CS:
Spoiler (click to show/hide):
Name:
Gender:
Appearance:
Age(18+):
Background:(Be sure to include how they got into this situation)
Personality:
Relationship: (Only include this if the other Survivors collaborated with you to make your Survivor part of a group that got into this situation together.)
HP: 10(Stats placed here are doubled)
SP: 10
Speed: 1
Dex: 1
Strength: 1
Intelligence: 1
Wisdom: 1
Constitution: 1
Charisma: 1
Stat Points: 10
Skills: (Select 3 from the list)
Name:
Gender:
Appearance:
Age(18+):
Background:(Be sure to include how they got into this situation)
Personality:
Relationship: (Only include this if the other Survivors collaborated with you to make your Survivor part of a group that got into this situation together.)
HP: 10(Stats placed here are doubled)
SP: 10
Speed: 1
Dex: 1
Strength: 1
Intelligence: 1
Wisdom: 1
Constitution: 1
Charisma: 1
Stat Points: 10
Skills: (Select 3 from the list)
Skills:
Spoiler (click to show/hide):
Dodge Roll(3 SP): Evade an attack that would have otherwise been successful.(Once per encounter.)
Forced Adrenaline(2 SP): Take 1 True Damage, then gain +50% Speed, Strength, or Constitution for the next check.
Nullify Blunder(3 SP): If you would gain a stack of Aggro due to a failed check, nullify that stack.
Not Really a White Mage(3 SP): Bandages can each be used twice.
Makeshift Bandage(3 SP): Break a piece of clothing to add a Bandage to your Inventory.
Makeshift Clothing(1 SP): Spend a Bandage to repair a piece of clothing.
U Got Dat(5 SP): Steal 1d4 HP from a nearby Survivor.
I’m not the Survivor You’re Looking For(5 SP): Give all of your Aggro Stacks to a nearby Survivor.
Retry!(5 SP): If a check is failed, re-roll that check.
Cleptomania(2 SP): Steal an item from a nearby Survivor’s inventory.
I’m the One You Want(2 SP): Take one Aggro Stack from a nearby Survivor.
Morale Boost(1 SP): Give a nearby Survivor 1d4 of your HP or SP.
The Shirt Off my Back(2 SP): Break a piece of your Clothing to repair a piece of a nearby Survivor’s clothing.
Have a Nice Trip(3 SP): Your next attack on a Survivor rolls for Stagger.
Tea Time(2 SP): Roll a Charisma Check against a nearby Survivor to convince them to accept a cup of tea, which skill user then decides either restores 1d4 SP or afflicts them with Poison.
Dodge Roll(3 SP): Evade an attack that would have otherwise been successful.(Once per encounter.)
Forced Adrenaline(2 SP): Take 1 True Damage, then gain +50% Speed, Strength, or Constitution for the next check.
Nullify Blunder(3 SP): If you would gain a stack of Aggro due to a failed check, nullify that stack.
Not Really a White Mage(3 SP): Bandages can each be used twice.
Makeshift Bandage(3 SP): Break a piece of clothing to add a Bandage to your Inventory.
Makeshift Clothing(1 SP): Spend a Bandage to repair a piece of clothing.
U Got Dat(5 SP): Steal 1d4 HP from a nearby Survivor.
I’m not the Survivor You’re Looking For(5 SP): Give all of your Aggro Stacks to a nearby Survivor.
Retry!(5 SP): If a check is failed, re-roll that check.
Cleptomania(2 SP): Steal an item from a nearby Survivor’s inventory.
I’m the One You Want(2 SP): Take one Aggro Stack from a nearby Survivor.
Morale Boost(1 SP): Give a nearby Survivor 1d4 of your HP or SP.
The Shirt Off my Back(2 SP): Break a piece of your Clothing to repair a piece of a nearby Survivor’s clothing.
Have a Nice Trip(3 SP): Your next attack on a Survivor rolls for Stagger.
Tea Time(2 SP): Roll a Charisma Check against a nearby Survivor to convince them to accept a cup of tea, which skill user then decides either restores 1d4 SP or afflicts them with Poison.
Map: The Lecter House
The Lecter House is a colossal mansion, previously owned by the well-decorated and accomplished therapist, Doctor Lecter. This house is rumored to be thoroughly haunted by the ghosts of past patients, and is filled with a strange gas which forced those who inhale it to "relax".
Boss:
Spoiler (click to show/hide):
Name: Doctor Lecter
Gender: ??
Appearance: https://i.imgur.com/VwTyGHr.png
Age: ??
