Day Four End / Night Four Start
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Day Four Vote Count:
ExLight (3) - JamieIsBored, beryllium
No Lynch (2) - FinalArcadia, ExLight
It was a tense day as ExLight held FinalArcadia within his grasp. "You'd better do as I say or she won't live to see tomorrow!" he commanded them.
Having no choice but to go along, hoping for Final to win they did so. Jamie saw an opening while ExLight was distracted with bery's ZD20 roll and shot a crossbow bolt straight for ExLight's head...
Nobody has died!
The crossbow bolt managed to bounce off ExLight's thick flesh, protecting him from what would've been an otherwise fatal shot.
ExLight then rolled a hidden die, eagerly checking it's result. "Ha, looks like you kept your promise after all" FinalArcadia said calmly, she didn't seem to be afraid of the danger at all, and almost seemed to enjoy watching the chaos between the two groups. "I've gotten all the research data I need, so I guess I'll be going now, see-ya!" she waves as she casts a spell, teleporting away...
FinalArcadia has left the game a victor!
She was a Harengon Artificier, a skilled Alchemist, a Dice Inventor.
She was aligned with herself as a Planeswalker (Independent)!
The game continues....
It is now Night 4.
Phases will update as soon as actions are submitted or idled.
ExLight (3) - JamieIsBored, beryllium
No Lynch (2) - FinalArcadia, ExLight
It was a tense day as ExLight held FinalArcadia within his grasp. "You'd better do as I say or she won't live to see tomorrow!" he commanded them.
Having no choice but to go along, hoping for Final to win they did so. Jamie saw an opening while ExLight was distracted with bery's ZD20 roll and shot a crossbow bolt straight for ExLight's head...
Nobody has died!
The crossbow bolt managed to bounce off ExLight's thick flesh, protecting him from what would've been an otherwise fatal shot.
ExLight then rolled a hidden die, eagerly checking it's result. "Ha, looks like you kept your promise after all" FinalArcadia said calmly, she didn't seem to be afraid of the danger at all, and almost seemed to enjoy watching the chaos between the two groups. "I've gotten all the research data I need, so I guess I'll be going now, see-ya!" she waves as she casts a spell, teleporting away...
FinalArcadia has left the game a victor!
She was a Harengon Artificier, a skilled Alchemist, a Dice Inventor.
Dear FinalArcadia,
You are an Artificer, specialising in Alchemist (Sub-Class).
Your race is that of a Harengon, the rare rabbit-like people, you're known for your jumping skills and innate luck you seem to take with you.
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
“Why yes, I do have six magic items I’m attuned to, why do you ask? Are you jealous? I also have this gun."
You rolled a Natural 20, you've done it! With your alchemical know-how you've created the ultimate magical item. It's a special dice that can influence luck and success of the person who rolls it, both positively and negatively. Now that you're happy with the alpha test, it's time to move onto the beta test. Up until now, it was just you testing these dice, now it's time to find some test subjects, this rowdy tavern is sure to be the perfect place.
You are a Dice Inventor, each day phase you can use your Day Action to hand a player one of your magical dice by saying Try your luck [PLAYER]?. Your dice are special and can alter how a player's role works, though you're still working out exactly how it alters it. Your target receives the dice at the start of the night phase following your action and may roll it at any time, though it has it's best use when combined with the use of a Night Action.
The target receives the following message:
These are your notes so far, only for your own benefit and you may not share this information with "outsiders":
[REDACTED] - It seems FinalArcadia took their research notes with them.
You are a Planeswalker (Independent) and you win when three different players use your magical dice, regardless of what they roll as you're only interested in the testing. You are not hostile with any other faction and can win with any team.
When you win, this will not be publicly revealed, you do not end nor do you exit the game and may continue playing for fun, gaining the power to hand out two dice at once from that point forward.
If you die after winning you immediately exit the game rather than dying by using your powers to teleport away, mechanically it'll be like you died (including your role flip), but you keep your victory and your victory will then be publicly revealed. If you simply wish to exit the game immediately after winning, please let me know at any time.
You are an Artificer, specialising in Alchemist (Sub-Class).
Your race is that of a Harengon, the rare rabbit-like people, you're known for your jumping skills and innate luck you seem to take with you.
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
“Why yes, I do have six magic items I’m attuned to, why do you ask? Are you jealous? I also have this gun."
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
You rolled a Natural 20, you've done it! With your alchemical know-how you've created the ultimate magical item. It's a special dice that can influence luck and success of the person who rolls it, both positively and negatively. Now that you're happy with the alpha test, it's time to move onto the beta test. Up until now, it was just you testing these dice, now it's time to find some test subjects, this rowdy tavern is sure to be the perfect place.
You are a Dice Inventor, each day phase you can use your Day Action to hand a player one of your magical dice by saying Try your luck [PLAYER]?. Your dice are special and can alter how a player's role works, though you're still working out exactly how it alters it. Your target receives the dice at the start of the night phase following your action and may roll it at any time, though it has it's best use when combined with the use of a Night Action.
The target receives the following message:
"Try your luck [PLAYER]?" a stranger approaches with a grin, in their hand is a twenty sided shape with each side individually numbered. "This die is special, it's designed to change your luck, try using it the next time you go on adventure and see what I mean!" the stranger hands you the odd twenty sided die and bids you farewell.
You received a D20, you may roll it at any time and see what fate has in store for you. Once rolled, you cannot stop it, but you won't receive the result until the end of the phase you roll it in. If you roll it at the same time you submit a Night Action, it will influence the action in unforeseen ways. To roll the die, simply say I roll a D20.
These are your notes so far, only for your own benefit and you may not share this information with "outsiders":
[REDACTED] - It seems FinalArcadia took their research notes with them.
You are a Planeswalker (Independent) and you win when three different players use your magical dice, regardless of what they roll as you're only interested in the testing. You are not hostile with any other faction and can win with any team.
When you win, this will not be publicly revealed, you do not end nor do you exit the game and may continue playing for fun, gaining the power to hand out two dice at once from that point forward.
If you die after winning you immediately exit the game rather than dying by using your powers to teleport away, mechanically it'll be like you died (including your role flip), but you keep your victory and your victory will then be publicly revealed. If you simply wish to exit the game immediately after winning, please let me know at any time.
The game continues....
It is now Night 4.
Phases will update as soon as actions are submitted or idled.