Welcome to Tripford!
Tripford City (Officially incorporated as the City of Tripford) has many problems, not the least of which is the infamous "Nine Blocks." The T.C.P.D. has its hands full enough suppressing any dissent against itself and its historic reign of terror violently, much less actually solving the growing crime problem marked by the presence of arms dealers and other things. But the T.C.P.D. is content to worry about the small problems, such as a notorious serial killer in the very worst part of town, the Catkin District.
That's where you come in. You are consultants on the case of the Catkin Lane Killer... or that's the official story anyway. A story which doesn't hold up to much scrutiny, at that. You all are renting apartments in the same building, for one, and not one of you is a local. None of you have any spending history beyond the past few days, and if any of you were asked about your concealed earpieces, you'd just brush the question off.
The reason behind this is that you all woke up, missing an indeterminate amount of time, in the lobby of Willford Apartments, with earpieces talking into your ear.
I'd like to remind you that you signed up for this.
The vague, staticky voice comes over your earpieces.
Very well. I've been reminded you'll need an explanation. You see, I've erased your memories of the past few months where you've been working with me. Call me the Spymaster, if anything. Nothing else, please. No pronouns. I'm just "The Spymaster" to you. Anyway... Think of this as a... Final Exam. It was optional, but unlike the rest of your classmates, you insisted on going the extra mile. I don't pretend to know why you requested to do this, and you likely don't, considering your erased memories, but you very much did, so don't complain when I explain the terms to you again. Got it? Good.
The Spymaster doesn't wait for a response, simply assuming you agreed.
You've been enlisted as consultants at the police, to work a case. This is a cover, and the case is irrelevant. I'm going to need you to listen very carefully to the next part. Is that clear? Crystal? Good. Now, here's the explanation of what's going on. Do not do anything until I say you may begin.
There's what sounds like the crinkling of paper in your earpiece, and the Spymaster begins reading.
Right. This is a pass/fail course. If you pass, you graduate, and will be taken to a safehouse, where you will await the conclusion of this test, before entering your job as an agent of our group full-time. If you fail, normally, we'd reserve a place for you back in the lower-skilled group, but seeing as failing in this case means dying in the test, I don't believe you'll need those reserved spaces. I will now explain the test. Please remain calm when I explain what is going to happen.
The Spymaster pauses.
You must remain inside the area known as the "Nine Blocks" at all times during the test, unless you have graduated. To leave and not return is a failure, and you will be killed. There are four ways to graduate, because, after all, there are many ways to be a good spy.
The first way is you can successfully catch the Catkin Lane Killer without getting yourself killed in the process. Unfortunately, this may prove difficult, as the Catkin Lane Killer has caused us a number of problems in the past, in other cities. Once you've found the killer, whoever manages to make the arrest, dead or alive, of the Catkin Lane Killer immediately graduates. They may choose a partner to graduate with them, who helped on the case, but only one.
The second way to graduate is... well, there's no polite way to put this. You need to kill one of your fellow "consultants" and get away with it. There's arms dealers and various shops and places to steal equipment from, and you each have some money on some prepaid cards I've given you. I'm sure you can think of a way to manage it. You may work with a partner and they will graduate too, but only one partner.
The third way to graduate is to simply be one of the last three standing. Clearly you have something going for you, survivability-wise, if you've lasted that long without ending up dead.
The fourth way is up to my discretion. That is to say, any other thing that I think adequately shows that you are a good spy, even with all your advanced skills and your memories of the training taken away from you, will be taken into consideration and I may graduate you early. Also, I may fail you early, but hopefully it won't come to that.
There's another crinkling of paper.
Any questions?
Rules, Standard.
1. This is a Danganlike. Anyone may attempt to kill anyone.
2. Anyone can (and will) die. Only enter characters you're okay with that happening to.
3. No Godmodding, Puppeteering, whatever you want to call it. Your characters and other people's characters are yours and other people's respectively, and should be treated as such.
4. No editing posts. Holler a mod to edit your post if you mess up formatting. Double post if you mess up wording.
5. No Turbolurking. Try to post at least once a day phase. If you need to take a leave of absence, tell me. If you need to drop out, drop out, a replacement will be found.
