Death Note: The Forum Game
Murder has never been so much fun.
Disclaimer: In playing this game, you are agreeing to subject yourself to the rules contained on this page as well as the Game Master's (GM) interpretation of these rules and any special rules the GM has for that round. If you feel like you have been treated unfairly, please contact a game administrator. Also, feel free to change the name of the roles to fit whatever you choose. Dropping hints in the turn results is completely up to the GM, and can be forgone if he or she so wishes.
Unlike Rabbit Doubt, PM-ing and asking for roles is not only allowed but a pivotal way to win the game. Work in the shadows, work hard and win.
This is a turn-based forum game with a turn lasting around 24 hours each. Any person wanting to play must sign-up for the round before it starts. After sign-ups, the GM will announce two of the players at their discretion to be Shinigami and Watari. You may volunteer.
Shinigami and Watari will then send the GM their choice for Kira and L, respectively, from the remaining players. The GM will check to see if the chosen players are willing, and if so the round may begin. If neither leader submits a choice after significant time, then the GM may re-choose the leader.
Each turn, every player may vote once in the game thread against any living player except the Shinigami. At the end of the turn, whoever has the most votes is killed (ties are broken randomly). The GM is responsible for tallying the votes at the end of each turn.
The game ends when Kira or L (or one of their successors) dies.
Townies are normal people, they get together and lynch someone each game. Townies are the most important people for Watari and the Shinigami to know, because it helps them weed out roles.
Ghosts get a vote, and may injure someone once per turn. They may also posses one person after death to learn their role. (Kira and L will be revealed as Townies.)
If Kira or L dies before 1/3 of the players have died, they may choose any living player (except leaders) to be their successor. The number of dead is taken before any deaths for that turn. The successor gains all abilities of Kira or L while keeping their previous role. If Kira/L chooses L/Kira/successor as their successor, then that person dies and both sides must choose a new successor. Once one side has had a successor, then the other side will always get a successor.
If you are chosen as a successor, you are required to help the team for which you are chosen.
The official names of the successors are as follows:
Kira -> Misa -> Mikami
L -> Near -> Mello
Every turn, the GM will write up the results for that turn, which should include the following notes:
--A scenario-based story of the occurrences of that turn
--A summary of the turn
--An up-to-date player list with publicly-revealed roles
--A list of roles/powers that cannot be used for the next turn
--Optional: Statistics detailing how many players are needed for Force Interrogation and succession, among other things
If a player is injured 3 times by a power he is now dead. His role is revealed and he becomes a ghost.
Roles that activate mid-turn have precedence in the order that they are submitted.
The precedence of roles at the end of the turn is determined by the chain of events. These actions have priority from top to bottom, so lower actions may be negated if a higher action prevents them. These actions and their consequences are always mentioned in the results.
Townies are your basic roleless people, but even they have a bit of power. Townies are placed in Triads, (groups of 3) and the triads can hurt someone. 3 injuries means that somebody is dead. If a towny is dead, then they become a ghost. Ghosts can posess 1 person all game, and when they do so, I reveal the role (as long as it's not Kira or L) This has a 50% chance of failing. Ghosts may vote 1x per turn to hurt someone which also has a 50% of failing. Majority vote decides who the ghosts harm.
1. The Shinigami is a leader role announced before the beginning of each round, and is responsible for choosing Kira.
2. The Shinigami may submit a kill to be used if no Kira kill is submitted.
3. The Shinigami cannot be possessed, arrested, or killed.
4. Super Vote: (Once per round) Any turn that Kira is alive, the Shinigami may use his super vote to add the unused votes of all dead players to his own. The Shinigami must announce the super vote in the thread whenever he votes for that turn, and the GM will announce the number of votes controlled. This super vote prevents and negates possession in the turn that it is activated. This power cannot be used in the same turn as Watari's Super Vote. The Shinigami cannot vote for the remainder of the round.
5. Sacrifice: (Once per round) Any turn that a Kira successor is alive, the Shinigami may message the GM to negate the vote for the turn and kill a single person of his choice. The Shinigami is considered dead for the remainder of the round, but cannot possess or be revived by the Doctor.
1. Every turn, Kira must message the GM with a choice of who to kill, as well as a means of death.
2. Kira may send the GM an ordered list of persons to kill in case he does not submit during a turn.
3. Kira is considered a townie except when killed, force interrogated, or discovered by the Detective or Suicidal Maniac. He becomes a townie if revived.
