Difference between revisions of "Possession"
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(New page: == Overview == When the players begin this Dream Walk, a terrible monster called a %n possesses one of the players. If the monster can be correctly identified, it can be banished from th...) |
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== Cards == | == Cards == | ||
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+ | print out one Name, Host, and Origin card for each player participating in the Dreamwalk | ||
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+ | {{PossessionCard| | ||
+ | |type=Name | ||
+ | |description=<br><br><br> | ||
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+ | In the space above, fill in a name for the monster}} | ||
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+ | {{PossessionCard| | ||
+ | |type=Host | ||
+ | |description=<br><br><br> | ||
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+ | In the space above, fill in your character's name}} | ||
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+ | {{PossessionCard| | ||
+ | |type=Origin | ||
+ | |description=<br><br><br> | ||
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+ | In the space above, fill in an origin for the monster}} |
Revision as of 21:42, 20 February 2010
Contents
Overview
When the players begin this Dream Walk, a terrible monster called a %n possesses one of the players. If the monster can be correctly identified, it can be banished from the Dreaming. If it is identified incorrectly, it will escape into the Dreaming and cause havoc.
Props and Setup
Each player will need a notepad. You will need a number of cards, which you may cut out from this script. (See the Cards section) You will also need an envelope to store the true identity of the monster.
Outline
- First, the party must summon the monster. There should be one host, origin, and goal card for each player. If necessary, fill out blank spaces on the card.
- Select a random host, origin, and goal card, and put them inside the True Identity envelope. The other cards are dealt to the players. When the cards have entered the envelope, the monster is considered summoned.
- The character question each other to find out what cards each other are holding. The goal is to deduce which cards are not in play, which therefore must be in the True Identity envelope.
- At any time, a player may make a declaration of the monster's true identity. He or she will then reveal the cards inside the True Identity envelope. If the guess is correct, the monster is considered "hostd", and is less of a threat. If the guess is incorrect, the monster escapes into the Dreaming successfully.
Play Style
This Dream Walk may be played in two different ways. In Adventure Style, the characters engage in combat to reveal each other's clues. In Intrigue Style, the players interview each other to discover clues.
Adventure Style
In a Dangerous area, the players are armed with their combat skills. A few respawn points are scattered about the play area. At any point, you may kneel and touch your team's respawn point for 30 seconds. At the end, say "I respawn 1, I respawn 2, I respawn 3." If your character was killed during this Dream Walk, you may re-enter game immediately. Respawning refreshes your Daily and Encounter skills and restores you to full health.
A character who is knocked unconscious may be victim to inquisition. Kneel next to the character and say "Reveal your <x> card", where <x> is Host, Origin, or Goal. The character may now go respawn immediately.
- If the monster is correctly Marked, a weaker version of it enters the world. The character named by the Host card may wander off-stage and prepare to attack. He or She then comes back on-stage as the monster using Adept stats.
- If the party fails to correctly Mark the monster, a stronger version of it enters the world. The character named by the Host card may wander off-stage and prepare to attack. He or She then comes back on-stage as the monster using Demon stats.
- If the monster is killed, and this match is mentioned in the Archive, the player who Marked him is the only one who gains resonance.
- If the monster kills everybody, and this match is mentioned in the Archive, the Host is the only one who gains resonance. The monster escapes the area. That player may reprise the role for one week, or until the monster is killed.
Multiple rounds of this Dream Walk can be run until every player has acquired a point of resonance. The winners of each match must be recorded in the Archive.
Intrigue Style
When played Intrigue Style, this Dream Walk does not involve boffer combat. Instead, characters may challenge one another to a rock paper scissors match. The winner of the match may choose to see the loser's Host, Origin, or Goal card. These two people may not challenge each other until they have challenged someone else first.
- If the monster is correctly Marked, it is prevented from entering the world. If this match is mentioned in the Archive, the one who Marked it gains a point of Resonance.
- If the party fails to correctly Mark the monster, the person named by the host card will paraphrase the following, using as much colorful language as desired: "Veritas: I turn into the Demon and kill everybody." This ends the match and nobody gets a point of Resonance.
Multiple rounds of this Dream Walk can be run until every player has acquired a point of resonance. The winners of each match must be recorded in the Archive.
Cards
print out one Name, Host, and Origin card for each player participating in the Dreamwalk
Name | Possession Clue |
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Host | Possession Clue |
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Origin | Possession Clue |
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