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Posted: Sat Sep 28, 2013 7:49 pm
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Posted: Sat Sep 28, 2013 7:49 pm
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This is a dream. But you don't know that...
You awake in a circular thicket in the windy stillness of a crescent-mooned night. At your feet is the evidence of a horrible crime, and the comforting presence of your familiar.
You must acquire clues to solve the mystery of what happened in the clearing, risking your life to do so. But the only way out appears to be blocked...
HOW TO PLAY:
If you've ever run games at a shop that uses dice mechanics, you'll know how this works. If you haven't, don't worry! It's easy once you get the hang of it.
Begin by making a new thread in THIS FORUM labeled (DEADLY PREMONITION) and the name of the character you'll be playing. For example:
(DEADLY PREMONITION) Bitterleaf
If you don't have a character, feel free to invent a quest character!
In your first post, RP the above prompt: your Kin waking up and finding evidence of a crime in a strange, blocked thicket. You must invent the crime. It can be anything from someone stealing your dinner up to a horrific murder, but please don't make it too grisly in detail.
You will also need to include what type of familiar you have in your post (see below in "Choosing a Familiar."
Next, move to the first prompt. Prompts alternate between TRAPS and ENEMIES. Paste the OOC FOOTNOTE code into each post you make, and roll the dice as shown. Then, edit your post. You'll need to edit the OOC Footnote to reflect your HP and other changes, and edit the body of the post to include your RP. Basically, treat each dice roll and attack as a prompt.
OOC FOOTNOTE (paste into each post):
[quote="OOC Footnote"] [b]Current HP:[/b] 75 [b]Chosen familiar:[/b] (strike out when you've used its bonus) [b]Clues acquired:[/b] [b]Section notes:[/b] (use this part to keep tabs on enemy HP, feet traveled, etc.) [/quote]
Keep going until you succeed. You will need to describe the clues your Kin finds and post the solution to the mystery. Then, make a final post of your character waking up.
Then, fill out the form in this thread to claim your ticket! That's it! You're done! You can find a Q+A for the Deadly Premonition game in the main forum if you have any questions!
Choose a Familiar One familiar accompanies you on your journey. This does not have to be a familiar your character actually owns! Just pick the one you think confers the best or most useful bonus, or the one you most want to RP. Eagle - does 1d10 damage once, then flees Songbird - acts as a diversion--skip ONE turn of enemy damage (free hit) Crawfish - you can eat it when you're hungry; heal 1d12 HP (how dare you!) Salamander - lights the way; skip ONE TRAP section (but gain no clues) Sand Dog - sniffs out clues! Start the game with ONE extra clue. Furby - no bonus, but claim an extra ticket if you beat the game with this as your familiar in two tries or less. You cannot pick a furby for a third try. You can use your familiar bonus at any time, either in its own post or within the relevant RP post--that part is up to you. When you do, strike out the familiar in your OOC Footnote.
Starting Stats Your starting stats are: HP: 75 Bite attack: 1d10 damage dealt. You will take more damage yourself, sticking your face into danger like that! Kick attack: 1d6 damage dealt. The weaker but safer option.
How to Win You must meet all the following requirements to win and claim a ticket:Complete all sections (unless you have a familiar that allows you to skip one, in which case you must RP skipping it by finding a way around or otherwise having an easy time with it) Have at least 1 HP remaining Acquire five clues Fill out ALL your posts with RP (no word minimum!)
What if I Die? If you die, you must start over from the beginning. Use the same thread. You can pick a new familiar, but you won't get credit for picking the furby if you die on a furby run. You must SURVIVE a furby run to get credit.
READY? READ ON to begin your adventure...!
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Posted: Sat Sep 28, 2013 7:50 pm
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You've woken up.
You have a familiar.
You have a mystery to solve.
But problems have already arisen...
TRAP: The way is blocked.
A thick, impenetrable wall of vines the sickly color of dried blood--they glint red in the moonlight--rises up, cutting off your path forward. Yet forward is where you must go.
Red Vines - Mechanics Roll 1d10 and compare your result to the table below. Keep rolling until you succeed. Once you succeed you must move forward! 1-3: The vines have thorns! As you reach in to bite through a likely-looking gap, you learn this the hard way. Lose 3 HP. 4-5: You try tearing at the roots with your hooves. It doesn't work, but you do turn up a clue. 6-7: You break free a chunk of vine. It's not enough to get through, but as it tumbles down you reveal a clue. Unfortunately, it came at a price. Take one clue; lose 2 HP. 8-10: Success! No clues, but a way forward presents itself.
ENEMY: Things lurk in dark water.
You break through the vines and find yourself on the sloping bank of a still, murky waterway. The way forward is clearly across the river and over the opposite bank--but as you wade in, your ankles meet a sharp clash of horrible teeth!
