Emerald Enlightenment Rules
Jan 2, 2015 15:17:41 GMT -8
Post by The City [EclipseZwolf] on Jan 2, 2015 15:17:41 GMT -8
Emerald Enlightenment Rules and Mechanics
Welcome to the rules for Season Emerald Enlightenment! Here the regular mechanics of the game and how to play will be explained. Without further ado, let us dive in.
BASIC RULES
Movement
Movement will be handled the same way as it is in Regular Murder Mystery Games. Please check the Murder Mystery How to Play for specifics about this system.
Actions
Actions will be handled in the same way as in Regular Murder Mystery Games. Please check the Murder Mystery How to Play for specifics about this system.
Examination
Actions will be handled in the same way as in Regular Murder Mystery Games. Please check the Murder Mystery How to Play for specifics about this system.
EMERALD MECHANICS
Phases of Emerald
Opening Act
The opening act will likely consist of the entire first session of play in emerald enlightenment. The rules of the opening act are that all actions except those that involve attacking other players are allowed. This phase is essentially a short period of respite for people to enter the map and uncover the SUPER IMPORTANT room that needs to be found by everyone before things really get going. Murder is forbidden in all shapes and forms. This phase ends when the Emerald Mastermind provides the motive to kill each other.
Standard Phase
This phase will be the standard phase during Emerald. This phase has no inhibitors on actions and players may do what they want. Since the game takes place underground there is not an opening for natural light and there is no true "Day/Night Cycle" however there may be situations where the time of day affects certain aspects of the map. This phase ends after a body has been discovered. Body discovery announcements are different than normal, but fairly similar. The announcement will trigger either when 3 people discover the body with their own eyes, murderer included, OR after a random amount of time between 30 minutes to 3 hours. Players will be alerted via a specific system.
Investigation Phase
This phase is triggered when a body discovery announcement has been made. During this phase all murderous acts will be forbidden and combat in general is forbidden. If you need to attack someone you must provide me with the in character motive for doing so. Based on your motive you may or may not be allowed to attack. This is in place so that people cannot hide items on their person and have them be un-find-able. During the investigation phase you will receive information relating to the murder as you investigate. The information discovered in this phase will be used via blue and red truths in trial. This phase ends after a set amount of time has passed or all investigation has ceased. Then the Trial Phase will occur.
Trial Phase
The Blue and Red Truth/Verbal Bullets Systems
Emerald uses the Blue and Red Truth System as well as the Verbal Bullet System for use in trial.
RED AND BLUE TRUTH
Blue and Red truths are a way of coloring text in your posts to propose theories and present facts. Words spoken in RED are undeniable facts and must be accepted. Red truths are not given away, players must find information and then color red what they believe is undeniable. Incorrect usage of Red truth will result in the Mastermind assaulting the player. A player will die if assaulted 5 times by the mastermind in a single trial. In certain situations they may not be slain, but will suffer some form of debilitating injury. Blue theories are less strict than the red truth and no punishment will be given if blue theories are false. Blue theories are used to construct situations that may have happened. If a blue theory is not refuted by red truth, it will be considered true. At the end of trials the blue truth theory which has not been denied will be the final choice of the players on who is the culprit.
VERBAL BULLETS
The verbal bullet system is to assist in solving the mystery and shooting down bogus theories created by the competition. During the investigation phase when you examine critical pieces of evidence the mastermind will give you a verbal bullet.
Example: Verbal Bullet #6: Missing Kitchen Knife
A verbal bullet is an undeniable piece of evidence, arguing that the bullet itself is false is only going to make you look foolish, so don’t. Verbal Bullets are forbidden to share. You may not post the bullets you find in the trial, skype chats, or private messages with anyone but the mastermind. You are only allowed to post a verbal bullet in trial when you are countering a theory someone has forged. If the bullet proves their theory false the theory will be considered faulty and the person considered the culprit removed from the vote until another theory with them as the culprit is created. Bullets may be used an indefinite number of times to deny any number of theories. You must explain why the bullet counters a theory though in your counter post, if your logic is faulty, as determined by the mastermind the theory may not be countered and the other players may laugh at you. Bullets may be provided due to some people special abilities as well.
