Post by Frank on Feb 12, 2012 12:58:14 GMT -5
They could put me in a helicopter and fly me up into the air and line up the bodies head to toe on the ground in delightful geometric patterns like an endless June Taylor dance routine — and it would never be enough. No, I don’t keep count. But you do. And I love you for it.
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Welcome to the game; you are The Joker
REAL NAME:: Seriously?
ALIGNMENT: Third Party
GENERIC: Serial Killer. Ish.
WIN CONDITION: You will win with any side if you are responsible for at least 10 deaths, including at least one Town player, one Scum player, and one Third-Party/PFK player. Any lynch in which you have a standing vote for the eventual lynch-ee at Day's end will count toward this total, as will any death stemming from your own powers.
BACKGROUND:
Oh, how sad you have been.
O! Batman! The Yin to your Yang, the PB to your J, the Rigor to your Mortis, gone! O! Misfortune! O! Woe! For four straight years, you've been so depressed you hardly wanted to poison anyone. The simple joys just haven't had the same kick they used to have.
But then - just a few days ago - it happened. You were wandering down by the shoreline, idly rearranging the dead fish to form obscene pictograms, when you felt them. Eyes. Watching you. Him. The Bat. Not an imposter, or a Junior Bat-Squad boy scout, but the Original Recipe flying rodent himself. And you started to laugh, and laugh, and laugh, and eventually you had to shoot three henchmen just to catch your breath.
The good times are here again.
You wrote a little note - a little how-dee-doo - for your old friend, and left it in a quiet place that only he would think to look. You were a little worried that you weren't on speaking terms, but when you came back, the note had one of those precious little bat insignias stamped on it - how does he do that, does he have a stamp and an inkpad, or does he draw them freehand? You always wondered - and so you know for sure. And now you and he can chat, just like you used to. You don't know who he is, and he doesn't know who you are - disguises are fun, aren't they? - but O! The little chats you can have!
And meanwhile, there's a war on. You know how it goes. You kill people in increasingly elaborate ways. He tries to make you stop.
Let the games begin!
POWERS:
You may choose one from among the following powers every Day/Night Cycle. You may not repeat a power unless and until you have used them all once.
In addition to the above, note the following:
At your discretion and at any time, you may communicate with your oldest enemy. You may do this by sending a private message, addressed to him, to the moderator, who will deliver it. All messages will be delivered at Dusk or Dawn of the Day or Night sent, respectively. He may contact you, if he chooses, in the same way. Neither of you knows the other's identity; do your best to keep it that way.
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Welcome to the game; you are The Joker
REAL NAME:: Seriously?
ALIGNMENT: Third Party
GENERIC: Serial Killer. Ish.
WIN CONDITION: You will win with any side if you are responsible for at least 10 deaths, including at least one Town player, one Scum player, and one Third-Party/PFK player. Any lynch in which you have a standing vote for the eventual lynch-ee at Day's end will count toward this total, as will any death stemming from your own powers.
BACKGROUND:
Oh, how sad you have been.
O! Batman! The Yin to your Yang, the PB to your J, the Rigor to your Mortis, gone! O! Misfortune! O! Woe! For four straight years, you've been so depressed you hardly wanted to poison anyone. The simple joys just haven't had the same kick they used to have.
But then - just a few days ago - it happened. You were wandering down by the shoreline, idly rearranging the dead fish to form obscene pictograms, when you felt them. Eyes. Watching you. Him. The Bat. Not an imposter, or a Junior Bat-Squad boy scout, but the Original Recipe flying rodent himself. And you started to laugh, and laugh, and laugh, and eventually you had to shoot three henchmen just to catch your breath.
The good times are here again.
You wrote a little note - a little how-dee-doo - for your old friend, and left it in a quiet place that only he would think to look. You were a little worried that you weren't on speaking terms, but when you came back, the note had one of those precious little bat insignias stamped on it - how does he do that, does he have a stamp and an inkpad, or does he draw them freehand? You always wondered - and so you know for sure. And now you and he can chat, just like you used to. You don't know who he is, and he doesn't know who you are - disguises are fun, aren't they? - but O! The little chats you can have!
And meanwhile, there's a war on. You know how it goes. You kill people in increasingly elaborate ways. He tries to make you stop.
Let the games begin!
POWERS:
You may choose one from among the following powers every Day/Night Cycle. You may not repeat a power unless and until you have used them all once.
1. Funny Gun: You may deliver this item to a player of your choice by Day. It will have no effect on your target. However, if your target attempts to use it to target any other player, it will spray them with deadly acid, killing them unless some other power intervenes. You will get credit for the death of your obviously-too-bloodthirsty-to-live target.
2. Paranoia: Beginning on any given Day, you may target a player of your choice with a series of tricks, pranks, and misdirectiosn designed to make your target anxious, tense, and on the verge of violence. If, at any time during the Day in question, your target receives more than one quarter of the total available votes, (s)he will fly into a paranoid rage, and kill someone (his/her choice) at Dusk. You’ll get credit for the kill.
3. The Mask: Place this mask upon a target during the Day, and that Night (s)he will become an unstoppable, mad juggernaut. (S)he will become immune to most Night kills, but if (s)he is targeted for one, (s)he will kill his/her attacker instead. You'll get credit for the reciprocal kill. This effect lasts until triggered, after which your target returns to normal.
4. Romantic Comedy: Use this ability - and a generous dose of hallucinogen - by Day to create a Lover-type relationship between two players. That Night, if one is killed, the other is killed as well. Note, however, that this will work only if the two players in question have different win conditions. If they have the same win condition, the ability will not work. You'll get credit for one of the two deaths if the ability works.
5. The Great Switcheroo: Target any player (other than yourself) by Day with this ability. That Night, using trickery and some outstanding costumes, you will redirect any actions away from your target onto a third party of your choice. If anyone dies as a result of this switch, you get credit for the death.
6. The Killing Joke: If at any time, every living player in the game (including you) has received at least one vote over the course of the game not including yours, you will be able to target a player of your choice with a one-shot Day kill.
In addition to the above, note the following:
At your discretion and at any time, you may communicate with your oldest enemy. You may do this by sending a private message, addressed to him, to the moderator, who will deliver it. All messages will be delivered at Dusk or Dawn of the Day or Night sent, respectively. He may contact you, if he chooses, in the same way. Neither of you knows the other's identity; do your best to keep it that way.