Filled By Daylight (CS Welcome)

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Filled By Daylight (CS Welcome)

Postby MiscChaos » Thu Nov 30, 2017 10:48 pm

This is based on Dead by Daylight and will be a 1v4 battle between the GM or Player controlled Rapist and 4 Player controlled Survivors. The Rapist will attempt to Offer the Survivors to the Entity or, if they are able, Rape the Survivors themselves. Survivors would be attempting to activate 5 generators to open the Dungeon doors and escape.

Mechanics
Spoiler (click to show/hide):

Generating Map
  • Using pyromancers.com, create a map spanning either 144 tiles (12x12) or 225 tiles (15x15).
  • Use a maze creator to create the walls.
  • Roll d144 to determine the locations of all items on the map. First determine the Dungeon’s location, then the 9 Chains on the stage followed by 7 Generators and 2 Doors. Move Doors to the closest edge if it doesn’t roll an edge. Then a 1d20 amount of Pallets, Chests, Windows, and misc clutter that a Survivor can hide behind. Then the location of the survivors and the Rapist.
  • Re-roll for any item that lands on top of another. Re-roll if too many of the same items end up clustered around each other. Re-roll if any generator ends up within 4 tiles of another one.
  • Create unique aspects for the map and roll appropriate dice to figure out where they go
Repairing, Healing, Sabotaging
  • A survivor will have a 3d20 rolled on each turn they are doing the action. Any roll between 1 and 7 is a failure. If a survivor fails 2 out of 3 rolls, they get a Skill Failure and must take an extra post to complete the action. In addition, if it was a generator they botched then the Rapist is alerted to their location. If a survivor gets 3 successes and one of them is between 18 and 20, it is a Great Skill Success and they need to spend 1 less post completing the action.
  • It takes 1 survivor 6 turns to repair a generator, 2 survivors take 5 turns, 3 survivors take 4, and 4 survivors take 3.
  • It takes 4 turns to pick someone up and summon new clothes for them. It takes 2 turns to summon new clothes and 2 turns to pick someone up from zero. If the downed survivor takes 2 turns to recover themselves, then if another Survivor comes by they don't have to use a turn to finish picking the downed survivor up
  • It takes 4 turns to Summon Clothes for oneself using a Needle. Using the Perk Never Nude adds turns based on the level of the Perk.
  • It takes 4 turns to fully Sabotage a set of Chains using a Toolbox. Using the Perk Saboteur adds turns based on the level of the Perk.
Taking Damage
  • If the Rapist strikes at a Survivor from close enough, the Survivor takes damage. The first strike strips the Survivor, leaving them Naked.

    While Naked, a Survivor shivers in the unnatural cold of the Rapist's Realm. If the Rapist is within 7 tiles of them, then a d20 is rolled for both the Survivor and the Rapist. If the Survivor's roll is greater than the Rapist, then they suppress the shiver enough for the Rapist to not hear it. Otherwise, the Rapist is alerted to their approximate location.
  • The next strike, unless they Summon Clothing for themselves via Item or Perk or a fellow Survivor does it for them, will imbue the essence of the Entity into them and Overwhelm them with desire. They fall to the ground in their arousal and the Rapist can pick them up and carry them.
  • If the Rapist loses them or is otherwise distracted and they do not pick up the Survivor, that Survivor still bears the Entity's mark, slowly increasing the pleasure they're under. If the Survivor is Overwhelmed for a combined total of 10 turns, they become Insensate and lose the Trial.
  • If the Rapist does pick up the Survivor then they have 6 Survivor turns to either deliver a Survivor to their unique Chains or throw the Survivor down to the ground, otherwise the Survivor will break free and stun the Rapist for 2 Rapist turns while they get away.
  • If the Survivor fails to get away, they are locked into the Rapist's Chains and the Offering Ceremony to the Entity begins.

    Stage 1 lasts 6 turns and is the only one that the Survivor can escape from themselves. The Survivors, if they choose, will have a 1d20 rolled for their escape and must roll a 20 in order to do so. Basically there's a 5% chance.

    Perks that increase the Survivors luck will also increase their chances of escape. For example, if a Survivor has Tier III Up The Ante, they have to roll between 17 and 20 in order to escape instead by boosting that 5% up to a 20%. For every failed attempt, the Survivor loses their turn and an additional turn, setting a limit of 3 attempts without the Ruby Tuesday perk.
  • After 6 turns or all attempts have been used, the Chains move to Stage 2. The Survivor can no longer escape by themselves at this point and the Entity's attention is now called upon them, inflicting a form of pleasure based on the Rapist in question. The Survivor now turns all their focus to resisting this.
  • If they are not rescued by another Survivor within 6 Survivor turns or if anything distracts them from resisting (AKA, the player choosing not to) then they have an orgasm (Stage 3), completing the Offering and drawing them into the Entity's realm.

Turns (or Actions. Whatever you wanna call ‘em)
  • Survivors get 2 turns per post and Rapists get 3.
  • Some actions take multiple turns. For example, a Rapist breaking a pallet takes 2 turns, giving the Survivor a chance to run after dropping it. Some actions also interrupt turns. Using the previous example again, if a Survivor dropped a pallet on a Rapist’s head, then the Rapist would lose 2 turns off of their Post.
  • Some actions take no turns. For example, it doesn't take a turn for a Rapist to open a Pallet. What DOES take a turn is finding a Survivor in it or closing the door in rage.

    Dropping a Pallet, jumping through a Window, and sliding across a Pallet all take no turns.

    A Rapist interrupting a Survivor's action takes no turns. A d20 is rolled for both the Survivor and the Rapist and the higher roll is prioritized in the event of an interruption. For example, if a Rapist goes to search a Locker and a Survivor goes to leave said Locker, then a dice is rolled for each. If the Survivor is higher, then they get out of the Locker before the Rapist reaches it. Otherwise the Rapist yanks them out of the Locker and they are instantly in the Overwhelmed state.
  • Survivors move at 1 tile/turn while they're walking and 2 tiles/turn while Sprinting. Rapists move at a constant 2 tiles/turn. This sets the Rapists speed to 150% of a Survivor's thanks to the Rapist's extra turn.
  • After entering the Naked State, the Survivor gets boosted to 4 tiles/turn for 1 turn in order to create space between them and the Rapist.
  • Sprinting allows the Rapist to see a trail if they pass it within 5 Rapist turns of the Survivor having run past it, though the longer it's been since the Survivor was near, the more faint the tracks are.

Auras
Auras proc when something important happens somewhere on the map, letting people know of said events. Most Auras only last for 1 post.
  • A Generator becoming active reveals an Aura to everyone on the map.
  • A Survivor becoming Overwhelmed, a Survivor being Chained, the Exits becoming powered, or having certain Perks reveals an Aura to Survivors on the map. An Overwhelmed or Chained Survivor's Aura will stay revealed to all other Survivors until their status changes.
  • Being Overwhelmed, being carried by the Rapist, or being Chained will reveal all other Survivors' Auras to the afflicted Survivor. These Auras will stay revealed to the afflicted Survivor until their status changes.
  • A Survivor quickly vaulting a Pallet, dropping a Pallet, quickly jumping through a Window, getting a Skill Failure on a Generator without the Technician Perk, getting out of the Chains, or having certain Perks reveals an Aura to the Rapist. Incomplete Generators outside of the Rapist's line of sight will also have an Aura while they don't have an Overwhelmed Survivor in their hands. Usable Chains will have an Aura as well while the Rapist has an Overwhelmed Survivor in their hands. Certain Survivor actions may also reveal an Aura to the Rapist based on GM judgement and accompanying dice rolls.


Rapist Perks (Subject to Balancing)
{FYI: Custom Perks are acceptable so long as they're reasonable. Basically I'll check over any customs and strike down any that make the Rapist TOO OP)
Spoiler (click to show/hide):

