Introduction
It was a dark and stormy night; the rain fell in torrents—except at occasional intervals, when it was checked by a violent gust of wind which swept up the streets (for it is in London that our scene lies)—
but here is not the face of London that you know.
If one knows where to look, one can find a rather different world hiding behind the façade, full of magic and mystery. Where better to find magic and mystery but the Piccadilly Circus? There, underneath the twinkling neon lights that lace the sky, you must turn and walk the wrong way down Regent Street. Those who know how to look will find an alleyway that has no worldly name, for it does not exist on this mortal plane. Do not be fooled; you are not between the two brick buildings you walked past just a moment ago. (In fact, look up into the sky- where you should see the stars. There is only more brick.)
There are scattered shacks and storefronts here in the In-Between; our story begins in the bright yellow fairy tale cottage that lies at the end of the road.
Madame Broussard is a witch, and she runs a respectable establishment with the assistance of the fae sisters Maeve, Morgan, and Merlina. There are impossibly many rooms for the size of the cottage; the first has artifacts and curiosities, the second shelves beyond shelves of books, the third containing everything you might need to cast a spell. There are guest rooms in the back for whoever may need it.
but here is not the face of London that you know.
If one knows where to look, one can find a rather different world hiding behind the façade, full of magic and mystery. Where better to find magic and mystery but the Piccadilly Circus? There, underneath the twinkling neon lights that lace the sky, you must turn and walk the wrong way down Regent Street. Those who know how to look will find an alleyway that has no worldly name, for it does not exist on this mortal plane. Do not be fooled; you are not between the two brick buildings you walked past just a moment ago. (In fact, look up into the sky- where you should see the stars. There is only more brick.)
There are scattered shacks and storefronts here in the In-Between; our story begins in the bright yellow fairy tale cottage that lies at the end of the road.
Madame Broussard is a witch, and she runs a respectable establishment with the assistance of the fae sisters Maeve, Morgan, and Merlina. There are impossibly many rooms for the size of the cottage; the first has artifacts and curiosities, the second shelves beyond shelves of books, the third containing everything you might need to cast a spell. There are guest rooms in the back for whoever may need it.
Participation
Read the rules before continuing.
This RP is a 7-player adaption of Mafia, except the flavor of killers and townsfolks have been flipped around. If you've never played this game before, you can learn more on this wiki.
This roleplay will be player-driven; you influence what happens, so communicate frequently. The game runs between three to six (OOC) weeks, and one IC post is required from each player per week.
After seven players have signed up, certain players at random receive secret roles. These roles are in the next section. Your role must remain a secret and will only be revealed if you die. Do not PM other participants (active or defeated).
This RP is a 7-player adaption of Mafia, except the flavor of killers and townsfolks have been flipped around. If you've never played this game before, you can learn more on this wiki.
This roleplay will be player-driven; you influence what happens, so communicate frequently. The game runs between three to six (OOC) weeks, and one IC post is required from each player per week.
After seven players have signed up, certain players at random receive secret roles. These roles are in the next section. Your role must remain a secret and will only be revealed if you die. Do not PM other participants (active or defeated).
Mechanics
Gameplay is divided in 2 phases:
The game starts in "Day" phase, which is the time for interaction. Throughout this phase, there will be an ongoing vote for who is believed to be the killer. At the end of Waking Phase, the character with more than half of all votes (ie. 4 votes out of 7 active players, 3 out of 5, etc.) will be lynched and their role revealed. Players can choose to abstain from voting and change or cancel their votes within the allotted time. Once both murderers are caught, the game is over and those remaining win. Otherwise, we continue into the next phase.
"Night" phase means silence. No IC posts are allowed during this phase. The GM will message everyone to determine their course of action for that night. This is the time for the antagonists to kill, and also for special roles to use their abilities. Roles will be given through PMs and results will only be returned once all actions are locked in.
Vote tally and the result of each phase will be tracked in OOC. Please specify your Daytime vote in IC (with hider), or OOC.
The game starts in "Day" phase, which is the time for interaction. Throughout this phase, there will be an ongoing vote for who is believed to be the killer. At the end of Waking Phase, the character with more than half of all votes (ie. 4 votes out of 7 active players, 3 out of 5, etc.) will be lynched and their role revealed. Players can choose to abstain from voting and change or cancel their votes within the allotted time. Once both murderers are caught, the game is over and those remaining win. Otherwise, we continue into the next phase.
"Night" phase means silence. No IC posts are allowed during this phase. The GM will message everyone to determine their course of action for that night. This is the time for the antagonists to kill, and also for special roles to use their abilities. Roles will be given through PMs and results will only be returned once all actions are locked in.
Vote tally and the result of each phase will be tracked in OOC. Please specify your Daytime vote in IC (with hider), or OOC.