Post by MrBlarney on Apr 20, 2009 20:12:09 GMT -8
Lords (Village Specials)
One random player from each nation is selected as a Lord. Each Lord starts out with an item that increases their stats as long as it is held and has an inherent special ability that can be used to aid the village. Depending on number of signups, there may be “Junior Lords” for certain nations that will start out with no power, but will gain their Lord’s power should they fall.
Teion: Lord Accessory: Strength Band (STR +1), Lord Ability: Lethality (Vigilante) – Each day, the Lord may select one player in their zone to assassinate, killing them without fail unless guarded.
Dural: Lord Accessory: Defense Band (DEF +1), Lord Ability: Iron Wall (Guardian) – Each day, the Lord may select one player in their zone to protect from all damage in combat or by player ability. They may use their ability to guard themselves.
Sandal: Lord Accessory: Skill Band (SKL +1), Lord Ability: Support – Each day, the Lord may select one other player in their zone to support, increasing all stats except HP by 1 for the day’s combats. They may not support themselves.
Ravana: Lord Accessory: Resist Band (RES +1), Lord Ability: Influence (Power Vote) – The Lord’s vote counts as three times that of all other players. Any ties are broken in this player’s favor.
Ludein: Lord Accessory: Speed Band (SPD +1), Lord Ability: Tactics (Information) – Each day, the Lord may ask a question about the makeup of the remaining players in the game (i.e. how many members of Ludein remain, or how many Cavaliers are present). They may not ask questions about specific players (seering) or how many mafia members remain.
Miras: Lord Accessory: Magic Band (MAG +1), Lord Ability: True Sight (Seer) – Each day, the Lord may select one player in their zone to inspect. The Lord will learn that player’s class, nationality, stats, inventory, and whether they are part of the mafia or not.
Chira: Lord Accessory: Health Band (Max HP +2), Lord Ability: Loyalty (Mason) – The Lord starts out with knowledge of a number of retainers whom he can truly trust, knowing that they are definitely not mafia. All retainers also know the Lord’s identity at the start of the game.
One random player from each nation is selected as a Lord. Each Lord starts out with an item that increases their stats as long as it is held and has an inherent special ability that can be used to aid the village. Depending on number of signups, there may be “Junior Lords” for certain nations that will start out with no power, but will gain their Lord’s power should they fall.
Teion: Lord Accessory: Strength Band (STR +1), Lord Ability: Lethality (Vigilante) – Each day, the Lord may select one player in their zone to assassinate, killing them without fail unless guarded.
Dural: Lord Accessory: Defense Band (DEF +1), Lord Ability: Iron Wall (Guardian) – Each day, the Lord may select one player in their zone to protect from all damage in combat or by player ability. They may use their ability to guard themselves.
Sandal: Lord Accessory: Skill Band (SKL +1), Lord Ability: Support – Each day, the Lord may select one other player in their zone to support, increasing all stats except HP by 1 for the day’s combats. They may not support themselves.
Ravana: Lord Accessory: Resist Band (RES +1), Lord Ability: Influence (Power Vote) – The Lord’s vote counts as three times that of all other players. Any ties are broken in this player’s favor.
Ludein: Lord Accessory: Speed Band (SPD +1), Lord Ability: Tactics (Information) – Each day, the Lord may ask a question about the makeup of the remaining players in the game (i.e. how many members of Ludein remain, or how many Cavaliers are present). They may not ask questions about specific players (seering) or how many mafia members remain.
Miras: Lord Accessory: Magic Band (MAG +1), Lord Ability: True Sight (Seer) – Each day, the Lord may select one player in their zone to inspect. The Lord will learn that player’s class, nationality, stats, inventory, and whether they are part of the mafia or not.
Chira: Lord Accessory: Health Band (Max HP +2), Lord Ability: Loyalty (Mason) – The Lord starts out with knowledge of a number of retainers whom he can truly trust, knowing that they are definitely not mafia. All retainers also know the Lord’s identity at the start of the game.