Introduction
You can’t sleep. It started like that for all of us, back when we were garden variety insomniacs.
Maybe you had nightmares – gods know we all do now – or maybe you just had problems that wouldn’t let you get a good night’s rest. Hell – maybe you were just over-caffeinated. It doesn’t matter. Whatever it was, eventually you got to a point where sleep became a choice, rather than a mandate … and then it just dropped off the list.
And then, and only then, something clicked.
That’s when you started noticing the extras. An extra door here or there. An extra window looking out onto a city packed with surplus buildings, hodgepodge towers standing shoulder to shoulder, roofs angling into one another. Clocks chiming the thirteenth hour and unfamiliar stars twinkling in the too-clear sky. Streets and alleys that weren’t there before, leading to late-night markets that sold things like laughter and indecision.
When you took a long walk down the streets of the Mad City, you stopped being a Sleeper and started being Awake.
But that click you heard wasn’t from the secret world snapping into place. It was the sound of the Nightmares flicking off the safety and pointing a gun at your head. When you crossed over you became a target. They can smell you now, if they get close enough. The Paper Boys are closing in, and you’d better pray you don’t become a headline.
You’re chum in the water, my friend, and it’s time you got ready for it – before the clock chimes thirteen again. You’re going to get tired, more tired than you ever have before, but mark my words: sleep isn’t just off the list now, it’s an outright enemy that’ll strip away your vitality and leave you vulnerable. There’s no going back, and from here on out, there’s just one simple rule that must dominate your life.
Stay Awake.
Don’t rest your head.
Rules of the game:
• Once per roll, you may increase your exhaustion by one.
• Any time you roll, you may add one to six dice of temporary madness to your roll.
• To determine the degree of success, count the dice that show 1, 2, or 3.
• To determine the strength of a pool, find the die of that color showing the highest number.
• If you meet or beat the GM’s degree, you succeed. Otherwise, you fail.
• To determine what dominates, pick the pool with the highest strength.
• If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one.
• If exhaustion dominates, your resources are taxed. Increase exhaustion by one.
• If madness dominates, things get more chaotic. Check off a response and behave accordingly.
• If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer.
• If exhaustion is increased above 6, you crash.
• If you must check off a response, but can’t, you snap.
• If you crash, you fall asleep, or face some other serious defeat (like death).
• If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness.
• If you lose all discipline, you become a Nightmare. You’re an NPC now.
• To make minor use of an exhaustion talent, your exhaustion must be at least one. On the affected roll, your minimum number of successes is equal to your current level of exhaustion.
• To make major use of an exhaustion talent, you must increase your exhaustion by one, and you may add your current level of exhaustion to the roll, as successes.
• To make use of a madness talent, you must add one to six temporary madness dice to the roll, as determined by the GM for the potency of the effect.
• The GM may spend one coin of despair to add or remove a 6 from any pool in play; the coin pays into hope. If this causes pain to dominate, no coin is paid into the despair coffer.
• Any player may spend one coin of hope to remove one exhaustion, or to remove a check mark from fight or flight, or to add a 1 to the protagonist’s discipline pool.
• Any player may spend five minus discipline in coins of hope to recover one point of discipline and remove one point of permanent madness.
General rules:
- Reserving a character is only done with reserving a spot, the game fit 4-5 people. So Reserve a spot and you got a week to create your character or the spot will reopen.
- Please keep to the character creation guidelines. I don't care if you make it simple or pretty, just write anything it requires.
- This is not going to be in forum-RP, here we will just create characters and discuss plots, but the actual game will be in Google Hangout or Skype or in the chat of this RP.
- Hope you will enjoy this!
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Welcome home, Promethean. Here, you can manage your universe.
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Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
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You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
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By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
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to retrieve the item into the current character's inventory.
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Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
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Use your INK to craft new artifacts in Don't Rest Your Head. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
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I am a curious teen!
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I am a curious teen!
Fullscreen Chat » Create Topic » Don't Rest Your Head: Out of Character
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Don't Rest Your Head
by GreenEyedSue on Tue Aug 04, 2015 8:00 am
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Don't Rest Your Head