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Wheres My Special Someone Crew
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Posted: Sat Jan 24, 2009 6:57 pm
Gameplay Design Notes - World Design Notes
Please note that this is a draft document to be used for proposal and design purposes. The final information that players will read may be changed from this version.TORMENTED TURNABOUT For ages, the border between the world of the living and the world of the dead has remained sealed, the sorrow of the living and the anguish of the dead were kept from mingling.
The Rift has existed as the crossroads of the living and the dead, a place where the torment of existence and the horror of nonbeing coalesce into a nightmarish black vortex.
People have dreamed of visiting such a place, where the longing between the souls of the living and the spirits of the deceased still lingers. It is a place of hidden secrets, of blood and tears.
In recent years, urban legend has given that place a name: the Manor of Sleep. An ancient terror lurks in your dreams, shifting just beneath the veneer of your memories, hidden by the pain and regret of losing a loved one. The Priestess that stalks your nightmares carries with her the endless torment and anguish of thousands of souls, both living and dead. If only you would join her in the Manor of Sleep... = = = = = = = = = = Welcome to Tormented Turnabout, the intersection of Ace Attorney and Fatal Frame; of logical deduction and the fear it inspires; of careful investigation and the horror it uncovers. In this crossover roleplaying experience, your character's sanity will be tested as they explore the Manor of Sleep, solving devious puzzles, escaping bloodthirsty wraiths, and venturing ever deeper into the nightmare. Fail, and the Tattooed Curse will drag you into the Rift; survive, and there will still be questions left to answer when you awake. It's dangerous to go alone, and cooperation between characters is key. In addition, a Game Master (GM) will be responsible for resolving actions and providing information and results, rewarding your actions and bravery while warning you of dangers as you progress. Exploration in the Manor of Sleep takes place in a controlled "dream-world" set of threads. While cursed characters have exclusive access to the dream-world, all characters may freely explore the waking world outside the Manor of Sleep, as they would normally go about the roleplay setting. Even here, the mysteries of the Manor can demand your attention, for everything in dreams has basis in reality...
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Posted: Sat Jan 24, 2009 7:23 pm
THE RESTLESS DREAM: EXPLORING THE MANOR OF SLEEP A majority of the action takes place in the dream-world of the Manor of Sleep that draws slumbering characters into its depths. The warped dream-world of the Manor of Sleep is a maddening experience for mortal minds that has claimed many souls. All visitors to the Manor of Sleep are touched by Reika Kuze, the Tattooed Priestess. This subjects them to the Tattooed Curse, planting a cursed tattoo on their body that slowly overtakes them as they explore the Manor of Sleep. ABILITIES AND EXPLORATION Characters have three abilities: Senses, Willpower, and Nerves. Choose a point spread: 4/1/1, 3/2/1, 2/2/2 Spend a point to do something awesome. If an ability has 0 points, you can still do awesome things with it provided the GM thinks it's OK. If you fail once, you can't use that ability until it is recovered. COMBAT DO NOT FIGHT, RUN AND/OR HIDE Attacks target specific abilities, or the highest ability if the target is at 0 To defend: 1d20 + Target Ability. Success nullifies completely, failure spends a point. To defend another character: spend a point. Special effects require a save check: 1d20 + Target/Highest Ability You don't expire upon reaching 0/0/0, but when you fail defense at 0/0/0 (going negative). RECOVERY & PROTECTION Recovery items cannot be used in combat and do not push ability scores past maximum. Herbs: 1 pt / Water: 2 pts (single ability) A Stone Mirror revives the character holding it if they expire, restoring them to 1/1/1 A Blue Candle prevents most combat from happening; can't be used during combat. Outside combat, characters can spend 2 points in a single ability to heal another character for 1 point. AWAKENING Characters that leave the Manor of Sleep must spend substantial time in the waking world before returning. If a character fails defense at 0/0/0, they expire and leave the Manor of Sleep. They suffer more-or-less permanent damage in the form of the cursed tattoo overtaking more of their body. Characters can safely begin and end their dream sessions at Blue Lanterns. You can use only lanterns you have found. Powerful ghosts can snuff out blue lanterns.
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Wheres My Special Someone Crew
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Wheres My Special Someone Crew
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Posted: Sat Jan 24, 2009 7:30 pm
THE LIVING NIGHTMARE: INVESTIGATING THE WAKING WORLD Even when not trapped in their dreams, characters that have visited the Manor of Sleep are overtaken by the Tattooed Curse, and begin to be affected by the strange things they have witnessed. The secrets of the Manor, combined with the trail of evidence in the waking world, are your only hope to solving the mystery and breaking the curse. = = = The Tattooed Curse = = =The harbinger of the dark fate that awaits visitors to the Manor of Sleep. The regrets and guilt of the living are embodied in dark tattoos spreading over a victim's body, slowly consuming them as they venture further into the Manor. All characters that are initiated into exploring the Manor of Sleep receive cursed tattoos that can eventually spread to completely engulf their skin. As the Curse advances, the victim feels chronic physical pain, experiences hallucinations and hauntings in the waking world, and is ultimately compelled to return to the Manor of Sleep. The final stage of the curse is said to make one stay inside the Manor forever... = = = Expanding Event Horizons = = =The Manor of Sleep is filled with locations that parallel areas in the waking world, connected with the memories that reside in those places. As part of the adventure experience of Turnabout Tormented, new areas of the world will be revealed and possibly added to the roleplay group's network. The Game Master's presence will be felt in these areas as well as within the Manor of Sleep, for the challenges contained in the waking world and in the dream-world are intertwined. (These sections may still be under roleplay moderator control.) Exploring the waking world does not tax your character's sanity as greatly, and as such there is no great cost or risk to your ability scores involved while investigating the waking world... most of the time.
