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Cruel Hardt

*For other characters, see List of Characters*

Warning! This wiki is spoiler heavy-!! It contains spoilers from both the novel and the manhwa
By proceeding, you hereby agree to be spoiled at your own discretion

## Biographical information

### Status

Alive (manhwa)
Dead (novel)

### Date of death

Chapter 144 (novel)
January 3

## Physical description

### Eye color

Green

Cruel Hardt is the brother of Deon Hardt and the fourth hero of the Empire.

## Appearance

Cruel Hardt has green eyes and black hair with a tall and muscular build. He also has broad shoulders.

## Personality

He's cold and aloof with a harsh bearing. However, despite his actions and words, he loves Deon Hardt more than anyone else in the world; even more so than himself.

## Trivia

* Cruel inwardly calls Deon, "baby".
* His favorite colors are red and white.
* Strangely enough, he also dislikes the color red.
* Cruel and Deon have the same habits.
* He sang lullabies for Deon when they were children.
* Cruel chooses not to drink because if he does drink, he ends up watching Deon while Deon sleeps during nighttime.
* His body temperature is high.
* According to the author's QnA, Cruel in modern times would be a genius that can still attain high grades despite only studying lightly.
* If the characters are animals, the animal that comes to the artist's mind for Cruel is a black wolf.
* The writer thinks that the atmosphere of Cruel is silent and pathetic.
* The author said that if Cruel had a theme song, it would be a song for Deon.
* If you ask him to sing or dance, he will immediately pull out his sword. But if it's Deon who asks, he will make an exception and do it unconditionally.
* It was said that Cruel resembles his father.
* He uses a simple black double-edged longsword. He often wields it with one hand.
* Cruel once cried in secret when Deon was sick when they were young.
* He hates the God of Death.
* His happiest memories are the day Deon was born, the day he first opened his eyes, the day he laughed for the first time, and the day he called him.
* If the misunderstandings between him and Deon were cleared before he died, they would have had a completely different and happy ending.
* His tomb is near the border between the demon realm and human realm. It was said that the reason was so he could watch over Deon wherever he went even after death.
I'm Not That Kind of Talent Wiki

**Beware of spoilers**

I'm Not That Kind of Talent (*저 그런 인재 아닙니다* ) is a Korean fantasy webnovel written by Denfi (덴피). The webnovel's book 1 is published in Naver complete with a total of 354 chapters. Book 2 is currently ongoing and is published in Joara.

A manhwa adaptation was released in 21st November 2022 in Naver Webtoon and is currently ongoing. It is illustrated by Meona ( *머나* ). There is no official English translations for both the manhwa and the novel at present.

The story revolves around Deon Hardt, a person that coughs out blood whenever he becomes stressed. He is also Honorary Count Arut, a hero of the Empire, but is also a part of the Demon Army as the 0th Corps Commander who is misunderstood and feared by everyone...

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Lighter

**Note:** This item is not technically a card but rather an extension of another item: Kerosene.

## Description

Ignite Doused players.

(There is no Lighter card. Stop looking for it. All you need is Kerosene.)

## Notes

* Lighter is only usable by the Blackened.
* Lighter counts as a self-visit.
* Lighter is self-use only.
* Lighter can only be used if a player is Doused.
* Lighter counts as an effect for Hidden Mic.

## Strategy

### **Hope**

Hope cannot use Lighter as it is a blackened only item.

### **Blackened**

As Kerosene is required to perform this free use, most of the rules for how this item works can be found there. However, it's worth mentioning that Lighter is a free use that can kill all Doused characters not protected from indirect elimination at the same time.

### **Game Masters**

It's important for the game master to understand the effects of Kerosene and to track all characters who have been Doused by *any* player- not just the one performing the Lighter free use. As most scenarios don't permit more than two characters dying per trial, the game master may need to speed roll which characters die if 3 or more unprotected characters are Doused when Lighter is locked in.
RPG Rules Wiki

**Welcome to the RPG Rules Wiki!**
Collect Information on Free and Open Source Pen-and-Paper RPGs.

TODO:

* SRDs before 5.1,
* FATE
* ...

We're a collaborative community website about RPG Rules that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Kameko

## Description

Kameko makes a player unselectable/untargetable during prenight/action phase and immune to direct/indirect elimination.

Place an aura on Kameko's summoner to have Kameko randomize to a new player's dorm each day.

Kameko eats/destroys a single item as payment.

## Notes

* The player with Kameko cannot target himself/herself when he/she is untargetable.
* Players forced to target the player with Kameko ignore Kameko's untargetability.
* Kameko is placed, revealed, in front of a player's inventory.
* Any player in the game may trade 1 Antidote, Defuser, and Fire Extinguisher to summon Kameko.
* Kameko can be unsummoned by trading the same items.
* A maximum of 1 Kameko is allowed in the game at any time.
* Kameko's summoner has double the chance of being picked by Kameko and Kameko requires no item payment from him/her.
* Kameko does not require an item if the player has no items and no items can be drawn.
* Kameko is not in an inventory and cannot be roleblocked/stolen/traded/Short Circuited.

