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Josh Frost
my pronouns are they/them
| Reputation: 58 | Group: | Overlord | Posts: | 12,257 | Joined: | Dec 8, 2016 |
| Post #1: 24th Nov 2020 8:14 PM | |
As night descended on the survivors, any hope of escaping had slipped out of the survivor's minds. They all nodded to each other before splitting up for the evening to search the forest for the hatch.
One of them made their way to a building in the middle of a clearing, the fire inside drawing them in with a false sense of security. Stepping inside, they just heard the faint noise of a fire crackling in the distance. They began to search the house for the hatch -- flipping over anything in their way.
It wasn't until they stopped to take a break that they heard the sound of someone singing in the distance. There was no words -- only what seemed to be a lullaby. It drew the survivor towards it, peeking out the window towards the source of the noise. They found themselves face to face with the huntress.
They were so entraced by the sound of the lullaby that they didn't even notice the hatchet flying through the air towards them, colliding with their shoulder and sending them staggering backwards. Grabbing at it in a panic, the survivor yanked it from their arm -- sending it clattering to the ground beside them.
They were only able to take a few staggered steps towards the middle of the room before the huntress came vaulting through the window -- eyes fixated on Penner.
Penner's staggered forwards, diving towards the couch across from him to duck behind it. But before he can make it over, another hatchet comes soaring through the air and lodges itself into Penner's back. He collapses in his spot, falling down against the couch as the Huntress steps forward -- raising a bloodied axe over her head. It comes crashing down, the sound only echoed out by Penner's cry of pain as he fell lifeless against the cushions.
Penner has died!
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You are Nea Karlsson, the urban artist.
Played by: Penner
Alignment: Survivor
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Nea grew up in the small town of Hjo in Sweden. She had a happy childhood even though her mom and dad worked hard. As the opportunity to move to the US became a reality she started acting out. Her parents didn’t really pick up on this as a reaction to their move. Nea was forced to leave her friends and life behind. Nea shied away from what her parents considered “normal”. Instead she took refuge in skate parks, and her tag “Mashtyx” was seen more or less all over her new hometown, and Nea made a sport out of tagging government buildings. Finally Nea’s parents became used to Nea disappearing for a few days on end. As she’s nimble and almost catlike, she’s able to evade deadly dangers. Years on skateboards has proven worthy training. And keeping her head down, avoiding the fuzz can be applied to all dangers. The only question is whether she has some interest in not giving up. Nea is of Swedish descent, a tagger and a bit of a troublemaker. She started rebelling when she was 16, she dyed her hair black and cut it in a way she liked it. In her early teens, her parents thought she lacked that thing that makes everyone else "normal". She may have gone too far when her friends, not thinking well, dared her to tag the old asylum. She was never seen again, and now tries her best to survive the Entity's dangers. |
Perks
Balance Landing: If you visit a locker and are found by a killer, you will only lose one injury state rather than two.
Urban Evasion: Using this perk will decrease your work on a generator by 5% but if a killer visits the generator you're on, you'll escape without injury.
Streetwise: If you find an item, you'll get two charges out of it instead of one.
Win condition
Outlive all the killers or find a way to escape. |
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Josh Frost
my pronouns are they/them
| Reputation: 58 | Group: | Overlord | Posts: | 12,257 | Joined: | Dec 8, 2016 |
| Post #2: 24th Nov 2020 8:16 PM | |
As the other survivors scanned the forest, they all found themselves losing hope as the night went on -- the moon seeming to stay up in the sky forever this night. As they found their way towards the middle of the forest, they all found themselves meeting up at a worn down shack.
Curious, the four of them wandered inside to explore what was inside. As they walked inside, the floorboards creaked beneath them causing them to sneak their way over towards the only thing in the room -- a staircase leading down into darkness. Going against their better judgement, they decided to head inside in hopes the hatch would be down there.
As they got to the bottom of the stairs, they found a collection of four hooks in front of them -- surrounded in complete darkness. They took steps towards it to investigate when a group of four arms wrapped around them -- pulling them apart from each other.
The survivors fought back as best they could, trying to wiggle out of their kidnapper's grasp.. but it was useless. One by one, they felt themselves being lifted up and placed on one of the hooks in the middle of the room. A symphony of screams echoes throughout the basement as the four survivors struggle to lift themselves off the hook.
