Code of Law
Oct 31, 2013 2:35:35 GMT 12
Post by animex75 on Oct 31, 2013 2:35:35 GMT 12
General Rules
1) This game is designed to have 10-20 players.
2) In this game, half the town is guilty and half innocent. Which one you are is decided by RNG or hand-picked by the GM, depending on whether there is an even number of players.
3) One player is randomly assigned the role of the Judge and another player is randomly assigned the Executioner; the Judge and Executioner cannot be the same person.
4) The part of the Jury is played by the town.
5) Turns are split into two parts: a day and a night. Turns should last 24 hours at most without prior notification of why this schedule cannot be kept.
6) Every day, the Judge chooses two players from the player list to be brought to trial. Each player gets one post to convince the town of their innocence.
7) The objective of the game is to gain a 2/3 majority (rounded up) for your side (i.e. if you're guilty, then you want to kill innocents). The only problem, however, is that nobody knows who else is on their side without a role to aid them in finding their team.
8) Recoil lasts 3 days at most.
9) When a new Judge or Executioner is chosen, that player loses their original role but keeps their guilt or innocence.
10) The chain of events at the end of the day and night are based on real-time and actions that come first get priority. Any turn-end actions that are made are canceled if the player is killed by a prior action.
11) The player base should be comprised of no more than one-third Jurors, rounded down.
12) There's no revivals or ghosts, so don't post anything that affects the game once you die; once someone is put to death the town has to deal with the consequences.
Voting Rules
1) Votes are to be posted in the thread during the day and once made, they cannot be changed under normal circumstances. Certain roles can shift votes or negate them entirely.
2) The town votes for which person on trial they think is guilty and those on trial don't get to vote that turn, but they can still use their role.
3) The Judge doesn't get to vote unless there is a tie in the Jury.
Rules for the GM
1) The GM is responsible for passing out roles and notifying someone if they have become a Judge or Executioner.
2) The GM is responsible for compiling the votes at the end of the day and posting in the thread which person on trial got the most votes.
3) The GM is responsible for writing an intro post and a results post at the end of the day and night. These posts are to include a player list that is up-to-date with players who are dead and alive, what roles/alignments (guilt or innocence) are revealed, and who died (if applicable) and how they were killed (example: John Doe was put to death by the Executioner; he was innocent). A story is optional, but it is encouraged to give the players something to read.
4) The GM is responsible for settling any disputes that may arise.
5) The GM is responsible for ending and beginning the parts of the turn in a timely manner and notifying the player base if they won't be able to keep on schedule for whatever reason.
6) The GM should keep track of whether or not a role can be used. The player is ultimately responsible for keeping track of their own role, but sometimes people forget and need to be reminded.
7) Sign-ups are to last 24 hours at most. Anybody who tries to sign up after sign-ups have closed must have a good reason for missing the 24-hour window in order to get let in late, but they cannot sign up mid-game.
8) The GM is encouraged to make a record of the post that marks the start of the game as well as each result post and label them accordingly (i.e. Round Start, Turn 1 Day 1, etc.) and make links to the posts in the first post of the thread for future reference and quicker access by players who may have been offline when the results were posted.
Roles
Judge
1. Each day, the Judge chooses two players from the list to bring to trial.
2. If the Judge dies, a player from the list is randomly assigned the role of the new Judge.
3. The Judge is revealed publicly, even if it is a new Judge.
4. The Judge doesn't get to vote except in the case of a tie.
Executioner
1. Each night, the Executioner kills one person that was brought to trial that day.
2. If he kills the person who had the most votes, there is no penalty if the person was innocent.
3. If he kills the person who had the least votes, and they turn out to be innocent, the Executioner dies and another player is randomly assigned the role.
4. The Executioner is revealed publicly, even if it's a new Executioner.
Private Detective
1. The Private Detective can choose to do a background check on one player every day.
2. The Private Detective is notified of guilt or innocence that night some time before the night ends.
3. During the next day, the Private Detective can choose to pass on this information to one other player through PM (via the GM) or keep it to themselves.
Assassin
1. Every night, the assassin can choose to kill someone.
2. The assassin gets three kills and, after the third one, they retire and become a Juror.
Governor
1. Every other night, the Governor can choose to protect someone from execution that night.
2. Each person can only be protected once.
Investigator
1. Once per round, the Investigator can get a list of random players from the GM equal to a third of the town (rounded to the nearest even number). Half of this list is guilty players and half is innocent.
2. The Investigator learns the alignments of the chosen players.
Police Officer
1. Each day, the Police Officer can arrest three players.
2. Arrested players cannot vote in that day's trial or use their role.
3. Twice per round, the Police Officer can take one of his prisoners in for questioning and learn their role.
4. The Police Officer is revealed publicly.
Butcher
1. Every day, the Butcher can murder someone and mutilate their body. The Butcher chooses whether to make his kill during the Night or the Day Phase.
2. When a body is mutilated, they cannot be identified and their role and alignment aren't revealed in the player list until the end of the game.