EARTHQUAKES!!!!
The map of emerald is located in an underground mine and a section of the world that suffers from earthquakes. When an earthquake occurs certain doors may be sealed while new pathways open. When I declare an earthquake all players will cease all action and movement while I make changes to the map and doors. If a player's life is threatened during the earthquake, by the earth itself or otherwise, Eclipse Time will ensue. Global Eclipse Time if more than 1 person is involved and Focused Eclipse Time if only one player is.
Specifically, I will trigger one earthquake near the beginning of almost all sessions of hosting. There may be additional earthquakes depending on events, but expect a minimum of one per session. Each earthquake is incorporated as described above with the map being changed. I will roll a dice to determine the area the earthquakes affects as well as whether it opens new doors or closes old ones. Earthquakes can have other effects, but this is the most notable.
ECLIPSE TIME
Read up on the Eclipse Time Mechanics Here!
Emerald Awakening
The players have located strange marionettes when they entered the facility that seem to have "bonded" with the players. The players can control these puppets by giving them commands mentally. Each of the puppets seems to have different capabilities due to their construction.
Controlling your Puppet is just like controlling your regular character, except with some limitations. Puppets can be moved separatedly from your main character, except their Movement Post icon needs to read "2" instead of the regular "." So use either a speech message, 1, or a . in order to signify your human location. Your puppet is controlled via numbers that are not 1. So if you see a movement post that is a number that ISN'T 1, then that is someones puppet. You can move jointly with your puppet, but you must mention in your movement post "With Puppet" so that it is immediately obvious.
Depending on the puppet you can perform actions through the puppet. All puppets can be ordered to act, hitting objects or doing things along the lines of basic physical movement. It will be specified in your Power or Puppet description what additional abilities your puppet has, such as being able to examine things and send the info back to you remotely or even allow you to communicate through your puppet. If you have no mention of alternate abilities, assume your puppet is only capable of basic physical tasks. Puppets can carry items, however based on the puppet the item limit is different.
When PMing me in order to perform actions, please specify if it is with a puppet or your own body as it may affect my response.
Victory Conditions and Trophies
Enlightened: Solve the mystery of the Mine and lead your friends to freedom.
Blood Gem: Murder your way to freedom and leave the others to rot.
Flying Solo: "Loneliness is a plague and its effects contagious"
Forger of Bonds: "Bonds are stronger then the most Brilliant gemstones"
He/She who MAKEs: Secret Victory Condition!
Beginning of the Plot
Wealth calls to everyone, and whispers abound of a excavated mine that is ridden with gems and emeralds. The players, having heard the rumors, search for the mine and arrive at its location. There is some worry about the safety of their venture as the mine abandoned mine is located in an area that has recently begun to have huge earthquakes on a regular basis. After all, why would such riches be abandoned in a mine? The players, either individually or as a group, overcome their fears and descend into the mine. They descend deeper and just as they pass through the threshold, the earth shudders and quakes. The entrance collapses behind them, locking them in the mine. With no other choice they search the mine looking for an alternate way out. They find that the rumors are true and emeralds line many of the walls, but something else is down here. Remnants of some kind of structure remain, what it means is lost on our treasure hunters. Will they find an exit to the mine? Whatever is down here... doesn't seem to want to see anybody leave.
Welcome to the rules for Season Emerald Enlightenment! Here the regular mechanics of the game and how to play will be explained. Without further ado, let us dive in.
BASIC RULES
Movement
Movement will be handled the same way as it is in Regular Murder Mystery Games. Please check the Murder Mystery How to Play for specifics about this system.
Actions
Actions will be handled in the same way as in Regular Murder Mystery Games. Please check the Murder Mystery How to Play for specifics about this system.
Examination
Actions will be handled in the same way as in Regular Murder Mystery Games. Please check the Murder Mystery How to Play for specifics about this system.
EMERALD MECHANICS
Phases of Emerald
Opening Act
The opening act will likely consist of the entire first session of play in emerald enlightenment. The rules of the opening act are that all actions except those that involve attacking other players are allowed. This phase is essentially a short period of respite for people to enter the map and uncover the SUPER IMPORTANT room that needs to be found by everyone before things really get going. Murder is forbidden in all shapes and forms. This phase ends when the Emerald Mastermind provides the motive to kill each other.
