Post by Frank on Jan 23, 2013 8:58:00 GMT -5
Welcome to the game; you are the Obligatory Witches Three.
You know the trope: a circle of three, cautiously experimenting with Powers Beyond the Understanding of Mortal Men, meet in the woods to perform secret rites and play whatever the medieval version of Words With Friends happened to be. You are played by whichever three young actors are most closely related to the director and/or casting director, and your lines will be carefully counted to ensure that you can be paid the absolute minimum for a speaking actor. On the plus side, your work will probably be the main outlet for the film’s tiny CGI budget, and at least you’ll have someone to talk with between takes.
You know the trope: a circle of three, cautiously experimenting with Powers Beyond the Understanding of Mortal Men, meet in the woods to perform secret rites and play whatever the medieval version of Words With Friends happened to be. You are played by whichever three young actors are most closely related to the director and/or casting director, and your lines will be carefully counted to ensure that you can be paid the absolute minimum for a speaking actor. On the plus side, your work will probably be the main outlet for the film’s tiny CGI budget, and at least you’ll have someone to talk with between takes.
WIN CONDITION:
You are Town. You win when all Scum are dead, if and only if no third party win condition triggers before or simultaneously with yours.
SPECIAL ABILITIES:
Well, for starters, you are Masons. Guiri is your First, Babale your Second, and Diggit your Third. All of you can be assured that the others are definitively and permanently Town, and no power in the game will change that. Now, you’re not the chatty kind of Masons – have to keep indoors when there are killers about, after all – so there’s no Night talking for you, and your only Day talk will have to be in the game thread.
Other than that? Well, you have access to a number of lesser spells, but little that will be of use against killers such as those you now face.
Although…
There is one charm. A protective charm that can simultaneously protect two targets from death on a given Night. So long as any one of you remain alive, any of you can use this charm. Simply send a PM to the moderator with the names of the two players you’d like to protect, and it will be done. If more than one of you send in orders, the orders of the First will prevail, followed by those of the Second; the orders of the Third will be accepted if neither the First nor the Second submit orders. Once used, the charm is lost for good. One final caveat: yours is an unselfish magic. The person casting the spell cannot use it to protect him- or herself.