DRX - Mirrored Embers - 0/16

DR5: Mirrored Embers

A killing game.
Hosted by Arete and Icibalus.

What is this?

  • Dangan Ronpa is a forum game based on the approximately popular game series of the same named, except because I’m hosting it, there will be a minimal amount of anime.
  • In the game, you explore the map in the Daily Life phase, uncover evidence in the Deadly Life phase, and attempt to bring the killer to justice in the Class Trial. You can perform actions that could be- well, just about anything an actual human could do.
  • In the game, the majority of players will be Participants, but one player, lurking among them, will be the nefarious Mastermind, plotting their destruction.
  • There are two ways to win as a Participant:
    • Survive the killing game, unveil all the Blackened, and expose the Mastermind in the FINAL TRIAL
    • Commit murder and survive to escape the town.
  • There are two ways for the Mastermind to win:
    • Ensure the Participants fail to expose N murderers. The value of N is unknown, even to the Mastermind.
    • Survive the FINAL TRIAL without being exposed.
  • Note that the Mastermind cannot directly kill, but they have other… advantages that they can use to help bring the Participants down.
  • There are also the neutral Wildcards, who win by doing:
    • Something. You don’t know what, but something.

Daily Life

  • During this phase, players may perform actions freely (explained below), explore the academy, and do incredibly stupid and completely unjustifiable actions for the sake of ephemeral comedy.
  • Throughout the map are secret items, hidden rooms, puzzles, and at least one secret passage. Some of these items are murder weapons. Do with them what their name suggests and you might win.
  • During Daily Life, players have the option to become Blackened by comitting murder. This action is tiring, but could potentially win you the game if you go undetected.
  • During this phase, the game will change between Day and Night, on a 12/12 cycle.
  • The following changes will occur during night time:
    1. Murders have a +2% chance of succeeding at night time, thanks to the low visibility.
    1. Sleeping in your dorm room will gain you +30% of your AP per hour, and will allow you to have 150% more than your AP maximum. This is opposed to sleeping during the day, which grants +20% per hour and does not allow you to exceed your AP maximum.
    1. The base cost for moving between locations will become 2 AP instead of 1 AP.
  • This phase will end when a body is discovered by a group of three or more players encountering a dead body. This could, of course, include the Blackened.

Deadly Life

  • Players may investigate the school once more, but not to explore. Instead, they must determine the identity of the killer by finding evidence. The phase lasts for 24 hours.
  • This phase is fairly simple, so I shall use the rest of this section to explain some finer points of homicide:
    • Killing a player is a mix of RNG and stats, and costs 40% of your total AP to work up the nerve to murder.
    • When a murder happens, it’s extremely likely that physical evidence will be left behind, and there’s not much you can do to stop that. Mostly blood.
    • Due to magical wards in place in the town, all items marked with blood cannot be dropped outside of the building the murder was comitted in.
    • Items involved in the murder that are not covered with blood can be placed anywhere, but cannot be easily destroyed.
    • A maximum of 2 players may be murdered in each Daily Life phase. If two seperate murders were comitted, only the murderer of the first body to be discobered is Blackened. There are only a few, niche, exceptions to this rule:
      • If the bodies were discovered simultaneously, the murder which was committed first chronologicaly decides the Blackened.
      • If the murderer of the first victim is then murdered, their murderer will be the Blackened.
      • If both murders were committed simultaneously and discovered simultaneously, the Blackened will be decided by luck.
    • A dead player can be Blackened in cases of suicide. However, without access to necromancy, it is impossible to win this way.

Class Trial

  • For 48 hours, players may freely discuss the murder, the evidence, and the identity of the killer. No actions may be performed except for showing the class evidence in your inventory.
  • Players may vote privately during the Class Trial. If all players have voted, the phase will end early.
  • Votes are weighted according to your INT stat. Please check later sections.
  • If all players excepting the Mastermind and the Blackened vote correctly, the trial is automatically a success.

Items And Stats

  • There are 5 stats in the game:
    • STR - How strong you are, your ability to perform physically taxing actions.
    • CON - How resistant you are, rarely used for stat rolls, but determines AP.
    • AGI - How fast and dexterous you are.
    • INT - How smart you are, determines your vote weight in class trials, and affects your ability to perform complex, precise actions.
    • LUK - Your affinity for the endless stream of random bullshit endemic to killing games.
  • In addition, all players (unless otherwise stated) have 5 Public Item Slots and 1 Private Item Slot, each of which can hold one item.
  • Public Item Slots can be inspected at any time. However, you may only check another player’s Public Slots a maximum of 3 times per cycle.
  • Private Item Slots cannot be checked normally. However, during the Deadly Life phase, one Private Item Slot from each player will temporarily become public.
  • It is possible to steal another player’s items from one of their Public Slots by passing a roll of (AGI/2)%


