June 17th, 1986
And you stop sprinting, because there's no way he could be following you anymore. Jamie is relentless but he is slow, and you've eluded him by scrambling deep into the misty forest. With your pursuer out of sight, you hunker down behind a pine tree and process what had happened over the course of the last five minutes. Sally Fervixon, the darling debutante of the affluent family venerated throughout the central Tennessee region, had rented out the entire campsite of Lake Kerwosaki to throw a party celebrating the end of the school year. Sally sent an open invitation to high schoolers throughout the area, and for the first time everyone from the most popular preppies to the oddish outcasts would convene at one function to drink, dance and attempt to get lucky.
When Sally stepped out of the forest, everyone's eyes were fixated on her, some in awe, others in jealousy. A handful spotted the hulking humanoid figure tailing her from the rear, but their cries were too late. With one quick swing of a bludgeon, Sally was face down, the innards of her skull awash in the soil. Most of your peers, like yourself, took to running, some of the bravest and largest confronted Jamie as a group, and the masked entity battered through them like a MMA fighter mascaraing a kindergarten class.
Once you catch your breath, you realize that some sort of metal device with an electronic screen has been fastened to your left arm, extending from the bottom of your wrist down halfway your forearm. In the center of this module is a screen, displaying an electronic written passage:
The reign of Princess Celestia is over. The war has been won, with a pyrrhic cost.
Most Heroes and Gods are dead or gravely wounded. A power vacuum has allowed the most ambitious survivors to try and succeed the Sun Princess's throne. Of those, the old Titan Atlas has been freed from his literally earthbound prison and is forming his own empire on the blood of the nations that have been left depleted in morale and manpower from the last war.
A band of brave souls, seasoned heroes and fresh recruits alike, is forming to oppose the treachery of Atlas.
Are you a bad enough dude to save the world?
-TITANOMACHY-
*CHOOSE AN AVATAR*
You are an 80's Teenager. You went to a party and a Jason Voorhees-type serial killer showed up to ruin it. You and your peers have to escape from him while surviving in the rugged Central Tennessee wilderness. On top of that, you have a combat video game attached to your left arm.
Overview:Duplicity is the successor game to
Roll to Dodge, a game in which everyone from Rainbow Dash and Theodore Roosevelt fought against Soulja Boi, Darth Vader and Shakespeare. It also incorporates aspects of the creative and venerated
Roll to Roll to Dodge, coupled with thematic elements inspired by the
Friday the 13th series. Players will take on two simultaneous roles in the game.
The first is that of the Teenager, a high school student in the "real" world, working with their peers in escaping masked serial killer Jamie Hargreaves. Jamie Hargreaves is a figure of contemporary folklore, with origin stories ranging from a demon tasked with extracting punishment on sinners to a mutated superhuman; whatever is the case, now he is assuredly real. Stories from witnesses claim that Jamie is over seven feet tall and is even more powerful than he is large, as they allege to have seen him move half-ton boulders and cars. He can apparently fade into mist and darkness, only to appear out of nowhere afterwards. In addition to his own array of weapons, Jamie is known to set traps and obstacles in the paths of those fleeing him. It is not only physical damage that he inflicts, The mere sight of Jamie or the aftermaths of his handiwork cause psychological trauma which can lead to panic, despair, hallucination and rage. Perhaps most chilling of all are the stories of those who turned to the last resort and attempted to stop Jamie through the use of improvised weaponry, traps, firearms, and electricity. Some have been more successful than others, but he has never once been captured or killed.
In addition to fleeing and fending off Jamie Hargreaves, the Teenagers will have to obtain vital resources while dealing with all of the dangers that the rugged and unforgiving forest-mountain region of central Tennessee has to offer.
The second role is an Avatar, a hero entity in the "video game" world centered around the device on each Teenager's left arm. The Teenager will design and play as an Avatar in the game, continuing where the story left off in the
RTD:PC saga in
\TITANOMACHY/. In reality, the teenagers will encounter things that will trigger events within the game. These battles will typically
pit all of the Avatars against a Boss with several Soldiers, or mooks/minions. Upon the completion of a battle, the outcome will determine something happening in reality. What Avatar a Teenager chooses is completely up to them; Avatars can be completely original, expies or even canon characters.