  • A Tailor’s Senses- When a Survivor attempts to summon clothes or summon clothes for another, they are revealed to the Rapist if they're within (4/8/12) tiles
  • Anticipation- When carrying a Survivor, the Rapist’s movement speed increases by (1/1/2) tile(s). Their Terror Radius also increases by (4/8/8) tiles
  • One’s Not Enough- After Chaining a Survivor, all other Survivors’ location are revealed to the Rapist if they’re more than (30/25/15) tiles away from the Rapist for 2 posts.
  • Beast of Prey- If a chase goes on for long enough, the Rapist loses heartbeat for (1/2/3) post(s), allowing them to potentially sneak up on prey that thought they had gotten away.
  • Bitter Murmur- Survivors’ location are revealed for (1/2/3) posts when the Exit Gates are powered.
  • Poonhound- The scent of a Survivor’s arousal is much clearer to the Rapist, allowing them to follow the Survivor’s trail for (2/4/6) turns longer than normal while they're Overwhelmed
  • Locked Dungeon- Once per match once an Exit Gate has been opened, Chaining a Survivor blocks the Exits for (2/4/6) Survivor turns. Survivors inside of the Exit Gate have their location revealed to the Rapist
  • Brutal Strength- Destroying Pallets is now only takes one turn from the Rapist.
  • Pheromone Tracker- Without the barrier of clothing, the Rapist can smell the Survivor’s arousal that much clearer. Naked Survivors are revealed to the Rapist if they are with (3/6/12) tiles.
  • You're The One I Want!- The Rapist becomes Obsessed with one Survivor. The Obsession helps others much quicker than usual (certain actions are reduced to half turns instead of full turns), but if the Obsession is Offered or Raped then every other Survivor suffers (1/2/3) turn penalty to repair, healing, and sabotage speed.
  • Enduring- Being Stunned only takes 1 turn away from the Rapist.
  • Fire Up- Each time a Survivor completes a generator, the Rapist gains a speed bonus to picking a Survivor up, dropping them, breaking pallets, breaking generators, and vaulting.
    2-3 tokens, the actions have their time reduced by half (Introduced in Tier I)
    4 tokens, the actions no longer take a turn (Introduced in Tier III)
  • Wardrobe Malfunction- The Rapist’s tearing of the Survivor’s clothing surprises them so much that there is a (25%/50%/75%) chance to drop the item they were holding.
  • Stalker Experience- If the Rapist stands still for (6/5/3) turns, their Terror Radius reduces to nothing until they act again
  • Iron Grasp- The Rapist has a solid hold on the Survivor. It takes an extra (1/1/2) turn(s) to wriggle free from their grip and wriggling does (a bit less/less/less) to knock them off course.
  • Curse: Building Lust- Each time a Survivor is rescued from their Chains, the Rapist gets a token. Once (6/5/3) Tokens build up, the Rapist can Rape the Survivor instead of Chaining them for the Entity. The Curse disappears if the Soaked Cloth empowering it is Cleansed
  • Curse: Sniper Focus- Each time a Survivor is Chained, the Rapist’s focus is enhanced. They can pick out the sound of a Survivor working on a generator or Summoning Clothes for another Survivor and track them to it from (8/10/16) tiles away. The Curse disappears if the Soaked Cloth empowering it is Cleansed
  • Curse: A Fucking For Everyone- Once the Exit Gates are powered, this Curse is applied to a Soiled Cloth. While the Curse is active, attacks down the Survivor instantly and movement speed is increased by (1/2/3) tiles. The Curse disappears if the Soiled Cloth empowering it is Cleansed
  • Curse: Butterfingers- While the curse is in effect, Survivors take (1/2/3) turns longer repairing generators, the Curse making their fingers less dexterous
  • Curse: The Entity’s Focus- The curse is applied to a Soaked Cloth. While the Curse is in effect, if the Rapist strips a Survivor then their arousal begins to build and build as they feel the Entity’s attention on them. If they don’t Summon Clothes for themselves have another Survivor do so within (8/6/4) Survivor turns, they’ll automatically become downed as the arousal Overwhelms their legs. The Curse disappears if the Soaked Cloth empowering it is Cleansed
  • Curse: Shredded Cloth- For every Soiled or Soaked Cloth still on the map, Survivors’ take (1/2/3) turns longer Cleansing the cloth and the Rapist is notified when someone starts working on a Soaked Cloth.
  • Drowned in Desire- The arousal the Rapist inflicts on the Survivor is such that they have trouble calling out for help, their voice caught in their throats. The range other Survivors can hear a downed Survivor is reduced to (4/2/1) tile away.
  • Monitor and Abuse- While chasing a Survivor, the Rapist’s Terror Radius increases by (4/4/8) tiles. Otherwise, the Terror Radius decreases by (2/4/4) tiles, but the Rapist can see more of the area around them.
  • Shrine of Lust- Dungeon Chains lure the Entity to the Survivor faster, are more difficult to escape, and penalizes the Survivor more for trying to escape. If a Survivor is Chained down in the dungeon, it takes 1 post less time for them to be Offered to the Entity. (Tier !) The roll needed to escape goes from a 17-20 to a 18-20. (Tier II) Each escape attempt reduces the amount of attempts left by 2 rather than 1. (Tier III)
  • Lust Bang- The Rapist hides distilled Lust in the nooks of the generator as they pass by. If a Survivor fails (Skill check with a chance to fail of 50%/65%/65%) to notice it, they are stunned for (2/2/4) turns while they attempt to shake off the effects. The Rapist will hear if the Survivor fails.
  • Overwhelming Presence- Survivors in the Rapists’ Terror Radius have a (60%/80%/100%) increased item consumption rates.
  • Remember Me- Become Obsessed with one Survivor. Each time the Rapist strikes the Obsession, the opening time for the Exit Gates is increased by (1/1/2) turn(s) up to a max of (4/5/6) turns. Obsession is not affected.
  • Don’t Run, Senpai!- Become Obsessed with one Survivor. Every time the Rapist chases their Obsession for 6 Rapist turns and let them escape, the Rapist receives a Token up to a max of (3/3/6). Each token up to the 3rd increases the Rapist’s movement speed by (1/1/2) tiles. An offensive action removes a Token. If a Rapist allows their Tokens to build up to 6, they may Rape the Survivors themselves.
  • Predator- Footsteps stay visible (1/2/3) turns longer than normal.
  • You Belong to Me!- Become Obsessed with one Survivor. As long as the Obsession is alive, after chasing a Survivor for (7/6/4) turns, the Rapist’s next successful attack recovers fast enough that it does not take a turn. Next attack must be made in the post after a chase stops. Starting another chase resets the Next attack timer.
  • Delicate Touch- The Rapist’s strike inflicts the Dripping status effect, making it easier to track the Survivor as they leave a (somewhat/visibly/very) clear trail in their arousal.
  • Deep Chill- Survivor’s shivering becomes much louder. Naked Survivor's noise can be heard from (4/8/12) tiles away
  • Dungeon Master- Survivor’s location is revealed to the Rapist for 1 post when they enter the Dungeon and the Rapist is a (40/32/24) tiles away.
  • Agoraphobia - For each Survivor naked, downed, or Chained, all Survivors suffer a penalty to repairing generators, Summoning Clothes, and sabotage.
    1-2 naked, downed, or Chained Survivor increases the action by 1 turn (Tier I)
    3 increases the action by 2 turns (Tier II)
    4 increases the action by 4 turns (Tier III)
  • Unnerving Presence- Survivors within the Rapist’s Terror Radius have a greater chance of botching a repair, Summon Clothing, or sabotage (Roll to fail increases from 1-7 to 1-8/1-9/1-9). Successful rolls needed (are not/are not/are increased) from 1 to 2.
  • Unrelenting- Attacks that miss can be re-rolled (25%/50%/100%) of the time.
  • Whispers- Occasionally (10%/10%/25% chance) the Entity will whisper to the Rapist if they are within (4/8/12) tiles of a Survivor.


Survivor Perks (Subject to Balancing)
(Custom Perks are acceptable so long as they're reasonable. I'll check over any customs and strike down any that make the Survivor TOO OP)
Spoiler (click to show/hide):

  • Ace in the Hole- When getting an item from a Chest, there’s a 50% chance an (Uncommon/Rare/Very Rare) add-on will be attached to it
  • Adrenaline- Instantly heal one Health State and move 4 tiles for 3 turns when the Exit Gates are powered.
    Causes Exhaustion for (10/8/6) turns
  • Alert- When a Rapist breaks a pallet within (4/8/12) tiles of the Survivor, the Rapist’s location is revealed for 4 turns. Can only be triggered once every (10/8/6) turns
  • Bond- Allies are revealed to the Survivor if within (8/10/16) tiles of each other
  • Iron Will- When saving an Ally from Chains within the Rapist’s Terror Radius, if either you or the Ally are hit then they are put into the Frigid status for (2/4/6) turns. Getting hit again or letting the time run out will put them into Overwhelmed
  • Seamstress- Summoning clothes now takes 1 turn. Needles get (1/2/3) additional uses before being consumed
  • Dark Sense- When the Exit Gates open, the Rapist’s location is revealed for (2/4/6) turns
  • Oiled Up- Once per (8/6/4) turns, Survivor can activate this Perk to avoid damage
  • No Means No!- Once per match while being carried by the Rapist, the Survivor gets a Skill Check. If they are the Obsession, they can do so instantly and if they succeed, they escape the Rapist’s Grasp and stun them for (2/3/6) Rapist turns. Anyone else must wiggle for (4/3/2) turns before the chance becomes available and it only stuns the Rapist for (2/2/4) Rapist turns.
  • Déjà vu- 2 Generators’ Locations are revealed to you for (4/5/6) turns at the beginning of a Trial
  • Empathy- Naked Allies’ locations are revealed when within (8/10/16) tiles of you. Allows you to see an Overwhelmed Ally even if the Rapist has the Ally in hand.
  • Hope- Movement is increased by (1/1/2) tile(s)/turn as soon as the Exit Gates are powered for (4/5/5) posts.
  • Warm Thoughts- Grunts of cold caused by being naked are less audible to the Rapist. They must now be within (6/6/2) tiles of you before they can hear them and (2/4/4) is added to your resistance dice when they're in range.
  • Kindred- When Chained, all Survivor’s Locations are revealed to (1 random Survivor/All other Survivors/All Other Survivors and the Rapist's Location will be revealed while they're within 4 tiles of the hook).
  • Leader- Allies within (4/8/8) tiles have a (1/1/2) turn reduction in Repairing, Healing, and Sabotaging.
  • Left Behind- If you are the last Survivor left, Repair time is reduced by (1/2/2) turns for every (2/2/1) Generator(s) still unrepaired
  • Lightweight- Footsteps stay visible (2/3/4) turns less than normal
  • Lithe- After vaulting, move 4 tiles per turn for 2 turns. Activates in Chases only. Causes Exhaustion for (10/8/6) turns.
  • Nudist- Survivor starts off Naked and cannot be clothed no matter what. Because they are used to being naked, they do not are not aroused by it, leaving no trail for a Rapist to follow. Their shivers of cold are audible from only (6/4/2) tile(s) away. Allows the Survivor to fully recover from being Overwhelmed
  • No One Left Behind- Once the Exit Gates are powered, gain a 1 turn reduction for Altruistic actions. Survivor also gains (25%/50%/75%) more Cumpoints for these actions
  • Object of Obsession- If you are the Rapist’s Obsession and look in the Rapist’s direction, your link reveals your location to each other. Must be within (6/8/12) tiles from each other. If you’re not the Rapist’s Obsession, the distance is (2/4/6) tiles.
  • Open Handed- Increases the ability to locate objects by (2/3/4) tiles.
  • Tailor- Guarantees a High Quality Needle on your first complete Chest search. Reduces time needed to search through a Chest by (1/2/3) turn(s).
  • Plunderer’s Instinct- Chests within (4/6/8) tiles of you are revealed to you and increases the chances of finding higher rarity Items within them
  • Premonition- GM will warn you when you are looking in the Rapist’s direction and they are within (4/8/10) tiles. Cooldown of (6/4/2) turns.
  • Prove Thyself- Reduce Repair, Healing, and Sabotage actions by 1 turn per Survivor within (2/4/8) tiles.
  • Quick and Quiet- Make no noise when vaulting over obstacles or hiding within a locker. Cooldown of (8/6/4) turns
  • Hyper Focus- Reduces Repair, Sabotage, Healing, and Searching by (1/2/2) turn(s) while Naked.
  • Saboteur- Allows the survivor to sabotage without a Toolbox in exchange for an additional (6/4/4) turns needed to do so. Toolbox sabotage takes (4/4/2) turns less time
  • Never Nude- Allows the survivor to Summon Clothes for themselves in exchange for an additional (4/4/2) turns needed to do so. Using a Needle to do so takes (1/1/2) less turn(s).
  • Ruby Tuesday- You cannot be chained! Not without consequence anyway. Grants 2 extra escape attempts from the Chains. Odds of escaping Traps are increased by (5%/10%/15%).
  • Scavenger Hunt- GM will warn you when looking in the direction of a Rapist Trap or Cloth within (8/12/16) tiles. 3 turn cooldown.
  • Stay Away!- Each Survivor Raped or Offered reduces the Rapist’s ability to find object’s locations.
    1 reduces the range by (2/3/4) tiles
    2 reduces the range by (4/5/6) tiles
    3 reduces the range by (10/12/16) tiles
  • A Sudden Turn-On- GM will warn you when the Rapist is looking directly in your direction and standing within (8/12/16) tiles of you. While Turn-On is active, the chances an action will botch is increased to 1 to 8
  • Sprint Burst- When breaking into a run, move 4 tiles/turn for 2 turns. Causes Exhaustion for (8/6/4) turns
  • Streetwise- Increases the amount of turns an Item can be used by (1/2/4) Survivor turns for you and Survivors within 4 tiles of you
  • Unexpectedly Freeing- Great Success range is increased to (17/16/15) to 20 when Naked.
  • Technician- Noises caused by your repairs are reduced by (2/3/4) tiles. On a botched Generator Skill Check, 1d20 is re-rolled. If the roll is between (16/16/14) and 20, the noise from the failure is prevented.
  • Up the Ante- For each other Survivor alive, grant a (5%/10%/15%) Luck bonus to all Survivors
  • Inner Strength- Grants the ability to recover from being Overwhelmed (once/once/twice) per match. Reduces time needed to do so by (1/2/2) turn(s).
  • Urban Evasion- Crouch movement speed is (unchanged/boosted to walking speed/boosted to running speed for 2 turns when the crouch begins then goes to walking speed). Boost has a cooldown of (8/6/4) turns
  • Vigil- You and nearby Allies recover from afflictions (1/2/3) turns faster
  • Let’s Go!- Once the Exit Gates are powered, they are revealed to you within (40/70/Infinite) tiles of you. While opening the Gates, reveal your location to all other Survivors within (40/70/Infinite) tiles of you
  • Make Yourself Decent!- For each Survivor you rescue from Chains, reduce Summon Clothes speeds down to a maximum of 0 turns for (4/5/6) turns.