6. The Game is divided into day phases (wherein everyone can see what's going on) and night phases (wherein actions are done via DM, and interactions happen there too. Remember to CC in Florien when Dming other people so events can be better kept track of.)
7. Secret actions can be taken during the day phase, those are DM'd.
8. All actions will be rolled on a D10, ranging from 1 being "fails hard" to 9 being "works as well as it ever could" to 10 being "fails in spectacular fashion". Please avoid repeating the same action over and over. Some rolls will be shaded (invisible to the player(s)) if there is no reasonable way they would know how well they did something.
2. Anyone can (and will) die. Only enter characters you're okay with that happening to.
3. No Godmodding, Puppeteering, whatever you want to call it. Your characters and other people's characters are yours and other people's respectively, and should be treated as such.
4. No editing posts. Holler a mod to edit your post if you mess up formatting. Double post if you mess up wording.
5. No Turbolurking. Try to post at least once a day phase. If you need to take a leave of absence, tell me. If you need to drop out, drop out, a replacement will be found.
6. The Game is divided into day phases (wherein everyone can see what's going on) and night phases (wherein actions are done via DM, and interactions happen there too. Remember to CC in Florien when Dming other people so events can be better kept track of.)
7. Secret actions can be taken during the day phase, those are DM'd.
8. All actions will be rolled on a D10, ranging from 1 being "fails hard" to 9 being "works as well as it ever could" to 10 being "fails in spectacular fashion". Please avoid repeating the same action over and over. Some rolls will be shaded (invisible to the player(s)) if there is no reasonable way they would know how well they did something.
Rules, Special!
9. INVESTIGATION: COMPLETE OVERHAUL EDITION. You're police consultants, you aren't CSI. You will receive all evidence found at the scene after the body is discovered, so there'll be no wasting time with ">find all the evidence" and ">bash your head against the wall until you've been explicitly told you've found all the evidence". You'll need to be clever and come up with your own tricks to wheedle more information out of the evidence you're provided. Of course, a murderer might take evidence away from the scene and dispose of it elsewhere.
10. EYEWITNESSES. There's people everywhere during the day. If you're not indoors, there's usually a few witnesses around if the sun is out, and if an attempted murder goes on longer than two actions in a place where witnesses see it, the police will try to lock down the area and arrest the culprit. If it's over quickly though, the witnesses don't have time to process what's happening before the culprit escapes.
11. EYEWITNESSES PART TWO. An Eyewitness, if they only see the victim and not the killer(s) (for example, if the victim is sniped from a different area, or the killer manages to fatally wound the victim before eyewitnesses realize what's happening) will call the police to the area, and CSI report will arrive next day phase. If the Eyewitnesses see the killer, however, a description will be given along with CSI the next day, making it much easier. (You will be warned if an action would alert nearby Eyewitnesses to your murder attempt.)
12. TIPS. Votes have been replaced with Tips. They're formatted as /Vote <Name> for the murder of <Victim> and are DM'd to Florien instead of announced. They cannot be retracted once issued, so vote carefully. A plurality executes if no majority is reached, as the police close in on the suspected killer. A player can offer multiple tips relating to different crimes. Tips can also be given for a noted attempted murder. Those tips will lead to the target merely becoming WANTED instead of being outright killed however.
13. GETTING AWAY WITH IT. A player is considered to have gotten away with murder if someone else is brought down for their crime, or if no tips relating to their crime are sent in for three days running.
14. POLICE PRESENCE. If an attempted or successful murder is witnessed, the block is locked down. The police will attempt to kill the individual who they suspect of being the murderer or attempted murderer, and the individual must escape. If the police spot the attempted (or successful) murderer during their escape, they become WANTED, and will no longer be able to vote and will be attacked-on-sight by police. However, they will still be able to "win" by fulfilling one of the objectives.
10. EYEWITNESSES. There's people everywhere during the day. If you're not indoors, there's usually a few witnesses around if the sun is out, and if an attempted murder goes on longer than two actions in a place where witnesses see it, the police will try to lock down the area and arrest the culprit. If it's over quickly though, the witnesses don't have time to process what's happening before the culprit escapes.
