ITEMS

Here we can brainstorm new items in the game or improve on ideas for items from previous games. I'll keep an updated list in this first post.

Antidote: nullifies poison in the body when revived. Active item. 5 gold.
Crossbow: Add +2 to attack role against enemies with Flying. Gone after one use. 5 gold.
Giants Potion: Allows you to momentarily grow in size. Each sip you take will upgrade the size of your next die roll. Die sizes are D4, D6, D8, D10, D12, and D20. There is enough in the bottle for five sips total. D20 is the max size, but taking the whole potion all at once can turn a D4 into a D20! 15 gold.
Healing salve: removes an injury from self. Active item. 10 gold.
Holy relic: destroys a Wight. Active item. Gone after one use. 10 gold.
Holy water: removes curse. Active item. 20 gold.
Invisibility potion: protects you from one attack, ability, or witch hunt. Must PM to ask to drink it beforehand. Gone by the end of phase, regardless of whether it got put to use. Being invisible prevents you from voting in witch hunts or in Acolyte chat. Active item. 25 gold.
Lantern: Roll a D20 at night, 20-18 you see an attack coming (if there is one) and escape in time. Modified by Luck. Active item. 5 gold.
Loud Voice potion: potion for double vote, or cancels silence. Not stack-able. Active item. 15 gold.
Love potion: protects from one other player for a day and night phase. They can't vote to witch-hunt you, can't vote to kill you in acolyte chat, and can't use abilities on you. Can't use more than one love potion at a time. Active item. 5 gold.
Luck potion: gives +1 to Luck rolls for one day and night phase. Stack-able. Active item. 5 gold.
Mirror shield: is rare and expensive, allows a player to reflect a spell back on its caster. Works on lightning, silence, and curses. Archer arrows are deflected onto another living player at random (Game Master rolls a D20, if result is the Number of a living player, that player is struck instead). Can not be used by players with evil alignment. Passive item. 50 gold.
Obsidian shield: Immune from death or injure against enemies with Fire. Gone after one use. 5 gold.
Ouiji Board: Item can only be used at night. Allows the player to commune one time with a dead player. They tell me who they'd like to hear from, and I'll retrieve one message from that player for them from the dead thread. The Game Master rolls a D4 in the dead thread, if it's a 1 then they'll receive a message from a DIFFERENT dead player (if more than one are dead) pretending to be the one they wished to speak to, and they are not told what the result of their roll was. Can not speak to players that died a Dark Death. 15 gold.
Poisonous Miasma: Uncork the bottle and throw it in someone's bedroom window at night. Kills the targeted player as well as any players protecting them. Active item. 35 gold.
Poultice: Heals an injury from self or another player. Active item. 12 gold.
Rapier: A sword light enough to let you do a double strike. After your first attack roll, roll a D4 and add it to your first. Gone after one use. 10 gold.
Sacred Sword: Doubles the attack roll agaisnt an enemy with Dark. Gone after one use. 5 gold.
Soul stone: Gives your soul a place to hide, causing a dark death to become just a normal death. Doesn't work if body is destroyed by burning. Passive item. 15 gold.
Talisman: protects from witch hunt (second highest vote dies instead). Passive item. One-time use. 20 gold.
Unholy Axe: May use to re-roll an attack role against an enemy with Holy. Gone after one use. 5 gold.

SPECIAL ITEMS

Cross
: Unique item, only appears in the Vampire Hunters hands at the start of the game. Once per day, it can be used against another player by posting in the format "XXXX uses Cross on YYYY". If that player is a Vampire, they are revealed as such. Otherwise, nothing happens. Using the Cross exposes that person as being in possession of it. If the Vampire Hunter dies, they are allowed to secretly pass on the Cross to another player. Tradable. Can be sold to the shop for 2 gold.
Enchanted hourglass: This magic hourglass once belonged to a powerful sorcerer that could turn back time! However, by the end of his long life, there remained only three grains left of the Sands of Time. Each one of them will allow you to redo ANY die roll, even one made by another player which already happened (if it was in the same phase and it was the last die roll that was made). There is only one in existence so it can only appear up to one time per game. Can be sold to the shop for 5 gold for each remaining grain of sand.
Shield: A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Passive item. 20 gold.
Spear: A blacksmith item not available for purchase unless sold to the shop by any player except the blacksmith that created it. Active item. 20 gold.

