Post by Frank on Nov 16, 2009 10:59:21 GMT -5
Welcome to the game; you are The Green Goblin[/i]
REAL NAME: Norman Osborn
YOU LOOK LIKE THIS: www.spidervillain.com/Villains/GreenGoblinII/GreenGoblinIIASM136.gif
ALIGNMENT: Town
GENERIC: Inventor
WIN CONDITION: All Anti-Registration forces have been neutralized
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BACKGROUND:
While you have many life goals you've yet to achieve, you've pretty much got the "evil genius" thing down pat. You're pretty much matched by no one short of Tony Stark when it comes to designing and building things that go "Boom," "Bang," or "Zap," and your public arsenal has nicely enhanced your investment portfolio as your private arsenal has enhanced your ability to terrify and kill innocent people.
You are the Green Goblin, and you are entirely insane.
Your early career was marked by a number of impressive if small-scale victories - sowing havoc, slaughtering underworld heavyweights and assuming command of their operations, killing Spider-Man's girlfriend. And then there was the time you, technically speaking, died. In recent years, however, you've become powerful on a much grander scale; your daytime identity of Norman Osborn has recently been appointed head of the Thunderbolts, a group of "reformed" supervillains tasked with the apprehension and/or elimination of anti-Registration "heroes."
You were sent to this island putatively to keep an eye on matters and ensure that Captain America's anti-Reg forces don't interrupt the registration process. Just before communications were severed, however, you became aware of a disquieting fact: you are no longer entirely your own master. You have access to only a small amount of your impressive technological supply, but with the tools you have you have been able to detect in your own central nervous system thousands of microscopic devices ("nanites," the S.H.I.E.L.D. techs called them, when they were implanting them into the more recalcitrant Thunderbolts), that allow your actions to be controlled by a remote user. You have been betrayed!
Somewhere on this island is someone who is controlling your actions. At first, you suspected S.H.I.E.L.D., but the methods used by Captain America to isolate Ryker's Island from the rest of the world would preclude their intervention. So it must be one of the rest of the people here. You don't know who it is; you don't even know if they're on your side. But you know that whoever it is holds your leash.
Your goal is simple: defeat the anti-Registration forces as quickly and decisively as possible, get back to the mainland, and use your own tech to eliminate this unwanted hold. To that end, you have some toys - oh, those entertaining toys! - secreted away around the island, which you may use at Night. Unfortunately, your actions will be directed by your mysterious controller; should that person ever die, of course, you will be free to work as you see fit.
Heeeheeeeheeeheeeheehe...
ABILITIES/POWERS:
1. Once per Night, you may select a tool from your arsenal that you will use that Night. Your target, however, will be selected by another player. Should that player ever die, you will be permitted to choose your own target. Your weapons, and their effects, are as follows:
Pumpkin Bomb (1): Toss this at someone, and it explodes. This will have a rather predictable effect on your target, so use with caution.
Smoke Bombs (2): A target hit by a smoke bomb will be disoriented, confused, and unable to act on the Night in question.
Goblin Mask / Communicator (1): Leave your mask with another player, and you will be able to send messages (maximum of 10 words) to that player via your Communicator (the mask will appear to speak). If you pass on the Communicator but keep the mask, the recipient of the Communicator will be able to send messages to you. Pass on both, and you have enabled one-way communication between two other players.
Goblin Serum (2): The chemical formula that made you the charming fellow you are today, contained in two small vials. Accompanied by a rifle that fires syringes. A target (including yourself) hit by one of these syringes will be immune to Night kills for the following Night (ie, shoot them on Night One, they are immune to Night kills Night Two). You have two doses, and you may choose to use them separately or combine them into one shot (which will render the target immune to Night kills for two consecutive Nights).
Glider: Train your glider on a target and it will automatically attack anyone (and everyone) who targets your target with any action that Night. The glider is not powerful enough to kill the sorts of folks gathered here, but it will mark them in a way that you will recognize.