11. EYEWITNESSES PART TWO. An Eyewitness, if they only see the victim and not the killer(s) (for example, if the victim is sniped from a different area, or the killer manages to fatally wound the victim before eyewitnesses realize what's happening) will call the police to the area, and CSI report will arrive next day phase. If the Eyewitnesses see the killer, however, a description will be given along with CSI the next day, making it much easier. (You will be warned if an action would alert nearby Eyewitnesses to your murder attempt.)
12. TIPS. Votes have been replaced with Tips. They're formatted as /Vote <Name> for the murder of <Victim> and are DM'd to Florien instead of announced. They cannot be retracted once issued, so vote carefully. A plurality executes if no majority is reached, as the police close in on the suspected killer. A player can offer multiple tips relating to different crimes. Tips can also be given for a noted attempted murder. Those tips will lead to the target merely becoming WANTED instead of being outright killed however.
13. GETTING AWAY WITH IT. A player is considered to have gotten away with murder if someone else is brought down for their crime, or if no tips relating to their crime are sent in for three days running.
14. POLICE PRESENCE. If an attempted or successful murder is witnessed, the block is locked down. The police will attempt to kill the individual who they suspect of being the murderer or attempted murderer, and the individual must escape. If the police spot the attempted (or successful) murderer during their escape, they become WANTED, and will no longer be able to vote and will be attacked-on-sight by police. However, they will still be able to "win" by fulfilling one of the objectives.
Combat Rules. (Oh dear)
First, a term needs to be explained. A "Point Difference" is the difference in numbers between rolls in combat. It is cumulative throughout combat. This will be elaborated on in the example at the end of the section.
15. FIGHTS. Obviously, there's always a chance an attack won't kill the target. Poison kills based on treatment, and does not require a roll off. An unforeseen attack gains +2 (10 turns into 9) to its roll. Attacks are handled in the following order. (P1 Surprise Attack, P1 Continued Attack, P2 Response, P1 Response, P2 Response Etc.) A fatal wound occurs when there's a 5-point difference between rolls, so combat will tend to end quickly, especially when the target is surprised.
16. FIGHTING NPCs. NPCs come in a few types. The most commonly encountered types are civilians, who die if there's a 2-point difference against them, and require an 8-point difference to kill. These include eyewitnesses, store owners, and other individuals. Then, there's police and criminals, who die if there's a 3-point difference against them, and kill if there's a 7-point difference in their favor. Then there's certain NPCs who may have 4-6, or even player-equivalent (5-5) combat skills.
17. DEFENSE. When attacked, Defense may be rolled. Defense non-lethally contributes to the point difference, and a player may choose to continue using defensive actions, especially if they cannot see their attacker. If a defense action succeeds and wins the encounter, the attacker is disarmed and rendered unable to make an attempt for a while.
18. THE REFLEX. Reflex rolls are made for the defender every time an attack is made, and can eliminate the point difference created by an individual attack. They cannot increase the point difference in the defender's favor, however.
19. GANGING UP. Multiple attackers may attack a single target. They form a "team" which will contribute to the same point difference against the single target. Their defense point differences, however, are separate. As a result, two people attacking one target at once is actually stronger than two people attacking at different times, and is more likely to result in survival for both attackers.
20. ADDITIONAL MODIFIERS. Sometimes, conditions on the field or that the target or attacker has developed may interfere with combat in some way. These will modify rolls, whether beneficially to one party, the other, both, or neither.
21. EXCEPTIONS TO COMBAT. Sometimes, combat won't happen, such as in the event of traps, poison, arson, or some similar thing being the method of attempted murder. Those have their own separate behaviors which will be covered in a different section.
With that out of the way, below are some example combat scenarios.
15. FIGHTS. Obviously, there's always a chance an attack won't kill the target. Poison kills based on treatment, and does not require a roll off. An unforeseen attack gains +2 (10 turns into 9) to its roll. Attacks are handled in the following order. (P1 Surprise Attack, P1 Continued Attack, P2 Response, P1 Response, P2 Response Etc.) A fatal wound occurs when there's a 5-point difference between rolls, so combat will tend to end quickly, especially when the target is surprised.
16. FIGHTING NPCs. NPCs come in a few types. The most commonly encountered types are civilians, who die if there's a 2-point difference against them, and require an 8-point difference to kill. These include eyewitnesses, store owners, and other individuals. Then, there's police and criminals, who die if there's a 3-point difference against them, and kill if there's a 7-point difference in their favor. Then there's certain NPCs who may have 4-6, or even player-equivalent (5-5) combat skills.
