Post by evil4 on Feb 23, 2009 9:43:01 GMT -8
Good Characters
Elf Magic-User Hawkeyeop
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Magic-User: You are learned and loquacious. You have a high chance to magically know the number of charges on any item in your possession (a free chance each Turn for each item). Your regular ability lets you detect magic on another character and gives a high chance to determine how many magic items they currently possess (before the effects of the Turn). Once per game, you have a high chance to magically recharge an item in your possession by rerolling its charge distribution.
Human Druid ComeToTheDarkSideWeHaveCookies
Human: You are a member of the most versatile race. Once per game, you may choose to be "lucky". On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Druid: You are wild and impassioned. Your spirit reduces the chance of any magical power of affecting you. Your class action allows you to magically shelter a character (possibly yourself) from physical abilities, reducing their chances of success. Once per game, you may summon a large magical wind that has a low chance to blow each magic item into the Hoard. Everyone will know you did this.
Human Bard MHaye
Human: You are a member of the most versatile race. Once per game, you may choose to be "lucky". On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Bard: You are glib and salacious. Your acting skills prevent attempts at discovering your true alignment, giving a reduced chance of their success. You regular ability is to flirt with another character, giving them no better than a low chance of success on whatever action they are attempting. Your target will know you have done this. Once per game, you may sing a bawdy ballad, giving all characters a no better than low chance to succeed with their actions. Everyone will know you did this. These are physical abilities.
Dwarf Paladin Zsofia
Dwarf: You are a member of the most physical race. Any physical action you take has an improved chance of success.
Paladin: You are well-trained and well-armed. Your armor protects you from physical abilities; any attempt on you that fails is instead reflected back at the attacker. Because of your vast knowledge of protocol, by magically observing another character, you may determine if they are Lawful or Chaotic, with an even chance of success. Once per game, you may physically bash another character with your shield, causing them to drop their items into the Hoard. Each item has a separate, even chance to drop. Everyone will notice you doing this.
Halfling or Gnome Magic-User ShadowFacts
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Magic-User: You are learned and loquacious. You have a high chance to magically know the number of charges on any item in your possession (a free chance each Turn for each item). Your regular ability lets you detect magic on another character and gives a high chance to determine how many magic items they currently possess (before the effects of the Turn). Once per game, you have a high chance to magically recharge an item in your possession by rerolling its charge distribution.
Ring of Limited Wishes: You may make a limited magical wish. Choose one of: a magic item of your choice (if another character already has it, it will be transferred to you), recharge a magic item you possess, protection from all actions this Turn, or the complete alignment of another character of your choice. Each effect has a high chance of success. 1-2 charges.
Half-Elf Cleric sachertorte
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Cleric: You are faithful and willful. Your magical sanctity reduces the chance that the Evil Curse will kill you. Your regular ability is to magically divine another character's alignment: Good or Evil, with a low chance of success. Once per game, you may attempt to magically cure the Curse on a character (including yourself) and reduce the chance that it affects them. This power is an exception to the rule that powers take effect after the Disintegration.
Half-Elf Assassin Boozahol Squid, P.I. - Cursed Turn Two
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Assassin: You are quick and ruthless. Your carefully arranged physical traps have a low chance of killing any character who targets you. Each Turn, you may choose to physically setup another character by placing one of your magic items on them whether or not they are accepting items, with a high chance of success. Once per game, you may backstab another character with an even chance of success. This physical attack kills the target. If you fail, you may make additional attempts on later Turns until you succeed.
Cloak of Elvenkind: Any Turn you use this magic item, any attempt to watch or investigate you will have a reduced chance to succeed. 1-6 charges.
Evil Characters
Elf Cleric Chucara.
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Cleric: You are faithful and willful. Your magical sanctity reduces the chance that the Evil Curse will kill you. Your regular ability is to magically divine another character's alignment: Good or Evil, with a low chance of success. Once per game, you may attempt to magically cure the Curse on a character (including yourself) and reduce the chance that it affects them. This power is an exception to the rule that powers take effect after the Disintegration.
