DRX - Mirrored Embers - 0/16

All the astrologist ones
You’ve clearly thought about this setup enough that I likely don’t have to ruthlessly apply the scientific method

oh
are you talking about the boons? my intent for that was that they’re imrprovised
the Ultimate Astrologer is 90% improvisation role-wise, except for them knowing everyone’s signs at the start of the game

This is a lot of mod intervention for mm of all things

To what extent are you allowing creation of items

This mm
Is really weak

this overrides effects that allow for concealed messages

they can read anything on here, however other effects will still happen (e.g. you can read a purple message but the message will still catch fire)

reading yellow ink requires trying to read it which most people won’t by default think to do

this doesn’t really interact with any roles in weird ways

boons are decided on a case by case basis

this doesn’t have many weird interactions

if the Snowboarder ult is used during the first night the snow will go away after the first night of the two (it’s worded “At the end of the night, the snow will recede back to regular snow the following day” but the first takes precedence)

uh Luna can correct me if I’m wrong on any of these

So you create it in the moment
Why exactly

It allows us to make sure that they’re not either completely useless or completely overtuned for the chapter

Fair

Are there any roles with < 50% chance of killing without special modifiers

I am seeing a lot of minor percentage buffs which worries me that the action of murdering is not reliable

Scott McDonald, Ultimate Inventor

STR: 40, CON: 60, AGI: 10, INT: 50, LUK: 20
Max AP: 41
Gender: M

  • Preparedness (Item) - You begin the game with an Item Sack in a special private slot, which contains a Mars Bar, 1 metre of rope, a copy of Bridget Jones’ Diary, a pencil, a whisk, a 30cm solid plank of wood, and a broken lightbulb. You cannot place anything in this bag that was not in here originally due to it possibly disrupting your perfect organisation system. You are prepared for anything.
  • Scottish (Passive) - You are Scottish. This means that you get +1 AP than you ought to, as described by your CON stat. Congratulations.
  • Improvisational Skill - Improvised mechanisms and objects you create have a higher chance of succeeding.
  • Real A-Team Hours (U) - Summon a random selection of items into the room you are currently in. Some combination of these items wlll allow you out of whatever situation prompted you to use this Ultimate.

Wrist Sign:

image

how does this look

chances of killing depend a lot on the method used (as well as relative stats rather than absolute stats)

well
you’d have to compare the LUK and STR of everybody in the game to do that

So for example

If I’d be the astrologer my ability to commit murder is dubious at best

everyone else has four abilities, we should probably give them something else (if we’re worried about balance we can just make it weak)

Unless it was environmental/ poison

i was tempted to put in an ability that says you’re scottish, and you’ll get some incredibly minor benefit because of this

i’ll be honest, i designed this game focusing on giving more opportunities for environmental kills, since I find those the most interesting, but there are quite a few “lmao just kill them” weapons in the game