## Strategy

### **Hope**

At the cost of one item card to do so, Kameko can make one unable to be roleblocked, knocked out, or eliminated for one night. This safety is invaluable for certain characters and provides the opportunity to investigate or perform certain actions without the risk of being killed/harmed. However, this can do more bad than good if there are character cards with abilities that you would *want* to be targeted by, such as Kiyotaka Ishimaru's Coordinate or Teruteru Hanamura's Bake.

### **Blackened**

Having Kameko in play can be a real nuisance for the blackened, since that makes one *less* character he/she may target. However, *summoning* Kameko could help gain trust among other people and the despair trade makes that option slightly easier. Kameko can also be *removed* by acquiring an Antidote, Defuser, and Fire Extinguisher, if one should be so lucky. If you're having trouble getting past Kameko to harm the holder, you might get away with using Hypnosis to force somebody else to harm him/her or use a Flashback Light to do it yourself.

### **Game Masters**

Among the many auras that can be assigned to a player, Kameko's aura is one of the easier ones to find. It's on the top row on the aura selection menu. Be sure to move the Kameko item card every morning to the character with the Kameko aura!
President Google

**President Google** *(AKA Google / iGle / Foohle)* is the 26th student of SS72EP18-1/9, and also the CEO of Foohle Company.

## Facts

- The **Foohle Company** memes was originally created by Prabida while he is reviewing Social Studies, he will use it as example to explain about consumer rights.

- President Google’s pronoun is **“it”**.

- It likes to play RoV, but it is kinda suck at it.

- It probably has been in to the EP Office for 69 times.

- It has 2 homes. It's "Real home" and The EP Office
Kerosene

## Description

Douse a target. (The Douse action does not discard Kerosene.)

To Ignite, lock in the Lighter free use item and discard Kerosene.

## Notes

* Non-blackened despair characters (such as the puppet master and Junko Enoshima) may also Douse it they have Kerosene, but they cannot Ignite.
* Only the blackened can Ignite.
* The Lighter free use Ignites all Doused targets from all sources.
* No more than 2 characters may die per night.

## Strategy

### **Hope**

Kerosene and Lighter are only usable to characters on the side of despair. Characters on the side of hope have no use for Kerosene.

### **Blackened**

Unlike the item Kitchen Knife or the elimination action, Kerosene and Lighter don't require locking in an action or directly targeting the victims on the night that they would die. However, unlike the items Poison and Bomb, Kerosene and Lighter give the user control of when the victims die and give better feedback when they don't work. At the cost of performing an action and a free use on separate nights- both of which could be detected by investigation abilities or items such as a Camera, Kerosene is an action that sets up a kill that's paid off by using Lighter as a free use. That means the blackened can still perform an action on the same night as using Lighter, which makes setting up an alibi much easier. The blackened should remember that characters with a Fire Extinguisher in his/her inventory or being targeted with a Fire Extinguisher by another player protects him/her from being Doused and/or Ignited.

### **Game Masters**

Using Kerosene as an action will Douse all targets who aren't untargetable or the target of a Fire Extinguisher. There's no aura for a Doused character, so the game master either has to memorize which characters are Doused or find another way to discreetly mark them as Doused. Using the Lighter free use will Ignite all characters that have been Doused by *anybody*, meaning that Doused characters without a Fire Extinguisher in his/her inventory will be eliminated during the killing phase. If more than 2 characters would die on the same night, speed roll to see which characters die and keep the others alive.
Gourmet Cake

## Description

You and Teruteru gain an extra night action.

You must use gourmet cake before other items. (Roleblocks items the same night when given.)

## Notes

* Gourmet Cake is self use only.
* Gourmet Cake counts as a self visit.
* Gourmet Cake cannot be discarded unless used.
* Gourmet Cake increases the maximum action cap from 2 to 3 for the user.
* Attempting to loot a used Gourmet Cake destroys it.

## Strategy

### **Hope**

Having more actions one may perform per night is good for anybody. On the side of hope, this provides the opportunity to perform more active abilities and use more investigation items. The drawback to Gourmet Cake is that it doesn't provide any flexibility on how it's used and does not allow one to use items on the same night that he/she receives the Gourmet Cake.

### **Blackened**

Unlike Cake, Gourmet Cake can only be received from Teruteru Hanamura's Bake, meaning Teruteru is responsible for attesting to who last had the one and only Gourmet Cake before a murder. However, also unlike Cake, Gourmet Cake does not reveal the least harmful action performed while using Gourmet Cake. If you can silence/eliminate Teruteru, you can much more easily get away with eliminating one or more characters in one night without being found out during the trial.

