Rooms:
Master Bedroom-
Contains a large lamp which can be turned on for +2 Sunshine Units. (moveable)
Contains a large ceiling fan which can be used to snuff out all candlelight. (not moveable)
This room contains a bed, and the space underneath it gives a +2 bonus for demon possession (not moveable)
Master Bathroom-
Contains a candle next to the bathtub which can be lit for +1 Sunshine Units. (moveable)
Also contains a very large mirror which can be used to boost demonic possession by 2 Strength. (not moveable)
Walk-in Closet-
This room contains an inherent permanent penalty of 50% against all Sunshine Units, and a bunch of clothes.
Also contains coat hangers which can be used to boost demonic possession by 1 Strength.
Parlor-
Contains a pair of lamps which can be turned on for +2 Sunshine Units apiece. (moveable)
Inside the drawers, you find batteries which can be used to make flashlights work. (moveable)
Contains furniture (immovable) which can be used to boost demonic possession by 1 Strength.
Kitchen-
Contains a light fixture which can be turned on for +2 Sunshine Units which cannot be moved.
Contains 2 butcher knives which can be used to boost demonic possession by 3 Strength.
Garage-
Contains a flashlight which can be moved, and lit for +2 Sunshine Units, and unlimited spare lightbulbs which can be attached to any broken light fixture.
This room contains power tools and a lawnmower, the lawnmower cannot be moved out of the room but boosts demonic possession by 3 Strength.
The power tools boost demonic possession by 2 Strength and can be moved.
This room contains an inherent permanent penalty of 50% against all Sunshine Units
Also contains the circuit breaker which can be used to switch on/off all of the electricity.
Attic-
Contains a collection of candles which can be lit for +1 Sunshine Units. (unlimited)
Also a book on demonology which can be read at a rate of 1 chapter per day. You can research specific things in the book:
1. Candles
2. Light fixtures
3. Lamps
4. Flashlights
5. Television sets
6. Night light
6. Computer
6. Mirrors
9. Sharp Objects
10. Furniture
11. Power Tools
12. Circuit Breaker
13. Yard Equipment
13. Beds
13. Other information (confirms that exorcisms won't work after the 6th night of the haunting)
The attic contains a bloody warning.
This room contains an inherent permanent penalty of 50% against all Sunshine Units.
Dining Room-
Contains a large light fixture which can be turned on for +3 Sunshine Units, but cannot be moved.
contains clock, piano, table, 4 chairs.
Living Room-
Contains a television set, which can be turned on for +1 Sunshine Units, but cannot be moved (too heavy, bolted to the wall)
This room contains an inherent permanent 50% boost to all Sunshine Units.
Porcelin Doll- This object causes the house to be CURSED. If it is shattered, the curse is lifted.
Computer Room-
Contains a computer, which can be operated and used to research things.
1. History of the house (background information, hint about the attic)
2. Folklore and Demonology (Teaches about demon possession)
3. News Reports on Demon Sightings (Hint about objects giving demons power)
4. Cursed Places (Teaches about the places demons love to haunt)
5. Church teachings (allows someone to perform an Exorcism, which will have no effect after the sixth night)
6. Scientific studies on hauntings (confirms that light has an effect on the demon possession)
There's also a small lamp (moveable) inside which gives +1 Sunshine Units.
Guest Room-
Contains a small lamp (moveable) which gives +1 Sunshine Units.
There's also a light fixture inside which is operated by switch and cannot be moved which gives +2 Sunshine Units.
This room contains a bed, and the space underneath it gives a +2 bonus for demon possession
Guest Bathroom-
Contains a nightlight (moveable) which gives +1 Sunshine Units.
There's also a light fixture inside which is operated by switch and cannot be moved which gives +2 Sunshine Units.
This room contains an inherent permanent penalty of 50% against all Sunshine Units
Tool Shed-
The screened-in porch also contains a large shed, where various yard equipment is stored.
The yard equipment can be used during demonic possession for +3 Strength.
This room contains an inherent permanent penalty of 50% against all Sunshine Units.
MAFIA ROLE PM: YLC
YLC- Yeqon Lucifuge Caacrinolaas
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However, until you are revealed, you shall be referred to as "The Nameless"
There's a book on Demonology in the house which contains the name Lucifuge, but not Yeqon or Caacrinolaas.