Cumpoints
Rapists
Spoiler (click to show/hide):

    Lewdness- Based around preparing the Survivor for Lewd actions
  • Catch- Silly Survivor. You shouldn’t be doing anything but drowning in pleasure! Catch a Survivor mid-action
    600
  • Stripped- Doesn’t it feel so freeing, getting out of those stuffy things? Remove the Survivor’s clothes
    300
  • Tagged- You’re in for a good time, now. Hit a Survivor while they’re Naked, planting The Entity’s Mark on them and Overwhelming them. Does not count if the Survivor is in Chains or Overwhelmed
    300
  • Destruction- How annoying. Just get out of my sight! Break a Pallet or Generator
    100
    Deviousness- Based on clever power use or setting up for easier hunting. More will be added as more powers are suggested.
  • Naked- A little chilly are we? Makes hearing you that much easier. For each turn you have a Survivor Naked, you earn a point.
  • Insensate- Oh dear. Too much pleasure too quickly. Now they’re useless for the Entity! Obtained when a Survivor is Overwhelmed for too long
    50
  • Set Trap- Someone’s going to enjoy this VERY soon. Trap based Rapists receive this when they lay a trap
    100
  • Trapped- Ah! Someone seems to have fallen into my trap. Obtained when a Survivor falls into a Trap based Rapist’s trap
    1000
  • Grab Trapped Survivor- Hello, dear. How did you enjoy my gift? Obtained when a Survivor is grabbed from a Trap based Survivor’s trap.
    500
  • No One Escaped- My, what fun was had in this Trial! The Entity must be pleased. Obtained when a Rapist Offers or Rapes all Survivors
    2500
    Hunter- Finding, Chasing, and Catching Survivors
  • Chase- Don’t run! You’ll only end up tired when I catch you! For each turn the Rapist has the Survivor within a 3 tile range and is following them
  • Survivor Found- There you are! Come here! When the Rapist finds a Survivor
    200
  • Catch- Hahaha! You’re mine now! Pulling a Survivor out of a closet
    600
    Offering- Chaining Survivors for the Pleasure of The Entity
  • Chained- Oh, our Entity in Pleasurable Heaven, please grace this mortal. Obtained when Chaining a Survivor down
    500
  • Entity Summoned- Our lord, the Entity reveals himself! Obtained when the Survivor falls into Stage 2 of the Chain process
    200
  • Offered Up- Oh, our Entity has accepted my offering! I hope its pleased! Obtained when the Offering is complete
    200
  • Raped- Our Entity would forgive this transgression… surely? Obtained when you Rape the Survivor yourself
    1000

Survivors
Spoiler (click to show/hide):

    Objective- Repairing Generators and working towards escape
  • Coop Action- For every turn you help a fellow Survivor repair a Generator, you earn an additional 5 Bloodpoints
  • Great Skill Check- When you get a great skill check
    150
  • Repairs- Obtained when repairing a Generator. Based on how much work you put into a Generator.
    200/turn
  • Map Scout- Obtained when using a Map to find an Object
    150
  • Chest- Obtained when completely searching a Chest
    250
  • Unlocking- Obtained when opening an Exit Gate. Based on how much work you put into the door
    200/turn
  • Hatch Escape- Obtained when escaping via Hatch
    2000
  • Hatch Opened- Obtained when opening a Hatch with a Key
    2000
    Chastity- Staying unsullied
  • Rapist Grasp Escape- Obtained when escaping from the Rapist’s grasp
    500
  • Resist- Obtained for every turn you Resist the Entity while Chained
    150/turn
  • Trap Escape- So you removed yourself from the Rapist’s trap? Well done!
    500
  • Chain Escape- What is this, a BDSM club!? Don’t need no help getting out neither!
    1500
    Altruism- Helping other Survivors
  • Assist- Obtained for being nearby another Survivor in danger or on in Chains
    250
    315 when the Exit Gates have been powered
  • Distraction- Obtained after helping a Survivor escape the Rapist
    250
  • Get Up- Obtained when helping a Survivor get up after being Overwhelmed
    400
    500 after the Exit Gates have been powered
  • Clothed- Obtained when Summoning Clothes for another Survivor
    400
    500 after the Exit Gates have been powered
  • Trap Rescue- Obtained when helping a Survivor escape a Trap
    1000
    1250 after the Exit Gates have been powered
  • Rapist Grasp Escape- Obtained when somehow helping another Survivor escape from the Rapist’s hold
    1250
  • Chain Rescue- Obtained when helping a Survivor escape from being Chained
    1500
    1875 after the Exit Gates have been powered
  • Reunited- Obtained after being within 2 tiles of another Survivor. Only once per Survivor
    200
  • Protection- Obtained after taking a blow meant for another Survivor
    200
    Boldness- Interactions around and with the Rapist
  • Bold- Hiding within 3 tiles of the Rapist
    5/turn
  • Chased- Get chased by the Rapist
    3/turn
  • Escaped- You’ve evaded the Rapist!
    250
  • Rapist Stun- So you’ve hit the Rapist over the head with a Pallet? Nice!
    1000
  • Rapist Blind- This probably isn’t the kind of flashing the Rapist wants… Blind the Rapist with a Flashlight
    250
  • Chain Sabotage- Man, fuck those chains! Break the Rapist’s Chains.
    500
  • Trap Disarm- I’m not sure what that would’ve done, but I know I wouldn’t have liked it. Disable one of the Rapist’s Traps
    300
  • Cleansed (Tainted)- Ew! How did so much get on these panties? Let’s clean ‘em up. Cleanse a Soiled Cloth
    600
  • Cleansed (Soaked)- There’s clothing under all this?! I can’t even see it! Cleanse a Soaked Cloth
    1000
  • Dungeon Time- No one would look for me down here! Right? Get points for every turn spent in the Rapist’s Dungeon
    10/turn


Cumweb
Spoiler (click to show/hide):

The Cumweb is concept brought upon by meditation or sleep in Survivors and Rapists. Accessing this space allows them to grow in this stagnant space, granting them Items, Offerings, or Add-Ons. For some reason, Perks are hard to come by in this web as if the Entity is purposefully limiting one's potential for growth. What Perks are grudgingly given are permanent however and are allowed to grow with the Survivor or Rapist that receives it.
  • One random Perk is given every 5 levels. If there is a Perk slot available, then the new Perk will go into that slot. Otherwise, one can choose to replace an older Perk with the newer one for 5000 CP.
  • At any time, one can choose to Re-Roll a Perk for 10000 CP. The roller is then allowed to choose between the old Perk and the new Perk.
  • Common Items, Offerings, and Add-Ons cost 3000 CP
  • Uncommon Items, Offerings, and Add-Ons cost 4000 CP
  • Rare Items, Offerings, and Add-Ons cost 5000 CP
  • Super Rare Items, Offerings, and Add-Ons cost 6000 CP
  • Ultra Rare Items, Offerings, and Add-Ons cost 7000 CP


Character Sheets
Rapist
Spoiler (click to show/hide):

Name: (The Rapist’s True Name)
Alias: (The Name Survivors knows them by)
Appearance: (How does the Rapist look?)
Power: (Each Rapist has an ability unique to them. What’s yours?) (Subject to GM approval)
Backstory: (What lead the Rapist to where they are now?)
Perks: (Perks help you violate Survivors in new and interesting ways.)(All Perks have 3 Tiers. Going from Tier I to Tier II requires 7500 CP and you must be Level 10. Tier II to Tier III requires 15000 CP and you must be Level 15. At any time you can discard a Perk and pick or create a new one for 10000CP)
  • Unlocked Initially
  • Unlocked at Level 5
  • Unlocked at Level 10
  • Unlocked at Level 15
Add-Ons: (Additions to your Power that change the way it works in some way.) (Each level up allows you to pick from 3 add-ons of varying rank for varying CP)
Offerings: (Tokens that change the Trial itself in some way.)(Each level up allows you to pick from 3 Offerings of varying rank for varying CP)
Current Cumpoints: 0
Cumpoints needed to level up: 1000


Survivor
Spoiler (click to show/hide):