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Posted: Sun Jan 25, 2009 3:25 pm
DISTURBED THINKING: THOUGHTS ON THE EVENT PROJECT = = = MoronSonOfBoron = = =30 Jan 2009 Tormented Turnabout represents a serious attempt at a wide-scale event that attempts to involve every character and player in the group. Usually, such occurrences are haphazardly executed within roleplay groups, as they are planned out and scripted by a minority of players without the intention of involving other characters in active roles. The intent of this adventure is to provide a controlled environment that empowers and encourages players to take action rather than watching events unfold without their involvement.
The event itself relies more directly on player involvement in order to progress; the world design of the Manor of Sleep should encourage cooperation and group-based decisions. This, coupled with parallel events in the waking world, allows more players a choice in driving the plot, and to what extent they do so.
Given the nature of the settings involved, there is a wealth of canon PW/AA characters with potential for involvement and importance, and characters may be taken up to enrich the experience. The heavy influence of Japanese mysticism connects well with the Fey family members, while the photography and investigation aspects can be embodied by detectives and journalists alike. The overarching theme of regret, guilt, and death should be familiar to a majority of characters in the series; there is great potential in involving "Ghost" versions of deceased characters, especially those who have connections to living characters.
Similarly, this also provides an avenue through which to introduce new sections of the RP group's world, while also revisiting older ones. The currently planned areas recall Kurain and Hazakura, and investigations can even involve forgotten venues such as the Hotti Clinic or the Detention Center.
Overall, this adventure is about cooperation, not just between the players, but the planners as well. In order to maintain a high level of atmosphere and involvement, we plan to work closely with the moderators in finding which additions and story elements will be most interesting or useful for participants.
Due to the volume of content and design that still has yet to go into this project, I don't expect it to be ready until the end of February at the soonest. The dearth of wide-scale holiday events in the months leading up to June make them a desirable window for running this event.31 Jan 2009 The dice system was left out of the draft document on purpose, since the draft will eventually serve as the text for the gameplay and event manual for the general public. We wanted players to focus on their character's actions rather than having them worry about the number-crunching, even for their own rolls. By hiding the dice mechanics, the Game Master also has full control over "unlucky" rolls that may hinder the advancement of the story or the enjoyment of the players.
Here is a short explanation, copy/pasted from our design notes. For the most part, player characters use 20-sided dice and their ability scores to determine their defense. Ghosts roll a number of 10-sided dice according to their strength. This adds an element of unpredictability and unreliability when confronting ghosts, as even high player rolls can be counteracted; helplessness is a major theme in horror adventures.
This table shows the Total Success Chance (TSC) of modified 1d20 rolls against various other rolls. TSC is generally calculated as follows: (Chance of individual 1d20 result) x (Chance of opposing results =< 1d20 result) = individual success chance TSC = Sum of individual success chances of each individual 1d20 result
Modifiers are granted by ability scores.
Mod v.2d10 v.3d10 +0 49.80% 24.935% +1 54.75% 29.105% +2 59.60% 33.485% +3 64.30% 38.015% +4 68.80% 42.635% <--This is the maximum possible ability score +5 73.05% 47.285%
Camera Obscura: 1d20+1d10 v.2d10 v.3d10 73.86% 49.90%
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Wheres My Special Someone Crew
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Wheres My Special Someone Crew
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Posted: Fri Sep 17, 2010 1:08 pm
= = = COMBAT: Encountering Hostile Ghosts = = = The Manor of Sleep draws souls into the Rift, turning them into malformed, twisted and malicious entities hell-bent on spreading their pain to the living that have been trapped with them. Encounters with these spirits leaves an indelible mark upon the living, steadily depleting one's sanity. It is nearly impossible to defeat these beings directly; your only hope is to hide or escape.
Some ghosts haunt areas that they are strongly attached to, while others aimlessly wander. They may be confined to specific spots, or may tirelessly chase victims from one end of the Manor to the other. While some ghosts never attack visitors, more than a few are hunting for victims...
Hostile ghosts in the Manor of Sleep subject victims to pain and torment that whittles away at their ability to resist the corruption of the Rift. A hostile ghost attack favors a specific target ability that acts as both defense and health; if the target ability score is at 0, it targets the highest ability score. To defend against a hostile ghost attack, a victim makes an ability check using the targeted ability; success nullifies the attack completely, and failure means one point is expended in the target ability.
