Onward: The Battle of Ages; an RPG Adventure (Complete)

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Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby hippophant » Mon May 25, 2015 11:07 pm

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Long ago, there was a man who's village was burnt down by rogue bandits. Consumed by rage, he slowly gathered power through occult rituals, and dangerous artifacts. After taking revenge on the men who did him wrong, his soul was already far too corrupt to stop there. For the next few years, he would hunt down stronger magic and recruit dark and forgotten creatures to his side.

In a battle few have forgotten, the Dark Lord waged war on all of humanity, blaming their transgressions for his family's death. Over twenty thousand soldiers went into battle against him that day, and only two hundred emerged alive. However, despite the Dark Lord's power and army, a powerful hero managed to defeat and seal him away in a weakened form.

Now, after being sealed away for nearly thirty years, the Dark Lord has awoken once again to reign terror.

With the Kingdom of Light, the last beacon of hope for humanity, invaded, and the king murdered in cold blood, only a young new Hero and the combined efforts of the Kingdom can defeat the Dark Lord once again, and seal away evil for the rest of eternity.

All anyone can hope for now is to continue Onward. The Battle of Ages is coming.


Onward: The Battle of Ages


Features

Unitlist (30 players)
Spoiler: Hero
King

Kingdom Protective
Kingdom Protective
Kingdom Investigative
Kingdom Investigative
Kingdom Support
Kingdom Support
Kingdom Killing
Kingdom Killing
Kingdom Power
Random Kingdomfolk (25% chance of Peasant)
Random Kingdomfolk (30% Chance of Peasant)
Random Kingdomfolk (30% Chance of Peasant)
Random Kingdomfolk (30% Chance of Peasant)
Peasant
Peasant
Peasant


Dark Lord
Minotaur

Dark Army Deception
Dark Army Support
Random Dark Army

Neutral Killing
Neutral Killing
Neutral Benign
Neutral Evil
Random Neutral

Summoning
Spoiler: Summoning is the vital and core aspect of Onward,

Each day, all players have a choice to make a Summoning instead of a lynch that day. Each voter must specify which alignment they wish to summon. If the summoning vote reaches majority, the day will end and the night phase will begin.

The following day, a Peasant will have become a unit within the chosen alignment. If no peasants are available, then the ritual will fail, ending the day prematurely.

Two unique Units have the ability to summon a Unit. The Dark Lord can forgo the abilities of all Dark Army Units save for the Minotaur that night to perform a ritual, summoning in a Neutral Killing or Dark Army Unit.. The Hero can choose to Summon every full moon and, if he survives, summon in a Unit. Like the Dark Lord and the day-summon, the Hero cannot specify a specific Unit, but rather just the category. Unlike the Dark Lord, the Hero cannot summon Neutral Killing or Dark Army Units, but can summon a Neutral Benign or Kingdom Unit.

To both factions, Neutral Evil Units are blocked from being summoned. This is due to the presence of such Units like the Vampire.

There is a downside to Summoning, however. From a game perspective, it disables most of the Dark Army from being able to use their abilities, and it disables the Hero from being able to use his own ability. At the same time, if all Peasants have been summoned, then the ritual will fail and end the night with little to no benefit.

To vote for a Summoning, say /vote Summon (alignment) during the day.

Levels
Spoiler: Levels are a form of Unit-boosting for the two major roles; the Dark Lord, and the Hero.
With each successful Summon, the Dark Lord or the Hero will level up, depending on which summon was completed. A leveled Hero or Dark Lord will gain new abilities, boosting their role gradually as they slowly grow in power throughout the game. While the Hero's initial state simply requires him to survive a Full Moon night phase to level up, subsequent full moons he is required to perform a Summon on to level up, instead.

Some levels come with a disadvantage, however, such as the Dark Lord being able to kill the Hero if he visits the Hero's target while he is at a specific level.

When the Dark Lord or Hero level up, it will be announced to the entire Kingdom, along with the Summon and which category was summoned. For information on specific levels and what they do, scroll down to the Levels section.


Unit Conversion

Spoiler: Units>roles

Kingdom>Town

Peasant>Peasant
King>Mayor
Guard>Sheriff
Constable>Investigator
Observer>Lookout
Spy>Spy
Elf>Vigilante
Veteran>Veteran
Doctor>Doctor
Knight>Bodyguard
Courtesan>Escort
Rider>Transporter
Druid>Retributionist
Monk>Medium
Mine-Keeper>Jailor
Notary>Lawyer


Dark Army>Mafia

Dark-Lord>Godfather
Minotaur>Mafioso
Wildman>Framer
Dark Elf>Forger
Succubus>Consort
Rogue>Agent
Beholder>Consigliere
Goblin>Janitor
Bog-Walker>Disguiser


Neutral

Orc>Serial Killer
Elemental>Arsonist
Executioner>Executioner
Jester>Jester
Gladiator>Survivor
Witch>Witch
Amnesiac>Amnesiac
Slime>Stalker
Spirit>Phantom
Gnome>Bomber

New Units
Spoiler: Hero. A Unit capable of instantly wiping out the Dark Army once at maximum level, and summons a Unit each full moon survived.
Black Knight. A variant of the knight that lacks a vest, but can return as a Gladiator if lynched.
Sorceress. Can bless a player to enhance their ability.
Gambler. A hit or miss town power that no one really wants on the Unitlist.
Lynch-Mobber. A sort of super vigilante that needs two other people to visit their target, but can ignore night-immUnity.

Forger. (Dark Elf) While not exactly 'new', I don't believe it has been done in FM before.

Vampire. A variation of the Unit, designed to fit FM better, It can sap the abilities of Units it has fed on.
Traitor. After three nights of following a player, you can backstab them and become the opposite category of whatever Unit they were.

Investigation Results
Spoiler: (Sorceress always appears as a Witch, and thus has no investigation result and simply uses whichever result includes the Witch.)
Your target enters the castle at night. They must be the new King, or a Traitor!
Your target is clad in armor! They must be a Knight, the Hero or a Gladiator.
Your target is a provocative seductress. They must be a Courtesan, or a Succubus!
Your target gathers information through unknown means. They must be a Spy, Rogue, or Gambler!
Your target will stop at nothing to get someone killed. They must be a Lynch Mobber, Executioner, or a Minotaur!
Your target masks their true appearance. They must be a Bog-Walker, Elemental, or a Jester!
Your target always has their eye on someone. They must be a Constable, or a Beholder!
Your target is curious to the point of obsession. They must be a Doctor, or a Slime!
Your target isn't human. They must be a Goblin, Orc, or Elf!
Your target is rarely seen in the day. They must be a Rider, Mine-Keeper, or Vampire!
Your target is skilled in the art of writing. They must be a Dark-Elf, or a Notary!
Your target was around during the previous invasion of the Dark Lord. They must be a Veteran, or the Dark Lord himself!
Your target is a powerful magic user. They must be a Druid, or a Witch!
Your target is rebellious and cares little for laws and politics. They must be a Black Knight, or a Gnome!
Your target is as mysterious as their face. They must be a Spirit, or an Observer!
Your target trails people at night without explanation. They must be a Guard, or a Werewolf!
Your target is covered in blood and has clothing torn to shreds. They must be a Wildman!
Your target is living in poverty and lacks notability. They are clearly nothing more than a Peasant.

Beholder Results
Spoiler: (Sorceress always appears as a Witch, and thus has no Beholder result.)
Your target is a child. They must be the new King.
or a Traitor!
Your target's mind contains a tragic backstory. They must be the Hero.
Your target has memories of crusades. They are no doubt a Knight.
Your target's soul has deep lines of impurity. They are a Courtesan.
Your target is a sinner with a kind heart driven by greed. They are probably a Spy.
Your target wishes to make a bet with the Dark Lord. They are a Gambler.
Your target is inherently evil, despite their standing with the Kingdom. They have to be a Lynch Mobber.
Your target has skills nearly matching your own. They are a Constable.
Your target has a vast knowledge of medical terms in their mind. They are most likely a Doctor.
Your target has pointed ears and skin adapted for sunlight. They are an Elf.
Your target travels by horseback, even within the Kingdom. They are a Rider of some sort.
Your target is an inferior dungeon dwelling race like your own. They must be a dwarven Mine-Keeper.
Your target has notes and letters chronicled within their mind. They are no doubt a Notary.
Your target previously defeated the Dark Lord at the cost of his own powers. He is the disgusting and punyVeteran!
Your target has druidic connections with nature, blocking you from entering her mind. She has to be aDruid.
Your target is on the verge of evil despite their code of ethics. They are a Black Knight.
Your target is a simple nobleman trying to assist the Kingdom in any way he can. He is obviously nothing more than anObserver.
Your target is a common lawman of the Kingdom. They are a simple Guard.
Your target is puny and worthless. They are a Peasant.

