Blood Revenge Rules
Jan 10, 2015 18:26:10 GMT -8
Post by The City [EclipseZwolf] on Jan 10, 2015 18:26:10 GMT -8
Blood Revenge Rules and Mechanics
Welcome to the rules for Season Blood Revenge! 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
Examinations 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.
Inventory System
Inventory management will be different in Blood Revenge. Instead of a system where you have 5 Space that you fill up with items of varying weight/size you will have slots to place items. First, lets take a look at the five sizes an item can be assigned.
Item Sizes
:Extra Large:
Bigger than You. Requires multiple people or additional tools to just move it. Generally requires multiple large slots.
Desk, Bookshelf, Giant Rock
:Large:
Almost you sized. Requires ones entire body to carry and handle with effort.
EX: Table, Battle Axe, Halberd, Surfboard
:Medium:
Cannonball sized. Can be carried under an arm or in a hand with minor exertion.
EX: Medicine Ball, Chair, Stool, Sword, Mace
:Small:
Pocket sized. Easily carried with a finger or two.
EX: Baseball, Pebble, Pocket Knife
:Minuscule:
Almost non-existent. Hundreds can be carried in almost any container. Requires no slots to carry.
EX: Toothpicks, Playing cards, Coins
Player Slots
A normal character has four total slots of the following sizes available to them
:Large:
:Medium:
:Small:
:Small:
So at most, a regular person can carry 1 Large item, 1 Medium item, and 2 Small items. Some characters who find themselves stronger or weaker than others will find themselves with different slots. Characters may also choose to expend a larger slot for a smaller item, with each slot being worth a certain amount of the other slots.
1 Large == 2 Medium
1 Medium == 5 Small
So a player COULD choose to not carry any large or medium items, and rather carry 17 Small items, two in the base slots, 5 in the medium slot, and 10 in the large slot.
Using Items
Using Items is going to be more complicated due to some logical limits. While you can CARRY a Battle Axe, a Broadsword, and two Pocket Knives, you cannot use them all at the same time. The use of items will depends on the number of hands you have and how many free slots you have.
Large: Requires TWO hands to use. Requires a medium slot to be free for effective use.
Medium: Requires ONE hand to use. Requires a large slot to be free for effective use.
Small: Requires ONE hand to use. No other slot requirements.
The premise here is that you only have two hands and you DON'T have an effective tool to carry things. It would be different if you had scabbards at your hip for the broadsword and a sling for the axe, but in most cases you don't. If you do, those items will grant additional slots to meet the above conditions. Good rule of thumb, The more you carry the slower you move and the harder it is to move the way you want.
Item Sizes
:Extra Large:
Bigger than You. Requires multiple people or additional tools to just move it. Generally requires multiple large slots.
Desk, Bookshelf, Giant Rock
:Large:
Almost you sized. Requires ones entire body to carry and handle with effort.
EX: Table, Battle Axe, Halberd, Surfboard
:Medium:
Cannonball sized. Can be carried under an arm or in a hand with minor exertion.
EX: Medicine Ball, Chair, Stool, Sword, Mace
:Small:
Pocket sized. Easily carried with a finger or two.
EX: Baseball, Pebble, Pocket Knife
:Minuscule:
Almost non-existent. Hundreds can be carried in almost any container. Requires no slots to carry.
EX: Toothpicks, Playing cards, Coins
Player Slots
A normal character has four total slots of the following sizes available to them
:Large:
:Medium:
:Small:
:Small:
So at most, a regular person can carry 1 Large item, 1 Medium item, and 2 Small items. Some characters who find themselves stronger or weaker than others will find themselves with different slots. Characters may also choose to expend a larger slot for a smaller item, with each slot being worth a certain amount of the other slots.
1 Large == 2 Medium
1 Medium == 5 Small
So a player COULD choose to not carry any large or medium items, and rather carry 17 Small items, two in the base slots, 5 in the medium slot, and 10 in the large slot.
Using Items
Using Items is going to be more complicated due to some logical limits. While you can CARRY a Battle Axe, a Broadsword, and two Pocket Knives, you cannot use them all at the same time. The use of items will depends on the number of hands you have and how many free slots you have.
Large: Requires TWO hands to use. Requires a medium slot to be free for effective use.
Medium: Requires ONE hand to use. Requires a large slot to be free for effective use.
