Entry tags:
𝖋𝖗𝖊𝖖𝖚𝖊𝖓𝖙𝖑𝖞 𝖆𝖘𝖐𝖊𝖉 𝖖𝖚𝖊𝖘𝖙𝖎𝖔𝖓𝖘

frequently asked questions
game information
what to expect.
The base idea for this setting is Silent Hill with a Soulsborne mesh. In essence, a survival gothic horror. It's intended to be more like a group PSL with the structural support of a game.
Expect this to be heavily player driven with experimental game mechanics, d&d style interactions with the mod, and a focus on trying to create a more interwoven narrative with a condensed cast of characters. Mod NPCing both as characters and as the environment (like a DM) is here to add a layer of unpredictability and chance. Players are encouraged to go with the flow, thread in the moment, be collaborative and communicative.
joining the game.
Currently, this is a private game. The only way to join is with an extended invite from/approved by the mod. The TDM is welcome to anyone who wants to play in the setting and is encouraged to be used by prospective players.
The player cap is currently set to a modest 20 with a 2 character limit per player to start with additional slots that can be unlocked through activity bonuses. Limits and extensions will be revisited when the game is at cap and adjusted accordingly depending on bandwidth and growth.
game pacing.
The game is designed to be character driven with a metaplot that adapts to what players decide to explore with their characters. This is a setting with a built in premise/backstory, but the direction and outcome of the metaplot is ultimately driven by character actions and discovery. I will feed you, but you're bringing home the groceries.
Game's overall pacing and updates will be organized in IC time blocks called chapters. The game will not move on to a new chapter until the majority of active players vote to move things along. A chapter can typically cover 1 IC week but may be longer or shorter depending on the density of threading required by the player base in addition to the current state of the plot and any events occurring. Players are responsible for using the in-game time they are allotted wisely to execute their planned threads and plots.
This is done so that players can focus more on the level of threading day to day interactions without feeling the burden of being held to a 1:1 IC/OOC schedule or a reliance on handwaving large gaps of time with their CR. Additionally, Players are encouraged to utilize the setting's time slipping mechanic (see hiatus section) to excuse lost time or missed interactions.
activity check.
Game will use a check-in process. Check-ins will cover a summary of character activity, to setting changes that need to be documented, and contributions to trigger events like the blood moon.
bonus activity.
Unique rewards that otherwise are not readily available to characters like specific items, power gains, custom content, etc can be claimed through contributions, engagement, and activity challenges. There is a full breakdown on the bonus activity page (to be unlocked)
playable characters.
The plot and setting of this game centers around characters who are fighting against some sort of darkness inside regardless of whether they recognize it's there or not. They have a narrative to be haunted by, and this place is here to haunt them.1 CRAU: Characters can only arrive directly from their home canon, however they can receive CRAU memories using the canon update mechanic. Please note this is only accessible through submitting bonus activity, so characters will not recover CRAU memories until they've been established in game.
playable unplayable Canon Characters Original Characters CRAU [1] Nonhuman Characters (but humanoid shaped) Post Death Characters [4] Canon AU/Duplicates Malleable/Silent Protagonists Underage[2] Inorganic[3]
2 Underage: Characters mentally under the age of 16.
3 Inorganic: Incorporeal entities or those who don't have a biological body to inhabit.
4 Post Death: If you're bringing a character in past their canon death, you may have the option to gain a death curse on arrival.
power limits & nerfing
Players are encouraged and expected to play up the survival horror aspect of the setting, which can include adding difficulty to the usage of powers. This is largely up to player discretion.
The Crucible is a magic-friendly setting, however the cost of using power is steep. The more impactful the ability, the higher the cost. Depending on how a character has access to magic/powers, will find the ways they are impacted:
Internal: Power that comes from within and draw on a person's own energy and vitality (ex. mind-powers, healing/regeneration, conjuration, etc.) costs more energy to execute and thus are more exhausting to use.
External: Power that draws from external primordial resources (ex. elements, nature, chaos, weave, etc.) will find the resources within the Crucible difficult to grasp and manipulate compared to their home environment. It may get easier with time and practice, but is still more exhaustive.
Divine: Power that's gained from a connection to a higher source (ex. gods, pact deities, etc) will not have connection to their source in the Crucible and will have to rely on the strength of their own faith in order to use their power. The longer time spent in the Crucible, more extreme display of devotion is required to call upon this power.
Those who are merely physiologically built different than average human aren't really intended for this category, but may fall into the "internal power" section if there is an ability of theirs that is worth restricting.
Game-breaking powers (ex. anything considered interdimensional/omnipotent/god-like) has too high of a cost to be used in this setting. Attempting to use these powers will be unsuccessful and incapacitate a character for trying.
setting mechanics
character arrival.
Characters show up individually in a trance-like state. Their first blip of consciousness happens when they are already within the confines of the fortress usually within hours to days of getting settled in. Memories of how they got there from their home worlds are conveniently missing but fragmented memories of their arrival to the Weeping Spire to entering the Lonely Fortress are present. Nothing has been obviously changed to their person other than feeling dazed, hungover that recovers after a day or so.