### **Game Masters**

A number of actions are required on the game master's part when Gourmet Cake comes into play.

* When Gourmet Cake is given to a character, that character may not lock in any items as a night action or free use for that night.
* On following nights, Gourmet Cake must be selected as a free use if any other items are locked in (if the item is still in that character's inventory).
* If someone should attempt to use Gourmet Cake and Cake to perform 3 night actions, you will have to discreetly ask the person what the third action is and the target- as Danganronpa Next only provides 2 dropdown menus for night actions regardless of if the person is permitted to perform 3 night actions.

Assuming the game master remembers all three of these points (alongside all other things he/she is expected to remember), there should be no problem in using Gourmet Cake in any game.
Kyoko Kirigiri

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa: Trigger Happy Havoc.

Before the events of the Killing School Life, Kyoko Kirigiri was in fact the daughter of the headmaster of Hope's Peak Academy, Jin Kirigiri. Even after her memories were taken away, she sought to find her father to reconcile. Her talents as the Ultimate Detective proved very useful during the Killing School Life, allowing her to solve most of the mysteries of Hope's Peak Academy and the trials of the Killing School Life on her own. Over the course of the Killing School Life, Kyoko places more of her trust into Makoto Naegi. The two of them- and a couple of other students- would end up surviving the Killing School Life together, moving on towards bringing hope to the rest of the world.

## Character Card Abilities

### Primary Active: **Track**

* Choose a player and be told who they targeted.

### Secondary Passive: **Tools of the Trade**

* If you use your main ability, you may also use an investigative item as a free action.

## Strategy

Kyoko Kirigiri is perhaps the simplest- if not one of the simplest- character cards to play. Her only exclusive abilities are for her to investigate the other characters and potentially discover the blackened in the act. Kyoko's Track does not tell her what actions the target performed, but they do allow her to partially confirm alibis and can give a big hint as to who the blackened may be if her target targeted the murder victim. Tools of the Trade doesn't have to target the same character as the target of Track, so Kyoko may either use an investigative item in her inventory to learn even more information about her target or attempt to learn about two characters at once.

As she can potentially give away the blackened or at least draw suspicion to the blackened, Kyoko can become a target to people with the intent to kill. Tools of the Trade only permits Kyoko to use investigative items she has in her inventory, so if she plans on using Track on a particular night, it would be most effective to either hold onto an investigative item or quickly trade for one before the action phase. Another thing to note is although her ability can corroborate one's alibi, it can also be used to frame somebody and draw suspicion onto them. A blackened Kyoko doesn't even have to perform the Track ability to frame another character, as long as she doesn't admit to performing a different action on the same night.
Cloaking Device

## Description

Night investigations on the target will instead detect false actions/uses/targets of your choosing.

The target is told who investigated him/her and what the Cloaking Device is making them look like they're doing.

## Notes

* Duct Tape/Wiretap will not gain the above information.
* Cloaking Device does not disrupt indirect investigations such as Binoculars or Hidden Mic.
* The use of Cloaking Device is undetectable.

## Strategy

### **Hope**

There's little, if any, advantage to gain from using Cloaking Device as a character on the side of hope. Cloaking Devices serves to provide a false alibi and obscure information, neither of which are helpful to the side of hope during a trial.

### **Blackened**

Cloaking Device is a fantastic tool for those on the side of despair. It can be used as an action to potentially incriminate or cast suspicion on an innocent character. It can also be used as a free use by the blackened to provide an alibi if used when the blackened is eliminating another character. The use of Cloaking Device can't be detected, so the only evidence one can truly provide for the use of Cloaking Device is to find it in the investigation phase. Cloaking Device isn't a blackened only nor a despair only item. However, it may look suspicious to others who happen to know one is keeping a Cloaking Device in his/her inventory.

### **Game Masters**

If Cloaking Device is used, either as an action or a free use, the user should be brought out to describe what should be revealed if he/she is targeted with investigation abilities or items regardless of whether the Cloaking Device user is actually targeted by any investigation abilities or items. The game master should remember that Cloaking Device only affects abilities and items that target the target of Cloaking Device. If, for example, character A uses Cloaking Device as a free use to disguise eliminating character B as protecting himself with a Fortify, character C using Binoculars on character B would still show character A visiting character B.
Mystery Box

## Description

Choose a color and use this item to gain a random card effect of the same color. (Red/Blue/Purple/White)

## Notes

* The selected color used in Mystery Box is revealed on use.
* Mystery Box counts as all colors before it's used.
* Game master presses the corresponding randomize item color button to spawn what the mystery item is.
* You do not gain the secret item that Mystery Box is. You only gain its effects.
* This card's effects happen before talk/trades.
* Hope/Puppet master cannot spawn weapons.
* Mystery Box spawning is equally weighed on color. (So a Hypnosis is just as likely as a Pickpocket/Swap.)
* After choosing a mystery box color and locking it in, you are informed by the game master what the item really is. For example: You lock in a red mystery box on player 7 and the game master informs you that your item is a Tazer then roleblocks player 7.