Name: (Your Name)
Appearance: (How does your Survivor look?)
Backstory: (What lead your Survivor to where they are now?)
Perks: (Perks help you avoid the Rapist and make it out unsullied.)(All Perks have 3 Tiers. Going from Tier I to Tier II requires 7500 CP and you must be Level 10. Tier II to Tier III requires 15000 CP and you must be Level 15. At any time you can discard a Perk and pick or create a new one for 10000CP)
  • Unlocked Initially
  • Unlocked at Level 5
  • Unlocked at Level 10
  • Unlocked at Level 15
Items: (Equipment useful in some way to help avoid the Rapist’s grasp)(Each level up allows you to pick from 2 Items of varying rank for varying CP)
Add-Ons: (Additions to your Items that change the way they work in some way.) (Each level up allows you to pick from 3 add-ons of varying rank for varying CP)
Offerings: (Tokens that change the Trial itself in some way.)(Each level up allows you to pick from 3 Offerings of varying rank for varying CP)
Current Cumpoints: 0
Cumpoints needed to level up: 1000


Items

Brown Items are Common. These have a 60% chance of appearing on the Cumweb or in a Chest
Orange Items are Uncommon. These have a 20% chance of appearing on the Cumweb or in a Chest.
Green Items are Rare. These have a 10% chance of appearing on the Cumweb or in a Chest.
Purple Items are Super Rare. These have a 8% chance of appearing on the Cumweb or in a Chest. These do not appear on the Cumweb until level 5.
Red Items are Ultra Rare. These have a 2% chance of appearing on the Cumweb or in a Chest. These do not appear on the Cumweb until level 10.
Needle- Normally they’re used to repair clothing, but it doesn’t work like that in this world. Instead, they are used as a Focus Object, allowing a Survivor to summon clothing for themselves or others at an increased speed. Because of its use as a Focus Object, its magic also helps in relieving other Survivors, draining the Entity’s magic into itself.
Spoiler (click to show/hide):

”Your First Sewing” Needle- A rather flimsy needle really only useful for an absolute beginner’s projects. This unreliable nature transfers over to its use as a Focus Object.
  • Lasts for 1 turn
  • Reduces the amount of time needed to Summon Clothes or relieve Overwhelmed Survivors by 1 turn.
  • Unlocks the ability to Summon Clothes for yourself, though due to its weakness as a Focus Object it won’t get the job done unless the Survivor gets a Great Success
Needle- A basic needle. You probably would’ve bought it in a Lol-Mart in the real world.
  • Lasts for 2 turns
  • Summoning Clothes for others OR relieving an Overwhelmed Survivor no longer takes a turn, but the needle immediately breaks afterward unless you get a Great Success.
  • Unlocks the ability to Summon Clothes for yourself.
High Quality Needle- A more expensive needle, made of stronger material and generally overall more reliable. The surety of its usefulness increases its use as a Focus Object
  • Lasts for 3 turns
  • Reduces the amount of time needed to Summon Clothes or relieve Overwhelmed Survivors by 4 turns. Basically Summoning Clothes for others OR relieving an Overwhelmed Survivor would not take a turn and you would be able to do this twice unless you got a Great Success. That or you’d be able to relieve an Overwhelmed Survivor AND Summon Clothes for them without taking a turn, but the needle would break afterward unless you got a Great Success.
  • Unlocks the ability to Summon Clothes for yourself.
The Vain Seamstress’ Needle- A gem of a needle, beautifully decorated and created from only the best material. Almost seems more like a piece in an art collection than a tool a woman used to make her livelihood. The skill of the Seamstress seems to imbue itself into the needle, making it the ultimate Focus Object.
  • Lasts for 4 turns
  • Reduces the amount of time needed to Summon Clothes or relieve Overwhelmed Survivors by 3 turns. Basically Summoning Clothes for others OR relieving an Overwhelmed Survivor would not take a turn, but you’d only have 1 charge left unless you got a Great Success.
  • Increases the Great Success zone for Summoning Clothes or relieving Overwhelmed Survivors to 16 to 20
  • Unlocks the ability to Summon Clothes for yourself and increases the Great Success zone to 16 to 20.


Flashlight- The Flashlight is an Item that is used to blind the Killer. If they are carrying a Survivor on their shoulder, getting blinded will make them drop that Survivor and be stunned for a few turns.
Spoiler (click to show/hide):

Flashlight- A standard flashlight.
  • Can be used from 4 tiles away
  • Has a 20% chance to blind the Rapist for 2 Rapist turns if flashed on them for 2 Survivor turns
  • Lasts for 3 Survivor turns. The battery dies afterwards, making it useless.
Sport Flashlight- A very portable Flashlight with a good grip. Its efficient technology produces a powerful light while consuming less power.
  • Can be used from 4 tiles away
  • Has a 30% chance to blind the Rapist for 2 Rapist turns if flashed on them for 2 Survivor turns
  • Lasts for 5 Survivor turns. The battery dies afterwards, making it useless.
Utility Flashlight- A sturdy but heavy Flashlight that packs a lot of power.
  • Can be used from 5 tiles away
  • Has a 15% chance to blind the Rapist for 4 Rapist turns if flashed on them for 2 Survivor turns
  • Lasts for 4 Survivor turns. The battery dies afterwards, making it useless.


Key- The Key is an Item that can be used to open the Hatch when it spawns. It can also be used with Add-ons to enhance its power and show the user different Auras, such as those of other Survivors in their vicinity or that of the Killer. The Broken Key cannot be used to open to Hatch and is of no use without Add-ons.
Spoiler (click to show/hide):

Broken Key- The bow and shank of a key, vibrating with power. The Broken Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Broken Key's power into various effects.
  • Requires Add-ons to be of any use
  • Can be used for 4 Survivor Turns
Dull Key- A bent and dull key that once held great power. The Dull Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Dull Key's remaining power into various effects.
  • Can be used to open the Hatch. Anything else depends on its Add-ons
  • Can be used for 3 Survivor Turns
Skeleton Key- A tarnished and crooked Key, vibrating with ominous power. The Skeleton Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Skeleton Key's power into various effects.
  • Can be used to open the Hatch. Anything else depends on its Add-ons
  • Can be used for 8 Survivor Turns


Map- The Map is an Item that is used to track and mark props in the World. The standard map can only track Generators, but can track different props as well with the use of Add-ons that enhance its power. You can even make the tracked Auras visible to other Survivors and create markers that look like a pillar of bright light (basically, point out something or someone you’d like to remember the location of and I’ll make it so you’ll see its location on the map).
Spoiler (click to show/hide):

Map- An old piece of parchment made out of an ethereal material. Is rolled and sealed with an uncoloured leather string. Holding and channeling magic into the map unlocks great potential in one's Aura reading ability which slowly burns the map. Generators' Auras which you have already encountered are revealed to you for as long as the map has charges left.
  • Starts with 1 Generator tracked
  • Unlocks the ability to track Generators you pass within 4 tiles of. Their auras are revealed to you when you channel magic into the map.
  • The map can handle 4 turns of channeling before it burns up.
Rainbow Map- A piece of parchment made out of such an otherworld material that just it’s touch feels unnatural. It positively drips magic. It is rolled and sealed with multiple bands of magical cords. Holding and channeling magic into the map unlocks a great potential in one's Aura reading ability which slowly burns up the map. Objects with Auras which you have already encountered are revealed to you for as long as the map has charges left.
  • Starts with 3 Objects tracked.
  • Unlocks the ability to track Generators you pass within 4 tiles of.
  • Unlocks the ability to track Chains you pass within 4 tiles of.
  • Unlocks the ability to track Exits you pass within 4 tiles of.
  • Unlocks the ability to track the Hatch if you pass within 4 tiles of it. All of their auras are revealed to you when you channel magic into the map.
  • The map can handle 4 turns of channeling before it burns up.

Toolbox- The Toolbox is an Item that can be used to repair Generators more quickly or as Focus Objects that allow for the sabotage of Chains. Different Toolboxes have different uses and not all of them are good for both uses. Add-ons can be equipped to enhance their speed and durability.
Spoiler (click to show/hide):

Worn-Out Tools- A metal box containing out of condition tools that could break at any moment. Magic imbued into the tools allows for even the untrained to use them to the maximum effect.
  • Lasts for 2 turns.
  • Decreases the amount of turns needed to repair a Generator by 2 turns.
  • Increases the Skill Failure zone to 1 to 9.
  • Unlocks the Sabotage action, though with the weakness of these tools, only a Great Skill check would allow the Sabotage to be successful.
Toolbox- A metal box containing a set of basic tools. Magic imbued into the tools allows for even the untrained to use them to the maximum effect.
  • Lasts for 4 turns.
  • Decreases the amount of turns needed to repair a Generator by 2 turns
Mechanic’s Toolbox- A metal box with specialized mechanics tools. Magic imbued into the tools allows for even the untrained to use them to the maximum effect.
  • Lasts for 2 turns.
  • Decreases the amount of turns needed to repair a Generator by 3 turns
  • Unlocks the Sabotage action and Increases the amount of turns needed to Sabotage a set of Chains to 5 turns, making it impossible to do with this tool set without Great Skill Checks
Commodious Toolbox- A large metal box containing basic tool and extra mechanical parts. Magic imbued into the tools allows for even the untrained to use them to the maximum effect.
  • Lasts for 5 turns.
  • Decreases the amount of turns needed to repair a Generator by 2 turns
  • Unlocks the Sabotage action
Engineer’s Toolbox- A metal box with highly specialized tools meant for engineering. The magic imbued into the tools is more powerful than usual, allowing for repairs faster than a beginner could dream of otherwise.
  • Lasts for 2 turns
  • Decreases the amount of turns needed to repair a Generator by 5 turns.
  • Unlocks the Sabotage action
Sensei’s Toolbox- A metal box containing mainly saws and vice grips of varying sizes but also other tools. The person who owned this, apparently a "Sen Sei" was very clearly a greater proponent of destruction than creation based on the magic infusing the Toolbox, but it could still be used to fix things if need be.
  • Lasts for 4 turns
  • Decreases the amount of turns needed to repair a Generator by 1 turn
  • Unlocks the Sabotage action and decreases the amount of turns needed to Sabotage Chains by 2 turns


Add-Ons
Add-Ons are tools that empower Items, allowing them to become even more powerful than they were before. They are obtained either by receiving them from the Cumweb upon leveling up or in a Chest attached to an item. There is a 10% chance of finding one in a chest without perks.

