I never told a single lie this game.
TheForestAuro said:You are the Caravan Worker!
Race: Male Hippus Half-Orc
Alignment: Neutral
Strength: 2
Faction: Caravan / Innocent
Item: Backpack (You can hide an item in the backpack; it can’t be scanned by others.) [Back Slot]
Income: 3 gold/turn
As the hardworking, stuff-lifting, sweat-breaking member of your caravan, you recognize that this whole operation would fall apart without your constant toil. You’re quite clever – contrary to assumptions made about you because of your heritage – and you actually enjoy a hard day’s work.
What you don’t enjoy is how the Caravan Guard gets paid almost as much as you do for doing absolutely nothing. The last time the Caravan was attacked by bandits, he shot one guy and you beat the other three down with your own two hands. How is that fair?
You do recognize that teamwork is necessary for surviving dangerous situations, but you wouldn’t mind getting your hands on that crossbow and seeing how useful he really is without it.
Ability: Heavy Lifting – You can use two-handed weapons in one hand.
Personal Goal: Get your hands on the blasted guard’s crossbow. You think you might be able to renegotiate his salary and yours if you could just show that damn driver he’s dead weight.
TheForestAuro said:You are in the Caravan Faction!
Welcome to the Caravan Faction! You are a band of lively merchants that intends to make a giant ton of cash off of the things dead people managed to keep in once piece after their civilization fell apart!
You didn’t really expect this whole “insane time mage” thing to crop up, and you’re legitimately cautious about getting stuck in a time bubble (or something like that), but money is money and it doesn’t really matter how you get it as long as YOU’RE not the one breaking what amounts to your flimsy moral codes.
It’s a simple job. Get in, do some business, make some money, and get out.
TEAM ITEM – THE VAULT: As a team, you possess an unbreakable vault in the main wagon. During the morning or afternoon phases any one of you may deposit money into the vault, and it will forever remain there – nobody can take it from you, but you’ll not be able to get it out until you get back home.
TEAM VICTORY CONDITION – GET RICH OR DIE TRYING: By gathering 1000 gold pieces in your vault, you will have made enough money to retire for a little while from this sort of business, and all of you will be able to live in luxury for the rest of your lives (or at least until next quarter). By completing this victory condition, you will leave the rest of the expedition to their fates and gain a victory. Alternatively, you can win with the innocent team.
TEAM ABILITY – MONEY IS POWER: By expending 100 gold from the vault (which requires a majority decision by your team), you may permanently increase the strength of any one of your teammates.
TheForestAuro said:You are the Historian!
Race: Male Amurite Human
Alignment: Evil
Strength: 1
Faction: Chronomancer
Item: Marble Hourglass (This is a one-use item. When you activate this item, the phase you are currently in will continue as normal and all end-of-phase actions will occur. You will get to see the result of all such occurrences. However, time will reset, and all such actions will be undone, and the phase will start over as if it had never happened.)
Income: 2 gold/turn
They say that history has a funny way of repeating itself. As a historian, you have seen these patterns and chuckled to yourself, knowing that time was not as fluid and unshakable as it seemed. You have long been a hidden student of those same arts that now are persecuted amongst the magical community, but you know full well that the secret to life itself lies in Chronomancy.
Youre actually several hundred years old. Your studies extended all the way through the Age of Ice and back to the Age of Magic, where you first became interested as a young Amurite adept. Since then, your power has grown considerably, and with the death of the Archmagus TheForestAuro, you are now surely the most powerful Chronomancer alive.
And you wont let anything stop you from continuing your research now.
Ability: End of The Line Your control over time and space is unmatched. Every night, you may concentrate on one individual, and that individual will be horrified to find themselves aging at a rate fast enough to kill them by the morning. They will be dead before the sun rises.
Personal Goal: Use your Marble Hourglass to reverse your own death. Your power over time will be complete after that, and you will gain considerable new powers.
TheForestAuro said:You are in the Chronomancer Faction!
The last words of your fallen Archmagus - TheForestAuro - echo in your head. Kill them all! They can't be allowed to know our secrets!
You spend a solemn evening together after the others have gone to bed and agree on one thing - the rest of this expedition must be terminated, lest your art be exposed to the public once more. It is an unfortunate thing that must occur, but with the Amurites wielding great power, there would be little hope for the return of a respected school of Time Magic
You are encouraged to set up a Quicktopic to chronicle your conversations for my prying eyes
TEAM VICTORY CONDITION Your strength must be higher than all other players combined to gain a victory.
TEAM ABILITY End of The Line: Your control over time and space is unmatched. Every night, you may concentrate on one individual, and that individual will be horrified to find themselves aging at a rate fast enough to kill them by the morning. They will be dead before the sun rises.
Only one Chronomancer may have this ability at a time. The Historian, Nictel, starts with this ability, and will have it until he is dead. You will then need to vote on who will receive it next. This ability will replace any ability that the new owner of it had before.
You are the Botanist!
Race: Female Luchuirp Dwarf
Alignment: Good
Strength: 1
Faction: Innocent
Item: Wand of Thorns (+1 Strength) [One-Handed Slot]
Income: 3 gold/turn
You were sent with the expedition on the official pretense that you would study and contribute your academic knowledge in the case that plant fossils were unearthed, but this is but a guise for your true intentions. It is no secret that the respective authorities in Khazad and Luchuirp lands are uneasy about the teamwork being displayed in this ancient hall, and you are here to keep an eye on proceedings and report back to your higher-ups if anything goes awry with the Khazad.
You are intrigued about the recent mess with the Chronomancers, and as a mage you can’t help but wonder about time magic and its possible uses. If one could turn back time, how would our world be different? Your fantasies, however, are just that – you know the dangers that such magic represents, and are dedicated to ensuring that the Chronomancers be stopped here.
Ability: Size-Up – Not only do you have a keen eye, you’re a Body Mage. Every night you can perform a short ritual before you sleep and figure out exactly how strong one person is. This is a Night-Phase ability.
Personal Goal: Although you’re not actually here to be a botanist, it is still a legitimate interest for you. If a plant fossil does manage to find its way into the group, you’re pretty sure you could work some magic to bring it back to life. Posses a Plant Fossil to complete your Personal Goal.