REAL NAME: Norman Osborn
YOU LOOK LIKE THIS: www.spidervillain.com/Villains/GreenGoblinII/GreenGoblinIIASM136.gif
ALIGNMENT: Town
GENERIC: Inventor
WIN CONDITION: All Anti-Registration forces have been neutralized
------------------------------------------------------------------------------
BACKGROUND:
While you have many life goals you've yet to achieve, you've pretty much got the "evil genius" thing down pat. You're pretty much matched by no one short of Tony Stark when it comes to designing and building things that go "Boom," "Bang," or "Zap," and your public arsenal has nicely enhanced your investment portfolio as your private arsenal has enhanced your ability to terrify and kill innocent people.
You are the Green Goblin, and you are entirely insane.
Your early career was marked by a number of impressive if small-scale victories - sowing havoc, slaughtering underworld heavyweights and assuming command of their operations, killing Spider-Man's girlfriend. And then there was the time you, technically speaking, died. In recent years, however, you've become powerful on a much grander scale; your daytime identity of Norman Osborn has recently been appointed head of the Thunderbolts, a group of "reformed" supervillains tasked with the apprehension and/or elimination of anti-Registration "heroes."
You were sent to this island putatively to keep an eye on matters and ensure that Captain America's anti-Reg forces don't interrupt the registration process. Just before communications were severed, however, you became aware of a disquieting fact: you are no longer entirely your own master. You have access to only a small amount of your impressive technological supply, but with the tools you have you have been able to detect in your own central nervous system thousands of microscopic devices ("nanites," the S.H.I.E.L.D. techs called them, when they were implanting them into the more recalcitrant Thunderbolts), that allow your actions to be controlled by a remote user. You have been betrayed!
Somewhere on this island is someone who is controlling your actions. At first, you suspected S.H.I.E.L.D., but the methods used by Captain America to isolate Ryker's Island from the rest of the world would preclude their intervention. So it must be one of the rest of the people here. You don't know who it is; you don't even know if they're on your side. But you know that whoever it is holds your leash.
Your goal is simple: defeat the anti-Registration forces as quickly and decisively as possible, get back to the mainland, and use your own tech to eliminate this unwanted hold. To that end, you have some toys - oh, those entertaining toys! - secreted away around the island, which you may use at Night. Unfortunately, your actions will be directed by your mysterious controller; should that person ever die, of course, you will be free to work as you see fit.
Heeeheeeeheeeheeeheehe...
ABILITIES/POWERS:
1. Once per Night, you may select a tool from your arsenal that you will use that Night. Your target, however, will be selected by another player. Should that player ever die, you will be permitted to choose your own target. Your weapons, and their effects, are as follows:
Pumpkin Bomb (1): Toss this at someone, and it explodes. This will have a rather predictable effect on your target, so use with caution.
Smoke Bombs (2): A target hit by a smoke bomb will be disoriented, confused, and unable to act on the Night in question.
Goblin Mask / Communicator (1): Leave your mask with another player, and you will be able to send messages (maximum of 10 words) to that player via your Communicator (the mask will appear to speak). If you pass on the Communicator but keep the mask, the recipient of the Communicator will be able to send messages to you. Pass on both, and you have enabled one-way communication between two other players.
Goblin Serum (2): The chemical formula that made you the charming fellow you are today, contained in two small vials. Accompanied by a rifle that fires syringes. A target (including yourself) hit by one of these syringes will be immune to Night kills for the following Night (ie, shoot them on Night One, they are immune to Night kills Night Two). You have two doses, and you may choose to use them separately or combine them into one shot (which will render the target immune to Night kills for two consecutive Nights).
Glider: Train your glider on a target and it will automatically attack anyone (and everyone) who targets your target with any action that Night. The glider is not powerful enough to kill the sorts of folks gathered here, but it will mark them in a way that you will recognize.