Post by Frank on Jul 10, 2008 8:38:58 GMT -5
Welcome to the game; you are the Inquisitive Fool
ALIGNMENT: Town
GENERIC: Special
WIN CONDITION: All Deadites have been vanquished, and there is no chance of an exclusive win for any third-party.
BACKGROUND:
The Person Who Messes With Forces They Were Never Meant to Understand is a staple of horror and related films since Carl Denham went to Skull Island, or before. This Person knows the risks, but an inquisitive spirit and a foolhardy nature leads him or her to disregard those risks in pursuit of forbidden knowledge.
You know all about these things. Unbeknownst to the rest of the group, but knownst to you, there is a reason the Deadites have descended on this particular cabin in the woods. And that reason has two thumbs, and goes by the name of you.
You found the Necronomicon Ex Mortis (loosely translated: Book of the Dead) in the cellar of this cabin. It was locked in a metal filing cabinet, which in turn was tucked away behind a wall of stone with the word "danger" scrawled on it in some viscous black-cherry-colored liquid. It was an interesting book, bound in what you've convinced yourself is light colored leather and emphatically not human flesh, and written in what you are nearly certain is ink (they had red pens in the tenth century BC, right?). Tied to the book by a thick cord is a long dagger; in case there is any doubt of the dagger's function a small bullseye has been hastily affixed to the book's cover with a label reading, loosely translated, "stab here." Finally, a warning, translated into seven hundred languages and printed on the first page in huge letters - cautions DO NOT READ!
Of course, you read the inscription (phonetically, you don't speak Aramaic), and wakened the Deadites. You're not made of stone, for God's sake. You found that reading the inscription had a strange side-effect, apart from bringing down a plague of flesh-hungry demons on you and your friends: you can now read more! You are suddenly and inexplicably able to understand every word of the Necronomicon as if it were printed in your own mother tongue. Surely, if you read more of the book, more good things will happen! After all, you're Inquisitive! And a Fool!
Oh, and one more thing: maybe it's just your own increasingly rabid paranoia, but you have a definite sense that someone would like to steal your Necronomicon for his or her own ends. And remember: you're not paranoid if someone really is trying to take your precious.
POWERS:
1. Your powers are a bit on the complicated side, so we’ll go easy on the color here and try to give you the bottom line. Beginning Day One, you choose among the following options on every Day and every Night, with regard to the Necronomicon.
Once you obtain additional powers, if you do, indeed, obtain additional powers, this PM will be updated with your new options.
2. At the outset of the game, you must designate a player to receive the Necronomicon in the event of your death. You may change this designation at any time, but your choice will remain active until you do. If you have no designee named, or if your designee is killed and you don't change your instructions before you die, the book will automatically pass to either: (1) your killer, if you are Night killed; (2) the first person to cast a vote for you on the Day of your death, if you are lynched.
3. READ THIS PART VERY CAREFULLY: The magic with which you are fooling is very dark magic. If you read too much of the book, or attempt to use a power that is beyond your ken, you will be sucked into a Demon Dimension and die. Please be advised that you will have no way of knowing how much reading is too much reading, or which power is too powerful. There will be no warning signs. Tread carefully.
---------------------------------------------------------------------------------------------------------------------
ADMINISTRATIVE NOTES:
Please see the Necronomicon entry in the "Main Game Mechanics" section for details on the powers associated with the book.
ALIGNMENT: Town
GENERIC: Special
WIN CONDITION: All Deadites have been vanquished, and there is no chance of an exclusive win for any third-party.
BACKGROUND:
The Person Who Messes With Forces They Were Never Meant to Understand is a staple of horror and related films since Carl Denham went to Skull Island, or before. This Person knows the risks, but an inquisitive spirit and a foolhardy nature leads him or her to disregard those risks in pursuit of forbidden knowledge.
You know all about these things. Unbeknownst to the rest of the group, but knownst to you, there is a reason the Deadites have descended on this particular cabin in the woods. And that reason has two thumbs, and goes by the name of you.
You found the Necronomicon Ex Mortis (loosely translated: Book of the Dead) in the cellar of this cabin. It was locked in a metal filing cabinet, which in turn was tucked away behind a wall of stone with the word "danger" scrawled on it in some viscous black-cherry-colored liquid. It was an interesting book, bound in what you've convinced yourself is light colored leather and emphatically not human flesh, and written in what you are nearly certain is ink (they had red pens in the tenth century BC, right?). Tied to the book by a thick cord is a long dagger; in case there is any doubt of the dagger's function a small bullseye has been hastily affixed to the book's cover with a label reading, loosely translated, "stab here." Finally, a warning, translated into seven hundred languages and printed on the first page in huge letters - cautions DO NOT READ!
Of course, you read the inscription (phonetically, you don't speak Aramaic), and wakened the Deadites. You're not made of stone, for God's sake. You found that reading the inscription had a strange side-effect, apart from bringing down a plague of flesh-hungry demons on you and your friends: you can now read more! You are suddenly and inexplicably able to understand every word of the Necronomicon as if it were printed in your own mother tongue. Surely, if you read more of the book, more good things will happen! After all, you're Inquisitive! And a Fool!
Oh, and one more thing: maybe it's just your own increasingly rabid paranoia, but you have a definite sense that someone would like to steal your Necronomicon for his or her own ends. And remember: you're not paranoid if someone really is trying to take your precious.
POWERS:
1. Your powers are a bit on the complicated side, so we’ll go easy on the color here and try to give you the bottom line. Beginning Day One, you choose among the following options on every Day and every Night, with regard to the Necronomicon.
1A - Do nothing.
1B - Read the book. If you read the book you will gain a new power. Your new power might be a Day power, or it might be a Night power. Most powers must be used instead of reading the Necronomicon during that portion of the game cycle, but this will vary somewhat by power. Powers will be scaled - read the book once, and you will get a very minor power; additional readings will unlock much more significant abilities.
1C - Destroy the book. You have no idea what will happen if you do this.
1D - Give the book away. You will become vanilla, with no power whatsoever. There is no guarantee that the recipient will use the book as you wish, or even that (s)he will be able to use it at all.
Once you obtain additional powers, if you do, indeed, obtain additional powers, this PM will be updated with your new options.
2. At the outset of the game, you must designate a player to receive the Necronomicon in the event of your death. You may change this designation at any time, but your choice will remain active until you do. If you have no designee named, or if your designee is killed and you don't change your instructions before you die, the book will automatically pass to either: (1) your killer, if you are Night killed; (2) the first person to cast a vote for you on the Day of your death, if you are lynched.
3. READ THIS PART VERY CAREFULLY: The magic with which you are fooling is very dark magic. If you read too much of the book, or attempt to use a power that is beyond your ken, you will be sucked into a Demon Dimension and die. Please be advised that you will have no way of knowing how much reading is too much reading, or which power is too powerful. There will be no warning signs. Tread carefully.
---------------------------------------------------------------------------------------------------------------------
ADMINISTRATIVE NOTES:
Please see the Necronomicon entry in the "Main Game Mechanics" section for details on the powers associated with the book.