Welcome one and all! I hope to see more involvement and hope that you enjoy the sequel to a good book series. Now first of all, it doesnt not matter if you have not read the series. That is more for fluff and will be more enjoyable, but even if you have never read the series, I encourage you to apply. Thst being said... Welcome to!
Abhorsen's WW 2: Chaos Rises
Narrators: Deathslayer7 and Sanity702
Bell Mechanic’s
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- If a person is night killed and has a bell, it goes to team evil.
- If a wolf is lynched it goes to team good.
- If team good (villager or power role) is lynched and has a bell, it goes randomly to all remaining players still alive.
- A person can have more than one bell.
- A single bell can be passed during the night. If you pass a bell to someone, the passer remains anonymous. Any bells passed are considered hand-me downs and as such are subjected to the one night cooldown.
- Any bells passed to another person have a one night cooldown, except below.
- If a person who started with a bell passes it away but then receives it again, they can use it as they normally could without the one night cooldown.
- Only one bell action can be used per night.
- If a person uses a bell that has a one night cooldown, it affects all bells that the person may have. i.e. If Sabriel has Saraneth and recieved Dyrim and chooses to use Dyrim during the night; then both Dyrim and Saraneth have a one night cooldown on them.
The Seven Bells
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Ranna, the Sleeper: takes all those who hear it into slumber. Given to Touchstone at the beginning of the game. Once per night it the ringer can use it to void a person’s point for the next day. Night Action.
Mosrael, the Waker: throws the ringer further into death but the listener into life. Given to a Necromancer at the beginning of the game who is put into contact with Uncle Festy and Hedge. Once per night he can choose to void someone’s night action for the night, if they have one. Is not told whether it succeeded or not. Cannot be used on the same person consecutively.
Kibeth, the Walker: gives the dead freedom of movement or forces them to walk at the ringers will. Given to the Disreputable Dog at the beginning of the game. Once per night, the ringer can use it to redirect a person’s action at another person. This bell can only redirect the action, not change it. Cannot be used on the same person consecutively. Night Action. Cannot redirect to self.
Dyrim, the Speaker7: grants speech to dumb, tongueless dead, or gives forgotten words their meaning. Given to Sanar and Ryelle at the beginning of the game. Once per night, they can choose to scry a person for their role OR see if they are holding a bell. If they have both Dyrim and Belgaer, then they can scry for both a role and bell. Night Action.
Belgaer, the Thinker: restores independent thought and memory to those who hear it. Given to Hedge at the beginning of the game. Once per night, he can choose to scry a person for their role OR see if they are holding a bell. If he has both Dyrim and Belgaer, then he can scry for both a role and bell. Night Action.
Saraneth, the Binder: shackles the dead to the ringer's will. Given the Sabriel at the beginning of the game. Once per night she can choose to bane someone and protect them from night kills. Night action.
If this bell gets into the hands of the wolves, then it becomes a day baner. If a day bane is successful, there is a two night cooldown. Night action.
Astarael, the Sorrowful: casts all those who hear it (including the ringer) into deep death. Given to Uncle Festy at the beginning of the game. Once per night he can choose someone whom he wishes to night kill. Night Action. Always stays with team evil.
The Roles
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Sabriel the Abhorsen – Taking up in her father’s footsteps, she now commands the bandolier he wore as well as his sword. Now married to Touchstone, they have two children who are going to follow in their footsteps. Starts off with the bell Saraneth.
Prince Sameth – Child of both Sabriel and Touchstone, he is the next Abhorsen-in-Waiting. But he is deathly afraid of becoming The Abhorsen. As such Prince Sameth is told he is The Abhorsen, but in actually he is just Prince Sameth. He will be told he has the bell Saraneth and can use a night action, but such a night action will never go through. If Sabriel banes Prince Sameth, he is told he is Prince Sameth.
King Touchstone – After surviving for over two hundred years as a statue, he now knows why. He carries the Royal Blood in him and is the last remaining survivor to continue the line. Starts with Ranna.
Sanar and Ryelle – They have the power To See, but only when together. They are twins and they are the some of the strongest women The Clayr have To See the future. While this role has two people in it, it will only be given to one person. Starts off with the bell Dyrim.
Lirael – A daughter of The Clayr, she’s been working there for years now and still doesn’t have The Sight. She was also the one who found The Disreputable Dog who is her best friend. Thinks she is Sanar and Ryelle and has the bell Dyrim. If scried by the real Sanar and Ryelle, Lirael is told her real role. May send in a fake scry which will give a predetermined random result which may or may not be correct.
The Disreputable Dog – You don’t argue with this dog. Period. She can dispute anyone and anything. She is friends with Lirael. Starts off with the bell Kibeth.
Mogget – The cat is back again, and this time accompanying Sabriel’s children. But watch out, this little sucker is tricky. It seems he didn’t die as expected. Neutral. Goal condition to be decided. Suggestions welcome. Will be given to Mogget only.
Uncle Festy (Alpha) – Managed to send both Sabriel and The Abhorsen to Death where they are currently trapped. As such, he has been favored high among his own kind of Necromancers and has part of an evil power imbued within him. No bells work on him. Scries as Villager. Starts off with the bell Astarael.
Hedge (Devil) – Works as a servant for Uncle Festy and makes sure all goes according to plan. He is a Necromancer himself who plans to do very evil things. Starts off with the bell Belgaer.
Chlorr of the Mask (Beast) – A Greater Undead like Kerrigor, but works for Hedge and Uncle Festy. No one knows why.
Necromancers – Normal wolves who wish to follow Uncle Festy in his footsteps for power and glory and honor.
Charter Mages – Normal Villagers caught in the crossfire.
Other Important Things to Note
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- Only the wolves who start off with a bell know each other from the beginning.
- If Team Good gets Mosrael and voids the wolf who has Astarael, the kill will still go through, but a one night cooldown is added to the bell. Does not affect Uncle Festy.
- If "Nothing Happened during the Night" this means one of few things:
a) the wolves did not send in a night kill
b) the wolves targetted another wolf and were put into contact
c) someone was baned. - If Uncle Festy is killed, Astarael will stay with team evil who then can use the night kill with a one night cooldown.
- No roleclaiming please. It ruins the fun.
Player List:
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{table=head] Player | Role | Died
Thufir | | Accidentally
The Bushranger | Day 3 | Villager
billtodamax | | Fried in Oil
Fleeing Coward | | Eaten
Aemoh | | Poached
Lex-Kat | | Broiled
cd4 | Night 4 | King Touchstone
Murska | | Thrown Away
Eternal Drifter | | Baked
Mustiado | | Shot
Calar | Night 2 | Villager
TheLaughingMan | Day 1 | Sanar and Ryelle (Seer)
Strategos | | Died in Battle
Uncle Festy | Day 3 AL | Villager
Dark Corax | Day 4| Necromancer
Shadowcaller | Day 2 | Villager
DarkLightDragon | Night 1 | Sabriel the Abhorsen (Baner)
Atreyu the Masked Llama | | Used as a pin cushion
The Cyberwolf | Night 3 | Villager
Elder Tsofu | | Tastes bad so dumped
[/table]