Ring of Invisibility: Each time you use this magic item, all actions targeting you have only a low chance of affecting you. Anyone targeting you will know you became invisible. 1-3 charges.
Dwarf Thief Hockey Monkey
Dwarf: You are a member of the most physical race. Any physical action you take has an improved chance of success.
Thief: You are sneaky and guileful. Because of your covetous nature, any attempt to affect items in your possession or collect information about them has only a low chance to succeed. As your class action, you may attempt to filch an item from another character. You have an even chance to gain a random item from them if you succeed. Once per game, you may choose to rob all the items from another character, with a separate high chance of success for each item they have. These are physical abilities.
Wand of Holding: Magically zaps a character, preventing them from moving this Turn, but after they have had a chance to act. All attacks targeting them will have an improved chance of success. 1-3 charges.
Amulet of Reflection: While you possess this magic item, any magical effect that fails to affect you instead reflects back to their originator. Each successful reflection uses one charge. 1-3 charges.
Human Thief Darth Sensitive
Human: You are a member of the most versatile race. Once per game, you may choose to be "lucky". On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Thief: You are sneaky and guileful. Because of your covetous nature, any attempt to affect items in your possession or collect information about them has only a low chance to succeed. As your class action, you may attempt to filch an item from another character. You have an even chance to gain a random item from them if you succeed. Once per game, you may choose to rob all the items from another character, with a separate high chance of success for each item they have. These are physical abilities.
Staff of Command: You may magically choose another character's target this Turn with a high chance of success, but not their action. 1-3 charges.
Orb of Healing: By using this magic item, you reduce the chance your target is slain by the Curse. There is no affect if the target is not currently Cursed. 1-2 charges.
Elf Monk sinjin
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Monk: You are profound and subtle. You have mastered the Zen art of causing action without acting. Attempts to watch you perform a physical action have a reduced chance to succeed. Your regular ability is to magically focus your chi. After your chi is focused, your next single action has an improved chance of success. Once per game, you may physically speed yourself and take any three physical actions in a single Turn, but each action has a reduced chance of success.
Potion of Speed: When you use this item, you may take two other actions this Turn, but each with a reduced chance of success. 1-2 charges.
Magic Items in Hoard
Rod of Disintegration: Blasts a character into oblivion, leaving behind a pile of their magic items and a heavily edited note describing their vital stats, including alignment. Never fails and unlimited charges. Cannot be stolen from the Hoard.
Helm of Empathy: While you wear this item, any attempt to determine your alignment has a high chance to return the snooper's own alignment. Each successful distortion uses a charge. 1-6 charges. – Was given to him by Storyteller
Shield of Adamantium: Any physical attack that fails to affect you will instead be reflected back to the originator. Unlimited charges.
Magic Items – Unknown Location
Amulet of Magic Resistance: While you possess this magic item, all magical effects have a reduced chance of affecting you. Each attempt affected uses one charge. 1-6 charges.
Axe of Hacking: Slays a character with a quick thwack in the back with a high chance of success. Once used, the this item will be in the possession of the victim if alive, or will be placed in the Hoard if dead. Unlimited charges.
Bag of Tricks: Each time you pull something from this item, one of following things will appear: 1) a friendly dog who points to a random character this Turn with a high chance of choosing a Lawful Good one, 2) a rabid wolf who attacks a random character this Turn and has an even chance to kill them, 3) a fluttering flock of birds and butterflies which reduces the chance of success of any character targeting you this Turn, 4) a randy satyr which will chase and harass the any characters who are targeting you this Turn, with a high chance of preventing them from taking any action on their next Turn, 5) a cute bunny whose soft eyes and fluffy tail soothe tempers and has a high chance of stopping any characters intent on killing another this Turn, 6) a magical black cat who increases the chance of success of all magic effects this Turn. Each turn that you use this bag, an effect is randomly chosen. But each effect occur only once and if rolled at a later time will result in no effect that Turn.
