Post by Frank on Aug 16, 2010 9:44:52 GMT -5
Welcome to the game; you are the Grave Robber
ALIGNMENT: Town
GENERIC: Special
WIN CONDITION: All Scum and malicious third-parties (if any) have been vanquished.
BACKGROUND:
For as long as you can remember, you have had the soul of a collector. But you lost interest in stamps at an early age, and comic books, toys, and guns all lost their lustre in time. Then one evening, you happened across the unfortunate victim of a hit-and-run accident, around the neck of whom you found a plain locket. Suddenly, your true calling was revealed, as obvious as the rigor mortis setting into the musculature of your first victim.
Nowadays those who know you - along with the good folks in the Grand Rapids police department - call you "a weirdo" who is "creepy" and commits "felonious" acts of "grave robbery." You prefer to think of yourself as a very special breed of historian, preserving the lives of those who have gone before through the things they owned in life.
For obvious reasons, you were drawn to this cabin in the woods; indiscriminate Demon slaughter is bad news for most, but for you it just means brand new generous friends.
Of course, you don't want to die yourself, so ultimately, eliminating the Demons seems like an important secondary goal.
Happy hunting!
POWERS:
1. Once per Night, you may visit the grave of any previously killed player. If that player had any usable items in his or her possession prior to death, you may take the item. However, it's the collection, not the having or the using, that satisfies your particular brand of creepy. Each Day, you may pass any stolen item to another player of your choosing; the recipient may then use the item as (s)he sees fit. Be warned: your night-time activities may be witnessed by any number of interlopers, who might not understand your... passion.
Administrative Note: The following items are eligible to be stolen after the death of the bearer:
1. Cameraman's Camera
2. Any single one of the Witch's items
3. Ash's shotgun and any remaining shells
4. The notebook (ie, results) of the Improbably Attractive Tomboy or Improbably Skillful Computer Geek
5. The Necronomicon (if the player in possession of the Necronomicon died in the last Day/Night cycle)
6. The Voodoo Witch Doctor's Talismans (the Grave Robber will take only one
Note that if the Stand-By has taken over the role of a player with an item, the Stand-By will have taken that item and it will not be available to steal.
ALIGNMENT: Town
GENERIC: Special
WIN CONDITION: All Scum and malicious third-parties (if any) have been vanquished.
BACKGROUND:
For as long as you can remember, you have had the soul of a collector. But you lost interest in stamps at an early age, and comic books, toys, and guns all lost their lustre in time. Then one evening, you happened across the unfortunate victim of a hit-and-run accident, around the neck of whom you found a plain locket. Suddenly, your true calling was revealed, as obvious as the rigor mortis setting into the musculature of your first victim.
Nowadays those who know you - along with the good folks in the Grand Rapids police department - call you "a weirdo" who is "creepy" and commits "felonious" acts of "grave robbery." You prefer to think of yourself as a very special breed of historian, preserving the lives of those who have gone before through the things they owned in life.
For obvious reasons, you were drawn to this cabin in the woods; indiscriminate Demon slaughter is bad news for most, but for you it just means brand new generous friends.
Of course, you don't want to die yourself, so ultimately, eliminating the Demons seems like an important secondary goal.
Happy hunting!
POWERS:
1. Once per Night, you may visit the grave of any previously killed player. If that player had any usable items in his or her possession prior to death, you may take the item. However, it's the collection, not the having or the using, that satisfies your particular brand of creepy. Each Day, you may pass any stolen item to another player of your choosing; the recipient may then use the item as (s)he sees fit. Be warned: your night-time activities may be witnessed by any number of interlopers, who might not understand your... passion.
Administrative Note: The following items are eligible to be stolen after the death of the bearer:
1. Cameraman's Camera
2. Any single one of the Witch's items
3. Ash's shotgun and any remaining shells
4. The notebook (ie, results) of the Improbably Attractive Tomboy or Improbably Skillful Computer Geek
5. The Necronomicon (if the player in possession of the Necronomicon died in the last Day/Night cycle)
6. The Voodoo Witch Doctor's Talismans (the Grave Robber will take only one
Note that if the Stand-By has taken over the role of a player with an item, the Stand-By will have taken that item and it will not be available to steal.