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Author Topic: Werewolf Fantasy XIII  (Read 1037 times)

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the asshole you hate

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Werewolf Fantasy XIII
« on: March 27, 2010, 08:15:50 PM »

Two players are wolves, one is a seer, eight players total.

Everyone starts with 10 hp and a job. Players may only use one day power per day and one night power per night. Passive powers are always active.

Sentinel - Mitigates damage.
Night Abilities:
- Mediguard - Heals the Sentinel for 2 hp.
- Taunt - Mitigates the damage on a target for the full day and night by 50% rounded up.
Passive Abilities:
- Ward - The Sentinel takes 50% less (rounded up) damage for the full day and night retroactively.

Commando - Reliable physical damage.
Night Abilities:
Attack - Deal 4 damage to one target.
Blitz - Deal 2 damage to each of up to three targets who voted for the same player the previous day.

Ravager - High-potential magical damage.
Night Abilities:
- Charge - Add 1 counter to a target's Charge count.
- ElementStrike - Deal damage equal to the number of Charge counters on a target.
Passive Abilities:
- Arcane Mind - Shake off one Charge point at the end of the night phase.

Saboteur - Debuffer.
Night Abilities:
- Deshell - Add 1 counter to two targets' Charge counts.
Day Abilities:
- Deshellga - Add 1 counter to all other players' Charge counts.

Synergist - Buffer.
Abilities: (Synergists can use one of their two powers each day and night)
- Haste - Increases a target's damage by 100% after all other bonuses. Stacks with itself. Wears off after 24 hours.
- Shell - Lower the target's Charge count by 2.

Medic - Healer.
Day Abilities:
- Curasa - Choose up to three targets and restore 4 hp among them.
- Esuna - Zero the Charge on a target.

All of the above abilities are used openly during the day and night phases. Day ends when everyone has used a power. Night ends when the wolves have used their wolf power and the seer has scried.

Wolves - The wolves have two bonus night abilities to choose from. They may use one of them along with their job night ability.
Night Abilities:
- Pain - Double the number of Charge points on a target.
- Stagger - Deal damage equal to the number of Charge points on the target.

HP cannot go above 10. Charge cannot go above 6. This is the signup thread for eight players.
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Kayma

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Re: Werewolf Fantasy XIII
« Reply #1 on: March 27, 2010, 08:28:24 PM »

I'll play if you promise to change your avatar to something that doesn't trigger the gag reflex.
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Frocto

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Re: Werewolf Fantasy XIII
« Reply #2 on: March 27, 2010, 08:31:24 PM »

yeah, what kayma said
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Beat Bandit

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Re: Werewolf Fantasy XIII
« Reply #3 on: March 27, 2010, 08:32:23 PM »

yeah, what frocto said
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Brentai

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Re: Werewolf Fantasy XIII
« Reply #4 on: March 27, 2010, 08:44:03 PM »

I HAVE ABUSED MY POWER

G HAS ENTERED THE CIRCLE OF SKULLS

NOW YOU ALL MUST PLAY HIS TWISTED GAME

(Note: not playing myself.)
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jsnlxndrlv

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Re: Werewolf Fantasy XIII
« Reply #5 on: March 27, 2010, 10:23:39 PM »

I'm in.
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SCD

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Re: Werewolf Fantasy XIII
« Reply #6 on: March 28, 2010, 06:33:36 AM »

IN
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Envy

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Re: Werewolf Fantasy XIII
« Reply #7 on: March 30, 2010, 11:05:23 PM »

Oh G you know how I love your games.
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Guild

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Re: Werewolf Fantasy XIII
« Reply #8 on: April 06, 2010, 02:51:59 PM »

Needs 2 more.
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