Bow of Cupid: By physically shooting a character with this, there is a high chance they will become enamored by the next character they target. Once enamored, any hostile action by them against their love will have a reduced chance of effect, and any friendly or investigative action will have an improved chance. 1-6 charges.
Bracers of Defense: While you possess this magic item, all physical attacks have a reduced chance of success. Each attack affected uses one charge. 1-6 charges.
Gauntlets of Ogre Power: When you use this magic item, any physical action you attempt has an improved chance of success. Each action attempted uses a charge. 1-6 charges.
Helm of Telepathy: By targeting another character, you can determine their complete alignment with a high chance of success. 1-3 charges.
Rod of Divination: When activated, you have a high chance to learn the identity of a random magic item in your target character's possession. 1-6 charges.
Rod of Nullification: Nullifies a magic item in your possession with a high chance of success. If a player is targeted, there's an even chance that a random item in their possession is magically nullified. Nullified items are rendered permanently useless and removed from victory condition consideration. Each attempt uses a charge. 1-3 charges.
Rod of Telekinesis: By targeting a character or the Hoard, you may magically lift one magic item (randomly determined) into your possession with a high chance of success. 1-6 charges.
Sword of Dancing: When activated, the sword leaps into the air by itself, physically attacking the target of your choice. It has an even chance of slaying that character. If it fails, it will stay active, but randomly choose another character to attack on the next Turn. Once it slays a target or runs out of charges, it will deactivate and fall into the Hoard. Each Turn it is active will use one charge. 1-6 charges.
Sword of Slashing: Physically slays a character with a large spray of blood and high chance of success. Everyone will see your attempt. Unlimited charges.
Wand of Shrinking: Magically zaps a character into a minuscule version of themself with a high chance of success. They may not take any action on the next Turn. 1-6 charges.
Wand of Weakening: By zapping a character with this magic item, you magically reduce their chance to resist any physical effects that Turn. 1-6 charges.
Dead
Halfling or Gnome Paladin Blaster Master – Disintegrated Turn One
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Paladin: You are well-trained and well-armed. Your armor protects you from physical abilities; any attempt on you that fails is instead reflected back at the attacker. Because of your vast knowledge of protocol, by magically observing another character, you may determine if they are Lawful or Chaotic, with an even chance of success. Once per game, you may physically bash another character with your shield, causing them to drop their items into the Hoard. Each item has a separate, even chance to drop. Everyone will notice you doing this.
Halfling or Gnome Ranger zuma – Disintegrated Turn One
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Ranger: You are perceptive and focused. You are unflappable and magical abilities have a reduced chance of affecting you. As your regular class ability, if you choose to watch, you may watch two characters, or one character and the Hoard, or a single character twice (giving two chances to notice), or the Hoard twice. Once per game, you may vigilantly put all your attention on one character or an item in the Hoard. You will have a high chance to see any action by the target and the actions targeting them. These are a physical abilities.
Half-Orc Illusionist tdpatriots12 - Cursed Turn One
Half-Orc: You are a member of the hardiest race. If you are killed by any action other than the Disintegration or Curse, you will not die immediately. Instead you will linger for one additional Turn, allowing another action, before you die.
Illusionist: You are dark and mysterious. Your shifty enchantments reflect any magical effect on you that fails back to the originator. As a regular action, you may magically displace a character (possibly yourself) so that any action targeting them has a reduced chance of success. Once per game, you may switch the visage of two characters (possibly yourself), such that all actions targeting the one have a high likelihood to affect the other, and vice versa.
Half-Elf Fighter storyteller0910 - Disintegrated Turn Two
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Fighter: You are crafty and strong. Your suspicion protects you from attack; physical abilities have a reduced chance of affecting you. Your regular ability is to physically stun another character with an even chance of success. A stunned character will target a random character (possibly themself or the original target) for their action. Once per game, you may swiftly decapitate with your axe another character with a high chance of success, killing them before they can act that Turn. Everyone will notice you doing this.
