Post by Yosuke on Aug 15, 2020 2:05:09 GMT -6
The slots roll to a stop on Tyler
GUILTY
Tyler's smile faded. He was certain he was about to get away with it, but had quickly become a top suspect in the final moments. Everyone else looked to Tyler in disappointment as Yosuke readied his execution hammer.
[Tyler]: "W-wait, this wasn't supposed to happen! Weren't we going to vote for Tetsu?!"
[SpellCraft]: "We were, but we talked it out..."
[Tyler]: "No, I can't die like this!"
Tyler made a break for the elevator, but Yosuke was faster. The hammer was already slammed down.
Execution: All Wrapped Up
Congrats to the survivors and a huge thank you to everyone that participated, this was a blast! Also a big thank you to Tyler for being a very entertaining Blackened, you did well.
SpellCraft has graciously created badges for this game that will be distributed in due time. Please give them a proper thank you when you can.
Graveyard Password: teddybear
GUILTY
Tyler's smile faded. He was certain he was about to get away with it, but had quickly become a top suspect in the final moments. Everyone else looked to Tyler in disappointment as Yosuke readied his execution hammer.
[Tyler]: "W-wait, this wasn't supposed to happen! Weren't we going to vote for Tetsu?!"
[SpellCraft]: "We were, but we talked it out..."
[Tyler]: "No, I can't die like this!"
Tyler made a break for the elevator, but Yosuke was faster. The hammer was already slammed down.
Execution: All Wrapped Up
Tyler is restrained to the ground by green ribbons, only inches away from the elevator, and then dragged back into a dark hallway. The ribbons lead Tyler to a podium and suspend them in mid-air. An army of Monokumas push a giant vomit green gift box underneath Tyler, who is dropped in it by the ribbons. The army slides a lid on the box before tying it up with the ribbon. The army makes way to a giant Monokuma wielding a purple hammer as it marches towards the box. It readies the hammer and swings it down with ungodly strength, destroying the box and the gift inside.
Congrats to the survivors and a huge thank you to everyone that participated, this was a blast! Also a big thank you to Tyler for being a very entertaining Blackened, you did well.
SpellCraft has graciously created badges for this game that will be distributed in due time. Please give them a proper thank you when you can.
Graveyard Password: teddybear
{Gifts}Blackened Gift:
- Using the gift notifies a player they have 1 round to live.
- The targeted player owns the gift until they are dead or the gift has been stolen.
- Whoever owns this gift by the end of the results round will die during the next deadly life.
- Gift is owned by the blackened during the results and can only be used then.
- There will be 2 bears for the first 3 rounds and 1 bear thereafter. This happens as the result of the bear's magic.
- If someone attempts to interact with this gift during the Deadly Life or Results will be chosen as the next victim.
Gift 1:
- Forcibly shows what gift(s) the target player has. Only usable once per round at any point.
Gift 2:
- This gift swaps with the gift of the first player killed through a Class Trial.
Gift 3:
- Kills another player only during a trial AT ANY POINT. If the player has the killer's gift, they become the new owner.
Gift 4:
- Neutralizes the abilities of one gift at any point for one player. If they would be killed, they become immune for one round.
Gift 5:
- Check if 3 people used their gift during the deadly life. Only usable during the results.
Gift 6:
- Forcibly scrambles EVERYBODY'S gifts at any point in time. Single use.
Gift 7:
- Forces GM to tell 1 truth with 60% certainty, or a lie with 40% certainty.
Gift 8:
- Forces a player to use their gift at any point. If the targeted player's gift targets someone, they can choose the target. Single use.
Gift 9:
- Showing this gift in any way besides swapping will kill the owner.
Gift 10:
- Shows what players had a gift effect used on them during the same part of a round. Usable once per round at any point.
Gift 11:
- If this gift is swapped with 8 different people, a key to the front door will become the new gift. If the player investigates the front door during the next Investigation period and uses the key, the Innocents automatically win.
Gift 12:
- Destroys another players gift at any point. Single use.
Gift 13:
- Let's the player kill another player at the cost of their own life.
Gift 14:
- Gain a copy of the gift of the target player. This gift breaks after use.
Gift 15:
- If this gift is swapped, the original owner dies.
Gift 16:
- Protects a single player from any lethal gift effects. Usable once per round.
Gift 17:
- Showing another player this gift will cause them to be unable to use their own gift for one round.
- Using the gift notifies a player they have 1 round to live.
- The targeted player owns the gift until they are dead or the gift has been stolen.
- Whoever owns this gift by the end of the results round will die during the next deadly life.
- Gift is owned by the blackened during the results and can only be used then.
- There will be 2 bears for the first 3 rounds and 1 bear thereafter. This happens as the result of the bear's magic.
- If someone attempts to interact with this gift during the Deadly Life or Results will be chosen as the next victim.
Gift 1:
- Forcibly shows what gift(s) the target player has. Only usable once per round at any point.
Gift 2:
- This gift swaps with the gift of the first player killed through a Class Trial.
Gift 3:
- Kills another player only during a trial AT ANY POINT. If the player has the killer's gift, they become the new owner.
Gift 4:
- Neutralizes the abilities of one gift at any point for one player. If they would be killed, they become immune for one round.
Gift 5:
- Check if 3 people used their gift during the deadly life. Only usable during the results.
Gift 6:
- Forcibly scrambles EVERYBODY'S gifts at any point in time. Single use.
Gift 7:
- Forces GM to tell 1 truth with 60% certainty, or a lie with 40% certainty.
Gift 8:
- Forces a player to use their gift at any point. If the targeted player's gift targets someone, they can choose the target. Single use.
Gift 9:
- Showing this gift in any way besides swapping will kill the owner.
Gift 10:
- Shows what players had a gift effect used on them during the same part of a round. Usable once per round at any point.
Gift 11:
- If this gift is swapped with 8 different people, a key to the front door will become the new gift. If the player investigates the front door during the next Investigation period and uses the key, the Innocents automatically win.
Gift 12:
- Destroys another players gift at any point. Single use.
Gift 13:
- Let's the player kill another player at the cost of their own life.
Gift 14:
- Gain a copy of the gift of the target player. This gift breaks after use.
Gift 15:
- If this gift is swapped, the original owner dies.
Gift 16:
- Protects a single player from any lethal gift effects. Usable once per round.
Gift 17:
- Showing another player this gift will cause them to be unable to use their own gift for one round.