But before they can, the entity's arms come up from above them -- reaching down and encapsulating the entire structure in its grasp. A low grumble can be heard from the entity before it's arms ascend back towards the ceiling -- taking the final survivor's out of the realm and claiming them as its own.
Jackie has died!
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You are Kate Denson, the hopeful songbird.
Played by: Jackie
Alignment: Survivor
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One of Kate Denson's earliest memories was standing in front of her family, singing a song that she'd learned that morning at school, and watching smiles spread across their faces. Seeing how something as simple as a song could make people so happy was the moment when she knew what she wanted to do with her life. She practised, learned the guitar as soon as she was big enough to reach over it, and was performing in front of crowds by the time she was eight years old. Her mother did everything she could to fulfil Kate's dreams, taking her all over their home state of Pennsylvania, then across the South, and even to Nashville itself. Kate won folk music competitions and talent shows whenever she participated, but for her to win others had to lose, and that wasn't in her nature. She only wanted an outlet, a way to touch people's lives. To make them forget the worries of the world and just enjoy themselves, if only for a while. With age came a new-found freedom. She bought a battered old Chevy truck and was able to travel around by herself, meeting fans and making new friends wherever she stopped. Hers wasn't a story of rock excess though: just the road, her guitar and maybe a good bourbon to end the day. From sun-baked festivals to dark and cosy bars, people flocked to her voice and her self-penned songs of friendship, family, love and home. These sentiments weren't just lip-service: she made sure to return home as often as she could, to help out in her community and entertain the local children with her tales of the wider world. She saw it as a way of giving back, of supporting others in the same way she had been. It was home where she found most of her inspiration as well. She had always loved to take long walks in the woods around her town, exploring off the beaten track, finding a quiet spot to play and write her songs. She had a favourite location she returned to time and time again, a natural hollow, encircled by trees, that looked almost as if it had been blasted out of the rocks thousands of years ago. Here she felt a strong connection to nature, and to the Earth itself. She let her mind be enveloped by the forest and it rewarded her with constant inspiration. She picked up her guitar and played, her fingers dancing across the fretboard. The music that she made this time was unlike her usual uplifting tunes, being much more melancholy, even dark. Still, something compelled her to continue, to finish the song. Around her, the leaves vibrated in unison with the guitar strings and the boughs of the trees lengthened, coalescing into a living form. Spider-like legs descended from the canopy above, grasping for her. Regaining her senses, she grabbed a rock and tried to beat them back, but their skin was hard as iron and the rock simply bounced off and skittered away. The legs coiled like tendrils around her limbs and lifted her towards the darkness overhead. Fog rolled across the clearing, obscuring both Kate and the creature of nightmares that drew her up towards itself. When the fog cleared, there was no sign of any struggle, or of life. Just an acoustic guitar, the scratch plate engraved with flowers; as well as the initials KD, inlaid in mother of pearl. |
Perks
Dance With Me: The first time a killer targets you directly with one of their perks, their action will be unsuccessful. (This does not apply to a kill attempt).
Windows of Opportunity: The first time a killer visits a generator you're on, you'll escape without injury as long as there is another survivor on the same generator with you.
Boil Over: If a killer attempts to kill you while you're in the dying state, it will take an additional night to complete and lock the killer into that action. You may not be saved if the initial kill action is successful.
Win condition
Outlive all the killers or find a way to escape. |
Jamie has died!
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You are Claudette Morel, the studious botanist.
Played by: Jamie
Alignment: Survivor
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From the day that her parents gave Claudette her first science kit, she loved experiments. Her single-minded pursuit lead to an early scholarship at a great college. It was a huge decision to leave Montreal, but the chance was too good to pass up. Her introverted nature means that chat rooms and forums are now her best source of social interaction. Her new favourite activity is to answer botany questions for others under her new moniker of Science Girl. One evening, during a long bus ride back from the city, Claudette took a stroll that would change her life. It only took a minute for her to get completely disoriented in the thick woods. She never found her way back. Her forum only started to wonder where she was a week after she stopped posting. |
Perks
Empathy: Instead of your normal action, you may choose to use empathy, you will randomly choose to heal up another survivor one health state. Downed survivors will take precedence over injured and you will never be sent to someone who is already being healed.
Botany Knowledge: Once per game, you may heal two players one health state in the same night.