Your target is your master and lord of evil. They are the Dark Lord.
Your target has retractable wings. They are obviously a Succubus.
Your target gathers information for the Dark Lord. They have to be a Rogue.
Your target was the Dark Lord's first servant. They are the mighty Minotaur
Your target serves the Dark Lord in the hopes of reviving their species. They must be a Bog-Walker.
Your target is the same species as yourself. They are a Beholder.
Your target wishes revenge against the surface. They must be a Dark-Elf.
Your target is simple minded and contains hardly any information. They are a Goblin.
Your target is a tribal human corrupted by the Dark Lord's influence. They have to be a Wildman

Your target is a savage tribal killer. They are an Orc.
Your target is a monster from another plane of dimension. They are no doubt an Elemental.
Your target has an intense hatred for a specific person. They must be an Executioner.
Your target has no mind to see into. Their gelatinous form tells you they are a Slime.
Your target has powerful magic in their soul. They are a Witch.
Your target is nothing but a soul. They are clearly a Spirit.
Your target cares for nothing more than surviving, even at the cost of their freedom. They are a Gladiator.
Your target wants to destroy the entire kingdom out of revenge! They are a mischievous little Gnome.
Your target has the soul of a wolf hidden within their own soul. They are a Werewolf.
Your target lived far before humanity came to power. They are an ancient Vampire!

Trailing Results
Spoiler: After a brief trailing, you discover your target eating a human heart! They are an Orc!
After a brief trailing, you discover your target melting into slime! They are a Slime!
After a brief trailing, you discover your target praying to the Dark Lord! They are a member of the Dark Army!

Sorceress Blessings
Spoiler: Peasant: No action.
King: No action.
Guard: The Elemental and Dark Lord show up via your trailing, appearing as a Slime and Dark Army member, respectively.
Constable: You acquire Beholder results on your target, rather than your normal Constable results.
Observer: You obtain actions along with your regular results. However, you will not know which action belongs to which player.
Spy: Roles are shown alongside which player(s) the mafia visited.
Elf: Guilt is not suffered if you shoot a Kingdom unit on the same night you were blessed.
Veteran: Kingdom units are not killed if they visit you during your alert. The Sorceress, however, is still killed for visiting.
Doctor: You can heal units ignited by an Elemental, killed via Stalker, or even a revealed King.
Knight: You can survive protecting your target, or your vest is not wasted if used and not attacked.
Courtesan: You can roleblock roleblock-immune roles, and survive roleblocking an Orc. (The Orc will kill their original target, however, if you attempt to roleblock them.)
Rider: If transporting a Veteran, you will survive and complete the transport.
Druid: You cannot die the same night you choose to revive a unit.
Monk: No action.
Mine-Keeper: You may survive jailing an Orc, and cannot be stalked by a Slime if you have jailed it.
Notary: No action.

Unique Units
Spoiler: Hero
King
Mine-Keeper
Rider
Notary


Dark Lord
Mafioso
(In the sense that there can only be one at any given moment)

Witch

Vampire
Last edited by hippophant on Sun Jun 28, 2015 8:55 pm, edited 23 times in total.
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Re: Onward: The Battle of Ages

Postby hippophant » Mon May 25, 2015 11:07 pm

Kingdom

Spoiler: Hero

You are the Hero
Image
Your alignment is Kingdom Peasant (Unique)

As of the moment, you are just a simple farmer boy.
You have no idea of the destiny that awaits you.
The Dark Lord has burnt your farm down to ashes, and with it, your family.

You have no special abilities.
Every Full Moon you survive, you will gradually level up.
At any time during a Full Moon, you may choose to Summon instead of your night action. You must specify which alignment and category you wish to summon from.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Peasant

You are a Peasant
Image
Your alignment is Kingdom Peasant

You don't have any special ability, and just try to live your life in peace and poverty.
Each day, you get to vote in an attempt to remove the Dark Army from the community.
If you are still alive when the Hero uses a Summon, you will change units to the summoned unit.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



King

You are the King
Image
Your alignment is Kingdom Power

You are the child prince of this Kingdom, young but rightful heir to the throne as future King. Since the Dark Army invaded, your coronation has been postponed, leaving you with political power as the heir but no real authority.
You have the ability to reveal your crown, showing everybody who you are, and giving you 3 votes instead of 1
However, doing so will make it impossible for the doctor to heal you, and a top target for the Dark Army.
To reveal your unit, simply say I am the rightful King! in bold during the daytime, and a moderator will officially reveal your unit to the rest of the Kingdom.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Guard

You are a Guard
Image
Your alignment is Kingdom Investigative

You are a guard in the Kingdom, dedicating your life to observing suspicious behavior and locking scum in jail.
Every night, you have the ability to deduce the alignment of one unit simply by a quick glance.
if your target is a member of the Dark Army, an Orc, or a Slime you will know.
However, the Dark Lord, Elementals, and the Gnome have powerful magic protecting their true appearance, making them appear non-suspicious to you.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Constable

You are a Constable
Image
Your alignment is Kingdom Investigative

You are a Constable, appointed by the late king to observe and watch for matters the guards cannot handle.
When the Dark Army invaded and slayed the king, you vowed to use your skills to track them down.

Every night, you have the ability to investigate 1 Kingdom member to discover their unit.
You will always be able to narrow it down to a few units related to each other, but you won't be completely sure.
However, if it's a Peasant without any special unit, you will know it for sure.
You may also discover that a certain character is the Wildman (But beware! If somebody is savaged, they will also look like the Wildman to you, so be careful.)

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Observer

You are an Observer.
Image
Your alignment is Kingdom Investigative

You are an avid opera viewer, rarely seen without your opera spectacles glued toward the stage.
You were formerly a mysterious masked opera critic, feared and adored by cast and crew alike.
When the Dark Army invaded, you decided to watch the greatest opera of all time; their exploits.

You may watch one person each night.
You will see who visits that person each night, should someone visit.
You may not watch yourself, and you will not know the units of the visitors, only that they visited.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Spy

You are a Spy.
Image
Your alignment is Kingdom Investigative

You once dealt out information to the seediest of individuals, making a living through selling information.
When the Dark Army arrived, they killed customer and guard alike, ruining your business.
Now you spy on the Kingdom every day to find some kind of info to exploit the Dark Army with. Nobody messes with your business; not even the bad guys.

You can choose one player to spy on during the day, and hear all whispers that player has sent to others.
You may decide to do this within the first 24 hours of the Day Phase. If you do not do this, you listen to no one during the day.
You also have the ability to see who the Dark Army visit at night. You will not know what Dark Army unit visited which player, all you will know is that they were visited by a member of the Dark Army.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Elf

You are an Elf
Image
Your alignment is Kingdom Killing

When you first arrived in the Kingdom, you saw only racial persecution and poverty toward the elves.
When the Dark Army arrived, you made it your duty to take matters into your own hands and no longer let the guards sit back and do nothing.
Each night, you may decide to shoot and kill one Kingdom member you believe to be evil.
However, if the person you shoot turns out to be Kingdom, you will be overcome with grief and kill yourself the day after the innocents death is revealed.
You only have 3 arrows, allowing you to perform your night action up to 3 times.


You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Veteran

You are a Veteran
Image
Your alignment is Kingdom Killing

You were once the top soldier in the Kingdom's ranks. That changed when the Dark Army invaded the first time, costing you your eye.
Now the Dark Army is rising once more to invade the kingdom. Despite the city's pleas, you refuse to fight for them once more.
With a personal vendetta in hand and your old spear in the other, you sit down by the fireplace. You won't fight for them, sure, but you'll fight for yourself.