1. Watari is a leader role announced before the beginning of each round, and is responsible for choosing L.
2. Watari may use L's accusation if L gives prior permission or is absent for more than 24 hours. L may override the accusation.
3. Injury: (Twice per round) During a turn, Watari may message the GM the name of one player he wishes to injure for that turn, with a 70% chance of success.
4. Arrest and Interrogation: (Once per round) Any turn that L is alive, Watari may arrest one living player, which the GM will announce in the thread. Watari may further choose to force interrogate the arrested player at the end of the turn, which takes the place of normal force interrogation. Ghosts cannot use this power.
5. The Other Super Vote: (Once per round) Any turn that an L successor is alive, Watari may add the unused votes of all living players to his own. Watari must announce the super vote in the thread whenever he votes for that turn, and the GM will announce the number of votes added. This power cannot be used if the Shinigami's super vote has already been announced. Watari cannot vote or use any of his powers for the rest of the round.
1. Every turn, L can message the GM with a choice of who to accuse, as well as a means of death. If he accuses someone other than Kira, then the GM informs the Shinigami and Kira of one living player who is not L.
2. L is considered a townie except when killed or discovered by the Detective or Suicidal Maniac. He becomes a townie if revived.
1. Arrests: During the turn, the Police Chief may choose up to three living players to arrest for that turn, which the GM will announce in the thread.
2. Interrogation: During the turn, the Police Chief may message the GM the name of one person they wish to interrogate. The GM will then message back the role of that person.
3. After using either of his roles, the Police Chief must wait a turn before using that role again.
1. During the turn, the Detective may message the GM the name of a player and whether they think the player is Kira or L (not both). The GM then messages back whether the Detective is right or wrong.
2. If he is right, then he is allowed to either make that role public, or become the next Kira / L
1. During the turn, the Suicidal Maniac may message the GM to kill himself, as well as a means of death.
2. At the beginning of the turn following his suicide, the GM will message the Suicidal Maniac the name and role one unrevealed person. The Suicidal Maniac may then choose to message the GM a suicide note attempting to reveal the information that they have learned. However, they may not directly mention the person's username, avatar, or profile picture. This note will be posted by the GM during the turn that they receive it. The Suicidal Maniac should not reveal the information that they learn except through the suicide note. The original holder of this role writes the suicide not.
3. Suicidal Ghost: If the Suicidal Maniac dies by suicide, then he has the following special abilities as a ghost:
--He can possess multiple times per round, but must wait a turn between possessions.
--He is not affected by the Shinigami's super vote.
1. During the turn, the Protector may message the GM the name of one person (other than himself) that he wishes to protect from the town vote for that turn. If that person would be voted out, then the Protector's role is revealed and the vote is canceled, and the Protector must wait a turn before using his power again.
2. After the Protector has protected someone three times, his chances of protecting drop to 25%.
1. The Murderer may take part in the mini-mob (see Townies), but is not considered a townie.
2. During the turn, the Murderer may message the GM the name of one person that they wish to attack. The Murderer has the following chances when attacking a player (parentheses denote an injured target):
--25(35)% chance of killing the person
--50(0)% chance of injuring the person
--20(60)% chance of failing (nothing happens)
--5(5)% chance of getting caught, which results in the Murderer's death
4. If the Murderer kills two people in the same round, then he can become immune to the Kira kill by attacking the people that the Shinigami instructs him to.
5. Once he has either killed or injured someone, the Murderer will be killed following a Police Chief interrogation. If the Murderer is interrogated before then, the Police Chief will simply learn his role.
1. The GM immediately informs the Lawyer when the Prosecutor uses his power.
2. Defense Attorney: During the turn, the Lawyer may message the GM the name of a person (other than himself) that he wishes to defend for that turn. If that person would be voted out, then the Lawyer has the following chances (parentheses denote a target who is also targeted by the Prosecutor):
--50(75)% chance of saving the person
--45(20)% chance of failing (the person dies)
--5(10)% chance of failing in which the Lawyer also dies
3. Any time that the Lawyer saves a person from dying, he controls their role and vote for the following turn, and the Lawyer must wait a turn before using his power again. If the Lawyer fails to save someone 3 times, then he dies automatically at the end of the turn.
4. Right to a Lawyer: Any time that the Police Chief arrests players, the Lawyer may choose one of those players to prevent their arrest for that turn, which the GM will announce on the thread. The Lawyer himself cannot be arrested.
5. The Lawyer is announced when he uses any of his powers.
1. During the turn, the Prosecutor may attempt to redirect any number of votes from the player with the most votes to any other living player.