## Strategy

### **Hope**

Hope players get no special benefits from Mystery Box unless you're a character that requires an item of a particular color to use his/her ability, such as Kokichi Oma's Underhanded Methods. Although the results can be unpredictable, you may decide to use a random effect on another character in the hopes of either suppressing him/her or learning anything about him/her. If you don't want to risk accidentally performing an unwanted action to somebody, you can always attempt to mulligan or trade the Mystery Box for something else.

### **Blackened**

Most of the benefits you would get from this item are the same as what you'd get as hope. The only difference is there's a chance you can perform a direct/indirect elimination by using this item, so take that into consideration before attempting to use this item on another person.

### **Game Masters**

When and how a character can use this item depends on which color they selected for the item to be. If the Mystery Box is used as a white card, it can be used at any time targeting anybody. If the Mystery Box is used as an action, the color chosen must either be red or purple. If the Mystery Box is used as a free use on the user, the color chosen must either be blue or purple.
Sleeping Pills

## Description

Your target using items causes him/her to be roleblocked and knocked out.

---OR---

Self targeting allows you to Lace one of your items. The next night, the Laced item holder will be roleblocked and knocked out.

You receive any items the victim attempted to use.

## Notes

* Being knocked out causes the player to remain in his/her dorm until a player or game master wakes him/her up before draw phase.
* Being knocked out can be confirmed by the game master.
* Players should notify the game master after trading a Laced item.
* A Laced item roleblocks/knocks out the item holder even if the item is unused after trading.
* The victim of Sleeping Pills is not informed of the Sleeping Pills if it does not roleblock/knock out the victim.
* The user of Sleeping Pills receives his/her victim's used items if either method is used.

## Strategy

### **Hope**

Sleeping Pills is perhaps one of a few ways that characters on the side of hope can prevent a suspicious character from doing suspicious actions. The first effect of Sleeping Pills only works if the target uses any items and the second effect can't trigger on the same day Sleeping Pills was used, so there's no guarantee that Sleeping Pills will work as intended. If Sleeping Pills is used to successfully prevent a character from using a lethal item, however, the user of Sleeping Pills will be able to know by checking the items that he/she receives, which makes it a fair way to stop the blackened in the act and catch him/her red-handed... if one is so lucky. Targeting an innocent character with Sleeping Pills, however, can often lead to unwanted or unfortunate outcomes, such as making a character vulnerable for the blackened to eliminate.

### **Blackened**

Sleeping Pills is one of a couple ways to knock out a target. Unlike roleblocking, there is no limit to how many times one can knock out a character, which may- if rarely- come in handy during the endgame of a game of 11 or 12 players. Being able to roleblock and knock out a target on a future night also provides the opportunity to make a target totally vulnerable and eliminating him/her almost regardless of whatever protections he/she would normally have. All that would be required is convincing the target to trade for a particular item that has been Laced.

### **Game Masters**

If Sleeping Pills is being used as an action, the game master should mark the target somehow and roleblock and knock out that character the next time he/she uses any item. This only occurs the first time the character uses any items after being targeted by Sleeping Pills. If Sleeping Pills is used as a free use, the gmae master will bring out the user before any talk/trades to specify which item to Lace and mark it with one of the paintbrushes next to the game master's chair. To roleblock and knock out a character, the game master must click the button to the left of the auras button on the player board and click the roleblocked and knocked out button.
Fast Pass

## Description

Action Phase 2 and Janitor 2 Phase are skipped if no lethal (or potentially lethal) actions/uses are locked in by any players.

(Players discard locked in items.)

## Notes

* Fast Pass counts as a night remaining to murder and reduces the blackened's time to murder.
* Fast Pass is not a roleblock.
* Fast Pass does not affect fast pass.
* Delayed effects like a ticking Bomb still explode even if the night is "skipped" by everyone.
* Automatically used items still trigger during Fast Pass.
* All inputted items must be discarded as unused items during shuffle phase.
* Dousing/poisoning/planting Bombs count as lethal actions being performed but a poison ticking down (for example) does not.
* Trade the game master any 3 items of the same color to obtain Fast Pass.

## Strategy

### **Hope**

One way that hope can win by default is for the blackened to run out of days in which he/she can kill. Anyone can obtain a Fast Pass, if he/she works hard enough, as the only requirement to obtain one is to have three items of the same color. If you can obtain one before the final day the blackened has to kill, you can give the blackened less time to prepare for a kill, which may lead to an easier trial.

