i figured as much, since im sitting at an airport bored on my laptop, ill do the stats for everyone, as well as the mechanics that were never gotten to (sadness)
Since i am running off my laptop, i think i might have a few things not updated between charater PMs, so if it is different, feel free to correct it.
Battles System was done on a 3/1/1 system, where an attack vs a weakness = +3, an attack vs a defence was -1, and a netural attack is +1.
Win Conditions:
Innocents: Kill off Pinman (assassin), Kill off All Agents, Kill off All Counter Agents
CA/Agents: Kill off all of the opposing faction, as well as Pinman, and control a voting majoirty
Assassin: Kill off all the agents, and then have less players alive then the total number of your attack types divided by 3.
There were no tories in this game, though i did find it funny that everyone assumed that there were who played the last one.
Every 7 days, there were plans to have a global 10% price increase (with the exception of a charater who wasnt played)
Starting on the 8th day, Amulets of Protection were planned to go on sale, costing 1500+100 for each purchased GLOBALLY (aka 5 are bought by anyone, the next one costs 2000) These amulets, would passivly defend against a single TARGETED ability, or a scan of any time, automatically, and are single use.
And the Charaters
Lady Luck
Spoiler:
Reverse the Sands: Should you enter combat against a foe who is overwhelmingly at an advantage against you, you will remain victorious. Should you only have a slight advantage against him, you will lose. Your equipment puchases cost an additional 25%.
You are gifted with the power of the gods, and you posses a supernatural pre-awareness of danger. You are skilled at taking advantage of your foe's mistakes.
Flashy elemental magic is not among your fears, and close quarters combat leaves you little worry. You find it easy to target quick foes, and your attacks are difficult to counter.
Mental attacks are a threat to you, as is magical trickery. Transmutative effects are difficult for you, and strong foes are a challange. You do not fare well against foes who have a companion of sorts.
//Overwhelmlingly was counted at +/- 5 points. If an upgrade was obtained, the ranged would be lose by 4 =win, win by 4 or less = loss.
Manhunter
Spoiler:
Man Hunter
Flawless Strike: Each combat you enter, you may declare a single stat. If you declare a stat, it will be removed from your oppoents lists untill the end of the combat. (I.E. if you were to declare melee, +Melee, XMelee, and -Melee would be removed.
You are skilled with some form of weapon, and you have trained long and hard with a companion. You are gifted at defending versus attacks, and you possess a supernatural regeneration.
Foes who use transmutation do not fair well versus you, and foes who rely on their companion for support are of no threat. Heavily armored foes find you a challenge, and foes with a sixth sense find you too erratic to rely on that ability.
Foes who use flashy elemental spells are a danger to you, as are foes who confuse you with their attack style. Abnormally quick foes confound you, as are foes who take advantage of your mistakes.
// On upgrade, this charater would have been able to use his attack not only to remove a skill from the attack and defense grids, but add the same skill as a weakness
Horseman
Spoiler:
Horseman
Charge: You ignore all defensive skills used against you, but you leave yourself more open to magic attacks. You must declare if you wish to use this ability.
You put much force behind you attacks, and you are skilled with a weapon. You are abnormally fast, and you are trained in the use of armor.
Foes who attack from a distance do not fare well against you, nor do for foes who try to cross you up with their attacks. Flashy elemental spells do not faze you.
Mental attacks are a problem for you, as are conjurers. Foes who use transmutative magic find you at a loss, as are foes skills at close ranged combat.
/Weak to magic attacks was counted at +.25 for each magical attack possessed, and if he was weak to it, +.5. Completly ignores all defensive abilities of both players when in use. If upgraded, this skill would have the added effect of allowing the Horsemaster to preserve a single defense type he possesses of his own choice which using it.
False Prophet
Spoiler:
False Prophet
Played by:
Prophecy: You have the ability to receive visions of a person while you sleep. These dreams are imperfect, but will impart knowledge of some of the target's stats or possibly a special ability. If only you could understand the meaning of the dreams.
You have been granted gifts from the gods, and you are skilled at fooling your foes through magic. You posses a supernatural sense of danger, and you can also fool your foes through more mundane means.
Foes who attack you from a distance fair badly against you, as do foes who try to dodge you attacks. You are able to see through nonmagical trickery.
Flashy elemental spells are a threat to you, as are attacks focuses at your mind. Conjured threats are difficult for you to deal with. Foes who put much force behind their attacks are strong versus you.
//This ability would reveal 1/2 of all stats, as well as a 50% chance to reveal something about someone's ability, unless he manged to hook up with the dreamer, which would be a full scan of all stats and ability
On upgrade, this skill would be able to be used once per day and once per night, instead of only at night, provided the dreamer also gained a similar upgrade.