Once per night, you may go on alert.
Going on alert makes you kill anybody who comes to your house that night, both evil and good. So use this power carefully, or you will do more harm than good.
This can also kill people who are normally night immune, like the Darklord, Orc and Elemental.
You are immune to attacks, douses and stalking while on alert.
You can go on alert only 3 times throughout the game before your spear breaks.
You are immune to being unitblocked.


You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Doctor

You are a Doctor
Image
Your alignment is Kingdom Protective

You are a foreign doctor here to investigate rumors of a plague.
When the Dark Army invaded, you took an oath to protect this city no matter what.

You have the ability to visit 1 person each night, if they are attacked that night, you arrive just in time to save their life.
if your target is attacked, both you and your target will receive a message saying your target was attacked but healed.
You also have 1 self-heal, allowing you to instead save yourself if you are attacked.
You can only use the self-heal once, regardless of if you are attacked or not that night, so use it wisely.
Elementals and Slimes can bypass your healing.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Knight

You are a Knight
Image
Your alignment is Kingdom Protective

You are one of the late king's trusted holy knights, capable of slaying any foe at any cost.
When the Dark Army invaded and killed the king, you vowed to protect others to prevent the same from happening to them.

Each night, you can choose 1 player to protect.
If your target is attacked, both you and the attacker die instead.
if you succesfully protect someone, you can't be saved from death.
Your counterattack ignores night immunity.

You can also choose to wear your Shield. If somebody tries to attack you when you wear your Shield, they will receive a message saying that you were immune.
However, you can only use this shield for one night, so choose wisely.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Knight (Black)

You are a Knight (Black)
Image
Your alignment is Kingdom Protective

You are one of the late king's trusted holy knights, capable of slaying any foe at any cost.
When the Dark Army invaded and killed the king, you vowed to protect others to prevent the same from happening to them.
However, you rejected the Kingdom's ways, and turned renegade in your quest for justice.

Each night, you can choose 1 player to protect.
If your target is attacked, both you and the attacker die instead.
if you succesfully protect someone, you can't be saved from death.
Your counterattack ignores night immunity.
If you are ever lynched, you appear to be a regular Knight.

You lack the ability to wear your Shield due to it being a tower shield. However, if you are ever lynched, you come back as a Gladiator.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Courtesan

You are a Courtesan
Image
Your alignment is Kingdom Support

You were the king's private Courtesan, and formerly the queen's as well.
However, when the Dark Army attacked, you barely escaped with your life.
Now you choose to use your talents to assist the Kingdom, and hopefully save a life.

Each night, you can choose 1 player to visit.
You will spend the night with your target, who will be too busy to use their ability that night, effectively unitblocking them.
Your target will be informed that they were unitblocked.
However, if the person you visit turns out to be an Orc, you become the Orc's target instead of their intended target.
You are immune to being unitblocked.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Rider

You are the Rider
Image
Your alignment is Kingdom Support

You are the mysterious horse rider and stable owner, with few having ever seen your face.
When the Dark Army invaded, you took on striding away from the city. However, you soon felt guilty and returned.
You now attempt to repent by misguiding the Dark Army through charming conversation, and clever horse rides to the wrong locations.

Every night, you may transport two people.
The two people will be notified that they were transported.
Any actions against the two people will be swapped. This includes investigations, killings and being controlled by a witch.
You may transport yourself.
You are immune to unitblocks and being controlled by a witch.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Druid

You are a Druid
Image
Your alignment is Kingdom Power

You are a foreign traveler who is secretly a powerful sorceress.
When the Dark Army attacked, you tried to revive the king, but failed.
Since that day, you took an oath to revive someone and prevent a fate like the king's. Hopefully it won't be too late this time.

You may bring one dead Kingdom member back to life.
You may only use this ability once, so use it wisely.
Should you die on the night you decide to bring someone back from the grave, the powers that be have decided to finish the job you started and make sure that he comes back.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Monk

You are a Monk
Image
Your alignment is Kingdom Support

You are a celebate and holy priest, known by most as a monk.
When the Dark Army attacked, the monastery was destroyed. Since that day, you have been preying to God for a sign on what to do.
One day, he answers. From that point on, you have had the ability to communicate with those in Heaven, or Hell.

Each night, you may ask any dead player a question with a 75 character limit.
The dead player can send you a 150 character answer to the question. They do not have to answer the question, nor tell the truth. However, the answer MUST be relevant only to the question, at the Game Moderator's discretion.
The dead only have until the end of the Night Phase to answer you back.
Dead players being contacted by a Monk are still permitted to private message other dead players as well.
You may ask three questions each night. They do not have to be to the same person.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Mine Keeper

You are the Mine Keeper
Image
Your alignment is Kingdom Power

You are the Mine Keeper, a grouchy and stumpy little dwarf miner hired to manage the old and decrepit mine shafts.
When the Dark Army attacked, one of the mineshafts collapsed, but revealed a secret dungeon beneath.
You now drag people off to your dungeon in revenge for your mineshaft, and if you don't believe they're telling the truth... they get the axe.

Every night, you may choose to jail or execute somebody.
To Jail somebody, you must message your Moderator during the day telling them who you would like to Jail.
If you do not do this before the day is over - you jail no one.
The prisoner will be allowed a 1000 character limit to share a defense with you.
If you jail an Orc, he will break free from the restraints and eat you.
If you jail a Slime, it will slip through the restraints and poison you. You will no be informed of being poisoned until your death.
(NOTE: Jailed Dark Army will lose the ability to communicate with other Dark Army, and they will be unable to see the Dark Army Chat.)
If you jail somebody, they will be unitblocked, and can not use their night ability.
However, all night actions fail against your target, unless they are someone with an Investigative night ability.
If you execute somebody, they will be unitblocked and killed. An execution will kill anybody, even units immune to other forms of night killing.
If you execute a Kingdom member, you can not execute anybody else for the remainder of the game. You will still be able to jail people though.
You can execute up to 3 times.
You can't execute on the first night.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Notary

You are a Notary
Image
Your alignment is Kingdom Power

A notary from a far off Monarch of another land, you came here for an audience with the king.
However, when the Dark Army arrived, the king was murdered.
Seeing the chaotic state of the Kingdom, you now seek to instill order with your charming speech skills and extensive knowledge of the law.

Once a day, you may PM the Game Moderator that you wish to activate your power.
If you do this, then if the majority vote is reached on a player, the Game Moderator will announce that you have entered the guillotine platform.
You can communicate anonymously with the Kingdom via two 1000 character-limit messages for opening/closing arguments.
Within 24 hours, the players must send a vote of /Guilty or /Not Guilty to the Game Moderator.
Your vote counts as two in trials.
During your trials, you may also swap defendants, or force a verdict. You may only do each of these once and they can be used together.
At the end of the Trial, regardless of the verdict, the Day Phase will end.
You may do this only three times. You can also perform this power on yourself.
The only exception is the lynch of a Jester. This will cause your trial to fail, swapping defendants to a Jester will force them to haunt the Notary the next night.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Sorceress

You are a Sorceress
Image
Your alignment is Kingdom Support

You were the king's personal sorceress, keeping him healthy.
When the Dark Army invaded, you barely escaped thanks to your magic.
Now, you bless others with your magic just as you used to do for the king, in the hopes of aiding the kingdom.

Once per night, you may cast a spell on someone.
If your target is a member of the Kingdom, the spell will bless them.
Blessed roles are enhanced for the night they were blessed on, strengthening their ability for the night.
You cannot bless non-Kingdom units or Kingdom Support roles.
You will not be informed if the spell fails.
When investigated, you will always show up in the same results as a Witch.

Gambler

You are a Gambler
Image
Your alignment is Kingdom Power

You were famous for gambling over outrageous bets, and winning.
When the Dark Army arrived, they seized your fortune.
Now, you make your final bet, and you're all in.