17. DEFENSE. When attacked, Defense may be rolled. Defense non-lethally contributes to the point difference, and a player may choose to continue using defensive actions, especially if they cannot see their attacker. If a defense action succeeds and wins the encounter, the attacker is disarmed and rendered unable to make an attempt for a while.
18. THE REFLEX. Reflex rolls are made for the defender every time an attack is made, and can eliminate the point difference created by an individual attack. They cannot increase the point difference in the defender's favor, however.
19. GANGING UP. Multiple attackers may attack a single target. They form a "team" which will contribute to the same point difference against the single target. Their defense point differences, however, are separate. As a result, two people attacking one target at once is actually stronger than two people attacking at different times, and is more likely to result in survival for both attackers.
20. ADDITIONAL MODIFIERS. Sometimes, conditions on the field or that the target or attacker has developed may interfere with combat in some way. These will modify rolls, whether beneficially to one party, the other, both, or neither.
21. EXCEPTIONS TO COMBAT. Sometimes, combat won't happen, such as in the event of traps, poison, arson, or some similar thing being the method of attempted murder. Those have their own separate behaviors which will be covered in a different section.
With that out of the way, below are some example combat scenarios.
Example Combat Scenarios
Scenario 1: Kissinger wants to kill McNamara, and has brought a knife to do it. Kissinger Jumps McNamara in an isolated location. (Topics covered: Basic Combat)
Kissinger attacks with the knife, rolling a 8. McNamara didn't see this coming, so that 8 gets a +2, becoming a 9. (9 is the most powerful possible attack.)
McNamara needs to roll a 5 or better to not outright die on his reflex. He luckily does so, getting a 6. The point difference is 3-Kissinger. Kissinger wounds McNamara with a stinging cut, but not lethally.
Kissinger attacks again, because the first round was a surprise attack. He rolls badly, getting a 1. (Thanks, Random.Org.)
McNamara rolls reflex again, getting a 9, a very good roll, and fully avoids getting hit by the second stab. The point difference remains 3-Kissinger. It is now McNamara's turn. He chooses to attack back by wrestling the knife into Kissinger. He rolls extremely well again, a 7.
Kissinger rolls reflex, and gets a 3. McNamara has a 4-point difference, and the difference is now 1-McNamara as Kissinger's wrist is twisted painfully in the struggle. Kissinger continues to attack, getting an 8 again. McNamara is in trouble, it seems.
McNamara rolls reflex again, but only gets a 2, for a difference of 6. The difference becomes 5-Kissinger as Kissinger manages to plunge the knife into McNamara's heart, fatally wounding McNamara, who dies. Kissinger can now get to work tending to his wrist and cleaning up the scene.
Scenario 2: Kissinger wants to kill McNamara, and is attempting to snipe him from a rooftop, with a sniper rifle with five shots. (Topics covered: Unseen attackers, Ammo Counts, Defense actions.)
Kissinger surprise-attacks McNamara, firing a single shot. Random.Org screws him, though, and he only gets a 2, +2, for 4. McNamara's reflex of 4 causes the bullet to miss. The second shot doesn't fare much better, with Kissinger rolling a 5 to McNamara's 6. That shot also misses. It is now McNamara's turn.
McNamara can't see or reach Kissinger, (indeed, he does not even know it's Kissinger trying to kill him) so he rolls for defense instead of attack. He rolls quite well, getting an 8, diving for cover. Kissinger's luck continues to be poor, and he rolls a 6 on his continued attack. He fires and misses a third time. The point difference is now 2-McNamara-defense.
McNamara takes the advantage to figure out what's going on. He uses his response to try to figure out who's attacking him. He rolls a 7, which is determined to be good enough to see Kissinger on a rooftop taking aim again with the sniper rifle. Kissinger fires, rolling a 6. McNamara rolls a 7 on his reflex, and the point difference remains 2-McNamara as Kissinger misses his fourth shot.
