General Rules
Apr 16, 2014 19:20:25 GMT -8
Post by King V on Apr 16, 2014 19:20:25 GMT -8
All season rules will follow the standard format. Changes are listed below.
Reminder: All characters have 5 inventory space and weigh 4.
Hunger Changes:
Each player will start with 2 days on hunger. Every time the player eats, 1 day will be added to a maximum of 3 days. Once a player reaches 0 days, that player will be unable to move or perform actions.
Paranioa Changes:
In addition to normal paranoia, a player can also use vigilant paranoia. Vigilant paranoia can be used when a player is inside a room. As long as the player remains inside that room, they cannot be murdered. Think of this as standing in a corner and watching for any attacks. If the player leaves the room, vigilant paranoia will end. Vigilant paranoia lasts for 15 minutes and has a cooldown of 1 hour. This is a different system than normal paranoia, so the cooldown times can overlap.
Murder Changes:
All murders MUST be progressive. This means that you have to send me your actions in a specific room when you are in that room. In addition, you will be able to react to certain things during a murder. EX: If you stab someone and blood splatters over you, you will be notified that your clothes are now bloody.
Searching System:
To counterbalance the hiding system, there will be a new searching system. If you want to search a room, send a pm to the mastermind, and they will give you the amount of time it takes to search the room. Searching a room will only reveal hidden items and players, not anything connected to the mystery. Paranoia cannot be used when searching a room. On average searching will take about 30 minutes.
Disposal System:
Littering will not be allowed in this game for a few reasons. It's annoying for the mastermind to repeatedly edit items into rooms. It causes confusion among players when they see an item in a room where it isn't supposed to be. It makes keeping track of items more difficult overall. A new disposal system will be implemented instead.
Most rooms will have trash cans in them. Trash cans cannot be moved, and can hold up to 5 weight. Trash cans will be emptied of items at the start of nighttime. This means it is possible to permanently dispose of items. However, new items may spawn as morning comes. Items related to a murder can be placed in trash cans, but to preserve fairness, they will not be emptied during nighttime.
Note that littering includes hiding items underneath carpets, etc.
Trial Changes:
There will be a fixed period of 30 minutes for the investigation phase of every trial. If a player is late to the trial, they will be given 20 minutes of free investigation before proceeding to trial. (cooperation would help a lot to overcome the time restraints)
Instead of having a fixed set of verbal bullets, they will instead be customized. You can obtain verbal bullets depending on how you investigate. For example, if you believe player X to be the culprit, and investigate heavily in their direction, you will receive verbal bullets that assist in your hypothesis. Verbal bullets can be obtained mid-trial, and are always 100% undeniable.
Miscellanious changes:
Knocking out a player will require an item of at least 2 weight.
All items greater than 1 weight will be visible. This means that if you examine another player, you will see all items they are carrying with more than 1 weight.
All players will be teleported into the inquisition room during trials. This means that players cannot remain hidden in rooms during trials. Players may hide during investigation, but something obvious like having bloodstained clothing will be apparent to other players in trial.
Reminder: All characters have 5 inventory space and weigh 4.
Hunger Changes:
Each player will start with 2 days on hunger. Every time the player eats, 1 day will be added to a maximum of 3 days. Once a player reaches 0 days, that player will be unable to move or perform actions.
Paranioa Changes:
In addition to normal paranoia, a player can also use vigilant paranoia. Vigilant paranoia can be used when a player is inside a room. As long as the player remains inside that room, they cannot be murdered. Think of this as standing in a corner and watching for any attacks. If the player leaves the room, vigilant paranoia will end. Vigilant paranoia lasts for 15 minutes and has a cooldown of 1 hour. This is a different system than normal paranoia, so the cooldown times can overlap.
Murder Changes:
All murders MUST be progressive. This means that you have to send me your actions in a specific room when you are in that room. In addition, you will be able to react to certain things during a murder. EX: If you stab someone and blood splatters over you, you will be notified that your clothes are now bloody.
Searching System:
To counterbalance the hiding system, there will be a new searching system. If you want to search a room, send a pm to the mastermind, and they will give you the amount of time it takes to search the room. Searching a room will only reveal hidden items and players, not anything connected to the mystery. Paranoia cannot be used when searching a room. On average searching will take about 30 minutes.
Disposal System:
Littering will not be allowed in this game for a few reasons. It's annoying for the mastermind to repeatedly edit items into rooms. It causes confusion among players when they see an item in a room where it isn't supposed to be. It makes keeping track of items more difficult overall. A new disposal system will be implemented instead.
Most rooms will have trash cans in them. Trash cans cannot be moved, and can hold up to 5 weight. Trash cans will be emptied of items at the start of nighttime. This means it is possible to permanently dispose of items. However, new items may spawn as morning comes. Items related to a murder can be placed in trash cans, but to preserve fairness, they will not be emptied during nighttime.
Note that littering includes hiding items underneath carpets, etc.
Trial Changes:
There will be a fixed period of 30 minutes for the investigation phase of every trial. If a player is late to the trial, they will be given 20 minutes of free investigation before proceeding to trial. (cooperation would help a lot to overcome the time restraints)
Instead of having a fixed set of verbal bullets, they will instead be customized. You can obtain verbal bullets depending on how you investigate. For example, if you believe player X to be the culprit, and investigate heavily in their direction, you will receive verbal bullets that assist in your hypothesis. Verbal bullets can be obtained mid-trial, and are always 100% undeniable.
Miscellanious changes:
Knocking out a player will require an item of at least 2 weight.
All items greater than 1 weight will be visible. This means that if you examine another player, you will see all items they are carrying with more than 1 weight.
All players will be teleported into the inquisition room during trials. This means that players cannot remain hidden in rooms during trials. Players may hide during investigation, but something obvious like having bloodstained clothing will be apparent to other players in trial.