2. For every vote the Prosecutor attempts to redirect, his chances of success drop 10% (90% chance of redirecting 1 vote, 80% for 2 votes, etc). If the Prosecutor attempts to redirect the vote to the Lawyer, then his chance of success will always be 10%. Once the Lawyer dies, the Prosecutor’s chances of success cannot fall below 33%, even if 7 or more votes are redirected.
3. The Protector cannot save the Prosecutor’s target if he succeeds, and the Prosecutor cannot interfere with votes being used in a super vote.
4. If the Prosecutor succeeds or is stopped by the Lawyer, then he must wait a turn before using his power again.
1. Healing: Any turn that someone is injured, the Doctor may message the GM and attempt to heal that person with a 60% chance of success. The GM notifies the Doctor immediately on whether he is successful or not. If he succeeds, then the Doctor gains the role and vote of the person he healed for the remainder of the turn. If he fails, then the injured person remains injured for another turn. The Doctor cannot try to heal the same person two turns in a row.
2. Revival: During the turn, the Doctor may message the GM the name of a dead player that he wishes to revive, with a 10% chance of success. This chance increases to 25% if the target died the previous turn. If he succeeds, then the Doctor becomes immune to the town vote for the remainder of the round. The Doctor cannot attempt to revive the same person twice.
3. The Doctor can only use one of the listed powers each turn, and his role is revealed whenever either of his powers activates.
1. Blessing: Every turn, the Priest may choose up to two players to bless for that turn, which the GM will publicly announce. The selected players cannot possess (if they are a ghost) or be possessed (if they are alive) for that turn. The Priest cannot bless the same player two turns in a row.
2. Exorcism: (Three times per round) At any time during the round, the Priest may announce the name of a ghost who has already possessed a player to nullify that possession. It still counts as the ghost's possession for that turn. The Suicidal Ghost cannot be exorcised, and ghosts possessing the Priest cannot use this power.
3. Warding: Whenever the Shinigami activates their super vote, the Priest may message the GM and attempt to prevent it for that turn with a 10% chance of success.
4. Any time the Priest activates any of his powers, his role is revealed.
1. Every other turn, the Impersonator may message the GM the name of any living player in order to copy that player’s role for that turn, regardless of whether the holder of the role can use it. The role that was impersonated is revealed at the end of each turn. The Impersonator may only target each player once. Watari and the Shinigami cannot be impersonated, and impersonating Kira, L, or a special townie role is the same as impersonating a townie.
2. If the person who is being impersonated dies during the turn, then the Impersonator also dies.
3. The restrictions on the impersonations are as follows:
--Townie: The Impersonator can force interrogate and mini-mob. He does not have to wait a turn before Impersonating again.
--Police Chief: Only one of the PC’s powers may be used, and the Impersonator cannot impersonate for the remainder of the round.
--Detective: No changes.
--Murderer: The Impersonator dies if he is interrogated by the Police Chief.
--Protector: The chance of success is reduced to 75%.
--Suicidal Maniac: The Impersonator becomes a normal ghost if he commits suicide.
--Lawyer: The Impersonator does not control the role or vote of any player he saves.
--Prosecutor: The Impersonator cannot control votes already being controlled by the Prosecutor.
--Doctor: The Impersonator cannot become immune to the town vote, and he cannot control the role or vote of any player he heals.
--Priest: The Impersonator may only used the Priest’s Blessing power.
--Hacker: The Impersonator may use one of the Hacker's powers.
--Reporter: No changes.
--Kidnapper: The hostage is released at the end of the turn.
--Escort: No changes
1. Every turn, the Hacker can ask the GM to randomly show him one official PM that was submitted by any of the roled players that turn. The GM will then forward the PM to the Hacker without revealing the name of the person who sent it.
2. Every other turn, the Hacker may choose to randomly negate one official PM sent to the GM by any of the roled players. This negation takes place at the end of the turn that the Hacker activates this power. The PM deleted is not revealed to the Hacker. However, it is announced in the results that the Hacker deleted a PM. Only powers that have not taken effect can be deleted.
1. (Three times per round) The reporter can ask the GM to raise or lower the required amount of force interrogations (FIs) needed for that turn. The reporter can only add or remove half the number of required FIs. For each FI the Reporter attempts to change, his chance of success drops 10% (90% chance of changing by 1, 80% for 2, etc). After the Reporter uses his power three times, he is killed.
2. The Reporter is revealed after his power activates.
Jster - Watari
Hank - Shinigami
14 Captain Jack Sparrow