3. After his third victim, he is caught and killed.
Witness
1. During the night, the Witness can message the GM to watch people out their window.
2. If someone is targeted that night by means other than the Executioner, the witness learns the alignment of the role who targeted someone, but not the player that did it nor the role they used.
3. After the second time they witness a crime, they're killed.
Prosecutor
1. The Prosecutor is revealed publicly at the start of the game.
2. Every day, the Prosecutor can choose to represent one of the people up for trial. This is posted in the thread during the trial.
3. The Prosecutor has a 40% chance of convincing the Jury of the other client's guilt and shifting a third of his client's votes (rounded up if needed) to that player.
4. The Lawyer and Prosecutor cannot represent the same client; who gets the first pick depends on which one posts their intents first.
5. If both the Prosecutor and Lawyer succeed at their power of persuading the Jury, then they cancel each other out because I am too lazy to do the math.
Lawyer
1. The Lawyer is revealed publicly at the start of the game.
2. Every day, the Lawyer can choose to represent one of the people up for trial. This is posted in the thread during the trial.
3. The Lawyer has a 40% chance of convincing the Jury of his client's innocence and negating half of his votes.
4. The Lawyer and Prosecutor cannot represent the same client; who gets the first pick depends on which one posts their intents first.
5. If both the Prosecutor and Lawyer succeed at their power of persuading the Jury, then they cancel each other out because I am too lazy to do the math.
Mobster
1. Every other night, the Mobster can bribe the Judge to bring to trial two people of the Mobster's choice and the Mobster can choose to bribe someone to vote for whoever he wants (the player is notified via PM by the GM).
2. If the targeted player doesn't vote for the Mobster's target, the Mobster will break their legs and that person will be unable to vote or use their role for two days while they recover.
3. If the Judge doesn't comply to the Mobster's demands, the Judge is killed.
4. If the Mobster is interrogated by the Police Officer, he loses his power and he is unable to vote for two days while he's in jail.
Journalist
1. Each day, the Journalist can stalk a player during their day-to-day activities.
2. The Journalist learns of anybody that player targets during the day or night.
3. The Journalist gets four uses of his role before quitting his job and losing his power due to the myriad of death threats.
Door-to-door Salesman
1. Every other turn, they can choose to pitch a product to a player.
2. The player they target gets a -3 priority to their actions because you distract them from doing their job.
Jurors
1. Jurors are the basic citizen in the town.
2. They have no special powers but they get to vote in the day's trial.
Copyright Nate. © Thanks to Zairak (not a member here, so don't ask) and Ebilkitty for input.
1) This game is designed to have 10-20 players.
2) In this game, half the town is guilty and half innocent. Which one you are is decided by RNG or hand-picked by the GM, depending on whether there is an even number of players.
3) One player is randomly assigned the role of the Judge and another player is randomly assigned the Executioner; the Judge and Executioner cannot be the same person.
4) The part of the Jury is played by the town.
5) Turns are split into two parts: a day and a night. Turns should last 24 hours at most without prior notification of why this schedule cannot be kept.
6) Every day, the Judge chooses two players from the player list to be brought to trial. Each player gets one post to convince the town of their innocence.
7) The objective of the game is to gain a 2/3 majority (rounded up) for your side (i.e. if you're guilty, then you want to kill innocents). The only problem, however, is that nobody knows who else is on their side without a role to aid them in finding their team.
8) Recoil lasts 3 days at most.
9) When a new Judge or Executioner is chosen, that player loses their original role but keeps their guilt or innocence.
10) The chain of events at the end of the day and night are based on real-time and actions that come first get priority. Any turn-end actions that are made are canceled if the player is killed by a prior action.
11) The player base should be comprised of no more than one-third Jurors, rounded down.
12) There's no revivals or ghosts, so don't post anything that affects the game once you die; once someone is put to death the town has to deal with the consequences.
Voting Rules
1) Votes are to be posted in the thread during the day and once made, they cannot be changed under normal circumstances. Certain roles can shift votes or negate them entirely.
2) The town votes for which person on trial they think is guilty and those on trial don't get to vote that turn, but they can still use their role.
3) The Judge doesn't get to vote unless there is a tie in the Jury.
Rules for the GM
1) The GM is responsible for passing out roles and notifying someone if they have become a Judge or Executioner.
2) The GM is responsible for compiling the votes at the end of the day and posting in the thread which person on trial got the most votes.
3) The GM is responsible for writing an intro post and a results post at the end of the day and night. These posts are to include a player list that is up-to-date with players who are dead and alive, what roles/alignments (guilt or innocence) are revealed, and who died (if applicable) and how they were killed (example: John Doe was put to death by the Executioner; he was innocent). A story is optional, but it is encouraged to give the players something to read.
4) The GM is responsible for settling any disputes that may arise.
5) The GM is responsible for ending and beginning the parts of the turn in a timely manner and notifying the player base if they won't be able to keep on schedule for whatever reason.