You are the serial killer, and only true evil in this game. Everyone else is a basic normal person, all "townie".
MAFIA OPTIONS: (NIGHT ACTIONS, please choose one.)
POSSESSION- This allows you to murder anyone, anywhere... by possessing someone else in the house and forcing them to murder themselves or someone else in that room. This requires you to pit your strength against the SUNSHINE UNITS inside that room (light).
BOOST STRENGTH- You will gain 1 strength every night to possess someone and allow them to resist Sunshine units, regardless. But, instead of murdering, you can also choose to gain 2 strength while causing a scary event which doesn't harm, but gets progressively scarier. Your demonic powers increase with every night. The kills get more violent and supernatural.
SABOTAGE- the ability to blow out candles, turn off power, break lightbulbs, switch the manor's circuit breaker and turn off the electricity, or tear out batteries. This can be done by you even if you're not in that room. Just tell me which room to sabotage. The circuit breaker is in the garage.
MURDER- This is your standard ability to murder. You can pretend to be possessed when you do it. Your demonic form has taken the shape of YLC, an ordinary townsperson.
Not night actions: (Either not an action or doesn't happen at night)
CURSE- the house is cursed. Randomly, and unknown to the players, 2 of the rooms will incur a 50% penalty against all Sunshine Units.
This happens automatically, and without your knowledge or approval. You won't know which room is cursed.
Search room- You can do this when you move to a new room, which happens during the day.
Use item- Some items can be used. Batteries can be added to flashlights, matches and lighters can be used to light candles, and lightbulbs can be replaced. You can do this during the day.
Interact- You can flip switches, try to hide behind furniture, or wield objects as weapons. (as if weapons will save them....)
___________________________
Starting strength: 1 (Remember, townies don't have "strength" so don't ever mention you have this attribute)
Starting items and weapons: None. (No one starts with any, not even you)
Cursed objects: There are objects in the game which, when wielded by you, or by others, or when found in certain rooms, will add to your strength when possessing people. These are counters to the items which emit light, which have the "Sunshine unit" attribute. Cursed objects have a certain amount of strength, which is added to your own if it is in the room with your victim when you demonically possess someone. That means, YLC, even if you possess a cursed object, it's only useful to you against others in the room you're in. When other people are carrying such objects, that is bad for them. And even if they don't pick them up, it's still bad if they are nearby (in the same room).
___________________________
Win conditions:
Your performance will be graded. Since you are the only evil and you have no partner, one decent lynch and you're gone, my friend.
So, the more people who end up dead, the better your score. The more you personally kill, the better your score. If you die and they go for the million dollar prize, but wind up all dead, you become the ultimate victor of the game. If you are the last man standing, you become the ultimate victor of the game. If someone wins the million dollars, you will likely end up in second place, but with a graded score to reflect your miserable defeat, marginal defeat, marginal victory, etc. The scale will have many different divisions in it.... you must get at least four successful murders. However, past that point, I simply count how many total dead at the end of the game.
Total defeat (0 successful murders)
Overwhelming defeat (1-2 successful murders)
Great defeat (3-4 murders)
Standard defeat (5-6 dead)
Minor defeat (7 dead)
Marginal defeat (8 dead)
Draw (9-10 dead)
Marginal victory (11 dead)
Minor victory (12 dead)
Standard victory (13 dead)
Alternate Standard victory: Even if you do not murder enough to gain a standard victory, if people go for the million dollar prize and those people all end up dead, you are guaranteed an automatic alternate standard victory, or better score if you've earned one.
Great victory (14 dead)
Overwhelming victory (15 dead)
Total victory (16 dead)
CRUSHING VICTORY: Last one standing. Survive the entire game.
I may amend this role PM if I need to, if I've forgotten to add something in. I admit I am rushing to start the game.
TOWN ROLE PM
This is the standard townie role PM. Everyone gets one, even the evil power, so don't bother forging stuff.
You are: _____________ (insert your name here)
- You are invited to stay in my mansion. If you have the guts to stay inside my mansion long enough that you're the last person standing, you win the million dollar prize and are the guaranteed winner of the game. If you for some reason wish to leave, you lose the million dollar prize. And you're not allowed to leave until you solve the mystery of Murder Manor.