Self-Care: You are able to heal yourself without a medkit but doing so will forfeit any actions the following night.
Win condition
Outlive all the killers or find a way to escape. |
Nav has died!
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You are Laurie Strode, the determined survivor.
Played by: Nav
Alignment: Survivor
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You never know what really matters in life until you've realised it might end soon. Laurie is one of those who just wants a quiet life in the suburbs, hanging out with friends, family and maybe go on a date or two. Laurie is a typical teenager. You could pass her on the street and not think twice. She does her homework and is liked by her friends, teachers and family. A simple night of babysitting turns into something that will forever change the course of her young life. A knife swooshing through the air. Screams from afar. Noises that plays tricks with her mind. But not Laurie, she’s made of something stronger. Something that won't give up. |
Perks
Sole Survivor: The first time a killer visits a generator you're working on, you'll run to work on the next available generator instead.
Object of Obsession: Instead of a normal action, you may guess one of the killers from the list below. If that killer is in the game, you'll learn their perks -- in turn, that killer will be told your night action the day after for the rest of the game. (They will be told what Laurie Strode did, not your username.) Once you find a killer, you may not use this ability again.
Decisive Strike: The first time a killer tries to sacrifice you in the downed state, you will fight back. The killer will be stunned and you'll be restored to the injured state.
Win condition
Outlive all the killers or find a way to escape. |
TIB has died!
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You are Quentin Smith, the resolute dreamwalker.
Played by: TiB
Alignment: Survivor
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Someone like Quentin never attracted attention in a library, no matter how strange the texts he requested. He devoured all the information he could find, on shared dream worlds, lucid dreaming, and the methods to control the dream space. Forcing himself to stay awake, via a steady diet of pills and energy drinks, he searched through dusty volumes, finding myths about the demons that live in dreams, trapping their victims in limbo and feeding off their terror. He worked quickly as he knew that Freddy would soon be coming for him. It wasn't long before that moment arrived and Freddy began appearing in his dreams. He stayed at the periphery at first, taunting Quentin, seemingly hoping to tire him out. Using all that he had learned, Quentin was able to see flaws in the dream; cracks where escape routes could be formed. Then, one night, he found himself in the familiar environment of Badham Preschool. Freddy had tired of the taunting and had finally decided to gut him. Quentin ran through the school, his quick eyes scanning for something useful in the maze of rooms. Running through the building, heading for the exit that he knew existed. If he harried Freddy, weakening him and then escaping the dream, surely that would defeat him over time? Before his eyes, the cracks in the dream closed and his escape route was blocked. He was in Freddy’s secret room again, and there was nowhere to run. As Freddy closed in, a broad grin spreading across his ruined face, Quentin was consumed with a need to see this man finally obliterated. He wished it had been him, not his father, who threw the gas can that ended Krueger’s life, that it had been him who cut Freddy’s throat. Perhaps that desire would be enough? This was a realm of the mind after all. He let it consume him, concentrating all his thoughts on wishing Freddy gone. His vision was obscured with roiling tendrils of fog and, when it cleared, he was somewhere else. In another dream? If so, it wasn't his; it felt cold and unfamiliar. A flickering drew his attention and he realised he was by a campfire, and he wasn't alone. Other people were trapped here too, and they needed his help. |
Perks
Wake Up!: Once all the generators are finished, you may pick one exit gate. You will permanently work on opening it without risking injury -- but you may not do any other actions until it's complete.
Pharmacy: The first time you search a chest, you are guaranteed to find a First Aid Kit inside.
Vigil: Instead of your normal night action, you may choose one other player. Both you and the person you choose will be immune to any killer perks used against you. You may not use this perk on back to back nights.
Win condition
Outlive all the killers or find a way to escape. |
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Josh Frost
my pronouns are they/them
| Reputation: 58 | Group: | Overlord | Posts: | 12,257 | Joined: | Dec 8, 2016 |
| Post #3: 24th Nov 2020 8:18 PM | |
As the trial ended, the entity decided that it was so pleased with the killers that she let them roam free for a year. They all decided to go their separate ways, having different dreams of what their year would look like in their time away from the trials. Let's take a look..
Kyle has won!
Though his run was short in the trial, the entity still wanted her to be remembered. A week after the trial, a service was held for him. It brought several to tears but none of the other killers were in attendance.
