WrathChild's role
Cleric Welcome to Wizards at the Sorcerers’ Den! You are a Cleric
, a holy man blessed with divine powers by your deity. You’re part of an adventurer party that was raiding the Sorcerers’ Den before the mayhem started. When everything started, your party wizard died, and now you’re trapped in the middle of the conflict. Now, you must use your abilities at your best if you want to survive. You could bring the wizard back from death, but sadly you ran out of diamonds, the material component of the Resurrection spell. However, if you could get out of that place, it would be easy for you to bring the wizard -and all of your party members that may die- back from the afterlife.
Faction:
Adventurer Party
Alignment:
Good
HP:
10
Group abilities:
You can talk with your friends during nights here .
Abilities:
-Turn undead (two times):
You remove target undead from the game. You are aware that some undead may not be affected by this ability. This is a removing ability.
Spells (four Lv 1; two Lv 2; one Lv 1)
-Deathwatch (Lv 1):
Target up to four players. You learn how much HP remaining those players have. This is a investigative ability.
-Cure moderate wounds (Lv 1):
You heal 3 points of damage to target player. This is a healing ability.
-Mass cure light wounds (Lv 2):
You heal 1 point of damage to up to 4 players. This is a healing ability.
-Spell Immunity (Lv 2):
Target player is immune to all spells during that phase. This is a protecting ability.
-Dispel Magic (Lv 2):
You end one effect affecting target player. This is a dispelling ability.
-Cure critical wounds (Lv 2):
You heal 5 points of damage to target player. This is a healing ability.
-Mass cure moderate wounds (Lv 3):
You heal 3 point of damage to up to 4 players. This is a healing ability.
-Antimagic Field (Lv 3):
You and your allies are immune to spells for the phase. This is a protecting ability.
-Holy word (Lv 3):
You kill target evil player. This is a killing ability.
Items:
Mace [weapon]:
Deal 1 weapon damage.
Ring of deathward (passive):
You are immune to killing abilities.
Win condition:
If you survive ‘til endgame, your team gets 2 points. On the other hand, if you die, your team loses 2 points. You win if your team has 7 or more points at endgame.
Again, team support. Staying alive wasn't extremely hard with that many healing abilities and with the ring.
Vaya's role
Paladin Welcome to Wizards at the Sorcerers’ Den! You are a Paladin
, a holy warrior with a simple mission: destroy all evil on the world. You’re part of an adventurer party that was raiding the Sorcerers’ Den before the mayhem started. When everything started, your party wizard died, and now you’re trapped in the middle of the conflict. Now, you must use your abilities at your best if you want to survive. Blessed with holy powers, you are quite skilled when it comes to pass judgement to the wicked, even from the afterlife. However, those abilities must only be used to harm the evil ones, not the innocent souls caught in the midst of their plots.
Faction:
Adventurer Party
Alignment:
Good
HP:
16
Group abilities:
You can talk with your friends during nights here .
Abilities:
-Detect Evil (unlimited):
Tells you if target player is evil or not. This is an investigating ability.
-Smite Evil (two times):
You deal 6 damage to target evil player. This is a damaging ability.
-Lay on hands (three times):
You heal 3 points of damage to target player. This is a healing ability.
Spells (two Lv 1; one Lv 2)
-Shield Other (Lv 1):
You take half damage target player would take the next time he’s attacked. Target player takes only half damage from that attack. This is a protecting ability.
-Holy Sword (Lv 2)
: Target weapon deals additional 2 holy damage. This is an affecting ability.
Passive abilities:
-Divine grace:
You are immune to non-damaging spells.
-Holy remains:
You can’t be turned into an undead once you die.
-Unbreakable oath:
If you are in the graveyard, you can attack a player with your Holy Avenger. Instead of dealing weapon damage, you deal holy damage. If the target is nonevil, this attack always fail. On the other hand, if the target is evil, this damage can’t be prevented. If you didn’t have the Holy Avenger at the moment of your death, then this ability is disabled. While you're on the graveyard, you can be lynched. If you are lynched you are removed from the game (although you may still win with your faction.)
