NotW XXXI: It's a Long Story (Game Thread)

Spoiler :


Fantastic game everyone! This win definitely eclipses the one I had in Niklas's game. Never had I had to think so much and work so hard to make this happen. Also, I can't possibly thank my teammate from the beginning enough, Renata, who had probably the most difficult role imaginable as a triple agent. Aside from a relatively huge screw up we 'resolved,' she played magnificently. It's no stretch to say I couldn't have done this without her.

Also thanks to Methos and Diamondeye for contributing for that one day. You guys weren't on the team long, but I was really glad the two of you made it on.

And an honorable mention to Earthling, who until the very end of the last 'night' made winning that much harder. I'll go into details later, but needless to say he made things really, really interesting for a while. Kudos to you for playing a solid game.

Last but definitely not least by any stretch of the imagination is TheForestAuro, for what could be the most awesome and complex game of NOTW ever. I never once felt any one faction had the edge until the last post, and it seemed everyone at the beginning had a legitimate shot at winning. The detail into the items as well is remarkable - to have 30+ items which all can be improved in some way is a feat in itself. The balance this game had, the thought put into it, and the professionalism shown with timely quality updates makes this one of the best. Awesome, awesome job.

I'll post more later, but I just wanted to say now what a privilege it was to participate in this game. Great job.

Oh, and one more thing courtesy of .org land:

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Spoiler Esus Faction :
TheForestAuro said:
You are a member of the Esus Faction

Welcome to Night of the Werewolves XXXI!

You are the true disciples of Esus, and the time has come for you to cleanse this corrupted council back to its roots. Over the years, you have watch infiltrators seep into the ranks, and in front of your eyes the council has become a stubborn, slow, and ineffective political tool to advance the agendas of foreign parties. The gold that was once the lifeblood of the council is being siphoned off into undeserving pockets, and the council itself is becoming more and more a recognized body in the political spectrum in the world above, a disastrously bad sign.

Nothing is ever accomplished anymore, and more often than not it is a place for political enemies to stall the advances of each other. You have seen the mark of and Oath in these ranks, and at least six of the councilors are not the same people they were the day before your murdered the speaker. You suspect that enemies of the council itself number amongst many of these councilors, an embaressment as much as a threat to its continued existence. You will cleanse the taint, and the true ideals of the Undercouncil will return once more.

At your disposal is Backwards Logic, Captain of the Nightwatch. Every night, he keeps order in the council, but his position of trust will ultimately be their undoing. Never trust in the undercouncil. He may observe the identity of a councilor and murder them during the day, never again to blaspheme against this dark institution.

Also with you is Renata, the Half Ljosalfar, Half Svartalfar spy. He has infiltrated a number of camps due to his ability to disguise any one person as another race, and the magic Mirror Mask which makes him appear as a member of whatever race the viewer is. With these tools, finding out the identities of the liars will be easy.

Victory Condition: Every last infiltrator must be slain. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory: Every last infiltrator must be slain. You must assemble the Nightwatch, and never be openly suspected as the true “villains” that you are. No votes must be cast against the Captain of the Nightwatch that last until the end of the night.


The "True" Mafia. This was supposed to be the biggest, baddest team because it's the only team that isn't an infiltrator team.

Spoiler Ex-Bannor Faction :
TheForestAuro said:
You are a member of the Ex-Bannor Faction

Welcome to Night of the Werewolves XXXI!

Although it violates many of your principles, infiltrating this council is the most dangerous thing you’ve ever done and you intend to prove to your superiors that it was worth the trouble. Although all of you are now excommunicated and hunted by the Order for your disobedience, your conviction against the deception and lies of the Undercouncil have driven you still here, and you cannot slip now – all that lies below is death, and chaos.

It is said that the greatest threat to Order is Mercy. Knowing full well that a charge into the ranks of the disciples of Esus was impossible, you proposed an infiltration, but the deception involved was dismissed by your superiors. Truly, you understood that the only way to gain access to the council itself was through subterfuge, and you know now that your former leaders will never find this place, despite their increased diligence in the town above. It is up to you, now.

At your disposal is the Disbarred Confessor, johnhughthom. Once a powerful servant of Junil, his powers have waned since his excommunication. Even still, even with a glance he is able to determine the true misdeeds and sins of any person. His ability to detect alignments will aid in your quest to destroy the council from within

Also at your side is the Grey Inquisitor, Omega124. Least affected by the expulsion from the church, his conviction is clearly the strongest amongst you. Through powerful rituals and a heavy dose of guilt, he is capable of turning the evil around you to your way of thinking.

Last but not least, the former Paladin TheLastOne36 has joined you here, masking himself as a Hippus Warlord. Although most of his power has since waned, he is still a powerful combatant, and a shrewd warrior. Although he is still a wanted criminal to the Order, he has vigilant friends within the ranks of the Paladins. When he marks someone for death, the Order will come down upon that man during the day, when he is not hidden, and execute him for the traitor that he is.

Team Power: This group has just enough power between them to swear a single oath. You may sacrifice either the Inquisitor or the Paladin’s ability to ensure one willing person’s permanent devotion to your ideals. This will convert that person to your team forever.

Victory Condition
: You must cleanse this den of deception of all evil. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition: You must cleanse this den of deception of all evil, and you must return to your brethren victorious. You must end the game with seven members on your team, without swearing any on oath.

Faction Weakness: Although you have left your obedience at the door, there are some habits you cannot break. You cannot openly deny being former members of the Order church, and you cannot openly deny being Bannor citizens. If any such breach occurs, you will lose all of your abilities.


This team was completely inactive most of the game, which is strange. The only person who kept sending in orders was johnhughthom, who was the alignment scanner. TLO had his kill available from day one and finally used it on choxorn, and Omega would wait days between his ability failing to trying to use it again. Were designed as one of the more powerful factions but it didn't turn out that way! :P

Spoiler Vampire Faction :
TheForestAuro said:
You are a member of the Vampire Faction.

Welcome to Night of the Werewolves XXXI!


Although you are not necessarily an infiltrator here, it is clear that your motives are not pristine. But that’s the essence of the undercouncil, isn’t it? The cleverest and most deceptive minds in the entirety of Erebus, all in one place, are ripe for the picking. The Calabim need not promote from within if they can find someone who can aid them from the most powerful group of men and women in the world!

This operation is just a ploy. Play nice with the bureaucrats, get a good sniff, and take what you want. You use the undercouncil to find good targets for the Calabim – either as recruits or cadavers. If the brightest deceivers are dead, the underhanded tactics of the Calabim are more likely to succeed.

At your disposal is the Calabim Governess, Csargo, whose sweet smile can placate even the most inquisitive minds. Although she is clearly amongst the ranks of the evil, no prying eyes could ever tell. She is immune to alignment detections. As with all vampires, she can feed on the living.

Also on the Vampire side is the stealthy Calabim Assassin j65536d. A master of subterfuge, the Assassin can mask his own strength. He is immune to all attempts to determine his real strength – he may choose to appear as weak or as tough as he likes. As with all vampires, he can feed on the living

Finally, the Calabim has brought [IMP]Warman8888, their own personal bloodpet, with them. The specific marks a vampire attack tends to leave may not be subtle enough for this mission, at first – the vampires can choose to feed on the bloodpet instead. In addition, he can help pacify particularly strong targets, if an attempt on them is deemed necessary.

Victory Condition: This place has become a den of murder and chaos, which is not as delicate as the Calabim prefer. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition: This is an ample opportunity to advance the Calabim cause. Seize control of the Nightwatch, and acquire the Crown of Command. You can never fail to feed, and you must end the game with 4 players on your team.

Faction Weakness: You are vampires, and as such you have a variety of weaknesses. You are not able to be active during the day, even if an item or additional ability would otherwise allow you to do so.


Vampires were slow killers, but they had the most potential for death. However, they largely spent the game being cautious, and there were several defenses against their attacks. If they failed to attack, they would lose strength.

Spoiler Mulcarn Faction :
TheForestAuro said:
You are a member of the Mulcarn Faction!

Welcome to Night of the Werewolves XXXI! Although the Lord of Ice demands his followers attention everywhere, it is here where you have felt the calling is the strongest. His resurrection is a combined effort of all his servants, and you feel that the advancement of his faith is best served in conjunction with the ruination of another. Together, you three Priests of Winter will undermine this council. With any luck, you can avoid this murderous assassin and eventually end this institution.

First amongst you is the Priest of the Coldest Midnight, Bad Player. His spells and rituals are the most focused of the three, and his targets will soon find that they are capable of very little in their hypothermia – especially no abilities.

Second amongst you in strength and devotion is the Priest of the Blizzard, Methos. His rituals are the most obvious, and require delicate materials. If he is able to get his hands on the funds, he can cause a powerful blizzard to keep one member of the council away for that phase’s proceedings.

Third amongst you in strength and devotion, although obviously the most gifted and blessed of the three is the Priest of the Impending Darkness, civplayah. Although his ritual takes time, he can affect the very night itself – adding another Night Phase after the current one has ended. This could be very useful.

Victory Condition: This place will freeze over, however you manipulate the events to cause it. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition:
There are other religious figures about – you can sense it. Remove the heretics from power, and acquire all of the holy relics in play. If you can seize control of the nightwatch and establish unquestioned dominance, the council is yours. If you can end a phase with control of the Nightwatch, all Holy Relics in play, and with no votes on any member of your team, Victory is yours.

Faction Weakness:
Unfortunately, the fact that you are Illians somehow renders you immune to magical nationality disguising. (You suspect game balance to be the culprit). Although it does not make sense to you why this is, you know instinctively that the rather obvious nature of your abilities and the reputation of your kind will garner you no love from the other councilors.


All of the Priests have a Personal Goal to get off their team. Hilarity ensued. Props to Methos for succeeding at it.

Spoiler Ljosalfar Recon Faction :
TheForestAuro said:
You are a member of the Ljosalfar Recon Faction!

Welcome to Night of the Werewolves XXXI!

As obvious a place as any to find your cursed brethren, the Undercouncil is a wealth of opportunity to not only Thwart the Winter Queen’s political gains, but also personally spy on the Svartalfar diplomats themselves. Although you are presently unsure which of the councilors represent your shadowy brothers, it is clear that you must survive long enough to destroy them, while keeping your race and purpose a secret. You doubt that the undercouncil will have any sympathy for your heretical ways, however benevolent they may be, and little love is lost on your end for the despoilers.