McNamara, knowing who's attacking him now, continues to seek cover, getting another 8, and Kissinger continues to fail, rolling a 2. The point difference is now 8-McNamara-defense. Kissinger misses again, his gun empty, and accidently knocks his second clip of ammunition off the building instead of being able to reload. (which would give McNamara a second turn) As it falls into the street below, he loses sight of McNamara, who escapes. McNamara announces to his friends that Kissinger attempted to kill him, and many of them tip off the police to Kissinger's attempted murder. There's trouble in Kissinger's future, as he becomes WANTED.
Scenario 3: Kissinger and a friend, (Dulles) want to kill McNamara. They've cornered him in an alley, Kissinger bringing a Hollywood-Silencer'd pistol with eight shots and Dulles bringing a fire-axe. Little do they know McNamara knows their plan, and has skills of his own. (Topics covered: 10s, Team Combat)
Kissinger tries to shoot McNamara, rolling a 6. McNamara knew Kissinger and Dulles were coming though, so there's no +2, nor a surprise round. McNamara rolls a reflex of 5. The bullet grazes him, and the score is now 1-Kissinger. Dulles steps in and swings the fire-axe, rolling a 3. McNamara rolls a 5, avoiding the strike. The score is now 1-Kissinger/Dulles.
McNamara tries to dodge past Dulles and get the gun away from Kissinger. He rolls a 6, and Kissinger rolls a 4. Kissinger is punched in the face, and McNamara wrestles for the gun. The Score is now 1-McNamara against Kissinger, 1-Kissinger/Dulles against McNamara.
Kissinger and Dulles attack again, Dulles getting a 1 and Kissinger getting a 10. McNamara easily dodges Dulles's strike, and Kissinger fires two shots into the air during the struggle, hitting no one. The score remains constant.
McNamara rolls to attack Kissinger, getting a lucky 9. Kissinger's reflex is comparatively bad, only a 5. The score becomes 5-McNamara Against Kissinger, as McNamara wrestles the gun away from Kissinger, the gun going off in the struggle again and shooting Kissinger in the head, killing him with a "pewt" noise. Kissinger bleeds out on the pavement. The score is now 1-Dulles, as Kissinger and Dulles were both attempting to kill McNamara.
Dulles swings his fire axe, and McNamara's victory over Kissinger is looking short-lived. 7 to 10. McNamara successfully dodges, but the gun isn't so lucky, getting knocked away by the fire axe. McNamara falls prone, scrambling to get the gun back. (A 10 on a dodge, melee, or defensive action causes the next turn to be skipped, or a firearm to waste one extra shot, and the score to remain the same.) Dulles swings again, a 9 to McNamara's 3. The score is 7-Dulles as the axe embeds in McNamara's skull, killing him. Dulles walks away from the scene, Kissinger and McNamara both dead. That didn't go at all to plan.
Kissinger attacks with the knife, rolling a 8. McNamara didn't see this coming, so that 8 gets a +2, becoming a 9. (9 is the most powerful possible attack.)
McNamara needs to roll a 5 or better to not outright die on his reflex. He luckily does so, getting a 6. The point difference is 3-Kissinger. Kissinger wounds McNamara with a stinging cut, but not lethally.
Kissinger attacks again, because the first round was a surprise attack. He rolls badly, getting a 1. (Thanks, Random.Org.)
McNamara rolls reflex again, getting a 9, a very good roll, and fully avoids getting hit by the second stab. The point difference remains 3-Kissinger. It is now McNamara's turn. He chooses to attack back by wrestling the knife into Kissinger. He rolls extremely well again, a 7.
Kissinger rolls reflex, and gets a 3. McNamara has a 4-point difference, and the difference is now 1-McNamara as Kissinger's wrist is twisted painfully in the struggle. Kissinger continues to attack, getting an 8 again. McNamara is in trouble, it seems.
McNamara rolls reflex again, but only gets a 2, for a difference of 6. The difference becomes 5-Kissinger as Kissinger manages to plunge the knife into McNamara's heart, fatally wounding McNamara, who dies. Kissinger can now get to work tending to his wrist and cleaning up the scene.
Scenario 2: Kissinger wants to kill McNamara, and is attempting to snipe him from a rooftop, with a sniper rifle with five shots. (Topics covered: Unseen attackers, Ammo Counts, Defense actions.)