Brown add-ons are Common. These have a 60% chance of appearing on the Cumweb or in a Chest
Orange add-ons are Uncommon. These have a 20% chance of appearing on the Cumweb or in a Chest.
Green add-ons are Rare. These have a 10% chance of appearing on the Cumweb or in a Chest.
Purple add-ons are Super Rare. These have a 8% chance of appearing on the Cumweb or in a Chest. These do not appear on the Cumweb until level 5.
Red add-ons are Ultra Rare. These have a 2% chance of appearing on the Cumweb or in a Chest. These do not appear on the Cumweb until level 10.
Survivor Add-ons
Needle
Spoiler (click to show/hide):

Thimble- A metal cap worn to the protect one’s finger while sewing. The feeling of being protected from failure helps prevent mishaps during the spell casting process
  • Decreases Skill Failure zone to 1 to 6
Metronome- A faint sound makes a rhythm similar to the spell being casting. The speed of it causes the caster to be swifter in their spell casting. One can only hear it when by themselves.
  • Decreases the amount of turns needed to Summon Clothes for oneself by 1
String Set- A bit of string that usually accompanies a sewing kit. The very slight amount of it reminds a caster to be careful with their usage
  • Increases Survivor turns the Needle can be used by 1
Guide- A guide that makes threading the needle an easier task. The feeling of knowing failure is nearly impossible helps prevent mishaps during the spell casting process.
  • Decreases Skill Failure zone to 1 to 5
Chant Written in Pencil- A roughly transcribed version of the Summon Clothes spell. Having it in front of the caster for reference allows for better use of the Focus Object. One can only clearly read it by themselves
  • Decreases the amount of Survivor turns needed to Summon Clothes for oneself by 1
  • Increases Survivor turns the Needle can be used by 1
Rough Hymn- A song to the tune of the Summon Clothes spell resounds in the caster’s head. The passionate, yet reckless nature of the song may cause… difficulty for the caster. One can only clearly hear it when by themselves
  • Decreases the amount of turns needed to Summon Clothes for oneself by 2
  • Increases the Skill Failure zone to 1 to 10
Tamed Hymn- A song to the tune of the Summon Clothes spell resounds in the caster’s head. The passion of the song is tempered by the experience of the singer. One can only clearly hear it when by themselves
  • Decreases the amount of Survivor turns needed to Summon Clothes for oneself by 2
Yarn Set- A bit of yarn that usually accompanies more experienced sewing kits. The lush nature of the yarn in hand gives the caster more confidence in their ability to handle the spell.
  • Increases Survivor turns the Needle can be used by 2
Interrupted Chorus- A serene collection of songs in the tune of the Summon Clothes spell resounds in the caster’s head. A malevolent voice often disrupts the calm of the music, leading to mistakes in the casting process. One can only clearly hear it when by themselves.
  • Decreases amount of Survivor turns needed to Summon Clothes for oneself by 3
  • Increases Skill Failure zone to 1 to 9
Chant Written in Ink- A transcribed version of the Summon Clothes spell. Having it in front of the caster for reference allows for better use of the Focus Object.
  • Increases Survivor turns the Needle can be used by 4
Full Chorus- A serene collection of songs in the tune of the Summon Clothes spell resounds in the caster’s head. The calm of the songs takes the caster’s mind away from their task. By the time they come back to themselves, they often find it done.
  • Decreases amount of Survivor turns needed to Summon Clothes for oneself by 3
Chant Written in Runes- A transcribed version of the Summon Clothes spell. The magical nature of the medium used to write it in allows for deeper magics within the spell to be tapped. The Runes are instantly written upon the Caster’s skin, allowing for but a touch to activate them, though the Runes disappear after the magic is expended.
  • Instantly Summon Clothes for either yourself or another Survivor or instantly relieve another Survivor from being Overwhelmed, though without clothes.
  • Destroys Needle after use
Summon Deity- A painfully beautiful song teaches the caster how to summon a full Deity to the Entity’s plane of existence. The Deity fights the Entity’s influence, reverting the Survivor touched by it to the state they were before being harmed by the Entity. It is still the Entity’s plane, however and it makes the Deity pay for its interference.
  • Instantly relieve another Survivor from being Overwhelmed and Summon Clothes for them.
  • Destroys Needle after use

Flashlight
Spoiler (click to show/hide):

Wide Lens- A wide lens in perfect condition. Designed to spread the Flashlight beam at the cost of reducing its range of effectiveness. Casting a wide net and all that.
  • Increases chance of blinding Rapist by 15%
  • Decreases range of the Flashlight by 1 tile
Power Bulb- A tiny Flashlight bulb that packs more wattage for a brighter, more powerful light beam.
  • Increases chance of blinding Rapist by 10%
  • Increases range of the Flashlight by 1 tile
  • Increases duration of Rapist blind by 1 Rapist turn
Leather Grip- A leather strip wrapped around the Flashlight for more grip. No need to go dropping the Flashlight because your hands are sweaty with fear after all.
  • Increases chance of blinding Rapist by 5%
Battery- A standard battery of unknown brand. You suspect a crappy knock off for how little it does for you.
  • Increases Survivor turns the Flashlight can be used by 1
Tir Optic- A lens and reflector combo which can magnify a Flashlight's beam. Not bad. Could probably have used one of these on the other side.
  • Increases range of the Flashlight by 2 tiles
  • Increases duration of Rapist blind by 2 Rapist turns
Rubber Grip- A rubber grip specifically fitting Flashlights for more grip. Your aim has never been truer!
  • Increases chance of blinding Rapist by 15%
Low Amp Filament- A filament bulb designed to extend a Flashlight battery's life. Every little bit helps if it means your holes remain unviolated another day
  • Increases Survivor turns the Flashlight can be used by 1
Heavy Duty Battery- A battery marked as "industrial strength". You’re not sure if it’s the magic of this place or what, but you call bullshit!
  • Increases Survivor turns the Flashlight can be used by 2
Focus Lens- A thick glass lens that focuses the Flashlight beam to increase its intensity. Just make sure you don’t get your Flashlight in your eyes with this bad boy on…
  • Increases range of the Flashlight by 2 tiles
  • Increases chance of blinding Rapist by 10%
  • Increases duration of Rapist blind by 1 Rapist turn
Long Life Battery- A recent model of battery that lasts longer. This thing will power a dildo for years, but it barely powers a Flashlight for a few seconds. Once again, bullshit!
  • Increases Survivor turns the Flashlight can be used by 3
Intense Halogen- A chemical bulb that generates an intensely clear light. Top of the line stuff here! Shit would cost hundreds, if not thousands on the other side
  • Increases range of the Flashlight by 2 tiles
  • Increases duration of Rapist blind by 2 Rapist turns
High-End Sapphire Lens- A wide lens made of unscratchable sapphire that optimises the power and range of the light beam. There are car headlights that don’t shine as brightly as your Flashlight with this baby on!
  • Increases chance of blinding Rapist by 25%
  • Increases range of the Flashlight by 4 tiles
  • Increases duration of Rapist blind by 3 Rapist turns
Odd Bulb- A heavy and completely opaque bulb of unknown origin which emits a faint light even when turned off. Despite its usefulness, it always feels a bit eerie to hold a Flashlight with this thing in it. Like it’s going to betray you when you least expect it…
  • Increases range of the Flashlight by 5 tiles
  • Increases duration of Rapist blind by 4 Rapist turns
  • Decreases Survivor turns the Flashlight can be used by 1


Key
Spoiler (click to show/hide):

Prayer Rope- Tightly knitted rope used in praying rituals. Someone of broken faith must have held this because the pious energy within is rather weak. Barely enough to fuel the key
  • Increases Survivor turns the Key can be used by 2
Scratched Pearl- A porous and scratched white pearl. A minuscule jump ring allows the pearl to be attached to the Key. Such a trendy little trinket. You almost want to be seen with it!
  • Increases range of Key’s Aura reading ability by 3 tiles
Prayer Beads- A chain of matte beads of various sizes used in praying ritual. Someone pious obviously once had this. While what happened to them is probably best left unanswered, the sheer desperate prayer within makes it good for powering the magic of the key.
  • Increases Survivor turns the Key can be used by 4
Eroded Token- A heavily worn out token made of brass. It looks like something important may have once laid within, but whatever it is has long since been worn away. It must have been family related because the energy within helps with keeping track of your fellow Survivors.
  • Reveals Survivors’ Auras when within 4 tiles
Gold Token- A gold token with a dull appearance. Scrawled in a small space on one side is a rather crazed “SENPAI”. You get the feeling whoever owned this was a stalker with a very strong obsession since the energy within helps track down the other Survivors
  • Reveals Survivors’ Auras when within 8 tiles
Tarnished Wedding Ring- A ring that signifies the promise to forever be with the person who gives or receives it. You’re not sure what’s on it and you’re very sure you don’t want to know. The previous owner must have been a very self-sacrificing person as this accessory will offer itself up in order to save the key. How bittersweet…
  • The Entity will take this Add-on instead of the Key upon being Offered
Milky Glass- This opaque piece of glass holds some sort of liquid within. You’re fairly sure what, but you’re not going to go out of your way to find out. When the key makes contact with the Hatch, the liquid within becomes excited and bursts forward, being spilled from within key. Wait, that sounds lewd…
  • The Entity will take this Add-on instead of the Key upon opening the Hatch
Magical Sapphire- A gem swimming with magical power to the point that it’s eternally warm to the touch. The strong urge to protect trapped within the Sapphire makes sure you’re forewarned of anything attempting to harm you! Doing so drains a lot of that magic however. You’re fairly sure the Entity is displeased with it doing even that much.
  • Reveals Rapist’s Aura when within 6 tiles
  • Using this ability decreases Survivor turns the Key can be used by 4



Map
Spoiler (click to show/hide):