In your ranks lies the Fellowship Healer, Winston Hughes, an aspiring medic and priest. His ability to heal injuries could come in handy if any of you become injured, or if you seek to hide your true nature and aid the Undercouncil.

Also at your disposal is the skilled Ljosalfar Ranger, z4ckdabeast. His vigil is constant, and he is not easily defeated. The Ranger is immune to attacks during the day, which is the preferred striking time of this dangerous assassin. His bow may come in handy, as well.

Last amongst you is your initial contact, the Ljosalfar Scout, Renata. Through his machinations, you gained your seats at this council, and until now he has kept you safe from the prying eyes of the Svartalfar with his ability to disguise your true race from them. If he is ever lost, you doubt you would be able to hide for long.

Victory Condition: The Svart here must atone for their crimes against all elfkind. They must all die. After they have been slain, if the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition: It is not enough that the Svart be dealt with – these fools represent all that makes your shadowy brothers the vile creatures they are. You must find and destroy the Crown of Command, and the entire nightwatch must be slain along with the dark elves before you achieve victory. In addition to this, you must never be exposed as the Ljos you are.

Faction Weakness: As creatures of the day, you have a hard time keeping up with your nocturnal associates here. You would reveal yourself as the infiltrators you were if you fell asleep, but even though you can struggle through without drawing attention to yourself you are incapable of activating any abilities or items during the night phase, even if you could otherwise do so.

These guys didn't have the best team, but one of the ideas I had in mind for them was, Zack wounds someone and Winston heals them for trust. Massive information flow. Renata was a spy for Backwards Logic and/or the Svartalfar Team.

Spoiler Svartalfar Assassin Faction :
TheForestAuro said:
You are a member of the Svartalfar Assassin faction!

Welcome to Night of the Werewolves XXXI!

Although the Undercouncil is an excellent place for you to advance your nation’s goals through the proper channels of Esus’ establishment, the primary reason your squad is here is to assume command of the council through whatever means necessary. In addition, it is imperitive that none of your prancing fairy summer brothers ever hold a seat on this council, lest your motives be exposed. You suspect that one or more may be hiding amongst the innocents here, and the thought of their dying screams makes you grin in anticipation.

You are, however, not the first, second, nor third team to attempt this goal, and it has come to the attention of your superiors that the Undercouncil may be a secret too well kept to make significant progress. Therefore, you have been instructed to deconstruct it if it ever becomes apparent that the goal is out of reach, and with the sudden appearance of this knife killer, you have decided that now is the time to strike. Later, when all of these members have been dealt with, you can repopulate the council with your own men and women at its head.

The first of your dangerous squad is the Svartalfar Assassin, CivGeneral a master of poisons and death dealing. He is a strong asset to the team, and his self brewed poisons can slowly thin the herd while this mysterious knifeman does his work. You only hope that he can do some damage before he too suffers the same fate at your hands.

The second member of your team is the Svartalfar Diplomat, J-Man. Because it is imperative to know who you are facing off against, the Diplomat is your best friend. During the day when the council is not in session, she can use a variety of methods (magical, fiscal, or just plain searching the damn room) to determine the nationality of any of your foes.

Lastly, you are aided by the man who secured your position on this council. The Svartalfar Spy, Renata, is a master of disguise and can keep your own assassination team hidden from prying eyes. His ability to mask your nationality may keep you alive if your Ljosalfar friends intend on paying a visit.

Victory Condition:
The Ljosalfar here must be forced to pay for their arrogance - they must all die. After they have been slain, if the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition: : It is not enough that the Ljosalfar be dealt with – this council could be used as a tool to exterminate them once and for all. You must find and use the Crown of Command, gain control of the Nightwatch, and exterminate all of the Ljosalfar. If you can do so without ever having your identity revealed and also win a victory, then you will win a Flawless Victory.

Faction Weakness: Your hatred for your estranged summer family is so intense, you fear that you may lose your cool if they are revealed in this council. If the identity of any of your Ljosalfar enemies is revealed to you, or in public, you may not vote for anyone but them. You may not reveal this weakness in public, and if it is revealed by another your team strength will suffer.

(Note: You may still abstain from voting, if necessary.)


Same story as above, although civgeneral could kill. His ability to kill would have gotten downright deadly if he had received a bladed instrument, but that never ended up happening. J-Man could scan ethnicity via a variety of methods, and was on the constant lookout for Ljosalfar. Made Renata's job, as the spy for Backwards Logic and/or the Ljosalfar Team somewhat difficult.
 
So, the nightwatch had two team members, but could gain more and Renata was a double agent on multiple teams?

Awesome.

Although, I see the other was Backwards Logic. TFA, you do know that if he's the mafia, you have to have him start the game at the bottom of the Amazon River, right? ;)

We kind of figured out Methos wanted out of his team, and after tha game ended, Earthling said civplayah did. Apparently they all did, as did Diamondeye, which we're glad we could help him with. If only we'd managed to get more than 4 team members, that would have been awesome.
 
Spoiler Octopus Overlords Faction :
TheForestAuro said:
You are a member of the Octopus Overlord Faction!

Welcome to Night of the Werewolves XXXI!

The best and the brightest minds gather here at the Undercouncil, and the control of the shadow network that it runs are practically in your fingertips. By worming your way into representative slots through murder and confusion, you find yourself on the verge of victory already, it seems, for your abilities and powers will make you clearly unstoppable.

This journey began a decade ago, when the Dreamwatcher escaped his binds as a slave on a merchant vessel heading for Jubilee. Killing the crew and escaping with his Thrall, he sailed back to Innsmouth, taking on an apprentice and keeping the bodyguard he gained from the ordeal. Having escaped from that dreaded boat so many years ago, this team of Aquatic Priests from the Deep now seeks to corrupt the minds of the councilors, kill those that can’t be turned, and spread your malign influence throughout the world!

Offing some Esus folks isn’t a bad start, either. Competition, y’know.

First at your disposal is the powerful Thrallherd, Autolycus, the Aquatic Priest. His powers of mental persuasion, delusion, and corruption can turn your foes into helpless slaves – he may completely seize control of a character, and if that character dies he may pick another to warp to his will.

Second on your side is the powerful Dreamwatcher, Beefy187. A powerful thrallherd in his own right, his greatest power is the ability to peer into the dreams and nightmares of his fellow councilors. He can divine quite a bit of useful information from his foes through these visions.

Last is the Dreamwatcher’s Thrall, the Bodyguard Diamondeye. A very old thrall from the Dreamwatcher’s younger days, this bodyguard keeps a constant vigil on the Dreamwatcher to ensure no harm comes to him.

Victory Condition: The Undercouncil is ripe for your conquest. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition:
Although Esus holds deception as one of her highest tenants, you find the Council to be a weak religion. You must show the world your power. If you can destroy the Crown of Command, enthrall the Nightwatch, and win a victory, then you will have won a Flawless Victory.

Faction Weakness: You are the true heirs to the Undercouncil. This congregation will crumble under the whispers of the Overlords. Your faction has no weakness.


This team was conversion central. But the best part about these guys was that they thought they had no weakness. Their weakness, of course, was delusion. I'll include more information in personal PMs, but from they outset they got totally roflstomped (mostly by the Ashen Veil team.

Spoiler Amurite OBservers :
TheForestAuro said:
You are a member of the Amurite Observer Faction!

Welcome to Night of the Werewolves XXXI!

The magic of the Undercouncil is a curious power, especially those that keep this place hidden and keep the identities of its members secret. In addition to keeping an eye on the Undercouncil’s activity for the Amurite nation, you are personally investigating the magic involved in all of this and possible ways to counteract it.

As interesting as it is, however, the Undercouncil's aims and methods are opposed to the Amurite nation as a whole. Their manipulation of trade and information has interfered with the accumulation of arcane knowledge. As a non-member, your leaders have decided that it is for the best that the Council not recover from this crisis. That is your mission now.

Several powerful mages make up your team.

The first of your weapons is the Divination Mage, Love. Through powerful divination spells, she can sense the effects of others’ supernatural abilities. In addition to this, her considerable magical training allows her to dispel the effects of items.

The second in your arsenal is the powerful Metamagic Mage, Earthling. Her mastery of all things arcane is truly inspiring – with a bit of study she can diving the effects of power artifacts on an individual, and her mastery over magic allows her to dispel others’ abilities active on another.

Last on your team is the enigmatic Entropy Mage, Disquisition, whose skills depend on your enemy. Able to replicate any ability that he survives, he comes ready to dish out whatever he can take for the greater good of Kylorin’s heirs.

Victory Condition: Your job here now that things have taken a turn for the worse is to cripple the undercouncil once and for all. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition:
Crippling the council may be achieved without the wanton slaughter of all its members. If you could destroy all of Esus’ relics and prevent the Nightwatch from forming (or eliminate them once they had), you would be able to escape successfully. This would earn you a flawless victory.

Faction Weakness:
As mere observers, you have hidden your infiltration well, but at a price. Your low-key participation has waned your respect amongst the other councilors in this dire time, and your opinion is only useful as a tiebreaker. In any other situation, your votes are powerless.
[/B]


No vote strength! Crazy! This team was intended to be very cerebral and strategic and if they teamed up with another team they would be totally powerful. These guys had a pretty active QT as well. I was pulling for Disquisition myself but he was never once targeted by any abilities other than the final killshot by Backwards Logic.

Spoiler Ashen Veil Faction :
TheForestAuro said:
You are a member of the Ashen Veil Faction!

Welcome to Night of the Werewolves XXXI!


Although your infiltration was a long and arduous process, the time to strike has finally presented itself so that you may rid from the world a powerful enemy to your masters. Through a series of complicated and unholy rituals you have both sacrificially slain the councilors that once held your seat and taken their place, your identities and bodies exact replicas of theirs. It is regrettable that this outside assassin has chosen to spoil the full glory, but with dedication and faith you may be able to use him before he, too, must pay with his blood for the impending Armageddon.

First amongst you is the Veil Sorcerer, CCRunner. His mastery over things arcane and powerful is unmatched, and through dangerous techniques he can dispel the effects of any magic on any target.

