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Nov 19th, 2018
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  1.  
  2. Phases:
  3. The game is split up into several phases, with 5 phases making up one day. Each phase lasts 24 hours.
  4.  
  5. The first phase of a day is the morning assembly in the dining hall. This phase can be used for group discussions in the main thread. Attendance is not obligatory, but people who don't attend will not be allowed to post in the thread during the assembly.
  6.  
  7. The remaining 4 phases are played on the chatroom site.
  8. At the end of each phase, a room must be chosen to move to.
  9. After arriving in the room at the start of the next phase, each player can choose to:
  10. - Use one item from their inventory.
  11. - Use their personal ability.
  12. - Perform one main action.
  13. Each of these three actions can be performed at most once per phase.
  14.  
  15. The main action can be:
  16. - Examine the room. (A certain type of item can be specified so it will always be found if it exists in the room)
  17. - Attack another player in the room with a specific weapon.
  18. - A room specific main action. (E.G. Crafting: Craft an item using a specified list of items. Cooking-related crafting (the only type in this alpha) can be done in the Kitchen.)
  19. - An unlisted action specified by the player. (Creativity will be rewarded... or punished. Upupupupu.)
  20.  
  21. Players can also freely talk interact with other players in the same room. This can range from simply talking to gifting items.
  22.  
  23. Stats:
  24. Each character has 6 main stats that affect various things in the game:
  25. - Health (HP): Determines survivability. If your HP drops to 0, you die. Some items or skills give protection (Ptc). This will absorb damage so you lose less HP upon being attacked. The protection vanishes after absorbing damage.
  26. - Strength (Str): Determines base damage while attacking another player.
  27. - Agility (Agi): Is compared against the opponent's stats for various non-lethal actions.
  28. - Perception (Prc): Determines the amount of items found when examining a room. The amount of items found will be 2/3*Prc, rounded upwards.
  29. - Crafting (Cft): Enhances the effects of crafted items. Each point above 1 will increase one of the item's stats by 1.
  30. - Inventory Size (Inv): The amount of items that can be carried. When examining a room, you may pick up as many items as you want, and swap them with items in your inventory, as long as you carry no more items than your inventory size.
  31.  
  32. Public and private actions:
  33. All main actions are public. This means that if you use a main action, everyone in the room will be able to see that you used that specific action. They will not, however, see the result of the action. (Except in cases where a major event like someone dying happens.)
  34.  
  35. Non-main actions and Move are not visible to other players, unless stated otherwise.
  36.  
  37. Fights and player deaths:
  38. First and foremost, every player may only kill at most two other players. If one player causes the death of more than two others, this player will be executed without trial.
  39.  
  40. If an attacker attacks someone but is unable to kill the target, the target can choose to either fight back until either player dies, or to run away if their agility stat is greater than or equal to the attacker's agility stat.
  41.  
  42. The damage dealt upon attacking is calculated as follows:
  43. dmg = a.Str + a.Mgt + a.Prf - b.Ptc + Ofg
  44. where a.Str is the attacker's strength, a.Mgt is the attacker's Weapon Might, a.Prf is the attacker's profiency in the wielded weapon, and b.Ptc is the defender's protection.
  45. Ofg is the Off-guard bonus. If, at the end of a turn, you decide to stay in a room instead of moving to a different one, you can hide in that room. New people entering the room won't be notified that you're in the room. You can still access the room's chatroom, and as such, can overhear all conversation. However, if you post anything in the chatroom while hiding, or use any main action, your cover will be blown and you'll come out of hiding status.
  46. If you attack someone while you're hiding in the room, you'll get an Off-guard bonus of +2 dmg. (Unless this is prevented by abilities like Manako's)
  47.  
  48. If the target does die in one hit, the amount of struggle and evidence left behind will depend on the amount of overkill; The more overkill there is, the less evidence will be left behind.
  49.  
  50. If a dead body has been discovered by at least two players, where the murderer does not count as the first person to discover the body (but can count as the second), all players will be alerted that a body has been found.
  51.  
  52. Class trials:
  53. 5 phases after a body discovery message, a class trial will be held to find the murderer(s) of all officially discovered bodies. These class trials will last 72 hours, and operate like a one-day mafia game. All players can freely talk about their discoveries and suspicions during these trials. At the end of the trial, all players have 24 hours to send their votes to either kuma brother via PM.
  54. If the player with the most votes turns out to be the murderer, then the murderer will be executed and the remaining players are set free. If the player with the most votes is not the murderer, all other players will be executed and the murderer is set free.
  55. Should more than one body be found during an investigation, one class trial will be held for both victims. You will be asked to individually vote for the killer of each victim. You are allowed to vote for one person multiple times if you think they killed multiple victims. Only if the murderers of ALL victims are identified correctly, the innocents will win. Every killer who successfully avoids being caught for at least one of their crimes wins.
  56.  
  57. Fatigue:
  58. At least one phase per day, you must move to your room and spend the entire phase sleeping. Sleeping will restore up to 2 HP. You may choose to ignore this rule, but for every day without sleep, you will gain one point of fatigue (Ftg). Each point of fatigue lowers your perception, strength and max hp by 1. There are several ways to get rid of fatigue:
  59. - Several items, like coffee and tea, lower fatigue.
  60. - Sleeping more than the required one phase per day will remove a point of fatigue for every extra phase slept.
  61. - If you sleep on phase 5, you can choose to sleep in during the next day's morning assembly. Doing so will remove one point of fatigue.
  62.  
  63. Poison:
  64. In order to poison someone, you can do two things:
  65. - Poison one of your items with a poison from your inventory and try to get someone else to ingest it.
  66. - Poison one of someone else's items directly with a poison from your inventory.
  67.  
  68. Poisoning one of your items will always work, but can be spotted by anyone in the room with:
  69. b.Prc + b.Prf > a.Agi + a.Prf
  70. Where a.Agi is your agility, a.Prf is your poison proficiency, b.Prc is the other player's perception, and b.Prf is the other player's poison proficiency.
  71.  
  72. If you try to poison someone's item directly, you do an agility check:
  73. Success if a.Agi + a.Prf > b.Prc + b.Prf
  74. Where a.Agi is your agility, a.Prf is your poison proficiency, b.Prc is the opponent's perception, and b.Prf is the opponent's poison proficiency.
  75. The act of poisoning someone's item directly can again be spotted by any player in the room satisfying:
  76. b.Prc + b.Prf > a.Agi + a.Prf
  77.  
  78. Different poisons have varying levels of speed and perceptibility.
  79.  
  80. The three possible speeds are:
  81. - Fast-acting: Death at the end of the phase of ingestion. Guaranteed kill unless immediately treated with an antidote. If the poisoned player is below half health, death is immediate and the poison cannot be treated at all.
  82. - Regular: Death at the end of the phase after the turn of ingestion. If the poisoned player is below half health, death will occur at the end of the turn of ingestion.
  83. - Slow-acting: Death at the end of the phase two phases after the phase of ingestion. If the poisoned player is below half health, death will occur at the end of the phase after the phase of ingestion.
  84.  
  85. The three possible levels of perceptibility are:
  86. Low: Only players with high perception and poison proficiency will get suspicious of poisoned items or realize they've been poisoned.
  87. Medium: Players with high perception and poison proficiency will immediately get suspicious of poisoned items. Players with average perception and poison proficiency will get a small hint. People with average or high perception and poison proficiency will immediately realize they've been poisoned.
  88. High: Only players with extremely low perception and poison proficiency will not get suspicious of poisoned items or immediately realize they've been poisoned.
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