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Old 07-20-2013, 09:34 PM   #1
satansaloser2005
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Tol-in-Gaurhoth CIII: Big Magic in Middle Earth

For centuries, various magical entities have vied for control of the lands. Your current encampment of magicky types has recently discovered that one of you has been possessed by the spirit of Saruman and that he has turned some of you to his ways. He and his cohorts wish to use their arcane gifts to destroy the remainder of your group and then travel from place to place to use their powers for further destruction. You must stop them before they annihilate your group and move on to harm others.

~~~~~~~~

Saruman and sorcerers: Wolves. Number will be determined by size of village.

Saruman has a one-shot power which allows him to add a new member to his order. He must do this when he is the only sorcerer remaining, and doing so must not cause him to automatically win the game. This person will join him at the beginning of the following phase of game play (e.g. if he selects a person during the Night, they will join him the next Dawn, whereas if he chooses them during the Day, they will join him at Dusk).

Aura Reader: Seer. Scries a person in their sleep to see if their mind has been taken by Saruman. May choose one person each Night and learn of their identity.

Protector Wizard: Ranger. Chooses one person each Night and puts an anti-magic field on them. If that person is the sorcerers’ intended target, they are not killed. May protect self only once per game, and may not protect the same person twice in a row.

Pact Mage: Hunter. Bonds his arcane energy to that of another, so that if he is harmed by that person, they will also suffer. Makes one selection per phase; that selection remains until the end of that phase or until they make another selection, whichever is later. If the pact mage is killed, their target is killed if they are a sorcerer or if they voted for the pact mage the Day he was murdered.

Two innocent lovers. Neither knows the other’s identity, and may make one guess per phase as to the identity of their lover. The sorcerers get no kill on the Night following the lovers’ discovery of each other (or the Night of if they discover each other at Night). Both will display as ordinary unless killed post-reunion.
*Note: I will only include the lovers if there are more than 12 people in the game.

Undetermined number of (extra)ordinary arcanists.

~~~~~~~~

Deadline is negotiable, but will likely be 5:00 pm Central or later.

In the event of a tie, no one will be lynched.



Casting:
Shasta
Kath
Dun
Nerwen
Cop
McCobbler
Lottie
Green
Echo
Holbytlass
Boro
Legate
Lommy
Steve
__________________
"My heart always cowers behind the defense of my wit."
Friendship is two pals munching on a well-cooked face together.
Fenris bookworm.

Last edited by satansaloser2005; 08-25-2013 at 09:23 AM.
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