Background: Long ago, Doctor Lecter was a well decorated and accomplished therapist with a reputation for being an understanding and patient man. He’d never lose his cool and never grow angry with his clients, and instead, he’d do his very best to help them as if failing to do so would be a personal affront to him. Everyone who knew Doctor Lecter believed he was a good man, so his death was made all the more devastating for so many. He’d become a cornerstone in the lives of many vulnerable and dangerous people. Without him, they began to unravel. It was as if they couldn’t bear to exist without him. Like they were slaves to his presence… but that’s what happens when a genius psychologist uses the mentally damaged to form a cult.
In truth, the person known as Doctor Lecter was a monster of a man. He took advantage of his clients, both young and old, to create a cult with himself at the forefront as their shepherd to something greater. He was an insane man who made those around him just as insane, and the byproduct of this? A sizable group of admirers who feel a need to assume his place. To bring back the great Doctor Lecter from death, many of his patients regularly began dressing and pretending to be him. Now, there are just so many Doctor Lecters… and they all only want to help others see the light, as their doctor did for them.
HP: 15
SP: 12
Speed: 6
Dex: 7
Strength: 3
Intelligence: 9
Wisdom: 8
Constitution: 1
Stat Points:
Trait: Instead of entering the healing state upon defeat, you can respawn from one of three respawn points in the Lecter House.
Abilities:
Mind Bender(2 SP): Perform an Int contest against all targets within 10m of you. If you succeed, inflict Stunned on them for one turn.
Army of One(3 SP): Summon an extra Doctor Lecter to do your bidding. This extra must remain in the room in which it was summoned.(2 at any time, Summoning a third results in the oldest summon being removed.)
True Nirvana: Targets within 10m of you must roll to defend against hallucinations. If they fail while in line of sight, they become Staggered. If they fail while hidden, they scream, gaining Aggro stacks.
Map: The Lecter House
Special Rule: Doctor Lecter’s home was outfitted with a means to make his trapped patients… more compliant. Chance to inflict a random amount of survivors with Fatigue for 2 turns.
Spawn Points: Closet (2nd Floor), Bookcase (1st Floor), Hidden Wall (Basement)
Escape Conditions: Front door, secret passage, top floor window
Map Specific Items: Birdcage, Electric Chair
Name: Doctor Lecter
Gender: ??
Appearance: https://i.imgur.com/VwTyGHr.png
Age: ??
Background: Long ago, Doctor Lecter was a well decorated and accomplished therapist with a reputation for being an understanding and patient man. He’d never lose his cool and never grow angry with his clients, and instead, he’d do his very best to help them as if failing to do so would be a personal affront to him. Everyone who knew Doctor Lecter believed he was a good man, so his death was made all the more devastating for so many. He’d become a cornerstone in the lives of many vulnerable and dangerous people. Without him, they began to unravel. It was as if they couldn’t bear to exist without him. Like they were slaves to his presence… but that’s what happens when a genius psychologist uses the mentally damaged to form a cult.
In truth, the person known as Doctor Lecter was a monster of a man. He took advantage of his clients, both young and old, to create a cult with himself at the forefront as their shepherd to something greater. He was an insane man who made those around him just as insane, and the byproduct of this? A sizable group of admirers who feel a need to assume his place. To bring back the great Doctor Lecter from death, many of his patients regularly began dressing and pretending to be him. Now, there are just so many Doctor Lecters… and they all only want to help others see the light, as their doctor did for them.
HP: 15
SP: 12
Speed: 6
Dex: 7
Strength: 3
Intelligence: 9
Wisdom: 8
Constitution: 1
Stat Points:
Trait: Instead of entering the healing state upon defeat, you can respawn from one of three respawn points in the Lecter House.
Abilities:
Mind Bender(2 SP): Perform an Int contest against all targets within 10m of you. If you succeed, inflict Stunned on them for one turn.
Army of One(3 SP): Summon an extra Doctor Lecter to do your bidding. This extra must remain in the room in which it was summoned.(2 at any time, Summoning a third results in the oldest summon being removed.)
True Nirvana: Targets within 10m of you must roll to defend against hallucinations. If they fail while in line of sight, they become Staggered. If they fail while hidden, they scream, gaining Aggro stacks.
Map: The Lecter House
Special Rule: Doctor Lecter’s home was outfitted with a means to make his trapped patients… more compliant. Chance to inflict a random amount of survivors with Fatigue for 2 turns.
Spawn Points: Closet (2nd Floor), Bookcase (1st Floor), Hidden Wall (Basement)
Escape Conditions: Front door, secret passage, top floor window
Map Specific Items: Birdcage, Electric Chair
The Check System:
Spoiler (click to show/hide):
Melee+bow weapons
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Guns
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20 speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+dex)=damage
3b. if attack crits, double damage: (weapon dicerolls+dex*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Skills
1: 1d20+Intelligence=Skill roll
2: 1d20+1d20=Fail roll(If another character is actively attempting to prevent the success of this skill, then skip this step and move to 4.)