Also on your team is the enigmatic Ashen Martyr,Niklas, whose ability to transfer injuries from any person to herself may come in handy, considering the nature of the rest of the team. Additionally, she is capable of withstanding much more pain than normal mortals, and “hold” two injuries instead of just one, and function normally even while injured.

Last but not least is the Ritual Murderer, choxorn. Your ticket to destruction, he can prepare specialized rituals using his own blood to sacrifice his victims to Agares. Although it can often take a few days to prepare, even the most stalwart of warriors will be unable to fight against their destiny, and your victory will be once step closer with their deaths.

Victory Condition: Shed their blood for the King of Hope. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition:
Destruction is the harbinger of victory for your people. There are a number of other holy relics floating around this council, and should you destroy them all without ever losing control of the Pearl of Hope, you will achieve a flawless victory when you win a normal one.

Faction Weakness: Although your abilities are powerful, all of them require someone to become injured. This can limit how often you use them and could provoke suspicion.


These guys were on the fast track to win the game. It all fell apart in very short fashion, but as Niklas said, the larger they are...

Niklas was actually killed by Earthling when his ability to hold two injuries was dispelled briefly, thus instantly killing him.

Spoiler Hazlett Guard Faction :

TheForestAuro said:
You are a member of the Town Guard Faction!

Welcome to Night of the Werewolves XXXI!

In the panic that followed the murder of the speaker, several members of the council decided they would use that time to escape the confines of what would soon be a pit of murder. Apprehending them near their exit point, you learned the secrets of the hiding place from the captives. Embarking on a dangerous mission, you and your fellow guards will pose as these councilmen during the night in order to bring justice to the fools once and for all, and shut this crime ring down!

At your disposal is the Empyrean Vicar, Krill, a proud servant of Lugus. With the proper (expensive) materials, he can enact a ritual that will cause the next phase to be a Day Phase. This could be useful in the fight against the shadows.

Also on your team is the Bold Adventurer, tuxedohamm, who has journeyed into the confines of this council with determination in his heart. He is capable of preventing a lynch once, and also has limited resistance against powers and item effects.

Having hatched this plot, the Information Broker Nictel leads your team. For a certain amount of money, he can increase the strength of his vote – or any other player’s vote (even without their knowledge). Hiding his true allegiance won’t be a problem.

Victory Condition: This council has been a mar on your city for too long. It’s time to end this. If at any point the strength of this team is higher than all other players combined, a victory will be won.

Flawless Victory Condition: Some, back at the barracks, mentioned the possibility of gaining control of the council instead, but you don’t trust their corrupt hands any more than the current owners. Destroy the Crown of Command, disband the Nightwatch, and disband the Undercouncil without losing the Adventurer for a Flawless Victory.

Faction Weakness: There is a lot of money floating around this council. Unfortunately, because you are working for the local monarch, half of your income must go to his treasury. This is a job, after all.


Hazlett Town Guard was a strange faction that got items as they generated income. They died pretty early, though, so their abilities and income shriveled to nothing and pretty soon the scantily active tuxedohamm was left alone.

Spoiler Merchant Faction :
TheForestAuro said:
You are a member of the Merchant Infiltrator Faction!

Welcome to Night of the Werewolves XXXI!

As a band of merchants, you are no stranger to the ways of Esus, but it is your past dealings with the Esus-controlled monopoly on trade that brings you here today. With enough money, you can get whatever you like, and the Undercouncil is no exception. Far too long have you been thwarted by the strong-arm tactics, and now its time to extract your (financial) revenge.

First on your motley crew is the Blacksmith, Stuck in Pi. Although his skills did not seem necessary at first, his skill at improving items may prove invaluable to your victory.

Also on your team is the Conniving Taxman, Seon, who is possibly the most important member of the team. The undercouncil operates primarily on the expenditure of gold, and with the right observations any of these councilmen could be audited during the day to drain some of their income to your team.

Finally, the Alchemist sprig is your last member. He is the best alchemist in this land not already hired by the Undercouncil, and his ability to convert items directly into money may be an excellent source of income – or, perhaps, a way to benefit from the destruction of a particular item you find uneasy.

Victory Condition:
This council will be ruined when you leave. If you can accumulate 1000 gold, you will have won a victory, and can escape the murderous council alive.

Flawless Victory Condition: Perhaps instead of destroying the council, you could seize control of it. If you seize the Crown of Command, control the Nightwatch, and control 150 gold per remaining player, you will have bought the Undercouncil and a Flawless Victory will have been won.

Faction Weakness: All of your abilities, even the Alchemist’s and Taxman's, cost money. Not so great when you must gain money to win, and poor choice of targets from these abilities may end up stabbing you in the ass.


Merchant Faction could have had a large effect on the game but they got curbstomped by Backwards Logic in style. Sprig did, however, ruin BL's chance at a Flawless Victory.
 
TheForestAuro said:
You are the Bloated Councilor

Role: Calabim Bloodpet
Race: Calabim Human
Alignment: Evil
Strength: 2(3)
Faction: Vampire
Item: Steel Dirk (+1 Strength) [One Hand Slot]
Income: 0 Gold/turn

Servant of the Governess, you are the proud Bloodpet that has been chosen to accompany the flawless woman and her vile assassin. Although you eagerly seek to aid your fellow Calabim infiltrators in the conquest of this establishment, your true goal here is to convince the Governess to allow you to join the ranks of the vampiric upon your return to your homeland.

Ability: Feed the Hungry – Your status as a Bloodpet means that you have been specially bred and trained to provide sustenance for your vampiric hosts. Feeding upon you does not cause you to become injured, although only one vampire can feed upon you every night.
Ability: Hold Them Down! – A vampire cannot feed if their strength is lower than their intended target. Once per night, you may add your strength to one of your vampiric teammates for the purpose of overcoming a target.
Personal Goal: Successfully help a vampire feed in a situation where he or she would not normally be able to successfully do so. If this goal is completed, you can choose one of your abilities to be enhanced.


Steel Dirk Improved to: Keen Steel Dirk (+2 Strength) [One Hand Slot]
Feed the Hungry Improved to: You can be fed on by both Vampires, if necessary.
Hold them Down Improved to: Your assistance drains the target an additional point of strength.

ATPG never managed to actually assist when the other vampire would have failed, through no fault of his own.

TheForestAuro said:
You are the Charismatic Councilor

Role: Thrallherd
Race: Lanun Human
Alignment: Evil
Strength: 1(2)
Faction: Octopus Overlords
Item: Bullwhip (+1 Strength) [One-Hand Slot]
Income: 3 gold/turn

Apprentice thrallherd to the mighty Dreamwatcher, you have heeded the lessons he has burned into your mind as well as the ones the overlords whisper into your nightmares. With the terrible rituals that they have taught you, you have learned to subtly warp the minds of others, and this will be your key to crushing the leadership of this Council and enslaving these minds for the will of the Deep.

There is one thing that has you bothered, though - your master has, perhaps, listened too deeply to your overlords. It is not that he is not worthy of respect - madness is a sign of their favor - but this task ahead of you requires at least something of a clear mind and you fear that he is beyond the competency it will require. It may be time to take his place as the leader of this operation, for the greater advancement of the Overlords' message.

Ability: Enthrall – Your ability to take control of another person is extremely powerful. Merely by whispering dark, terrible secrets to them during the Night will you gain control of their actions, and so long as you continue warping their minds they will be helpless to resist you. The target player joins your team, and furthermore you may force them to vote however you like. You may only have one thrall at a time, but you may release one whenever you wish, or gain another if your thrall dies. If you die, your thralls are released.
Personal Goal: Use your enthrall ability to control a killer, and when the time is right, slay your master to become the next Dreamwatcher. If you complete this goal, you will gain the Dreamwatcher ability and your master’s thrall. You will also gain the ability to control two thralls.

The Bullwhip was a delusional non-item. It was worthless.
Entrall actually took 1d8+1 phases to finish working. This was his delusion working.

TheForestAuro said:
You are the Confident Councilor

Role: Bold Adventurer
Race: Grigori Dwarf
Alignment: Good
Strength: 4
Faction: Hazlett Town Guard
Item: Cloak of Resistance (Minor Resistance to Abilities and Items) [Body Slot]
Income: 5 gold/turn

As a member of the Hazlett guard, you volunteered to venture into the depths of the undercouncil in the place of one of the captured councilors. Although you have no specific abilities to lend to the venture other than your own toughness and bravery, you feel as if few of these shady folk could stand up to you in real combat.

Although you unsure why, something about the Wise Councilor strikes you as trustworthy, a feature you did not expect to find in these depths. Perhaps not all of these councilors are total scum, but it would be wise to be careful, all the same.

Ability: Go Ahead, I Dare You – Once during the game, you can stare down the council and see if any of the cowards have the balls to challenge your authority. You can prevent a single lynch.
Personal Goal: Prevent the Lynch of a Good-Aligned character. If you complete this goal, you will gain another use of this ability (although not against the same character).

Cloak of Resistance blocked a third of all abilities and items, randomly determined. It Improved to: Greater Cloak Of Resistance, which blocked 2/3's of all abilities.

TheForestAuro said:
You are the Dark Councilor

Role: Priest of the Coldest Midnight
Race: Illian Human
Alignment: Evil
Strength: 1
Faction: Priests of Winter
Item: Sack of Gold (Starting Gold:20)
Income: 2 gold/turn

The most powerful of the Priests, your ability to focus the icy chills of your malefactor on a single soul are legendary amongst your cabal. With enough luck and the ill fortune of others, you may be able to manipulate your way into a position of control in this council; after that, victory should come swiftly under your guidance.

Secretly, you worry if this mission was a mistake. Although the three most powerful of your kind are gathered here, your faith has waned considerably in the past few months and your loyalty to the fallen god is all but dead in these dangerous times. Best not to let the others know that before you can find some protection from their malice.

Ability: Freeze the Soul – By gathering the essence of what is Ice Magic, and not just the cold power itself, you can apply its effects on a metaphysical level and snap-freeze the soul of an individual. Although they will still be able to function – albeit poorly – you will remove their abilities for one phase. This ability takes 1 phase to recharge.
Personal Goal: It is time to take your significant magical prowess to a different master. Find someone that has a conversion ability, and convince them to convert you. If you are ever converted, you will lose your ability but gain another, more powerful one.

