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Post by storyteller0910 on Aug 4, 2008 10:08:20 GMT -6
Welcome to the game; you are RogueVital Statistics REAL NAME: Anna Marie ALIGNMENT: Third Party GENERIC: Special YOU LOOK LIKE THIS: en.wikipedia.org/wiki/Image:Rogue_by_diablo2003.jpg
YOU, AND YOU ALONE, WIN WHEN: All mutants, including you, are dead or depowered, and you are the last powered mutant to die.
BackgroundYou have always been rather uniquely alone, even among your fellow mutants. Other mutants have found ways to integrate their remarkable gifts into a comparatively normal life, variously finding success, respect, fame, money, and even love and affection as by-products of their abilities. The nature of your own power - skin-to-skin contact with another person causes you to absorb their memories, personality traits, and (in the case of mutants) abilities - precludes even the simplest of these. Your early years as a mutant were traumatic at best. Your adoptive mother was the shapeshifter Mystique, who recruited you into her "Brotherhood of Evil Mutants" and sent you down the path that ended with your absorption of the personality and powers of Carol Danvers (Ms. Marvel). Eventually you reformed your ways, and joined Charles Xavier and the X-men, and there you found, if not peace, at least some small comfort. Three weeks ago, you were abducted. You don't know who abducted you, nor what they did with you after that; all you can remember of the last three weeks is one moment, a horrible rush of images and memories too dark and too sprawling for your mind to handle. You awoke alone, abandoned in an Arctic wildnerness but barely feeling the cold, your mind crawling with someone else's thoughts. You have been through much, and you have fought both the good and the bad fight earnestly. But you have come to a conclusion, and it is a dark one: your mutation is a curse. Indeed, all mutation that leads to powers that stratify humankind, that lead them to crush one another in pursuit of power or other ends, is a blight on the Earth. And you will eliminate it. You have come to this battlefield in the sky not to help defeat the Horsemen, nor to help them win. You have come to finish them all. You will use your power, and you will steal theirs, one at a time, until every mutant has achieved either the equality of powerlessness, or the equality of death. And when that's done, then you'll deal with the worst mutant of all - the one called Rogue. You can't strip her of her powers, of course, but she can die. Power1. Your power is simple. When you touch another mutant, his or her powers become your powers, at least for a time. Once per Night, you will target another player. If that player is a mutant, and if your ability is not blocked by some mechanism, your target will permanently lose all of his or her powers (note that your ability is resolved last among Night powers - whoever you touch on Night One will retain his/her power long enough to use it on Night One. Once you have touched someone, you will have full access to his/her powers for one full Day/Night cycle, and may use them as if they were your own; you may either use the stolen power or your own during that Day/Night cycle (not both). After that, the power fades.
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Post by Kat on Aug 10, 2008 19:43:37 GMT -6
Mod's note: The following roles have no mutant powers to steal: Arcade (he's not a mutant, just a genius), Apocalypse (he's already been depowered at game's start). Could be that they're left weakened or unconscious for the Day if she targets them. Or else, just no effect.
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Post by storyteller0910 on Aug 11, 2008 9:39:12 GMT -6
Mod's note: The following roles have no mutant powers to steal: Arcade (he's not a mutant, just a genius), Apocalypse (he's already been depowered at game's start). Could be that they're left weakened or unconscious for the Day if she targets them. Or else, just no effect. When you have a second, look at what I did for the Warlock PM over in the Town roles section. I think we'll need something similar for Rogue - an outline of exactly what happens to a player touched by Rogue (Cecilia, for instance, should lose her ability to self-protect but not her ability to protect others), and exactly what Rogue gets (in the same case, Rogue should get the self-protect power but NOT the protect-others power).
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Post by Kat on Aug 11, 2008 18:39:29 GMT -6
Looks very nice.
Something like this:
ROGUE'S LIST OF NULLIFICATIONS
1. Magik (Mason) STANDARD: Enables inter-Mason communication AFTER ROGUE: Mason's cannot communicate ROGUE GETS: May send one 10 word PM to the Mods, which will be communicated to the Town in the form of floating letters made of flame to the game thread.
2. Colossus (Mason) STANDARD: 25% protection vs. Night kills; can Bodyguard other players AFTER ROGUE: Loses protection ROGUE GETS: Gains 25% Night kill protection for one Night (automatic, does not have to PM mods to use)
3. Mikhail Rasputin (Mason) STANDARD: Takes someone with him when he is killed AFTER ROGUE: Loses Rasputin's Revenge ability ROGUE GETS: If killed during the Night she holds Mikhail's power, takes her killer with her through Mikhail's portal.
4. Shadowcat (Watcher) STANDARD: Sees what happens to a player at Night AFTER ROGUE: Loses tracking ability ROGUE GETS: Gains tracking ability for one Night
5. The White Queen (Detective) STANDARD: Gets role name on single investigation when investigating by player name[/color]; gets alignment on investigation with role name; immunity to psychic attacks. AFTER ROGUE: Loses investigation and psychic immunity ROGUE GETS: Gains investigation using the same rules as Emma for one Night; Also immune to psychic attacks for one Night.
