"Oh come on" One of the dogs around the campfire said sarcastically "As if any of those stories are true." he rolled his eyes.
The black cat which was telling the story sighed, looking at the others. "Fine, what i'm trying to get at is its Halloween night, 4 years later. Maybe we should go there and.. you know... investigate.." He looked at the 12 pets sitting around the fire in his backyard.
"No way, leave me out of this." The dog which spoke up said, followed by a few other pets, which all seemed to make up excuses why they couldn't attend, leaving only 5 that said they would go. "Alright then," He looked at the 5 left. "At 11:00 tonight, we will meet at the abandoned mansion, bring some food incase you get hungry, and if you can, a flashlight. If you want you can bring something else, too."
Later that night, all the pets successfully escaped from their owners house, making their way to the gate of the worn down mansion where the black cat was waiting for them. Once they were all ready, they slowly opened the front steel gate, and as it begun to swing open, a lightning bolt struck just behind the mansion.
They made their way inside,
hoping that they will be able to see the crack of dawn again.
Welcome to the the HMI OOC!
Here i will explain a few of the rules, and how I intend to utilize various tools which will make gameplay smoother.
First off is the map, however, i'm keeping things a surprise. I don't add it to the map until a character opens a door, or looks there.
- Maps
- Doors will be marked with numbers- this is mostly for the sake of keeping track of things, and where everyone is.
- locked doors are orange- A door stays brown until a character tries to open it, if they find it's locked, then the door is colored orange on the map. Orange doors are openable by force, weather it be by brute force, or openable by leverage. (jamming something in the frame and prying it open)
- Unopenable doors are red- These include steel doors, and doors which are blocked from the inside.
- Characters are represented by colored dots- each character will have his/her own colored dot to be moved around on the map, updated everytime i post.
- Green rooms are lit- If a room is colored green, it means there is a light source inside, illuminating the room. Staying in these rooms decrease your paranoia.
- Gray rooms are dark- a gray rooms means that there is no light source other than your flashlight. Staying in these rooms with your flashlight increases your paranoia slightly, staying in them without a flashlight increases your paranoia by 4 every post.
- lit Lanterns/candles are marked by a yellow dot Lanterns and candles only reach so far.
- Unlit lanterns/candles are marked by a blue dot these can be lit by matchboxes.
Inventory
I will keep track of everything you collect in your Inventory. Your inventory is stored in your backpack.- Items size are represented by numbers-you are granted 20 slots to carry items with, the larger the item, the more slots it takes up.
- Any item that wont fit in your backpack are held in your hands- Holding an item in your hands decreases your agility by 2, this includes your flashlight.
- The amount of items you have effects your endurance and agility- 10 slots filled: -1 agility, -1 endurance. Full bookbag: -2 agility, -2 endurance
A list of how many slots an item takes up is written in the next post.
Gameplay- Almost all of your actions are governed by a dice roll- Leave your posts open ended, such as.
Jacob knew he had enough strength to atleast open the locked door. He stood back and readied himself, charging at the door and ramming it with his shoulder.- Matchboxes are found randomly throughout the area- With enough luck, looking under chairs, behind bookcases, in closets, will most likely land you a matchbox or 2.
- Matchboxes are used to light lanterns and candles- lighting a candle/lantern automatically decreases your paranoia scale by 2.
- Your paranoia level is your lifeline- the higher your paranoia, the more likely you are to see things that aren't there, reach 100% and you could pass out.
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0%100%- Inventory items can be combined most of the time- If you have your flashlight, and found a telescope, you could, for example, take the lenses out of the telescope and combine them with your flashlight to concentrate the light so you can light candles with it.
- Staying with the group helps keep your paranoia level down- If your by yourself, your paranoia level goes up.
- Panicking raises your paranoia faster- if your in a room alone, and start to furiously beat on the door to try to get out and scream for others to help, your paranoia will dramatically increase very fast. Meanwhile, if you lit a few candles and sat and waited for the others, your paranoia will only slightly increase.
- Your flashlight meter tells how much battery you have left- You can find spare batteries by looking for something, then rolling a 20. The more luck you have, the more likely you are to find them.
Character sheet
Name: (character's name)
Gender: (Characters gender)
Species: (Do i seriously have to explain all this?)
Personality: (How are they like?)
Short background: (Nothing too dramatic, explosive, or off the-wall These are 6 pets who live in the neighborhood.)
Appearence: what he/she looks like.
Picture: (not required)
Stats:
Keep in mind i'm using a modified SPECIAL stats thingadoo, adding a few things.
You have 46 Points to spend. with a maximum of 10 points each catagory.
Strength:(how strong the character is. 1=barely lift a pencil 10= Boris)
Perception: (How well the character can find stuff, notice stuff. 1=blurry vision/ almost blind 10=Hawk)
Endurance: (How long you can run from your shadow, 1=tires very (very) easily 10=Marathon runner)
Charisma: (How well can you sweet-talk that character to walk into the dark room first? 1=no-one believes anything you say 10=I don't always talk to people, but when i do, angelic choirs sing from the heavens)
Intelligence: (Mostly required to piece together puzzles, figure out how to combine obects. 1=Whats a pen for? 10= E=MC²
Agility: (How fast can your character avoid things? 1= Sloth 10= ninja
Luck: (Just happen to pull out the right book from the bookshelf opening a secret passageway? Success. 1=OW! Where did that brick come from? 10= Oh look, a bar of gold.
Fear: (Is your character a scaredy-cat... er, dog. or.. whatever.. 1=AHHHHH A BOOK 10= Pfft, so i'm laying in a dark bathroom with snakes and spiders, so what?)
Color:
How it works.- Okay, so you've never done an rp like this, and you have no idea how it works. No problem!
|Points| Modifier
|1____| -8 |
|2____| -4 |
|3____| -2 |
|4____| -1 |
|5____| 0_|
|6 -7__| +1|
|8 - 9_ | +3|
|10___| +5|
Your actions are based on dice rolls, lets say you want to pick up a brick, if you read the chart up there, you'll see that if your SPECIAL points are 5 in strength, then thats a +0 to your dice roll. So i roll my 20 sided dice and get.. 15 so we take your dice roll, add your modifier (+0) and we get: 15
Now, looking at this chart
1 ≥ - Catastrophic Failure
2 - 4 - Complete Failure
5 - 9 - Salvageable Mistake
10 - Nothing Happens
11- 15 - Minimally Successful
16-19 - Expected Result
20 ≤ - Overly Successful
and we see that 15 would be "minimally successful" So you managed to pick up the brick, but you got a little tired.
Lets say your strength was 10, oh, a brawny little fellow, aren't we?
When we look at the chart, 10 would be +5
Now, if you try to pick the brick up, and roll a 12 12+5=17
So we look and see that 17 is the expected result,
so now you pick it up, and move it out of the way without any side effects,
and finnaly, if you rolled a 15 with +5 that would be a 20, so you move it out of the way, and you find a note!
Simple? No? oh well, you'll get it eventually.
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