- If you leave and someone else wins the million dollar prize, you lose the game.
- If you leave and no one wins the million dollar prize, then you have survived the game and also win, but you're not necessarily guaranteed first place. But it beats losing the game (and your life).
This is a standard mafia game but with a twist. The game can be solved simply by lynching the guilty party or parties. However, you are allowed to do the following:
Vote to lynch
Vote: Andres
Unvote, Vote: Generalhankerchief
standard as ever.
Vote to change rooms:
Vote: Move
Unvote, Vote:
- This is another option you can do instead of lynching. This replaces the No Lynch option, and it also overrides any lynch vote you may have placed, and vice-versa.
- You are allowed to abstain.
- Please remember to unvote.
Interact with your environment:
- During the day, you are allowed to see everything that is in the room you're in, and if you see any objects of interest, you may interact with them. You can pick up some objects and carry them with you. Some objects you cannot move, but you can interact with, such as flipping a light switch on or off. You automatically search any room you are in. You do not automatically pick up objects or items and you do not automatically interact with things.
- If you wish to carry the same object as someone else, then you must decide amongst yourselves who gets it, or play rock, paper, scissors and that will determine who gets it. Or you could hold a vote.
- If you wish to give an item to someone, you may do so, provided they are in the same room as you are.
- While you're given a general freedom of what you're allowed to do, only certain actions will have any effect. If you decide to take off your clothes and run around naked, that won't have any effect other than annoying the game host. Try to be serious, it will help.
- There are no hidden items or objects or things of interest. Everything is visible.
- Your actions do not need that much detail. Either you use something or you don't. Either you enter a room or you don't. No need for Resident Evil style orders. If you wish to hide under or behind furniture, close a door and lock it, that's fine. It may have an effect, it might not.
- While the manor is meant to be real, much of it has no effect. For example if I mention a dresser filled with clothes, then it might just be a dresser filled with clothes. However, there are many objects inside the manor which have an effect if you use it or carry it.
- You are meant to interact with the environment and the objects inside the manor, but you may refrain from doing so if you wish. You can just try to lynch people.
- You are meant to learn more about what is happening if you wish to solve the mystery of murder manor. You should eventually be able to work out what you can do to improve your chances of success.
This is an experimental game, but I repeat that I am not playing, I am not a valid lynch, and I am doing nothing other than observing and doing the writeups. I cannot win or lose the game. Everything else is up to you. Also, limit your accusations to people who are actually confirmed players. I am not using outside players either.
Victory conditions:
Alive and Last one standing: Total victory and ONE MILLION DOLLARS
Solve the mystery, escape with your life, and no one wins the million dollar prize: Standard Victory
Solve the mystery, wind up dead, and no one wins the million dollar prize: Marginal Victory
Solve the mystery, escape with your life, but someone wins the million dollar prize: Marginal Defeat
Do not solve the mystery, and wind up dead: Total Defeat
Items:
- You're allowed to carry as many items as you wish, provided they can be carried with you.
- You begin the game with no items.
- You can use them or interact with them by sending me a private message.
Interaction:
- You can interact with stationary things in the manor by sending me a private message.
- Some things must remain in certain rooms. I'll let you know what, if anything, can be removed.
Rooms:
1- Master Bedroom
2- Master Bathroom
3- Walk in Closet
4- Parlor
5- Kitchen
6- Garage
7- Attic
8- Dining Room
9- Living Room
10- Computer Room
11- Guest Room
12- Guest Bathroom
13- Tool Shed
MAX OCCUPANCY- No more than this number can move to this room.
1- Master Bedroom (6)
2- Master Bathroom (3)
3- Walk in Closet (3)
4- Parlor (5)
5- Kitchen (3)
6- Garage (6)
7- Attic (6)
8- Dining Room (4)
9- Living Room (6)
10- Computer Room (4)
11- Guest Room (5)
12- Guest Bathroom (3)
13- Tool Shed (3)
YOU ALL BEGIN THE GAME IN THE PARLOR, which can fit all of you if you never decide to move out of the parlor. Once you do that, it holds a maximum of 5 people. Don't ask why... it has to do with being able to sleep comfortably.
This should be complete. If I have forgotten to add something, I will inform you of any changes.
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