6. Longshot (Special) STANDARD: Has good luck; spreads bad luck to others. AFTER ROGUE: Loses good luck and the ability to spread bad luck. ROGUE GETS: Will get good luck automatically (will not need to PM mods to use)* for one Night, but must designate a bad-luck target for the Night.
7. Multiple Man (Special) STANDARD: Creates duplicates with varying powers AFTER ROGUE: Can no longer create duplicates. ROGUE GETS: Can create one duplicate during the Night she holds Jamie's powers. Can only create a duplicate that Jamie hasn't already created; if no dupes are left, she cannot create any.
8. Wolverine (Vigilante) STANDARD: Nightkill immune (one-shot), can Night kill once released by Psylocke AFTER ROGUE: Loses immunity and Night kill ROGUE GETS: Gains Nightkill immunity if not already expended; will last for following Night only. Automatic (does not need to PM mods to use)*.
9. Cecilia Reyes (Doctor) STANDARD: Can protect one player (including self) from physical attacks AFTER ROGUE: Loses forcefield, but can still protect others. ROGUE GETS: Gains forcefield for one Night, must PM mods to use.
10. Reaper (Role Blocker) STANDARD: Role-blocks, with 25% chance of killing target AFTER ROGUE: Loses blocking ability. ROGUE GETS: Gains blocking for one Night, at the same percentage for death for any players that Reaper has already targeted.
11. Mister Sinister (Godfather) STANDARD: Shifts shape, can mimic power of dead Townie AFTER ROGUE: Loses superhuman strength and reflexes, but can still carry out Night kill. Loses shape shifting. Can still obtain blood samples to clone players and control their powers (unless Rogue nullifies them). ROGUE GETS: Gains shape shifting for one Night; must PM mods with the name of the character to impersonate.
12. Sebastian Shaw (Toughguy) STANDARD: Increasing immunity to Night kills, chance of extra kill AFTER ROGUE: Retains current level for successful Night kills, but it can no longer increase. Loses Night kill immunity. Loses extra Night kill. ROGUE GETS: Gains Night kill immunity at Shaw's current level automatically (does not need to PM mods to use)*; lasts for one Night
13. Professor X (Investigator) STANDARD: Investigate by Night / Instigate by Day, immunity to psychic attacks. AFTER ROGUE: Loses the ability to Nightkill by mental attack; loses investigation, loses instigation and psychic immunity. Can still attempt a Night kill, but at 50% effectiveness. ROGUE GETS: Can choose to use one of the gained powers the following Day or Night (unless enhanced by Warlock; when she can choose two of the three).
14. Psylocke (SK) STANDARD: Take control of another player, use them to carry out action. AFTER ROGUE: Loses psychic abilities: cannot control other players, and can no longer leash Wolverine. ROGUE GETS: Can control one player the following Night.
15. Warlock (Amplifier) STANDARD: Enhances powers AFTER ROGUE: Warlock loses his compassion, as that is his mutation. Can still bind with others ROGUE GETS: No effect; the color Rogue receives will indicate that she feels warm and fuzzy toward others, but with no game effect.
16. Persuasion (Redirector) STANDARD: Chooses 2 players: Player A's target for the Night redirects to Player B. AFTER ROGUE: Loses redirection. ROGUE GETS: May choose 2 players the following Night: Player A's target for the Night redirects to Player B.
17. Archangel (Doctor) STANDARD: May target a player and immunize them against the Legacy virus; this is not his mutation, which is wings, except that his natural wings were cut off and replaced with metal ones. AFTER ROGUE: No change. ROGUE GETS: Grows wings, I suppose*. For one Night, with no game effect.
18. Cypher (Coroner) STANDARD: Deciphers notes to determine details of target dead player's powers. AFTER ROGUE: Loses deciphering ability. ROGUE GETS: Can target one dead player the following Night to determing power details.
19. Threnody (Special) STANDARD: Raises and controls zombie players. May use one zombie player's powers. AFTER ROGUE: Loses control of zombies and the ability to make more. Has 25% chance per zombie of Night of the Living Dead. Loses zombie player's powers. ROGUE GETS: Can raise a zombie the following Night. After the power expires, if a zombie was raised, there is a 25% chance that Rogue experiences Night of the Living Dead.
20. Jean Gray (Scotsman) STANDARD: Telepathic immunity. Survives one kill. AFTER ROGUE: Loses telepathic immunity and kill-survival. ROGUE GETS: Gains telepathic immunity and kill-survival (if not already used).*
21. Storm (Scum Role Blocker) STANDARD: Night kill by lightning bolt, role block of target player, mass role block, DAY POWER: one-shot lynch block AFTER ROGUE: Loses all. Can still stick a knife in somebody, but her effectiveness goes down to 50% ROGUE GETS: Gains one of listed powers (two if enhanced by Warlock)
22. Dark Beast (Scum Special) STANDARD: Kills using claws and fangs. Spreads Legacy virus (non-mutant). AFTER ROGUE: Loses claws and fangs, but can still Night kill at normal rate (Hank McCoy is a certified genius; if he wants you dead, he can figure out a way). Can still spread virus. ROGUE GETS: May kill the following Night; also gets blue and furry and sprouts a tail.
