How to play
DN:TFG is a forum game that is divided into turns which usually last around 24 hours. Before each round, players will sign up and be added to the player list. Once sign-ups have ended, the GM (Game Master) will choose the Shinigami and Watari from the list of players and announces them on the game thread (the method for choosing these players is up to the GM, but they are encouraged to select leaders who have experience with the game and are willing to lead).
The Shinigami and Watari will then choose Kira and L, respectively, from the remaining list of players, and send their selections to the GM via PM (private message). The GM will notify these people to see if they are willing to take on those roles. If not, then the Shinigami or Watari must make another selection and the process is repeated. If the Shinigami and Watari choose the same player, then they will be asked to choose again. If either Kira or L is not selected within a reasonable amount of time, then the GM may randomly assign a person this role at their own discretion and must inform the Shinigami or Watari, respectively, of their choice.
Every turn, each player may cast one vote against any living player (including themselves) on the list of players except for the Shinigami. The person with the most votes at the end of the turn will die (if there is a tie, then the GM chooses randomly among those with the most votes). These votes must be publicly posted on the game thread. The GM is responsible for tallying the votes themselves, and votes cannot be changed once cast. In addition to voting, all players may use their roles during the turn, which will be discussed later. The game ends when Kira or L dies, unless the successor rule activates.
The Successor Rule
If Kira or L dies before less than 1/3 of the players (rounded up) have died, then they choose a successor out of anyone who is still alive (other than Watari/Shinigami). The number of dead players is taken before the results of the turn in which Kira/L dies. This new person gains Kira/L?s abilities for the remainder of the round. The successor maintains any role that they may have had previously. If L/Kira chooses the current Kira/L respectively, then that person dies and both Kira and L are asked to choose a different person, this only counts as a succession for the character that originally died. Once one side gets a successor, then the other side will get a successor regardless of the number of deaths.
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. The results should include the following aspects.
--A scenario-based telling of the occurrences of that turn (optional but encouraged)
--A summary of the turn
--An up-to-date player list with publicly-revealed roles
--Statistics detailing how many players are needed for Force Interrogation and succession (optional)
--A list of roles/powers that cannot be used for the next turn
Chain of events
The following actions occur during the middle of the turn, and are not revoked if they have occurred before a possession, before the Police Chief makes an arrest, or before the Priest or Shinigami negate a possession:
--Suicidal Maniac note
--Either of the Police Chief's powers
--Any of the Priest's powers
--Lawyer's "Right to a Lawyer" power
--Impersonator's impersonation (and any of the aforementioned powers if they are impersonated)
Note that these roles do not have a priority over each other, and occur in the order that they are received by the GM during the turn.
Every turn, the results are determined by the chain of events. These actions have priority from top to bottom, so if any action is made unnecessary by something higher on the list, then it is negated. These actions are all revealed in the results, as well as the results of those actions, unless they are negated.
Shinigami - the god of death
1. The Shinigami is announced before the beginning of each round.
2. The Shinigami is responsible for choosing Kira at the beginning of each round.
3. If Kira does not select a kill, then the Shinigami may choose who dies instead. The GM may choose to say that the Shinigami sent in the kill if they wish.
4. The Shinigami cannot be possessed.
5. Super Vote: Any turn before Kira dies, the Shinigami may use his super vote (by messaging the GM) to control the votes of all of the dead players. The GM will then announce on the thread that the super vote was activated as wells as how many votes the Shinigami?s vote counts for. The super vote prevents possession. It also negates any active possessions unless the person being possessed has a role that activates mid-turn that has already been used. The Prosecutor and Watari cannot interfere with the votes involved in the super vote. Following the super vote, the Shinigami cannot vote for the remainder of the round.
6. Sacrifice: Any turn in which Kira?s successor is alive, the Shinigami may use his sacrifice (by messaging 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.
Kira - the mass-murderer
1. Every turn, Kira must message the GM with a choice of who to kill. He may also choose a means of death if he wishes. If he does not select a means of death, then the GM may create an appropriate death of their choosing.
2. Kira is placed in the triads with the townies at the beginning of the round, and may force interrogate. He will be shown as a townie if revealed by any source other than death, force interrogation, the Detective, or the Suicidal Maniac.
3. If Kira dies and is revived by the Doctor, he is considered a townie.
Watari - liaison of justice
1. Watari is revealed before the beginning of each round.
2. Watari is responsible for choosing L at the beginning of each round.
3. During a turn, Watari may message the GM asking to negate the voting for that turn. The use of this power is not announced until the results of the turn. Watari automatically dies at the end of the turn once this power has been used three times.