Curtis has won!
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You are Frank, Julie, Susie, & Joey, the Legion.
Played by: Curtis
Alignment: Killers
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Frank Morrison was nineteen and had little to show for it. He'd stopped attending school after being kicked out of the basketball team for shoving a referee into the stands. Yet Frank was a man of potential, who could light up a room despite his bleak childhood. At six years old, he'd been taken away from Calgary to start a circuit of foster homes. No matter how many times he'd lashed out, threw tantrums and got into fights, they'd kept moving him to new, unfamiliar houses. His last move had been three years prior when his last foster dad, Clive Andrews, had picked him up from the adoption centre. They'd been on the road for seven hours before reaching a small bungalow in Ormond. It would be the longest time they'd spend together. Clive was too busy trading cheques from Family Services for drinks at the bar. Ormond was a small, stale place; a remote town of six thousand inhabitants where grey winters drag on for most of the year. Frank did everything he could to get into another adoptive family, but he changed his mind when he caught the attention of Julie, a beautiful girl who was convinced that she deserved better than a life in Ormond, and Frank, as an outsider, was her ticket out. Frank attended the parties she threw where everyone was younger than him and easily impressed, which he liked. He met the impulsive Joey, who liked to show off, and the shy, naïve Susie, who was Julie's best friend. They would hang out at an abandoned lodge up Mount Ormond. Their time together was the perfect break from the boring conformity of their small, insignificant everyday lives. Frank saw it as an opportunity to shape their lack of experience into something powerful. He lined up nights of debauchery and rampage, testing their limits. Bullying , vandalism, and theft were essentially their weekend plans. It came to a point where they would do anything he asked. Nothing was off-limits when they put their masks on. One evening, Frank dared Joey to vandalise the store that had recently fired him. They snuck inside easily enough, as the building was supposed to be empty after closing hours. But a cleaner who was still there grabbed Julie as soon as she came near. Hearing her stifled cries, a dark impulse took over Frank. He rushed to her aid, knife in hand, and without hesitating, planted the blade into the cleaner's back. As the group stared at Frank in shock, he ordered them to finish the job. Joey clenched his jaw, grabbed the knife, and stabbed the bleeding man in the ribs. Susie didn't want to do it. Frank shouted at her; they had to finish what they'd started. Julie closed her eyes and slid the knife into the man's chest. She handed the wet blade to Susie: they were all in this together now. Susie stared at Julie in disbelief as Frank grabbed her trembling hands and inserted the knife deep into the man's throat. Frank told them to move fast; they mopped the blood off the floor, stashed the body in the trunk of Joey's car, and drove up Mount Ormond. All four were digging in the muddy snow to dispose of the body when Frank spotted something moving through the woods. He grabbed his knife and broke from the group to check it out. The Fog thickened around Frank, becoming so dense that he soon could no longer see ahead. He retraced his steps and stumbled onto an ominous trail. He followed the eerie path, as if called by the darkness. Julie, Susie, and Joey finished digging, but Frank was nowhere to be seen. Julie spotted his muddy footsteps in the snow and the three of them followed the trail, which took them deeper into the woods. When Julie, Susie, and Joey did not return home that night, their parents thought they'd run away with Frank. Each family came up with a different theory. The mood in the town changed, however, when a body was found by an abandoned lodge up Mount Ormond. |
Power
Feral Frenzy: You have the ability to run to two generators in one night, injuring any players that you visit. While in this state, you can not put someone into the dying state. If you do not hit any survivors at the first generator, you will lose your ability before you visit the second. When you use this ability, you cannot visit generators again the following night.
Perks
Discordance: Each night, you will learn which generator was worked on by the most survivors. If two generators had the same amount of survivors, they'll be randomized.
Mad Grit: The first time you kill a survivor in the dying state, it will be an unstoppable kill. If any survivors try to save them from death, they will not be injured.
Iron Maiden: If you search a locker and it is empty, any survivors who visit a different locker will become exposed the following night. When exposed, a survivor will go immediately into the dying state if they are injured.
Win condition
Kill all survivors. |
Next up, we have Legion, who found the perfect activity to satisfy his inherent love for running and causing chaos. Legion found himself itching for the thrill the trial gave him and decided to hunt down Nav and terrorize him for the entire 365 days he was back in the real world.