Necro-master
Spoiler:
Resurrection: You have the power to resurrect a single combatant. The process takes one day, which you must live for in entirety, and must find 2 assitants, one with +divine and one with +Nether. Upon resurrection, the target is granted a small amount of gold (500).
You posses strong mental powers, and you are skilled in the use of black magic. You are trained in armor use, and are able to guard against attacks.
Physically Strong foes are no threat to you, and neither are foes who are skilled in close combat. Weapon based attacks do not fair well versus you, and foes who look for opening are disappointed.
Holy magic sears your dark soul, and when faced with multiple opponents, you are confused. Quick opponents are difficult for you to deal with, and foes who guard versus your attacks confound you.
+Psionic +Nether +Armor +Block
XMight XUnarmed XMelee XCounter
-Divine -Synergy -Speed -Block
//Resurrection would permantely drain the +divine and +nether skills from both assistances, and would only work once. Each futher attempt would have been designed to lead the necromaster to belive it was based on luck, and would give him a generic -1 Weakness trait that would reduce his offence. An uprgrade would grant an additional resurection, this time without draining stats from the helpers.
Barbarian
Spoiler:
Bloodthirsty: Through rigorous training in offensive skills at the cost of defensive, you gains more attacks then the average combatant, but lacks the defensive capabilities of most of them. Your defensive type purchases are increased by 20% in cost.
You put much force behind you attacks, and you are skilled in a weapon. You are easily able to cross up for foes with your attacks, and you are abnormally quick. Blocking attacks is second nature to you, and you are able to take advantage of openings you foes provide you.
Ranged attacks do not fair well versus you, and you find close combat to lack effectiveness against you. Foes who rely on their supernatural regeneration also are easy for you to dispatch.
You are susceptible to mental attacks, as well as conjured threats. Foes who rely on an ally confound you, and you find it difficult to overcome a supernatural sense of danger.
//On upgrade, this player would recieve a 20% discount on attack type purchases, and negate the penatly on defense.
Dreamer
Spoiler:
Invade Mind: You may invade the mind of a target once per night. Filling them with horrid nightmares, they are shaken and cannot fight as well for the next day. You will also be able to obtain any scanner checks made by them during the following day.
Interpret Dreams: You can understand dreams better then anyone else.
You are skilled in the Dark Arts, and you easily cross your foes up with your attacks. You are skilled at taking advantage of openings left by you opponent, and you posses a supernatural awareness of danger.
Flashy elemental magic merely annoys you, while illusions fail to confound you. Armored foes fall before you, and you see through mundane deceptions.
Metal attacks are especially effective against you, as are attacks made from range. Foes who look for your openings fair well against you, and you find it difflicult to overcome a supernatural awareness.
//Invade mind granted the player a -1 to their battle total for 1 day (this was use on Nahkarma on night 1. Read Dreams was designed to be used in conjunction with the false prophet. On an upgrade, it would be -2 instead, and the scanner jacking would last for an additional 1/2 day (total 1.5 days)
Mutant
Spoiler:
Energy Drain: You may choose an attack type before the start of each of you matches. If the opponent has that attack type, you will steal it from him for the duration of the battle. If he does not have that attack type, you will suffer a penalty. You are also a bit weaker then a standard combatant.
You are skilled at close combat, and you are able to attack from a range. You regenerate your wounds at a supernatural speed.
Flashy Elemental magic doesn't faze you, and you are highly resistant to mental attacks. Transmutative effects do not harm you, and you are easily able to overcome a supernatural danger sense.
Dark Magic is a threat to you, and you do not fare well against more then one target. You are easily crossed up by confusing attacks, and you cannot cope easily with armor.
//On upgrade, energy drain would grant the mutant an additional generic +2 to combat reguardless if sucessful, or +1 if not.
Risk Breaker
Spoiler:
Risk Breaker
Played by
Risk Taking: The Risk Breaker only loses 1/2 the normal amount of gold on bets, but must bet at least 1/4 of his total gold pool (gold worth, not net worth) each match. He also receives a 25% bonus to gold won through betting. Failure to bet will cost you 1/4 of your gold pool (not net worth, just gold on hand).
Once ever 3 days, before a combat, you may elect to "roll the die" in which case a die will be rolled, and an effect will take place depending on the dice roll. These effects ranged from a + or - to total combat score, to attack/defense shifts to other things.
I Stand Alone: The more teammates you have lost, the stronger you become passivly.