### **Blackened**

Although usually benign, a blackened may want to use a fast pass with the intention of "wasting" the items of those on the side of hope. Someone using Fast Pass normally does not need to justify it and suspicion *may* be taken off of one who uses a Fast Pass as it gives the blackened less time to kill. Strictly speaking, Fast Pass does not prevent one from *killing* characters, as lethal items and actions cannot be canceled. However, a good blackened may want to spend 1 or 2 days gathering information or building the trust of other players before attempting to go for the kill, and Fast Pass can easily take that away from the blackened.

### **Game Masters**

Fast Pass shouldn't require much involvement from the game master. On the selected actions/uses board, the game master should easily see when a player has locked in a Fast Pass as a free use. A player using Fast Pass as a free use still needs to select at least one action to perform (in case Fast Pass cannot be resolved). On the same board, the game master should see if any lethal or potentially lethal actions/uses have been locked in to decide whether Fast Pass can resolve or not. If Fast Pass cannot be resolved, the game continues as normal. If Fast Pass *can* be resolved, the phase selection menu has a "fast pass" option that should automatically notify all players of the effects of Fast Pass.
Chiaki Nanami

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa 2: Goodbye Despair.

Chiaki Nanami was added to the Neo World Program to monitor the other students and report to Usami. Aside from her role as an informant for the Neo World Program, she contributed to an investigation by assisting the player character, Hajime Hinata, with uncovering as much information as possible on an arcade game Monokuma made to provide a motive to the murder and give the students hints as to what some of them were like before their memories were erased. Despite all her help, she unintentionally became the murderer of Nagito Komaeda by falling for his trap to weed out the "traitor" among the students.

## Character Card Abilities

### Primary Active: **Logic Puzzle**

* Add a player to your Logic Puzzle.
* Once before each kill, you may solve/detonate your Logic Puzzle (during Insomnia results) to learn if any Logic Puzzle players are blackened or not.

### Secondary Passive: **Insomnia**

* When using your Logic Puzzle, you are also told what players visited you that night.

## Character Card Notes

### Primary Notes:

* Solving your Logic Puzzle is a free use.
* All players are removed from your Logic Puzzle after you solve it.
* Detonating/Solving a Logic Puzzle also detects turncoat players who are killing and becoming a blackened that night.
* Logic Puzzle only informs Chiaki if a blackened is in her puzzle group, not who the blackened is.

### Secondary Notes:

* You are given the chance to solve a Logic Puzzle immediately after Insomnia results.
* You may not detonate/solve twice in between trials.

## Strategy

All of Chiaki's abilities focus on performing an active ability that gives her information about the roles of other characters. She cannot detonate her Logic Puzzle unless she performs the Logic Puzzle action, so it's important to decide during Insomnia results whether to detonate the Logic Puzzle or not.

Ideally, the Logic Puzzle should be detonated after either half of the class has been added to the Logic Puzzle or on the night that Chiaki believes the blackened will perform a murder. Detonating the Logic Puzzle will provide the most information if exactly half of the class is included, but Chiaki gets no results if she doesn't detonate the Logic Puzzle before the last trial or her death (whichever comes first)! As the blackened, Chiaki can easily perform other discreet actions while claiming to have performed Logic Puzzle each night to accuse other characters of being confirmed as a potential blackened (to draw suspicion off of her) or clearing random players to build trust with the other players.
Monopad

## Description

At the end of each trial, the holder is given 1 random puppet master hint.

Monopad hints can't be shared until the PM trial.

## Notes

* The Monopad item can be revealed during trials.
* The Monopad will not give the founder puppet master hints if the founder holds it.

## Strategy

### **Hope**

The Monopad is quite valuable because it can give more puppet master hints than normally allowed. One person holding on to the Monopad until the puppet master trial and surviving until then has all the power in narrowing down exactly who the puppet master is. If hope loses even one trial, this item is to die for.

### **Blackened**

Strictly speaking, the Monopad holder doesn't have to reveal any information, nor does he/she have to tell the *truth*. If you're lucky enough to get your hands on this item, either through a trade or by stealing it with an ability or Pickpocket/Swap, you can manipulate the puppet master trial or even the current blackened trial into your favor.

### **Game Masters**

Technically, the description of this item is loose enough that a game master could either make each puppet master hint given by the Monopad different from the ones provided by hope winning a blackened trial (so long as it doesn't narrow down the options to less than 2 possibilities) or that the puppet master hint is *truly* random. The parameters of a "random puppet master hint" are not strictly defined, but the way the game master intends to resolve this card's effect should be explained to all players before its use (in the interest of fairness).
Bomb

## Description

Plant a bomb on a target's fronthand item.

The bombed item immediately explodes if used/mulliganed or explodes the next night if unused.

## Notes

* EMP-Flash Grenade and Jammer prevent both Bomb planting and detonation.
* Trading the item with the Bomb planted on it resets the fuse making it explode at the end of the next possible night from the trade.

## Strategy

### **Hope**

Bomb is a blackened only item and therefore cannot be used by those on the side of hope.