Spin has won!
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You are Kenneth Chase, the Ring Master.
Played by: Spin
Alignment: Killers
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Kenneth Chase was born in 1932 by a difficult labour, which his mother wouldn't survive. This event drove a rift between him and his father that never closed. As the boy grew, so did his father's resentment, and his drinking habit. By the time Kenneth was at school, they lived mostly separate lives. Academically, he was unremarkable, coasting by on his significant athletic prowess. He grew tall and strong, excelling at track events, but shunned any attempts to coax him into team sports. On his walk home from school, he would often find feathers on the ground and he soon began a collection, keeping them in a cigar box under his bed. With his father either at work or in an alcohol-induced stupor, Kenneth had hours to spend alone, transfixed by the regularity of the feathers' barbs and the feeling of softness as he ran them over his lips. Watching the birds that came to the feeder in his garden, he imagined how soft they must be and resolved to catch one. He ingratiated himself with the local dentist, soon procuring some anaesthetic. Using this, he rigged up a trap on the feeder, that he hoped would knock out a bird long enough that he could touch it. After a few failed attempts, he managed to trap a robin. As it lay in his hand, he felt a sudden rush, of a life at his mercy. He had planned to release it once it recovered from the anaesthetic. Instead, as its eyes flickered back into consciousness and it began to struggle, his grip remained firm. His fingers slowly tightened around its throat, squeezing until its chest feathers were finally still. He disposed of the body, keeping just a feather, with which he started a new collection, discarding the others as "fake". By the late 1940s, Kenneth had left school and started working as a busboy at a local diner. He had also escalated to larger prey, like squirrels, raccoons and dogs, becoming skilled at customising the anaesthetic dosage for each. In early 1954, a young man went missing and the town was turned upside down in the search. A few months later, Kenneth's father, while doing some work in the crawlspace under the house, found a cigar box. He broke it open and saw, to his horror, that it contained feathers, animal paws, and a man's finger. Returning from work, Kenneth saw his father leaving the crawlspace with a cigar box in his hands. He turned on his heel and never went home again. After a few weeks of living rough, he encountered a travelling circus and, with his prodigious strength, was hired to work the ropes. He assumed a new name: Jeffrey Hawk. Suddenly surrounded by a close-knit community, "Jeffrey" had to learn to socialise. He donned a new personality like a disguise, quickly becoming known as charming and helpful, and was welcomed into his new family. Over the next decade, he stayed with the circus, travelling the length and breadth of the United States. But, with the itinerant life providing few repercussions, he fell into bad habits. Drinks, junk food, drugs, he indulged in all of them to excess. For a time, these vices were enough, but then his old urges returned and his nomadic existence became a cover for him to resume killing. He stole clothes and make-up from performers, fashioning a disguise that would let him get close to his victims before he anaesthetised them, bringing them back to his caravan, where they would awake to find themselves bound and at his mercy. He would finally get to have his fun, mentally and physically torturing them, their screams fuelling him, before being lost in the night. Once their strength was at its lowest, he would carefully examine their fingers, searching for the prettiest, running them over his tongue to find the tastiest. Once he found the best, he would cut it from their hand and proudly add it to his collection, disposing of the rest of the body as pointless waste. Men, women, young, old, he didn't care. The essence of a good collection is in the variety, in the memories and stories they evoke. He removed the costume less and less, shedding his old personality with it, fully embracing the clown, his true self. With time, he became complacent and sloppy. A victim managed to work free of her bindings while he was sleeping off the drink. She escaped, screaming for help, and he awoke to find the rest of the circus bearing down on him. He whipped his horse and the caravan disappeared into the night. Since then he has roamed the country, a parasite who could always be found at a carnival or circus, but who would never be seen on any playbill. He lured those brave, or foolish enough, to come near, trapped them and moved on before they could be found missing. Somewhere along the way, he left the ordinary roads of the United States behind him, travelling through a veil of mist and entering a new realm. It was a place of transience and impermanence, perfectly suiting the life he had chosen to lead. Feeling more at home than he had in his entire life, he set up camp and waited for his first visitor. |
Power
The Afterpiece Tonic: You have two bottles to throw. Throwing one at a generator will cause all survivors progress to be decreased by half. At any point in the game, you may choose to refill your bottles. You may not do anything else, but you will refill your bottles back to three.