Characters arrive dressed in their canon attire but may find that some of their pocket items and/or weapons have gone missing. This is largely up to the player discretion of what and how much goes missing, but at least something does. The items themselves may show up later in game under the possession of another or for sale at the night market.
network.
There are two available methods of communication that characters will find they have access to within the Crucible: thought-speak and missive
Broader network style threading is done through thought-speak: Upon arrival, characters will inevitably discover they are able to communicate with one another via thought-speak. This ability is solely focused on transmission of one's thoughts to another, and doesn't grant a person the ability to mindread at will. A connection between characters is only possible between consenting individuals, so people can reject or block out messages and are unable to fully receive messages while asleep or incapacitated.
Transmission only covers voice and imagery. Any 'video' shared will be from the transmitter's perception. Feelings and sensations can also creep through the connection. Those unable to contain a strong emotion may unintentionally blast their recipient. The transmission of other sensations is possible, but is not for novice users. It requires intent and practice to be able to send the sensation of touch, smell, or taste in limited capacity.
Messages can be broadcasted broadly or shielded privately to individuals. This same mechanic will be responsible for the language barrier based on the premise of the mutual desire to be understood (ergo, if a pair of characters don't want to be understood by others who don't speak the same language, they can effectively disable the auto-translate.)
How this is felt and utilized is largely up to player discretion.
missives: are the more "analog" form of communication that covers written/text exchanges. Missives only work in private network threads or inboxes.
Missives are notes sent and received by writing upon any surface with a thorned pen, a writing tool created from sharpened bramble through the Egregore. It requires no ink, and uses blood pricked by one of the pens tiny thorns. Like with thought-speak, intention will determine who the missive is sent to. Writing the recipients name down will help. The message will appear on the nearest similar surface to the recipient (ex. writing on your arm will appear on the person's arm, mirror to mirror, wall to wall, paper to paper.). Some exiles use some form of notebook or wax tablet to send missives. The messages fade or disappear once sent/read.
The downside to using missives is that they only work one-on-one or in small groups and cannot be used to communicate at large. The upside is that they are more private without the risk of leaking unintentional emotions. Unlike thought-speak, characters can receive missives while incapacitated as it is a physical message that waits around for them to interact with.
hiatus options.
Options for hiatus can include: autopilot, time slipping, getting lost in the fog or the undercroft. During events, additional opt-out opportunities can be collaborated.
Time Slipping is a game mechanic that plays off of the psychological horror elements provided by the setting. Characters may 'lose time' by hopping from one moment of lucidity to another without any true memory of what happened in between. They could have been out for a walk, taking a nap, doing literally anything that feels like a short-term mundane task and come to find they've been gone for an extended period of time.
From other characters POV, characters experiencing a time slip may be absent from public, moving about their daily routine in a daze, or are otherwise inaccessible. 'Dream logic' can apply where no one finds this behavior strange unless they choose to fixate on it. Characters who snap out of a time slip may find themselves disoriented for a short period of time after.
death and resurrection.
In-game, return from death is possible but is not regarded as a guarantee and is understood that resurrection is a gift that often comes with grave side-effects. Characters can be resurrected either by the will of the egregore (fate) or by the combined efforts of their CR performing a resurrection spell (ritual). Either method will have different consequences that affect the character(s) involved. Dead characters will need to face 'judgement' in a short summary style thread to determine the consequences of resurrection.
The parameters of consequences are determined by player preference with a twist of chance to keep things unpredictable. Consequences are designed to be impactful enough to give players something fun to work with and prevent characters from getting desensitized to death or becoming reliant on a resurrection mechanic. Fuller details can be found on the death save page.
canon/CRAU updates.
Memory gains are achieved through a character drinking anamneses, otherwise known as dreamwine. The potion is not readily found within the confines of the fortress, but as many things may fall into the right character's hands (aka submitting bonus activity)
Drinking dreamwine will put the character into a deep unshakable sleep that can last anywhere between a night to a few days where their update will come to them in the form of a dream. When they awake, they will have a select amount of memories restored. The restoration isn't immediate, but newly gained memories will become more clear with time and concentration.
This mechanic only restores memories and does not change the body physically but characters who have undergone severe physical changes may experience a 'phantom limb' effect. (ex. if a character gains memories of losing their left hand, their left hand may feel cold and numb.)
character departure.
Characters that are dropped have a choice to either disappear, get lost in the fog/undercroft as a servitor, or fail resurrection.
Dropped characters may be re-applied at a later date with the option to recover their previous memories and the flexibility for players to plot their way of how they return.
further questions


no subject
i come bearing a curious case and would like clarification what sort of application it would be to play Steve Harrington specifically from Dead By Daylight would be. he was nabbed somewhere after s2, based on the lore in-game, so as far as canon is concerned he would be s2 end, but as far as dbd i would probably pull him from where the game is now, with background knowledge as of the upcoming fnaf patch.
i have had a hard time knowing how to tackle the tdm without knowing if i could app him or not, so i wanted to come and ask and give you food for thought! i know it is a little confusing so if you have questions let me know, i can try to explain the wonky fog logic the best i can!
no subject
hope that clears things up :)
no subject
i could have def made a app to crau work but apping direct would def be my preference so i am glad i asked!!!
thank you again 💕