At any time during the day, you may PM a moderator that you wish to make a bet.
You may only do this once.
You must specify a category of which the units will be revealed to you from.
The moderator will decide the 50/50 result of your bet via cointoss. You must specify which side, or else you default on tails.
If the bet fails, the Dark Lord or, if dead, the Minotaur will receive the names of all units within the chosen category instead.
If the bet succeeds, you will learn the names of each unit within the chosen category.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Lynch Mobber

You are a Lynch Mobber
Image
Your alignment is Kingdom Killing

You are a crazed conspiracy theorist lurking within the Kingdom.
When the Dark Army invaded, you quickly began blaming random Kingdom folk for the king's death.
Now, with hope growing dim, a select few flock to your side.

Each night, you may target someone to lynch.
If three or more units visit your target that night, you will create a mob and hang your target.
You cannot die of guilt, but you will lose your night-action for the following night.
You are immune at night.


You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else


Dark Army

Spoiler: Dark Lord

You are the Dark Lord himself
Image
Your alignment is Dark Army Ruling

You were once the ruler of evil. However, you were defeated last time by a powerful hero, and sent into a thirty year slumber.
Years later, you awaken once more to reign terror. Weakened, you slowly begin regaining your power and recruiting a larger army than ever before.
You will rise again. You are the Dark Lord!

Each night, you may order your Minotaur to kill someone. If for some reason they are unable to, you will kill your target personally.
At any time during the night, you may choose to perform a Summon.
Performing a Summon makes all Dark Army units except for the Minotaur unable to use their ability.
If any of your units are unitblocked or killed during a summon, the ritual will be unable to be completed that night.
Completing a summon will turn a peasant into a new Dark Army or Neutral unit of your choosing.
Completing a summon will also cause you to level up.
You are immune at night.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Minotaur

You are a Minotaur
Image
Your alignment is Dark Army Killing.

You're the Dark Lord's loyal servant, a minotaur from the depthes of hell itself.
When the Dark Lord awoke once more, you were the first to arrive and nurish him souls.
Now you kill whoever he deems unworthy, and follow his every command.

Each night, you have the ability to vote for who dies that night. if the Darklord can't act, or just doesn't order you to kill somebody, you'll be free to kill your own target.
If a Summoning is occuring, you may also choose who you wish to kill.
A Summoning cannot summon a second Minotaur, but if you die, another Dark Army unit will take your place.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Wildman

You are a Wildman
Image
Your alignment is Dark Army Deception.

You are a corrupted human, priding yourself on savagery and blood.
When the Dark Lord found you, he took pity and let you join his army.
Now you can spread blood wherever you want. Even the Kingdom.

Each night, you have the ability to savage 1 player of your choice, mauling them and tearing their clothing to shreds. if they're inspected by the Sheriff that night, it'll say they're a Dark Army member. If they're inspected by the investigator, it'll say that they're a Wildman.
If there are no other kill capable Dark Army players left, your unit will become that of a Minotaur.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Dark Elf

You are a Dark Elf
Image
Your alignment is Dark Army Deception.

You are a Dark Elf, rejected and driven to near extinction by the Wood Elves.
You pride yourself on your literary skills, as forging signatures and notes is the only way you can acquire supplies without the wood elves discovering your survival.
When the Dark Lord found you, you gladly joined his side.

Each night, you can forge someone's will.
If your target dies on the night you forge their will, it will be replaced by your own.
You can do this up to three times.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Succubus

You are a Succubus
Image
Your alignment is Dark Army Support.

You were once a lowly demon, scrounging for souls just to get by.
When the Dark Lord first arrived to get the Minotaur, he saw you and let you join his army.
Now that the Dark Lord has risen once more, you leave Hell once again to seduce holy men with your corrupt powers.

Every night, you can choose to target 1 player.
You'll distract them that night, unitblocking them.
Your target will be informed that they were unitblocked.
However, if the person you visit turns out to be an Orc, you become the Orc's target instead of their intended target.
You are immune to being unitblocked.
If there are no other kill capable Dark Army players left, your unit will become that of a Mafioso.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit] and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Rogue

You are a Rogue
Image
Your alignment is Dark Army Support.

You formerly worked for your partner, the Spy, gathering intel for him.
However, you never got credit or much money out of the intel he sold, despite you doing most of the work.
When the Dark Army arrived, you begged them to spare you. The Dark Lord agreed, on one condition...

You can choose one player to spy on during the day. You will hear all whispers involving that player, both sent and received.
You may decide to do this within the first 24 hours of the Day Phase. If you do not do this, you listen to no one during the day.
Each night, you also have the ability to follow a person. Following them will allow you to see who they visit that night, or if they do at all.
If there are no capable Dark Army units left, your unit will become that of a Minotaur.
You can communicate with your allies each night , for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Beholder

You are a Beholder
Image
Your alignment is Dark Army Support.

You were a dangerous monster lurking in dungeons, eating stray adventurers.
One day the Dark Lord wandered in searching for powerful artifacts. You tried to eat him too.
After he nearly killed you, he offered you a choice. Obey him, or die.

Every night, you can choose to target 1 player.
You'll see into their soul that night, finding out their exact unit.
If there are no other kill capable Dark Army players left, your unit will become that of a Minotaur.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Goblin

You are a Goblin
Image
Your alignment is Dark Army Deception.

You are a Goblin, easily one of the dumbest creatures on the planet.
When the Dark Lord found you, you quickly jumped to his side without hesitation.
Soon after, the Dark Lord found out about your cleaning fascination. Rather than being angry, he assured you he had some uses for your hobby.


Each night, you can choose to clean a player. If that player dies that night, their unit won't be revealed to the Kingdom upon death However, you WILL see what their unit is.
Their last will will also be revealed to you and hidden from the rest of the Kingdom.
It doesn't matter who kills your target or what side your target is on, the only thing that matters is that they need to die that night for your skill to work.
If your target doesn't die, it will still use up one of your cleanings.
You can only choose to clean a target 3 times during the entire game.
If there are no other kill capable Dark Army players left, your unit will become that of a Minotaur.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Bogwalker

You are a Bogwalker
Image
Your alignment is Dark Army Deception.

You are the last member of a species of shapeshifting tribal monsters.
When the Dark Lord discovered you, he gladly let you join his side.

Every night you may choose which power unit you would like to appear as, this will completely fool even the best Constable. You may also visit someone each night and change their appearance to that of a Bogwalker, the spy will see who your target visits instead of you.
While deceiving Constables, a Guard's trailing on the other hand will see through your disguises.
If there are no other kill capable Dark Army players left, your unit will become that of a Minotaur.
You can communicate with your allies each night, for as long as they are alive.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else
Last edited by hippophant on Thu May 28, 2015 10:58 pm, edited 3 times in total.
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hippophant
In memory of...
In memory of...
 
Posts: 88
Joined: Thu May 08, 2014 12:03 am
Location: A very comfy sofa bed.

Re: Onward: The Battle of Ages

Postby hippophant » Mon May 25, 2015 11:08 pm

Neutral

Spoiler: Orc

You are an Orc.
Image
Your alignment is Neutral Killing.

Me hate humans! All they do is make noise and loud cities!
Me found human once. Small one with tail, too. Four legs. Me CRUSH human! Human make painful 'meow' sound that hurt ears!
Me gonna kill all the humans! No more noise!

Every night, you may kill one person.
You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
If someone tries to unitblock you, you will attack them instead of your chosen target.
You win if it is just you and the Dark Lord remaining. (Orcs are too stupid to be corrupted, and too strong to fight alone)
You lose if it is just you and an Elemental remaining.
If you are jailed and not executed, you will break out of the restraints and eat the Mine Keeper.

You win with Orcs

You win with Gladiators
You win with Witches
You must killWerewolves
You must kill Vampires
You must kill the Kingdom
You must kill the Dark Army
You must kill Elementals
You must kill Slimes
You must kill Gnomes
You may spare anyone else


Elemental

You are an Elemental.
Image
Your alignment is Neutral Killing.

You are a being from another dimension, lost through time and space.
As a Fire Elemental, it is physically painful to live in a world with little heat.
You set out to burn this planet, and hopefully get some relief.

Each night, you may singe one player, or ignite all of your doused targets.
If you are singed by another Elemental you may wait a night to clean the magnesium off of yourself.
Your method of killing ignores night immunity.
You have powerful enchantments that elude the untrained eye, making you appear non-suspicious to a Guard.
You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
You win if only you and the Dark Lord or an Orc remain.

