Magic, in general, is a force for order. Governments use it to enforce laws, while clerics roam the land healing the sick and injured. Sometimes, however, something goes wrong, and the forces of magic increase rather than decrease the amount of chaos in the universe. In some cases, entire cities disappear, only to reappear in a different location twenty-five seconds before they left. In others, the events are more localized: a chicken will become a pig overnight, or a man will find a sack of gold on his doorstep that vanishes mysteriously after six hours. As such, people have come to accept the sometimes random nature of magic.
But, despite what the general population may think, the disappearances of their lands' greatest heroes weren't just random. Oh, no. For one thing, there's that fact that they all simultaneously reappeared on the deserted isle of Kilvas, long-deserted home to the Laguz Raven Clan. For another thing, there's the butchered old Raven lying dead in the throne room, in a pool of feathers and blood...
Someone brought them all to Kilvas. Someone with a purpose. Someone who wants to pick them all off, one by one... Rules
Cold Blood is a game of strategy, lies, psychology, guesswork, and a lot of random chance. In this game, a group of innocents are trapped in a lonely castle in the middle of nowhere. Killers are on the loose amongst them. The objective is to come out alive.
The basic game mechanics are simple. There are two kinds of players, killers and innocents, each with their own special subclasses. All players begin the game with 8 HP, which can be lost in various ways--when a player hits 0 HP, he or she loses the game. The game consists of several rounds, each divided into phases referred to as nights and days. Every game begins with a night phase. Each night, every player PMs the host with their character's move. When the moves are all in, the host writes up an RP describing what went on that evening. During the day phase, the players vote to lynch one of their own number based on logic, clues, or random bandwagoning. A player is lynched if he receives the majority of all submitted votes and more than half of the players have voted. The cycle repeats until either all of the killers are dead or only one killer is left. If all of the killers die, the remaining innocents collectively win. If a killer is the last player standing, he or she is the winner.
Each game, most players are placed in a sanctioned alliance of either two or three players. Unsanctioned alliances are completely legal, but please host any and all conversations over PM and include me, the host, in said PM threads. Failure to do so may result in slow, painful death--and besides, I sometimes offer hints and clues, which you should take advantage of.
Rulesets are diverse, but typically moves consist of naming a room to hide out in for the night.
There are ten main rooms in Castle Kilvas: 1. The Ballroom 2. The Library 3. The Watchtower 4. The Feast Hall 5. The Combat Hall 6. The Garden 7. The Kitchens 8. The Throne Room 9. The Dungeon 10. The Barracks
Each room can hold a maximum of four innocents per night. Rooms are first come, first served. In addition to the main ten rooms, each player has their own bedroom, in which he or she is automatically placed in the event that he or she does not submit a move within two days of the call for moves. Killers can attack players in bedrooms, but other innocents may not enter bedrooms. If an innocent is in the same room as a target but is not the actual victim of an attack, he or she catches a glimpse of the attacker and receives a clue as to said killer's identity. These clues will pertain only to ingame characters. Anyone who shares a clue with someone other than their alliance partner(s) will have their character instantly die and be banned from the following round.
There are many different player roles. These subclasses of roles are intended to spice up the game. Not every subclass is used every round, and some are used more frequently than others. Each subclass is described inside a spoiler below. If you are assigned a special rule, it might be beneficial to read up on the rulesets for your role before playing.
Spoiler:Butcher
The first subclass of killer is called the butcher. This is analogous with the traditional killer in Mafia games; each night, the Butcher picks a target to attack and does 4 damage to that target. If a butcher is the only killer remaining, his or her attacks do 5 damage instead of 4.
Spoiler:Poisoner
The second subclass of killer is called the poisoner. Each night, the poisoner chooses one target. Everyone who shares a room with that target and is not a poisoner takes 2 damage. The poisoner must always stay in the same room as his or her target.
Spoiler:Protector
The most frequently appearing special subclass is the protector. Each night, instead of naming a room, the protector names a targeted player. The selected player will be kept safe from the first attack by a killer that targets them on that night. However, protectors are not omnipotent: if two killers attack, one attack will still go through. There is only ever one protector.
Spoiler:Clairvoyant
A relatively rare subclass of innocent is the clairvoyant. The clairvoyant is a player who, using weak telepathic abilities, can tell who is hiding in the same room as him or her. A clairvoyant cannot, however, determine other players' roles.
Spoiler:Paranoid
The paranoid is a useful but dangerous subclass of innocent. Each night, the paranoid can pick a single room to booby-trap. Anyone other than the paranoid who hides in or enters that room takes 2 damage. However, any attacks on the paranoid still go through, even if the attacker is killed by the paranoid's trap. There are never more paranoids than killers.
Spoiler:Investigator
The investigator is a player who, each night, chooses another player to follow. They stay in that player's room for the night, and the next morning they discover that player's role. Sadly, because they like to work undercover, investigators cannot be protected. There is only ever one investigator.
Have fun playing!
This Round's Players Kanon - Sakurai (8/8) Lute - GLaDOS (8/8) molater - The Whore, History Student (8/8) neji 9889 - The Top Comment Whore (8/8) SMDeathwind - Michael Hamilton, HIstory Student (8/8)
Thread Recap (last 10 posts from newest to oldest)
That bastard took his time getting his vote in. Obviously a sign of the killer. Game. Set. Match.
Hi, Kettle. Less calling Pot black.
Jun 22, 12 at 1:45pm
Kanon
I see you're attacking me to get rid of me due to my constant pointing at you, Dragon.
Vote: Dragon
Jun 22, 12 at 12:40pm
SMDeathwind
Vote Deathwind because shenanigans.
Jun 21, 12 at 11:45pm
Soda
Vote: molater
That bastard took his time getting his vote in. Obviously a sign of the killer. Game. Set. Match.
Jun 21, 12 at 7:34pm
molater
Vote: Soda
Because killer.
Jun 21, 12 at 7:24pm
Lute
Kanon,The Anthropomorphisation of Spacetime, was attacked! Fluidity - 8/8 Jim Carrey - 8/8 Guy on the Pringles can - 8/8 The Anthropomorphisation of Spacetime - 4/8 OpTic Rain, fanboy extraordinaire - 0/8
Vote
Jun 21, 12 at 2:29pm
SMDeathwind
It could be a target for an innocent role! :/
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