3A: If skill roll is higher than fail roll, skill is used. If skill roll targets another character, move to 4.
3B: If skill roll is lower than fail roll, skill fails.
4: 1d20+Wisdom=Skill negation roll.
5A: If Negation Roll is higher than Skill roll, Skill fails.
5B: If Skill roll is higher than Negation Roll, proceed to damage.
5: If skill inflicts damage: (Skill diceroll+Intelligence-Target Wisdom=damage)
Charisma
1: Initiator (Charisma(Possible modifiers influencing Charisma check)1d20 Diceroll)=Initiation
2: Target (Charisma(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resolve
3: If Initiator roll is higher than Resolve roll, initiator is successful.If Resolve wins, Charisma check failed. (Charisma can be used to bribe an NPC out of an item, get favors from NPCs, or convince a monster to switch targets. Sex/Sexual acts can be used as a form of bribe.)
Detection
1: Initiator (Mentality/Wisdom+(Possible modifiers influencing detection check)1d20 Diceroll)=Detection
2: Target (Dexterity(Possible Modifiers influencing hide check)1d20 Diceroll)=Stealth
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Search
1: 1d20+Intelligence=Search roll
2: 1d20+1d20=Fail roll
3A: If search is successful, move to 4
3B: If search fails, sucks to be you.
4: 1d20 is rolled, in accordance with item type, determining whether there’s a 25-75% chance that a strength check is required, or a dex check.
5: 1d20+dex/strength=Claim check
6: 1d20+1d20=Fail check
7A: If check is fails, sucks to be you
7B: If check success, item is obtained
Clothes Break:
Survivors or Bosses can initiate Break Checks to damage a Survivor’s clothing. Doing so will put a -1 Constitution reduction on the target for each article of clothing that is damage by these checks.
A Survivor with damaged clothes gains more Aggro upon failing Skill Checks.
Range:
Range is measured in M, which stands for Meter.
Melee+bow weapons
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Guns
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20 speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+dex)=damage
3b. if attack crits, double damage: (weapon dicerolls+dex*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Skills
1: 1d20+Intelligence=Skill roll
2: 1d20+1d20=Fail roll(If another character is actively attempting to prevent the success of this skill, then skip this step and move to 4.)
3A: If skill roll is higher than fail roll, skill is used. If skill roll targets another character, move to 4.
3B: If skill roll is lower than fail roll, skill fails.
4: 1d20+Wisdom=Skill negation roll.
5A: If Negation Roll is higher than Skill roll, Skill fails.
5B: If Skill roll is higher than Negation Roll, proceed to damage.
5: If skill inflicts damage: (Skill diceroll+Intelligence-Target Wisdom=damage)
Charisma
1: Initiator (Charisma(Possible modifiers influencing Charisma check)1d20 Diceroll)=Initiation
2: Target (Charisma(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resolve
3: If Initiator roll is higher than Resolve roll, initiator is successful.If Resolve wins, Charisma check failed. (Charisma can be used to bribe an NPC out of an item, get favors from NPCs, or convince a monster to switch targets. Sex/Sexual acts can be used as a form of bribe.)
Detection
1: Initiator (Mentality/Wisdom+(Possible modifiers influencing detection check)1d20 Diceroll)=Detection
2: Target (Dexterity(Possible Modifiers influencing hide check)1d20 Diceroll)=Stealth
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Search
1: 1d20+Intelligence=Search roll
2: 1d20+1d20=Fail roll
3A: If search is successful, move to 4
3B: If search fails, sucks to be you.
4: 1d20 is rolled, in accordance with item type, determining whether there’s a 25-75% chance that a strength check is required, or a dex check.
5: 1d20+dex/strength=Claim check
6: 1d20+1d20=Fail check
7A: If check is fails, sucks to be you
7B: If check success, item is obtained
Clothes Break:
Survivors or Bosses can initiate Break Checks to damage a Survivor’s clothing. Doing so will put a -1 Constitution reduction on the target for each article of clothing that is damage by these checks.
A Survivor with damaged clothes gains more Aggro upon failing Skill Checks.
Range:
Range is measured in M, which stands for Meter.
Some of the Mechanics:
Spoiler (click to show/hide):
The Survivor:
Survivors are tasked with fulfilling the win condition of each map, which is to escape. There is no time limit, therefor waiting until daylight will not save you, the Survivors must instead find the exit locations on the map they’re playing on, then proceed to collect the supplies and use them appropriately to exit the map. For example, the player may be trapped on a map with a lake, and the exit condition may be to cross that lake. The player must therefore figure out a method to cross that lake, and find associated supplies to make that escape plan a reality. On that map, the lake would, however, not be the only method of escape.