You win with Elementals
You win with Gladiators
You win with Witches
You must kill Vampires
You must kill Werewolves
You must kill the Kingdom
You must kill the Dark Army
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else



Executioner

You are an Executioner
Image
Your alignment is Neutral Evil.

You are the kingdom's executioner, beheading those deemed a criminal.
With a lack of criminals or enforced law now that the Dark Army is here, you grow restless.
You find a lone person acting suspicious. If you could get an innocent lynched, it'd prove to them that they need you.

You are unkillable at night. If somebody tries to attack you, they will receive a message saying that you were immune.
You will also receive a message stating you were attacked.
Your goal is to get your target lynched by a majority vote.
If you succeed at this, you've won the game, and will be allowed to spend the rest of the game in the Kingdom however you wish.
However, if your target dies at night, you will become the Jester, and die by being lynched as mentioned on the Jester unitcard.

You win with the Kingdom
You win with the Dark Army
You win with Werewolves
You win with Vampires
You win with Gladiators
You win with Witches
You win with Elementals
You win with Orcs
You win with Slimes
You must kill Gnomes
You may spare anyone else



Jester

You are a Jester
Image
Your alignment is Neutral Evil.

You were once the sole source of entertainment for the king.
When the Dark Army murdered the late king, you found yourself miserable, as he was the only one who liked your jokes.
Now, you simply want to die.

You win the game by being lynched during the day by a majority vote.
You lose the game by dying during the night.

if you get lynched during the day, that night you get to choose one of the players that voted for you who will die from guilt. This ability bypasses any form of night immunity, including being healed by a doctor.

Will you pick a Kingdom member, the Dark Lord, or just that guy you don't like? it's all possible with a wildcard like the Jester.

You win with the Kingdom
You win with the Dark Army
You win with Werewolves
You win with Vampires
You win with Gladiators
You win with Witches
You win with Elementals
You win with Orcs
You win with Slimes
You must kill Gnomes
You may spare anyone else



Gladiator

You are a Gladiator
Image
Your alignment is Neutral Benign.

You escaped from a far off land long ago, after fighting for your life in a dangerous arena.
When the Dark Army invaded and nearly killed you, you knew you'd be doing it again.
You don your old gladiator armor once more. It's time.

Each night, you can choose to put on your armor. If somebody tries to attack you while you're wearing your armor, they will receive a message saying that you were immune. This doesn't work for units that bypass night immunity, like the Jester and the Elemental.
However, you can only use this ability 3 times before the armor breaks, so use it wisely.

You win with the Kingdom
You win with the Dark Army
You win with Gladiators
You win with Werewolves
You win with Witches
You win with Elementals
You win with Orcs
You win with Slimes
You must kill Vampires
You must kill Gnomes
You may spare anyone else



Witch

You are a Witch
Image
Your alignment is Neutral Evil.

You were once a beautiful queen of a far off land. However, you grew jealous of your step-daughter, and tried to murder her.
A powerful wizard cursed you for your transgressions, making you ugly and foul. You moved away in shame, and began studying black magic.
When the Dark Army arrived, you knew that if you could help them, the Dark Lord would surely restore your beauty, and maybe even kill your step-daughter.

Every night, you can choose somebody to control, and somebody who you want your controlled player to use their ability on.
You won't be informed of the end result of your controlling, or even if the one you controlled had an ability to use at all!
You'll have to pay close attention to learn people's abilities and use them to make the Kingdom folk suffer.
Your expertise in magic also taught you defensive spells. You have perfected a magical immunity shield, which shrouds your body.
It will discharge the instant you are attacked without protection. The shield will only work against gunshots, stabbings, and dousing.
Once the shield has discharged, these attacks will harm you, like any other non-magic user.
The attacker will only know of your immunity to their attack. The Veteran and Mine Keeper are immune to this shield.
You are immune to being unitblocked.

You win with Witches
You win with Werewolves
You win with Vampires
You win with Gladiators
You win with the Dark Army
You win with Elementals
You win with Orcs
You must kill Slimes
You must kill the Kingdom
You must kill Gnomes
You may spare anyone else



Amnesiac

You are an Amnesiac
Image
Your alignment is Neutral Benign.

When the Dark Lord broke down the kingdom gate, debris flew everywhere.
You, unfortunately, were struck in the head by a particularly nasty piece of metal.
Now, you can't remember who you are. But maybe... just maybe, if you see a tombstone and recognize the profession, you can remember what you once did.

You may become any unit that has died, except for Unique units (King, Druid, Dark Lord, Hero, etc).
You choose this unit at night, and become your chosen unit after dawn if successful.
The unit you choose shall become visible to everybody, and you may begin taking actions from that new unit the next night.
Once you select your unit, you will receive a new unit Card corresponding to your selected unit.

To win, you must first select a unit - you then win with whoever that unit would win with!
As an Amnesiac, you do not win just by surviving to the end of the game. You must select a unit to become to win, otherwise you do not win.



Slime

You are a Slime.
Image
Your alignment is Neutral Killing.

You are a mindless sludge monster, loosely congealed into the form of a person.
Curious of the noise, you left the swamp and slipped into the Kingdom during the chaos of the initial invasion.
Now, you unwittingly poison all you touch, slithering and sliding all throughout the city out of nothing but pure instinct.

Each night, you may follow and poison one person.
Each of your poisoned targets will die of infection two nights after you poisoned them.
Your targets will not know they are poisoned, until the night they die of infection.
You may poison a new target each night, and your past targets will all die of infection over the deadly neurotoxins you secreted into their skin.
Your method of killing ignores night immunity, and any Kingdom Protectives trying to stop this poison will fail to do so.
You are night immune. You are also immune to poison.
If someone tries to unitblock you (including the Jailor), you will stalk your unitblocker.
Once you begin stalking a target, nothing can save them unless you die before the night they decide to commit suicide.

You win with Slimes
You win with Gladiators
You must kill Werewolves
You must kill Witches
You must kill the Kingdom
You must kill the Dark Army
You must kill Elementals
You must kill Orcs
You must kill Gnomes
You may spare anyone else



Spirit

You are a Spirit
Image
Your alignment is Neutral Benign.

When the Kingdom's previous King was still living, you were the loyal servant anyone could ever hope to ask for.
When the Dark Lord attacked, he did not just claim the King's life, however. You died as well that night.
Now seeking new purpose, you possess the least rotting corpse you can find, and hope to find a suitable master for your soul.

Once a Day or Night, you can inform the Game Moderator you wish to channel spiritual energy during a phase.
If you die doing this, your body will appear as Cleaned, and you may choose to serve someone the following night for the rest of the game.
You may only perform this ritual five times. You cannot serve people who vote to lynch you.
After you have chosen to serve a master, you may both communicate via 5 200-character limit whispers every Night Phase.
You can also choose to haunt someone's house for your master, revealing everyone who visits that person for you that night.
You cannot haunt your master's house.
You win if your efforts help your Master's side win the game.
You lose if your efforts fail to help your Master's side win the game, or if you die without performing the ritual.



Gnome

You are a Gnome.
Image
Your alignment is Neutral Killing.

Humans, humans, humans. It's all about them, isn't it? They don't care they destroyed your house by building a new brothel.
Well, humans always call Gnomes mischievious. Time to show them just how mischievious you can be.
You snicker as put in the final touches.

Each night, you may attach a fuse to one person. Each fuse will last for two nights.
If that person is attacked, the violence of the event triggers the fuse.
Once the fuse is triggered, a warning is sent to the Kingdom that a fuse has gone off.
After 3 following nights, the gnome-bomb will detonate, killing everybody in the Kingdom while you hide in your shelter.
The only way to defuse the gnome-bomb is to kill the Gnome first.
You are night immune.

You win with Gnomes
You must kill Werewolves
You must kill the Kingdom
You must kill the Dark Army
You must kill Elementals
You must kill Orcs
You must kill Gladiators
You must kill Witches
You must kill Slimes
You may spare anyone else

Werewolf

You are a Werewolf.
Image
Your alignment is Neutral Killing.

