Rules of the Crown
May 31, 2014 19:19:18 GMT -8
Post by Kai, Prince of V on May 31, 2014 19:19:18 GMT -8
Season Crown will incorporate both familiar and unfamiliar rules and mechanics.
Movement
The same as always. Move into a room, post a marker and delete it when you leave.
Nighttime
Players may do things during the night. However, in order to do most things, they will definitely need a light source.
Nighttime will be from 9:00 PM EST to 6:00 AM EST.
Each mastermind's hours will be from 2:00 PM PST to 1:00 AM PST and 6:00 AM PST to 2:00 PM PST, respectively.
Carrying System
vel
There will be no weight system. Instead, you are limited to how you can spatially carry things. If your hands are full, you can't carry anything. You can put small items in your pockets and certain items by your waist. Everyone will receive a medium-sized pouch to carry things. I'll be asking you where you want to conceal an item when you take it. If you have nowhere to conceal items and your hands are full, then you can't carry anything else. Large items that need to be pushed or dragged will have nothing to do with how much you're carrying. For example, if you're carrying a sword and you want to push a large box, I'd assume you just placed the sword on top or on the floor and pushed the box. Of course, some items will require multiple people to move. This applies to moving bodies, too. Since bodies are a bit heavy to carry and involving to drag, you may not have anything in your hands while carrying or dragging a body. But this should give you a bit more freedom in moving your victims. You may also find sets of clothing that will give you more options to keep things on your person.
Hiding
There will be a few landmarks in a room that will allow you to hide. Just tell me where you're hiding and you can remove your marker.
You can obviously be found if people check the area where you're hiding.
You can remain in your room for a maximum of 12 hours, and you must wait 12 hours before re-entering. Your room is a safe zone that only you can enter. This is to prevent people from hiding in their rooms while also giving people safety.
Armor System
Throughout the game, you may find sets of armor that you can wear. If someone tries to attack you while you're wearing armor, a turn-based fight will ensue. In general, you're greatly protected by the armor, but not invincible. Because of the fact that you're wearing armor, you can only carry things in your hands or in a pouch; you can not conceal items in your pockets or on your waist.
Paranoia
Paranoia is a bit different this time around. You can freely paranoia players without much restriction. But paranoia doesn't make you invincible. Instead, it'll be similar to keeping an eye on someone. If a player attacks you while you have them paranoia'd, you'll be able to see it coming. Then, you have a chance to defend yourself in a fight if you have the proper items, or possibly run. If you have nothing to defend yourself with, you're probably dead, but there will be signs of struggle and it will be obvious that the victim saw it coming.
(Be wise with your usage of paranoia. If you paranoia everyone and you die, it won't help investigators figure out if it was someone you distrust or not.)
Murdering
There will be no such thing as an impossible murder, as long as it doesn't break the laws of physics. The murderer will just be royally screwed over (pun intended). Murders in large crowds can be done, with restrictions. Clearly you can't kill someone when like 10 people can easily restrain you, so either you need the proper weapon or people need to not care. A public murder will be announced, so if enough people (usually two, depending on the weapon the murderer is using) say that they'll stop you, the murder is void.
Of course, if a murderer doesn't kill his victim on the spot and is caught, the victim can be saved pretty easily. There will be an infirmary to heal the person if necessary.
Murdering is otherwise the usual, with the added mechanical changes like fights and paranoia. Send me the plan, although step by step, because any step can be interrupted at any time by other players. Take care of the cover up once you're done and get ready for the trial.
Duels
Duels, or fights, will work a bit differently in Crown. They will progress in phases, as usual, but what will be different is the action-reaction style. The initiator of the duel will make the first move, and then I will tell those involved what action they will take, then they will be given the option to react. People also have the option to wait until others act, and then react accordingly. However, people who choose to do that will be left at a speed and reactive disadvantage. I will decide the outcome of the phase after taking into account everyone's actions. Then, I will decide who has the first move for the next phase depending on the outcome of the previous one.
Trials
All players will be astral projected to the Tribunal, where they will debate and vote on the culprit. However, if a murder is deduced to involve accomplices, accomplice voting will be opened. Correct verdicts for accomplices will result in them being jailed.
"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 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." - General Rules
Investigation will be the same basically, but I will be giving more circumstantial evidence. Verbal bullets make their appearance as "Verbal Swords." Proper theories include a culprit, a victim, a murder weapon, a murder route and a closing argument, and must not be refuted by a Verbal Sword.
Getting verdicts wrong will not lead to mass extinction. Instead, the players will receive a penalty and the murderer will receive a gift. Accomplices will be rewarded, as well, solely depending on how much of a role they played in the murder.
Ghost System
Major players upon death will be given the opportunity to become a ghost. This includes murderers executed through trials and investigators killed through murder. I will decide who becomes a ghost based solely on their actions during the season. Of course, how much time has passed since the beginning will be taken into account so that promising players killed early on will be given a chance to become a ghost.