(NOTE: You are not allowed to reveal the identity of your teammates until you have been converted. This is for fairness' sake - I do not want you trading away your team for a personal goal)

He managed to block J6 during the day when he couldn't act anyways. Lulz.
Freeze the Soul Improved to: Flash Frost, which targeted the person as well as the man above and below him on the player list for this ability. It could be used to target one individual if that was preferred.

TheForestAuro said:
You are the Educated Councilor

Role: Veil Sorcerer
Race: Sheaim Ljosalfar Elf
Alignment: Evil
Strength: 2
Faction: Ashen Veil
Item: Pearl of Hope (You may still take actions while injured. Being injured while injured) [Accessory Slot]
Income: 1 gold/day

Oh, this is the time. This is the day, this is the hour of your triumph. You have studied feverishly your whole life for this moment, when your lord, the King of Hope, would use you as his weapon against the heretics before you now. This is your moment of glory.

Your methods may be exotic and painful, but your power is unmatched. The archmagi back home in Galveholm speak often of how you must let go of all of your compassion and mercy to truly grasp power, and there is little of either left in you. Agares will wield you today, and you will rain fire and destruction down upon your enemies.

Although your training has been extensive and the purges have been great, there is still one individual from your distant past that still lives today. Long ago, in your wooded home, you fell in love, and had it not been for the Svartalfar you would have lived your life peacefully amongst your people. But they burned your home and everything you knew, so you intend to do the same for everyone else.

Ability: Cut the Ties - Your magic is strong, and your mastery over it enables you to violently end any ongoing effects from another’s ability or item on any individual. The price to pay for your ability is steep, though; You become injured after using this ability.
Personal Goal: You can sense her killer here. If he dies, you will know – and your last commitment to the past will have been purged and your ability will also injure the originator of the effects you dispel. If you are the one that kills him, or orchestrates his death, then your ability will no longer harm you, as well.

Pearl of Hope improved to: Greater Pearl of Hope, which bestowed its benefits onto all members of your team. Perhaps something that could have gotten Renata into doodoo.

The target of his Personal Goal was CivGeneral.

TheForestAuro said:
You are the Enigmatic Councilor

Role: Ritual Murderer
Race: Sheaim Human
Alignment: Evil
Strength: 1(2)
Faction: Ashen Veil
Item: Sacrificial Dagger (+1 Strength)[One-Handed Slot]
Income: 1 gold/day

You are the master of your own destiny. Destiny is a powerful force, one that cannot be stopped, and this is a fact that you learned long ago. It is your destiny to be the harbinger of doom, and it is mortality’s destiny to fall under the swift hammer of the impending Armageddon. It is not so much that you are trying to succeed in these goals – you know for a fact that you will succeed, because it has been laid in front of you by the King of Hope. All is clear.

You mastered the rituals and you memorized the words. You numbed yourself to the pain as you purged your family to his dark graces, each murder more surreal than the last. You are now free of your worldly obligations and you seek the clarity that each murder brings, each sacrifice holds. Soon, surely soon, the Lord of Despair will move into Erebus, and you will be at his side when all of Erebus folds into destruction.

Although you wish that every night could be filled with death, the process in which you prepare the ritual takes both time, and blood. The process will be slow and for that you are frustrated. But it is no object of worry – after all, this is destiny, and nothing can stop destiny.

Ability: Chains of Despair – By preparing a complex ritual, you can daze and lure one of these councilors to their ultimate doom – a sacrifice on the altar to Agares. Preparing the Ritual takes two full days, and can only be started when you are not injured. Once the Ritual is complete, you may pick your target and he will die on the next phase. This will cause you to become injured.

(Note: You are already halfway through your ritual at the beginning of the game, and need only wait one day before choosing to complete it for the first time)
Personal Goal: In your enlightened haze during the first part of the ritual you glimpsed true madness, and it has disturbed you ever since. Although you are unsure of its origin, you fear the Overlords may have their hand in this mess – find and slay one of their minions to cleanse the taint from your mind. If you do so, your sacrificial dagger will gain an extra point of strength bonus.

Sacrificial Dagger Improved to: Serrated Sacrificial Dagger, which gave +2 Strength. Combined with his personal goal, which he completed, it could have been a One-Handed +3 weapon.

He was the Ashen Veil killer. Interestingly, he killed Beefy the night beefy tried to convert him.
 
TheForestAuro said:
You are the Furtive Councilor

Role: Svartalfar Assassin
Race: Svartalfar Elf
Alignment: Evil
Strength: 2
Faction: Svartalfar Assassins
Item: Sapphire of Truth (This item seems to have a limited number of charges, but when used it can divine the alignment of an individual.) [Accessory Slot]
Income: 5 gold/day

Your place in Svartalfar society was not always so subtle, but you have learned to enjoy it since your younger days. Back then, it was kill and burn. Now, it’s sit back and watch the poison do its work. Nothing quite like watching the confusion and horror take hold of your victim, especially if it’s one of your summer brethren.

There is a certain charm to completely destroying everything a Ljosalfar prizes, though. The entire Fellowship of the Leaves is a foolish religion, and the Ljosalfar are stuck in their ways. You’ve found the best way to motivate them into action is to burn their “ways” to the ground, although your commanders at the time did not think so. That’s the real reason that you’re here – you’ve been bred for subtlety ever since they took you off the raiding squad and this is your first test.

You intend to prove to them that your way works just as well as theirs.

Ability: Just One Drink Can’t Hurt – You can prepare a vile concoction of poisons that is sure to send your victim to their final resting place in a matter of minutes. Preparing such a dose takes two days, and once prepared can be used during a phase to kill any player you choose during the next update. You used your last dose of poison on the councilor you now pretend to be, so it will be two days before you can strike again.
Personal Goal: Your poisons work wonders but they work wonders at a glacial speed. Acquire something sharp and small and you might be able to speed things up a bit – nothing quite like a dagger to get your work to the bloodstream.

Sapphire of Truth Improved to: Item: Perfect Sapphire of Truth (You always know the alignment of all active players. If their alignment changes, you will know.) [Accessory Slot]
If the PG was completed, the ability would bypass Zack, Tuxedohamm, and Backwards Logic's deathguards. Very scary.

TheForestAuro said:
You are the Inscrutable Councilor

Role:
Priest of Impending Darkness
Race: Illian Human
Alignment: Evil
Strength: 1
Faction: Priests of Winter
Item: Midnight Mask (This item is presently not equipped. When worn, you feel as if your words are more influential) [Face Slot]
Item: Quilted Armor (+1 Strength)[Body Slot]
Income: 4 gold/day

Auric himself spoke on the day of your birth of the wonders you would perform later in life, and ever since then you have been seemingly blessed by the Lord of Ice, although the academic in you reminds you constantly that this is not possible. Still, your uncanny power over the forces of the frost does give you pause often. You have risen to the position of Priest of Winter through your raw magical talent, and in many eyes the position is undeserved. You tend to agree with them.

Secretly, you worry if this mission was a mistake. Although the three most powerful of your kind are gathered here, your faith has waned considerably in the past few months and your loyalty to the fallen god is all but dead in these dangerous times. Best not to let the others know that before you can find some protection from their malice.

NOTE: You have brought with you a powerful item that causes the words of the wearer to become ignored and worthless, effectively reducing their vote strength by one (and often to 0). It appears to the wearer to improve their influence, but you know better.

Ability: Darkness Overwhelming – By concentrating on the very essence of what the coldness is, you steal the light away from the world. Without the blessings of the Sun, the world cannot restore its warmth, and you leave you and your allies with extra time to plot in the darkness.

Personal Goal: It is time to take your significant magical prowess to a different master. Find someone that has a conversion ability, and convince them to convert you. If you are ever converted, you will lose your ability but gain another, more powerful one.

(NOTE: You are not allowed to reveal the identity of your teammates until you have been converted. This is for fairness' sake - I do not want you trading away your team for a personal goal)

Midnight Mask removed a vote strength. If improved, it converted their vote to exactly -1 no matter what outside modifiers. If the information broker wore it once improved, his extra bought votes would subtract instead of add. His ability refreshed whenever his allies used one of their abilities but he got shafted by that. It changed the next phase to night. If the personal goal was fufilled, he could skip directly to night and all phases between would be "skipped" and never happen.

Quilted Armor Improved to: Item: Padded Armor (+1 Strength, +15% resistance to an unclean lynch)[Body Slot]

TheForestAuro said:
You are the Intriguing Councilor

Role: Calabim Governess
Race: Calabim Vampire
Alignment: Evil
Strength: 2
Faction: Vampire
Item: Ring of Protection (This item protects the wearer from harm, once. When expended for an individual, it will no longer work for them again.) [Accessory Slot]
Income: 11 gold/turn

Although you are quite popular back home, you have always found some amount of disdain for the noble’s life. You always dream of adventure, and the excitement of this infiltration has gotten you quite worked up over the whole affair. Somewhat immature and headstrong, you’ve come to believe that your charm and grace will carry you through any situation – something that has yet to be proven false.

Your Bloodpet is one of your favorite colleagues, although you would not admit as much to the other vampires back home. You are the governess, however, and your word is law around there. If only it were so here!

Ability: Pull and Sting – Your charm is legendary and your influence is powerful. Merely by conversing with your foes can you lead them astray. You are immune to alignment detections.
Ability: Feed on the Living – You are a vampire and must feed on the living during every night. In either the Evening or Night phase you may pick a target to feed upon – if your strength is higher than theirs, you will successfully drain them of one strength. If you fail to feed, your strength will be reduced by one, and your victim will know that he has fended off an attack by vampires.

Anyone with a strength of 0 will die, including yourself.
Personal Goal: You know that many of the most powerful council rituals utilize the holy grail of influence – the Crown of Command. Truly, you are the most capable of bring its awesome abilities to bear, and would benefit greatly if it were in your possession.

Improved Ring of Protection was a permanent immunity to attacks if not previously expended.

If Csargo ever controlled the Crown of Command, everyone on his team's strength DOUBLED. Also, note the MASSIVE income. Csargo had a strength of 4 at the end.