### **Blackened**

There are two ways that most players will use this item. The first way is to use Bomb as an action and target a player's fronthand item. This works best if the item the Bomb user chooses is an item that is likely to be used by the target, so it may be worth finding a Magnifying Glass or offering a trade to see which items a potential target has before selecting which item card to plant the Bomb on. The second way is to use Bomb as a free use, target one of the blackened's own items, and trade that item before the end of the second night (or else it could end up as a suicide). Although not very common, Bomb can be countered in three ways (as opposed to other weapons or the elimination action). The Defuser item can be used to defuse a bomb or make one immune to bomb explosions, which is something for a blackened with a Bomb to watch out for. Trading an item with a Bomb planted on it resets the fuse, but this happens every time the item gets traded; even if a Bomb is planted on an item on the first night, it could get traded on the second night and the third night without the item ever being used and therefore being as ineffectual as if the Bomb had never been planted. As a final note, the effects of Bomb only occur if the item is used or mulliganed, but they do not occur if the item is discarded during the shuffle phase or destroyed by a character's ability (such as Mondo Owada's Bully). As there are multiple ways in which a Bomb could fail to detonate or kill the wrong character, players shouldn't fully rely on a Bomb as the only way to kill a character and have alternative plans prepared.

### **Game Masters**

Unless an action/free use cancels the effects of Bomb, an item with a Bomb planted on it can be marked using one of the colored paint brushes next to the game master's chair. This allows the game master to keep track of items that have status effects on them without the players being able to see that there's something suspicious about an item.
Paintbrush

**Notice:** This article is incomplete. Click "EDIT" to make changes to this article.

## Description

Discard 1 item to use the second item as if it were the first item's color.

(Only usable on different colors.)

(Action/free use cost change to the new color.)

---OR---

Discard 1 item to add its effects to a second item.

(Only usable on matching colors.)

Paint Brushes are placed above a player's backhand. When a Paintbrush is used, the colors used and the Paintbrush are revealed to the class then destroyed.

## Strategy

### **Hope**

The primary effect of this card is meant to modify the way that items are used to make them more powerful at the cost of discarding a card that's not useable. For example, using Paintbrush to discard a blue item allows the user to use a red item as a free use, saving the action slot for a character ability or another red item. The user still needs to select a target for red items that require a target, but using red items without taking up one's only action slot is quite valuable in itself. The second effect of this card can be used to set up multiple effects to trigger on the same turn. Two purple items can be treated as one item, resolving both abilities while targeting the same target(s).

### **Blackened**

Creating an alibi for the blackened often requires performing multiple actions or free uses at once. Paintbrush has multiple ways for the blackened to appear to be doing one action while actually performing multiple actions. Investigation abilities and items will still foil the blackened's attempts to do so, but sometimes plausible deniability is all it takes.

### **Game Masters**

Paintbrush isn't exactly straightforward with its execution. The primary ability requires understanding that all white items can be used at any time, all red items can only be used as an action, all blue items are free use items, and all purple items can be used as an action or as a free use if targeting oneself. The second ability requires the game master to keep track of exactly which items have been combined so that when the combined item is played that both items' effects can be properly resolved. Fortunately for the game masters, Paintbrush is a green item that only appears if a specific character is in play.
Hall Pass

## Description

Learn how far a target traveled using a free use item.

Hall Pass cannot be used while talk/trading.

## Notes

* If no free use items were used, the result is, "No free use items were used."
* If multiple free use items are used, Hall Pass only detects the free use that traveled the furthest from the target.
* Hall Pass does not detect actions or the amount of free uses.

## Strategy

### **Hope**

Although Hall Pass isn't a particularly powerful item, it has the potential to make or break a trial if the user is lucky enough. Some weapons such as Shotput and Lighter are free use items, so if such a weapon is confirmed to be the murder weapon for a trial, the knowledge of how far a character went to use his/her free use items- or if he/she even used a free use item that night at all- can potentially clear a character of any suspicions.

### **Blackened**

The blackened can't really achieve much from the information gathered from Hall Pass nor from lying about Hall Pass results during a trial, but certain characters such as Kiyotaka Ishimaru- if they are in the game- may find Hall Pass more valuable and may be willing to trade more items or rarer items in exchange for a Hall Pass.

### **Game Masters**

The diagram on the item card itself tells most of how to execute the card's effects. Either the target used no free use items and the game master tells him/her "No free use items were used" or the game master looks at the player board for the free use item with a target furthest from the character targeted by Hall Pass, counts how many dorms apart they are, and gives that answer to the player using the Hall Pass.
Alter Ego (Item Card)

## Description

You gain investigation results before talk/trades.

## Strategy

### **Hope**

This item is best kept in the hands of a character with a great information ability or an important information item. That way, if the holder would die on the night he/she learns something important, he/she can still communicate everything he/she knows to somebody else in a talk/trade before he/she dies. Having as much information as possible is one of the main goals of the night phase before the next trial for the side of hope.