Elf Magic-User Hawkeyeop
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Magic-User: You are learned and loquacious. You have a high chance to magically know the number of charges on any item in your possession (a free chance each Turn for each item). Your regular ability lets you detect magic on another character and gives a high chance to determine how many magic items they currently possess (before the effects of the Turn). Once per game, you have a high chance to magically recharge an item in your possession by rerolling its charge distribution.
Human Druid ComeToTheDarkSideWeHaveCookies
Human: You are a member of the most versatile race. Once per game, you may choose to be "lucky". On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Druid: You are wild and impassioned. Your spirit reduces the chance of any magical power of affecting you. Your class action allows you to magically shelter a character (possibly yourself) from physical abilities, reducing their chances of success. Once per game, you may summon a large magical wind that has a low chance to blow each magic item into the Hoard. Everyone will know you did this.
Human Bard MHaye
Human: You are a member of the most versatile race. Once per game, you may choose to be "lucky". On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Bard: You are glib and salacious. Your acting skills prevent attempts at discovering your true alignment, giving a reduced chance of their success. You regular ability is to flirt with another character, giving them no better than a low chance of success on whatever action they are attempting. Your target will know you have done this. Once per game, you may sing a bawdy ballad, giving all characters a no better than low chance to succeed with their actions. Everyone will know you did this. These are physical abilities.
Dwarf Paladin Zsofia
Dwarf: You are a member of the most physical race. Any physical action you take has an improved chance of success.
Paladin: You are well-trained and well-armed. Your armor protects you from physical abilities; any attempt on you that fails is instead reflected back at the attacker. Because of your vast knowledge of protocol, by magically observing another character, you may determine if they are Lawful or Chaotic, with an even chance of success. Once per game, you may physically bash another character with your shield, causing them to drop their items into the Hoard. Each item has a separate, even chance to drop. Everyone will notice you doing this.
Halfling or Gnome Magic-User ShadowFacts
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Magic-User: You are learned and loquacious. You have a high chance to magically know the number of charges on any item in your possession (a free chance each Turn for each item). Your regular ability lets you detect magic on another character and gives a high chance to determine how many magic items they currently possess (before the effects of the Turn). Once per game, you have a high chance to magically recharge an item in your possession by rerolling its charge distribution.
Ring of Limited Wishes: You may make a limited magical wish. Choose one of: a magic item of your choice (if another character already has it, it will be transferred to you), recharge a magic item you possess, protection from all actions this Turn, or the complete alignment of another character of your choice. Each effect has a high chance of success. 1-2 charges.
Half-Elf Cleric sachertorte
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Cleric: You are faithful and willful. Your magical sanctity reduces the chance that the Evil Curse will kill you. Your regular ability is to magically divine another character's alignment: Good or Evil, with a low chance of success. Once per game, you may attempt to magically cure the Curse on a character (including yourself) and reduce the chance that it affects them. This power is an exception to the rule that powers take effect after the Disintegration.
Half-Elf Assassin Boozahol Squid, P.I. - Cursed Turn Two
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Assassin: You are quick and ruthless. Your carefully arranged physical traps have a low chance of killing any character who targets you. Each Turn, you may choose to physically setup another character by placing one of your magic items on them whether or not they are accepting items, with a high chance of success. Once per game, you may backstab another character with an even chance of success. This physical attack kills the target. If you fail, you may make additional attempts on later Turns until you succeed.
Cloak of Elvenkind: Any Turn you use this magic item, any attempt to watch or investigate you will have a reduced chance to succeed. 1-6 charges.
Evil Characters
Elf Cleric Chucara.
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Cleric: You are faithful and willful. Your magical sanctity reduces the chance that the Evil Curse will kill you. Your regular ability is to magically divine another character's alignment: Good or Evil, with a low chance of success. Once per game, you may attempt to magically cure the Curse on a character (including yourself) and reduce the chance that it affects them. This power is an exception to the rule that powers take effect after the Disintegration.
Ring of Invisibility: Each time you use this magic item, all actions targeting you have only a low chance of affecting you. Anyone targeting you will know you became invisible. 1-3 charges.
