Bastien (
cozen) wrote in
faderiftooc2024-09-24 11:23 am
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Entry tags:
player plot: jailbreak.
Hello friends & enemies. I'm running a player plot beginning September 29 wherein up to six lucky Riftwatchers will be captured, tossed in a fortress dungeon, maybe lightly tortured, and forced to try to escape while half-naked and hurt. Pretty straightforward stuff that is meant for CR development rather than moving any bigger plot point forward. Keywords: stealth, combat, hurt/comfort or hurt/suck it up dude we have to move.
To participate you have to agree to write one (1) NPC that everyone else might encounter during the escape. We'll also use a fortress map that I'll black out so the way out is revealed one room/space at a time as folks RP reaching those places, with dead ends possible. Aside from the info provided in advance on the map and my turn with an NPC I won't be GMing, so it'll require some willingness to take the available info and run with it.
Since I'm sending one of my guys, there are five other spots available. I'll backwards-engineer the specific purpose of the mission they were on when captured to suit the skills/makeup of the team, so anyone can sign up regardless of division or combat ability.
If more than five people are interested I'll RNG, with the non-random exception that characters who are already getting some delicious October trauma in Nina's body horror plot will be the first bumped off to make room if necessary. (Not players! Just individual characters. And characters can double dip in Bad Times if there's room left without RNG stepping in.)
Sign up by September 27! That's in three days. We're zipping.
To participate you have to agree to write one (1) NPC that everyone else might encounter during the escape. We'll also use a fortress map that I'll black out so the way out is revealed one room/space at a time as folks RP reaching those places, with dead ends possible. Aside from the info provided in advance on the map and my turn with an NPC I won't be GMing, so it'll require some willingness to take the available info and run with it.
Since I'm sending one of my guys, there are five other spots available. I'll backwards-engineer the specific purpose of the mission they were on when captured to suit the skills/makeup of the team, so anyone can sign up regardless of division or combat ability.
If more than five people are interested I'll RNG, with the non-random exception that characters who are already getting some delicious October trauma in Nina's body horror plot will be the first bumped off to make room if necessary. (Not players! Just individual characters. And characters can double dip in Bad Times if there's room left without RNG stepping in.)
Sign up by September 27! That's in three days. We're zipping.
questions!
sign up!
no subject
Character: talin
NPC Type Pref: talk pls
no subject
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Ionnina Comnena, your suggested NPC job is guard/soldier, and your recommended angle is she is off the clock and not dressed for this and really, really doesn't want to die, so much so she's willing to beg, but you can change that however you want! There will be a room/spot on the map where it says "Nina's NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
Let me know if you have any questions!
no subject
Character: Teren
NPC Type Pref: FITE
no subject
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Honorata, your suggested NPC job is guard/soldier, and your recommended angle is she was in love with any one of the previous NPCs encountered and killed by the party before they reach her, and she's so so so so angry, but you can change that however you want! There will be a room/spot on the map where it says "Cami's NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
Let me know if you have any questions!
Re: sign up!
Character: Vlast
NPC Type Pref: Combo
no subject
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Maximin Glycas, your suggested NPC job is guard/soldier, and your recommended angle is a sneaky rogue-type who will try to talk while also readying a grenade/poison flask/etc., but you can change those however you want! There will be a room/spot on the map where it says "GreenRivers' NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
Let me know if you have any questions!
Re: sign up!
Character: Tav
NPC Type Pref: I can do both! I love fight scenes and negotiation scenes all the same. :>
no subject
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Vetranis, your suggested NPC job is aide-de-camp to the commander, and your recommended angle is an ambitious little guy (or gal or neither), like a teenager, who thinks he'll impress someone by handling the escaped prisoners, but you can change those however you want! There will be a room/spot on the map where it says "Dha's NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
Let me know if you have any questions!
no subject
Character: Byerly
NPC Type Pref: Combo! Talk first, back up with stabs.
no subject
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Domnica Lascari,your suggested NPC job is the fortress commander, and your recommended angle is she already sent word to her boss that she captured these guys and it would be so nice for her if they would go back to their jail cells and let her get her damn brownie points, but you can change that however you want! There will be a room/spot on the map where it says "Hope's NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
Let me know if you have any questions!