### **Blackened**

The blackened, in general, benefits from those on the side of hope having less information. What's special about Alter Ego for specifically the blackened, although, is that the blackened can use it to help sell a lie to those that will end up in the trial. If a blackened information character locks in a lethal action with himself/herself as a target and performs a talk/trade with at least one other player that night, he/she can claim that he/she used an information ability to learn he/she is going to die in a certain way or at the hands of a specific character. This gives the blackened a chance to lead the side of hope the wrong way without being able to attend the trial to lie to anybody himself/herself.

### **Game Masters**

The only way that this item card comes into play is if a player becomes Alter Ego. Any other relevant rules will be included in that character card, but the only effects that are carried with the item card- strictly speaking- are written on the item card itself.
Pocket Chain

## Description

The target player does not discard a single selected item being discarded.

The color of the item being kept is announced.

## Notes

* Pocket Chain is discarded instead of the item being kept.
* One time use items can be pocket chained to hide them but they cannot be used again.

## Strategy

### **Hope**

Because items have different rarities and most players on the side of hope are only able to obtain items by drawing them during the draw phase or trading with other players, there are many items that are more valuable when combined with Pocket Chain. As long as one is open about what item was used and as long as the item saved by Pocket Chain is benign, there's no harm to a player on the side of hope for using Pocket Chain.

### **Blackened**

Pocket Chain is even more valuable to the blackened than those on the side of hope. Some items are very effective for the blackened if they can be used twice as they can help the blackened set up a more complex elimination or they can prepare a greater alibi for the blackened to use. Pocket Chain can also be used to hide evidence as all that would be revealed during the investigation phase is the color of the item. The blackened doesn't have to admit to using Pocket Chain and, even if he/she does, weapon items aren't exclusive to any one color; any suspicious item the blackened could keep out of evidence with the Pocket Chain has a benign item of the same color that would be valid for the blackened to claim to have used instead.

### **Game Masters**

Normally, when a player uses an item, he/she discards the item card during the shuffle phase. If a player has locked in Pocket Chain as a free use, he/she discards Pocket Chain instead of 1 of the items that would normally be discarded during that shuffle phase. It's important for the game master to know exactly which card was kept so that he/she can reveal the color of the item that was kept during the next morning phase or investigation phase. In fact, the game master may opt to reveal a Pocket Chain automatically rather than waiting for players to take a chance of revealing it, depending on how the game master interprets the rules.
EMP-Flash Grenade

## Description

Causes the target and his/her closest living neighbors' electronics to fail.

If information abilities/items are/were being used by the EMPed players, you are told what they were.

Only during Short Circuit: EMP-Flash Grenade only detects a single target's actions.

## Notes

* EMP-Flash Grenade does not affect the EMP-Flash Grenade user.
* Neighbors do not count as visited/targeted.
* EMP-Flash Grenade does not detect who uses what information abilities.
* EMP-Flash Grenade does not require Night Vision Goggles or to be locked in to be used during Short Circuit's effects.
* EMP-Flash Grenade does not disable electronics during Short Circuit's effects.

## Strategy

### **Hope**

Although EMP-Flash Grenade slightly suppresses 3 people- who are most likely not all on the side of despair, you can learn whatever they learn that night. With this, you can be sure your target can't lie about whatever he/she learned that night. If this tradeoff isn't worth it to you, you can try waiting for a Short Circuit to use this on 1 player in an attempt to stop him/her from using Night Vision Goggles to do something malicious.

### **Blackened**

A well-timed EMP-Flash Grenade can cancel a player's entire actions for a night. Items with the electronic label such as Camera, Tazer, and Flashback Light would be cancelled and discarded that night. As this is a free use item, you can use this alongside whatever action(s) you selected for that night, allowing you to either perform an elimination with less chance of interference or affect the actions that the players affected by your EMP-Flash Grenade can perform next night. Either way, you can easily claim not to have used EMP-Flash Grenade if doing so would draw suspicion onto you.

### **Game Masters**

Next to each player's dorm number, there are two buttons. One is the aura menu and one allows you to announce to a player that he/she is affected by a roleblock or similar effect. In this latter menu, there's an option to mark the player as under the effects of an EMP-Flash Grenade. Do this to the target of EMP-Flash Grenades and the target's closest living neighbors. Don't forget to bring out the EMP-Flash Grenade user to tell him/her about any information abilities/items the affected players used (or would have used).
Reggie Cide

Reggie Cide is the male main protagonist of Jenny O. Cide.