Dwarf Thief Hockey Monkey
Dwarf: You are a member of the most physical race. Any physical action you take has an improved chance of success.
Thief: You are sneaky and guileful. Because of your covetous nature, any attempt to affect items in your possession or collect information about them has only a low chance to succeed. As your class action, you may attempt to filch an item from another character. You have an even chance to gain a random item from them if you succeed. Once per game, you may choose to rob all the items from another character, with a separate high chance of success for each item they have. These are physical abilities.
Wand of Holding: Magically zaps a character, preventing them from moving this Turn, but after they have had a chance to act. All attacks targeting them will have an improved chance of success. 1-3 charges.
Amulet of Reflection: While you possess this magic item, any magical effect that fails to affect you instead reflects back to their originator. Each successful reflection uses one charge. 1-3 charges.
Human Thief Darth Sensitive
Human: You are a member of the most versatile race. Once per game, you may choose to be "lucky". On that Turn, you get to make two rolls for every action you take or taken against you. You will keep the more favorable result each time.
Thief: You are sneaky and guileful. Because of your covetous nature, any attempt to affect items in your possession or collect information about them has only a low chance to succeed. As your class action, you may attempt to filch an item from another character. You have an even chance to gain a random item from them if you succeed. Once per game, you may choose to rob all the items from another character, with a separate high chance of success for each item they have. These are physical abilities.
Staff of Command: You may magically choose another character's target this Turn with a high chance of success, but not their action. 1-3 charges.
Orb of Healing: By using this magic item, you reduce the chance your target is slain by the Curse. There is no affect if the target is not currently Cursed. 1-2 charges.
Elf Monk sinjin
Elf: You are a member of the most magical race. Any magical action you take has an improved chance of success.
Monk: You are profound and subtle. You have mastered the Zen art of causing action without acting. Attempts to watch you perform a physical action have a reduced chance to succeed. Your regular ability is to magically focus your chi. After your chi is focused, your next single action has an improved chance of success. Once per game, you may physically speed yourself and take any three physical actions in a single Turn, but each action has a reduced chance of success.
Potion of Speed: When you use this item, you may take two other actions this Turn, but each with a reduced chance of success. 1-2 charges.
Magic Items in Hoard
Rod of Disintegration: Blasts a character into oblivion, leaving behind a pile of their magic items and a heavily edited note describing their vital stats, including alignment. Never fails and unlimited charges. Cannot be stolen from the Hoard.
Helm of Empathy: While you wear this item, any attempt to determine your alignment has a high chance to return the snooper's own alignment. Each successful distortion uses a charge. 1-6 charges. – Was given to him by Storyteller
Shield of Adamantium: Any physical attack that fails to affect you will instead be reflected back to the originator. Unlimited charges.
Magic Items – Unknown Location
Amulet of Magic Resistance: While you possess this magic item, all magical effects have a reduced chance of affecting you. Each attempt affected uses one charge. 1-6 charges.
Axe of Hacking: Slays a character with a quick thwack in the back with a high chance of success. Once used, the this item will be in the possession of the victim if alive, or will be placed in the Hoard if dead. Unlimited charges.
Bag of Tricks: Each time you pull something from this item, one of following things will appear: 1) a friendly dog who points to a random character this Turn with a high chance of choosing a Lawful Good one, 2) a rabid wolf who attacks a random character this Turn and has an even chance to kill them, 3) a fluttering flock of birds and butterflies which reduces the chance of success of any character targeting you this Turn, 4) a randy satyr which will chase and harass the any characters who are targeting you this Turn, with a high chance of preventing them from taking any action on their next Turn, 5) a cute bunny whose soft eyes and fluffy tail soothe tempers and has a high chance of stopping any characters intent on killing another this Turn, 6) a magical black cat who increases the chance of success of all magic effects this Turn. Each turn that you use this bag, an effect is randomly chosen. But each effect occur only once and if rolled at a later time will result in no effect that Turn.
Bow of Cupid: By physically shooting a character with this, there is a high chance they will become enamored by the next character they target. Once enamored, any hostile action by them against their love will have a reduced chance of effect, and any friendly or investigative action will have an improved chance. 1-6 charges.