  • Melee Attack Kill Chance = (50 + (Attacker STR - Defender STR)/2 + Weapon Attack - (Defender’s LUK/8))%
  • Projectile Kill Chance = (50 + (Attacker AGI - Defender AGI)/2 + Weapon Attack - (Defender’s LUK/8))%
  • Poision Kill Chance = 100%, unless an antidode is found.
  • Time Until Poison Kill = (Poison Power)*(1+Defender’s CON/5). Symptoms will be experienced depending on the poison.
  • Electrocution, Drowning, Burn, And Miscellaneous Kill Chance = 100% - (Victim’s CON/2 + LUK/5). Advantage (roll twice, if either roll kills, the victim is dead) may be given for strong miscellaneous methods, Disadvantage (roll twice, the victim may only die if both kill) may be given for weak miscellaneous methods of murder. Use with caution.
  • Maximum AP = 25 + CON/4
  • Vote Weight = 80 + INT/2

AP And Actions

  • All players begin the game with an amount of AP. Moving rooms costs 1 AP during the day (2 AP at night).
  • All actions, unless otherwise stated, cost 1 AP
  • Murdering another player costs 40% of your total AP to attempt.
  • AP may be recovered by the following methods:
    • Sleeping. During the day, recover 20% of your max AP each hour. At night, this moves up to 30% of your max AP.
    • Eating.
    • Magic

Roles, and also Magic

  • All players will have a role granting them special abilities. You are free to reveal these abilities, but note that there are… certain incentives not to claim your true capabilities. These cards also include a name and gender.
  • Each role has a one-use ULTIMATE ABILITY, which can only be used once per game, but have exceedingly powerful effects.
  • Magic exists within this game, allowing players to violate the laws of physics, and additionally the laws of taste. However, magic obeys very strict rules, and is very hard to keep a secret. It cannot be used as a catch-all. Be sure to familliarise yourself with the arcane if you wish to use it as a weapon, or uncover the nature of its’ use.



Each of the building areas marked by a letter has their own unique minimap in 3D. See them below:

A, B, and C - Dorm Rooms

Dorm Rooms

D - Deluxe Dorm Rooms


E - Hospital


F - Bank

G - Senate


H - Library


Changes From Previous Games (TL;DR)

  • The nature of discovering bodies has changed somewhat.
  • Some of the wording has been changed to be a bit more naturalistic.
  • Magic exists and can be manipulated as part of the game. Otherwise, the game will stick more closely to reality. Expect slightly more detail forensics-wise.


Arthur Townsend, Ultimate Astrologer

STR: 21, CON: 30, AGI: 30, INT: 50, LUK: 100
Max AP: 33
Gender: M

  • Starry-Eyed (Passive) - You are capable of reading messages in Enchanted Ink, regardless of whether they were intended for you or not.
  • Tarot Skill - Once per Daily Life, using a deck of Tarot Cards, or something serving as them, you may perform a Tarot reading. This reading will be based on the hosts’ predictions of how the game will continue, and may still be innacurate, but we’ll do our best (no, we aren’t just going to draw Death every single time).
  • Retrograde - If you touch another player’s wrist during Daily Life, they will receive some kind of minor boon in the following Daily Life phase. This will only function once per Daily Life phase.
  • Portentuous Eclipse (U) - Cause a solar eclipse, bringing a temporary extra Night phase for 24 hours. During this phase, all your rolls and calculations will be made with LUK (except for max AP)

Wrist Sign (in Enchanted Ink):


1 Like

so this is uh
a fancy pants method of randomisation
essentially, behind the Door of Death, there are five possible rooms, each represented by one of the rectangles.
Each player has an astrological sign attatched to them, and during the Class Trial, the signs of all dead (or escaped) players will light up.

  • The red lines show the direction. If all lit up signs are in a single quadrant, the red points in the proper direction.
  • If two signs light up from both quadrants beside a box, that box will be the room for that Chapter.
  • The only exception is if two opposite quadrants light up. In that case, look at the tallies on the XIII box. Treat it as if the box with the most lines lit up exclusively instead.
  • If three or (somehow) four quadrants light up, then we enter XIII.


  • During Chapter 5, the signs will pop out, becoming manipulable tiles bound to the Courtyard.
  • These tiles will have slots for gems in the back- the glowing ones will already have the gems locked in there.
  • By finding a source of those gems, and lighting up all 16 signs, players can open the FINAL DEAD ROOM, which contains a treasure-trove of information useful for defeating the Mastermind.

i should mention that none of this is public, you have to figure it out over the course of the game

let me just say that my notes are disorganised, because i spent all my organisation points on the OP

1 Like

i want to set this in a strange country town in England, and have like
multiple buildings, some of which only have one room but some of which are more like mini DR maps
also I do have an idea involving 4 towers at the edge of the maps that are only revealed in Chapter 4 or 45

Susannah Redbrooke, Ultimate Necromancer

STR: 45, CON: 60, AGI: 20, INT: 27, LUK: 05
Max AP: 40
Gender: F

  • Homunculus (Item) - You begin the game with the Homunculus Cube, containing a Homunculus, hidden in a special Private Slot:

Homonculus Cube (Storage)

Contains a Homunculus. To open, place on the floor and cover with blood. Cannot enter private slots while covered in blood.