If the Boss catches and downs a Survivor, that Boss may then rape the Survivor, and by doing so, the Boss fulfills a condition to upgrade their stats, trait, or abilities, and takes that Survivor out of the match.
The Boss:
The Boss is the creature roaming each associated map, who is tasked with raping each of the Survivors. Each Survivor that the Boss rapes will make that Boss more powerful during that round, and grant them points to spend between rounds. The Boss wins the match by raping every Survivor, thus preventing them from safely leaving the map.
During and between rounds, additional Bosses can be proposed which, when agreed upon, will then be added to the Roster. Between each round, a Map+Boss is selected at random to be part of the next round’s setting.
After the Boss is rolled for the start of the round, a dice is then rolled for participating players to decide which player is that round’s boss.
Unlike Survivors, the Boss cannot be downed, it instead enters a healing state, before resuming action. During this healing state, the Boss cannot interact with the map or Survivors, and recovers 20% HP per turn.
Targeted Attack:
The Boss, while within range of a Survivor, can initiate a Targeted Attack, which allows the Boss to damage the Survivor’s limbs in addition to their HP, by rolling an additional Dexterity check.
Head: Reduce Intelligence by 25%
Arms: Reduce Strength by 25% per arm
Legs: Reduce Speed by 25% per leg
This check can also be used to afflict a target with Bleed instead.
The Map:
Each Boss has a map that they roam, which are selected in tandem with the Boss at the start of each round. Upon rolling for which player is playing as the Boss, the map is already determined with said boss. Each map will have several methods of escape available for survivors to take, and the supplies to succeed in escaping will also be hidden.
Aggro Stacks:
Performing certain actions and failing checks each cause a Survivor to gain Aggro Stacks. These stacks cause the Boss to specifically search for the Survivor who has the most. Upon reaching a certain number of Stacks, the Boss will immediately move to the Survivor’s location. Stacks are removed gradually by resting. Most actions which would cause a Survivor to gain Aggro stacks involve making noise. Aggro stacks will typically only stack up to 5, however, in the case of multiple players having 5, they can stack higher.
When pursuing a character with the highest Aggro Stacks, the Boss gains +1 movement and +25% Speed.
The Survivor:
Survivors are tasked with fulfilling the win condition of each map, which is to escape. There is no time limit, therefor waiting until daylight will not save you, the Survivors must instead find the exit locations on the map they’re playing on, then proceed to collect the supplies and use them appropriately to exit the map. For example, the player may be trapped on a map with a lake, and the exit condition may be to cross that lake. The player must therefore figure out a method to cross that lake, and find associated supplies to make that escape plan a reality. On that map, the lake would, however, not be the only method of escape.
If the Boss catches and downs a Survivor, that Boss may then rape the Survivor, and by doing so, the Boss fulfills a condition to upgrade their stats, trait, or abilities, and takes that Survivor out of the match.
The Boss:
The Boss is the creature roaming each associated map, who is tasked with raping each of the Survivors. Each Survivor that the Boss rapes will make that Boss more powerful during that round, and grant them points to spend between rounds. The Boss wins the match by raping every Survivor, thus preventing them from safely leaving the map.
During and between rounds, additional Bosses can be proposed which, when agreed upon, will then be added to the Roster. Between each round, a Map+Boss is selected at random to be part of the next round’s setting.
After the Boss is rolled for the start of the round, a dice is then rolled for participating players to decide which player is that round’s boss.
Unlike Survivors, the Boss cannot be downed, it instead enters a healing state, before resuming action. During this healing state, the Boss cannot interact with the map or Survivors, and recovers 20% HP per turn.
Targeted Attack:
The Boss, while within range of a Survivor, can initiate a Targeted Attack, which allows the Boss to damage the Survivor’s limbs in addition to their HP, by rolling an additional Dexterity check.
Head: Reduce Intelligence by 25%
Arms: Reduce Strength by 25% per arm
Legs: Reduce Speed by 25% per leg
This check can also be used to afflict a target with Bleed instead.
The Map:
Each Boss has a map that they roam, which are selected in tandem with the Boss at the start of each round. Upon rolling for which player is playing as the Boss, the map is already determined with said boss. Each map will have several methods of escape available for survivors to take, and the supplies to succeed in escaping will also be hidden.
Aggro Stacks:
Performing certain actions and failing checks each cause a Survivor to gain Aggro Stacks. These stacks cause the Boss to specifically search for the Survivor who has the most. Upon reaching a certain number of Stacks, the Boss will immediately move to the Survivor’s location. Stacks are removed gradually by resting. Most actions which would cause a Survivor to gain Aggro stacks involve making noise. Aggro stacks will typically only stack up to 5, however, in the case of multiple players having 5, they can stack higher.
When pursuing a character with the highest Aggro Stacks, the Boss gains +1 movement and +25% Speed.