If a victim fails to defend against a ghost's attack when their ability scores are all at 0, they are consumed by the Tattooed Curse and "expire" in the Manor of Sleep, returning to the waking world.
Characters may perform an encounter feat to defend a nearby victim from a hostile ghost's attack. This is an automatic success like any feat: it expends one point to completely nullify the attack as though it were a successful ability check to defend.
Special effects, such as lingering damage, stunning, or immobilization may be countered by save checks. The victim makes an ability check as normal, and success stops the effect completely. Some effects may require multiple save checks.
A ghost will stop attacking a victim when they leave an encounter, usually by fleeing the ghost's area of influence or successfully hiding and escaping their notice. There is always a chance the ghost will attack again unless the character leaves the ghost's current area of influence.
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Posted: Fri Sep 17, 2010 1:15 pm
= = = Recovery & Protection = = =Survival in the Manor of Sleep is difficult at best and impossible at worst. These items ease the experience. Restoratives are few and far between, but incredibly valuable. These items cannot be applied during combat, and do not push ability scores past their maximum. Herbal Medicine: Strange substances of unknown origin that are strewn about the Manor of Sleep. Their otherworldly nature bolsters sanity, replenishing 1 point in a single ability score. This item can be used on other characters. Spirit Water: The purified essence of souls contained in blessed waters taken from the abyssal rivers. This powerful infusion strengthens one's sanity greatly, replenishing 2 point in a single ability score. This item can be used on other characters. Protection comes in limited forms. Even rarer than restorative items, these can help rescue characters from becoming victims of the Manor. Stone Mirror: A mysterious polished stone that captures one's reflection in it. If a character holding this expires in an encounter, the mirror shatters in their stead, restoring the character with 1 point in all ability scores. This item cannot be used on other characters, so choose its wielder wisely! Blue Candle: Burning with a purifying light, these short-lived lanterns keep most hostile ghosts away, preventing combat completely for a short time. Blue candles cannot be activated in combat. Healing can be accomplished through sheer force of will, transferring the energies of one character to another. Any character may expend 2 points in one ability score to restore 1 point in one of a target's ability scores. This cannot be used during combat, and cannot increase ability scores beyond their maximum.
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Wheres My Special Someone Crew
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Wheres My Special Someone Crew
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Posted: Fri Sep 17, 2010 1:23 pm
= = = Abilities & Exploration = = =In Tormented Turnabout, your character's ability to resist the corruption of the Rift is measured in three ability scores. Upon entering the Manor, you are required to define your character's abilities: each ability has a base score of 1, and you are granted 3 extra points to spend among them however you like. This initial setup is locked as your ability score maximums, and cannot be permanently changed. Potential Ability Scores: 4/1/1, 3/2/1, 2/2/2 Senses: The clarity and acuity of a character's awareness of their surroundings. This is a character's ability to perceive the environment, investigate areas, detect strangeness, and maintain a threadbare understanding vital to their sanity. Analogous to: intelligence, wisdom, perception Willpower: The power of mind over matter is essential to a character's survival. This is a character's ability to endure injuries, overcome terror, and keep a firm grasp on their sanity. Analogous to: strength, charisma, endurance Nerves: The strength of a character's resolve allows them to persevere. This is a character's ability to navigate treacherous environments, evade ghosts, and remain resolute in their sanity. Analogous to: agility, reflexes, balance A character may spend a point in an ability score to perform a feat: an extraordinary action that progresses investigation and exploration. Here are some examples: Senses: scouring a room for items and secrets; creating a map or intuiting location; detecting the presence of ghosts without the Camera Obscura Willpower: surviving long falls and other hazards; enduring harsh conditions; moving heavy objects Nerves: crossing dangerous ground or unstable flooring; scaling walls and other obstacles You may attempt one last feat for an ability score that is at 0. This is not a guaranteed success, but the GM determines the outcome: success lets you perform that feat, and continue making such attempts using that ability; failure prevents you from using the ability again until your ability score is replenished above 0.
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Posted: Fri Sep 17, 2010 1:45 pm
= = = AWAKENING = = = When trapped in the depths of the Manor of Sleep, there are two ways of leaving the dream-world. Whenever a character leaves the dream-world, they must spend a substantial amount of time in the waking world before returning.
Expiring is when your character fails to defend themselves against a ghost's attack when their sanity is at its breaking point (all abilities at 0). When this happens, they experience a violent nightmare and disappear from the Manor, awakening in the normal waking world to find the cursed tattoo burning into their flesh.
Blue Lanterns are magical beacons that echo with the vitality of the waking world, warding away ghosts with their purifying light and allowing those trapped within the Manor of Sleep to escape from the nightmare safely. Blue Lanterns serve as both entry and exit points in the Manor of Sleep, and as your character discovers more Blue Lanterns, they will be able to begin future dreams in deeper sections of the Manor. A character cannot use a Blue Lantern they have not touched. Blue Lanterns can only be used to begin and end a dream sequence; they do not offer a means of "instant travel" between parts of the Manor.
Some powerful ghosts can suppress blue lanterns, preventing their activation and trapping victims in the Manor.
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Wheres My Special Someone Crew
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