L - the world-famous investigator
1. Every turn, L can choose to message the GM with a choice of who to accuse. He may also choose a means of death if he wishes. If he does not select a means of death, then the GM may create an appropriate death of their choosing. If he accuses someone other than Kira, then the GM messages the Shinigami and Kira, telling them the name of an unrevealed player who is not L.
2. L is placed in the triads with the townies at the beginning of the round, and may force interrogate. He will be shown as a townie if revealed by any source other than death, the Detective, or the Suicidal Maniac.
3. If L dies and is revived by the Doctor, he is considered a townie.
Police Chief - just who exactly is in charge here?
1. Arrests: During the turn, the Police Chief may either post on the game thread or message the GM the names of up to three players to arrest for that turn. The GM will then announce these names (not the roles) on the thread. Arrested players cannot vote or use their roles during that turn (votes already made are negated). Kira and L can still make kills while arrested. The Police Chief must wait a turn before he can arrest anyone again. The Shinigami cannot be arrested, and arresting Kira or L only removes their townie abilities.
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 (Kira, L, and Childhood Bullies are shown as townies), and the Police Chief must wait a turn before interrogating anyone else.
Detective - the CIA agent
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).
2. If he is right, then during the next round the Detective will become the Shinigami (if he discovered L) or Watari (if he discovered Kira) if he wants.
3. If he is wrong, then the Detective must wait a turn before using his power again.
Suicidal Maniac - in a town full of murderers, who wouldn?t?
1. During the turn, the Suicidal Maniac may message the GM to kill himself. He may provide a means of death, or the GM may choose one for him if one is not provided.
2. At the beginning of the turn following his suicide, the GM will message the Suicidal Maniac the name and role of one person who has not yet been publicly revealed (this includes all townies). Kira, L, Childhood Bullies, and the Assassin are possibilities.
3. 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 is encouraged to not reveal the information that they learn except through the suicide note. Even if the Suicidal Maniac dies while possessed, the original holder of this role writes the suicide note.
4. 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.
Protector - your friendly neighborhood savior
1. During the turn, the Protector may message the GM the name of one person that they wish to protect from the town vote for that turn. If that person is not voted out, then nothing happens. If they would have been voted out, then the Protector?s role is revealed and the vote is cancelled, and the Protector must wait a turn before using his power again.
2. After the Protector has used his power three times, his chances of protecting drop to 25%.
Murderer - they wouldn?t live very long anyway, right?
1. At the beginning of the round, the Murderer is placed in the triads with the 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.
3. The Murderer has the following chances when attacking a player:
--20% chance of killing the person
--50% chance of injuring the person, which prevents them from doing anything the next turn
--20% chance of failing (nothing happens)
--10% 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 Kira instructs him to.
5. Once he has either killed or injured someone, the Murderer will be killed by a Police Chief interrogation. If the Murderer is interrogated before then, the Police Chief will learn his role but nothing else will happen.
18+ PLAYERS ARE REQUIRED FOR THE FOLLOWING ROLES TO BE USED
Lawyer - OBJECTION!
1. Defense Attorney: During the turn, the Lawyer may message the GM the name of a person they wish to defend for that turn. If that person is not voted out, then nothing happens. If that person would have been voted out, then the Lawyer has the following chances:
--50% chance of saving the person
--45% chance of failing (the person dies)
--5% chance of failing in which the Lawyer also dies
2. If the Prosecutor activates their power during the turn, then the Lawyer is informed of this and has the option of countering the Prosecutor. If the Lawyer does this, then he has the following chances:
--75% chance of countering the Prosecutor and saving the person being voted for
--15% chance of failing
--10% chance of failing in which the Lawyer also dies
3. Any time that you save a person from dying, you gain their role and vote for the next turn (if their role is inactive, then they only gain the vote), and you must wait a turn before using your power again. If you fail to save someone 3 times, then you die automatically at the end of the turn.
4. Right to a Lawyer: Any time that the Police Chief arrests players, you may message the GM the name of one of those players to prevent them from being arrested for that turn. The GM will publicly announce this on the thread.
5. The Lawyer is announced any time he uses his powers.
Doctor - because “mad scientist” doesn’t sound very professional
1. Healing: Any turn that someone is injured, the Doctor may message the GM and attempt to heal that person with a 50% chance of success. The GM notifies him 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 and the Doctor cannot attempt to heal that person again.
2. Revival: During the turn, the Doctor may message the GM the name of a dead player that they wish to revive, with a 10% chance of success. 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 in the same round.