Items:
-Holy Avenger [weapon](unlimited):
You deal 2 points of weapon damage. If your target is evil, you deal one extra point of damage and ignore any damage reduction the target may have. An evil player grabbing this item permanently loses 1 HP and one spell slot from its maximum level (if any).
Win condition:
For each evil player you kill or are in the lynching wagon your team gets 1 point. For each good player you kill or are in the lynching wagon your team loses 1 point. You win if your team has 7 or more points at endgame.
The party's tank. It's point was to draw attention from the cleric or its other partners. And, there was a plus if it died.
GreyICE's role
Bard Welcome to Wizards at the Sorcerers’ Den! You are a Bard
, a prankster who uses both wit and music to overcome all dangers. You’re part of an adventurer party that was raiding the Sorcerers’ Den before the mayhem started. When everything started, your party wizard died, and now you’re trapped in the middle of the conflict. Now, you must use your abilities at your best if you want to survive. You can use your art to help or hinder others, or you may use your wit to avoid harm. You may be a prankster, and a bit of an insane, but you are loyal to your group. And thus, you know it is your duty to draw all attention so your partners have an easier time surviving.
Faction:
Adventurer Party
Alignment:
Neutral
HP:
8
Group abilities:
You can talk with your friends during nights here .
Abilities:
-Bardic Knowledge (unlimited):
You learn everything about something (role, item, etc), as long as you know its name. This is a miscellaneous ability.
-Inspire Greatness (two time):
Up to three players get +1 bonus to damage to the next attack they make. This is an affecting ability.
-Inspire Heroics (one time):
Up to two players are immune to weapon attacks for the night. This is a protecting ability.
-Fascinate (one time):
All actions are blocked for the phase. This is a mind-affecting ability. This is a roleblocking ability.
-Mass Suggestion (one time):
Up to four players will gain a restriction of some sort (be it action restriction, like “no attacks”; or a post restriction, like “must post with images”.) This restriction remains until the end of the next phase. This is a mind-affecting ability. This is an affecting ability.
-Hide (unlimited):
You become untargetable for the current phase. If used during the day, you lose your ability to vote. This is a hiding ability.
-Disguise (unlimited):
Target a player. All actions targeting that player will be redirected to you. This is a redirecting ability.
-Pick pockets (unlimited):
You can only use this ability if you hid in the previous phase. You steal one object target player has, if any.
Spells (two Lv. 1; one Lv 2)
-Haste (Lv 1):
Target player acts first, regardless of ability resolution order. This is an affecting ability.
-Slow (Lv 1):
Target player acts last, regardless of ability resolution order. This is an affecting ability.
-Deep Slumber (Lv 1):
Target player can’t perform actions for the phase. This is a roleblocking ability.
-Shout (Lv 2):
Deals 3 sonic damage to all other players. This is a damaging ability.
Items:
Shortsword [weapon]:
Deal 1 weapon damage.
Wand of fireball [weapon](three shot):
Deals 2 fire damage.
Win condition:
For each 7 votes you get from players other than your allies, you get 1 point. You win if your team has 7 or more points at endgame.
A role whose main point was to draw attention off the rest of the party, drawing votes to win and hiding to avoid harm. It could also give a hand to the other partners in case pressure fell on them. The win condition would work this way: each day, votes from different players would count only once. His tactic was good, but it's a shame in the end GreyICE became too obnoxious.
gandalf's role
Ranger Welcome to Wizards at the Sorcerers’ Den! You are a Ranger
, a master tracker and a seasoned warrior. You are part of an adventurer party that was raiding the Sorcerers’ Den before the mayhem started. When everything started, your party wizard died, and now you’re trapped in the middle of the conflict. Now, you must use your abilities at your best if you want to survive., your speciality is hunting undead. When you were a child your parents died at the hands of some zombies, planting in you the seed of hate towards all undead. Luckily for you, this place is filled with them.