6) The GM should keep track of whether or not a role can be used. The player is ultimately responsible for keeping track of their own role, but sometimes people forget and need to be reminded.
7) Sign-ups are to last 24 hours at most. Anybody who tries to sign up after sign-ups have closed must have a good reason for missing the 24-hour window in order to get let in late, but they cannot sign up mid-game.
8) The GM is encouraged to make a record of the post that marks the start of the game as well as each result post and label them accordingly (i.e. Round Start, Turn 1 Day 1, etc.) and make links to the posts in the first post of the thread for future reference and quicker access by players who may have been offline when the results were posted.
Roles
Judge
1. Each day, the Judge chooses two players from the list to bring to trial.
2. If the Judge dies, a player from the list is randomly assigned the role of the new Judge.
3. The Judge is revealed publicly, even if it is a new Judge.
4. The Judge doesn't get to vote except in the case of a tie.
Executioner
1. Each night, the Executioner kills one person that was brought to trial that day.
2. If he kills the person who had the most votes, there is no penalty if the person was innocent.
3. If he kills the person who had the least votes, and they turn out to be innocent, the Executioner dies and another player is randomly assigned the role.
4. The Executioner is revealed publicly, even if it's a new Executioner.
Private Detective
1. The Private Detective can choose to do a background check on one player every day.
2. The Private Detective is notified of guilt or innocence that night some time before the night ends.
3. During the next day, the Private Detective can choose to pass on this information to one other player through PM (via the GM) or keep it to themselves.
Assassin
1. Every night, the assassin can choose to kill someone.
2. The assassin gets three kills and, after the third one, they retire and become a Juror.
Governor
1. Every other night, the Governor can choose to protect someone from execution that night.
2. Each person can only be protected once.
Investigator
1. Once per round, the Investigator can get a list of random players from the GM equal to a third of the town (rounded to the nearest even number). Half of this list is guilty players and half is innocent.
2. The Investigator learns the alignments of the chosen players.
Police Officer
1. Each day, the Police Officer can arrest three players.
2. Arrested players cannot vote in that day's trial or use their role.
3. Twice per round, the Police Officer can take one of his prisoners in for questioning and learn their role.
4. The Police Officer is revealed publicly.
Butcher
1. Every day, the Butcher can murder someone and mutilate their body. The Butcher chooses whether to make his kill during the Night or the Day Phase.
2. When a body is mutilated, they cannot be identified and their role and alignment aren't revealed in the player list until the end of the game.
3. After his third victim, he is caught and killed.
Witness
1. During the night, the Witness can message the GM to watch people out their window.
2. If someone is targeted that night by means other than the Executioner, the witness learns the alignment of the role who targeted someone, but not the player that did it nor the role they used.
3. After the second time they witness a crime, they're killed.
Prosecutor
1. The Prosecutor is revealed publicly at the start of the game.
2. Every day, the Prosecutor can choose to represent one of the people up for trial. This is posted in the thread during the trial.
3. The Prosecutor has a 40% chance of convincing the Jury of the other client's guilt and shifting a third of his client's votes (rounded up if needed) to that player.
4. The Lawyer and Prosecutor cannot represent the same client; who gets the first pick depends on which one posts their intents first.
5. If both the Prosecutor and Lawyer succeed at their power of persuading the Jury, then they cancel each other out because I am too lazy to do the math.
Lawyer
1. The Lawyer is revealed publicly at the start of the game.
2. Every day, the Lawyer can choose to represent one of the people up for trial. This is posted in the thread during the trial.
3. The Lawyer has a 40% chance of convincing the Jury of his client's innocence and negating half of his votes.
4. The Lawyer and Prosecutor cannot represent the same client; who gets the first pick depends on which one posts their intents first.
5. If both the Prosecutor and Lawyer succeed at their power of persuading the Jury, then they cancel each other out because I am too lazy to do the math.
Mobster
1. Every other night, the Mobster can bribe the Judge to bring to trial two people of the Mobster's choice and the Mobster can choose to bribe someone to vote for whoever he wants (the player is notified via PM by the GM).
2. If the targeted player doesn't vote for the Mobster's target, the Mobster will break their legs and that person will be unable to vote or use their role for two days while they recover.
3. If the Judge doesn't comply to the Mobster's demands, the Judge is killed.
4. If the Mobster is interrogated by the Police Officer, he loses his power and he is unable to vote for two days while he's in jail.
Journalist
1. Each day, the Journalist can stalk a player during their day-to-day activities.
2. The Journalist learns of anybody that player targets during the day or night.
3. The Journalist gets four uses of his role before quitting his job and losing his power due to the myriad of death threats.
Door-to-door Salesman
1. Every other turn, they can choose to pitch a product to a player.
2. The player they target gets a -3 priority to their actions because you distract them from doing their job.
Jurors
1. Jurors are the basic citizen in the town.
2. They have no special powers but they get to vote in the day's trial.
Copyright Nate. © Thanks to Zairak (not a member here, so don't ask) and Ebilkitty for input.