You are skilled at deceiving you foes, both with illusionary effects, and with mundane trickery. You are able to conjure threats, and you possess a supernatural sense of danger.
You are resistant to transmutative effects, and foes who try to cross you up are foiled. You adapt quickly and easily to overly fast foes, and foes who attempt to counter your attacks meet with no success.
Flashy elemental spells are difficult for you to deal with, as are dark magic effects. Close combat fighting is one of your weaknesses, and skilled weapon users are very dangerous to you.
//Roll the Die was an odd skill in design. 4 Dice were rolled, for each 1 rolled, the Risk Breaker would take a -1 to his total, and for each 6, he would be at plus one. After upgrade, this ability would increase to a roll of 1 or 2 as -1, and a 5 or 6 to +1. I stand alone actually made him weaker untill his teammates started to die off. It actually started off at -1, and after 2 deaths would change to +1, and each death on his team after that would grant +1 again to combat.
Holy Man
Spoiler:
Divine Justice: You are able, once every 3 days, to engulf the arena with a magic type you possess. Both combatants will be equally affected.
You have been granted divine favor, and you are skilled at confusing you foes with magic. You can conjure skillfully, and you have trained with a companion of some sort.
Conjured effects do not harm you, and you are able to effectively deal with more then one target. Foes who try to cross you up with their attacks fail, and you deal well with overly quick foes.
Foes skilled in close combat are difficult for you to deal with, as are foes who watch for your mistakes. You are easily fooled by mundane trickery, and you have a hard time keeping up with foes who regenerate their wounds.
//After Upgrade, this skill could be used every 2 days. It was used in the first fight of the game, as well as in the Mentors first fight.
Carrion Feeder
Spoiler:
Feed: You hunger. After each of your victories, you gain a passive bonus to your combats, which will fade in time.
You are skilled with the dark arts, and you are good with transmutative effects. You put much force behind you attacks, and you are effortlessly able to block attacks. You are also blessed with a supernatural rate of healing.
You are good vs. foes who attack from a distance, and foes who wear armor are not difficult for you. Foes who look for a weakness before attacking are disappointed by your style.
You are vulnerable to the holy arts, and are easily fooled by magic. You are weak against foes who use transmutative effects, and you cannot deal with more then one foe at a time well at all. Foes with a supernatural awareness of danger confound you.
The carrion feeder, after his first victory, would have been in trouble if he didnt keep winning. The bonus would fade away in a number of days equal to the 3 minus the bonus. This would llow him togo into negative power if he stopped fighting. After upgrade, the bonus would have become 1.5, and a day added before decay occured.
Overlord
Spoiler:
Influence: Your influence grants you several bonuses. Your are granted four extra secret votes. You also may once a week have the GM "confirm" something publicly, and every 3 days send a PM to a single foe (at GM's discresion).
You have a very powerful mental attack, and you are able to confused foes with magic. Transmutative effects are one of your strengths, and you are able to take advantage of any opening left for you attacks.
The dark arts have little effect on you, and you see clearly though illusions. Foes that try to dodge you attacks fare badly, and you are not easily crossed up by confusing attacks.
Flashy elemental spells are you downfall, and both close ranged and weapon based attacked are hard for you to defend against. Foes that are able to block you attacks are dangerous as well.
//A charater for misdirection, had he recieved and upgrade, he would have been able to gain his 4 extra votes a Week, as opposed to a 1 time thing.
Shaman
Spoiler:
Aura Flux: You can make either yourself, or any other player, appear as an agent, or as an innocent to any attempts to scan them. This is limited to being in effect on one person at a time, and will remain in effect until u change it, which will switch at the end of the current cycle. Death will still reveal true Agent status or true innocence.
You are blessed with divine power, and fierce elemental Magics heed your call. You have power mental abilities, and you are skilled in the art of transmutation.
You resist conjured magic easily, and foes who try to cross you up fail. Those who rely on blocking you attacks, or trying to evade find themselves at your mercy.
Very strong opponents are hard for you to fight, as well as those skilled with a weapon. Fast opponents confuses you, and you find it difficult to overcome a supernatural danger sense.
An Upgrade on this guy would have allowed him to manupulate the death result, (aka could make an innocent appear to be an agent and vice versa)
Amoeboid
Spoiler:
Anamorphous State: Once every 3 days you may rotate a total of 3 skills between your attack types and defenses and weaknesses.
You are skilled are fooling your foes with illusions, and you can attack well from a distance. You have trained with some sort of companion, and you can fool your foes through non magical means as well.
Conjured magic is no threat to you, and foes that try to block your attacks meet with little success. You easily hit opponents who are hard to hit, and foes that rely on supernatural regeneration cannot keep up with you.
