[b]Registration Status:[/b] FULL! [b]What is this?[/b] Meet John, a typical American from Minneapolis, Minnesota. He's just like everyone else: he has an apartment, he has a job that pays well, he has a family and he even has friends. But there is one little problem: John has Schizophrenia. Every few minutes, a voice speaks to him from the depths of his head, and "advises" him what to do. John, who just wants the voices to leave him alone, plays along to almost every command the voice wants him to do: From [i]"Go to this cafe and order every menu item"[/i] to [i]"You see that policeman there? Punch him in the face"[/i]. You know what, scratch that, John has a big problem - his schizophrenia drove him crazy. He can wake up in a zoo, on a plane to Italy, he could be a cashier in a wide supermarket chain, all without any recollection of how he got there. Then the voices talk to him. [b]I didn't get any of that.[/b] "Everyone is John" is a roleplaying game heavily inspired by, well, a short roleplaying game of the same name by Michael B. Sullivan. All players play a different voice resulting from John's schizophrenia and contest to be the "active voice", who "advises" John. The "active voice" is replaced quickly so that all players can play and control John and story. Speaking of the story, the GM just throws John in a strange place and gives players the wheel to control the story. There is no plan: a game can start one way and end a million different ways, usually resulting in John's death. Or John fighting a bear with a knife. I dunno. [b]How does it work?[/b] The GM rolls a number between 1-100 for each voice to determine the "active voice" order. The highest number goes first, and can advise John to do whatever he wants. John isn't very competent, though, and can horribly fail a task that requires any type of effort. Fortunately each voice comes with a set of 2 skills that can help John with a challenge. If a voice has a skill that can help the challenge (like "Close-range fighting" when punching a cop), he has a 50% chance to succeed. Else, John has 15% to succeed in a challenge (The GM rolls success). The active voice can't control John forever, and will switch to the next voice on the "active voice" order if: - John gets hurt (From a slap to the face to a bullet in the chest) - Nothing interesting happens for 10 in-game minutes. - Active Voice fails a success roll. - The GM thinks the Active Voice's been controling John for too long. After everyone in the current "active voice" order played, the GM rolls a new order, and the cycle continues. The game ends when John dies or when everyone are sick of playing. [b]Rules:[/b] - [i]No godmodding.[/i] This rule especially applies here as John is just a normal, generic American. He can't fly or breathe fire or has super strength. When I'm talking about doing "whatever" I mean whatever is logical and can happen within the scene. You can ask the GM if there's a certain object in the scene ("Is there a nail gun in the workshop?", "Is there a gas tank in the back of the shop?"). - [i]Don't play like an a-hole.[/i] This is already a pretty dark comedy, so don't degrade it by having sex with everyone around you, swearing every 5 seconds or going to a murderfest. It's immature, not fun, and cringeworthy. - [i]GM has the final word.[/i] I hope you all recognize that rule. [b]Char sheet (submit it to the "Characters" tab):[/b] [b]Name:[/b] [b]Personality:[/b] [b]Skills:[/b] (Basically just pick 2 skills that are applicable in the modern world, but saying "Skilled at everything ever" won't get accepted. Good examples would be "Driving", "Persuading children", "Close-Range Combat", "Ranged Weapons", "Sneaking around", "Eating lots of food", etc.) [b]Characters[/b] Sandrea Vlad Karloff Harry AGAG Ahmad Abu Ra'as