Faction:
Adventurer Party
Alignment:
Good
HP:
12
Group abilities:
You can talk with your friends during nights here .
Abilities:
-Track (unlimited):
You track the last action target player performed. This is an investigating ability.
-Hide (unlimited):
You become untargetable for the current phase. If used during the day, you lose your ability to vote. This is a hiding ability.
-Double Strike (unlimited):
You make two weapon attacks, either at the same target or at two different targets. This is a damaging ability.
Passive abilities:
-Evasion:
You only take half damage from damaging spells.
-Favoured enemy:
You deal two extra points of damage when attacking undead.
Items:
-Scimitar [weapon](unlimited) x 2:
Deal 2 weapon damage.
-Seeking longbow [weapon](unlimited):
You deal 1 point of weapon damage. This attack can’t be blocked (though the damage can be prevented.)
Win condition:
For each undead you kill, your team gets 1 point. You win if your team has 7 or more points at endgame.
Most undead had low HP, so high damage was not really necessary. It had the track ability to help him pass as town if needed, and hide in case of danger.
CryMeARiver's role
Blood Sorcerer Welcome to Wizards at the Sorcerers’ Den! You are a Blood Sorcerer
, a spellcaster who can infuse its own life energy on spells to make them stronger. You are sure that with this unique ability you will be able to dispatch a few of the invaders before they can even lay a finger on you. And, well, after all, if you die you can become an undead, so no worries there!
Faction:
Sorcerers
Alignment:
Neutral
HP:
10
Abilities:
Spells (four Lv 1, two Lv 2)
-Ice Knife (Lv 1):
You deal 1 point of cold damage to target player. If the attack fails (for any reason other than you being blocked), then you deal 1 point of cold damage to all players that had targeted the target player. This is a damaging ability.
-Death Armor (Lv 1):
Players attacking you with weapons for that phase receive 1 point of damage. This is an affecting ability.
-Chain of Eyes (Lv 1):
You track all actions of target player for that phase. This is an investigating ability.
-Bands of Steel (Lv 1):
Target player can’t perform actions for the phase. This is a roleblocking ability.
-Lesser Globe of Invulnerability (Lv 2):
You are immune to Lv 1 spells for that phase. This is a protecting ability.
-Wall of Stone (Lv 2):
You can’t perform other actions that phase, but you can’t be targeted either. This is a hiding ability.
-Indomitability (Lv 2):
Target player can’t be reduced below 1 HP until the end of the phase. This is an affecting ability.
-Probe Thoughts (Lv 2):
You learn target player’s alignment. This is a investigating ability.
Passive:
-Blood Bond:
Each time you cast a spell, if it’s damaging, you may pay X HP to deal X additional damage with that spell. If it’s investigative, you may pay 3 HP to ignore protections the target may have against investigations. If it’s affecting, you may pay 2 HP to increase the duration for an additional phase. In any case, you may pay 5 HP to ignore protections the target may have from spells. Note that if you can’t actually lose the HP, then the extra effect won’t take place.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
Weak spells that could be powered with HP. A lot of strategy involved, sadly it was removed from game early.
Albert B. Rampage's, Riceballtail's, SnakePlissken's, Pine's, Soben's role
Wight Welcome to Wizards at the Sorcerers’ Den! You are a Wight
, a sentient undead albeit not the strongest. You were hanging out in the Den, eating rotting corpses, and doin’ undead stuff when chaos started. Though you can’t actually feel fear, you are still worried that your nice existence may come to an end, and thus you must use all of your abilities to get out of this one alive. Well, “alive”.
Faction:
Sorcerers
Alignment:
Evil
HP:
8
Abilities:
-Slam (unlimited):
You deal 1 weapon damage to target player. This is a damaging ability.
Passive:
-Spawn:
Players killed by your slam attack turn into skeletons at the beginning of the next night phase.
-Undead:
You are an undead. Unholy damage from sources other than you recovers you; curative spells deal damage instead of healing HP.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
Vanilla townies with sugar on top.
