Post by Frank on Aug 19, 2010 7:13:08 GMT -5
Welcome to the game; you are the Voodoo Witch Doctor
ALIGNMENT: Town
GENERIC: Doctor
WIN CONDITION: All Scum and malicious third-parties (if any) have been vanquished.
BACKGROUND:
You don't really know why you're so misunderstood. Just because you live in a rotting shack in the middle of the woods, trucking with zombies and hissing in a dead language at everyone you see, people think you're weird. You never score invitations to the cool parties, and frankly, some of the comments about your dental hygeine are just hurtful.
Truth is, you don't have a violent or cruel bone in your entire body (you do have a few in a trunk under your bed, but that's a different story). The magic you use is good magic, preservative magic, and you are proud to employ it in the protection of those who reject you.
You were warned by your magic of the coming of the Demons long before they showed themselves, of course, and you hurried to the Cabin in the Woods, disguised as a confused Halloween party refugee, to try to help deal with the threat. Unfortunately, in your rush, you grabbed only a few of the tools you need to utilize your magic; you will thus have to consider carefully how to ration the power you have.
POWERS:
1. You possess a total of five protective Talismans. Each will allow you to protect one player (including yourself) from death for a single Day/Night cycle (but the Talisman must be played at Night); the Talisman is consumed when used. There is no limit to the number of Talismans you may play in a given Night; if you wish, you may protect five different players on Night One and thereafter be without the ability to protect.
2. You have the power to convert negative emotion into additional power. If you should ever be the second-leading vote getter on any particular Day (your own vote will count toward this figuring), you will receive an additional Talisman to be used at will according to the rules described in point #1, above. This will happen a maximum of once per game.
ALIGNMENT: Town
GENERIC: Doctor
WIN CONDITION: All Scum and malicious third-parties (if any) have been vanquished.
BACKGROUND:
You don't really know why you're so misunderstood. Just because you live in a rotting shack in the middle of the woods, trucking with zombies and hissing in a dead language at everyone you see, people think you're weird. You never score invitations to the cool parties, and frankly, some of the comments about your dental hygeine are just hurtful.
Truth is, you don't have a violent or cruel bone in your entire body (you do have a few in a trunk under your bed, but that's a different story). The magic you use is good magic, preservative magic, and you are proud to employ it in the protection of those who reject you.
You were warned by your magic of the coming of the Demons long before they showed themselves, of course, and you hurried to the Cabin in the Woods, disguised as a confused Halloween party refugee, to try to help deal with the threat. Unfortunately, in your rush, you grabbed only a few of the tools you need to utilize your magic; you will thus have to consider carefully how to ration the power you have.
POWERS:
1. You possess a total of five protective Talismans. Each will allow you to protect one player (including yourself) from death for a single Day/Night cycle (but the Talisman must be played at Night); the Talisman is consumed when used. There is no limit to the number of Talismans you may play in a given Night; if you wish, you may protect five different players on Night One and thereafter be without the ability to protect.
2. You have the power to convert negative emotion into additional power. If you should ever be the second-leading vote getter on any particular Day (your own vote will count toward this figuring), you will receive an additional Talisman to be used at will according to the rules described in point #1, above. This will happen a maximum of once per game.