Kissinger surprise-attacks McNamara, firing a single shot. Random.Org screws him, though, and he only gets a 2, +2, for 4. McNamara's reflex of 4 causes the bullet to miss. The second shot doesn't fare much better, with Kissinger rolling a 5 to McNamara's 6. That shot also misses. It is now McNamara's turn.
McNamara can't see or reach Kissinger, (indeed, he does not even know it's Kissinger trying to kill him) so he rolls for defense instead of attack. He rolls quite well, getting an 8, diving for cover. Kissinger's luck continues to be poor, and he rolls a 6 on his continued attack. He fires and misses a third time. The point difference is now 2-McNamara-defense.
McNamara takes the advantage to figure out what's going on. He uses his response to try to figure out who's attacking him. He rolls a 7, which is determined to be good enough to see Kissinger on a rooftop taking aim again with the sniper rifle. Kissinger fires, rolling a 6. McNamara rolls a 7 on his reflex, and the point difference remains 2-McNamara as Kissinger misses his fourth shot.
McNamara, knowing who's attacking him now, continues to seek cover, getting another 8, and Kissinger continues to fail, rolling a 2. The point difference is now 8-McNamara-defense. Kissinger misses again, his gun empty, and accidently knocks his second clip of ammunition off the building instead of being able to reload. (which would give McNamara a second turn) As it falls into the street below, he loses sight of McNamara, who escapes. McNamara announces to his friends that Kissinger attempted to kill him, and many of them tip off the police to Kissinger's attempted murder. There's trouble in Kissinger's future, as he becomes WANTED.
Scenario 3: Kissinger and a friend, (Dulles) want to kill McNamara. They've cornered him in an alley, Kissinger bringing a Hollywood-Silencer'd pistol with eight shots and Dulles bringing a fire-axe. Little do they know McNamara knows their plan, and has skills of his own. (Topics covered: 10s, Team Combat)
Kissinger tries to shoot McNamara, rolling a 6. McNamara knew Kissinger and Dulles were coming though, so there's no +2, nor a surprise round. McNamara rolls a reflex of 5. The bullet grazes him, and the score is now 1-Kissinger. Dulles steps in and swings the fire-axe, rolling a 3. McNamara rolls a 5, avoiding the strike. The score is now 1-Kissinger/Dulles.
McNamara tries to dodge past Dulles and get the gun away from Kissinger. He rolls a 6, and Kissinger rolls a 4. Kissinger is punched in the face, and McNamara wrestles for the gun. The Score is now 1-McNamara against Kissinger, 1-Kissinger/Dulles against McNamara.
Kissinger and Dulles attack again, Dulles getting a 1 and Kissinger getting a 10. McNamara easily dodges Dulles's strike, and Kissinger fires two shots into the air during the struggle, hitting no one. The score remains constant.
McNamara rolls to attack Kissinger, getting a lucky 9. Kissinger's reflex is comparatively bad, only a 5. The score becomes 5-McNamara Against Kissinger, as McNamara wrestles the gun away from Kissinger, the gun going off in the struggle again and shooting Kissinger in the head, killing him with a "pewt" noise. Kissinger bleeds out on the pavement. The score is now 1-Dulles, as Kissinger and Dulles were both attempting to kill McNamara.
Dulles swings his fire axe, and McNamara's victory over Kissinger is looking short-lived. 7 to 10. McNamara successfully dodges, but the gun isn't so lucky, getting knocked away by the fire axe. McNamara falls prone, scrambling to get the gun back. (A 10 on a dodge, melee, or defensive action causes the next turn to be skipped, or a firearm to waste one extra shot, and the score to remain the same.) Dulles swings again, a 9 to McNamara's 3. The score is 7-Dulles as the axe embeds in McNamara's skull, killing him. Dulles walks away from the scene, Kissinger and McNamara both dead. That didn't go at all to plan.
Traps, Poison, Arson, and Stunning, and other delayed murder methods.
TRAPS: Traps are set up and have a roll built into them during construction. That roll determines how easy they are to set off, and whether they work or not. For example, a trap with a roll of 4 will be difficult to set off, (in that when a player walks into the mechanism, it it has a 40% chance of not activating) and unstable, (meaning that it has an additional 20% chance of breaking instead of activating properly.) A trap with a roll of 9, on the other hand, has only a 9% chance of not activating, and a 1% chance of breaking. A Trap with a roll of 1 will always break, and a trap with a roll of 10 will always break in spectacular fashion.