Map Addendum- A swarm of magic that attached itself to the Map to extend it. With more to burn, it lasts a touch longer before being burnt out.
  • Increases Survivor turns the Map can be used by 1
Yellow Wire- A bit of electrical wire that looks like it’s been torn from its original resting place. Almost as if the one who did it was frustrated with something. Provided the effects, probably a slow opening Exit.
  • Unlocks the ability to track he Exits
Unusual Stamp- This stamp seems to have been used by a navigator. It’s worn to the point of almost uselessness, but you can feel the affection of the original owner. The owner’s skill at finding their way helps you to do the same.
  • Increases tiles away the Map can track from by 2
Retardant Jelly- Whatever this stuff is, it’s not of this earth. But that’s OK since it’s incredibly heat resistant on a scale that has to be magic. At the very least, it resists burning well enough.
  • Increases Survivor turns the Map can be used by 2
Red Twine- This twine must have belonged to a Rapist at some point. A salute to the brave bastard who retrieved it! The residual magic resonates with the Rapist, allowing the map to show their prized possessions.
  • Unlocks the ability to track the Rapist’s belongings. (Rapist’s belongings are Chains, Traps Chests, and Soiled Cloth)
Glass Bead- A strange bead circled with gold that can be used to magnify the map and mark a specific position. The bead emits an energy which can be felt and seen by Survivors.
  • Unlocks the Marker Ability
  • Using this Ability creates a mark that can be seen by all Survivors
  • Only 3 markers can be active at once
Odd Stamp- A stamp carved out of sturdy blonde wood. It must have been owner by a navigator of some renown given the energy coursing through it. This energy allows for the map to mark things from an even greater distance, the owner’s prowess powering the process.
  • Increases tiles away the Map can track from by 4
Black Silk Chord- A smooth black cord with a soft appearance. Just holding it makes one question whether the Exits are the only method of escape. And the map responds with an answer.
  • Unlocks the ability to track the Hatch (once it spawns)
Wide Area Effect Spell- It’s not certain who developed this spell, but they very obviously worked very well with a team and wanted nothing but for that team to succeed. The bonds of that team powers the map’s abilities, making it so the team can benefit from the scout’s hard work.
  • Every Survivor sees the Aura generated by the map when the owner activates it

Toolbox
Spoiler (click to show/hide):

Spring Clamp- Useful tool to clamp hoses or hold wires in place and prevent damage or injury.
  • Decreases Skill Failure zone to 1 to 6
Scraps- Springs, screws and gears. Mostly junk, but necessity is the mother of invention and innovation both.
  • Increases amount of Survivor turns the Toolbox can be used by 1
Clean Rag- A mundane rag. Suspiciously clean given what goes on in this Realm…
  • Decreases Survivor turns needed to repair Generator by 1
Wire Spool- A portable but heavy spool of copper wire.
  • Increases amount of Survivor turns the Toolbox can be used by 2
Socket Swivels- Swivels provide bend and flexibility for bolts that are out of reach, deep within mechanical devices.
  • Decreases Survivor turns needed to repair Generator by 2
Sensei’s Gloves- A pair of thick gloves meant to protect the hands from harm. Written across them is “Sen Sei”. The destructive nature of their previous owner imbues a type of magic in them. Wearing them feels as through the previous wearer’s hands guide their own.
  • Decreases the Sabotage Skill Failure zone to 1 to 6
  • Decreases penalty of Skill Failure to 1 turn instead of 2
Instructions- Well, what do ya know? Someone actually got around to writing instructions on how to fix the generator! Having those taped to the toolbox makes things much easier
  • Decreases Survivor turns needed to repair Generator by 2
Grip Wench- An adjustable wrench with a tough grip. Essential in any Toolbox. Makes you wonder why you have to find them separately.
  • Decreases Skill Failure zone for repairs to 1 to 5
Sensei’s Cutting Tool- A wire made from a jagged metal wire and two wooden handle. On each handle is written “Sen Sei”. The destructive nature of their previous owner imbues a type of magic in it. Using it as a Focus Object allows for Sabotage magic to go much smoother.
  • Decreases Survivor turns needed to Sabotage Chains by 2
Sensei’s Molotov- A bottle of spirits with a soaked through rag topping it off. Written across the rag is a message, “Fuck you all! –Sen Sei” The destructive nature and the rage of the previous owner imbues magic into it. Using it as a Focus Object allows one to feel the owner’s rage as their own, speeding their Sabotage magic along.
  • Decreases Survivor turns needed to Sabotage Chains by 3
Brand New Part- This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory.
  • Using the Toolbox to repair will create a chain of 6 Skill Checks. Success in all of them will cause the Generator repair to become completed. A single failure will stop the chain at that point, reducing the amount left by the amount of successes before failure. A Great Success before a failure will allow for 1 failure to be cancelled out. The Toolbox will be destroyed no matter the result.



Player Survivors

Mark3000
Spoiler (click to show/hide):

Name: Henrietta Sinclair (Age: 26)

Appearance: Image
http://danbooru.donmai.us/posts/1831138

Backstory: Henrietta has always dreamed of being a film maker ever since she saw "Night of the Vampirettes" as a child. Seeing the vampire woman hunt their prey in such an erotic fashion lit a fire in her soul. Since then, she's made dozens of home movies with her friends. Most of the films she made were horror films, slashers or thrillers. While her parents found her interests particular, they continued to support her film making. Finally, when she was old enough Henrietta went away to college to study film making. However, her career hasn't gone the way she wanted it to. For the last few years, Henrietta has been working as a part-time barista while trying to find work as a scriptwriter. But her love of film never faded.

Henrietta is a very assertive woman with a rather dark sense of humor. When she's on her own, Henrietta tends to get lost in her own imagination which has only gotten more lewd as time goes on. But when you get her talking, the young film student will go on and on about the latest movies.

Perks:

Unexpectedly Freeing- Great Success range is increased to (17) to 20 when Naked
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items:
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


MrBlah
Spoiler (click to show/hide):

Name: Merida Augusta
Appearance: Image
Backstory: Merida is a popular young model who’s still making her way in her modeling career, but started off with a rather strong fan base from the beginning of her career. She's the only daughter of her rich mother who owns a very profitable business, and never knew her father. Merida's mother was grooming her to take over her business after her death, something Merida never wanted. So instead; Merida was scouted and chose to be a fashion model (mostly to spite her overbearing mother), at the convincing argument made by the man who scouted her. She found from modeling that she liked to be admired, and posing in skimpy clothing was more fun than she originally thought. So after convincing her mother that she really wanted to be a model, she just kept doing that sort of thing, becoming somewhat of a workaholic (like her mother) and focusing on her career.

Perks:

Up the Ante- For each other Survivor alive, grant a (5%) Luck bonus to all Survivors
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items:
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


Kankra- Withdrawn
Spoiler (click to show/hide):

Name: Yui Momoyama (Age: 36)
Appearance:
Image

Backstory: Yui is your average model housewife who's been divorced for a year and spends her morning at the office, her afternoon at home taking care of her household, and her evening on the streets, enjoying herself in the bars in the hopes of maybe finding a new love, as her dry run has left her quite... needy.

Perks:
Seamstress- Summoning clothes now takes 1 turn. Needles get (1) additional uses before being consumed
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items:
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


devilbird
Spoiler (click to show/hide):

Name: Sidney Ferocious
Appearance: Image
Backstory: Sidney is a rabid fan of punk and rock. So much so that she even picked her stage name as a loving tribute to her one of her idols. She dreamed of making it big one day, and coerced some of her friends into starting a band with her. Unfortunately, reality was cruel. It was almost impossible to land a gig it seemed, and what few they did get were completely void of audience. Unable to pay the cost of playing empty shows, Sid often had to pay the site owners in other ways. After one too many disappointing gigs, her band broke up, leaving her to wander that night in a drunken stupor. She hasn't been seen since.

Perks:

Leader- Allies within (4) tiles have a (1) turn reduction in Repairing, Healing, and Sabotaging
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items:
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


Nobudi
Spoiler (click to show/hide):

Name: Lily "Lilith" De' Angelo
Appearance: Image
https://raikou1.donmai.us/77/98/__original_drawn_by_keypot__7798cb7fc5bfddc3c2cdf61c60085b70.jpg
Backstory: Lily was abandoned as an infant on the front steps of a church long ago. The local priest in charge took a liking to the girl, and instead of sending her to an orphanage, decided to take her as his own and raise her. Lily was a charming girl growing, up. However, it was at odds of her inappropriate behavior in both school and her personal life. She didn't like being confined. She didn't like being a prim and proper lady. She didn't even like clothing much. Her attitude led her directly into a Nun Convent, which she got kicked out of, but not before she has noted for her great skills in violence and survival. She was soon recruited by a private branch of the Church that took a... more direct approach to pagans that threatened the Church.

Perks:

Unexpectedly Freeing- Great Success range is increased to (17) to 20 when Naked.
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items:
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


Phoenixcz
Spoiler (click to show/hide):

Name: Alexandra "Lexa" Palmer.
Appearance: Image
Backstory: Lexa isn't much more than normal, if nerdy, young woman. She lives alone in a rented apartment and has decent, though somewhat boring to her, office job. She's not very social, it's not that she dislikes people, but she's always preferred books to partying or similar forms of entertainment. With the amount of sci-fi and fantasy she's familiar with, she may be a bit genre-savvy.

Perks:

Hyper Focus- Reduces Repair, Sabotage, Healing, and Searching by (1) turn(s) while Naked.
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items:
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000



Player Rapists

MrBlah
Spoiler (click to show/hide):

Name: Florence Bates
Alias: Mimic
Appearance: Image
ignore the tail
Power: Voice Mimicry - After hearing a Survivor's voice, the Rapist is able to perfectly replicate it to lure in the other Survivors within a 8 tile radius of their location.
Backstory: Florence Bates was once known as a kind person who simply had been struck with misfortune. Florence was the child of a kind and happy couple, and they used to live in a small home that was just fine for the family. But tragedy struck when the home of the Bates family went up in flames - with all of the family members inside. Florence was the only survivor of the strange fire, though not even the son of the Bates could survive completely unscathed. Most of Florence's body was burned in the fire, unfortunately. But the misfortune of the surviving member of the Bates family didn't end there, for Florence was sent to live with his grandmother. She was a strict and cruel woman who lived in an old gothic mansion in England, and had a penchant for being mysterious. None had ever seen the inside of her home. And the first visitor she had in a long time, being Florence, was forever changed.

WHAT exactly happened to Florence Bates in the gothic mansion is unknown, but no doubt it was a very unfortunate incident. Those who remembered Florence couldn't even recognize what the child of the happy couple had become, in the rare times said child would leave the mansion. Usually it was to purchase items necessary for survival, like food and the like. But soon; even those rare sightings grew to be less and less, until Florence was never seen again. Florence Bates was last seen walking through the gates of the mansion, wearing a gothic dress and showing a strangely elegant hairstyle, in the year 1900.