You were once a priest of the monastery, feeding your pet wolf in the midst of a full moon.
When the Dark Lord arrived, he destroyed he monastery. You survived, and begged for your life.
He 'graciously' let you live, but 'all gifts require payment', as he put it.
Ever since then, you and your pet wolf have been closer than ever.

Every Full Moon, you transform into a savage Werewolf.
When you transform into a Werewolf, you gain Night Immunity, but you also appear as a Werewolf to a Constable who investigates you, and Suspicious to a Guard who trails you.
Each night on a full moon, you may visit the house of any currently living player. You will attack that player. Your attack pierces Night Immunity, not including Mine-Keeper-granted Night Immunity.
You also attack everyone who visits that player that night.
You are immune to the Rider on a full moon.
Vampires are immune to your attack, and you will be informed as such if you visit one.
When it is not a full moon, you are non-suspicious to the Guard and Peasant to the Constable, but you no longer have night immunity.
If you are roleblocked, or jailed then released, you will switch your target to the person who roleblocks you. If you are roleblocked by multiple people, Mine-Keeper takes preference, then Courtesan, then Succubus. If you are roleblocked by multiple of the same role, you will choose whichever one had more people visit them. If all had the same number of people visit them, one will be selected at random.
You have perfected a period of heightened regeneration, protecting you from your first attack. You will lose this ability once it has been automatically used.
The regeneration will only work against gunshots, stabbings, and dousing.
The attacker will only know of your immunity to their attack. The Veteran, Elemental, and Mine-Keeper are immune to this shield.
Full Moons begin on Night 2, and happen every two nights after.

You win with Werewolves
You win with Gladiators
You win with Witches
You win with Vampires
You must kill the Kingdom
You must kill the Dark Army
You must kill Orcs
You must kill Elementals
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Vampire

You are a Vampire.
Image
Your alignment is Neutral Evil.

You are a creature of the night, one far predating the Dark Lord.
When the Dark Lord invaded, he awoke you from your slumber within the monastery bell.
Now you rise. Tired. Weak.
And hungry.

Each night, you may drink someone's blood.
After drinking someone's blood, you will lose your night immunity but acquire their ability.
You may choose to purge the blood at any time during the night, sacrificing your night action.
If you feed on someone while you already have a role's ability, you will drink their blood but you will not acquire their night action.
If you feed on someone twice in a row, they will die.
You are immune at night.
You are immune to the Werewolf's ability.
You must feed every odd night. (1, 3, 5, 7, 9, etc.)
If you do not feed on the required nights, you will become a Witch.
You cannot copy the abilities of unique roles.

You win with Vampires
You win with Werewolves
You win with Witches
You must kill the Kingdom
You must kill the Dark Army
You must kill Gladiators
You must kill Orcs
You must kill Elementals
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Traitor

You are a Traitor
Image
Your alignment is Neutral Evil.

You are a distant spy from another land, forced to gather intel.
When the Dark Army invaded, you decided to pick sides.

Each night, you may visit a player.
After three nights in a row, you will attempt to backstab them.
If the backstab is successful, you will become the opposite of their role. (Dark Army Support>Kingdom Support; Dark Army Deception>Kingdom Investigation, etc)
Last edited by hippophant on Thu May 28, 2015 10:53 am, edited 1 time in total.
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hippophant
In memory of...
In memory of...
 
Posts: 88
Joined: Thu May 08, 2014 12:03 am
Location: A very comfy sofa bed.

Re: Onward: The Battle of Ages

Postby hippophant » Tue May 26, 2015 12:05 am

Hero Levels

Spoiler: Hero

You are the Hero
Image
Your alignment is Kingdom Peasant (Unique)

Your power is growing, albeit slowly. You are no longer a simple peasant boy.
With your father's sword and the remains of his armor, you will conquer evil.
You will conquer the Dark Lord!

Each night, you may patrol around someone's house.
If anyone with malicious intent visits your target, you will scare them off.
You can only scare off one person.
If the Dark Lord visits your target, he will kill you, as well.
Werewolves, Slimes, and Vampires are unafraid, and can bypass your patrol.
Every Full Moon, you may choose to perform a Summoning instead, turning a peasant into a Neutral Benign category or Kingdom category unit of your choosing.


You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Hero

You are the Hero
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Your alignment is Kingdom Peasant (Unique)

As the war rages on, you grow stronger than ever
Now clad in improved armor, you take up your sword once more.
You won't let him kill anyone else!

If anyone with malicious intent visits your target, you will scare them off.
You can scare off up to three people.
If the Dark Lord visits your target, he will kill you instead, sparing your target.
Slimes and Vampires are primitive and unafraid, and can bypass your patrol.
Every Full Moon, you may choose to perform a Summoning instead, turning a peasant into a Neutral Benign category or Kingdom category unit of your choosing.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Hero

You are the Hero
Image
Your alignment is Kingdom Peasant (Unique)

As you begin to grow stronger than ever, you unlock your hidden bloodline.
As the last member of the hero bloodline, you possess a long lost magic, forgotten for ages.
Soon you will defeat the Dark Lord.

Each night, you may patrol around someone's house.
If anyone with malicious intent visits your target, you will scare them off.
You can scare off as many malicious units that visit.
If the Dark Lord visits your target, you will fight him off, and kill the lowest ranking Dark Army unit in the process.
Slimes are mindless and unafraid, and can bypass your patrol.
Every Full Moon, you may choose to perform a Summoning instead, turning a peasant into a Neutral Benign category or Kingdom category unit of your choosing.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Hero

You are the Hero
Image
Your alignment is Kingdom Peasant (Unique)

You're ready. With powerful spells at your disposal, you are at the peak of heroism.
After all this time, you finally have the courage to face him.
You're ready to fight the Dark Lord himself!

Each night, you may patrol around someone's house.
If anyone with malicious intent visits your target, you will scare them off.
You can scare off as many malicious units that visit.
If the Dark Lord visits your target, you will fight him off, killing the lowest ranking Dark Army unit in the process.
No unit can bypass your patrol.
If you patrol around the Dark Lord's house, you will defeat him and kill all Dark Army units in the process.
Every Full Moon, you may choose to perform a Summoning instead, turning a peasant into a Neutral Benign category or Kingdom category unit of your choosing.
You are immune at night.

You win with the Kingdom
You win with Gladiators
You must kill Werewolves
You must kill Vampires
You must kill the Dark Army
You must kill Elementals
You must kill Witches
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Dark Levels

Spoiler: Dark Lord

You are the Dark Lord himself
Image
Your alignment is Dark Army Ruling

Through your growing reign of terror, you have begun to amass more power.
Horns sprout from your head, your mask shaped more terrifying to fit your nature.
Your magic is nearly unstoppable!

Each night, you may order your Minotaur to kill someone. If for some reason they are unable to, you will kill your target personally.
At any time during the night, you may choose to perform a Summon.
Performing a Summon makes all Dark Army units except for the Minotaur unable to use their ability.
If any of your units are unitblocked or killed during a summon, the ritual will be unable to be completed that night.
Completing a summon will turn a peasant into a new Dark Army or Neutral unit of your choosing.
Completing a summon will also cause you to Level Up.
You are immune at night.
You may now choose to target someone to cast a spell on each night.
Casting a spell reveals their alignment. (Kingdom, Neutral, or Dark Army)
If your Minotaur is for some reason unable to kill his target, you will proceed with the kill instead and abandon the spell.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Dark Lord

You are the Dark Lord himself
Image
Your alignment is Dark Army Ruling

Now in the possession of the Mace of Azarath, your skin has begun to turn pale green.
With your armor enchanted by dark magic, you are truly powerful.
You can feel the power within your hands, just waiting to burst forward!

