Information


Erevu has a minion!

Minion the Emotion




Erevu
Legacy Name: Erevu


The Darkmatter Montre
Owner: Evanescence

Age: 17 years, 8 months, 5 days

Born: August 20th, 2006

Adopted: 17 years, 8 months, 5 days ago (Legacy)

Adopted: August 20th, 2006 (Legacy)

Statistics


  • Level: 22
     
  • Strength: 40
     
  • Defense: 31
     
  • Speed: 30
     
  • Health: 49
     
  • HP: 0/49
     
  • Intelligence: 16
     
  • Books Read: 0
  • Food Eaten: 0
  • Job: Unemployed


Basic Summary



What is Pyromania?


Think of it as murder mystery meets the popular children’s game, “Four Corners,” but more advanced (unless you live in Canada, in which case Four Corners supposedly refers to a different game). In Pyromania, there are fifteen different “Rooms” that you will hide in each round, trying to save yourself from being killed by the “Arsonist”. One by one the rooms will be destroyed (along with all the players within them) until four rooms are left, when the game shifts to a more Clue-like style. This will all be explained further in the rules below.


Background Story


In the bad part of the neighborhood, at the dead end of a mostly vacant street, hidden behind a grove of decaying Oak trees, lies the supposedly haunted Warren Manor, a mansion that once housed a wealthy family during the 1800s, but now stands here decrepit and dilapidated. On a dare, you and a group of friends enter the mansion only to find that it has still preserved most of its former elegance. You wander through the hallway and find a luxurious ballroom, a dining room designed for royalty, and a living room with the largest fireplace you have ever seen. Speaking of fire… what is that smell? Smoke begins to enter the room and you follow your friends to see where it is coming from. The entire entryway that you all entered through is now in flames and written in ash upon the floor of the hallway are the words “YOU WILL ALL DIE”. One of your friends is apparently not who they say they are. There is an arsonist in the mansion… and they want to see you dead. Uh oh.


How do I play Pyromania?


Basic Summary

In short, Innocents want to avoid choosing the room that the Arsonist chooses to destroy during Sunset and they want to find three pieces of Evidence so that they can enter Sleuth Mode and trap the Arsonist. The Arsonist wants to prevent Innocents from reaching Sleuth Mode or Vigilante Mode by choosing to destroy the Room with the most Innocents in it, eventually eliminating all of them before they trap him or her. All choices are simply predictions and therefore, this is a game of chance. Even if you discover who the Arsonist is, you must wait until you enter Sleuth Mode or Vigilante Mode before you can try to trap the Arsonist. Because this is a game of chance, no clues will ever be given about the identity of the Arsonist. The guesses are based on luck, not intellect.

Roles

Before Pyromania begins, roles will be assigned to all players. For most players, this role will simply be that of an Innocent. This means that your job is to avoid being killed and to look for Evidence. However, one randomized player will receive the role of the Arsonist. The Arsonist will have a much different role, which will be described later. All players will receive an sMail giving them their role once the game begins.

Rooms

Each “Sunrise” (explained later in the instructions), players will choose one of 15 Rooms that they wish to hide in for that round. These Rooms are as follows:

1. The Hallway
2. The Salon
3. The Parlour
4. The Foyer
5. The Ballroom
6. The Dining Room
7. The Kitchen
8. The Butler's Pantry
9. The Water Closet
10. The Library
11. The Study
12. The Greenhouse
13. The Conservatory
14. The Aviary
15. The Master Bedroom
16. The Nursery
17. The Spare Room
18. The Wine Cellar
19. The Furnace Room
20. The Attic

To signify which Room you wish to hide in for the round, you MUST post your choice in the game thread within this forum (sMails, comments, etc. will not be accepted).

Arsonist's Role

The role of the Arsonist is slightly different from that of the Innocents. The Arsonist will also choose a room to hide in, so that they can easily blend in, but they will also have an additional task. After “Sunrise,” during “Sunset,” the Arsonist will sMail me with one of the 15 rooms to destroy during the next “Sunrise”, killing all of the players inside. This decision will take place BEFORE the Innocents choose which rooms they wish to hide in, so that the Arsonist will have to predict which room they think will be most popular that day. Until there are four Rooms left, the Arsonist will be unable to hide in the same Room that they plan to destroy. If the Arsonist succeeds in eliminating all of the other characters without being trapped, the Arsonist wins.

