Luria Nova/Events/Hunting Pretenders: Difference between revisions
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*Moria | *Moria | ||
=Player Actions= | |||
😵Exhaustion: Too tired to act. Will rest in the house for a day. | |||
==🌞Day Actions== | |||
#❓Help the Locals: If you scratch their backs, they might scratch yours in return perhaps? | |||
#❓🔧Visit the Graveyard: You can check out dead victims for some clues. You can also check executed soldiers here as well. | |||
#🔧Visit the Ruined Market District: Maybe you will find something useful to help you out. | |||
#💰Visit the Ruined Palace: Maybe you will find some valuables left behind? | |||
#Visit a neighbour's house: You can visit another soldier's house. | |||
#😵(Requirement:🔧x3)(🌞🌑Full day) Fortify your house: May prevent unwanted guests from entering your house. | |||
#😵(Requirement:🔧x2 per trap)(🌞🌑Full day) Set a trap: May injure unwanted guests. | |||
==🎫Voting== | |||
#Choose a person you want to execute. If the person gets more than half, the person will be executed and be buried in the Graveyard. | |||
==🌑Night Actions== | |||
#💤Sleep: You will wake up feeling refreshed. | |||
#😵Stay Up: You won't panic when you get attacked. You might even be able to fight back. | |||
#😵Guard a fellow soldier: You will stay up and defend another soldier. | |||
#😵Steal: Maybe your neighbour has something useful. | |||
=Traits= | |||
#Builder: Start the event with 2 materials | |||
#Stalker: Can gain a new action option 'stalk'. Can be used during day or night. | |||
#Well Armed: You may have a higher chance to survive the initial attack. | |||
#Dying Message: When you get killed, you will leave 2 clues behind. | |||
=Pretender Traits= | |||
#Demolisher: Fortified houses won't be able to stop you(But you will leave 2 clues behind instead of 1 after each hunt if the house is fortified) | |||
#Resilient: Traps won't hurt you. Instead, you will leave a clue per trap you trigger. | |||
#Cursed(Unique): Pick a soldier. When you die as a pretender, the soldier will turn into the next pretender. | |||
#Stealthy: You won't leave any clue behind after killing a soldier(only for the first two targets. The trait will be removed after killing your second target) | |||
#Observant Hunter: Pick a soldier. You will learn about the soldier. | |||
*Unique: Only one person can choose it per event |
Revision as of 21:07, 4 June 2023
Participants
- Rojak
- Galandric
- Hana
- Samson
- Tybalt
- Jumeaux
- Oskar
- Njal
- Richard
- Celina
- Kiran
- Moria
Player Actions
😵Exhaustion: Too tired to act. Will rest in the house for a day.
🌞Day Actions
- ❓Help the Locals: If you scratch their backs, they might scratch yours in return perhaps?
- ❓🔧Visit the Graveyard: You can check out dead victims for some clues. You can also check executed soldiers here as well.
- 🔧Visit the Ruined Market District: Maybe you will find something useful to help you out.
- 💰Visit the Ruined Palace: Maybe you will find some valuables left behind?
- Visit a neighbour's house: You can visit another soldier's house.
- 😵(Requirement:🔧x3)(🌞🌑Full day) Fortify your house: May prevent unwanted guests from entering your house.
- 😵(Requirement:🔧x2 per trap)(🌞🌑Full day) Set a trap: May injure unwanted guests.
🎫Voting
- Choose a person you want to execute. If the person gets more than half, the person will be executed and be buried in the Graveyard.
🌑Night Actions
- 💤Sleep: You will wake up feeling refreshed.
- 😵Stay Up: You won't panic when you get attacked. You might even be able to fight back.
- 😵Guard a fellow soldier: You will stay up and defend another soldier.
- 😵Steal: Maybe your neighbour has something useful.
Traits
- Builder: Start the event with 2 materials
- Stalker: Can gain a new action option 'stalk'. Can be used during day or night.
- Well Armed: You may have a higher chance to survive the initial attack.
- Dying Message: When you get killed, you will leave 2 clues behind.
Pretender Traits
- Demolisher: Fortified houses won't be able to stop you(But you will leave 2 clues behind instead of 1 after each hunt if the house is fortified)
- Resilient: Traps won't hurt you. Instead, you will leave a clue per trap you trigger.
- Cursed(Unique): Pick a soldier. When you die as a pretender, the soldier will turn into the next pretender.
- Stealthy: You won't leave any clue behind after killing a soldier(only for the first two targets. The trait will be removed after killing your second target)
- Observant Hunter: Pick a soldier. You will learn about the soldier.
- Unique: Only one person can choose it per event