Katy's role
Mystic Theurge Welcome to Wizards at the Sorcerers’ Den! You are a Mystic Theurge
, an odd hybrid between a sorcerer and a cleric. As the only one with access to divine magic, you were actually quite important in the Den, the right hand of the Lich itself. However, now that everything is on chaos, you must prove your worth by killing all invaders before they kill all of you. For that, you have tons of spells, and the ever useful Resurrection spell.
Faction:
Sorcerers
Alignment:
Neutral
HP:
8
Abilities:
Spells (eight Lv 1, six Lv 2, one Lv 3)
-Inflict moderate wounds (Lv 1):
You deal 2 points of unholy damage to target player. This is a damaging ability.
-Summon Monster II (Lv 1):
You either track or watch target player. This is an investigating ability.
-Acid Arrow (Lv 1):
Deals 1 acid damage to a target player. At the end of the following phase, the target player receives 1 extra acid damage. This is a damaging ability.
-Detect Thoughts (Lv 1):
You obtain one message from one quicktopic target player has, if any. This is an investigating ability.
-Mass inflict light wounds (Lv 2):
You deal 1 point of unholy damage to up to 4 players. This is a damaging ability.
-Spell Immunity (Lv 2):
Target player is immune to all spells during that phase. This is a protecting ability.
-Dispel Magic (Lv 2):
You end one effect affecting target player. This is a dispelling ability.
-Inflict critical wounds (Lv 2):
You deal 4 points of unholy damage to target player. This is a damaging ability.
-Resurrection (Lv 3):
You return target dead player to the game. That player returns to the game at the beginning of the next phase with half its maximum HP. This is a reviving ability.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
Resurrecting was powerful. The investigating abilities were also useful, as they were rather scarce. A good addition to town.
Bunnylover's role
Wild Sorcerer Welcome to Wizards at the Sorcerers’ Den! You are a Wild Sorcerer
, bearer of strong yet unpredictable powers. You are actually kind of happy the chaos started, but you are still worried for your own life. You haven’t mastered the arts of wild magic just to die here, right? So, use all of your chaotic abilities if you want to survive (although, well, you can only hope chaos is with you this time...)
Faction:
Sorcerers
Alignment:
Neutral
HP:
8
Abilities:
Spells (four Lv 1, three Lv 2, one Lv 3)
-Wild Magic (Lv 1):
????????
-Wild Magic (Lv 2):
????????
-Wild Magic (Lv 3):
????????
Passive:
-Wild Magic:
Your spells have random effects. The effects depend on the level of the spell slot used. You know what your spells do the moment you cast them, but once you cast them and know their effect you can’t cancel them.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
The spells would be chosen from other player's list, matching the same level of the spell used. This role saved town from a certain defeat, you know?
Amrun's role
Spellthief Welcome to Wizards at the Sorcerers’ Den! You are a spellthief
, a sort-of-warrior trained in dealing with spellcasters. What are you doing then working with sorcerers? Well, they pay good, and they give you the chance to learn some neat tricks. However, you didn’t predicted that you’d be caught in the middle of a war between wizards and sorcerers. Seems like you’ll have to give your best if you want to get out alive of this one, and it seems pairing up with the sorcerers is the best option, so what the hell!
Faction:
Sorcerers
Alignment:
Neutral
HP:
10
Abilities
-Spellstrike (unlimited):
You make a normal weapon attack and can either deal 2 additional points of damage with that weapon, or cast one of your spells (the target of the spell must be the player you just struck). You may only use this against targets that have not voted for you in that phase and that have not targeted you in that phase (the ability will fail if used against such players). This is a damaging ability.
-Steal Spell (Four times):
You make a normal weapon attack and can steal one of the spells of your target. Target player loses one random spell of Lv 1 (if any). Additionally, you may choose to expend another use of this ability to steal one spell of Lv 2 (if any). The target loses one slot or one use of the stolen spell. You may only use this against targets that have not voted for you in that phase and that have not targeted you in that phase (the ability will fail if used against such players). This is a miscellaneous ability.
