And as a reminder/explanation for others, hypocopping is a way in which we allow our cop to conceal themselves from exposure by having everyone respond as though they were a cop. We also have a protocol for non-cop roles to record their actions but that's rather redundant in this setup so I'll skip that.
To properly hypocop if you are the cop simply say who you investigated and the result, which is basically guilty, not guilty, or no result, if for instance one was blocked or forgot to use the ability or got something unclear.
To properly hypocop if you're not the cop then it is important to understand that the idea is to provide cover for the cop. The cop will have investigated a player who was suspiscious to them and alive at Twilight of the previous day, and they do die a lot, even outside of a mass killing like tonight it isn't that weird for someone to be copped on night 1 and killed then too. Or for a cop to be RB'd. Even with random odds it's a decent chance and the fact f the matter is that a townie often attracts the suspicion of many people, town and scum alike.
So the best way to simulate a good hypocop is to recall which players you considered suspicious at Twilight, even if they are now dead, and select one. This needn't be random, but your result should be. You can pick one but generally it is best to do it randomly, if you have a d10, ten-sided die, 1-6 not guilty, 7-9 guilty, 0 - no result or unsure is probably best. Or flip 2 coins and if they both come up tails go with guilty/unsure, and flip them both again and if both tails go unsure/no-result else just guilty. Close enough.
That's more or less the long and short of the process.
- Albert Einstein
King of Cairhien 20-7-2
Chancellor of the Landsraad, Archduke of Is'Mod