Luria Nova/Events/Hunting Pretenders: Difference between revisions
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#Stalk: Observe another soldier's actions to gather valuable information.(Stalking without the 'Stalker' trait will significantly increase your chance of leaving your trace behind) | #Stalk: Observe another soldier's actions to gather valuable information.(Stalking without the 'Stalker' trait will significantly increase your chance of leaving your trace behind) | ||
#Steal: You no longer have to wait until night! | #Steal: You no longer have to wait until night! | ||
#Assault: Let your feast do the talk.(Choose a soldier to assault) | |||
==🎫Voting== | ==🎫Voting== |
Revision as of 18:25, 25 June 2023
Participants
Names\Days | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rojak | - | - | - | - | - | - | - | ||||||||
Galandric | - | - | - | - | - | - | - | ||||||||
Hana | - | - | - | - | - | - | - | ||||||||
Samson | - | - | - | 🎫🎫 | - | - | - | ||||||||
Tybalt | - | - | - | 🎫 | 🎫 | - | - | ||||||||
Jumeaux | - | - | - | - | - | - | - | ||||||||
💀Oskar | - | 🎫 | - | 🎫🎫🎫 | 💀.🎫🎫🎫🎫🎫.🎫🎫 | - | - | ||||||||
🪓Njal | - | - | - | - | 🪓Oskar | 🎫 | - | ||||||||
Richard | - | - | - | - | - | - | - | ||||||||
Celina | - | - | - | - | - | - | - | ||||||||
Kiran | - | - | - | - | - | - | - | ||||||||
Moria | - | - | - | 🎫 | - | - | - | ||||||||
Lexis | - | - | - | - | - | - | - |
Background Stroy
As Lurian settlers established their presence in the untamed lands of Fissoa Fields, a wave of displaced Fissoan and Madinan refugees sought refuge in the region. Although they arrived with little to their names, they brought with them intriguing tales of local creatures that stirred both curiosity and concern among the settlers.
One particular creature, known as the pretender, possessed a terrifying ability: it could consume a person's soul and assume their form, masquerading as any human it devoured. Recognizing the potential danger this posed to their fledgling settlement, the esteemed Radiant Council made a decisive choice. They would dispatch a specialized unit of soldiers, charged with the crucial task of locating and eliminating the pretender before it could infiltrate their ranks. The last reported sighting of the creature indicated it had taken refuge in the war-torn city of Madina, prompting the soldiers to embark on their treacherous journey.
After an arduous voyage, the soldiers' ship finally docked at the partially destroyed harbor of Madina. Eager to commence their mission, they wasted no time in surveying the city's remnants in search of the elusive pretender. However, the surviving locals, plagued by mistrust and trauma, regarded any unfamiliar face with suspicion. In such an environment, the soldiers soon realized that their mission would be far from straightforward. Unable to establish trust with the wary residents, who had even lost faith in their own kind, the soldiers found themselves facing a challenging road ahead.
To prevent the pretender from infiltrating the returning ship and endangering the settlement, the ship's captain made a difficult decision. He would depart, promising to return in a few weeks to retrieve the soldiers. Until then, they were left with a limited timeframe to locate and neutralize the insidious creature.
Finding shelter in buildings near the harbor, the soldiers established a temporary base, distancing themselves from the wary locals for the time being. Doubts lingered regarding the existence of the pretender, its nature merely whispered rumors. Nonetheless, the soldiers remained determined, hoping to hunt down this elusive threat before their ship returned to carry them away.
With the clock ticking and the city's secrets shrouded in uncertainty, the soldiers embarked on their perilous mission, venturing into the unknown depths of Madina. Their objective clear, their fate uncertain, they sought to protect their settlement from an insidious predator that could assume the guise of anyone. Only time would tell if their collective efforts would prove successful before the ship's return, marking a race against time and an ultimate test of their resolve.
Player Actions
😵Exhaustion: Too tired to act. Will gain 1 Exhaustion stack. Over 3 stacks will decrease your chance of success.
🌞Day Actions
- 💤Rest(Default): Removes 2 Exhaustion Stacks.
- ❓Assist the Locals: By offering your help to the locals, there's a possibility they may reciprocate the favor in the future.
- ❓Bribe the Locals: By offering valuables you have collected, you might be able to befriend a local faster. (-1~2 valuables)
- ❓Explore the Graveyard: Investigate the graves of the deceased victims for potential clues. Additionally, you can examine the executed soldiers' graves for any pertinent information.(1~4 clues)
- 😵🔧Visit the Ruined Market District: Explore the remains of the market district to uncover anything that could be useful in your endeavors.(1~3 materials)(+1 exhaustion)
- 💰Explore the Ruined Palace: Search the abandoned palace for any valuable items that may have been left behind.(1~4 valuables)
- Visit a Fellow Soldier's House: Select a soldier's house to visit and interact with your comrade.(Oskar's house included)
- (Requirement:🔧x3)(🌞🌑Full day) Fortify Your House: Spend a full day reinforcing your house to deter unwanted guests from entering.
- (Requirement:🔧x2 per trap)(🌞🌑Full day) Set Traps: Spend a full day setting traps to potentially injure any intruders.
- Stalk: Observe another soldier's actions to gather valuable information.(Stalking without the 'Stalker' trait will significantly increase your chance of leaving your trace behind)
- Steal: You no longer have to wait until night!
- Assault: Let your feast do the talk.(Choose a soldier to assault)
🎫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. Removes 3 Exhaustion Stacks.
- (😵+1)Stay Up: You won't panic when you get attacked. You might even be able to fight back.
- (😵+2)Guard a fellow soldier: You will stay up and defend another soldier.
- (😵+2)Steal: Maybe your neighbour has something useful.
- (😵+1 with Stalker. +2 if you don't)Stalk: You will stalk a soldier. You will find out what action the soldier is performing.(Stalking without the 'Stalker' trait will significantly increase your chance of leaving your trace behind)
- (😵+1)Hide Outside: You strategically position yourself to observe the bustling street outside, providing you with valuable insights. You may even catch glimpses of others, expanding your awareness of the surroundings.
💂♂️Soldier 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.
- Gold Digger: You are more likely to find valuables.
👽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: Pick a soldier. You will learn about the soldier. You will only learn one piece of information at a time. To fully understand the soldier, you will need to use the ability multiple times.
- Deceiver: If you are the one to turn clues into a hint, you can manipulate it to create a false hint. You can misdirect the soldiers toward a wrong target.
- Unique: Only one person can choose it per event
Reward
- Base Reward: 7,500 gold