3. The Doctor can only use one of the aforementioned powers each turn, and his role is revealed whenever either of his powers activates.
Prosecutor - guilty as charged
1. During the turn, the Prosecutor may message the GM to attempt to redirect a number of votes from the person with the majority vote to any other player. This redirect occurs at the end of the turn, and is not announced except to the Lawyer via private message.
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. Watari (if he specifies a target to protect) and the Protector cannot save the Prosecutor’s target if he succeeds, and the Prosecutor cannot interfere with votes being used in the Shinigami’s super vote.
4. If the Prosecutor succeeds or is stopped by the Lawyer, then he must wait a turn before using his power again.
30+ PLAYERS ARE REQUIRED FOR THE FOLLOWING ROLES TO BE USED
1. Blessing: Every turn, the Priest may either post on the game thread or message the GM the names of up to two players to bless for that turn. The GM will announce the names on the thread if the Priest sends them via message. If the selected player is a ghost, then they cannot possess for that turn. If the selected player is still alive, then they cannot be possessed for that turn. To prevent a ghost from possessing, the Priest must bless that ghost before they can call possession. The Priest cannot bless the same player two turns in a row.
2. Exorcism: At any time during the round, the Priest may announce (in the game thread) the name of a ghost to completely remove their ability to possess for the remainder of the round. This power can be used on ghosts who have already possessed as well to cancel possession, but if the ghost has already made an action as their role then the action itself is not revoked. 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 counter it with a 10% chance of success.
4. Any time the Priest activates any of his powers, his role is publicly announced in the game thread by the GM.
1. During the turn, the Impersonator may message the GM the name of any living player in order to copy (not steal) that player’s role for that turn. The role (not the name of the person) that was impersonated is revealed at the end of each turn, and each role may only be impersonated once per round. Watari and the Shinigami cannot be impersonated, and impersonating Kira, L, a Childhood Bully, or the Assassin 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.
--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.
Townies - we the sheeple...
1. Townies (a.k.a. townspeople) are the basic units of the game. Whereas there is only 1 of every other role in the game, there are multiple townies.
2. Triads: At the beginning of the round, townies are placed into groups of three called “triads.” If the number of townies is not divisible by three, then the GM will separate the remaining townies into existing triads. The GM will message each townie his triad at the beginning of the game.
3. Force Interrogation: All townies have the ability to force interrogate by messaging the GM a name of their choice. The GM then randomly chooses one of the submitted names as the target. The number required for successful force interrogation is half the number of living townies. If it is successful, then the target’s name and role are revealed at the end of the turn (L and Childhood Bullies are revealed as townies).
4. Childhood Bullies: Three townies are randomly assigned at the beginning of the round to be Childhood Bullies. If a Childhood Bully is killed by Kira, then the GM will message L and Watari the name of one unrevealed person who is not Kira.
5. Assassin: One townie is randomly assigned at the beginning of the round to be the Assassin (a player cannot be both a Childhood Bully and the Assassin). Once during the round, the Assassin may message the GM the name of one person to kill that turn. If the Police Chief interrogates the Assassin after he has used his power, then the Assassin is killed.
1. All players become ghosts once they die. Ghosts may still vote, but any other abilities that they had while alive are nullified (except for the Suicidal Ghost).
2. Each ghost may possess once per round by publicly announcing their possession on the game thread. The GM will announce both the name and role of the person who was possessed, and the ghost gains both the role and vote of the person that they possessed. If the Shinigami uses his super vote, then all ghosts may possess again. Possession can also be reset if the ghost is revived by the Doctor and killed again. Ghosts are responsible for knowing if the person they are possessing can use their power that turn or not. Possessions cannot be taken back once the name and role of the person have been announced.
3. Only two ghosts may possess each turn, and possession is on a priority basis.
4. If the ghost gains any knowledge from using the powers of a living player, that player also gains that knowledge (Detective, Police Chief, Suicidal Maniac, etc).
5. If the Suicidal Maniac dies by suicide, then he has special abilities. These are mentioned in the Suicidal Maniac’s section.
Hall of Fame
Players who do exceptionally well in a round will enter the Hall of Fame for that round. They may keep the description that they have been given, or choose to insert a quote of their own instead.
I'll be the GM if you guys play.
I'm here soba ni iru kara
Call me boku ga iru kara
Trust me mou nanimo osorenaide
My dear mienai ito de
Trust me tsunagatte iru kara
Tada kanjite ite kono nukumori
Member of the Dollars.