Dual Season: Echo'd Hearts
Mar 26, 2015 19:19:00 GMT -8
Post by Yuni Shingyouji on Mar 26, 2015 19:19:00 GMT -8
Dual Season is a new series of seasons I would like to host, the first of which is the introduction to the system, Echo'd Hearts.
In this season, players apply as 2 characters. Each character has a unique SHSL, personality, background, appearance (can not use twins if no differences), etc.
Players will then privately message the mastermind which is a Black Player and which is a White Player, more on this later.
The setting of the game is a mansion that is connected in the middle of a circular tower. This tower leads to the Trial Room where Class Trials are held, players are only allowed access here during Trials and are forbidden from crossing. That means if your character A entered through the right, they must leave through the right.
The two sides of the mansion are separate outside of the tower, and each player will have a character in a different side. This means it's impossible for the two characters to meet up outside of trials.
There is a system that allows the characters to switch places, however this method takes some time. This process involves notifying the Mastermind and using an item that switches the players' positions using some magical item and takes approx 5 mins to use.
White Players are passive players who are specialize in speed. These players can react and perform much quicker then Black Players if speed is contested. For example, if you have a long post of actions of modifying a crime scene, a Black Player would take a much longer time to perform.
A White Player is also better at investigating and learns more from investigations, they also have an increased storage maximum then a Black Player.
Black Players are stronger then White Players in any physical way. These characters are fit for murder, so if they have the first strike, they will more then likely always prevail against a White Player. These players are also strong enough to hold heavier items, however their carrying capacity is limited compared to White Players (they could hold one heavy weapon, but that'd be it)
Black Players are also more alert then White Players, so getting an edge against them is more difficult.
Puzzles always incorporate using both characters at the same time, this means you are never solving anything while abandoning a character.
There is no hiding system, and there is no safe zones. You will need to keep an eye on both characters for safety. to compensate, an Alert System is made. A character abandoned starts off with an Alert Buff that puts them on high alert, this alert deteriorates over time. (ex: first 5 mins high alert, next 10 alert, next 20 low alert, etc)
You will not be able to leave AFK actions for an abandoned player. No "if someone walks in I beat them" if you're not playing them.
Characters are bound by a bond and are able to see and hear everything the other is doing. This means Player knowledge is both IC knowledge. However, once one character is locked in combat, the other character is immobilized / unable to act due to the concentration only being on one char at a time.
On that note, your character can only have concentration on one at once, Alert System is a minor system that will allow you to switch your char immediately upon conflict, however outside that you will not be able to switch if one char is distracted.
However, if one character is knocked out, the other is free to use 10 mins after the knockout. This lasts until the char dies or wakes up. The character will be unable to switch with the other character at all.
In trials, characters are clear to be who is bonded with who. This makes player bonds not OOC knowledge.
If one char dies, the other dies too.
Players must notify Black: or White: when messaging the mastermind at all times, they also must post a 1 or 2 in their movement posts.
Plot revolves around being amnesiacs and not remembering your partner, the location, or the mastermind at all. They don't remember anything at all about their past.
Plot is more mystery based with no leads until game progress moves on.
In this season, players apply as 2 characters. Each character has a unique SHSL, personality, background, appearance (can not use twins if no differences), etc.
Players will then privately message the mastermind which is a Black Player and which is a White Player, more on this later.
The setting of the game is a mansion that is connected in the middle of a circular tower. This tower leads to the Trial Room where Class Trials are held, players are only allowed access here during Trials and are forbidden from crossing. That means if your character A entered through the right, they must leave through the right.
The two sides of the mansion are separate outside of the tower, and each player will have a character in a different side. This means it's impossible for the two characters to meet up outside of trials.
There is a system that allows the characters to switch places, however this method takes some time. This process involves notifying the Mastermind and using an item that switches the players' positions using some magical item and takes approx 5 mins to use.
White Players are passive players who are specialize in speed. These players can react and perform much quicker then Black Players if speed is contested. For example, if you have a long post of actions of modifying a crime scene, a Black Player would take a much longer time to perform.
A White Player is also better at investigating and learns more from investigations, they also have an increased storage maximum then a Black Player.
Black Players are stronger then White Players in any physical way. These characters are fit for murder, so if they have the first strike, they will more then likely always prevail against a White Player. These players are also strong enough to hold heavier items, however their carrying capacity is limited compared to White Players (they could hold one heavy weapon, but that'd be it)
Black Players are also more alert then White Players, so getting an edge against them is more difficult.
Puzzles always incorporate using both characters at the same time, this means you are never solving anything while abandoning a character.
There is no hiding system, and there is no safe zones. You will need to keep an eye on both characters for safety. to compensate, an Alert System is made. A character abandoned starts off with an Alert Buff that puts them on high alert, this alert deteriorates over time. (ex: first 5 mins high alert, next 10 alert, next 20 low alert, etc)
You will not be able to leave AFK actions for an abandoned player. No "if someone walks in I beat them" if you're not playing them.
Characters are bound by a bond and are able to see and hear everything the other is doing. This means Player knowledge is both IC knowledge. However, once one character is locked in combat, the other character is immobilized / unable to act due to the concentration only being on one char at a time.
On that note, your character can only have concentration on one at once, Alert System is a minor system that will allow you to switch your char immediately upon conflict, however outside that you will not be able to switch if one char is distracted.
However, if one character is knocked out, the other is free to use 10 mins after the knockout. This lasts until the char dies or wakes up. The character will be unable to switch with the other character at all.
In trials, characters are clear to be who is bonded with who. This makes player bonds not OOC knowledge.
If one char dies, the other dies too.
Players must notify Black: or White: when messaging the mastermind at all times, they also must post a 1 or 2 in their movement posts.
Plot revolves around being amnesiacs and not remembering your partner, the location, or the mastermind at all. They don't remember anything at all about their past.
Plot is more mystery based with no leads until game progress moves on.