Each night, you may order your Minotaur to kill someone. If for some reason they are unable to, you will kill your target personally.
At any time during the night, you may choose to perform a Summon.
Performing a Summon makes all Dark Army units except for the Minotaur unable to use their ability.
If any of your units are unitblocked or killed during a summon, the ritual will be unable to be completed that night.
Completing a summon will turn a peasant into a new Dark Army or Neutral unit of your choosing.
Completing a summon will also cause you to Level Up.
You are immune at night.
You may now choose to target someone to cast a spell on each night.
Casting a spell reveals your target's alignment and category. (Kingdom, Neutral, Dark Army, and then Killing, Support, etc)
If your Minotaur is for some reason unable to kill his target, you will proceed with the kill and then return to complete the spell.
You are immune to alerts.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Dark Lord

You are the Dark Lord himself
Image
Your alignment is Dark Army Ruling

With the Armor of Orekal now in your hands, your magic is nearly ready.
Spiked armor now covers you from head to toe, sheathing every inch of your body.
Your magic is nearly spiraling out of control, with faint glowing striations beginning to appear even on your mace.

Each night, you may order your Minotaur to kill someone. If for some reason they are unable to, you will kill your target personally.
At any time during the night, you may choose to perform a Summon.
Performing a Summon makes all Dark Army units except for the Minotaur unable to use their ability.
If any of your units are unitblocked or killed during a summon, the ritual will be unable to be completed that night.
Completing a summon will turn a peasant into a new Dark Army or Neutral unit of your choosing.
Completing a summon will also cause you to Level Up.
You are immune at night.
You may now choose to target someone to cast a spell on each night.
Casting a spell will kill your target in an inferno of magic.
Your spell bypasses night-immunity.
If your Minotaur is for some reason unable to kill his target, you will proceed with the kill and then return to complete the spell.
You are immune to alerts.
If you are jailed but not executed, you will obliterate the Mine-Keeper.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else

Dark Lord

You are the Dark Lord himself
Image
Your alignment is Dark Army Ruling

(NOTE. At this phase, it is meant for the Dark Lord to be nigh-unstoppable. The only one who can really beat him if the Kingdom manages to let him reach Level 4 is the Level 4 Hero.)

You have opened a gate to another world. Demons flood your body, granting you power beyond belief.
Six red eyes adorn your head, swirling with audible whispers.
A vortex of magic is glowing with an unstable orange in your palm. You are ready to destroy this world.

Each night, you may order your Minotaur to kill someone. If for some reason they are unable to, you will kill your target personally.
At any time during the night, you may choose to perform a Summon.
Performing a Summon makes all Dark Army units except for the Minotaur unable to use their ability.
If any of your units are unitblocked or killed during a summon, the ritual will be unable to be completed that night.
Completing a summon will turn a peasant into a new Dark Army or Neutral unit of your choosing.
Completing a summon will also cause you to Level Up.
You are immune at night.
You may now choose to unleash your magic by casting a spell on yourself.
Casting a spell will unleash an inferno of magical energy, destroying all Kingdom units.
Your spell bypasses night-immunity of all kinds.
If your Minotaur is for some reason unable to kill his target, you will proceed with the kill and then return to complete the spell.
You are immune to alerts.
You are immune to executions, obliterating the Mine-Keeper and returning to complete the spell.

Your allies are [x] the [unit], [x] the [unit], and [x] the [unit]

You win with the Dark Army
You win with Gladiators
You win with Witches
You must kill the Kingdom
You must kill Werewolves
You must kill Vampires
You must kill Elementals
You must kill Orcs
You must kill Slimes
You must kill Gnomes
You may spare anyone else
Last edited by hippophant on Thu May 28, 2015 11:04 pm, edited 1 time in total.
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Re: Onward: The Battle of Ages

Postby hippophant » Tue May 26, 2015 12:20 am

Credits
Spoiler: IAmAMunchlax, for inspiring me with Forum Emblum. Although I didn't get to participate, it was fascinating to watch.
Iggyvolz, for the Werewolf card.
Metrion, for inspiring my Hero card with the Marshal's ability.
SwedishLemon, for the sorceress card.
LeScraf, for the magnificanto cover art!

And every FM Moderator to ever live, for making this such a constructive and wonderful place to be a part of. I would have never found so much fun in writing this pitch without you guys.
:mrgreen:


Sprites
Spoiler: Interested in the 8-bit-RPG-inspired sprites used for the rol-ahem, I mean, unitcards? Well don't fret, and don't look any further. The full collection of 63 sprites designed for CFM pitches are available from the link you can find here. Feel free to use them in your own pitch, or, heck, do something creative with them. They're freeeee!
Last edited by hippophant on Fri May 29, 2015 10:03 am, edited 1 time in total.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby ObiWan » Tue May 26, 2015 2:05 pm

Very clever and very well put together. I do very much like the RPG concept of it.

I haven't read over each change thoroughly yet - but from the looks of it - I think it'll be a successful and fun game.
This was not the scumslip you were looking for.


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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Gobble124 » Tue May 26, 2015 2:28 pm

I like the idea, though you should probably dream up some invest results.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby hippophant » Tue May 26, 2015 2:30 pm

Gobble124 wrote:I like the idea, though you should probably dream up some invest results.

OH! I forgot about those!

Added 'em in.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby SwedishLemon » Tue May 26, 2015 11:34 pm

Over a month on my own pitch and only 10 votes.

Two days on yours and you already have seven and all of them are 'yes' ones. >_>

But hey, at least you included my Sorceress card.
When the sun sets here, there is no light.
When it rises, it all shines bright.
It feels monotonous. Monochrome.
Black and white.

This world is heaven.
But also hell.
For what does a Swedish Lemon do
When trapped in a padded cell?
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby SwedishLemon » Wed May 27, 2015 8:44 pm

OH COME ON NINE VOTES AND THEY'RE ALL YES
When the sun sets here, there is no light.
When it rises, it all shines bright.
It feels monotonous. Monochrome.
Black and white.

This world is heaven.
But also hell.
For what does a Swedish Lemon do
When trapped in a padded cell?
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Odin1010 » Wed May 27, 2015 9:42 pm

I wanted to ask about the Vampire role, wouldn't it just be smarter for them to become Witch?

Sure the Night Immunity is nice, but they only get it every other night it seems and Witch just seems to have easier win conditions... I guess if the Vampire found someone that can kill, it would make it easier for them, with the loss of night immunity, but Witch can still "use" other's abilities every night without killing the target

Maybe there is just something I am not seeing though
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby PiePerson » Wed May 27, 2015 9:57 pm

SwedishLemon wrote:OH COME ON NINE VOTES AND THEY'RE ALL YES

I wish I went farther with mine too
I saw that has to still be fm rule and overreacted :cry:
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby hippophant » Thu May 28, 2015 10:51 am

Odin1010 wrote:I wanted to ask about the Vampire role, wouldn't it just be smarter for them to become Witch?

Sure the Night Immunity is nice, but they only get it every other night it seems and Witch just seems to have easier win conditions... I guess if the Vampire found someone that can kill, it would make it easier for them, with the loss of night immunity, but Witch can still "use" other's abilities every night without killing the target

Maybe there is just something I am not seeing though


Well, one of the key differences between a Vampire and a Witch is the Vampire is immune to the Werewolf(forgot to add this to the unit hold on), as they are both supernatural in nature. As the Werewolf is not unique, but simply unlikely to be rolled twice, the Vampire could, technically, copy the ability of the Werewolf. On top of this, the Witch is unaware of their target's ability, but once the Vampire obtains an ability, they receive the ability portion of that unit's 'unitcard'. They could theoretically copy a spirit or amnesiac's ability and become a completely different role, something the Witch is restricted from doing.

So the Vampire is more of an on-again off-again night-immune investigator witch with possibilities to switch roles.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby SwedishLemon » Thu May 28, 2015 11:08 am

why is there sixteen yes votes after three days and only 10 yes votes on mine after a month or two
When the sun sets here, there is no light.
When it rises, it all shines bright.
It feels monotonous. Monochrome.
Black and white.

This world is heaven.
But also hell.
For what does a Swedish Lemon do
When trapped in a padded cell?
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby hippophant » Thu May 28, 2015 11:13 am

SwedishLemon wrote:why is there sixteen yes votes after three days and only 10 yes votes on mine after a month or two

'Cause your pitch sucks. :D

Kidding, kidding. I think people just like how I formatted mine better.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Odin1010 » Thu May 28, 2015 3:10 pm

hippophant wrote:
Odin1010 wrote:I wanted to ask about the Vampire role, wouldn't it just be smarter for them to become Witch?

