Post by Frank on Nov 30, 2009 14:42:53 GMT -5
Welcome to the game; you are The Punisher[/i]
REAL NAME: Frank Castle
YOU LOOK LIKE THIS: images.huffingtonpost.com/2008-12-09-Punisher2.jpg
ALIGNMENT: Scum
GENERIC: Strongman
WIN CONDITION: Anti-Registration forces control the voting (ie, there are an equal or greater number of Anti-Reg players alive than all other players combined).
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BACKGROUND:
War is your oldest friend. First in the Marine Corps, on the fields of Vietnam, battling against a persistant enemy you couldn't see. Then on the streets of New York City, where you took revenge for the Mafia's murder of your family by waging a deadly battle against the mob using tactics you learned from your former enemies. You believe that life is generally brutal and brief, and that the suffering of the wicked is one of the few justices in what passes for civilization.
When the SHRA passed, you didn't spend a lot of time considering its ramifications. You knew that you couldn't register - you are what the law would consider a mass murderer, regardless of the merits of each kill, and if you went to prison, the guilty would have one less source of punishment. Even more than that, you know, somewhere in your gut, that this law is wrong, and that's that.
Still, it was hard to find a simple way to fight the Act. You can't shoot a law, or blow it up. Joining Captain America's resistance movement gave you a direction, a strategy, that you didn't have before. Working with the Captain over the last few weeks has forced you to develop a grudging sense of respect for your fellow soldier; his principles and devotion to them are not dissimilar to your own, but he goes about his work with an idealism and optimism you would not have thought possible in a man of his experience.
When word came down that the Captain was planning the Ryker's Island operation, you were the first to volunteer for duty. You know some of the operatives on this side of the line have certain qualms about the use of deadly force, qualms you don't share. You've come here to decapitate the Pro-Registration forces, and you can't pull that off without a bit of blood.
Of course, security measures on Ryker's have prevented you from smuggling in your standard arsenal, but obtaining a few small arms - sufficient for the task at hand - from the prison's guardhouse was child's play. Now you wait for Cap to give the order, and for the work to begin.
SCUM INFORMATION:
1. You may discuss the emerging situation with your fellow Anti-Registration crusaders at psychopathgame.proboards.com/index.cgi?board=game18scum3445, password lukecage. Scum discussion is enabled at any time, Day or Night.
2. You may be chosen to execute the Scum Night kill on any given Night. If you are, you are unable to use your special ability (#1, below) for that Night.
ABILITIES/POWERS:
1. Among the small quantity of arms you were able to liberate from the Ryker's Island supply are a sniper rifle and a small quantity of dynamite. On a Night when you do not kill, you may choose to place the dynamite in a strategic location near a target of your choice. On any subsequent Night, you may then watch, rifle at the ready. If your target is protected by anyone, you will use the rifle to detonate the dynamite, killing the protector (but having no effect on your actual target).
Once you have placed the dynamite, however, you cannot withdraw it; it is far too unstable to move it around frequently. It must remain adjacent to the same target thereafter, and you must be watching it in order to detonate it. If your target dies by any means, this ability will be lost.
You have dynamite sufficient to make this work exactly once. Good luck.
2. You thrive on the need to avenge the fallen. If at any time you are the last of the Anti-Registration players still alive, your Night kills will become unstoppable - role-blocking you or protecting your target will not successfully prevent the death of your target.
REAL NAME: Frank Castle
YOU LOOK LIKE THIS: images.huffingtonpost.com/2008-12-09-Punisher2.jpg
ALIGNMENT: Scum
GENERIC: Strongman
WIN CONDITION: Anti-Registration forces control the voting (ie, there are an equal or greater number of Anti-Reg players alive than all other players combined).
------------------------------------------------------------------------------
BACKGROUND:
War is your oldest friend. First in the Marine Corps, on the fields of Vietnam, battling against a persistant enemy you couldn't see. Then on the streets of New York City, where you took revenge for the Mafia's murder of your family by waging a deadly battle against the mob using tactics you learned from your former enemies. You believe that life is generally brutal and brief, and that the suffering of the wicked is one of the few justices in what passes for civilization.
When the SHRA passed, you didn't spend a lot of time considering its ramifications. You knew that you couldn't register - you are what the law would consider a mass murderer, regardless of the merits of each kill, and if you went to prison, the guilty would have one less source of punishment. Even more than that, you know, somewhere in your gut, that this law is wrong, and that's that.
Still, it was hard to find a simple way to fight the Act. You can't shoot a law, or blow it up. Joining Captain America's resistance movement gave you a direction, a strategy, that you didn't have before. Working with the Captain over the last few weeks has forced you to develop a grudging sense of respect for your fellow soldier; his principles and devotion to them are not dissimilar to your own, but he goes about his work with an idealism and optimism you would not have thought possible in a man of his experience.
When word came down that the Captain was planning the Ryker's Island operation, you were the first to volunteer for duty. You know some of the operatives on this side of the line have certain qualms about the use of deadly force, qualms you don't share. You've come here to decapitate the Pro-Registration forces, and you can't pull that off without a bit of blood.
Of course, security measures on Ryker's have prevented you from smuggling in your standard arsenal, but obtaining a few small arms - sufficient for the task at hand - from the prison's guardhouse was child's play. Now you wait for Cap to give the order, and for the work to begin.
SCUM INFORMATION:
1. You may discuss the emerging situation with your fellow Anti-Registration crusaders at psychopathgame.proboards.com/index.cgi?board=game18scum3445, password lukecage. Scum discussion is enabled at any time, Day or Night.
2. You may be chosen to execute the Scum Night kill on any given Night. If you are, you are unable to use your special ability (#1, below) for that Night.
ABILITIES/POWERS:
1. Among the small quantity of arms you were able to liberate from the Ryker's Island supply are a sniper rifle and a small quantity of dynamite. On a Night when you do not kill, you may choose to place the dynamite in a strategic location near a target of your choice. On any subsequent Night, you may then watch, rifle at the ready. If your target is protected by anyone, you will use the rifle to detonate the dynamite, killing the protector (but having no effect on your actual target).
Once you have placed the dynamite, however, you cannot withdraw it; it is far too unstable to move it around frequently. It must remain adjacent to the same target thereafter, and you must be watching it in order to detonate it. If your target dies by any means, this ability will be lost.
You have dynamite sufficient to make this work exactly once. Good luck.
2. You thrive on the need to avenge the fallen. If at any time you are the last of the Anti-Registration players still alive, your Night kills will become unstoppable - role-blocking you or protecting your target will not successfully prevent the death of your target.