The Pike - Mechanics Use your attack dice to defeat the pike before you can attempt to leave the river! The pike does 4 HP damage every time you kick it, and 6 HP damage every time you bite it. The pike has 10 HP. Keep track of the pike's HP in your OOC footnote until he is defeated!
TRAP: Onwards and upwards.
The opposite bank is steep and rough. The climb will be grueling, especially after your battle.
The Ravine - Mechanics Roll 1d20 and compare your results to the table below. Once you succeed, you may continue. You must move forward when you succeed! The ravine is 20 feet high. Keep track of how many feet you have traveled in your OOC footnote until you escape! 1: You slide backwards 3 feet. Boo sad (Luckily, you can't drop below zero!) 2 - 5: You don't progress at all, but in the course of your scrabbling you turn over a stone and find beneath it a clue. 6-8: You move upwards 5 feet. 9-14: You move upwards 5 feet, and find, snagged on a branch jutting over the water, a clue. 15-18: You chose a bad path: the route is occupied by the nest of a rat that is none too pleased to be interrupted by clumsy Kin. Lose 2 HP OR slide backwards 3 feet. 19: You find a rare yellow flower known for its curative properties, and take a nibble. Heal 5 HP. 20: Gain 10 feet, and find a clue.
ENEMY: You emerge safely onto the opposite bank! A dry woodland spreads before you, one of the many clusters of cypress trees in this part of the swamp. They are frequently places of shelter for Kin--and unfortunately for other creatures, too.
A terrible snorting sound gains in volume as something crashes at you from the undergrowth. It seems you've stumbled into someone's home, and she's none too happy with the development.
The Boar - Mechanics Use your attack dice to defeat the boar before you can escape the cypress copse! The boar does 6 HP damage every time you kick it, and 8 HP damage every time you bite it. The boar has 15 HP. Keep track of the boar's HP in your OOC footnote until she is defeated!
TRAP: You abruptly recognize where you are: the cypresses become more sparse, the land spreading downwards, and after a long slog the ground becomes marshy once more and you realize with sinking dread that you have entered the territory of Ghost Thistle, the ashen doe that haunts these reaches and snatches up unwary travelers.
The fog hangs in heavy, moonlit drifts. Your worst enemy is now yourself...
The Hallucination - Mechanics Roll 1d20 and compare your results to the table below. Once you succeed, you may continue. You must move forward when you succeed! Your character is hallucinating from fear and exhaustion (or possibly something in the water), but is aware that he or she must press through the fog to solve the mystery. Your character must proceed 30 feet to escape Ghost Thistle's territory. 1: A leering figure emerges from the fog: a shapeless horror that is all mouth and glowing eyes. You turn and flee, and lose 5 feet--and stumble, skinning your knees for 5 HP damage. 2 - 5: You don't progress at all, but you hear distant chanting. In the chanting you just make out a string of words that you know to be a clue... 6-8: You see the moving lights of glowing eyes before you through the fog, and pursue them. Gain 5 feet. By the time you catch up, the Kin (?) have disappeared... 9-14: You distinctly see the moving shapes of a gathering far ahead of you. You speed towards it and gain 5 feet--but realize that you do not trust these strangers, who seem weirdly malicious. 15-18: A foal, eyes barely opened, appears by your feet and seems to lead you onwards. You think that perhaps it may be an apparition, but you follow it. Gain 5 feet--and a clue, as the foal is sucked under by an unseen foe and bleats a single word relevant to your search. 19: A white feather falls from the empty branches above: a crane's feather. The sight heartens you. Gain 5 HP and move forward 5 feet. 20: Ghost Thistle appears before you. You are terrified--she is everything the story says; a doe made of ash and flame, embers gleaming where her hide breaks up like a burning log--but she turns, and beckons you forward. As you catch up to her, gaining 10 feet, she whispers a clue into your ear and disappears in a whiff of smoke--and a lingering, scorching burn that robs you of 5 HP.
ENEMY: You break through the cypress and into a clearing.
Your journey ends here, but you are not alone: Ghost Thistle's mad followers, those who have their own motives for stopping you in your quest, are meeting for a dark ritual. These twisted Kin descend on you en masse.
The Cult - Mechanics Each cultist does 5 HP damage when you kick it, and 8 HP damage when you bite it. The cultists each have 15 HP.You must fight at least one cultist. Each cultist whispers a clue as it is defeated, so if you do not have five clues, this is your last opportunity to make up the difference! You may fight as many cultists as you need to/desire to. Once you have five clues and have defeated at least one cultist, the gathered Kin disperse in terror and you realize the answer to your mystery, waking with a start to realize it was all just a nightmare...
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Posted: Sat Sep 28, 2013 7:53 pm
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Posted: Sun Oct 06, 2013 12:26 pm
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