Small: Requires ONE hand to use. No other slot requirements.
The premise here is that you only have two hands and you DON'T have an effective tool to carry things. It would be different if you had scabbards at your hip for the broadsword and a sling for the axe, but in most cases you don't. If you do, those items will grant additional slots to meet the above conditions. Good rule of thumb, The more you carry the slower you move and the harder it is to move the way you want.
REVENGE MECHANICS
Phases of Revenge
Opening Act
The opening act will likely consist of the entire first session of play in Blood Revenge. 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 figure things out before things really get going. Players committing Murder is forbidden in all shapes and forms. This phase ends when the Revenge
Mastermind concludes his explanation of the "game."
Standard Phase
This phase will be the standard phase during Revenge. This phase has no inhibitors on actions and players may do what they want. There may be situations where the time of day affects certain aspects of the map as well. This phase ends after a body has been discovered. The announcement will trigger either when 3 people discover the body with their own eyes, murderer included, or an undetermined amount of time passes.
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 colored 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 perform one of two things. The first option is to construct theories as to the culprit’s entire plan and what they did then vote for a culprit based on players who had theories existing for them. A theory requires the following and must be entirely Colored 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(48 Hours of Trial) 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, Diamond, or Green 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. Upon conclusion of the vote the game will return to standard phase. The player who makes the theory that wins the vote will be rewarded Detective Points IF they successfully convicted the culprit.
ALTERNATIVELY...
A player can construct a Diamond Bullet that a specific player to the crime as the only plausible(likely) culprit. Please view the section below for exact explanations on the bullets mentioned in this description. Upon creation of a Diamond Bullet that links a player to the crime, the trial enters a 1 hour countdown. During this period anyone can attempt to introduce alternate possibilities. These possibilities can be shot down with red, green, or diamond. At the end of the hour, if the Diamond Bullet is uncontested, the player linked to the bullet is instantly convicted and the player who fired the Diamond Bullet is considered the winner of the trial. Winning a trial in this manner rewards the shooter with Detective Points based on the difficulty of the crime.
ALTERNATIVELY...
A player can construct a Diamond Bullet that a specific player to the crime as the only plausible(likely) culprit. Please view the section below for exact explanations on the bullets mentioned in this description. Upon creation of a Diamond Bullet that links a player to the crime, the trial enters a 1 hour countdown. During this period anyone can attempt to introduce alternate possibilities. These possibilities can be shot down with red, green, or diamond. At the end of the hour, if the Diamond Bullet is uncontested, the player linked to the bullet is instantly convicted and the player who fired the Diamond Bullet is considered the winner of the trial. Winning a trial in this manner rewards the shooter with Detective Points based on the difficulty of the crime.
The Colored Truth/Diamond Bullets Systems
Revenge uses the Colored Truth System(Slightly adjusted) with the addition of Diamond Bullets. See below for an explanation on Colored Bullets.
The Colored Truth System is a trial mechanic that gives the players greater freedom and flexibility in trials, and allows them to construct theories and evidence largely with their own knowledge and skill. This system primarily involves posting in different colors depending on the type of accusation, evidence, or theory one wishes to present.
Mechanics
Inquisition Bullets are posted in blue. These statements are either questions directed towards the players, or theories provoking a response. These can be used in trial to gather more information, or to accuse a suspect. Inquisition Bullets can be responded to with either Testament Bullets or Verbal Bullets. If a theory created using an Inquisition Bullet has not been denied with the appropriate red or purple, the suspect stated in that theory will become eligible for vote in the conclusion. If multiple theories have not been denied, all suspects stated in those theories will become eligible for vote.
Verbal Bullets are posted in red. These statements are pieces of truth a player can gather during investigation. In addition to finding them, a player can create their own Verbal Bullets with approval from the mastermind. A Verbal Bullet can only be created if hard evidence can be used to prove the statement is valid.
Testament Bullets are posted in purple. These are statements of truth that can be created by the players. Players may use these bullets to state the truth outside of evidence that has been found, such as when giving alibis. Testament Bullets can also be used to deny theories created using Inquisition Bullets. However, while every innocent player must state the truth when using Testament Bullets, the culprit and their accomplice(s) may lie using Testament Bullets. These bullets cannot be found, and can only be created by the players.