Bracers of Defense: While you possess this magic item, all physical attacks have a reduced chance of success. Each attack affected uses one charge. 1-6 charges.
Gauntlets of Ogre Power: When you use this magic item, any physical action you attempt has an improved chance of success. Each action attempted uses a charge. 1-6 charges.
Helm of Telepathy: By targeting another character, you can determine their complete alignment with a high chance of success. 1-3 charges.
Rod of Divination: When activated, you have a high chance to learn the identity of a random magic item in your target character's possession. 1-6 charges.
Rod of Nullification: Nullifies a magic item in your possession with a high chance of success. If a player is targeted, there's an even chance that a random item in their possession is magically nullified. Nullified items are rendered permanently useless and removed from victory condition consideration. Each attempt uses a charge. 1-3 charges.
Rod of Telekinesis: By targeting a character or the Hoard, you may magically lift one magic item (randomly determined) into your possession with a high chance of success. 1-6 charges.
Sword of Dancing: When activated, the sword leaps into the air by itself, physically attacking the target of your choice. It has an even chance of slaying that character. If it fails, it will stay active, but randomly choose another character to attack on the next Turn. Once it slays a target or runs out of charges, it will deactivate and fall into the Hoard. Each Turn it is active will use one charge. 1-6 charges.
Sword of Slashing: Physically slays a character with a large spray of blood and high chance of success. Everyone will see your attempt. Unlimited charges.
Wand of Shrinking: Magically zaps a character into a minuscule version of themself with a high chance of success. They may not take any action on the next Turn. 1-6 charges.
Wand of Weakening: By zapping a character with this magic item, you magically reduce their chance to resist any physical effects that Turn. 1-6 charges.
Dead
Halfling or Gnome Paladin Blaster Master – Disintegrated Turn One
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Paladin: You are well-trained and well-armed. Your armor protects you from physical abilities; any attempt on you that fails is instead reflected back at the attacker. Because of your vast knowledge of protocol, by magically observing another character, you may determine if they are Lawful or Chaotic, with an even chance of success. Once per game, you may physically bash another character with your shield, causing them to drop their items into the Hoard. Each item has a separate, even chance to drop. Everyone will notice you doing this.
Halfling or Gnome Ranger zuma – Disintegrated Turn One
Halfling or Gnome: You are a member of a minor race. No one notices you. Votes on you are ignored until a majority of characters are voting for you.
Ranger: You are perceptive and focused. You are unflappable and magical abilities have a reduced chance of affecting you. As your regular class ability, if you choose to watch, you may watch two characters, or one character and the Hoard, or a single character twice (giving two chances to notice), or the Hoard twice. Once per game, you may vigilantly put all your attention on one character or an item in the Hoard. You will have a high chance to see any action by the target and the actions targeting them. These are a physical abilities.
Half-Orc Illusionist tdpatriots12 - Cursed Turn One
Half-Orc: You are a member of the hardiest race. If you are killed by any action other than the Disintegration or Curse, you will not die immediately. Instead you will linger for one additional Turn, allowing another action, before you die.
Illusionist: You are dark and mysterious. Your shifty enchantments reflect any magical effect on you that fails back to the originator. As a regular action, you may magically displace a character (possibly yourself) so that any action targeting them has a reduced chance of success. Once per game, you may switch the visage of two characters (possibly yourself), such that all actions targeting the one have a high likelihood to affect the other, and vice versa.
Half-Elf Fighter storyteller0910 - Disintegrated Turn Two
Half-Elf: You are a member of the best race. You have the benefits of both the Human and Elf races.
Fighter: You are crafty and strong. Your suspicion protects you from attack; physical abilities have a reduced chance of affecting you. Your regular ability is to physically stun another character with an even chance of success. A stunned character will target a random character (possibly themself or the original target) for their action. Once per game, you may swiftly decapitate with your axe another character with a high chance of success, killing them before they can act that Turn. Everyone will notice you doing this.