Perks
Bamboozle: When you visit a locker, you will block off that locker from being able to be used until a survivor visits a separate one. You may only bamboozle one locker at a time.
Coulrophobia: Injuring a survivor will prevent them from using an item the next night, if they have one.
Pop Goes the Weasel: After killing a survivor from the dying state, the next generator you kick will automatically regress 25%.
Win condition
Kill all survivors. |
Thirdly, we take a peek at Kenneth's life outside of the trials. He decided to put the past behind him and pursue greener pastures -- terrorizing his fellow killer instead. Fed up with Vern's antics in the trial, he decided to make the ultimate fatal blow to Vern and buy him out of his apartment.
Vern has won!
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You are Adiris, the Plague.
Played by: Vern
Alignment: Killers
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When she was five years old, Adiris, the youngest of a family of seven, was left on the brick-red burning steps of the Temple of Purgation at the centre of Babylon. To process her shock and sorrow, she held onto the belief that the Gods had a plan for her. Her new life was one of quiet servitude. She would tend to the gardens, prepare ceremonial meals, and polish ceremonial incense burners. At night, she would pray for a sign that would reveal her purpose. When she came of age, she attended the high-ranking priests during the yearly worshipping of the sea-goat, the God of Water and Creation. Swinging a censer down the great hypo-style hall, she cast thick black fumes that reached the cold towering stone pillars before dissipating. Her worries lifted, and the resulting bliss made her feel closer to the Gods than ever. She worked herself to the bone each day that followed, fulfilling her duties while taking on new ones, as she aided the priests during purification rituals. The priests were more and more in need of assistance. Cleansings were being performed daily to answer the demand from outside the high temple walls, where a catastrophic plague had resurfaced. Within months, the priests contracted the disease. It did not take long before they became too weak to perform any kind of ritual. Adiris, having assisted many purification rituals, was the only one able to carry on. The swelling panic had to be contained, even if by a novice. Anxious before her first ceremony, Adiris visited the priests' sanctuary chamber. When she lit the candles, she noticed a narrow opening at the back. Sliding through the gap, she reached a crypt hidden under the sanctuary. The chamber was bare except for the golden statue of a woman, who stood with outstretched hands, her fingers covered in jewels. It was the sign Adiris had been waiting for. The great hall was packed with followers who bowed down as Adiris entered. She strode to the brick altar and grabbed a ceremonial dagger forged in silver, her ruby ringed fingers wrapping around the blade like claws. The sudden display of luxury intrigued the followers, who were struck already by her youth and beauty. As she began reciting the Epic of Creation, a woman at the back swooned and collapsed. Adiris rushed to her and noticed the black blisters covering her feet. Without hesitation, Adiris grabbed her sacred blade and swung it at her own foot, severing a toe. Then she offered the bloody part to the Gods, asking them to protect the woman. A silence fell over the followers, who revered Adiris as their new priestess. Tales of her wealth, beauty, and devotion began to spread across the city as quickly as the disease. Soon, Adiris' followers called her the High Priestess of Babylon. But her faith was tried when she showed the first signs of infection; her cough became a mix of phlegm and blood, her neck erupted in abscesses, and her four-toed foot darkened. Ashamed of her condition, she began wearing a veiled headpiece and carried a censer that masked the rancid smell of sick that clang to her skin. Hoping to be saved, she kept performing the rituals, offering blessed water and food to her followers. But no ritual could save her. In a desperate attempt to appease the Gods, Adiris banished herself from the city. She traveled north with a few followers, venturing through the cold woodlands of Urashtu, until it was no longer possible to walk. They camped in a damp cave, where Adiris lay in a pool of vomit. Her foot, which had turned black, was so swollen she could not go any further. Her followers and she realised the truth in that cave: they were all infected with the plague. Kneeling among her retching followers, Adiris made one last prayer. The black fumes of incense rose into the damp air before being wiped off by a cold breeze. Neither the body of Adiris nor those of her followers were ever found. Many told tales of her return, but no one truly knew what fate had befallen the High Priestess of Babylon. |
Power
Vile Purge: Instead of a normal action, you may choose to directly injure one survivor. This will deplete down one health status. You may not use this ability on back to back nights.
Perks
Corrupt Intervention: Every time that you kill a player in the dying state, you are able to block off a generator for the following night -- preventing it from being visited.