Transmutative effects are strong against you, and you find it hard to resist a skilled weapon user. Fast opponents are trouble, as are those who look for openings in your stance.
+Illusion +Projectile +Synergy +Deception
XConjuration XBlock XDodge XRegeneration
-Transmutation -Melee -Speed -Counter
//An upgrade on this charater would have allowed the stat rotation to occur every 2 days
Vampyre
Spoiler:
Undeath: You are at a disadvantage at daytime combats, and at an advantage at night. You are also hard to distroy by nonmagical means. Should you be killed by a foe without a magic attack type, you will reform in several days, minus you gold.
You have powerful mental abilities, and you are able to transform yourself and the world around you. You have trained closely with a companions, and to regenerate your wounds.
Conjured magic is of no threat to you, and close ranged fighters are a cakewalk. Weapon based attacks, as well as abnormally strong foes are no cause for concern.
Foes that attack from range spell trouble for you, as do foes that cross you up with their attacks. Fast foes are your bane, as are foes that watch for openings before they attack.
+Psionic +Transmutation +Synergy +Regeneration
XConjuration XUnarmed XMelee Xmight
-Projectile -Feint -Speed -Counter
//An upgrade would remove the daylight penatly. The Vampyre was at a +3 advantage at night time, but a -3 at day time.
Juggernaut
Spoiler:
Unearthly Toughness: In a combat where the outcome would be fairly close, the juggernaut will win.
You put a lot of force into your attacks, and you are very skilled at close combat. You have been trained in the use of armor, and you body regenerates from wounds at a supernatural rate.
You shrug off both fancy elemental magic and illusions, and you are very resistant to close combat maneuvers. Foes that try to block your attacks do not fair well at all.
Mental attacks are a source of trouble, and you do not deal well with conjured threats. Foes that attack from range are difficult for you, as are fighters that are abnormally quick.
+Might +Unarmed +Armor +Regeneration
XElemental XIllusion XUnarmed XBlock
-Psionic -Conjuration -Projectile -Speed
//Close was -2. An upgrade would me he would ignore stage choices and bump the total to -2.5
SpellSword
Spoiler:
Runic Blade: Every day, you have the freedom to change one of your magic type attacks (assuming u purchase more, or else just the one you have) to any of the other 6 magic types.
You are skilled at using elemental magics, and you have trained extensively in both weapons and armor. You also are able to block foe's strikes easily, and you put much force into your strikes.
The dark arts have little effect on you, and conjured magic fails to harm you. Foes who try to guard against your attacks find themselves overwhelmed, and foes who regenerate their wounds cannot keep up with you.
Mental attacks are very effective against you, as are transmutative effects. Ranged attacks are difficult for you to battle, and those who wear armor are touch and go at best.
+Elemental +Melee +Armor +Block +Might
XNether XConjuration XBlock XRegeneration
-Psionics -Transmutation -Projectile -Armor
//An upgrade would Negate (0 out) any magic types that had been changed in the last 3 days used against him
Sadist
Spoiler:
Question: You once per day are able to determine of any combatant who has fought recently (last 2 game days) is an Agent of the Imperium or not. You may also each cycle ask a yes/no question about a single person that will be answers with either a yes, no, or irrelevant. (ie. Does the Dragon slayer have +melee? Also cannot be used to determine guilt) Also, if you manage to obtain the proper name of a power, you will learn what the power does. (ie, if someone tells you their power is named Kill, and you pm me with that name, if it is correct I will tell you what "Kill" does, but this takes the place of your question for the cycle.
You have been gifted with divine power, and you have been trained in the use of weapons. You wear armor, and are skilled at taking advantage of your foe's mistakes.
You see through illusions easily, and ranged attacks do not fare well against you. Foes who try to take advantage of your mistakes do not trouble you, and mundane trickery only amuses you.
Mental attacks are difficult for you to defend against,
and dark magics harm you. Foes who try to cross you up with their attacks meet with great success, and you find it difficult to penetrate a strong guard.
+Divine +Melee +Armor +Counter
XIllusion XProjectile XCounter XDeception
-Psionic -Nether -Feint -Block
//And upgrade would double the ammount of questioning. Intersting note. This player did catch on that pinman was more then a normal player, even though i dropped a fairly large hint at the start of the game, when she first used her ability to check out pinman's agent status. The message i sent out was "You are not quite sure, all you can tell is he is NOT an agent" while the innocents she checked came out Innocent. I would like to hear pinmans story tho.
Blood Brother
Spoiler:
Blood Reading: You may determine once a day the stats or a special ability of someone who has fought the day before.