Gameplay:
d10 will be the standard die for both worlds in this game. A 1 is an abysmal roll and a 10 is superb. The outcome of rolls is further affected by abilities, status effects/impairments, and the context of the situation, (ex. you can roll a 10 during an attempt to lift up a mountain in reality, but you will not be successful).
For combat, 'A' will represent Attacker's die and 'D' will be Defender's die. If A>D, the attack is successful, and its effectiveness is based upon the difference of the die. Additionally, higher numbers are have exponentially higher results in combat, you can think of the 'true' value of combat die to be the result of the die squared. So while a [2 VS. 1] attack and a [10 vs. 9] could look identical, the calculated damage is closer to [4 VS. 1 = 3 DMG] and [100 VS. 81 = 19 DMG] respectively.
If A<D, the attack is unsuccessful. In this case, if D is at least 3 greater than A, then D automatically launches a Counter-Attack upon A. Counter-Attacks are treated as standard attacks, and can not be Countered themselves under normal circumstances.
Even with all of these number, Health in the game is done with a Chunky Salsa / Freeform system, represented by ailments and injuries instead of numbers, (though these ailments and injuries will often effect die rolls).
If an Avatar is killed, that player is removed from the current Player list. They can join the Waitlist as the same Teenager if they wish, as well as either their original Avatar or a new one.
If a Teenager is killed, that player can only join the Waitlist as a new Teenager with a new Avatar.
This game will likely have a higher than average mortality rate, though this should not be a problem as Waitlisted players will constantly be cycled in, and the Waitlist itself will be in regular motion.
If a Player misses a turn, both their Teenager and Avatar will act in a way that will most likely prevent them from dying, though this is not an assurance. If a Player is inactive for a longer time, I will contact them to see what's up, and if I can't get a response I will remove their characters from the game, as this is only fair to those on the Waitlist.
Abilities:
Every Avatar has a set of unique Abilities that aid them in their battles. There are two major types of Abilities:
Passive Abilities automatically happen either perpetually or under specific circumstances. Broader Passive Abilities tend to offer less bonuses than more specific Passive Abilities. For example, a Passive Ability for Dodging all general attacks may only receive a +1 bonus, while another Passive Ability that only applies to Dodging Ranged Magical attacks could have a +3 bonus. Examples include:
LMG Expert Lv.1 (Passive) - This Avatar gains +2 while shooting Light Machine Guns.
Efficient Metabolism Lv.1 (Passive) - This Avatar's wounds slowly heal after they consume nutrients.
Running From Death Lv.1 (Passive) - When this Avatar is gravely injured, they gain +3 Agility.
Active Abilities are consciously activated by an Avatar. More powerful Active Abilities are balanced by having a drawback and/or a cooldown. Examples include:
Boomerang Throw Lv.1 (Active) - The Avatar throws their currently melee weapon as a ranged weapon, and immediately gets it back.
Light Heal Lv.1 (Active) - The Avatar heals a target's wounds by a small amount.
Fearless Charge Lv.1 (Active) - The Avatar rushes at their target for a massive strike while ignoring wounds. +2 to Attack, and this Avatar can not be stunned the turn they perform this Ability. 2 Turn Cooldown.
Each new Avatar starts with 4 Ability Points. Ability points can either be spent on creating new Abilities or improving old ones. Each Ability starts at Level 1, and to improve it to the next Level, it requires the amount of Ability Points equal to the number of that Level. For example, upgrading a Level 3 Ability to Level 4 requires 4 Ability Points. New Abilities cost 1 Point to create, as they are technically going from Level 0 to Level 1.
Ability Points are rewarded at the end of each battle, based on the difficulty and danger of the battle.
Each Teenager is an individual with their own aspirations, fears, interests and personalities. Fortunately, it's the 80's and as we all know, teenagers of this era all belong to a specific closed social group known as a Clique, which serve to protect its population by surrounding them with like-minded people. Each Clique has its own unique advantages and disadvantages. But as we all know, Cliques are based on broad stereotypes, which is why each Teenager belongs to a Sub-Clique within their Clique, which confers more specialized bonuses.