Upon becoming a ghost, there are several rules, benefits and restrictions. I will elaborate upon them later.
Movement
The same as always. Move into a room, post a marker and delete it when you leave.
Nighttime
Players may do things during the night. However, in order to do most things, they will definitely need a light source.
Nighttime will be from 9:00 PM EST to 6:00 AM EST.
Each mastermind's hours will be from 2:00 PM PST to 1:00 AM PST and 6:00 AM PST to 2:00 PM PST, respectively.
Carrying System
vel
There will be no weight system. Instead, you are limited to how you can spatially carry things. If your hands are full, you can't carry anything. You can put small items in your pockets and certain items by your waist. Everyone will receive a medium-sized pouch to carry things. I'll be asking you where you want to conceal an item when you take it. If you have nowhere to conceal items and your hands are full, then you can't carry anything else. Large items that need to be pushed or dragged will have nothing to do with how much you're carrying. For example, if you're carrying a sword and you want to push a large box, I'd assume you just placed the sword on top or on the floor and pushed the box. Of course, some items will require multiple people to move. This applies to moving bodies, too. Since bodies are a bit heavy to carry and involving to drag, you may not have anything in your hands while carrying or dragging a body. But this should give you a bit more freedom in moving your victims. You may also find sets of clothing that will give you more options to keep things on your person.
Hiding
There will be a few landmarks in a room that will allow you to hide. Just tell me where you're hiding and you can remove your marker.
You can obviously be found if people check the area where you're hiding.
You can remain in your room for a maximum of 12 hours, and you must wait 12 hours before re-entering. Your room is a safe zone that only you can enter. This is to prevent people from hiding in their rooms while also giving people safety.
Armor System
Throughout the game, you may find sets of armor that you can wear. If someone tries to attack you while you're wearing armor, a turn-based fight will ensue. In general, you're greatly protected by the armor, but not invincible. Because of the fact that you're wearing armor, you can only carry things in your hands or in a pouch; you can not conceal items in your pockets or on your waist.
Paranoia
Paranoia is a bit different this time around. You can freely paranoia players without much restriction. But paranoia doesn't make you invincible. Instead, it'll be similar to keeping an eye on someone. If a player attacks you while you have them paranoia'd, you'll be able to see it coming. Then, you have a chance to defend yourself in a fight if you have the proper items, or possibly run. If you have nothing to defend yourself with, you're probably dead, but there will be signs of struggle and it will be obvious that the victim saw it coming.
(Be wise with your usage of paranoia. If you paranoia everyone and you die, it won't help investigators figure out if it was someone you distrust or not.)
Murdering
There will be no such thing as an impossible murder, as long as it doesn't break the laws of physics. The murderer will just be royally screwed over (pun intended). Murders in large crowds can be done, with restrictions. Clearly you can't kill someone when like 10 people can easily restrain you, so either you need the proper weapon or people need to not care. A public murder will be announced, so if enough people (usually two, depending on the weapon the murderer is using) say that they'll stop you, the murder is void.
Of course, if a murderer doesn't kill his victim on the spot and is caught, the victim can be saved pretty easily. There will be an infirmary to heal the person if necessary.
Murdering is otherwise the usual, with the added mechanical changes like fights and paranoia. Send me the plan, although step by step, because any step can be interrupted at any time by other players. Take care of the cover up once you're done and get ready for the trial.
Duels
Duels, or fights, will work a bit differently in Crown. They will progress in phases, as usual, but what will be different is the action-reaction style. The initiator of the duel will make the first move, and then I will tell those involved what action they will take, then they will be given the option to react. People also have the option to wait until others act, and then react accordingly. However, people who choose to do that will be left at a speed and reactive disadvantage. I will decide the outcome of the phase after taking into account everyone's actions. Then, I will decide who has the first move for the next phase depending on the outcome of the previous one.
Trials
All players will be astral projected to the Tribunal, where they will debate and vote on the culprit. However, if a murder is deduced to involve accomplices, accomplice voting will be opened. Correct verdicts for accomplices will result in them being jailed.
"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 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." - General Rules
Investigation will be the same basically, but I will be giving more circumstantial evidence. Verbal bullets make their appearance as "Verbal Swords." Proper theories include a culprit, a victim, a murder weapon, a murder route and a closing argument, and must not be refuted by a Verbal Sword.
Getting verdicts wrong will not lead to mass extinction. Instead, the players will receive a penalty and the murderer will receive a gift. Accomplices will be rewarded, as well, solely depending on how much of a role they played in the murder.
Ghost System
Major players upon death will be given the opportunity to become a ghost. This includes murderers executed through trials and investigators killed through murder. I will decide who becomes a ghost based solely on their actions during the season. Of course, how much time has passed since the beginning will be taken into account so that promising players killed early on will be given a chance to become a ghost.
Upon becoming a ghost, there are several rules, benefits and restrictions. I will elaborate upon them later.