Vendetta: You gain a bonus in combat against those who have voted for you to fight in the last few days
You posses strong mental powers, and are skilled in conjuritive magic. You are supernaturally fast and skilled at dodging attacks.
You are resistant to both holy magic and the dark arts, and strong foes do not fare well against you. Foes that regenerate their wounds are unable to keep up with you.
Elemental magic confounds you, as do foes who attack from a distance. Foes who try to cross you up with their attacks meet with great success, and you find foes who have a unnatural awareness of danger quite a challenge to cope with.
+Psionic +Conjuration +Speed +Dodge
XDivine XNether XMight XRegeneration
-Elemental -Projectile -Feint -Intuition
//Bounus from vendetta was +1, and on upgrade, a blood reading would reveal stats and special ability.
Were Beast
Spoiler:
Lycanthope: If you are defeated in combat, you foe will be infected with your affliction. Over the next 3 days their skill set will change slowly to match your natural stats, and at the end of which, will lose their ability and gain this one.
You are skilled in the darker magics, and you have been taught transmutation magic. You are skilled at close combat, and you are skilled in armor use.
You resist mental attacks with ease, and foes who rely on close quarters fighting are at a disadvantage. You fight foes who attack from range well, and foes who regenerate their wounds find you tough to deal with.
Conjured threats are difficult to deal with, and overly strong blows keep you off balance. You have problems dealing with more then one foe at a time, and mundane trickery fools you more then others.
+Nether +Transmutation +Unarmed +Armor
XPsionics XUnarmed XProjectile XRegeneration
-Conjuration -Might -Synergy -Deception
//My favorite characte design. Sadly he would have only got a bonus attack or defensive type on upgrade.
Ronin
Spoiler:
Counter Specialist: Your defensive strengths grant you an additional bonus to combat, over the normal, as you are exceptional at countering.
You are trained in various weapons, and you are skilled at dodging attacks. You are very fast, and are able to take advantage of any opening.
Mental attacks do not harm you, and strong blows are easy for you to handle. You are not easily crossed up with tricky attacks, and foes who try to guard are weak to your attacks.
You are fooled by both illusions and mundane trickery, and you do not fare well against multiple opponents. Armored foes are difficult for you to strike well.
+Melee +Dodge +Speed +Counter
XPsionics XMight XFeint XBlock
-Illusion -Synergy -Armor -Deception
//Each defensive type that lined up granted bonus +.5 to ronin. After upgrade, it would have been +1
Eidolon
Spoiler:
Dopplegang: You are able to copy the attack types of any foe u have defeated, or who has fought recently once per 3 days, minus equipment. This new attack set will COMPLETELY replace your natural attacks. You must pm me with the intention of the character you wish to copy, and you will NOT have the exact types revealed to you.
You are skilled in both the dark arts, as well as in transmutative magic. You have trained with a companion, and you fool your foes through nonmagical means.
Black magic cannot touch you, and you are not fooled my magic. Strong foes cannot overcome your defenses, and weapon based attacks do not faze you.
Holy magic burns you more then others, as does flashy elemental magic. Quick foes are a problem for you, as are foes who are evasive.
+Nether +Transmutation +Synergy +Deception
XNether XIllusion XMight XMelee
-Divine -Elemental -Speed -Dodge
On upgrade, dopplegang would have allowed access to ANY dead charater, not just from battles with himself.
Sacred Fist
Spoiler:
Ki Strike: If your foe is weak to either divine magic, or elemental magic(only 1 even if your foe is weak against both), you will be granted a bonus as if u had those as an attack type. You will not be penalized if they are resistant to either of those attack types.
You put a lot of force into your attacks, and you are skilled at close combat. You are extremely fast and skilled at dodging attacks.
You resist both elemental and dark magic. Conjured threats are nothing to you, and weapon based skilled cannot break your defenses.
Magical Illusions confound you, and armored foes are difficult for you to harm. Foes who block and parry your attacks spell trouble for you, and those who look for openings in your defenses make you sweat.
+Might +Unarmed +Speed +Dodge +deception
XElemental XNether XConjuration XMelee
-Illusion -Armor -Block -Counter
//The Assassin, ill let him tell you about himself, since i dont have the pm on this computer anymore. He didnt not get a normal upgrade bonus, as he was rewarded per target killed with bonus stats and money.
Pickpocket:
Every day you may choose a target. You will steal 10% of their current gold pool.
You are skilled with the dark arts, and you fool your foes through both magic and mundane methods. You are very talented at evading attacks.
You are resistant to both elemental magic, as well as dark magic, and you deal easily with foes who rely on enhanced movement speeds. You clearly see through mundane trickeries.