Prep: Hailing from the land of Gated Suburbia, Preps appear to live like their entire existence takes place within a television ad for a clothing store. Equipped with the hottest fashions and a cushy spot in American society, Preps represent the elitist upper crust in a high school setting, where all other students loathe their poser attitudes while simultaneously envying their positions. The Preps have gone through life with access to a plethora of education options, tutors, sports and other extracurricular activities, and so they receive a small General bonus (+1) to most rolls. However, the sheltered life of a Prep has left them the least equipped people to deal with an uncivilized and savage world, and they are notably more susceptible to psychological damage.
Club President - Whether it be the Key Club, Pep Club or the Equestrian Club, the Club President has begun to train on a path into law, politics or business by assuming the chief position in an extracurricular organization. The Club President knows how to manipulate people to their own benefit, conferring them a Charisma bonus (+3).
Health Specialist - Certain High Schools offer a rigorous medical program to those who plan on working in the field of Health, almost like a Pre-Pre Med program. The Health Specialist has been trained in the fundamental aspects of general healthcare, conferring them a Medicine bonus (+3).
Cheerleader - Cheerleading is an activity meant to bolster the morale of a school. In reality, it is a way for non-athletes to hook up with athletes. Cheerleaders have a natural talent for making others feel better, even if it is artificial. Cheerleaders specialize in Morale-Boosting (+3), which is particularly important when group discord is high or when someone is on the edge of a mental breakdown.
Jock: For the Jocks, physical skill and fitness is a way of life, a testament that shows that through a mix of natural talent and hard work, you can be lucky enough to retire at the age of 32 with an eight-digit bank account. Similar to how the Gladiators were the celebrities of a Roman Empire in decline, a school with a poor academic record can still rake in money and prestigious if at least one of its sports programs is competitive in the state. As Ohio State Quarterback Cardale Jones put it eloquently, "We ain't come here to play school." Jocks are obviously the most athletically dominant high school students, conferring them bonuses in Strength and Stamina (+3) and a small bonus to Speed (+1). They have the size and structure to carry supplies efficiently that would slow their peers. In their time and energy consuming focus on athletics instead of silly things like "education" and "life skills", Jocks suffer in areas of applied knowledge like Cooking, Mechanics or anything requiring tool knowledge (-3).
Lineman - Football Linemen are massive, typically measuring in at over 6 feet in height and weighing in excess of 250 pounds. [That's 1.8 meters tall and 113 kilograms to non-Americans.] The Lineman is tasked with becoming a human wall, preventing the bloodthirsty defense from slamming the Quarterback into the ground. Even with his girth, the Lineman is humbled by the colossal size of Jamie. The Lineman loses their Speed bonus in exchange for heightened Strength (+5). The Lineman also has proficiency in Tackling (+2), which has a higher chance to stun a target than a normal attack.
Boxer - Speaking of Gladiators, Boxers are descendants of blood-fighters and practitioners of the world's most ruthless and barbaric of socially sanctioned sports. Boxers are always considered armed, and confer a bonus (+2) in Combat. Should a Boxer be fortunate enough to find Hand-to-Hand weapon such as Brass Knuckles, this bonus increases further (+4). Boxers are the most difficult to knock unconscious.
Runner - The Runner is a different breed than most athletes; while many Jocks are pillars of solid muscle, Runners are lean and tall. If Linemen and Boxers are Leopards, the Runner is a Gazelle. Removed muscle mass means that the Runners have less Strength (+1) bonuses than other Jocks but much higher Stamina (+5) and better Speed (+3). Due to their Cross Country training, Runners do not suffer penalties from travelling through rough terrain like overgrown forest shrubbery or rocky mountain inclines.
Nerd: Nerds dismiss their schooling not for your normal student woes, but because they find that it is too basic, and forces them down to the level of the dim-witted population. Their time and effort is spent on mentally stimulating interests and hobbies considered niche and boring by most students, pursuits into fields related to science and math. Many of them are even captivated by the bizarre and childish art of roleplaying games, if you can believe that. While often the target of bullying, some more open-minded Jocks forge symbiotic alliances with Nerds, a relationship where Jocks get their homework done while Nerds are invited to parties and introduced to hot people. The nature of the Nerd gives them an Intelligence bonus (+3) and an advantage in using Electronics (+2). Because Nerds spend much of their time in a sitting position, it leaves their bodies frail and inefficient, giving them little Strength (-3) or Stamina (-3).
Engineer - While the Engineer is seen nothing as a nebbish occupied with toys and equations, they may grow up to be one of the most successful and important pieces of society. That is little relief to the Engineer who's books are being crammed down a toilet. Learning about the structural properties of bridges and aircraft, the Engineer get a bonus to Mechanics/Construction (+3).
Chemist - Some Nerds like to play around with the properties of volatile chemicals, and thus are prone to setting themselves on fire. The Chemist knows the ins and out of both natural and artificial components, and can make anything from healing agents to makeshift explosives. And if going into a scientific field as an adult doesn't work out, the Chemist could always utilize their skills and sell meth out of an RV. Chemists confer a Chemicals bonus (+3).
Gamer - While the previous kinds of Nerds are deeply entrenched in their educations, some of them know how to have fun, and that fun is by vicariously living through cool people on a computer screen. The parents of Gamer's only wish their geeky children had focused their introverted pursuits into something more impressive like classical music or writing. If only they knew their basement dweller might have the most practical pursuit of them all. Gamers start with 6 Ability Points, and leveling up an Ability always takes 1 less Point than usual. (For a Gamer, an Ability going from Level 3 to 4 only costs 3 Points.)
Outcasts: Even with Cliques, there are just some kids at school that you don't see sticking together in anything more than a small band of a handful of members. They might congregate in large groups outside of school, but never within it, probably because someone would call security. The Outcasts look, talk, and even walk differently than everyone else, who are instinctively a little fearful of them, and make an effort to avoid them. The Outcasts might be seen at a Pariah on campus, but when faced with a danger that seems otherworldly, the strangest of Teens may very well be the ones most well equipped to face the threat. Outcasts are much less prone to psychological damage and fear than their peers. At the same time, Outcasts are prone to random irrational and odd behavior, sometimes because of an event or phenomena, and other times spontaneously.
Hunter - In Tennessee, a lot of kids go hunting, it's totally normally way to bond with family or spend a long weekend. The Hunter is a different case altogether, and they seem to spend more time in the woods than they do anywhere else. The few times that they appear happy is in a photograph posing next to a dead buck or boar. While the Hunter has few friends, no one gives them problems either, as the rest of the school has no intention of messing with the quiet kid who's house is a museum of beheaded animals and weapons. The Hunter confers a Hunting bonus (+3); this includes some Firearms and most Bows, as well as Hunting Traps. Because of their lifestyle, the Hunter also confers a Wilderness Knowledge advantage (+2). The Hunter starts with a Hunting Knife.
Pagan - The Reagan presidency saw a resurgence of conservative "traditional" American values, with picket fence families needing someone to blame for all of society's problems. Taking a page from history, a new scapegoat were religious minorities, and not Muslims or Buddhists in faraway lands, but right here at home, influencing your children! Satanists, Wiccans, Mormons, whatever! The point is they're the ones that will spiritually, morally and sexually the youth with their baby killing orgies deep in the woods. In truth, Pagans are no more harmful than any other religious group, and in this context they have some invaluable skills. Like any pious individual, Pagans are devoted to a higher being so firmly that they can resistance almost all physical pain. Additionally in certain circumstances, they can perform rituals and make charms to protect their companions and ward off evil.
