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How to Play

  • Roles

    All characters are publicly a policeman, a detective, or a vigilante.

    Policeman are able to carry a weapon, enforce the law, & arrest suspects. They are assigned to a detective, and the two are expected to work together, although there is nothing that forces them to work together.

    Detectives are able to inspect crime scenes in higher detail, interrogate suspects, & use scientific methods to solve a mystery.

    Both detectives and policemen have access to cop cars as a method of transport.

    Vigilantes are able to use magic and work on their own, but must find a policeman in order to arrest a suspect & run the risk of arrest if they carry a weapon.

    Vigilantes do not have a mechanical method of transport.

    There are also secret roles. These are not known to anyone except for the player.

    These roles are spy and gangster.

    Within the police force, there are spies. They can be either detectives or policemen. The spies give the murderer advantages. For every spy within the police force, there will be a murder. The goal of the spies is to outnumber the policemen. If they achieve this goal, laws will no longer exist.

    Spies know who each other are, but policemen don't know who the spies are.

    Among the vigilantes, there are gangsters. While they don't talk about their dark pasts, these vigilantes have access to weapons and vehicles and will not stay in prison if they are arrested. However, gangsters don't want to turn in criminals to be arrested. Instead, their goal is to make sure criminals die before they go to jail.

    Each time the gangsters are successful, they get a pre-determined reward. The gangsters don't know who other gangsters are, and the vigilantes don't know who the gangsters are.


    If you want your character to have a secret role:

    Please state it on your application. This request may or may not be granted depending on the amount of people within each secret role already.
  • Magic & Science

    If you are a Vigilante or Detective, then please read this section.

    Magic

    Magic works like this: for every action you take, there is an equal cost. Contact a mod (Am) in PMs to tell her what you want to do with magic. Then she'll tell you what the cost would be.

    If you decide to go forward with the magic, then you'll roll 2 d6s using a dice generator. The dice will determine how successful the magic is. But the price is taken no matter how successful the spell ends up being.

    Science

    Science needs two things to work: a material and time. It's possible to change one thing into another, improve something, or trace an item back to its source. But depending on what it is, it will either need more material or require a long time.

    Like with magic, you will need to contact a mod to see how much time and/or materials you would need.
  • Combat

    If you are a policeman, please read this section.

    Combat

    This is determined by your weapon and your conviction. Your weapon is determined at the beginning of the game. You can have a:

    Gun, baton, or taser. A gun requires higher conviction (determined by rolling two d6s) in order to succeed, but deals higher damage. A baton requires little conviction but deals less damage. And a taser requires no conviction, but can only be used once per combat.