-Steal Spell Effect (Three times):
You make a normal weapon attack and can steal one of the magic passive effects of your target (if any). Target player loses one random helping passive effect coming from a magic source, and you gain that effect for the phase. At the end of the phase, the target recovers the effect (unless it has expired), and you lose it. You may only use this against targets that have not voted for you in that phase and that have not targeted you in that phase (the ability will fail if used against such players). This is a miscellaneous ability.
-Spell Poison - Mindfire (unlimited):
You attack the target with your weapon. If your attack hits, you poison the target with Mindfire (every time the target tries to cast a spell, it receives 2 points of damage that can’t be prevented.) In order to use this ability, you must sacrifice one Lv 2 spell slot. This is a affecting ability.
Spells (Three Lv 1; two Lv 2):
-Shocking Grasp (Lv 1):
You deal 1 point of lighting damage. This is a damaging ability.
-Touch of Idiocy (Lv 1):
Target player can’t cast spells until the end of the next phase. This is a affecting ability.
-Confusion (Lv 2):
The target of the next action target player takes is randomized. This is a redirecting ability.
-Hold Monster (Lv 2):
Target player can’t take actions in the next phase. This is a roleblocking ability.
Items:
Dagger [weapon]:
Deal 1 weapon damage.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
Awww, I had so many plans for this role. Shame it was removed soooo early.
Beefster's role
Uttercold Sorcerer Welcome to Wizards at the Sorcerers’ Den! You are an Uttercold Sorcerer
, master of the uttercold, a dreadful energy that draws power both from the negative and cold planes. With your powers you are capable of turning even the toughest human in solid ice with the blink of an eye, and thus this little invasion means nothing to you. However, it seems the boss is worried, and you must show your loyalty to him by giving your best in this struggle.
Your uttercold spells have an interesting feature: they won’t hurt undead, meaning that some of your allies may be completely protected from your attacks should you fail to aim.
Faction:
Sorcerers
Alignment:
Evil
HP:
8
Abilities:
Spells (six Lv 1, three Lv 2, one Lv 3)
-Ice Knife (Lv 1):
You deal 1 point of cold damage to target player. If the attack fails (for any reason other than you being blocked), then you deal 1 point of cold damage to all players that had targeted the target player. This is a damaging ability.
-Capricious Zephyr (Lv 1):
You can’t be targeted by non-spell actions during that phase. This is a hiding ability.
-Hailstone (Lv 1):
You deal 2 cold damage to target player. This is a damaging ability.
-Orb of Cold (Lv 2):
Deals 4 cold damage to target player. This action is treated as a weapon attack instead of a spell for other effects that interact with it. This is a damaging ability.
-Wall of Ice (Lv 2):
Target player is protected against abilities that night, and can't perform any action. However, if the target player uses a fire spell, this effect will vanish and the player will receive 2 points of cold damage. If the player is target of a fire spell or a weapon attack, this effect will vanish and the attacking player will receive 2 points of cold damage. This is a protecting ability.
-Ice Storm (Lv 2):
Deals 2 cold damage to all players that perform actions on other players. This is a damaging ability.
-Ice Claw (Lv 3):
You create an ice claw that grapples the target. Target player can’t take actions for the phase and takes 4 cold damage. This is a roleblocking ability.
Passive:
-Lord of the Uttercold:
With any spell you have that deal cold damage, you may choose to deal only half of that damage as cold damage, and the other half as unholy damage (values are rounded down). You know undead recover HP when hit by unholy damage, and thus, your spells don’t affect most of undead.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
An ordinary vigilante-like role. I must say that I liked the way Beefster played.
Surye's role
Lich Welcome to Wizards at the Sorcerers’ Den! You are a Lich
, an undead sorcerer and master of the Sorcerers’ Den. The sudden attack of the wizards caught you and your minions unaware, and you were led to push the panic button to avoid a certain defeat. You triggered an ancient relic that created a great confusion effect on everyone on the Den. It is now your chance to use your abilities to drive the threat away from there, and live to see another night. Well, technically, you are already dead, but you get the point.