TheForestAuro said:
You are the Introvert Councilor

Role: Entropy Mage
Race: Amurite Human
Alignment: Neutral
Strength: 3
Faction: Amurite Observer
Item: Tear of Meditation (As long as you have no active abilities, you gain +1 vote strength. This overrules your team’s inability to affect vote outcomes) [Accessory Slot]
Income: 4 gold/day

Many in this world believe Entropy to be a force of evil, but as a lifelong devotee to its nuances you have thoroughly dismissed the idea. It is, for intents and purposes, as evil as fire is. Although the power of fire when used for evil truly is a destructive element, it is as uncaring and productive as anything else when not forced upon creation.

Entropy, on the other hand, represents the gradual decay of everything as it moves to become equal. Really, Entropy is about equality, and your powers reflect just that. Mastering the art of siphoning another’s ability to yourself is a skill few of your kind fully develop, but a clear understanding of the principles is all that is required. Knowledge is just another form of something being concentrated in one area, and even thoughts are not immune to being spread out amongst those that have the empty space.

Amusing, you think, as you settle down into another meditation. In order to facilitate Entropy, you must work against it by emptying your mind. If there was ever such an inevitable force in our universe, this would be it.

Ability: Ebb and Flow – If any ability is used upon you and you survive the incident, you gain a single use of that ability. Once expended, you no longer have it. Even non-supernatural skills such as being attacked by a man with a knife can transfer to you, as long as you have the tools available to you.

You will be informed each time your ability is activated of what you can do. Although they do not lose the use of their ability, affected victims will understand that something has been drained from them.

Personal Goal: Gain ability from each of the Factions in the game. Balance comes from Diversity. When this goal is completed, any ability that you acquire will give you two uses of it instead of one.

This was the coolest role I wrote, and woefully underuseful because Disquisition never got to use his ability.

Tear of Meditation Improved to give a +1 to anyone, and a +2 to anyone without an activated ability.
 
TheForestAuro said:
You are the Large Councilor

Role: Bodyguard
Race: Balseraph Human
Alignment: Neutral
Strength: 2(3)
Faction: Octopus Overlords
Item: Mithral Breastplate (+1 Strength, You are Immune to Attacks) [Body Slot]
Income: 1 gold/turn

A long time ago, you remember having thoughts of your own, goals of your own, a family of your own. It is only recently that the memories of your family have caused you to break from the constant haze that is the delirium your master bleeds off into your mind. It is hard to think of anything these days, other than his constant demands and hallucinations, but your family is what keeps you strong. Not strong enough, you fear.

You have been enthralled by the Dreamwatcher for a decade now, ever since that boat. You betrayed your employers, despite misgivings, and you fear that this was what caused your final descent into eternal servitude. You wonder where the years went, and if you will ever be free.

Your allegiance to your masters is unswerving, but you hope that one day you will be released for the time that you have given. Only more time will tell, however, and you must protect your master at all costs.

Ability: Save the Overlord – You may interdict in any attacks directed towards your master. With his permission, you may change the target of this ability, but you may never choose a target that he does not approve of. With your Mithral Breastplate, he should remain safe as long as you remain alive.
Personal Goal: Convince your master to release you from his service. You are unsure what will happen, but it can’t be worse than ten years of what you have endured so far.

(Note: If you are released, your character will undergo major and positive changes, although you will rejoin the Innocent team)

This character changed factions like twice. When it became an innocent after CCRunner dispelled his loyalty, he gained the ability to join any team he wanted. Niklas immediately snatched him up and he became Ashen Veil. Then, he got voted to Nightwatch! After leaving OO team, he sold them out to Choxorn (who killed beefy to complete his PG) and gained the Interdiction ability, which allowed him to absorb any effect at its target (including lynches), but could only use it once every other phase.

Delusion was the Mithral Breastplate. It was Actually: Ragged Breastplate (+1 Strength) [Body Slot]

TheForestAuro said:
You are the Learned Councilor

Role: Metamagic Mage
Race: Amurite Human
Alignment: Neutral
Strength: 1(2)
Faction: Amurite Observers
Item: Wand of Force (+1 Strength, +25% chance to survive an unclean lynch) [One-Handed Slot]
Income: 6 gold/day

The study of each school of magic is a noble goal, but the study of magic itself is what drew you to the Tower in your youth. Understanding the force that drives Erebus itself and all of its nuances is your true calling, and it is this study that resulted in you being handpicked as the Leader of this expedition into unfamiliar and dangerous territory.

You can instinctively view and understand the signs of magic. Each leaves a mark much in the same way a physical assault or a paintbrush on paper does. At first, these threads were fascinating to you, but as your knowledge grew and your powers developed, you soon found yourself able to completely identify any spell cast forth from an item or artifact. Alas, however pretty they are, spells brought forth by an individual are too difficult to identify by their markings alone – each caster is a painter in their own style, and presuming yourself capable of knowing each nuance of every painter is arrogant. At best, you can wipe the lines away for a fresh slate.

Ability: Book Knowledge and Wand Smarts – You can detect the ongoing or recent effects of an item on a scanned individual. You may use this ability during the Evening Phase.
Ability: Arcane Threads – Your mastery over the marks of magic has allowed you to wipe them clean whenever you see them without disturbing the affected target at all. During the Night Phase, you can choose to end the ongoing effects from an ability (not an item) on one individual.
Personal Goal: Freedom as an ideal is important to you, and the use of magic to shackle a victim is one of the most despicable things in your mind. The marks are plainly easy to see, and if you manage to rid a victim from a compulsive magic you will have completed your goal and may choose one of your abilities to be enhanced.

EARTHLING THE UNSTOPPABLE. He could dispel the active effects of abilities, and for a passive ability he could suspend it for an update. "suspending" the dual injury capacity of niklas killed niklas.

Wand of Force got traded to Stuck in Pi, who improved it and never gave it back. It improved to give +1 Vote Strength.

Scan ability improved to give full item descriptions when the effects were detected.
Dispel ability improved to allow Earthling to shut off an ability for a day if it was dispelled, effectively roleblocking the ability user. This could be used 3 times once earned.

TheForestAuro said:
You are the Outspoken Councilor

Role: Svartalfar Diplomat
Race: Svartalfar Elf
Alignment: Evil
Strength: 1
Faction: Svartalfar Assassins
Item: Boots of Retreat (+50% chance to survive an unclean lynch) [Lower Body Slot]
Income: 9 gold/day

A smile during the night and an eye during the day keeps the lynchmob away. Your constant vigilance and courteousness has kept suspicion off of you and your assistant the Assassin since you arrived, but you are unsure if the current chain of events will lead to your demise. You only hope that your agent, the Svartalfar Spy, can keep you hidden while the Assassin does his job.

Even though you possess no combat ability and find the idea of violence to be distasteful and below you, you are not above using whatever means necessary to gain information about your political enemies. This council, however plagued with fear and death, is no exception, and you intend to stay in the know until the day you die. Hopefully, that’ll be a long time from now.

You are slightly worried that your assistant is just barely holding back, and genuinely believe him to be a psychopath, however devoted to the cause he may be. It would be best to keep a very close eye on him during your stay here, lest his eagerness be the end of you.

Ability: By Any Means Necessary – You are the master of getting the information you want. Your methods are diverse, but effective, and when you want to know something it’s only a matter of time before you do. What you want to know right now is where the loyalties of your councilors lie. During the Day Phase, you may use your skills to determine the nationality of one individual.
Personal Goal: Expose and subsequently lynch a Ljosalfar infiltrator. If your ability reveals the nationality of your enemy and you are the first to initiate a lynch vote on him, you will gain an additional point of strength. This stacks with itself.

Boots of Retreat improved to make the wearer immune to unclean lynches. One of the richer players by design.

TheForestAuro said:
You are the Perceptive Councilor

Role: Divination Mage
Race: Amurite Human
Alignment: Neutral
Strength: 1
Faction: Amurite Observer
Item: Mask of the Dragon (This item, when used, can intimidate any target. It will reduce their effective strength by 1 until you choose a new target for this item) [Face Slot]
Income: 3 gold/day

Divination is the art of glimpsing into the possibilities that lie before us. When first approached for this mission, you almost turned it down for one simple reason alone – you never once glimpsed the possibility of it succeeding, despite your skill and open-mindedness. Still, when the Tower of Divination called for your aid, you agreed to go along, a source of major discomfort within you.

The possibilities that you can glimpse are not limited to the future events before you. By concentrating on individuals, you can see those who have affected them, and through your glimpses deduce how they are being affected by the abilities of others. Similarly, you may from a distance sever the ongoing effect of an item on an individual. After all, it pays to have a little knowledge outside your field.

Ability: Long Distance Deduction – You can detect the ongoing or recent effects of an ability on a scanned individual. You may use this ability during the Night Phase.
Ability: Scry’n’Fry - Your mastery over the marks of magic has allowed you to wipe them clean whenever you see them without disturbing the affected target at all. During the Night Phase, you can choose to end the ongoing effects from an item (not an ability) on one individual.
Personal Goal: Avoid your own death by acquiring some sort of protective item. Your visions give new insights into your own demise every day, and you wish to have some sort of reassurance if you are to continue this mission unhindered. If you complete this goal, you may choose one of your abilities to be improved.

Mask of the Dragon Improved to permanently drain strength when used, down to a maximum of 1 strength remaining.
Long Distance Deduction improved to give full descriptions when abilities were scanned.
Scry'n'Fry improved to allow Love to possibly destroy items producing effects he had dispelled. He did end up shattering BL's mega-amulet, much to BL's chagrin.

TheForestAuro said:
You are the Proper Councilor

Role: Disbarred Confessor
Race: Bannor Human
Alignment: Good
Strength: 2
Faction: Ex-Bannor
Item: Pinion of Truth (This item, once activated, doubles the strength of any support votes on its wearer for three days. It can only be activated once per player) [Accessory Slot]
Income: 2 gold/day

Having heard the sins of many, it was about time you committed one of your own. The first of the trials to enter the undercouncil is a confession of one of your darkest secrets. If you give a truthful answer, you are forbidden entry. Instead, you must fabricate a darker one – the magic of the door will recognize your deceit, and let you through. Gaining this knowledge instinctively led you to the realization that the Bannor Paladins above would never make it to this council, as the trials after lead only further into disobedience and chaos. You and your allies are the last hope for the dissolution of this terrible place.

Your darkest secret lies in the advice you gave one Merchant’s guard a long time ago. His family never saw him again after that fateful voyage out to see, and you have blamed yourself for advising that he board the ship, despite it being beyond capacity with no extra provisions, to complete the oath to guard his merchant. You wonder if they starved to death, or if the ship was lost to sea.

