/10 Abilities:
1. beginners luck: first attack that would otherwise kill you, reduces your HP to 1 instead. If you join any college of magic, you will lose this ability. It is one-time only ability
2. you start game with 5 XP Victory condition: All threats to the Academy are eliminated, you survive to the end of game
Due to low number of players, some roles were not used (for example, city-dweller - person born in town, able to steal items from others, or Westerling - I do not remember what his role was)
Information about items. Almost all of them had hidden quality.
Everburning Torch
Spoiler Alert, click show to read:
Everburning Torch could be used (by wielder of flame or the Pyromancer) every night for one of following actions:
improve fire AV of attacker by 1 (not a separate action)
get ability to scan attacked character (not a separate action)
made targeted character (any) immune to any elements different than fire, i. e. Everburning Torch protects against water, air & earth based attacks, and makes immune to healing, protecting and haste (this use counts as a night action)
track targeted character (any) if his dominant element is fire, or learns that he cannot be tracked because his dominant element is not fire (this use counts as a night action)
heal user for amount of HP equal to his/her fire DV (this use counts as a night action) Hidden properties: if used for second time to protect the same character, it only seems that this character is protected; if used by moderately (or more) corrupted character to scan, it always gives result of 'utterly corrupted'
Gem of Invulnerability
Spoiler Alert, click show to read:
Gem of Invulnerability could be used (by wielder of stone or the Geomancer) every night for one of following actions:
improve earth AV of attacker by 1 (not a separate action)
get ability to scan attacked character (not a separate action)
made targeted character (any) immune to any elements different than earth, i. e. Gem of Invulnerability protects against water, fire & air based attacks, and makes immune to healing, cleansing and haste (this use counts as a night action)
track targeted character (any) if his dominant element is earth, or learns that he cannot be tracked because his dominant element is not earth (this use counts as a night action)
heal user for amount of HP equal to his/her earth DV (this use counts as a night action) Hidden properties: if used for second time to protect the same character, it only seems that this character is protected; if used by moderately (or more) corrupted character to scan, it always gives result of 'utterly corrupted'
Fluid Sculpture
Spoiler Alert, click show to read:
Fluid Sculpture could be used (by wielder of wave or the Hydromancer) every night for one of following actions:
improve water AV of attacker by 1 (not a separate action)
get ability to scan attacked character (not a separate action)
made targeted character (any) immune to any elements different than water, i. e. Fluid Sculpture protects against fire, air & earth based attacks, and makes immune to cleansing, protecting and haste (this use counts as a night action)
track targeted character (any) if his dominant element is water, or learns that he cannot be tracked because his dominant element is not water (this use counts as a night action)
heal user for amount of HP equal to his/her water DV (this use counts as a night action) Hidden properties: if used for second time to protect the same character, it only seems that this character is protected; if used by moderately (or more) corrupted character to scan, it always gives result of 'utterly corrupted'
Jar of Infinite Winds
Spoiler Alert, click show to read:
Jar of Infinite Winds could be used (by wielder of wind or the Aeromancer) every night for one of following actions:
improve air AV of attacker by 1 (not a separate action)
get ability to scan attacked character (not a separate action)
made targeted character (any) immune to any elements different than air, i. e. Jar of Infinite Winds protects against water, fire & earth based attacks, and makes immune to healing, protecting and cleansing (this use counts as a night action)
track targeted character (any) if his dominant element is air, or learns that he cannot be tracked because his dominant element is not air (this use counts as a night action)
heal user for amount of HP equal to his/her air DV (this use counts as a night action)
Hidden properties: if used for second time to protect the same character, it only seems that this character is protected; if used by moderately (or more) corrupted character to scan, it always gives result of 'utterly corrupted'
Dagger of corruption
Spoiler Alert, click show to read:
If character wields this dagger during succesfull attack or counter-attack, victim of such attack gains 1 point of corruption
Shield of True Purity
Spoiler Alert, click show to read:
adds + 1 to all DV's of player holding it that are lower than 4. If the holder of the Shield has no corruption points, corruption of attacker is ignored (attacker does not make additional damage because of his/her corruption). If player holding the Shield performs defense action, it adds +1 to all DV's even if they are 4 or higher
Elemental potions
Spoiler Alert, click show to read:
muddy one give +1 to earth and water DV; steamy one +1 to air and fire DV, both for 2 nights. Hidden property: they corrupt user for 1 point each
Jade Katana
Spoiler Alert, click show to read:
This blade functions differently for characters with different levels of corruption.
If your corruption level is „uncorrupted”, then it adds + 1 to any attack AV, and additional +2 damage against target with corruption level of „utterly corrupted”.
If your corruption level is „utterly corrupted”, then it adds +1 to any attack AV, and additional +2 damage against target with corruption level of „uncorrupted”.
If your corruption level is between this two, it just adds +1 to any attack AV
Lenses of Elemental Vision
Spoiler Alert, click show to read:
As a night action, user can scan another character. It gives information about target's AV and DV in element chosen by user, and information about target's corruption level. Only members of the colleges can use this item, but students will not get info about corruption. Only wielders or masters can use it fully effectively (get numbers, not estimations of them) Hidden property: if corrupted character (CS at least 2, i. e. not uncorrupted) uses lenses for scanning, he would get false corruption raport: every one will scan as utterly corrupted; he would get correct result on element AV and DV
The lense's hidden property messed with town a lot...
Spectral Hand
Spoiler Alert, click show to read:
As a FREE action, user can try to steal item from one target. If the target has any item, it is stolen and Hand is destroyed. If target has no items, hand can be used another time Hidden property: if character uses Hand succesfully, he gains 1 point of corruption
Wands of haste, healing, protecting and cleansing
Spoiler Alert, click show to read:
each of them allow casting appropriate spell. Anyone can use it. Using wand is an action, it also costs 1 HP. Hidden property: if user has less than 5 corruption points, he gains one; if target has less than 5 corruption points, he gains one (with exception of the wand of cleansing); character will get only 1 CP if he is both user and target
Never used by anyone
Figurine of wondrous power
Spoiler Alert, click show to read:
it allows you to sent message to any other player; remember to include me as a recipient of such message. It can be used multiple times.
Hidden property: after sending message to or from utterly corrupted player, figurine will become corrupted itself. From this moment, recipients of messages will get 1 point of corruption.
would be better if I give this item to the town earlier
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