Sunrise/Sunset

Pyromania is a turn-based game. A new “Sunrise” will be announced at the beginning of a round and all throughout that round, players may choose a room to hide in. At the end of the round, “Sunset” will be announced and the Arsonist’s decision from the Sunset before will take place. All of those within the Arsonist’s chosen Room will be killed and thus out of the game and the Room will be destroyed. Once a Room is destroyed it cannot be used to hide in ever again. Rooms will continue to be destroyed each Sunset until four Rooms remain in which case the Arsonist’s decision will only kill the people within the Room, and not destroy the Room itself. At this point, the Arsonist may choose to hide in the same Room that they plan to kill everyone else in, although it is not recommended since this will make it obvious who the Arsonist is.

The duration of each Sunrise and Sunset has yet to be determined (since this is the first time I’ve made this game), but my guess is that an entire round (Sunrise and Sunset) will occur within the duration of a day. To be sure that you see the proper notifications, it is recommended that you join the forum group discussed below.

Sleuth Mode

The Arsonist will accidentally leave behind a piece of Evidence in a random room each Sunrise. All of those who choose this Room during Sunrise will receive the Evidence. This Evidence does not actually reveal who the Arsonist is, but it will enable you to enter Sleuth Mode. Sleuth Mode occurs after a player has received three pieces of Evidence. Once in Sleuth Mode, the player is able to set traps to capture the Arsonist. To set a trap, Sleuths will sMail me during Sunset with the Room they think the Arsonist will choose to go into during the next Sunrise (please note, you do not have to be in the same room that you set your trap in, although you may choose the same one if you want to). If this prediction is correct, and the Arsonist enters that room, they will become trapped and that Sleuth will win the game. If the guess is incorrect, nothing happens and they continue to make another prediction during the next Sunset. Innocents are identified through sMail when they enter Sleuth Mode, so the Arsonist will never find out who is a Sleuth and who isn’t. If a Sleuth sets a trap in the correct place, but then is killed by the Arsonist during Sunrise, the Arsonist will manage to escape and the Sleuth will be out of the game. Sleuths may never figure out who the Arsonist is, but this does not matter since they only have to guess the correct Room that the Arsonist is hiding in and not the actual identity of the Arsonist.

Vigilante Mode

When there are four Rooms left, the remaining Innocents who have not become Sleuths will enter Vigilante Mode. During this point, they may sMail me each Sunset saying who they think the Arsonist is and where they think the Arsonist plans to hide during Sunrise. If their prediction is correct, they will trap the Arsonist and win the game. If they are incorrect, nothing happens and they may make another guess during the next Sunset. It is important to note that, unlike the Sleuths, Vigilantes must get BOTH the identity and Room choice of the Arsonist correct in order to trap them. Vigilantes still have the chance to become Sleuths but Sleuths will never become Vigilantes (since it is a downgrade). Just like with Sleuth Mode, if a Vigilante correctly predicts the Arsonist’s identity and Room choice, but then enters a Room that is destroyed, the Arsonist will escape and the Vigilante will be out of the game.

Forfeiting/Time Constraints

If you wish to stop playing Pyromania, please notify me via sMail. If you know of a person willing to replace you, feel free to let me know and they will be able to take over your spot in the game (or if there is enough interest and a Wait List has been created, we will go by that).

If you have an obstacle that will prevent you from playing Pyromania for a short duration of time (no more than a couple days), this is fine. If you do not decide on a Room to hide in during Sunrise, you will be randomly placed in one. However, if you will be gone for a long amount of time, I ask that you please forfeit so that it does not interfere with the game. Any player who remains inactive for a long amount of time (I’ll think of a limit later on) may be removed from the game.

As for the Arsonist, if no room is chosen to be destroyed during Sunset, one will be chosen at random.

Notifications

If you would like to receive any notifications about the game such as when Sunrise or Sunset takes place, please enter the forum group #pyromania. It is open to all, including non-players who simply wish to follow the game.

Name Changes

Players of this game will be identified by their usernames. If you change your username, please mention so the next time you post which room you plan to hide in, so that everyone will know who you are.

Prize

The first Innocent to enter Sleuth Mode or Vigilante Mode and trap the Arsonist will win the prize of 25,000,000 sP. If, by chance, two or more players set their traps in the same place and both trap the Arsonist at the same time, the prize money will be split evenly. On the other hand, if the Arsonist succeeds in eliminating all other players, the Arsonist will win the 25,000,000 sP.

Pet Treasure


Pet Friends