Infectious Fright: Instead of your normal action on a night, you may choose to watch over the chests. You'll be told which players visited the chests that night.
Dark Devotion: After a player is hit with vile purge, they will be unable to use their perks the following night.
Win condition
Kill all survivors. |
Adiris was hit hard when she was bought out of her hollywood apartment. Going back to what she knew best, she turned to the bottle -- making a permanent residence at the pub down the street, where she can be found talking all about the trials. Her stories have brought people from all across the city to listen to her, gaining her quite the following. She just posted this photo for her newfound fans, with the caption titled: 'Take a fuckin' sip, babes.'
Zersch has won!
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You are Danny Johnson, the Ghost Face.
Played by: Zersch
Alignment: Killers
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Danny Johnson, known as Jed Olsen by some, grabbed the newspaper from the kitchen counter: it was a week old, but his face was on the front page, grainy and sunken. It was one of those muggy afternoons in Florida when heat and humidity permeated everything in the kitchen, making him sweat while standing still. He slouched in a damp chair to read. This article was going to be good -- his work in Roseville had been outstanding. Danny smiled, ripping out the article from the newspaper. When the investigation had been pointing to him, he’d packed his bags and left Roseville swiftly. He got up, the clammy seat pulling his skin. An oppressive humidity engulfed him as he entered the bedroom. Condensation dribbled on a small misted-up window as bits of cracked wallpaper hung limply. Its floral pattern was covered with gruesome photos and newspaper headlines. Danny pinned the week-old article on top of a picture of lacerated scalps. A faint pang of hunger hit him, and he wondered when he had eaten last. Was it this morning, while washing his knife and clothes? Or was it last night, after following that girl down the street? He couldn't remember clearly. Taking a step back, he admired his work on the wall. His mind drifted, remembering all the articles he’d written, the stories he’d planned, and the scenes he’d brought to life. A shiver ran through him. A chilling breeze transformed the bedroom's humidity into an opaque, freezing Fog. A woman shrieked. Dead leaves crunched under his feet. He smiled in anticipation. |
Power
Night Shroud: You have the ability of stealth, allowing you to avoid detection. Your visits to generators will not be seen by survivors.
Perks
I'm All Ears: Instead of a normal action, you may watch one player. You will be able to to learn one of their three perks (choose a number 1-3 along with your action).
Thrilling Tremors: If you successfully kill a dying survivor, any generators that weren't being worked on that night by survivors will be blocked by the entity for the following night.
Furtive Chase: You may choose one player at the beginning of the game to be obsessed with. If you are able to kill that player in the dying state, your team will be given an additional nightly kill the next night. This perk will expire once used. If your obsession is healed by another player, you will become obsessed with that player instead. If your obsession is killed by other means -- you will randomly be assigned another survivor.
Win condition
Kill all survivors. |
Lastly, we turn to Ghostface who spent the year going to all of his victim's sigils and funerals. He took the time to attend the entire thing so he could spit on each one afterwards. He only spared one grave, the one he kept closest to his heart -- and coincidentally the one he saved for the last to attend.
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Josh Frost
my pronouns are they/them
| Reputation: 58 | Group: | Overlord | Posts: | 12,257 | Joined: | Dec 8, 2016 |
| Post #4: 24th Nov 2020 8:19 PM | |
Well, thank you all for playing the game! It went a little bit unplanned but the result was more chaotic than I would have hoped for so thank you for that!
I went ahead and called it today since Penner was the only survivor with a key and he died, so I didn't see the need to elongate the game on the off chance that one of the two living survivors were going to find the hatch the following night based on RNG. I think this is a deserved win for the killers and the hatch mechanic was supposed to be extremely different than what it turned out to be since no generators popped until the end of the game. RIP!
Strangely enough, I think this was heavily tilted in the survivor's favor and they just kind of dropped the ball at the end each day by not getting on the same page. You hate to see it! But, that's alright!
If I did this again, I would probably fix a mechanic with the chests since that cleared people so quickly. I'd probably adjust there to be no lynch or night kill, but I figured that would make it not a real mafia game anymore. OOPS! I had intended for the killers abilities to combo really well at the beginning of the game to help get them started before they died but then.. they just never did, and continued to be able to just axe away at the survivors which ended the game so early.
