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CYCLE 120Current time: Apr 04 2025, 04:11 PM


Further Trial Information
 
Online
Game Master
#1
Hello Trial-Goers!

I'm here with a little more information for you about this next Trial of Hydra. While the theme itself will remain secret until the trial begins, I'd like to explain a few mechanics and OOC details in advance, so that any questions can be answered ahead of time.

Estimated Trial Length & Death Toll
I expect the trial to run 9-10 posting rounds, with 6-7 of those being roll rounds. One will be the introduction, which sets the scene and allows reactions; the final two rounds will be ending rounds without rolls (finale/closure). Each posting round allows three days to post, meaning at most this should take about a month. I expect the death toll to be a minimum of six deaths, given the enrollment numbers; however, intelligent or foolish decisions (from an in-character perspective, of course) may raise or lower this number.

Roll System
Roll goals, threshholds and consequences will vary by round. In general, however, there will be one of two round types: survival, and goal-oriented. Survival rounds will ask the Gembound to roll against a particular hazard. Goal-oriented rounds will ask them to accomplish a task, as a group; however, they may choose, on these rounds, to take any action they wish. On these rounds, freedom of choice is broad. You'll be allowed to do anything you like: sabotage other Gembound, investigate the surroundings, take additional precautions, and so forth.

The Protection System
On Survival rounds, there'll be a special system in place. Gembound will be allowed to choose to roll for themselves (lower risk), roll as a bodyguard for one other character (medium risk), or roll as a general protector for their group (high risk). The lowest roll (or rolls; some rounds may have multiple deaths) of the lowest rolling threshhold is the "loser" in these rounds. In other words, if the lowest rolls are all Failures, then the lowest-rolling Failure "loses" and will die, unless a Bodyguard is successfully (barely+ roll) protecting them, or someone is successfully (barely+ roll) Generally Protecting the group. In this case, the Guardian character will step in and die in their stead, saving their life. In the case of more than one Guardian/Bodyguard, the lowest roll threshhold's (barely/successful) lowest roller dies. So, for example:

- Three Gembound roll to survive a hazard. One rolls Successful, two roll Failures--a three and a six.
- A Bodyguard is protecting the third Gembound, with a Success roll of 15.
- A Protector is protecting everyone, with a Success roll of 12.

In this case, the three-rolling Failure would die--but the 12-rolling Protector takes his place, dying to save his life. This concept may seem a little convoluted but hopefully it will quickly become clear in practice. It's my hope that this system will mean a more fun and dynamic roleplay, and get rid of the necessity of second-turn rolling rounds to save the dying, instead incorporating it all together.

Rewards
1. Every attending Gembound (survivor or not) may post a claim for 300 magicka for taking part in the Trial. This is instead of a thread magicka claim, and it doesn't matter how long the thread runs--you'll get that 300 no matter what!
2. Choice of one of a number of themed spells and abilities: any Light element spell, OR Reflect, OR Night Vision, OR any of the three Wisp spells, OR Assassin's Guise (Tactic).
3. Choice of one, or multiple in almost any combination, of a set of themed mutations from a list: hyper-reflective eyes with strong night vision; black, white or grey (solid color)-shade body; phosphorescent blue-green glowing eyes (visual effect only, cannot be taken with hyper-reflective eyes); bat-like ears of any bat-realistic length or shape, with or without echolocation; long, sensitive whiskers; long, wicked black claws.
4. Characters may keep baubled items they acquire at the start of this thread.
5. A very special, limited-edition spell, rarely offered to players: Time of Darkness.

 
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