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Post by Orange Crazy on Jun 21, 2009 23:37:39 GMT -5
Goblin Abilities
Deception of the Elves - Each night, the goblins as a group must choose where maze will exit the following night.
Failure of the Dwarves - Each night the goblins as a group may kill 1 additional player per group who is trapped in a location with no exits. The player must be in the group that is trapped.
Cofusion of the Faeries - Each night, the goblins as a group must remove 5 paths from the maze.
Weakness of the Dragons - Each night, the goblins as a group may choose 2 targets to kill. PM me the names of these targets.
Impulse of the Humans - Each night, the goblins as a group must add 4 paths to the maze.
Greed of the Daemons - A group with a goblin in it may not exit the maze.
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Post by Orange Crazy on Jun 21, 2009 23:38:08 GMT -5
Other abilities:
Loudmouth - Once per game you may choose which direction to explore instead of your group's leader. If you are your group's leader, you will be immune to being chosen over or changed once.
Genius - Each night, you will find out how many locations away the exit will be, the following night. This guess of yours will ignore paths- so just because it's only one location away doesn't mean you can get there, or that you know which direction it's in.
Prodigy - Each night, after you move, you will be able to tell which paths have opened or closed in your final location that night.
Lucky - Lucky players will not die if they find themselves in a room with no exits.
Sociable - Once per game, you may appoint any player in your group to the position of leader, including you
Crazy - Once per game, you may rush through a path that is closing on you, bringing your group with you to a narrow escape.
Cautious - Tells if a given path will lead to an immediate dead end each night.
Helpful - Once per game, you may allow another player to use a once-per-game ability that they have already used.
Optimistic - The first time your group would suffer a kill due to being trapped, you prevent that kill.
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ebfan
New Member
Posts: 17
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Post by ebfan on Jun 21, 2009 23:46:12 GMT -5
From what I have gleaned from my team thread:
Optimistic - Prevent the first death due to a trap.
Helpful - If someone uses a once-per-game ability, then I allow them to use it again. Only good once.
Cautious - Tells if a given path will lead to an immediate dead end each night.
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Post by Spectrum on Jun 22, 2009 14:06:22 GMT -5
Here's the exact text for Social: "Once per game, you may appoint any player in your group to the position of leader, including you."
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ebfan
New Member
Posts: 17
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Post by ebfan on Jun 23, 2009 10:06:45 GMT -5
So from Sticks, the cautious member of my group, I have been told that cautious people can also apparently see if they are moving into a room with only two exits.
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ebfan
New Member
Posts: 17
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Post by ebfan on Jun 24, 2009 12:05:43 GMT -5
I received this message from Unearthly Stew, the Optimist in my group:
"I have become awakened somehow. Which means that if my kill prevention is used up, I can choose who dies if we run into a trap."
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Post by tehpiplupman on Jun 24, 2009 16:05:40 GMT -5
I am the Lucky one. Sorry I haven't been very active, this is an odd set-up, for me atleast, very different from how I played on other forums, Labrynth aside.
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