You are susceptible to both holy magic, and mental attacks, and armored foes are difficult for you to face. Foes who have a sixth sense in combat are difficult for you to defeat.
+Nether +Illusion +Dodge +Deception
XElemental XNether XSpeed XDeception
-Divine -Psionics -Armor -Intuition
//Upgrade would have brought this to 20%
Shadow Stalker
Spoiler:
Cloak of shadows: Your cloak of shadows has a 2 fold effect. Scanners aim at you are only 1/2 effective, thus it takes 2 scans to get the full set of stats that scanner would reveal. Secondly, you are immune to all abilities that are targeted at you. You also nullify all special abilities possessed by your foes in combat.
You can confuse your foes both with and without magic, and you cross foes up with your attacks. Ranged attacks are another forte of yours.
Transmutative magic does not effect you much, and melee attacks cannot harm you. Armored foes do not faze you, and your strikes evade a strong guard.
Both elemental and dark magics destroy you, and you are not good in close combat. Multiple targets at once confuse you as well.
+Illusion +Projectile +Feint +Deception
XTransmuation XMelee XArmor XBlock
-Elemental -Nether -Unarmed -Synergy
//upgrade would have rendered him totally immune to scans of all types, and he could also grant this protection to another player once every 3 days.
Void Walker
Spoiler:
Void: Once per 3 days, you can create a magical Void that will negate a single magic type. This effect lasts for 1 day.
+Elemental +Conjuration +Transmutation +Regeneration
XElemental XSynergy XSpeed XArmor
-Unarmed -Counter -Intuition -Regeneration -Nether
//Upgraded and he could have doubled up, negated 2 magic types every 4 days, or one ever 3 days.
Planeswalker
Spoiler:
Planar shift: You character will always received the stage bonus, either in the elemental planes, or the void. You will nullify resistances to both XElemental and XNether, and these attacks will be less effective versus you. Your attacks will also be stronger of these types.
You wield elemental magics well, and you are a master of the dark arts. You are also skilled in the powers of transmutation and conjuration.
Holy magic is no match for your arcane might, and metal attacks do not fare well against you. Foes who try to guard versus your attacks find themselves overwhelmed, and you see through mundane tricks.
The dark arts are powerful against you, and strong attacks are difficult for you to defend against. Close combat is a weakness of yours, and you are hard pressed to strike evasive foes.
+Elemental +Nether +Conjuration +Transmutation
XDivine XPsionics XBlock XDeception
-Nether -Might -Unarmed -Dodge
//And upgrade would have added an additional magic type of the players choice to the above list.
Drunken Brawler
Spoiler:
Drunken Mastery: Can Choose between Elemental, Projectile, Melee, Regeneration at will as a bonus attack type, changeable at will (except during combat). Should you choose one you will also be granted a weakness to the same.
You are skilled at close combat, and you can cross your foes up with you attacks. You are able to watch for opening your foes leave you, and you can use mundane tricks to confuse your foes.
Mental attacks do not fare well versus you, and strong opponents find you difficult to harm. Weapon based attacks are not a threat, and those who rely on a strong guard are overwhelmed.
Conjured magics are a treat to you, and you do not cope will with foes who attack at range. Armored foes are difficult for you to injure, and evasive foes are hard for you to strike.7
Reincarnation: 4 cycles after your death ( 2 days and 2 nights you will return to life. Upon each death, you will only lose 1/2 your true net worth, and will revive with the other half. All equipment and items will be maintained. You will be counted as dead for all game purposes, including victory conditions during this time.
You put much force into your attack, and u can attack from range. You are supernaturally fast, and are skilled at guarding against attacks.
Holy magics do not harm you, and foes who rely on close quarters combat find you a challenge. Foes who try to cross you up with attacks fail, and those who rely on a supernatural awareness of attacks cannot predict you.
Illusionary spells are effective versus you, and weapon based attacks are hard for you to combat. Mundane trickery confuses you, and you cannot keep up with foes who regenerate their wounds.
+Might +Projectile +Speed +Block
xDivine XUnarmed XFeint XIntuition
-Illusion -Melee -Deception -Regeneration
//The player didnt know that he had to survive a total amount of time equal to the time he spend dead, or else he would come back 1 day later. To a max of 2 times An upgrade would remove this restriction.
AEthermancer
Spoiler:
AEther Flash: Once a week, you are able to disable all speical abilities for the duration of 1 day.
You are skilled at conjuring magics, and you attack from range easily. You are supernaturally fast, and your wounds heal at an extraordinary rate.
Holy magics do not harm you, and you resist transmutative effects. Armored foes pose no threat, and you are able to confuse foes who rely on a supernatural sixth sense.
Flashy elemental spells are a weakness of yours, and strong attacks pose a large threat. Multiple targets are hard for you, and you find evasive foes difficult to strike.
+Conjuration +Projectile +Speed +Regeneration
XDivine XTransmutation XArmor XIntuition
-Elemental -Might -Synergy -Dodge
//Upgrade would have reduced the CD to 5 days.
Mage Masher
Spoiler:
Silence: Disables public posting of a target for 1 cycle once per day. Also, once per 3 cycles (day night day or night day night) you can disable the magical attack type of any combatant. You cannot target one already slated to fight in the public vote, but u may target one in the Agent battles. This weakening lasts a single cycle, and may disable the ability of the target, if it requires a verbal element.p
A few notes about your power:
They do not lose their vote, all they can do is post a vote. They are not limited in responding to PMs, and that would be impossible to police anyways. Also, you will remain hidden while you use this power, unless the target possesses the "intuition" attack type. there will then be a 50% chance that you will be revealed to that person. Also, there is a chance on repeat uses on the same person that you will be caught.
You have been touched with Divine power, and you have strong mental abilities as well. You are skilled in close quarters combat, and you can cross your foes up with your attacks.
You are resistant to transmutative effects, and supernaturally fast foes cannot rely on their speed when facing you. You strike evasive foes without error, and you are not fooled by mundane trickery.
Flashy elemental spells are difficult for you to resist, and the dark arts have always been somewhat of a sore spot. Skilled weapon masters worry you, and you are also easily crossed up by a skilled foe.
+Divine, +Psionics, +Unarmed, +Feint
XTransmutation, XSpeed, XDodge, XDeception
-Elemental, -Nether, -Melee, -Feint
//An Upgrade would have removed the day fight limitation, as well as reducing the cd to 2 days.
Curse of Telepathy: You can once per 2 days infect a foe with a curse of telepathy. You will receive all PMs sent by the target during that time.
You are skilled in both the elemental and dark arts, and you are skilled at transmutative magic. You are also supernaturally fast.
You are resistant to holy magics, and you can combat more then one foe at the same time. Armor provides no defense from your attacks, and you strike evasive foes easily.
You do not deal well with conjured threats, and strong attacks are difficult for you to cope with. Fast foes confuse you, and you find it difficult to combat a supernatural sixth sense.
+Elemental, +Nether, +Transmutation, +Speed
XDivine, XSynergy, XArmor, XDodge
-Conjuration, -Might, -Speed, -Intuition
//Upgrade would just grant gold to this player, based off how long it would take
Illithid
Spoiler:
Devour Brain: The trademark mind flayer killing blow. You have developed the ability to harness the power of a devoured brain. When you kill someone in the arena, you may choose to take on one of their magical attack types, or non magical defenses. This becomes an innate part of your skill set for a few days.
Dominate person: Once per 3 days you can dominate a person, forcing them to vote in a matter of your choosing, as well as forcing them to post a single message.
You have strong mental powers, and you are very strong. You are skilled in close combat, and you are able to take advantage of openings your foes leave you.
You are highly resistant to mental attacks, and you see through deception, both magical and mundane. Foes cannot rely on a danger sense to combat you.
Holy magic harms you, and you are susceptible to attacks from range. Weapon skills are hard for you to combat, and you are easily confused by tricky attacks.
+Psionics +Might +Unarmed +Counter
XPsionics, XIllusion, XIntuition, XDeception
-Divine, -Projectile, -Melee, -Feint
//upgrade would make the stolen attack type last 2 more days.
Mentor
Spoiler:
Instruction: You are able to 3 times change one character's natural attack type to any other attack type that they do not already possess. This is a permanent process. Also, once every 6 days, starting on the 6th day, you may gift a single attack or defense type to any player other then yourself, or you may grant a single weakness to a player of an attack type you do not possess. Your equipment purchases are also 10% cheaper.
+Divine, +Elemental +Unarmed, +Block
XNether, XProjectile, XRegeneration
-Illusion, -Transmutation, -Melee, -Dodge
//an upgrade would grant 3 more charges to this ability, and lower the cd on weaknesses to 5 days.
Warlock
Spoiler:
Cabal Ritual: Each day you may choose a team. For each of those players that fights in the next cycle, you will be granted a passive generic bonus on your next battle. This power, is of course unusable day one, and your predictions must be in to me by the end of the night for the next day. If one of those players dies, you will be permanently granted a single attack and defense type of the deceased for the first time of each.