Sure the Night Immunity is nice, but they only get it every other night it seems and Witch just seems to have easier win conditions... I guess if the Vampire found someone that can kill, it would make it easier for them, with the loss of night immunity, but Witch can still "use" other's abilities every night without killing the target

Maybe there is just something I am not seeing though


Well, one of the key differences between a Vampire and a Witch is the Vampire is immune to the Werewolf(forgot to add this to the unit hold on), as they are both supernatural in nature. As the Werewolf is not unique, but simply unlikely to be rolled twice, the Vampire could, technically, copy the ability of the Werewolf. On top of this, the Witch is unaware of their target's ability, but once the Vampire obtains an ability, they receive the ability portion of that unit's 'unitcard'. They could theoretically copy a spirit or amnesiac's ability and become a completely different role, something the Witch is restricted from doing.

So the Vampire is more of an on-again off-again night-immune investigator witch with possibilities to switch roles.

Ahh I see now, thank you for taking the time to answer my question so well :)
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Odin1010 » Thu May 28, 2015 3:14 pm

SwedishLemon wrote:why is there sixteen yes votes after three days and only 10 yes votes on mine after a month or two

Don't take it personally, I read yours and it is very well thought out in my opinion

I think it is more about the interests of the community which has appeared to be: Other video games (Pokemon, RPGs, etc.), Zambambos, and things that develop the concepts we already enjoy. You did nothing wrong in your pitch, it is just that people are more interested in things such as this... not that you should take any offense
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Metrion » Thu May 28, 2015 7:34 pm

Okay, this is pretty complex and well presented. I'm pretty impressed by the effort and nifty sprites. However I'm going to cut right through the flavour (Mace of Azarath was a nice touch) and look at this from a mechanic prospective otherwise I'd just be talking about all the wonderful things instead of addressing any problems I see.

The Unitlist/rolelist needs some touching up, two Powers is a bit especially when Hero is pretty strong if they can survive. More Citizens and Random Towns wouldn't be a step in the wrong direction either.

Concentrating on summoning for now, the town essentially has a super no-lynch that basically tightens the already restricted list or straight up confirms a player in some cases. This is somewhat risky for town to no lynch early off, but gives them huge endgame power. Mafia summoning however, that seems a bit broken to me. Someone was summoned on a non-full moon night they're basically confirmed evil and they get lynched. However scum loses absolutely nothing in the process, especially since they can still kill. Effectively makes summoning an obvious lynch that stalls the town out during the day why they can kill at night, then the Dark Lord easily gets to max power before the Hero and takes the victory.

Basically in any situation I think Neutral Killings are screwed as well. Maybe they should have a summoning champion of their own? Or at least something so they don't get destroyed in the crossfire.

I need to analyse the outcomes a bit further, this is just from my initial read through and I'm lacking on time here. Good luck with your pitch.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby hippophant » Thu May 28, 2015 7:51 pm

Metrion wrote:Okay, this is pretty complex and well presented. I'm pretty impressed by the effort and nifty sprites. However I'm going to cut right through the flavour (Mace of Azarath was a nice touch) and look at this from a mechanic prospective otherwise I'd just be talking about all the wonderful things instead of addressing any problems I see.

The Unitlist/rolelist needs some touching up, two Powers is a bit especially when Hero is pretty strong if they can survive. More Citizens and Random Towns wouldn't be a step in the wrong direction either.

Concentrating on summoning for now, the town essentially has a super no-lynch that basically tightens the already restricted list or straight up confirms a player in some cases. This is somewhat risky for town to no lynch early off, but gives them huge endgame power. Mafia summoning however, that seems a bit broken to me. Someone was summoned on a non-full moon night they're basically confirmed evil and they get lynched. However scum loses absolutely nothing in the process, especially since they can still kill. Effectively makes summoning an obvious lynch that stalls the town out during the day why they can kill at night, then the Dark Lord easily gets to max power before the Hero and takes the victory.

Basically in any situation I think Neutral Killings are screwed as well. Maybe they should have a summoning champion of their own? Or at least something so they don't get destroyed in the crossfire.

I need to analyse the outcomes a bit further, this is just from my initial read through and I'm lacking on time here. Good luck with your pitch.


Oh. Whoop. I suppose I could make all summonings have to be done on a Full Moon, rather than just the hero's? Because then if both the Hero and the Dark Lord summon a unit, you can't be sure on which one is a scum unit or not. But even then, I see your point. Do you have any suggestions?

I could also, I suppose, remove the backup list out of the mechanics entirely and add more Peasants. That way they're already existing players, and no one will know their identity. And if I do decide this mechanic is simpler and less broken, it also poses a risk to the Mafia/Dark Army of killing their summon the same night they summon them.

As for neutral killing summoning... I'm a bit iffy on that. Neutral Killings could summon werewolves, and only werewolves, if they had a summoning champion.
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby LeScraf » Thu May 28, 2015 8:55 pm

Take my pixel art! And my firstborn child!
The hero is actually elastigirl.

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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby hippophant » Thu May 28, 2015 10:04 pm

LeScraf wrote:Take my pixel art! And my firstborn child!
The hero is actually elastigirl.

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ohmygod that's amazing. Can I use that for the title art?
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby LeScraf » Fri May 29, 2015 5:34 am

hippophant wrote:
LeScraf wrote:Take my pixel art! And my firstborn child!
The hero is actually elastigirl.

Image


ohmygod that's amazing. Can I use that for the title art?


Hell yeah!
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby SwedishLemon » Sun May 31, 2015 6:57 pm

WOAH I JUST REALIZED THAT IN THE PROLOGUE IT EXPLAINS A HERO SEALED THE DARK LORD AWAY AND IN THE CONSTABLE'S RESULTS IT SAYS THE VETERAN WAS AROUND AT THE SAME TIME AS THE DARK LORD AND IN THE BEHOLDER'S RESULTS SAY THAT THE VETERAN WAS DEPOWERED FIGHTING AGAINST THE DARK LORD

DOES THAT MEAN THE VETERAN WAS A HERO ONCE, TOO, WHO SACRIFICED HIS POWERS TO DEFEAT THE DARK LORD?! IS HE AN ANCESTOR OR SOMETHING TO THE HERO ROLE?!
When the sun sets here, there is no light.
When it rises, it all shines bright.
It feels monotonous. Monochrome.
Black and white.

This world is heaven.
But also hell.
For what does a Swedish Lemon do
When trapped in a padded cell?
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Gobble124 » Mon Jun 01, 2015 4:22 pm

SwedishLemon wrote:WOAH I JUST REALIZED THAT IN THE PROLOGUE IT EXPLAINS A HERO SEALED THE DARK LORD AWAY AND IN THE CONSTABLE'S RESULTS IT SAYS THE VETERAN WAS AROUND AT THE SAME TIME AS THE DARK LORD AND IN THE BEHOLDER'S RESULTS SAY THAT THE VETERAN WAS DEPOWERED FIGHTING AGAINST THE DARK LORD

DOES THAT MEAN THE VETERAN WAS A HERO ONCE, TOO, WHO SACRIFICED HIS POWERS TO DEFEAT THE DARK LORD?! IS HE AN ANCESTOR OR SOMETHING TO THE HERO ROLE?!

please stop with the caps it hurts
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Re: Onward: The Battle of Ages; an RPG Adventure (Complete)

Postby Odin1010 » Mon Jun 01, 2015 7:53 pm

SwedishLemon wrote:WOAH I JUST REALIZED THAT IN THE PROLOGUE IT EXPLAINS A HERO SEALED THE DARK LORD AWAY AND IN THE CONSTABLE'S RESULTS IT SAYS THE VETERAN WAS AROUND AT THE SAME TIME AS THE DARK LORD AND IN THE BEHOLDER'S RESULTS SAY THAT THE VETERAN WAS DEPOWERED FIGHTING AGAINST THE DARK LORD

DOES THAT MEAN THE VETERAN WAS A HERO ONCE, TOO, WHO SACRIFICED HIS POWERS TO DEFEAT THE DARK LORD?! IS HE AN ANCESTOR OR SOMETHING TO THE HERO ROLE?!

Hidden lore has been revealed!
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