You have heard his voice at this council – a voice you will never forget. Find him, make amends, and you will surely find an ally.

Ability: Glimpse the Soul – You know a sinner when you see one. During the Night Phase, you may choose a target to scan, and their alignment will be revealed to you.
Personal Goal: Make amends with the Merchant’s Guard from long ago. If you can find him and convert him to your team through the Inquisitor, your ability will strengthen considerably.

Pinion of Truth improved to make every lynch against the wearer an Unclean lynch.
The Merchant's Guard from long ago was Diamondeye. Diamondeye's character was in my M-NotW, played by BananaLee. Beefy's character, coincidentally, was played by Paulus in my M-NotW.

When improved, he could scan an alignment and permanently improve it by one if he so wished. Very useful for Omega's conversion ability.

TheForestAuro said:
You are the Proud Councilor

Role: Empyrean Vicar
Race: Malakim Human
Alignment: Good
Strength: 2(3)
Faction: Town Guard
Item: Staff of Lugus (This item appears to have a limited number of charges. When activated, sunlight will surround you, rendering you immune to certain abilities) [Two-Handed Slot]
Item: Greaves (+1 Strength) [Lower Body Slot]
Income: 6 gold/turn

A proud servant of the public, you have lived in Hazlett for many years prior to this event. On the border of Grigori and Malakim borders, Hazlett has enjoyed a comfortable co-existence as a cultural mesh of the two great nations and your presence in the city as a member of the guard is a prime example of how the light of Lugus can reach even the godless citizens of the Grigori.

Infiltrating the Undercouncil has been an ordeal for you already. The trials to gain entry were intense, and you feel the darkness of Esus constantly pressing in on you. Hopefully, the light of Lugus will fend off your enemies, but even now you doubt if you will make it out alive.

Ability: Behold the Break of Dawn – By purchasing the correct materials (Cost: 75 gold) you can force the next phase to be a day phase through powerful Empyrean rituals. You can only do this twice during the duration of the game
Personal Goal: Thwart an attack on you by skipping the phase it would have occurred in. If you successfully complete your goal, you will gain a new ability.

Staff of Lugus protected against Vampires, all Scan Attempts, and if ever activated Renata's ability didn't work during that phase, and neither did her Mirror Mask. If Improved, all team members were immune to Vampire attacks, Strength Drain, and Injuries.

If he completed his personal goal, he would have gained the ability to protect one character during the Day Phase.
 
TheForestAuro said:
You are the Quiet Councilor

Role: Calabim Assassin
Race: Calabim Vampire
Alignment: Evil
Strength: 2
Faction: Vampire
Item: Veil of the Night (This item appears to have a limited number of charges. You are immune to an unclean lynch the phase after it is activated.) [Face Slot]
Income: 7 gold/day

The Governess is a crazy woman. Unlike any other noble you have ever met, she is constantly at the forefront of any danger that she so much as suspects, and you fear that her life will soon draw to a close if she continues on like this. Or at least, that’s what you feared before – now you’re almost sure of it. Infiltrating the Undercouncil was a shrewd move but as you find yourself surrounded by the brightest minds in the game you only hope that you can outwit and outfight the fools for the glory of your mistress.

The Bloodpet will be a problem, though. His lumbering, bloated, thuggish form is a dead giveaway to those who know what they’re looking for, and overall a liability to your team. You wish that your Governess wouldn’t rely on him so much, but just like everywhere she goes the toy had to come with her even to the Undercouncil.

Ability: Keep it Smooth – Your real strength is immune to detection. You may PM me at any time to change your apparent strength, a number between 1 and 6. The change will go into effect at the next update.
Ability: Feed on the Living – You are a vampire and must feed on the living during every night. In either the Evening or Night phase you may pick a target to feed upon – if your strength is higher than theirs, you will successfully drain them of one strength. If you fail to feed, your strength will be reduced by one, and your victim will know that he has fended off an attack by vampires.

Anyone with a strength of 0 will die, including yourself.
Personal Goal: The Bloodpet is a liability and must be removed. The Governess cannot rely on him forever, and you intend to show him that he will never be welcomed in the court of the true Calabim masters. If you can convince someone to kill him, you may choose one of your abilities to be improved.

Veil of the Night improved to give +1 Strength, as well.
Keep it Smooth improved to allowing him to ascertain others' strength as well.
Feed on the Living improved to allowing him to drain 2 points of strength with each attack.

TheForestAuro said:
You are the Robed Councilor

Role: Priest of the Blizzard
Race: Illian Human
Alignment: Evil
Strength: 1
Faction: Priests of Winter
Item: Monocle of Appraisal (This item appears to have a limited number of charges. When activated, this item can appraise either the approximate value of an item or the approximate strength of a character) [Face Slot]
Income: 3 gold/day

Stuck in the middle is not a position that you are used to occupying. In your home in the frigid tundra, you are the most powerful mage that anyone has ever met, but amongst these other priests you are neither the most powerful, nor the most skilled. Your jealousy has barely been containable, and you find yourself turning away from the ideals that you so barely grasp onto as a source of power. Your ability to control the freezing winds of the Blizzard seems trivial to these two, but they know nothing of true power.

Secretly, you worry if this mission was a mistake. Although the three most powerful of your kind are gathered here, your faith has waned considerably in the past few months and your loyalty to the fallen god is all but dead in these dangerous times. Best not to let the others know that before you can find some protection from their malice.

Ability: Call Forth the Blizzard – By expending a significant amount in resources (Cost: 30 gold) you may call forth the blizzards of your homeland and strand one councilor in an endless void of frost. He will be ejected from all game proceedings for one phase of your choosing, including being lynched.
Personal Goal: It is time to take your significant magical prowess to a different master. Find someone that has a conversion ability, and convince them to convert you. If you are ever converted, you will lose your ability but gain another, more powerful one.


(NOTE: You are not allowed to reveal the identity of your teammates until you have been converted. This is for fairness' sake - I do not want you trading away your team for a personal goal)

Monocle was a very useful item for the MERCHANTS :P It improved to not having limited charges, and being able to be used on all possessed items at once.

Call Forth the Blizzard became a one-shot kill that cost nothing, which was used on Zack at the end of the game.

TheForestAuro said:
You are the Shadowy Councilor

Role: Information Broker
Race: Grigori Svartalfar Elf
Alignment: Neutral
Strength: 1
Faction: Town Guard
Item: Map of the Underworld (This item provides you with a 50% resistance to abilities during the Day Phase) [Accessory Slot]
Income: 8 gold/day

After the apprehension of the fleeing councilors, you were contacted by the guard for information on their identities. Some gold was exchanged, and some sources were probed, and you came up with the startling fact that these were actual Undercouncil members. Although a great deal of debate was sparked in the Guard headquarters, you knew instinctively that this was quite possibly the biggest opportunity you’d ever seen in your life. The information at your grasp as an actual COUNCILOR within the cabal of secrets was too great a temptation, so you hatched the plan that led you here today.

You are somewhat devoted to the goal of bringing the council to its knees, but not before you find out as much as you can. After all, surviving an ordeal like this along with the death of the Undercouncil could quite possibly make you the most valuable Information Broker in Erebus – an idea that keeps you smiling through it all.

Ability: A Little Gold Goes Quite a Way – By making a few bribes (Cost: 15 gold) you can increase the vote strength of an individual for one day. Others may pay you to activate this ability without the money being drained away from your Faction Weakness.
Personal Goal: Collect payment from five different individuals outside of your team for the use of your ability. If you complete this goal, you will gain a +25% resistance to an unclean lynch and +5% more resistance for each additional person who utilizes your ability.

Map improved to give the resistance during all phases, not just day.

TheForestAuro said:
You are the Sickly Councilor

Role: Ashen Martyr
Race: Sheiam Dwarf
Alignment: Evil
Strength: 1(2)
Faction: Ashen Veil
Item: Bracers of Armor (This item appears to have a limited number of charges. Once activated, it provides a +1 to Strength, even if the item is removed.)[Accessory Slot]
Item: Scimitar (+1 Strength)
Income: 3 gold/day

Lacerate. Bruise. Tear. Scar. Blood.

Blood. Pain. Oh, Pain. No Death. Stigmata. Blood.

Lacerate. Cut. Slice. Rupture.

Rupture.

Survive. Sacrifice. Endure.


Ability: Pain is Gain – At any time during a phase, you may pick a target and transfer an injury away from them to yourself. This ability happens immediately in terms of chronological precedence – if a teammate of yours uses an ability that would normally injure him at the next update, you can absorb that injury before the update has time to report it and instead appear to be the only one injured by the ordeal in the eyes of the others. Additionally, you may hold two injuries before another injury will kill you.
Personal Goal: Pain and Suffering is all you have ever known. If you can hold two injuries constantly for three full days you will unlock even deeper secrets of withstanding the pain and suffering that soon all will feel at the feet of Agares.

(Note: You will need to replace healed injuries the phase after you recover them for this goal to be considered “kept”)

My favorite PM. His ability improved to allow him to hold an infinite amount of injuries, and he could never die from injuries or Vampire Strength Drains.

Scimitar improved to +2 Strength, 1 Handed.
 
TheForestAuro said:
You are the Sinister Councilor

Role: Grey Inquisitor
Race: Bannor Human
Alignment: Neutral
Strength: 3
Faction: Ex-Bannor
Item: Robe of Justice (This item gives you a 40% resistance to abilities used by evil players) [Body Slot]
Income: 3 gold/day

Although you too have become excommunicated because of this adventure, your conviction has not waned. When you were training to become an Inquisitor, you learned from your masters that rooting out deception and punishing the wicked comes above all else in the duties of your caste, your truly believe that this is just another test sent by Junil to judge your devotion to quelling his enemies.

An astounding disciple in your own right, your very voice reverberates with conviction when you speak about anything, and you have garnered something of a position of respect amongst your fellow councilors. Men of shadows and lies, they know nothing of a true leader, and your rising position within their ranks is nothing but the mark of social incompetence on their part.

They listen to you now. Time to make them hear the words of a higher power.

Ability: Obedience is Key – By playing on the guilt of their sins, you can convert other players to the Order that is Junil. It is much easier to pull good-aligned players than evil-aligned ones to your way of thinking. Good-aligned players will convert one full day from when you activate this ability. Neutral-aligned players will convert two full days after you activate this ability. Evil-aligned players will convert three full days after you activate this ability.