POISON: Poison requires only a roll to be applied. Once the poison is ingested, inhaled, or absorbed, it takes effect. Symptoms set in as appropriate, and unless the victim receives proper treatment, death is inevitable.
ARSON: A fire has a roll built into it, like a trap. Tens are rerolled. A victim must meet or exceed that roll three times to escape the fire. If the victim fails three rolls within the fire, they die. As a result, fire pairs well with blocked doors, and even a weak fire can become deadly if the escape routes are blocked.
STUNNING: A taser, a shocker, a can of pepper spray, all these can work wonders. A roll is made to attack with a stunning item, and if it succeeds, the target gets no reflex against any subsequent attack, meaning any attack roll five or above instantly kills.
OTHER METHODS: Perhaps you will come up with an exciting new method not mentioned here in your attempts to kill others. Perhaps you will find some innovative way to kill combining these methods. These ideas will be evaluated and processed as the GM sees fit.
POISON: Poison requires only a roll to be applied. Once the poison is ingested, inhaled, or absorbed, it takes effect. Symptoms set in as appropriate, and unless the victim receives proper treatment, death is inevitable.
ARSON: A fire has a roll built into it, like a trap. Tens are rerolled. A victim must meet or exceed that roll three times to escape the fire. If the victim fails three rolls within the fire, they die. As a result, fire pairs well with blocked doors, and even a weak fire can become deadly if the escape routes are blocked.
STUNNING: A taser, a shocker, a can of pepper spray, all these can work wonders. A roll is made to attack with a stunning item, and if it succeeds, the target gets no reflex against any subsequent attack, meaning any attack roll five or above instantly kills.
OTHER METHODS: Perhaps you will come up with an exciting new method not mentioned here in your attempts to kill others. Perhaps you will find some innovative way to kill combining these methods. These ideas will be evaluated and processed as the GM sees fit.
Maps of the City and of the blocks. (There are a lot of maps.)
The Nine Blocks:
The Individual Blocks:
The Individual Blocks:
Signup format is as follows:
Name:
Description or Image:
Gender/Pronouns:
Species:
Age:
Size: (Rough Height and Weight)
Abilities/Skills:
Additional Notes: (optional)
There are 16 slots. It is first come, first served, as usual. Anyone beyond the first 16 may enlist as a replacement, in case someone should drop out.
Featuring:
* Kennifer AS French Terezi Pyrope. A French Spy, whatever next? A Bostonian Scout?
* Dookie AS Snap. No, not the rice crispies mascot. No, not the derivative of Jerk either.
* TalesofUnder AS Wario. Hopefully he avoids getting shot this time, what with firearms everywhere.
* wingedcatgirl AS Sariel Elakha. A Paladin, and thus an ideologically motivated murderer. That seems reasonably spy-adjacent.
* TheGeekArtist08 AS Scott "Phone Guy" Cameron. <Insert Hotline Miami Reference Here> I mean what?
* Subparman AS Kaikoku Onigasaki. Umbrella Sword: Hilarious Joke or Epic Spy Tool? Find out here!
* Zanreo AS B-Sha. Young people and their giant robots these days.
* IsThisAPikachu AS Squid Ink Cookie. The inky blackness of their heart is not to be underestimated.
* SomeLibre AS Anaheim. Sorry, we had to disarm you. Improvise a bit.
* Despair's Archon of Memes AS Wood Man. Unrelated to Tree Dude from hit video game SuperHot.
* PointMaid AS "Runner Five". No Zombies in this place, but running may prove to be a good skill here.
* Matthew AS Evil Jay Leno. Oh, the joke-making spy is back in fashion apparently.
* The Map Maker AS Seven. From 999. Not Seven of Nine, this isn't star trek right now.
* MadameButterflyKnife AS Mathra-19-150-M. No relation to Mathra from that one edutainment game. Probably.
* TenOfSwords13 AS Dr. Fischer. That's what, the fifth chemist who turned to manufacturing illicit substances after a life-altering event?
* Magolor AS Lynne. Professional Dying Skills against Assassins? Sounds well suited to this line of work.
Replacement Roster: