OverhangCommissioned by Sapient Cravat
You awaken in a burning field of blades. The moist earth is wreathed in perpetual fire, the cold blade-like tongues of flame surprisingly soft to touch, forming a well-kept lawn in the absence of grass. Looming above are mountains of ever-shifting clouds with the tallest peak bearing the merciless eye of judgement. Its burning gaze echoes through your head, screaming at you with your own voice for all your sins and failures. Fait accompli that bear only shame, relationships broken by your own clumsy hand, dreams that you chose to continue dreaming rather than forcing into reality. The familiar pang of regret and self-loathing only adding to your already worsening headache. A fresh wave of nausea hits you, sending you stumbling backwards, lowering your sights off from the sky. In the center of the field is a broken urinal, a fountain of water spraying from its center, arranged around it in ever-widening, concentric rings are mushrooms with tall, ridged stalks and toroidal heads; each is anchored to the ground with eight protrusions terminating in scythe blades, segmented like the legs of a spider. There is a great wall of decidedly sluggish quicksilver, somehow surrounding the circular field in almost its entirety despite being entirely linear, its unforgiving edifice is a twisted amalgam of enormous statues who stand with an orderly posture at the precise midpoint between "firing squad" and "bukake line". Each is hung from the neck by an impossibly thin noose, whose thread rises up far above the heavens themselves, their torsos taper down into the point of a massive gladius and each holds an enormous judge's hammer, each in a different position, often partially fused to one of their neighbors. There is only one gap, one path out, and that is in front of you, beyond the urinal-turned-fountain.
What the fuck happened last night? And who are the random assholes next to you?
Name: Your name, you still remember it don't you?
Appearance: Please restrict it to that of a normal human being.
Random backstory stuff: A full one isn't needed, you can just give random detailed snippets if you want.
Regrets: Done anything that you wish you hadn't? It doesn't have to haunt you or anything.
Path: What is it that you are going to do with your life?
Drunken behavior: What are you like when you're drunk?
Hangover Talent: Something mundane that you are supernaturally good at.
Impulse Talent: An outright supernatural ability.
A surreal game based on the Don't Rest Your Head system (or rather the 1d4chan's article on said system) with a plot (or lack thereof) based on The Hangover.
Think of it as sort of like Infinite Heavens. Except infinitely worse (no pun intended).
The following dice types are used:
- Identity: You start of with three of these in your pool. When Identity dominates, you can regain an Stability Point or remove a Hangover die from your pool. If you lose all of them, you explode into eldritch fuckery.
- Hangover: Before a roll, you can add a Hangover die to your pool, which cannot be removed normally. When Hangover dominates, you add another Hangover die. If you have six Hangover dice and it dominates, you pass out and wake up in a deeper hole than you started in. You need to roll at least one Hangover die to use a Hangover Talent.
- Impulse: Before a roll, you can add up to six Impulse dice to your pool. When Impulse dominates, you lose a Stability Point and bad things happen. If you have no Stability Points left, you regain all of them but an Identity die is removed from your pool and replaced with another Impulse die (which you won't be able to remove normally). You need to roll at least one Impulse die to use an Impulse Talent.
- Stress: You don't roll this. This is what your opponents roll. When Stress dominates, you either lose a Stability Point or gain a Hangover die.
Each dice with a score of three or less is considered a success. You succeed if your total number of successes are greater than or equal to those of the opposing Stress pool. The pool with the highest roll is considered to Dominate the result. In the event of a tie, the type with the most of that roll wins. If there's another tie, it goes to the next highest and so on. If there's still a tie, priority order is Identity, Hangover, Impulse, Stress.