Once you have marked someone for conversion, you may not mark another player until the conversion attempt is successful or is somehow interrupted or negated.

Personal Goal: Convert an evil player with a conversion ability, and swear an oath on him to permanently force him to your team. If you complete this goal, you will gain a new ability in place of the old one you have lost.

Robe of Justice improved to work on neutral players as well.
Obedience never worked. It was always inturrupted somehow, to his great displeasure. New ability was simply this, but faster and not alignment based.

TheForestAuro said:
You are the Sneaky Councilor

Role: Conniving Taxman
Race: Khazaad Dwarf
Alignment: Evil
Strength: 1
Faction: Merchant Infiltrator
Item: Protective Amulet (This item can defend the wearer against a night attack once. Once it has been used, it is destroyed)
Income: 0 gold/day

Without the considerable power of the guilds on their side the Merchants turned to you, the morally ambiguous side of the law, for guidance. You are their source of income in these harsh times – the Undercouncil’s lifeblood is gold, and you are the blade!

Far too long has the Undercouncil skirted the law and avoided the tariffs with smuggling dens and open borders agreements. Secretly moving valuable goods, any merchant worth his salt would pay the Council to gain the luxury of their trade routes and smuggling rings, as well as the protection of the Nightwatch. Your tax revenue has dipped sharply since the Undercouncil began basing out of Hazlett, and that money is your birthright!

So to speak, at least. You think all money is rightfully yours. You are the taxman, after all!

Ability: Here Cometh the Taxman – By placing a traceable mark on the councilor’s robes, you can find them during the day time. Although you have no way to prove their involvement, you do have one trick up your sleeve – the audit. You know that all Undercouncilors will have some iffy numbers in their ledgers and you intend to grab profit straight from their misdealings. By expending a small amount of money (5 gold) you can organize and audit against one councilor, and drain half of their gold to you personally. This is a Day Phase ability.
Personal Goal: You’ve always dreamed about hitting the jackpot. If you can drain over 60 gold from a single use of your ability, you will have completed your personal goal and you will gain a valuable item from your personal stash that may come in handy.

This item actually could not be improved - but when broken, Stuck in Pi could "Fix" it with his ability.

The valuable item was a roleblock item with infinite charges.

TheForestAuro said:
You are the Stealthy Councilor

Role: Alchemist
Race: Grigori Human
Alignment: Neutral
Strength: 1
Faction: Merchant Infiltrator
Item: Spectacles of Seeing (This Item appears to have a limited number of charges. When used, it will reveal the apparent race of the target, but not the nationality. For example, scanning a Ljosalfar would give the result “Elf”, as would scanning a Svartalfar) [Face Slot]
Income: 1 gold/turn

You have always been fascinated by the ways the natural world continues to surprise you. By utilizing the knowledge your years of experience has given you, you have learned to more or less convert any item in your possession to gold – an impressive feat in your own right, and a wicked twist to the idea of draining the undercouncil of their wealth.

You know for a fact that more than just gold is at play here. You can feel the magical power of artifacts brimming about the room during the council sessions, and you can only imagine how much some of those artifacts are worth when subject to your particular skills. Solid Gold Sword? 50 Gold. Flexible Gold Mask? 100 Gold.

Destroying the Crown of Command and profiting from it? Priceless.

Ability: The Midas Touch – During the Day Phase, you may convert any item in your possession to solid gold. The resulting ornament is then sold on the open market for massive profit, or converted directly into gold coins if there are no willing buyers. For all intents and purposes, you destroy an item and replace it with its rough value, in your wallet.
Personal Goal: Get your hands on the Crown of Command, and use your ability on it. You will gain a powerful new ability if you complete this personal goal.

Spectacles improved to give +1 Strength as well.

If he possessed the Crown of Command, he could steal items as well.

TheForestAuro said:
You are the Strong Councilor

Role: Blacksmith
Race: Khazaad Dwarf
Alignment: Neutral
Strength: 2(3)
Faction: Merchant Infiltrators
Item: Cold Iron Hammer (+1 Strength) [One-Handed Slot]
Income: 5 gold/turn

Because of your refusal to pay the outrageous surcharges the Undercouncil forces upon those that wish to do business with them – and by extension, anyone else within their circle of oligarchies – you slowly but steadily have watched your business slip away. Although you are perhaps one of the finest smiths in Hazlett, few even know of your broken and ailing forge on the outskirts of the slums – a place you have been relegated to after you could no longer afford the rent on the elaborate shop you used to run.

All you ever wanted was fair business, and before the Undercouncil moved their operations to this bustling town on the Grigori/Malakim border, you were the richest. It’s just that simple – when it comes to competing fairly, you win. You intend to give them a taste of their own medicine, now that the footing is equal

Ability: Best in These Lands – Your ability allows you to improve any item that you get your hands on. This is a Day Phase ability. Pick any item that you currently possess, and during the next phase you will have completed your work and the improved item will be revealed to you. This process does cost in materials (15 gold), but others may pay you to improve their items without ever losing control of them, if you wish to accept this deal.
Personal Goal: You know that your teammate, the Alchemist, is eager to get his hands on the Crown of Command so that he can convert it to gold and become deliriously rich. You believe that the Crown could be put to much better use, especially after you improve it with your ability. Gain control, improve, and use the Crown to fufill your personal goal.

If he gained control of the Crown of Command, he could improve items for free.
Cold Iron Hammer improved to give +2 Strength.

TheForestAuro said:
You are the Stuffy Councilor

Role: Former Paladin
Race: Bannor Human
Alignment: Good
Strength: 2(4)
Faction: Ex-Bannor
Item: Sword of Junil (+2 Strength, +25% chance of resisting an unclean lynch. This item appears to have a limited number of charges. When activated, it overrules any unclean lynch and immediately turns it to a clean one.) [Two-Handed Slot]
Income: 2 gold/day

Your guilt over turning your back on the church is evident, but you knew it had to be done for the good of all your people. Every day, you pray fervently to your god for forgiveness, not only for leaving the church but for stealing the Sword of Junil, as well. You know that should you ever return to the surface world you will almost certainly be executed for your crimes. Failure is not an option anymore, because one misstep will mean that everything you have done up until this point will have been in vain, and the possibility of the Sword falling into such greedy hands fills you with dread.

Because you do hold such an important Order artifact, however, you have made deals with the roaming patrols above that desperately search for the Undercouncil and your rogue squad. Using the Sword, you can place an invisible Mark of Justice on one foe during the Evening. When day comes around, the mark will flare to life when the deceiver nears a passing Order patrol, and they will slay the councilor without a second thought.

Do not fail now.

Ability: Mark of Justice – This is an Evening Phase ability. You place a Mark of Justice using the Sword of Junil on one enemy, and if the Mark has not been somehow removed by the next Day Phase the enemy will be slain. This ability, once used, takes time to recharge and can be used again 3 days later. This ability requires the Sword of Junil to be in your posession.
Personal Goal: You hope and pray that your decision was correct, and that you are doing the world a favor. If you can successfully escape an unclean lynch, your faith in your god will be renewed and your ability will only take 2 days to recharge.

Sword of Junil could be improved to be chargeless, and give +3 Strength.

TheForestAuro said:
You are the Tall Councilor

Role: Captain of the Nightwatch
Race: Balseraph Human
Alignment: Evil
Strength: 5
Faction: Esus
Item: Jade, Emerald, and Onyx Encrusted Amulet (This item can only be activated once per phase, although you start the game with all three of its effects currently active. When activated, you can choose one of the following immunities to gain: Immunity to Item Effects, Immunity to Supernatural Abilities, Immunity to Mundane Abilities. Each of these immunities lasts two turns. You cannot re-activate this amulet to give yourself a listed immunity if you already have it [i.e., renewing a duration before it has expired].) [Accessory Slot]
Item: Crown of Command (If the Nightwatch is successfully formed, they will immediately join your team. Whoever controls the Crown of Command controls the Nightwatch.) [Face Slot]
Income: 0 gold/turn

This moment has been in the making for many years, and now that your plans have begun to come to fruition, your excitement is palpable. Far too long have you watched the Undercouncil squander into ruin, a secret society once built upon the foundations of secrecy and trade reduced to a political hunting ground. The day to day actions of Esus’ will still proceed more or less unhindered, but you have watched as the disciples of Esus decayed into merchants, politicians, and murderers. You have watched the brutal murders of political rivals to remove their voice from this institution, and you have seen foul magic leave a nation helpless at the command of one twisted mage.

Now, in this final hour, you have deduced that only you and your assistant are the only true councilors remaining. The once proud cabal of secrecy is nothing more than a playground for ambitious men to make attempts at your dominance, and if something is not done before you pass away the Undercouncil may never again recover from this mess. Therefore, you decided, it was time to purge this council and begin anew.

The speaker, however, was prepared for the worst, and in killing him you inflicted upon yourself a terrible curse - an incurable wasting disease that rots away at you even now. If you are to see your goal completed, you must work quickly and efficiently, lest you die before it can be completed.

Ability: Revenge – Every Day, you will sacrifice the unworthy to Esus. You may pick one target to kill during the Day Phase when the council is not in session, and that councilor will not return to the next night’s proceedings.
Ability: Control – You may pay 50 gold to convert a clean lynch into an unclean lynch against you. You may pay 100 gold to block an unclean lynch against you.
Weakness: Dying – You have been stricken with an incurable illness, and you fear that your time is drawing to a close. You only have days, perhaps weeks left to live, although the exact amount is unknown. If you have not won a victory before the time has elapsed, then your character will perish.
Personal Goal: Perhaps there is a way to cure your illness – although your physician and healer both have told you there is none. Though you are loathe to trust anyone in this council, you know that despite the corruption of this institution if there was any place to find something that could not be found, it would still dwell in the minds of the Undercouncilors. Find a way to escape your grisly fate.

He was dying. To be cured, either Earthling or CCrunner had to dispel the curse. Then, Winston Hughes had to heal him. This gave him the "Form the Nightwatch" ability, which he used finally at the end of the game.

His amulet was rigged to explode once he formed the nightwatch, injuring him and shattering. This weakness was fixed when SiPi improved it.