Standard Phase
This phase will be the standard phase during Emerald. This phase has no inhibitors on actions and players may do what they want. Since the game takes place underground there is not an opening for natural light and there is no true "Day/Night Cycle" however there may be situations where the time of day affects certain aspects of the map. This phase ends after a body has been discovered. Body discovery announcements are different than normal, but fairly similar. The announcement will trigger either when 3 people discover the body with their own eyes, murderer included, OR after a random amount of time between 30 minutes to 3 hours. Players will be alerted via a specific system.
Investigation Phase
This phase is triggered when a body discovery announcement has been made. During this phase all murderous acts will be forbidden and combat in general is forbidden. If you need to attack someone you must provide me with the in character motive for doing so. Based on your motive you may or may not be allowed to attack. This is in place so that people cannot hide items on their person and have them be un-find-able. During the investigation phase you will receive information relating to the murder as you investigate. The information discovered in this phase will be used via blue and red truths in trial. This phase ends after a set amount of time has passed or all investigation has ceased. Then the Trial Phase will occur.
Trial Phase
The trial phase begins upon the ending of the investigation phase. In this phase all players will be summoned to the trial room. The only excuse for not being in person at a trial is to be dead, as such hiding during trials is impossible. During this phase all players will be forced to discuss the murder(s) that occurred and the who, how, and why of the crime. This will be done in a specific thread created for the trial. The goal during the trial phase is to construct theories as to the culprit’s entire plan and what they did. A theory requires the following and must be entirely Blue and/or Red Truth:
1. A Culprit: The person behind the entire murder. This is the person who masterminded the murder. Even if they did not perform the final stabbing as long as they were the one who planned it they are the culprit and the target to be executed.
2. The Victim(s): Who was killed by this person, this must be specified if there are multiple murders just in case the murders have differing culprits.
3. The Murder Weapon(s): This section must include ALL the weapons that were used to inflict the injuries on the victim’s corpse. This includes the killing blow and any extraneous injuries such as bruises or light cuts. ALL of the damage to the corpse must have a weapon that dealt the damage.
4. The Murder Route: This Section states the path the culprit took during the setup of the murder, the enactment of the murder, and the clean-up of the murder. This section must be included in order to decide how the culprit got the necessary items for murder as well as how they got away and hid the evidence without getting discovered.
5. The Closing Argument: This section puts together the above four items by walking through the entire murder in the culprit’s shoes, stating every step they took and every swing of the weapon they made. This explains everything.
Once a set amount of time passes as decided by the mastermind the trial will close and a vote will open. The vote will only include players who have been made the culprit of a theory in the above format and the theory was not denied with Red Truth or Verbal Bullet evidence. If no successful theories are made then the Culprit instantly wins and there will be no vote. The vote will be closed after a set amount of time passes. The person who possessed the highest vote count at the end of that period will be executed, EVEN IF THEY WERE INNOCENT. The results of the trial will be posted, but whether you voted correctly or not may or may not be revealed by the mastermind. Upon conclusion of the vote the game will return to standard phase.
The Blue and Red Truth/Verbal Bullets Systems
Emerald uses the Blue and Red Truth System as well as the Verbal Bullet System for use in trial.
RED AND BLUE TRUTH
Blue and Red truths are a way of coloring text in your posts to propose theories and present facts. Words spoken in RED are undeniable facts and must be accepted. Red truths are not given away, players must find information and then color red what they believe is undeniable. Incorrect usage of Red truth will result in the Mastermind assaulting the player. A player will die if assaulted 5 times by the mastermind in a single trial. In certain situations they may not be slain, but will suffer some form of debilitating injury. Blue theories are less strict than the red truth and no punishment will be given if blue theories are false. Blue theories are used to construct situations that may have happened. If a blue theory is not refuted by red truth, it will be considered true. At the end of trials the blue truth theory which has not been denied will be the final choice of the players on who is the culprit.