Now, there's been sightings of someone with the exact same appearance of Florence Bates before the disappearance of the Victorian mansion, wearing a mask and wandering around in the modern era. They've become somewhat of an urban legend, as those who see this figure three times exactly, are never seen again.

Perks:
Whispers- Occasionally (10% chance) the Entity will whisper to the Rapist if they are within (4) tiles of a Survivor.
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


Nobudi
Spoiler (click to show/hide):

Name: <Unknown?>
Alias: The Beast of a Thousand Tentacles
Appearance: Image
https://vignette.wikia.nocookie.net/monstergirlencyclopedia/images/0/06/Tentacle_forest_example_1.png/revision/latest?cb=20140206021437
Power: Tentacle Rape- May act as a mobile chain in exchange for reducing movement speed to 1tile/ post and is significantly easier to escape.
Backstory: Whoever he was before, The Beast has only a few vague recollections. All he could remember was that he was once human. A filthy home and a toxic environment was where he grew up. A small ray of hope that lit his soul with joy. How that joy only burned brighter as he forced his way into her. How he moved on, stealing more innocence from those close to her. How they whimpered and shrieked for mercy, only to crave it later on. How he was caught and executed without trial. No matter what he was once, he is now The Beast of a Thousand Tentacles. Whatever Entity out him here, changed him into what he is now, he's thankful for. Now he craves innocence, and that taste only gets sweeter.

Perks:

Curse: Shredded Cloth- For every Soiled or Soaked Cloth still on the map, Survivors’ take (1) turn(s) longer Cleansing the cloth and the Rapist is notified when someone starts working on a Soaked Cloth.
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000


devilbird
Spoiler (click to show/hide):

Name: Jessica Terrance
Alias: The Jester
Appearance: Image
Power: Last Laugh - The Jester's love for her sadistic pranks reaches it's peak when she hunts for more victims. The Jester can move stealthily, dash in ambush attacks and put one of her Joy Buzzers on a Survivor. Her Joy Buzzers are ironically modified chastity belts that traps several vibrating eggs against the victim's most sensitive spots, all while holding her cunt open for penetration. When the timer starts, the eggs start on a low setting to alert the victim. Should they trigger, then they jump up to full power.

Use the Secondary Power interaction to assume a crouching position. While crouching:

The Jester has no Terror Radius. Activate the attack interaction to dash and perform an ambush attack. During an ambush attack, if The Jester crashes into anything, they are stunned for a turn. Start the trial with 4 Joy Buzzers:

Joy Buzzers are put on overwhelmed Survivors.
Joy Buzzers automatically sacrifice the Survivor when they trigger.
Joy Buzzers trigger automatically beyond the Exit Gates.
Joy Buzzers trigger once their timers expire.
Joy Buzzers timers start when a Generator is completed.
Timer lasts for 45 turns.
Survivors can free themselves from Joy Buzzers by playing midway games found around the Map to find the correct Key.

Backstory: When she was just a little girl, Jess's parents took her to see the circus. She instantly became enamored with everything. From the exotic animals, to the daring acrobats. The sounds of laughter, to the smell of the buttery popcorn. But most of all, she fell in love with the clowns. Their silly antics never failed to raise her spirits. And in the end, her heart was set on sharing that same joy with everyone else. As she grew older, she did what ever she could hone her skills. She trained herself in acrobatics for more amazing stunts and pratfalls. She would borrow her father's tools to make her own props. She poured her heart and soul into her life long dream.

Finally came the day that she was able to leave her home and join the circus. She waited for one to show up, then joined the first to hit the town. Madam Yvelda's Amazing Circus, it was called. It was only after she had signed the contract that Jess learned the other name for it. Madam Yvelda's Twisted Bigtop. What on the outside seemed like an average carnival, was instead a traveling brothel that catered to only the most peculiar fetishes and depraved of acts. Here, people could have sex with exotic creatures, bet their bodies on lewd games, and lose their minds to the other attractions. Jess was horrified to learn the truth, and tried to break the deal. However, hidden within the fine print of her contract was a clause that stated that she had essentially sold her soul to Madam Yvelda.

Once she was theirs, several of the girls held her down so that a paying customer could have his way with her. She fought the best that she could, but eventually her will slipped away to the pleasure. The other clowns whispered to her that she could still spread joy in this way. Desperate for hope, she clung onto the hope that this could still be the way to make her dream come true. Since that day, her mind fell victim to every pleasure that the circus offered. She grew into a perverted being that would do what ever she could to violate the people that visited her show. She spread her joy from every customer, to her fellow sideshow freaks. None were safe from Jessica, and she took pleasure in their horrified expressions changing to one of ecstasy.

Then one day, she woke up inside the bigtop, but not hers. The world felt sick and wrong, twisted beyond reason. She began to worry when she couldn't escape the circus that she would be trapped there forever, with no way to spread joy anymore. Her dream was dead. That was, until she heard someone's voice coming from one of the other tents. They sounded so scared. A lewd smile slowly crept across her face. Not to worry, little one, she would make sure that you would feel better soon.

Perks:
Curse: A Fucking For Everyone- Once the Exit Gates are powered, this Curse is applied to a Soiled Cloth. While the Curse is active, attacks down the Survivor instantly and movement speed is increased by (1) tile(s). The Curse disappears if the Soiled Cloth empowering it is Cleansed
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15
Add-Ons:
Offerings:
Current Cumpoints: 0
Cumpoints needed to level up: 1000
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Re: Filled By Daylight (Extremely WIP)

Postby Mark3000 » Sat Dec 02, 2017 8:58 pm

So I'm going over the original and I'll give you my two cents:

Bloodpoints: I like the concept of some progression system for my survivor. Hopefully my character will survive long enough to use them.

Perks: I like the Rapist Perks. I'd rather have the perks be interesting then under powered. What I really want to see are the Survivor Perks and how they compare.

Things missing: I may have missed it but how do Survivors and Rapists move around the map?
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Re: Filled By Daylight (Extremely WIP)

Postby MiscChaos » Sat Dec 02, 2017 11:20 pm

Alright. I'll work something out for Bloodpoints then. Not quite sure how exactly yet, but I'll figure something out. I was waiting on some input on the Rapist Perks before I started working on the Survivor ones. Basically I've transcribed them to be useful here and I wanted to know if that was a decent method of doing it before I committed to the much more numerous Survivor Perks.

And you didn't miss it so much as I didn't explain it fully quite yet. Basically, moving takes 1 turn. Survivors move 1 tile in the direction of their choice while most Rapists move 1.2 tiles but, as within the game, unless they invest in a map they don't always have the best idea of where they're going or what they're doing. I haven't worked out Sprinting quite yet though. Either normal walk speed would be .75 tiles and Sprinting would move it up to 1 tile or something similar to that. Kinda hesitant to do it that way though because it might make getting around without Sprinting, and thus tipping off the Rapist, really slow. I mean, it's like that in game, but it's more entertaining in game since you can visually see your progress.

In any case, since I have some feedback, I'mma start working on Survivor Perks when I have some time. I'll edit them in once I'm done.
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Re: Filled By Daylight (Extremely WIP)

Postby Mark3000 » Sun Dec 03, 2017 12:00 am

Hmm...

For Movement, it's probably best to keep it to whole numbers. I think a normal walking speed of 1 tile/turn and 2 tiles/turn for sprinting. With this it would take four survivors 19 posts all together to explore a 144 tile map. Plus if you sprint while exploring, the extra tile means you run the risk of running into something dangerous.
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Re: Filled By Daylight (Extremely WIP)

Postby MiscChaos » Sun Dec 03, 2017 1:46 am

In that case, I'll move the Rapist's movement up to 3 tiles/turn. Unless the Survivor is using a perk that allows it, the Rapist should always be able to catch a Survivor Sprinting in a straight line. Working on the Survivor's perks, I can see there are already a few I'm going to have to do half tiles for anyway. These weaker perks allow the Survivor to run away from longer without being caught, but in the end they'll still get caught. There are a few stronger perks that allow the Survivor to straight up outspeed the Rapist for a limited time.
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Re: Filled By Daylight (Extremely WIP)

Postby MiscChaos » Tue Dec 05, 2017 1:31 am

Updated the main page with Survivor perks.
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Re: Filled By Daylight (Extremely WIP)

Postby Mark3000 » Tue Dec 05, 2017 5:10 am

Yea I'm really feeling these perks. I can't speak to balance, but they feel like they have personality to them.

Just a quick question, when a character is placed on a hook will they be impaled by the shoulder like in the original or will you describe it in a different way?
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Re: Filled By Daylight (Extremely WIP)

Postby MiscChaos » Tue Dec 05, 2017 12:15 pm

Definitely not going on a hook. Instead the character will be chained in a way unique to each Rapist. For instance, I have a killer written up I call The Lycan. When he Chains a Survivor, he throws them into a set of stocks that leaves them on their knees with their head and arms locked in place. I have another called The Succubus that throws Survivors onto a bed with chains for their arms and legs. Basically I want to take the idea the original had of all Killers having their own unique hook and running a different direction with it.

As for Balance, I feel like that's going to be an ongoing thing. I can play with it all I like, but I won't know how balanced they are until they're tried in live situations.
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Re: Filled By Daylight (Extremely WIP)

Postby Nobudi » Tue Dec 05, 2017 9:49 pm

Looking good so far Misc. Got an idea for a rapist called Beast of a Thousand Tentacles which has a perk that allows it to be a mobile hook in exchange for a speed of 1 tile/post.
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Re: Filled By Daylight (Extremely WIP)

Postby MiscChaos » Fri Dec 08, 2017 3:49 am

So I've transcribed Cumpoints into existence. I'll be going back over Perks to make a Tier I/II/III version of each since I have the Cumpoints to allow them to grow. Next question then is do we want to play it like the game were you get a random chance for different perks or do we want 3 or 4 assigned perks and just focus on growing those?

I'm not going to be able to replicate the Blood Web to the effect I'd like to facilitate the first option. Or at least I don't think so. It's something to work on. But I'm moving off topic. Basically instead of a web for different perks/items/etc, I'd give each player a random list of like 10 things and the player would use their Cumpoints to get the things they want. For every 2 things they take, the Entity would take 1 at random, so beware!