NOTE: Gold prices listed here are their shop prices. Players can demand whatever price they want when selling to another player. Some of these items are only available through questing, or by being made by specific roles. All players begin the game with 5 gold (with the exception of the Merchant) and get an income of 5 gold at the beginning of each Day phase starting on Day 2.
 
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New items:

Giants Potion: Allows you to momentarily grow in size. Each sip you take will upgrade the size of your next die roll. Die sizes are D4, D6, D8, D10, D12, and D20. There is enough in the bottle for five sips total. D20 is the max size, but taking the whole potion all at once can turn a D4 into a D20!

Rapier: A sword light enough to let you do a double strike. After your first attack roll, roll a D4 and add it to your first. Gone after one use.

Ouiji Board: Item can only be used at night. Allows the player to commune one time with a dead player. They tell me who they'd like to hear from, and I'll retrieve one message from that player for them from the dead thread. The Game Master rolls a D4 in the dead thread, if it's a 1 then they'll receive a message from a DIFFERENT dead player (if more than one are dead) pretending to be the one they wished to speak to, and they are not told what the result of their roll was. Can not speak to players that died a Dark Death.

And some items will be super rare and unique items that will never generate in the shop when rolling for new items in the day phase, but can be sold to the shop (and then re-sold from there) after they are found on a quest. For example:

Enchanted hourglass: This magic hourglass once belonged to a powerful sorcerer that could turn back time! However, by the end of his long life, there remained only three grains left of the Sands of Time. Each one of them will allow you to redo ANY die roll, even one made by another player which already happened (if it was in the same phase and it was the last die roll that was made). There is only one in existence so it can only appear up to one time per game.
 

shortkut

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Good new items.

Another thing for the store: night purchases should cost double day purchases. They are done after hours, so the merchant obviously charges more since it is inconvenient… merchant buys everything half off the list price

Can we use this thread to discuss non-store items?

I was thinking each role gets a different type of weapon (melee or ranged). The specific weapon doesn’t matter to make it simpler. The weapons then provide a bonus when fighting in quests. For example, I faced a tree monster, a melee weapon would provide a bonus but a ranged weapon wouldn’t help against a tree.

It adds more thought to the fighting options, but doesn’t add too much to the hosting side since the specific weapons don’t matter. Maybe it would be possible to sell your weapon for gold or purchase the other type publicly. Doing it publicly provides info to the town about a role
 
Yep, this thread is for all items in the game whether they are from the shop or not. I definitely want to get around to weapons and other requesting items. The rapier up above would be the first example of one. I'll probably implement yours too, or some version of it. I'm not sure if I'm going to get into things like Melee versus ranged, because I don't want the fighting and I questing to get TOO complicated at least for right now.

interesting idea about public shop purchases of weapons, giving an idea about what somebody's role is. I suddenly imagine a scenario where somebody is wasting gold on a weapon that is useless to them because they are doing a false role-claim lol

I liked the idea somebody had of people starting with a basic item also. For example, maybe I let the Harold start off with a loud voice potion in their inventory. Not sure yet if people should also start out with a weapon or not.

Edit: meleee not Malay. Stupid voice to text.
 
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shortkut

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I'm not sure if I'm going to get into things like Malay versus ranged, because I don't want the fighting and I questing to get TOO complicated at least for right now
I was thinking all melee and all ranged are the same as others in the class. All melee are +1 on fighting roll vs terrestrial enemies and all ranged are +1 vs flying or swimming creatures. There would be no differentiation between fists/daggers/swords/axes for melee or bows/crossbows/wands/magic for ranged. People have one type or the other. It simplifies things. I was the outlaw, so I would have melee weapons
 
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