Flume Bullets are posted in green. These are statements of truth given by the mastermind. These bullets cannot be denied, even by Verbal Bullets, and are used to outline the rules of the trials in the game (i.e. the murder could not be committed using magic).
Diamond/Chain Bullets are posted in silver. These are statements of truth that are created by the players by deducing facts from Inquisition, Verbal, Testament Bullets, or any combination thereof. Essentially, a diamond bullet is an Inquisition or Testament bullet that becomes undeniable when combined with specific verbal bullet(EX: Inquisition Bullet: Bob, the Ultimate High Jumper, could have escaped the crime scene over the high wall Combines with Verbal Bullets: The Wall is 10 ft tall and Bob can high jump 15 ft and the only way out of the crime scene was the wall). If a Diamond Bullet is fired that makes the murder only perform-able by a single player then the trial will end if no new information is revealed within an hour. Creating a Diamond Bullet REQUIRES the masterminds approval if it links a player to the crime as killer. Diamond deductions such as "The video shows Bob Jumping 15 feet." -> "Bob can Jump 15ft" can be performed on the fly. So PM Diamond Bullet Creation attempts to the host IF you are doing so to link a culprit to a crime. You can create more diamond Bullets based on other Diamond bullets, hence the alternate name, Chain Bullets.
Dictionary of Important Terms
Time of Stein: The revival mechanic of Blood Revenge. As long as a player's stein weapon has not been destroyed they are under the effects of Time of Stein. This means that the body will always revert to its normal unharmed state. Death will only last for 24 hours. After 24 hours the player is resuscitated and lives once more. As a rule, even if a trial lasts over the course of 24 real life hours, the victim may not participate in the trial or the investigation as it is assumed trials occur fairly quickly after the murder. Regular injuries that do not cause death will heal rapidly. As such... Death by Blood Loss is nigh on impossible as to inflict an injury capable of making them lose blood fast enough for Time of Stein to be ineffective but not killing them would be difficult. The exact recovery time of injuries will be determined by their severity and my own word as Mastermind.
Stein Items: These items are nigh on indestructible and share the glowing brilliance of gemstones. They can be determined on sight due to their obvious appearance. They seem to have some strange effects...
Stein Weapons: These are unique weapons handed out to each player based upon their character choice or upon request. These weapons cannot be taken from you in any manner, if one were to attempt to take it away they would find it impossible as the weapon refuses to move more than a set distance from its partner. These weapons, made of what appears to be brilliant gemstone, are your one unchanging possession. The owner of this weapon will not have to deal with its weight and even if they tried to leave it behind it would follow them and stay in the allowed range. The weapon may not be wielded if the person does not have the free space in their inventory to actually grab and carry the weapon as normal. There is likely more information and abilities to the Stein weapons... but that is for me to know and you to find out.
Stein Punishment: The Time of Stein means that players need not fear death anywhere near as much as usual since a revival is almost always on the horizon. The Punishment is a “debuff” for lack of better term that affects a player who has died and been revived. These will stack and their severity will be determined based on how gruesome their death was. This means that if you are murdered, but all that happened was that you got hit in the head from behind and died instantly, then your punishment will be minor. The punishment for this may simply be your character has a headache upon revival and cannot move for 15 minutes. If you are murdered in an outstanding way then you can expect a greater punishment. For example, if you were chained to a wall and were then slowly tortured to death. This could result in a punishment involving something that inhibits your freedom of choice. Due to being tortured to death you now harbor an inexplicable hatred for the person who killed you, you are forbidden from killing anyone else until you have taken your revenge on that player.
Time of Stein: The revival mechanic of Blood Revenge. As long as a player's stein weapon has not been destroyed they are under the effects of Time of Stein. This means that the body will always revert to its normal unharmed state. Death will only last for 24 hours. After 24 hours the player is resuscitated and lives once more. As a rule, even if a trial lasts over the course of 24 real life hours, the victim may not participate in the trial or the investigation as it is assumed trials occur fairly quickly after the murder. Regular injuries that do not cause death will heal rapidly. As such... Death by Blood Loss is nigh on impossible as to inflict an injury capable of making them lose blood fast enough for Time of Stein to be ineffective but not killing them would be difficult. The exact recovery time of injuries will be determined by their severity and my own word as Mastermind.
Stein Items: These items are nigh on indestructible and share the glowing brilliance of gemstones. They can be determined on sight due to their obvious appearance. They seem to have some strange effects...