Psychic - People laugh at things like Astrology and Tarot, associating them with naive housewives and drugged out hippies. While they have a point to dismiss pseudoscience, there are a few specific individuals who do seem to have mental prowess beyond what the normal person possesses. Whether this is some sort of innate supernatural gift or just coincidence is up to debate, but Psychics with an uncanny ability to predict future events or having knowledge that they should have no means of access to do exist.The Psychic will occasional see Premonitions of important things to come in the future, and on occasion they can miraculously locate items with nothing more than their intuition. They are the first ones to predict when Jamie is going to rear his head again, and somehow the masked killer must know this because Psychics always seem to be high priority targets...
Preps: General +1 to most rolls. More susceptible to mental damage.
Club President - +3 Charisma
Health Specialist - +3 Medicine
Cheerleader - +3 Morale-Boosting
Jocks: +3 Strength and Stamina, +1 Speed. -3 Tools.
Lineman - +5 Strength, no Speed Bonus, +2 Tackling
Boxer - +2 Combat, +4 Unarmed Weapons, Hard to K.O.
Runner - +1 Strength, +5 Stamina, +3 Speed, No Penalty on Rough Terrain
Nerd: +3 Intelligence, +2 Electronics. -3 Strength and Stamina.
Engineer - +3 Mechanics/Construction
Chemist - +3 Chemicals
Gamer - Avatar starts with 6 Ability Points. Leveling up Abilities takes 1 less Point.
Outcast: Higher resistance to mental damage. Occasionally acts bizarre and irrationally.
Hunter - +3 Hunting, +2 Wilderness Knowledge, starts with Hunting Knife
Pagan - Can perform rituals and make religious charms with supernatural effects.
Psychic - Occasionally sees into the future, finds hidden items, and can sense when Jamie is coming. Is especially targeted by Jamie.
Character Sheet:
Teenager
Name: Last name required, nicknames and middle names are valid.
Gender: Male or Female. I'm aware that there are several other options, but this is the 80's and the LGBTQ movement isn't mainstream yet.
Age: This ranges from 13 for the youngest Freshmen to 19 for the oldest Seniors.
Clique: Includes Clique and Sub-Clique.
Appearance: Be as brief or eloquent as you want. Two sentences minimum, just so I have enough information to differentiate you from other people. Optionally, you can link to a picture; I would prefer the picture to either be small or you just provide the hotlink, for the purpose of keeping the sheets as organized as possible.
Description: Anything you publicly want to be known about your character. This could be background, personality, interest/hobbies, etc.
Status: Normal [This will gauge both your physical and mental well-being.]
Inventory: This will be empty for everyone starting, except for Hunters who have a Hunting Knife.
Avatar
Name: No limitations here. Well, very few at least.
Gender: Because Avatars take place within a non-realistic space, you can put whatever is appropriate here, including None.
Age: If you put in 69 or 420 here, Jamie Hargreaves gets +12 to stabbing you in the kidneys with a rusty-ass screwdriver.
Class: Can be anything, just a quick way for people to know what your Avatar's focus and specialization is in. Examples would be things like "Paladin", "Sniper" and "Taco Shop Bard".
Appearance: Be as brief or eloquent as you want. Two sentences minimum, just so I have enough information to differentiate you from other people. Optionally, you can link to a picture; I would prefer the picture to either be small or you just provide the hotlink, for the purpose of keeping the sheets as organized as possible.
Description: Anything you publicly want to be known about your character. This could be background, personality, interest/hobbies, etc.
Abilities: (4) [This number represents your total number of Ability Points. Gamers start with 6.]
Status: Normal [This will gauge both your physical and mental well-being.]
Inventory: List whatever your Avatar has on them here, within justification. Complex and powerful items should be explained.
Discord ChannelPlayer List:1. S34N1C - Jimmy Smith /
Giant Dad2. MidnightJaguar - Jack Austin /
DOOM Guy3. Wipeout - "Sharquia" Shay Waters /
Rochelle4. ATHATH - Fred Johnson /
Fred5. Greatness - Joystick" Clarke /
Tobias Creed6. Ironsnake - Terrance Warden /
Dunklesteinn7. Blitz - Mattew Kentwood /
Karlson Meakin8. Spümpkin - June Wildes /
Yun9. Failbird - Briefers "Briefs" Rock /
The Scourge Waitlist:1. IcyTea - Francis Gray /
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