Post by Frank on Nov 13, 2008 14:49:52 GMT -5
The following outlines the powers that may be used by the owner of the Necronomicon Ex Mortis, according to the number of times the book has been read by its owner.
READ ONCE:
Thing Forgotten: Using this ability, the owner of the book may place it into an extradimensional pocket. While it is in this pocket, it cannot be used or read. However, if the owner of the book is Night killed while the book is hidden in this way, the book will automatically pass to the player chosen by the owner to receive it, and not to the owner’s killer.
READ TWICE:
Seance: This active power may only be used at Night. The owner of the book may ask three questions of any dead human player. The dead player will answer via knocking sounds, up to three. It is incumbent on the questioner to direct the dead player with regard to what will be signified by a given number of knocks. Knocks will be heard by everyone, in the Dawn post following the use of the Seance, and will be heard even if the owner of the book is killed.
READ THREE TIMES:
Final Passage: The power, which may only be used by Day, eliminates one half-dead Deadite of the user’s choosing (elimination will occur at Dusk).
READ FOUR TIMES:
Safe Haven: The owner of the book may go into the extradimensional pocket with the book. There, both owner and book are completely safe while the owner reads. The book's owner may not use any other power
READ FIVE TIMES:
The Curse of the Dead: This power may be used at Night or during the Day, but takes effect at the end of the selected period. It places a curse on the selected target, which lasts for one Day/Night cycle; if that target is Night killed, (s)he will take his or her killer with them when (s)he dies. If that target is lynched, (s)he will take with him/her the person in closest proximity (ie, the last player to place a valid vote on the lynchee). Because the owner of the Necronomicon must concentrate to maintain the spell, (s)he must forego reading the book or using any of its powers during the active period of the spell.
READ SIX TIMES:
Master of the Dead: With this power, the owner may restore to life one player as a zombie. The player in question may return to the game and participate, but will neither count toward the win condition nor have the ability to vote (for game purposes, a zombie will not count as 1/5 Deadite for the purposes of calculating the win condition). However, his/her powers, if any, will be controlled by the owner of the Necronomicon. The Inquisitive Fool may even use this power to gain control over the powers of the Deadites, or Freddy/Predator. However, the effect lasts for only one Day/Night cycle, after which the zombie's connection to the living world fades and it disintegrates.
READ SEVEN TIMES:
Dark Whisper / Obliteration: This power will differ depending on whether the book's reader is a Deadite or a Townie. A Townie will be told that the power allows him/her to communicate with any deceased player; that deceased player will whisper the name of the person who killed him/her into the ear of the book's owner. A Scum reader will be told that the power is an extra kill. However, any player attempting to use the level seven power will fail, because, you know, sucked into hell.
READ EIGHT TIMES: Go straight to dead. Do not pass go; do not collect $200, or any amount. The reader is sucked directly into Hell.
READ ONCE:
Thing Forgotten: Using this ability, the owner of the book may place it into an extradimensional pocket. While it is in this pocket, it cannot be used or read. However, if the owner of the book is Night killed while the book is hidden in this way, the book will automatically pass to the player chosen by the owner to receive it, and not to the owner’s killer.
READ TWICE:
Seance: This active power may only be used at Night. The owner of the book may ask three questions of any dead human player. The dead player will answer via knocking sounds, up to three. It is incumbent on the questioner to direct the dead player with regard to what will be signified by a given number of knocks. Knocks will be heard by everyone, in the Dawn post following the use of the Seance, and will be heard even if the owner of the book is killed.
READ THREE TIMES:
Final Passage: The power, which may only be used by Day, eliminates one half-dead Deadite of the user’s choosing (elimination will occur at Dusk).
READ FOUR TIMES:
Safe Haven: The owner of the book may go into the extradimensional pocket with the book. There, both owner and book are completely safe while the owner reads. The book's owner may not use any other power
READ FIVE TIMES:
The Curse of the Dead: This power may be used at Night or during the Day, but takes effect at the end of the selected period. It places a curse on the selected target, which lasts for one Day/Night cycle; if that target is Night killed, (s)he will take his or her killer with them when (s)he dies. If that target is lynched, (s)he will take with him/her the person in closest proximity (ie, the last player to place a valid vote on the lynchee). Because the owner of the Necronomicon must concentrate to maintain the spell, (s)he must forego reading the book or using any of its powers during the active period of the spell.
READ SIX TIMES:
Master of the Dead: With this power, the owner may restore to life one player as a zombie. The player in question may return to the game and participate, but will neither count toward the win condition nor have the ability to vote (for game purposes, a zombie will not count as 1/5 Deadite for the purposes of calculating the win condition). However, his/her powers, if any, will be controlled by the owner of the Necronomicon. The Inquisitive Fool may even use this power to gain control over the powers of the Deadites, or Freddy/Predator. However, the effect lasts for only one Day/Night cycle, after which the zombie's connection to the living world fades and it disintegrates.
READ SEVEN TIMES:
Dark Whisper / Obliteration: This power will differ depending on whether the book's reader is a Deadite or a Townie. A Townie will be told that the power allows him/her to communicate with any deceased player; that deceased player will whisper the name of the person who killed him/her into the ear of the book's owner. A Scum reader will be told that the power is an extra kill. However, any player attempting to use the level seven power will fail, because, you know, sucked into hell.
READ EIGHT TIMES: Go straight to dead. Do not pass go; do not collect $200, or any amount. The reader is sucked directly into Hell.