All in all, I'm happy with the game so thank you for playing and I hope you had fun with something a little different. I'll get a hall of fame/lame up sometime perhaps but I am going to go back to doing things for my B-DAY! | |
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Curtis
First Place Dick
| Reputation: 1,170 | Group: | Admin | Posts: | 79,236 | Joined: | Jun 22, 2012 |
| Post #5: 24th Nov 2020 8:22 PM | |
haha | |
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jamie
together we can defeat obese children
| Reputation: 115 | Group: | Overlord | Posts: | 11,794 | Joined: | Jan 11, 2015 |
| Post #6: 24th Nov 2020 8:22 PM | |
happy birthday josh | |
I was wrong about Jamie he is a true visionary and I name him my successor |
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John Snav
Confirmed misogynist
| Reputation: 120 | Group: | Overlord | Posts: | 16,277 | Joined: | Sep 18, 2014 |
| Post #7: 24th Nov 2020 8:25 PM | |
bless u for ending that early Joshie <3 happy bday and thanks for hosting | |
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Penner
The Godfather
| Reputation: 95 | Group: | Overlord | Posts: | 11,290 | Joined: | Apr 30, 2019 |
| Post #8: 24th Nov 2020 8:34 PM | |
I would’ve won the game if I waited 2 minutes to submit my hatch guess yesterday :(
For some reason I guessed earlier in the day, then when I refreshed 2 mins later, TiB had replied saying he found it.
I suck | |
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Thisisbourbon
Butt Not Even Visible
| Reputation: 100 | Group: | Overlord | Posts: | 13,853 | Joined: | Sep 7, 2016 |
| Post #9: 24th Nov 2020 8:40 PM | |
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Rodney
Butt Not Even Visible
| Reputation: 100 | Group: | Overlord | Posts: | 13,704 | Joined: | Dec 4, 2015 |
| Post #10: 24th Nov 2020 8:45 PM | |
I would have won the game if we didn't lose decisively and miserably | |
Vern | Scums |Rod
https://i.ibb.co/XLDjG1C/Screenshot-20231212-202602-Google.jpg |
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Animal
Game On!
| Reputation: 23 | Group: | Regular | Posts: | 946 | Joined: | Jul 26, 2013 |
| Post #11: 24th Nov 2020 8:46 PM | |
Happy bday Josh!!! Thanks for hosting & bringing me out of Mafia retirement. I love DbD and you definitely brought it to life and made it interesting. I had a lot of fun despite town flopping but if you ever do another DbD lmk! ^__^
Good game killers! Vern I have no idea how you talked ur way out of being lynched after Stargate flipped town but kudos to you (RIP mathematicians). Icon! I wanted to lynch you over Star but since no one really talked about lynching you I figured I woulda looked real scummy if you did flip town. Oop I died that night anyway hehe
Curtis I thought you were Jane when you said something about lockers and implying it being very helpful, it made me think omg imagine Head On as an auto-kill for the killer if they tried to find you in a locker. | |
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mal
Pronouns: they/them
| Reputation: 104 | Group: | Overlord | Posts: | 12,650 | Joined: | Jun 26, 2012 |
| Post #12: 24th Nov 2020 8:47 PM | |
Watching scum play out some openly on the final day and the town having no options because of inactives was pretty spooky | |
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Curtis
First Place Dick
| Reputation: 1,170 | Group: | Admin | Posts: | 79,236 | Joined: | Jun 22, 2012 |
| Post #13: 24th Nov 2020 8:48 PM | |
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Watching scum play out some openly on the final day and the town having no options because of inactives was pretty spooky |
We were playing openly since midway through d2 tbf | |
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Rodney
Butt Not Even Visible
| Reputation: 100 | Group: | Overlord | Posts: | 13,704 | Joined: | Dec 4, 2015 |
| Post #14: 24th Nov 2020 8:52 PM | |
why couldn't I save Animal? | |
Vern | Scums |Rod
https://i.ibb.co/XLDjG1C/Screenshot-20231212-202602-Google.jpg |
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Curtis
First Place Dick
| Reputation: 1,170 | Group: | Admin | Posts: | 79,236 | Joined: | Jun 22, 2012 |
| Post #15: 24th Nov 2020 8:54 PM | |
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why couldn't I save Animal? |
:curtis: | |
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