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Grave Mistakes Were Made

shortkut

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Fuck it, if they both get lucky on the revival die roll then why not. Sure.
Game Show Host GIF by ABC Network
 

shortkut

idea man
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sky tower.png

You climb the silver stairs once more, the wind singing louder than you remember. The clouds below swirl like restless spirits, and the broken spires of the Sky Tower pierce the heavens like the ribs of a forgotten god.


As your boots touch the shattered stone, something feels different — the air thrums with memory. The statues watch you now, heads subtly turned. The sky above flashes with lightning, and a voice — or perhaps the echo of your own thoughts — whispers:
"You were not meant to return."


Do you brave the path again, choosing to face an Enemy or seek the wisdom — or peril — of a Stranger?


Choose one and then roll a D6.
 
sky tower sky serpent.png

A low hum vibrates through the broken arches as static clings to your skin. Then you see it — coiling between the ruins, scales like polished silver and eyes flickering with stormlight. The Sky Serpent unravels from the clouds themselves, its body impossibly long, its movements graceful and cruel.


It doesn't roar. It doesn't need to. The pressure in the air is its war cry — the silence before a tempest.


Lightning dances across its spine as it circles, faster now, the wind rising to a scream.


You grip your weapon tighter.


Roll to defeat the Sky Serpent (15+).
 
You rolled a 19, with +3 that makes your attack roll 22.


The serpent's scream fractures the air as your final blow lands. Light cracks along its body like shattered glass, and in a flash of blinding brilliance, it begins to fall — not to the ground, but into mist, its form unraveling like smoke on the wind.


Silence returns. The storm breaks. The tower stones steady beneath your feet.


Where the serpent vanished, a mushroom fell to the floor.


You take it. The sky does not resist.

You have earned 8 gold and an Ashcap Mushroom.
 
I'm working on editing the rules to make them simpler, clearer, and WAAAAY less wordy to make for less reading for everyone. Did the first three roles, before and after:

Archer
strong role (limit: 1)
+3 at Sky Tower, -1 at Sunken City
During the day, they can select a player via PM to fire an arrow at and cause an injury, and that player can not use their ability (Magic AND Non-Magic) during the day or the following night. If the arrow injures an Acolyte, that player can not vote in Acolyte chat. There are 4 total arrows. Can use only one arrow per day. If the archer kills a player, their role is revealed to the town. Can choose to use an arrow during a quest to have one free attack roll when encountering an enemy, before the enemy gets close. +1 for rolls for Luck. This ability might work similarly to a Silence spell, but it is Non-Magic and therefore can't be removed by the same methods.

Channeler
strong role (limit: 1)
+3 at Necropolis, -1 at Fire Mountain
At night, can select one normal-dead player to channel (not the dead forum, the Game Master will make a chat between themself, the Channeler, and the selected player). They take on the role, powers, and abilities of any dead village team player for one day and night phase. The following night, the Channeler may choose to immediately take on another dead player's role or revert back to Channeler. The Channeler is under complete control of the dead player, as this is a possession, and must act in whatever way the dead player demands (whether it's voting, trading, questing, or using abilities). Cannot channel the same player twice. If a dead player's abilities have been consumed (such as the archer's arrows, or the mage's lightning is on cooldown) they will be consumed for the Channeler. If killed while taking on another role, they will be announced as that role and not the Channeler. Can not Channel a player that died a dark death (as there is no soul left to channel). If a Channeled player gets revived, the soul is sucked back out of the Channeler and into their original body, closing the chat and reverting the Channeler back into their own role. While a dead player is being Channeled and in the chat with the Channeler and Game Master, they are temporarily removed from the dead thread. The Channeler can choose to attempt to revive a player when releasing their spirit and before selecting another dead player to Channel. If the Revive is successful, their power is spent and they can no longer Channel for the rest of the game. Revive and Channeling are both Magic abilities. See General Rules about Revive.

Clairvoyant
(Exactly 1 in each game)
+3 at Wailing Valley, -1 at Dark Forest
At night, can choose another player and roll a D20. 20-19 you are told that player's exact role. 18-15 you are told what team that player is on. 14-1 nothing happens. If you roll a 15 or higher on an Acolyte, the Game Master privately rolls a D6. 6-3 the Vision goes unnoticed by the Acolytes. 2-1 the Acolyte feels your intrusive presence, and you are killed in a dark death. Can commune with the dead at night, however any players who died a dark death are prohibited from giving out information in the dead thread so long as a Clairvoyant is in the game and alive or killed by a normal death (and can be revived). The Clairvoyant can choose to attempt a Revive at night. If the Revive is successful, their power is spent and they can no longer check roles or visit the dead thread. There is always exactly 1 Clairvoyant per game. Revive and Vision are both Magic abilities. See General Rules about Revive.

Archer
strong role (limit: 1)
+3 at Sky Tower, -1 at Sunken City
Has 4 arrows, they can use one a day during the day to injure a player and block abilities that day or have a risk-free extra shot against a questing enemy. Killing a player reveals the archer. Non-magic.
+1 Luck

Channeler
strong role (limit: 1)
+3 at Necropolis, -1 at Fire Mountain
Channels a normal-dead player at night to use their abilities and be controlled by the dead player. GM facilitates a private chat. Dead player leaves dead thread during channeling. Will appear as dead player's roll upon death or seer checks. Can give up powers to Revive one player. Magic.

Clairvoyant
(Exactly 1 in each game)
+3 at Wailing Valley, -1 at Dark Forest
Check a player at night by rolling a D20: 1-14 fails. 15-18 learn their team. 19-20 learn their role. If 15 or higher on an Acolyte, roll a D6: 1-2 killed by the Acolyte (dark death). Dead thread access at night. Can give up powers to Revive one player. Magic.
 

shortkut

idea man
Cuterator
10K Post Club
Moderator
Executive
GW Elder
Wolf Players
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More streamlined, but grammatically it sounds like if the archer uses an arrow during the day, they cannot use one on a quest. Was that intentional?

Also, if it isn’t too much trouble, rather than assigning each role a location that benefits them and one that hinders them, randomize it. I was able to confirm @Benzine was merchant because of where he quested. Randomizing it for each person when they get the role, will make it harder to figure out what each person is
 
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