Crown of Command, if improved, gave +20 income when equipped.

TheForestAuro said:
You are the Timid Councilor

Role: Ljosalfar Healer
Race: Ljosalfar Elf
Alignment: Good
Strength: 1
Faction: Ljosalfar Recon
Item: Caltrops (This item is destroyed once activated. When used, it will injure anyone that uses an ability on you that would require them to physically be present and/or near to you. It may also prevent the ability from working)
Income: 4 gold/day

The Undercouncil is a dangerous place, even for a Ljosalfar Ranger such as your ally, and you volunteered to accompany him despite the risk. You are a skilled priest of the Fellowship, and you specialize in healing – as your title may suggest.

You tend to have an altruistic streak even with your enemies, and it has been hard suspending that tendency towards kindness. It has been a rude awakening living in this dark hellhole, and you wonder what Svartalfar culture must be like if this is the sort of place they prefer to do their politics.

You are less antagonistic towards your winter brothers as most of your kind, but you understand the necessity of your victory over them. With your help, the Ljosalfar can escape this nightmare intact and live to fight another day in the forests that you miss dearly. You only hope that you will live to see them again.

Ability: Healing Touch – You may use this ability during any phase, but it takes a full day to recharge once used. You can heal an injured target – even without their knowledge – and perhaps even help others whose afflictions are more severe.
Personal Goal: Although you understand the severity of the situation that you are in, it is hard for you to withhold your gift from others. There is a man here who is very ill, although the confusion and chaos around you makes it impossible to determine who – only the negative energy coming from him. If you can find him, and cure him of his condition, your ability will improve.

Caltrops improved to killing whoever stumbled on them.
Healing Touch improved to being able to reverse vampire damage.

TheForestAuro said:
You are the Wise Councilor

Role: Ljosalfar Ranger
Race: Ljosalfar Elf
Alignment: Good
Strength: 2(3)
Faction: Ljosalfar Recon
Item: Arboreal Bow (+1 Strength, +35% chance to survive unclean lynch. This item can be activated during the Day Phase. It has a 50% chance of wounding the target that it is used on. ) [Two-Handed Slot]
Income: 5 gold/day

You are the epitome of the Ljosalfar ideal, a ranger with no equal amongst your villagers. You were handpicked by the Fellowship elders for this mission, requiring a great deal of wisdom, awareness, stealth, subtlety, and strength. It is the greatest honor of your lifetime, and with this task laid upon your shoulders, and you do not intend to disappoint.

The filthy Svartalfar that you now share this blasphemous council are the antithesis of all of your ways. They dare not strike you during the day – it would be a useless gesture anyways, because you know of few that could defeat you in single combat. You know that your friend the Healer has yet to develop the racial hatred for the Svartalfar that you know and cherish, but you also know that he has never been subjected to the horrors of Svartalfar deception or brutality. Long ago, you were present for the barbaric burning of a helpless Ljosalfar settlement by your winter brothers, and you barely escaped with your life.

Carrying the first citizen you could find to safety, you thank Arawn every day for your good fortune on that day – for the man that you rescued was a powerful magi, whose voice you have heard at this council! If you can find him, you may be able to forge an alliance. No Ljosalfar would be here legitimately. Would they?

Ability: Unconquerable – You are immune to attacks during the Day Phase.
Personal Goal: You must seek out this Ljosalfar Magi, and convince him to aid your recon team. With his help and the healer’s blessings, your mission is sure to be a success. If you complete this personal goal, you will gain a new ability in addition to your current immunity.

Arboreal bow, once improved, would kill 50% of the time, wound the other 50%.
The new ability allowed him to extend his immunities (both from Unconquerable and Items) to everyone on his team.
 
Also, a note: If Backwards Logic had died, players could have won a non-faction related victory by being part of an alignment that won a strength victory. This ending would have ended with the losing players not dying.
 
Fascinating game, TFA. Great work. :goodjob:

And congratulations to the winners. :king:

I must say, Zack and I really were dealt an atrocious hand, and never stood even the tiniest chance of winning. Even if Renata hadn't been an infiltrator, it would have been incredibly difficult to get anywhere towards our goal, especially given that our Svartalfar opponents had far more useful abilities than we did.

The idea of injuring then healing people to get information is not inherently a bad one, and could work nicely in a different game. But when the town is supposed to be made up of badguys, going around telling people that you have a healing ability is likely to make you a prime suspect.

In the event, however, it was a mistake by Renata that led to my death. She accidentally posted in our quicktopic under the name The Infiltrator, and I demanded answers from her, saying that she either needed to tell me the truth or kill me that night.

The problem, of course, was that being one of the most obviously 'mafia' factions, and also lacking any means to kill, there was simply nothing we could do about this Infiltrator. A public reveal might get her killed, but it would definitely blow our cover. So I decided to not even discuss the matter with Zack until I'd given Renata a chance to have me murdered, in the slim hope that ignorance might protect him, and thus keep our miniscule hopes of victory alive.

I didn't find out until after my death that BL was Renata's partner, but once I heard that, and saw how things had worked out in the write-up where I died, I realised that they already had the game virtually won, so long as they could avoid being murdered.

Still, none of this is a complaint against TFA. I asked him to give me the least powerful role in this game (I think my exact words were 'unimportant townie'), and there's no rule that says everyone should have an equal chance at winning. We were but pawns.
 
So I'd like to know why Omega's converting never worked? (I was never explained that during the game)

I understand converting Backwords Logic was impossible, but what about the others?


Also, me only being able to kill every 3 nights seemed underpowered IMO.
 
:( I died way too quickly. BL you! :mad:

It was one hell of a fun game to watch, especially everyone running around thinking they're the wolf team. :lol:
 
This game was extremely interesting and well-built, and perhaps the best game I've participated in.

I'd like to give props to my teammates, Autolycus, Beefy187, Niklas, CCRunner, choxorn, Backwards Logic, Renata and Methos :lol:

High fives to the last three whom I ended up winning along with, and a handshake to the former five whom I ditched to go turncoat both once and twice. The Octopus Overlords team was very short-lived... I can't remember if we even started a QT, and if we did, it didn't get past 5 replies.

Basically, we were smacked from the first phase; Autolycus died and Beefy's grasp of me was dispelled. I panicked (Wow! Single innocent player in the game!) - and my personal goal was to find a new team, so I went to Niklas (primarily due to the fact that he got the knife; his team seemed to have gained an advantage early on - of course, since it was CCRunner who dispelled me, Niklas had very few quarrels in accepting me in) and was converted to the Ashen Veil faction.

This completed my second PG (woo - that's fast!) and gave me the interdiction ability that allowed me to shield someone every other phase. We decided that choxorn should kill Beefy (instead of me calling for his lynch) to complete his PG, while I shielded him, while Beefy picked choxorn to convert. That resulted in this very interesting PM...

TheForestAuro said:
Settling down in your coral throne, you breathe the incense in, and begin to meditate. The object of your enthrallment spell, choxorn, enters your mind, and you sink into a relaxed high as your concentration grows.

But even as you slip into the mind of your target, you sense a certain familiarity that you were not expecting to find. Truly, it could not be....the Bodyguard? Your eyes snap open, and you see that Diamondeye has returned to you, your magics flowing into his head.

"Diamondeye, you have returned to me. I have not called you, though I am relieved to see you - why is it that you have come when I have called another?"

A terrible, awful smirk then blossomed across his face. "Because, my old friend, I have found a new master. When you called him, I came as well."

A look of confusion shoots across your face, but even as the first tendrils of panic begin to take hold of you, your world turns red as blood begins to drip from your eyes. You hear a terrible tearing noise, and you feel lighter as your world softly fades to black.

- boom, OO faction down. The AV faction (whose quicktopic title was absolutely awesome by the way) seemed to be off to an outrageously good start - until the Niklas/choxorn update.

After that and the apparent reveal of CCRunner as the third AV (I'm glad nobody suspected a fourth!), I decided the best shot at actually winning was that one of us survived, and as such I made it a priority to be seen voting against CCRunner (without really talking it over with him, sorry Ryan, but at that time the team was toast already, more or less). CCRunner saw the reason of it and handed over the items (Map and Pearl) to me.

Then the whole "DE is a vamp"-campaign started (What the hell was that about, guys? It was so ridiculous), and luckily Love came to me and wanted me to kill BL. I immidiately squeeled on him to charm my way into the NW (didn't know about the voting yet :sad:), but sadly CCRunner was hung anyway.

I don't know if it actually helped, but I interdicted Earthling to absorb any NW votes he got to get into the NW (which I did, along with Methos). After the last showdown against Earthling, we were four of the NW faction against a gathering of single-man factions and victory was almost assured. Me getting the sword to tip another 2 strength in our favour was lovely too (I switched the sword with BL for the silverknife - ha! I GOT IT! IT'S MINE!).

A very interesting and inspiring game, TFA! And in my case very, very confusing :p
 
Good job BL, though I was relatively certain you'd win. Out of curiosity, how many fingers did the piranhas chew off and how did you fight them off?

In another story, my faction had one of the few wins that didn't rely on strength. Of course, 1000 gold is not easy at all to accumulate. And to those wondering why I sided with BL after Sprig and Seon died, it was simply because I sort of enjoy my interesting record of surviving to the end of almost every game to die gloriously in the final battle.

I might post an AAR later, I'll see what BL covers in his (I'm assuming he'll make one)

Oh, and to TheForestAuro, :goodjob:! Excellent game, nice balance between all the roles and sides.
 
Wow. I don't think I really deserve BL's kudos; I spent most of the game just keeping my head down in private so I didn't get trapped in an inevitable lie. As TFA himself points out, the Ljosalfar faction in particular had the potential for much more, and I didn't get it done. Happily I didn't need to. Backwards Logic did all the heavy lifting. Add in a hefty dollop of sheer luck, and talented teammates at the end there, and it was sweet sweet victory. Thanks for the impossible role, TFA! :lol:

(Even if I do feel my four faux-teammates kinda got the shaft. Though I did appreciate that there were both carrots *and* sticks regarding us backstabbing them.)

All in all, though, this was a fabulously designed game with all the factions and, as BL says, the items and abilities, and I would die for more of the same in future. For lack of alignment scanners for most of the game, the multiple factions making everyone think they had a chance to work with some of the others -- all of it made for an unusual and very compelling dynamic.
 
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