Homunculus (Special)

Acts as an inanimate human with stats equal to the player whose blood was used to open the Homunculus Box, except with INT: 0 and LUK: 0

Other than being inanimate, the Homunculus is identical to a real human, although completely devoid of intelligence, or a soul, with two exceptions:

  • Following death, the Homunculus’ eyes will glow for 5 minutes, before all its’ systems rapidly regenerate to a point of being alive.
  • The Homunculus does not have a tongue.
  • Amortal Ephemera - If you have seen one dead body killed a certain way, you can instantly recognise another body killed that way.
  • Grave Robbing - You are able to surreptitiously and exactly remove parts from dead bodies without being noticed.
  • It Walks (U) - Can only be activated by placing a detatched tongue inside of a homunculus. Give the Homunculus a set of instructions- it will carry out those instructions to the letter, then will die permanently. There is no limit to how long these instructions can be, nor how complex, but if ever the homunculus encounters something it does not know how to deal with, it will die, and will no longer regenerate.

Wrist Sign:


(obviously this ability is fucked up and is mostly good for murder, but Amortal Ephemera combined with the Homunculus being able to mimic humans exactly could legitimately be really good for cases with unclear cause of death.)

(also I wanted Ascelpius to uh… not be as nice as it would seem)

i should mention not every single peson here is going to have magic as part of their role
just some of them

Dennis Gildenblake, Ultimate Archer

STR: 56, CON: 28, AGI: 71, INT: 21, LUK: 12
Max AP: 32
Gender: M

  • The Menace (Item) - You begin the game with a slingshot in a special private slot.

Slingshot (Weapon (Technically))

Attack: 0

The slingshot has a string 5cm long, and an I N F I N I T E draw weight.

  • Carving - You are adept at carving wood with both proper and improper materials, in particular when it comes to making makeshift arrows and kunai.
  • Ballistics Expert - You are able to tell if a shot with a particular projectile between two points is possible or not.
  • Dude, Perfect!!! (U) - Make a trickshot with 100% accuracy. So long as it’s physically possible, you can do it. Disclaimer: this shot may not actually kill, but it sure as hell is going to hit. We will not be accepting rerands at this time.

Wrist Sign:


(this is the meme role)

but can this role make kunai that can be shot from a bow???


also it was meant to be saggitarius
because of course

Geoffrey Fansleigh-Reynolds, Ultimate Aristocrat

STR: 53, CON: 32, AGI: 23, INT: 12, LUK: 10
Max AP: 33
Gender: M

  • Royal Blood (Passive) - You begin with a signiifcantly fancier house than everybody else, most notably containing a hidden passageway to a hidden Wine Cellar, which contains a secret passage to somewhere else on the map.
  • Sabre Tutoring - You have a +5% chance of killing with swords (or sword-adjacent objects).
  • Expert Sleeper - You are an expert at not waking up sleeping or unconcious players.
  • Cask of Amontilado (U) - Can only be activated by placing a dead body inside the Wine Cellar. Seal the Wine Cellar for 24 hours. After those 24 hours are complete, a new entrance to the Wine Cellar will open in the Town Square, and the previous two will be sealed forever.

Wrist Sign:


(ill be honest the sign justification here is a homestuck reference)
(but it’s not close enough that anybody whose read homestuck would be able to figure out who this is)

Matilda Martell, Ultimate Witch

STR: 70, CON: 70, AGI: 70, INT: 70, LUK: 70
Max AP: 53
Gender: F

  • Mastermind Of The Killing Game (Passive) - You are the Mastermind. You have +10 Max AP and cannot kill. You begin the game with extra information about the mechanisms of the game, as well as the Ultimate Talent of every other player. Your objective is to ensure the downfall of the Participants, at any cost. In addition, you have access to the Camera Account, allowing you to see any place in the town. Finally, if no murder is committed in the first 48 hours of a Daily Life, you will be given a choice of two Motives to put into play.
  • Visceral Ministry - At all times, you have a Cursed Room. You may perform actions in the Cursed Room without actually being there- other players will see a shadowy figure perform these actions. You may only do this while visibly meditating. You may change which room is cursed by use of a ritual that requires a small amount of another player’s hair, and by no other means.
  • Ghastly Preservation - You may freely heal non-fatal injuries.
  • Eldritch Moon (U) - For each player (including yourself), choose a location. Teleport that player to that location. It will be known that this ability was performed by the Mastermind.