VERBAL BULLETS
The verbal bullet system is to assist in solving the mystery and shooting down bogus theories created by the competition. During the investigation phase when you examine critical pieces of evidence the mastermind will give you a verbal bullet.
Example: Verbal Bullet #6: Missing Kitchen Knife
A verbal bullet is an undeniable piece of evidence, arguing that the bullet itself is false is only going to make you look foolish, so don’t. Verbal Bullets are forbidden to share. You may not post the bullets you find in the trial, skype chats, or private messages with anyone but the mastermind. You are only allowed to post a verbal bullet in trial when you are countering a theory someone has forged. If the bullet proves their theory false the theory will be considered faulty and the person considered the culprit removed from the vote until another theory with them as the culprit is created. Bullets may be used an indefinite number of times to deny any number of theories. You must explain why the bullet counters a theory though in your counter post, if your logic is faulty, as determined by the mastermind the theory may not be countered and the other players may laugh at you. Bullets may be provided due to some people special abilities as well.
EARTHQUAKES!!!!
The map of emerald is located in an underground mine and a section of the world that suffers from earthquakes. When an earthquake occurs certain doors may be sealed while new pathways open. When I declare an earthquake all players will cease all action and movement while I make changes to the map and doors. If a player's life is threatened during the earthquake, by the earth itself or otherwise, Eclipse Time will ensue. Global Eclipse Time if more than 1 person is involved and Focused Eclipse Time if only one player is.
Specifically, I will trigger one earthquake near the beginning of almost all sessions of hosting. There may be additional earthquakes depending on events, but expect a minimum of one per session. Each earthquake is incorporated as described above with the map being changed. I will roll a dice to determine the area the earthquakes affects as well as whether it opens new doors or closes old ones. Earthquakes can have other effects, but this is the most notable.
ECLIPSE TIME
Read up on the Eclipse Time Mechanics Here!
Emerald Awakening
The players have located strange marionettes when they entered the facility that seem to have "bonded" with the players. The players can control these puppets by giving them commands mentally. Each of the puppets seems to have different capabilities due to their construction.
Controlling your Puppet is just like controlling your regular character, except with some limitations. Puppets can be moved separatedly from your main character, except their Movement Post icon needs to read "2" instead of the regular "." So use either a speech message, 1, or a . in order to signify your human location. Your puppet is controlled via numbers that are not 1. So if you see a movement post that is a number that ISN'T 1, then that is someones puppet. You can move jointly with your puppet, but you must mention in your movement post "With Puppet" so that it is immediately obvious.
Depending on the puppet you can perform actions through the puppet. All puppets can be ordered to act, hitting objects or doing things along the lines of basic physical movement. It will be specified in your Power or Puppet description what additional abilities your puppet has, such as being able to examine things and send the info back to you remotely or even allow you to communicate through your puppet. If you have no mention of alternate abilities, assume your puppet is only capable of basic physical tasks. Puppets can carry items, however based on the puppet the item limit is different.
When PMing me in order to perform actions, please specify if it is with a puppet or your own body as it may affect my response.
Victory Conditions and Trophies
Enlightened: Solve the mystery of the Mine and lead your friends to freedom.
Blood Gem: Murder your way to freedom and leave the others to rot.
Flying Solo: "Loneliness is a plague and its effects contagious"
Forger of Bonds: "Bonds are stronger then the most Brilliant gemstones"
He/She who MAKEs: Secret Victory Condition!
Beginning of the Plot
Wealth calls to everyone, and whispers abound of a excavated mine that is ridden with gems and emeralds. The players, having heard the rumors, search for the mine and arrive at its location. There is some worry about the safety of their venture as the mine abandoned mine is located in an area that has recently begun to have huge earthquakes on a regular basis. After all, why would such riches be abandoned in a mine? The players, either individually or as a group, overcome their fears and descend into the mine. They descend deeper and just as they pass through the threshold, the earth shudders and quakes. The entrance collapses behind them, locking them in the mine. With no other choice they search the mine looking for an alternate way out. They find that the rumors are true and emeralds line many of the walls, but something else is down here. Remnants of some kind of structure remain, what it means is lost on our treasure hunters. Will they find an exit to the mine? Whatever is down here... doesn't seem to want to see anybody leave.