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Old 03-24-2007, 11:42 AM
VoraciousReader VoraciousReader is offline
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Join Date: Apr 2005
Location: 11-1 and still proud
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Default Re: Choose Your Own Adventure Vol I: The Road to Eleria

Battle Hawks Roster

The advance party for the Elerian battle will be as follows:

aaronk56
BluffBlank
Boiler_bd
chim17
chuckleslovakian
dmk
durron597
DustinG
econophile
FCBLComish
fmxda
fnord_too
Iron_Yuppie
JaredL
Jeremy517
kbar13
Kumubou
kyrosmother
lastchance
LuckayLuck
Mark_K
MDorand
metsandfinsfan
NeilStevens
Nez477
shortline99
sighing
Thebram
Tiedup14
traz
Vavavoom
Voj
wdcbooks
xoom
Zurvan


Remember, sometimes evil wears a friendly face.

Among you, there are THREE Renegades (ordinary evils). There are also:

Evil Power Roles

<u>The Assassin</u>: IP: Poison - At night the assassin can choose to poison one character. This character will lose his powers the first night, be silenced the second night, and die the third. The assassin starts the game with one vial of poison.
-The Assassin will gain an assortment of poisons and skills that could result in the hindrance and even death of party members.

<u>The Temptress</u>: IP:Seduce - Chooses 1 player per night. She blocks this player's event for the night.
-The Temptress will gain abilities in line with role blocking and event blocking.

<u>The Illusionist</u>: IP:Alter Aspect - Peek returns villager. As standard "Godfather" powers.
-The Illusionist will gain abilities that allow him to cast illusions to disguise himself, others, and the world around him.

<u>The Warlock</u>: IP: Polymorph Other: Turns target player into animal for one day. That player can not talk or vote.
-The Warlock is a mixed bag character. He will gain a vast assortment of one time use sorceries.

<u>The Saboteur</u>: IP: Snare: Will set a trap on one of the event choices. If the group chooses that option, they will fall into his trap. He is NOT in night chat, and will gain new kinds of traps as the game continues. <u>He receives the event choices the night before, and must set his trap on one of them before the thread opens.</u>

Good Power Roles

<u>The Bard</u>:
IP:Persuasion:When voting on day events only, his vote counts as triple.
-The Bard will gain abilities that effect the voting of events and lynches.

<u>The Priest</u>:
IP: Protection from Evil: He may protect a player each night from night kill at a 50% rate. His night decisions may enhance or dilute this power.
-The Priest will gain protection and curative abilities. He may also gain extra power against the forces of evil.

<u>The Scout</u>:
IP: Reconnaissance:Learns in advance what options the group will have for the next day's event. He may choose one to investigate and will learn the result if the group chooses that course of action.
IP: Journal: PMs the mod with his scouting report each evening. In the event of his death, a player will find his journal and share it with the group.
-The Scout will learn abilities that allow him foresight into events and acquired powers of other players.

<u>The Veteran</u>:
IP: Steel Resolve: Votes against the Veteran will only count as 2/3 of a vote.
- The Veteran will learn abilities that may enhance his toughness, power, or battle prowess.

<u>The Fortuneteller</u>:
IP: Divination: As standard seer peek. One per night.
-The Fortuneteller will gain abilities that might allow her to see into the future, communicate telepathically, and other powers of the mind.

<u>The Apprentice</u>:
IPivination Studies: Receives a peek every third night, simple good/evil. In the event the fortune teller dies, learns half of his peeks, determined by rand() (rand is from among all peeks, living and dead), and becomes a full seer. In the event the priest dies before the fortuneteller, his interest in the mystical world may lead him to study some protective and medicinal texts as well.
-The apprentice will gain abilities that make him a better student, but only as long as the Fortuneteller remains alive.

Everyone got an individual event night 0. The only other actions were the Fortuneteller peek and the Scouting report.

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