Stein Weapons: These are unique weapons handed out to each player based upon their character choice or upon request. These weapons cannot be taken from you in any manner, if one were to attempt to take it away they would find it impossible as the weapon refuses to move more than a set distance from its partner. These weapons, made of what appears to be brilliant gemstone, are your one unchanging possession. The owner of this weapon will not have to deal with its weight and even if they tried to leave it behind it would follow them and stay in the allowed range. The weapon may not be wielded if the person does not have the free space in their inventory to actually grab and carry the weapon as normal. There is likely more information and abilities to the Stein weapons... but that is for me to know and you to find out.
Stein Punishment: The Time of Stein means that players need not fear death anywhere near as much as usual since a revival is almost always on the horizon. The Punishment is a “debuff” for lack of better term that affects a player who has died and been revived. These will stack and their severity will be determined based on how gruesome their death was. This means that if you are murdered, but all that happened was that you got hit in the head from behind and died instantly, then your punishment will be minor. The punishment for this may simply be your character has a headache upon revival and cannot move for 15 minutes. If you are murdered in an outstanding way then you can expect a greater punishment. For example, if you were chained to a wall and were then slowly tortured to death. This could result in a punishment involving something that inhibits your freedom of choice. Due to being tortured to death you now harbor an inexplicable hatred for the person who killed you, you are forbidden from killing anyone else until you have taken your revenge on that player.
ECLIPSE TIME
Victory Conditions and Trophies
Stein's Mind: Solve the Mystery of Blood Revenge and confront the Mastermind in the Final Trial
Revenge's Blade: Follow the rules of the game and emerge victorious through murder.
Diamond Eyes: Follow the rules of the game and obtain 10 Detective Points, thereby winning the game.
*Detective Points are earned by solving trials
*Detective Points are earned by solving trials
He/She who Forges Diamonds: Secret Victory Condition!
NPC Rules
1. NPC's will not commit Murder outside of the Opening Act.
2. NPC's, excluding Finire, will prevent Murder in the room they are in. Finire will just cheer you on.
3. Finire and Elliot may move around the map. Marakata and Florain will not move from their respective starting locations.
4. NPC's cannot be murdered. You can attack Finire and/or Elliot, just expect to get destroyed.
Beginning of the Plot
The world is as it should be. Aeturnus's energy source is once again stable and only those who stood on the inside of Time's Tower even know the Forging of Eternity occurred or so we hope. Although the past still has left scars on the world and the end of this tale of blood is no where near its conclusion. A man stands in his laboratory looking out the window. Something is off about him and his movements imply something not entirely normal. He smiles and walks towards the door, a piece of paper with what looks like addresses in his hand.
"Time to invite my dear guests. First impressions are very important so I will extend my invitations in person. Although I may extend them with a little more force then others. Hahahaha..."
The players all hear knocking at their front door and move to answer. Outside is a smiling man in a long lab coat, who extends his greetings.
"Hello! My name is Finire and I do so hope you will join me for something of a coming of age party."
The players, confused, respond slowly and only recognize the danger when it is too late. Finire's fist collides with their face with a strength his coat and demeanor hid. The players lose consciousness as Finire kneels beside them with a grin.
"Thanks for volunteering, don't worry, you will get something nice out of this too."
The world is as it should be. Aeturnus's energy source is once again stable and only those who stood on the inside of Time's Tower even know the Forging of Eternity occurred or so we hope. Although the past still has left scars on the world and the end of this tale of blood is no where near its conclusion. A man stands in his laboratory looking out the window. Something is off about him and his movements imply something not entirely normal. He smiles and walks towards the door, a piece of paper with what looks like addresses in his hand.
"Time to invite my dear guests. First impressions are very important so I will extend my invitations in person. Although I may extend them with a little more force then others. Hahahaha..."
The players all hear knocking at their front door and move to answer. Outside is a smiling man in a long lab coat, who extends his greetings.
"Hello! My name is Finire and I do so hope you will join me for something of a coming of age party."
The players, confused, respond slowly and only recognize the danger when it is too late. Finire's fist collides with their face with a strength his coat and demeanor hid. The players lose consciousness as Finire kneels beside them with a grin.
"Thanks for volunteering, don't worry, you will get something nice out of this too."