Faction:
Sorcerers
Alignment:
Evil
HP:
14
Abilities:
-Claw (unlimited):
You deal 1 point of unholy damage. This is a damaging ability.
Spells (Six Lv 1; four Lv 2; two Lv 3; one Lv 4)
-Magic Missile (Lv 1):
You deal 2 force damage to target player. This is a damaging ability.
-Ray of Exhaustion (Lv 1):
Target player can't perform actions that night. This is a roleblocking ability.
-Vampiric Touch (Lv 1):
You deal 1 point of damage, you recover 1 HP. This is a damaging ability.
-Animate Dead (Lv 2):
You turn a target dead player into a skeleton. You can command the skeleton to attack a player of your choice the same night you create it, or any other night without using your ability slot. A skeleton has 1 HP, and deals 1 weapon damage per attack. As long as the skeleton lives, that player slot can't be affected (for example, the player can't be revived or be targeted by abilities that target dead players). This is a miscellaneous ability.
-Enervation (Lv 2):
Target player loses one spell lot of its maximum level. This is a miscellaneous ability.
-Symbol of Pain (Lv 2):
Target a player. All players that target that player in the next phase will receive 1 point of damage. This is a miscellaneous ability.
-Create Undead (Lv 2):
You turn a target dead player into a mohrg. You can command the mohrg to attack a player of your choice the same night you create it, or any other night without using your ability slot. A mohrg has 3 HP, and deals 2 weapon damage per attack. As long as the mohrg lives, that player slot can't be affected (for example, the player can't be revived or be targeted by abilities that target dead players). This is a miscellaneous ability.
-Energy Drain (Lv 3):
Target player loses two spell slots of its maximum level. You recover 3 HP. This is a miscellanoues ability.
-Finger of Death (Lv 3):
You kill target player. This is a killing ability.
-Create Greater Undead (Lv 3):
You create an intelligent undead from the corpse of a dead player. A player joins the game as an intelligent undead at the end of the current phase. The undead created is in your faction. You may cast this spell only once per game, and only during the night. When casting it, you must target a dead player, and that player will be removed from the game. This is a miscellaneous ability.
-Animus Blizzard (Lv 4):
You summon a blizzard that deals 3 cold damage to all players that perform actions during the night. Up to two players killed by this spell are turned into skeletons. This is a damaging ability.
-Ruin (Lv 4):
You deal 12 points of damage to target player. If the player is killed by this spell, it can't be revived. This is a damaging ability.
Passive:
-Immunity to electricity:
You ignore lighting damage.
-Immunity to cold:
You ignore cold damage.
-Immunity to mind affecting spells and killing abilities.
-Damage reduction:
You reduce all damage you receive by one.
-Superior undead:
You are an undead. Unholy damage from sources other than you recovers you; curative spells deal damage instead of healing HP. Unlike many other undead, you can’t be turned.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
The most powerful role for town, wasted. I must say that while LMP was doing a good job (although he was too trigger happy, which actually ended up hurting town. You know, there were better things that killing someone), Surye totally screwed up.
Spyrex's role
Blue dragon Welcome to Wizards at the Sorcerers’ Den! You are a Blue Dragon
, a powerful creature of myth and legends with a love for the arcane arts. You were training your abilities with a long life partner, chesskid3, when a massive confusion befell on all of you. Next thing you know is that somehow a group of wizards have infiltrated the den to kill all sorcerers. Now, you must use all of your mighty abilities to put such threat to an end.
Well, at least you are not completely confused as everyone else, as thanks to the bond you share with chesskid3, you can still recognize him -and even talk to him!
Faction:
Sorcerers
Alignment:
Evil
HP:
18
Abilities:
-Breath weapon (three times):
You deal 3 lighting damage to target player. This is a damaging ability.
-Bite (unlimited):
You deal 2 weapon damage to target player. This is a damaging ability.
