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Agent Sinistra
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PostPosted: Sun Apr 10, 2011 8:21 pm


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Silent Memories


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PostPosted: Sun Apr 10, 2011 8:23 pm


Premise


Silent Memorie

Agent Sinistra
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Dangerous Genius

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Agent Sinistra
Captain

Dangerous Genius

7,100 Points
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PostPosted: Sun Apr 10, 2011 8:26 pm


Mechanics


Background:
Silent Memories was originally made as an altered version of the DREAD RPG. The DREAD system is played with a Jenga tower, where in order to complete a task, players must pull from the tower to find out what occurs.

As there is no way to actually pull this off in a PbP game, other mechanics have been put into place to imitate it. However, in order to make things a little less complicated to explain in the actual mechanics part of this post, terms relating to Jenga will be used.

Pulling:
A "pull" is taken when a character does anything that might
Actions are made up of anything that is intended to change the current situation or surroundings. Whenever you want to do an action, you need to randomly generate a number between 1 and 54.

When you pull, the number that was generated for you, as well as the number that is 1 above it and 1 below it, and it's inverse* will be added to the pool. If the number you pulled is not already in the pool, you have succeeded with your pull. If the number pulled is already in the pool, the tower falls.

When the Tower Falls:
When the tower falls, one of two things occur.

The first time the tower falls, the player who made it fall regain their memories related

Memories:
Whenever you pull, your character will start to regain their lost memories. Each memory informs the player a little bit more about their character, their past relations, and what happened to them before they entered stasis.

Every time you pull, you gain one memory. You do not need to share every memory with the rest of the group, and you may react to them as you will.

The first time the tower falls, the person who fell it will gain insight as to what is going on with the ship before they went into stasis.

Combat:

*Examples- Pulled a 12, the inverse is 21; pulled 34, the inverse is 43
PostPosted: Sun Apr 10, 2011 8:27 pm


Classes


Commander
  • Purpose: The assigned leader of the crew. The Commander takes charge and makes plans to resolve problems when they come at the crew.
  • Special Ability: Can help with pulls of two or more by lowering the amount by one (if amount of pulls = 3 +) or by dividing the pull (Pull of two). However, the Commander and the original puller must both pull at least once. This can only be done once every 5 pulls.


Engineer
  • Purpose: The mechanic of the crew. The Engineer knows how to fix and maintain the ship.
  • Special Ability: Pulls for repairing machines or the ship can have + 5 added to the number pulled if it will keep them from toppling the tower. This can only be used once every three pulls made by the Engineer.


Medic
  • Purpose: The doctor of the crew. The Medic knows how to help and diagnosis the sick and injured.
  • Special Ability: Pulls for treating wounds and using medical equipment can have + 5 added to the number pulled if it will keep them from toppling the tower. This can only be used once every three pulls made by the Medic.


Security Officer
  • Purpose: The protector of the crew. The Security Officer knows how to protect the crew from danger, and sometimes acts as the Commander's Second-in-Command.
  • Special Ability: Pulls for combat and weapons use can have + 5 added to the number pulled if it will keep them from toppling the tower. This can only be used once every three pulls made by the Security Officer, or once every other combat.


Science Officer
  • Purpose: The scientist of the crew. The Science Officer knows how to hack and take advantage of the ship's mainframe.
  • Special Ability: Pulls for computer use and hacking can have + 5 added to the number pulled if it will keep them from toppling the tower. This can only be used once every three pulls made by the Science Officer.


Communications Officer
  • Purpose: +The speaker of the crew. The Communications Officer is fluent in many languages and trained to be diplomatic.
  • Special Ability: Pulls for social conflict (Persuasion of NPCs, negotiations, etc) and linguistics can have + 5 added to the number pulled if it will keep them from toppling the tower. This can only be used once every three pulls made by the Communications Officer.


Agent Sinistra
Captain

Dangerous Genius

7,100 Points
  • Signature Look 250
  • Full closet 200
  • Dressed Up 200

Agent Sinistra
Captain

Dangerous Genius

7,100 Points
  • Signature Look 250
  • Full closet 200
  • Dressed Up 200
PostPosted: Sun Apr 10, 2011 8:29 pm


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