Wrist Sign:


motives pending
this is probably subject to the most change, since Mastermind is a complex thing, and I’m probably going to add more Cool Abilities

Harleck Abode, Ultimate Detective

STR: 12, CON: 40, AGI: 20, INT: 100, LUK: 20
Max AP: 35
Gender: M

  • The Witch’s Hammer (Item) - You begin the game with the Codex Arcanis in a special private slot.

Codex Arcanis (Lore)

Contains information pertaining to the nature of the arcane, including basic rituals for use in investigation- and for murder.

  • Former Addict (Passive) - Poison takes 1.5x longer to kill you.
  • Bleak Signs (Passive) - While you are alive, Monokuma Files will be slightly more accurate.
  • Elementary (U) - Vote twice during the Class Trial.

Wrist Sign:


(the Codex Arcanis is going to be important, since it has to contain at least a few offensive spells as well as being a reliable source for uncovering magic)

(won’t write it until the rest of the game is finalised, though)

Stephanie Brown, Ultimate Highwaywoman

STR: 05, STR: 40, AGI: 71, INT: 22, LUK: 23
Max AP: 35
Gender: F

  • Streetwise - While outdoors, your AGI is treated as 80. In addition, you may move on and off streets for 0 AP.
  • Sleight Of Hand - When stealing items, you have a +10% chance of success.
  • Power At A Point - You are able to determine if a slashing wound was created by a knife or not. Due to… experience.
  • From The RIch (U) - Covertly steal every single item from a player, including the item in their regular private slot. They will not notice that this has occurred until they attempt to use an item they do not, in fact, have.

Wrist Sign:


Alicia Hutchinson, Ultimate Snowboarder

STR: 54, CON: 36, AGI: 40, INT: 41 LUK: 30
Max AP: 34
Gender: F

  • Blitzfross (Item) - You begin the game with a Legendary Snowboard called Blitzfross. It’s actually just a normal snowboard, but you’d like to think that it’s legendary.
  • Polar Position - All attempts to murder you in cold places have a -5% chance of succeeding.
  • Atunement To Temperature - You are able to judge the exact temperature of dead bodies by touch.
  • Heart of the Storm (U) - Use this only at night. A blizzard will cover the map, making moving between buildings cost 5 AP without a snowboard or some other way to traverse through snow. At the end of the night, the snow will recede back to regular snow the following day, merely incurring a -10 AGI effect to anybody in snow.

Wrist Sign:


(snow is just ice and ice is just water)
(therefore aquarius)
(mostly, she just has bad abilities but all-around good stats)

Sonja Elriksson, Ultimate Toxicologist

STR: 10, CON: 24, AGI: 56, INT: 67, LUK: 23
Max AP: 31
Gender: F

  • Chemical Case (Item) - You begin the game with an empty chemical case with three empty phials in a special item slot. It has a combination lock, with the number set to 53234.
  • Siphon (Item) - You begin the game with a special siphon in a special private item slot:

Siphon (Utility)

Apply to a body of liquid. Transfers that body of liquid into a phial in a single second.

  • Mixing Kit (Item) - You begin the game with a special Mixing Kit in a special private item slot:

Mixing Kit (Utility)

Mixes the contents of two phials, combining the effects of the poisons within in ways that may be somewhat unexpected.

  • Miracle Cure (U) - Expend three different chemicals to use this ability. Cure all players in the same room as you of all afflictions, and restore all of them to max AP

Wrist Sign:


(fuckin vriska)

King Arthur I, Ultimate Monarch

STR: 50, CON: 50, AGI: 50, INT: 50, LUK: 50
Max AP: 38
Gender: M

  • Sleeping Knights (Passive) - You are a Wildcard. You are only able to win by completing the following objective- Commit a murder that nobody, not even the Mastermind, can solve. This is only possible through use of your Ultimate Ability. Should you claim this objective to anybody, the Mastermind will learn your true objective.
  • Sword Of The Land - All murder attempts you make have a +10% chance of succeeding.
  • Cloak Of The Land - You have taken the assumed name Arthur Beltrand, and have the fake Ultimate of Ultimate Priest. Even the Mastermind believes this to be your true identity.
  • Spirits Of The Land (U) - Remove the Camera Account from every room for 24 hours. In this time, if a murder is committed, the Mastermind will be asked to choose the identity of the Blackened in the Class Trial.
    • If they are correct, you will fail your objective, and will fade from this plane of existence unsuccesfully regardless of who is voted out.
    • If the Mastermind choses incorrectly and you are voted out, you will lose and be executed.
    • If the Mastermind choses incorrectly and somebody else is voted out, they will be executed, and you will leave the game victorious. This will not count as a mistrail for the Participants.

Wrist Sign:


(this is cool but needs work)