Spells (Two Lv 1; one Lv 2)
-Magic circle against good (Lv 1):
You are protected from all actions coming from good players for this phase. This is a protecting ability.
-Desecrate (Lv 1):
Target undead deals 1 extra point of damage with its attacks. This is an affecting ability.
-Gaseous form (Lv 2):
You become immune to all actions for the current phase. This is a hiding ability.
-Unholy Blight (Lv 2):
You deal 2 points of unholy damage to target good player, and that player fails its next action. This is a damaging ability.
-Arcane Eyes (Lv 2):
You watch target player. This is an investigating ability.
Passive:
-Damage reduction:
You reduce all damage you receive by one.
-Immunity to electricity:
You ignore lighting damage.
-Bond of blood:
You know the Dragon Disciple is aligned with the sorcerers, and he knows you’re aligned with them as well.
-Telepathic bond:
You can talk with the Dragon Disciple at all times in here .
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
A town role designed to take hits. Oh, yes, and mason.
A Gaggle of Geese's role
Dragon Disciple Welcome to Wizards at the Sorcerers’ Den! You are a Dragon Disciple
, a sorcerer with a keen interest in the ancient draconic arts. You were training your abilities with a long life partner, Mana_Ku, when a massive confusion befell on all of you. Next thing you know is that somehow a group of wizards have infiltrated the den to kill all sorcerers. Now, you must use all of your mighty abilities to put such threat to an end.
Well, at least you are not completely confused as everyone else, as thanks to the bond you share with Mana_Ku, you can still recognize him -and even talk to him!
Faction:
Sorcerers
Alignment:
Evil
HP:
14
Abilities:
-Breath weapon (one time):
You deal 2 lighting damage to target player. This is a damaging ability.
-Bite (unlimited):
You deal 1 weapon damage to target player. This is a damaging ability.
Spells (four Lv 1, three Lv 2)
-Alarm (Lv 1):
Choose between yourself and your mason partner. You are warned the next time someone targets you or your mason partner. This is a miscellaneous ability.
-Whispering Wind (Lv 1):
You can send a small message (up to 25 words) to another player. That player won't know who send it. This is a miscellaneous ability.
-Hideous Laughter (Lv 1):
Target player can’t take actions for the current phase. This is a roleblocking ability.
-Chain lighting (Lv 2):
You deal 2 lighting damage to target player and all other players that targeted him. This is a damaging ability.
-Symbol of Fear (Lv 2):
You become untargetable for the night. This is a hiding ability.
Passive:
-Bond of blood:
You know the Blue Dragon is aligned with the sorcerers, and he knows you’re aligned with them as well.
-Telepathic bond:
You can talk with the Blue Dragon at all times in here .
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
The other mason. Not as powerful, but with some interesting abilities.
implosion's role
Flameskull Welcome to Wizards at the Sorcerers’ Den! You are a Flameskull
, a sentient flaming skull (duh). You were just being you, floating around, burning some bats for the hell of it, and you know, being an ass when the chaos started. Though you can’t actually feel fear, you are still worried that your nice existence may come to an end, and thus you must use all of your abilities to get out of this one alive. Well, “alive”.
Faction:
Sorcerers
Alignment:
Neutral
HP:
7
Abilities:
-Fiery Bite (unlimited):
You deal 1 weapon damage plus 1 fire damage to target player. This is a damaging ability.
-Stealth (unlimited):
You track target player. This is an investigating ability.
Spell-like Abilities:
-Fireball (one-shot):
You deal 2 fire damage to target player and all other player that targets it in that phase. This is a damaging ability.
Passive:
-Immunity to fire:
You ignore fire damage.
-Undead:
You are an undead. Unholy damage from sources other than you recovers you; curative spells deal damage instead of healing HP.
Win condition:
You win when all threats to your faction are eliminated, and at least one sorcerer is still alive.
A somewhat vanilla townie on steroids.
Taking a long break from mafia games.
In honor of Erika Furudo, my first scum win (Umineko Mafia).