For the second option, it's simpler. It'd probably be something like 10,000 CP to go from Tier I to Tier II and 20,000 to go from Tier II to Tier III. I'd have to see how quickly people rack up CP and modify the values based on how easy/hard it is to do so, so it'd probably take some live fire testing to fine tune this. I'm also thinking that I don't want players to be stuck with a perk they don't like or that doesn't work well with them, so at the cost of like 15,000 CP, they can eliminate that perk and select a new one. That way you're not stuck, but you're not switching off willy nilly either.

Also, I apologize for the slow development thus far. It'll probably unfortunately follow for another week or two. Long story short, huge bill came up and now I'm scrambling just to be able to eat.
Nobudi Wrote:Looking good so far Misc. Got an idea for a rapist called Beast of a Thousand Tentacles which has a perk that allows it to be a mobile hook in exchange for a speed of 1 tile/post.

To offset that, I'm thinking that the Survivor has a MUCH higher chance of escaping being Chained. Otherwise I think it's a bit OP since it essentially skips right over the chance for the Survivors to get away while the Rapist is trying to find a Chain for them, basically meaning being downed is Game Over.
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Re: Filled By Daylight (Extremely WIP)

Postby Mark3000 » Fri Dec 08, 2017 5:24 am

No Problem. Best to get all this stuff worked out during the planing stage. Plus you gotta eat.

As for the CP options. I think I prefer the second option since it gives you more control when crafting a character.
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Re: Filled By Daylight (CS Welcome)

Postby MiscChaos » Sat Dec 23, 2017 7:12 am

So I think I've got the basics down and I don't think I'm forgetting anything, so I'm opening this up for Character Sheets.
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Re: Filled By Daylight (CS Welcome)

Postby Mark3000 » Sat Dec 23, 2017 5:23 pm

Just wanna check, so do we choose the perks we want or are they randomly assigned when we complete the CS?
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Re: Filled By Daylight (CS Welcome)

Postby MiscChaos » Sat Dec 23, 2017 8:18 pm

I'll randomly assign one to keep things at least somewhat close to the way the game works. I may also allow re-rolls if everyone ends up with perks that don't really work for them.
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Re: Filled By Daylight (CS Welcome)

Postby Mark3000 » Sun Dec 24, 2017 6:31 am

Ok. Here is my survivor.

Name: Henrietta Sinclair (Age: 26 )

Appearance: http://danbooru.donmai.us/posts/1831138

Backstory: Henrietta has always dreamed of being a film maker ever since she saw "Night of the Vampirettes" as a child. Seeing the vampire woman hunt their prey in such an erotic fashion lit a fire in her soul. Since then, she's made dozens of home movies with her friends. Most of the films she made were horror films, slashers or thrillers. While her parents found her interests particular, they continued to support her film making. Finally, when she was old enough Henrietta went away to college to study film making. However, her career hasn't gone the way she wanted it to. For the last few years, Henrietta has been working as a part-time barista while trying to find work as a scriptwriter. But her love of film never faded.

Henrietta is a very assertive woman with a rather dark sense of humor. When she's on her own, Henrietta tends to get lost in her own imagination which has only gotten more lewd as time goes on. But when you get her talking, the young film student will go on and on about the latest movies.

Perks: Unexpectedly Freeing- Great Success range is increased to (17/16/15) to 20 when Naked
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items: (Equipment useful in some way to help avoid the Rapist’s grasp)(Each level up allows you to pick from 2 Items of varying rank for varying CP)
Add-Ons: (Additions to your Items that change the way they work in some way.) (Each level up allows you to pick from 3 add-ons of varying rank for varying CP)
Offerings: (Tokens that change the Trial itself in some way.)(Each level up allows you to pick from 3 Offerings of varying rank for varying CP)

Current Cumpoints: 0
Cumpoints needed to level up: 1000
Last edited by Mark3000 on Thu May 24, 2018 1:01 am, edited 2 times in total.
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Re: Filled By Daylight (CS Welcome)

Postby Nobudi » Sun Dec 24, 2017 7:16 am

I'll try and build some Cs soon.
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Re: Filled By Daylight (CS Welcome)

Postby mrblah » Sun Dec 24, 2017 8:34 am

same. will probably manage something after the holidays. sorry if this is a little later than expected. i was busier than i thought i'd be, but here they are. i made two in case someone else's rapist was chosen for the first game.

Survivor
Spoiler (click to show/hide):

Name: Merida Augusta
Appearance: Image
Backstory: Merida is a popular young model whose still making her way in her modeling career, but started off with a rather strong fanbase from the beginning of her career. She's the only daughter of her rich mother who owns a very profitable business, and never knew her father. Merida's mother was grooming her to take over her business after her death, something Merida never wanted. So instead; Merida was scouted and chose to be a fashion model (mostly to spite her overbearing mother), at the convincing argument made by the man who scouted her. She found from modeling that she liked to be admired, and posing in skimpy clothing was more fun than she originally thought. So after convincing her mother that she really wanted to be a model, she just kept doing that sort of thing, becoming somewhat of a workaholic (like her mother) and focusing on her career.

Perks:
Up the Ante- For each other Survivor alive, grant a (5%/10%/15%) Luck bonus to all Survivors
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15
Items: (Equipment useful in some way to help avoid the Rapist’s grasp)(Each level up allows you to pick from 2 Items of varying rank for varying CP)
Add-Ons: (Additions to your Items that change the way they work in some way.) (Each level up allows you to pick from 3 add-ons of varying rank for varying CP)
Offerings: (Tokens that change the Trial itself in some way.)(Each level up allows you to pick from 3 Offerings of varying rank for varying CP)
Current Cumpoints: 0
Cumpoints needed to level up: 1000

Rapist
Spoiler (click to show/hide):

Name: Florence Bates
Alias: Mimic
Appearance: Image ignore the tail
Power: Voice Mimicry - After hearing a Survivor's voice, the Rapist is able to perfectly replicate it to lure in the other Survivors within a 12 tile radius of their location. (is 12 tiles reasonable?)
Backstory: Florence Bates was once known as a kind person who simply had been struck with misfortune. Florence was the child of a kind and happy couple, and they used to live in a small home that was just fine for the family. But tragedy struck when the home of the Bates family went up in flames - with all of the family members inside. Florence was the only survivor of the strange fire, though not even the son of the Bates could survive completely unscathed. Most of Florence's body was burned in the fire, unfortunately. But the misfortune of the surviving member of the Bates family didn't end there, for Florence was sent to live with his grandmother. She was a strict and cruel woman who lived in an old gothic mansion in England, and had a penchant for being mysterious. None had ever seen the inside of her home. And the first visitor she had in a long time, being Florence, was forever changed.

WHAT exactly happened to Florence Bates in the gothic mansion is unknown, but no doubt it was a very unfortunate incident. Those who remembered Florence couldn't even recognize what the child of the happy couple had become, in the rare times said child would leave the mansion. Usually it was to purchase items necessary for survival, like food and the like. But soon; even those rare sightings grew to be less and less, until Florence was never seen again. Florence Bates was last seen walking through the gates of the mansion, wearing a gothic dress and showing a strangely elegant hairstyle, in the year 1900.

Now, there's been sightings of someone with the exact same appearance of Florence Bates before the disappearance of the Victorian mansion, wearing a mask and wandering around in the modern era. They've become somewhat of an urban legend, as those who see this figure three times exactly, are never seen again.
Perks:
Whispers- Occasionally (10%/10%/25% chance) the Entity will whisper to the Rapist if they are within (4/8/12) tiles of a Survivor.
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15
Add-Ons: (Additions to your Power that change the way it works in some way.) (Each level up allows you to pick from 3 add-ons of varying rank for varying CP)
Offerings: (Tokens that change the Trial itself in some way.)(Each level up allows you to pick from 3 Offerings of varying rank for varying CP)
Current Cumpoints: 0
Cumpoints needed to level up: 1000
Last edited by mrblah on Sun Jan 07, 2018 9:53 pm, edited 1 time in total.
imagine a loading screen that loads a new loading screen.
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Re: Filled By Daylight (CS Welcome)

Postby MelissaB » Thu Dec 28, 2017 1:26 am

likewise
A succubus. Poor misunderstood young ladies... they just want a little bit of love, little bit of death. Just like the rest of us -Gnarl

"Beware the Users of "Yo" I've got a big hammer to hit you with upon it's use" - Mel
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Re: Filled By Daylight (CS Welcome)

Postby Kankra » Thu Dec 28, 2017 5:06 am

My survivor:

Name: Yui Momoyama (Age: 36)
Appearance:
Spoiler (click to show/hide):

Image


Backstory: Yui is your average model housewife who's been divorced for a year and spends her morning at the office, her afternoon at home taking care of her household, and her evening on the streets, enjoying herself in the bars in the hopes of maybe finding a new love, as her dry run has left her quite... needy.

Perks: (Perks help you avoid the Rapist and make it out unsullied.)(All Perks have 3 Tiers. Going from Tier I to Tier II requires 7500 CP and you must be Level 10. Tier II to Tier III requires 15000 CP and you must be Level 15. At any time you can discard a Perk and pick or create a new one for 10000CP)

Seamstress- Summoning clothes now takes 1 turn. Needles get (1/2/3) additional uses before being consumed
Unlocked at Level 5
Unlocked at Level 10
Unlocked at Level 15

Items: (Equipment useful in some way to help avoid the Rapist’s grasp)(Each level up allows you to pick from 2 Items of varying rank for varying CP)
Add-Ons: (Additions to your Items that change the way they work in some way.) (Each level up allows you to pick from 3 add-ons of varying rank for varying CP)
Offerings: (Tokens that change the Trial itself in some way.)(Each level up allows you to pick from 3 Offerings of varying rank for varying CP)
Current Cumpoints: 0
Cumpoints needed to level up: 1000
Last edited by Kankra on Sun Dec 31, 2017 12:21 am, edited 1 time in total.
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Re: Filled By Daylight (CS Welcome)

Postby devilbird » Sat Dec 30, 2017 11:15 pm

So I guess I have a question. Since the limit is ultimately 5 players, but the rules allow for multiple maps via map generation, does that mean you intend to run multiple games of this? I'm interested, but it looks like you already have 5 players, and I wouldn't want to try to steal a spot.
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