Information
The long abandoned Cedarvale Mansion is said to be haunted and infested with all sorts of dark and mysterious powers. Nobody has been there in a century; or, well, if they had entered, they would've never exited again.
One day, you wake up with your teammates around you in a dark room. In Cedarvale Mansion.
This is where your adventure starts.
Navigate your way through the three floors of the mansion, avoiding curses and traps as well as finding treasures that will help you escape from the mansion. Will you escape?
Or will you be trapped in the mansion, never to be heard from again?
This is a unique game in which you choose from many different choices. Some choices will benefit you. Some may not. Some choices will be locked to you because of different variables, and some choices may cause you to reveal other choices.
All roleplayers will be split into two teams(Red and Blue Team) with five to six people in each according to the amount of players. SIX IS THE MAXIMUM. Each player must choose a role to assume; no role may overlap in a team. So choose carefully.
Red Team(6/6)
Elf: desert-dreamer
Thief: CuddleAdict
Enchanter: -starborn-
Seer: -talon-
Warrior: PokemonFan333
Scholar:
Healer: warriorcatlover12345
Charmer:
Blue Team(6/6)
Elf: Shade_Plutonium
Thief:
Enchanter:
Seer: followingsaturn
Warrior: SummerWinter038
Scholar: Skyler_Wild
Healer: Oceanheart1123
Charmer: thunderlightning12
Each role has different powers, abilities, strengths and weaknesses. Each player starts off with 15 health. If health is damaged, the player will +1 health every two rounds, unless healed by the Healer.
The Elf can see through non-magical darkness and has control over the element of light and fire. He also specializes in metal and iron. But in result, he cannot touch any other metal than iron. Elves have a special gadget, the Two-Sided Sabre, which you may use to harm or heal. He makes a fine warrior, light-footed and precise, although not as fine as the Warrior, of course.
Strength: 16/20 Speed/Agility: 19/20 Stealth: 11/20
The Thief can pick non-magical locks and has a variety of gadgets and tools including the Niffler GPS, which you can use only once to find anything(like poisons, a hidden room, a hidden key), and the Darkness Revealer, which can lift all darkness in a certain place. However, the Thief is extremely short(and small). He may squeeze through small places, but his strength will be laughable.
Strength: 4/20 Speed/Agility: 10/20(normal) Stealth: 20/20
The Enchanter is a wizard, a sorcerer of a sort. He can cast many spells but not all of which are powerful. Some of the Enchanter's more powerful spells include(each Enchanter must only pick two): Translation, which is pretty much the power to translate anything; Immunity, which will make one of his teammates immune to everything if they are in one room; Knowing, which will give you the answer/ best solution to anything, or Blocking, which will cause the other group to lose their choice once only, and you may choose for them. But, the Enchanter, apart from his magic, he is physically weak.
Strength: 1/20 Speed/Agility: 1/20 Stealth: 1/20
The Seer is an interesting role. Every three rounds of choices, the Seer will be able to pick a choice and forsee what will happen if their team were to pick that choice. But I warn you, some visions may be misleading at times. For instance, there are three objects in a room: a gold trident, a silver trident and a bronze trident. The Seer chooses to preview what will happen if they chose the silver trident. He sees the room in flames. That causes them to choose another trident, but actually, the flames will be helpful flames.
In spite of this, the Seer is pretty much physically average.
Strength: 10/20 Speed/Agility: 10/20 Stealth: 10/20
The Warrior, as mentioned above, is a fearsome fighter whose physical abilities far exceed any of the roles. There is not much to say, apart from his fighting technique. The Warrior also has protective armor and a sharp weapon.
Strength: 20/20 Speed/Agility: 20/20 Stealth: 20/20
The Scholar knows many things. All there is to know about the castle(some random fact about magic will pop into his head) and when stuck in something, the Scholar will receive a hint from me, the creator of this roleplay. His physical abilities differ from the average.
Strength: 8/20 Speed/Agility: 9/20 Stealth: 7/20
The Healer is the medicine guy, the doctor, of the group. He can heal anyone and any physical injuries, unless it's a magical injury, in which case he cannot help. Healers have ONE CHANCE to bring anyone back from the dead, and he also has TWO chances of recognizing poisons(regular ones, anyways). But, like a bee, after saving a person from the dead, he will lose his healing powers and become useless. If someone is injured, he will not be able to heal the person immediately, but the recovery process will be significantly sped up.
Strength: 13/20 Speed/Agility: 5/20 Stealth: 8/20
The Charmer is a unique and powerful role. Charmers have the power of manipulating anyone, and I repeat, anyone, to do anything. But the more rounds the Charmer saves his power and doesn't use it, the more effective it'll be on a person. If you choose to use it in a round, I will randomly roll a 1-6 dice for you and a 5-10 dice for the victim. Two turns, it'll become a 2-7 dice vs a 5-10 dice. Three turns is a 3-7 dice and a 5-10 dice and four turns is a 4-7 dice against a 5-10 dice. Et cetera. This power can be deflected with different variables: The Enchanters' immunity power, and also depending on the Resistance of the person.
What is a Resistance? Well, my apprentice, Resistance can be gathered by points. The more attacks you have faced, the more points you get. So...fight at your own risk. Ah well, if you don't understand, feel free to PM me.
Strength: 14/20 Speed/Agility: 13/20 Stealth: 5/10
For every round, I will give you choices depending on the situation you are in. Feel free to look at the other team's round page...You won't get much. BUT DO NOT LOOK AT THE DISCUSSION PAGES. For private decisions like deciding to attack the other team, PM me after your teammates have agreed.
Form as below.
Team:
Role:
Tags: (minimum three)
Other:(for instance the choice for Enchanter spells)
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