Sleeping

Dealing with puberty

Horror

Jeri Cide (older sister)

Jenny Olivia Cide (human; unborn younger sister)

Jenny Olivia Cide (robot; unofficial adoptive younger sister)

Rod Showler (uncle)

Millie Showler (aunt)

Linus Showler (cousin)

Alex Volkov

Maria Shuichi

Park Joon-Woo

Delores Belanger

## Trivia

* He is 1/2 American, 1/4 German (from his father), and 1/4 Mexican (from his mother).
Briefcase

## Description

Place this card revealed next to your door.

This card allows you to hold a fourth item in your fronthand.

## Notes

* The briefcase and items in the briefcase cannot be interacted with- such as being investigated by Byakuya's Unravel, stolen by Pickpocket/Swap, or being moved by an ability that swaps inventories- once Briefcase has been activated.
* The Briefcase may be turned back into an item in your inventory at any time (for mulliganing, etc.).
* A maximum of 1 used Briefcase is allowed per player.
* The Briefcase can only be used at night if it's locked in.

## Strategy

### **Hope**

Until Briefcase has been activated, it can still be traded or gifted. One may use this for himself/herself to have an inventory slot that can't be targeted by abilities/items that would negatively affect the Briefcase user. Or one may trade/gift this item to somebody he/she trusts so that they may keep one of their items safe.

### **Blackened**

The blackened (or the puppet master, for that matter) may use Briefcase for himself/herself to give himself/herself room for more items to play with or hide a certain item even from abilities that would reveal them to another player (such as Byakuya's Unravel).

### **Game Masters**

As shown in the picture in the item card's description, Briefcase should be visibly placed next to the fronthand to show that the item behind it is under the protection of Briefcase's effects. This item will not show up in the user's dorm as a card in his/her inventory, but he/she may select it as an action/free use as if it does.
Unknown

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa 2: Goodbye Despair.

In the Neo World Program, The Ultimate Impostor disguised himself as Byakuya Togami. He was very reluctant to trust anybody yet immediately made the claim for leadership once it was obvious that the class was in danger. He took precautions to host a party where there would be no Monocams while keeping everybody safe. Unfortunately, despite his careful planning and precautions, Nagito Komaeda had also made plans to murder a classmate at the party and countered some of "Byakuya's" protections. Nagito, however, did not kill "Byakuya", for Teruteru Hanamure found an opportunity to kill who he thought was Nagito but was actually "Byakuya", making Teruteru the blackened and killing The Ultimate Imposter before he had the opportunity to reveal his true self to anybody.

## Character Card Abilities

### Primary Passive: **False Identity**

* Start the game appearing as a character not in the current game.

### Secondary Passive: **Mimic**

* You start with 1 primary and 1 secondary ability from any player in the current game, but you will lose those abilities if they graduate/die.
* Abilities must be from different players.
Short Circuit

## Description

Denies all players their night actions/free uses.

Players with Night Vision Goggles are unaffected.

Players can still freely use EMP-Flash Grenade.

Players can use Glow Paint if it was locked in.

## Notes

* Short Circuit gets speed rolled against roleblocks/mind controls to stop Short Circuit.
* Short Circuit shuts down all character abilities, role actions, and items.
* Short Circuit counts as a self visit.
* Short Circuit prevents shuffle phase and janitor 2 phase. The game master discards all items that weren't cancelled by Short Circuit.
* Short Circuit does not affect the prenight phase or itself.
* Short Circuit does not consume a day to kill out of the 3 days the blackened has to kill somebody.
* Short Circuit does not work if used more than 3 times in a single game.
* Short Circuit does not allow players without Night Vision Goggles to perform talk/trades.
* Short Circuit is not a roleblock.
* Short Circuit is not able to be used twice in a row.
* Short Circuit cannot be stolen

## Strategy

### **Hope**

Unlike roleblocking or mind controlling characters, Short Circuit does *not* cause players to discard items that were locked in as actions and free uses that night. However, Short Circuit usually affects everybody at once and therefore isn't a great benefit to those on the side of hope beyond using active abilities that disallow targeting the same character two nights in a row.

### **Blackened**

A Short Circuit, on its own, probably won't help the blackened achieve his/her objective. That is unless the blackened has Night Vision Goggles or is a character with abilities that ignore the effects of Short Circuit (such as K1-B0's Thermal Vision). Short Circuit may not cancel the effects of passive protection abilities (such as Sakura's Ogre Strength) or the effects of certain protection items (such as Fortify), but it has a good chance of preventing characters from protecting each other using active protection abilities (such as Sakura's Guard) or using some protection items (such as Gummies). The combination of Short Circuit and Night Vision Goggles can be a dangerous combination, in the hands of the blackened.

### **Game Masters**

There's a special phase meant to be used when a character successfully uses a Short Circuit called "blackout phase". Unless the user of Short Circuit is roleblocked, knocked out, or mind controlled, the blackout phase is selected instead of action phase 2, any items that were successfully used are discarded by the game master, and the game proceeds to the following morning. The game master should remember that Short Circuit does not decrease the number of days that the blackened has to kill somebody, as a normal night would.