23. Apocalypse (PFK Special) STANDARD: Already depowered, uses Celestial tech. AFTER ROGUE: No change ROGUE GETS: Nothing; color indicates that she has touched a person with no mutant powers.
24. The Toad (Scum Spy) STANDARD: Prehensile tongue, investigates AFTER ROGUE: Tongue vanishes; can still investigate ROGUE GETS: A prehensile tongue, which has no game effects.
*Starred ability are passive for the original character; should be passive for Rogue as well.
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Post by captainklutz on Sept 4, 2008 6:00:44 GMT -6
This is a terrific role. Although it does add a bit of a random element: she can do a lot of damage, and she will probably damage one side more than the other.
One slightly unusual thing: Rogue can be lynched Day 1 and still end up a winner. Of course, this is normal for a scum or townie, but unusual for a third party. Perhaps some additional requirement, such as having personally nullified X mutants, or have lasted to the last Y players or something. The most elegant would be that Rogue has to die only after all the other mutants are dead/depowered. This is a bit difficult, so to assist in this, periodically tell her how many mutants remain.
The list of nullifications does not include: Persuasion (Redirector) Archangel (Doctor) Cypher (Coroner) Threnody (Special) Jean Gray (Scotsman) Storm (Scum Role Blocker)
I gather these are not mutants? (I am totally unfamiliar with X-Men)
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Post by sachertorte on Sept 4, 2008 12:10:35 GMT -6
I'm trying to think if simply the knowledge of another player's power is sufficient to unbalance the game. Presumably Rogue becomes aware of the powers she steals? Yes?
I'm thinking it is okay because once she steals a power, she doesn't need that player dead; so even if she can discern the identity of the player, she wants that player to continue to live. But I'm still wondering if she can abuse her power in some unexpected way.
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Post by Kat on Sept 5, 2008 21:58:50 GMT -6
Klutz: Naw, they're mutants, they were just written after the list was made. I'll add 'em to the list this weekend.
I'd actually be thrilled to see Rogue get lynched Day One and still win. ;D I think, though, that requiring her to depower X mutants would be fair.
sach: Yeah, she'd have to be aware of the powers to use them. She will probably guess some of the identities, but it would be to her advantage to keep depowered players alive as you said, so it should be okay.
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Post by captainklutz on Sept 6, 2008 13:11:20 GMT -6
There is only one player (Apocalypse) with a solo win. Was it intended to only have one player with a solo win?
Rogue is a good candidate for a solo win: require her to die last, after all other mutants are dead/depowered. That is sufficiently difficult to justify a solo win. (Although an exception: if her death also fulfills someone else's win condition then it is shared)
In this case she will need to know when to kill herself. We can tell here that there are just 2 non mutants. Or we can tell her that characters A and B are the only non mutants. Or we can tell her that players C and D are the only non mutants.
Thoughts?
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Post by Kat on Sept 6, 2008 20:44:00 GMT -6
Hm? They're all mutants.
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Post by captainklutz on Sept 6, 2008 22:49:59 GMT -6
Okay. There were 2 who were not affected by her power, so I thought they weren't mutants. Scrap that thought.
Also, there is a problem with the solo-but-possibly-shared win, in the case that the game gets down to just depowered townies and Rogue. So scrap that entire solo win thought.
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Post by storyteller0910 on Sept 7, 2008 10:55:32 GMT -6
I've modified the description of Rogue's effects to indicate that those she touches will still be able to Night kill, although in some cases at a lower efficacy. I think that's the simplest thing.
As to win condition: any reason we couldn't just make it a simple solo win condition, as in the modified PM above?
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Post by Kat on Sept 7, 2008 14:08:32 GMT -6
You forgot Storm, but I fixed that. I think the modified solo win condition works.
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Post by Kat on Sept 7, 2008 14:09:12 GMT -6
HANK MCCOY DOESN'T HAVE A TAIL!
That's Kurt Wagner.
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Post by captainklutz on Sept 8, 2008 3:33:25 GMT -6
An interesting situation arises if we get down to just depowered townies and Rogue remaining. What happens if Rogue now dies? It seems that this would be fairest being a shared win with town, given that townies are the only ones left. But of course Rogue has succeeded in depowering everyone.
Would this be a shared win or a solo win?
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Post by captainklutz on Sept 8, 2008 3:40:09 GMT -6
Apocalypse has already been depowered, so Rogue doesn't need to depower him to win. But if Rogue does target Apocalypse, will that be counted as one of the 5 she needs? (I think it should)
Also, Rogue may get a Night kill. If she kills someone, will that count as a nullification?
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