Entrap Soul: If you slay someone in combat, you will trap their soul with dark magics, and be granted their special ability for a number of days.
You are skilled at wielding both elemental and dark magics, and you have trained extensively with a pet.
You are good versus people who use weapons, and you can deal with multiple foes with ease. You find armor foes to be little match versus you.
Holy magic harms you, and you do not resist transmutative effects well. You cannot strike evasive foes well, and you do not deal enough damage to keep up with someone with supernatural regeneration.
+Elemental, +Nether, +Synergy
XMelee, XSynergy, XArmor
-Divine, -Transmutation, -Dodge, -Regeneration
//Upgrade would allow him to get an additional attack and defense type.
Forsaken
Spoiler:
Anti-magic: Due to your "creation" due to highly magical means, you are extremely resistant to all magical abilities. You get a bonus in combat for each magical attack type your foe may, and abilities targets at you are only partially successful.
You are very strong, and are skilled in the use of armor. You can cross foes up with your attack, and you regenerate your wounds quickly.
You are highly resistant to elemental, divine, mental, and dark magic attacks.
You do not cope well with conjured threats, and transmutative effects are a threat. Ranged attacker, and foes who guard against you attacks are not easy for you to deal with.
+Might, +Armor, +Feint, +Regeneration
XElemental, XDivine, XPsionics, XNether
-Conjuration, -Transmutation, -Projectile, -Block
//An Upgrade would render him immune to all magic and all abilities.
So, Kitto, your informant who knew other people's alignments was actually you?
This sounded like a well thought-out game that would have had some interesting results. The Warlock has the exact same stats as in Dissensions 1.
But on to other things, it looks like 3 different special abilities (if you count KittoKittoAsa's) were used on the first fight. The Illithid seems to have used his exactly once, to change Catharsis's vote at some point. Vampyre vs. Were-Beast would have been interesting with their special abilites- The Vampyre would ressurect if he lost, and get his stats changed to the Were-Beast if he won.
I was also an Agent. My ability was awesome, and probably overpowered. Since, as an Agent, I got to choose the fight, I would know all four of the combatants for the next day, which accumulated to massive 'passive bonuses' by cabal ritual, and I also had won an attack and defense type.
We noticed that. Nahkarma's ability was quite similar to Martyr Brisingamen's, as well. Attempts to capitalise on this didn't lead to much, however (AFAIK).
It's worth adding that, like in the original Dissensions, there were a few people we couldn't let die - BananaLee and Charles Li were two, but more importantly, we weren't allowed to see PINMAN die (assassin!) or KITTO (the prophet!). You evil so-and-so, Tolis.
Anyway, good game. Sorry for losing interest towards the end. (And also to my various allies, both Agent and innocent, for my being utterly inept. What's been proved, here and in the last Dissensions, is that I suck at being mafia. )
And here I was just coming around to suspecting you, Catharsis, after protesting your innocence for most of the game. I can't for the life of me remember what made me change my mind, though.
Did the counter-agents, agents and assassin know what their victory conditions were? (Figures I had one of each among the people I was talking to.) The innocents were blind to that; I'm not sure how that would have worked out.
I stink as an innocent. Can I be a mafia again next time?
That could have been very strange. Methos kept pushing to have a Candle of Truth used on him -- he says he would have made a statement along the lines that your goal was for the innocents to win. I would definitely have tried to accomplish that had the game not stalled and left me in limbo: you three were half of the coalition kittokittoasa's scans were building, after all, and that could have settled the trust issue once and for all. But how would it have come out? As true or as false?
I'd also like to know the rationale behind the "agent battle" choices.
I bought +Elemental, before I even knew your weaknesses. After Catharsis told me of your weaknesses, I figured I might have a chance to beat you.
I was intentionally keeping low profile, but sadly it's a two edged sword. I remain unnoticed by most, but some might start to think that I'm not playing or have lost interest, which was not the case.
Ah, the Candle of Truth. I was considering proposing some sort of mass CoT-bluff for the second week (basically, PM a load of players who might not be in regular contact with others and ask them to PM back 'I am not an Agent' or something like that). That blatantly wouldn't have worked, or fooled anyone, but I was chaotic-evil, so that didn't matter.
As for the Agent battles: a lot of them were set up to accommodate Tasslehoff's rather awesome ability. (Although it seems as though tailless's ability was even more awesome. I didn't know about it!) The secondary reasoning was to get rid of threatening players (that might be in the 'giant secret PM-cabal' I kept raving about) as well as killfire (contrary to what appeared to be the opinion at the time, we didn't know about the Necro-Master's ability beforehand - it was a guess).
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