ooo The Set Up ooo
- Creation -
Everyone gets [1] Character choice, you can choose from a single category and define it and effectively lock it in, once it's locked in no one can change it, first come first serve.
(For example)
[X] Eyes (Blue and wavy, with black scelra instead of white)
- Declare Your Whisper -
Declare what whisper you are and remember it, also during your communes (Every time you vote or are doing a voting like-action).
You can declare your whisper type in any way you want as long as it's clear what stat you are with <STAT TAG>.
(For example)
<Whisper of Unrelenting Madness> <INSANITY>
[X] Race (Orange Bandicoot with Pants)
- Generate World -
First world always starts in the candy tunnel prologue after that the next iteration will have more choices towards the type of world and what is within it, as well as motifs to make the game easier or harder with varying degrees of cost and reward.
ooo The Game ooo
- Round Order -
[1] Scenario
The round begins with the current scenario or scene stated. Each scenario is hand crafted, randomized and will continue until the game ends.
[2] Deliberation
The whispers speak to each other inside the head of the patient, they will try and reach a consensus and then move on to the commune
[3] Commune
After the deliberation phase ends, the whispers cast their votes and start to press their impulses onto the character in order to get them to act. Voting at the minimum lasts for
5 to 15 minutes, and has an
uncapped maximum. Essentially the commune lasts for as long as the GM sees fit. Late communes are sometimes tallied as tiebreakers
[4] Resolution
Commune votes are tallied and the actions are resolved in chronological order, or whatever is the most pressing issue at the moment. Damage and effects are also logged at this phase.
o Rolling
During this phase
any action that the GM deems a stat roll will be resolved by the GM, unless he specifically calls out a whisper to roll which is rare. Every roll has a default of 5 + Stat values. Meaning 5 is the best you can get out of a default roll.
For example
[X] Investigate (Strange Shadowy Wall)
Lets say I declare a perception check on this action. And for the sake of examples, let us also say that Anna has
2 perception. The roll would be
d5
+2
The higher the value the better the outcome,
not all actions will be rolled however the more difficult actions will be and will have varying degrees of difficulty in order to succeed.
Also anyone can ask to roll if their option is picked out of courtesy. Essentially if you ask before the resolution and are quick to respond to roll I will let you.
[4] Renew
Directly after resolution, the scenario changes and shifts scenes depending on the actions that the whispers have taken. The cycle continues
ooo End Game ooo
[Death]
If the character dies it's put in the graveyard, where the name, cause of death and extra notes are documented.
On death the number of insanity gained (Through whispers or otherwise) is taken into account and carried over to the new iteration where the next "patient" will have a harder time. The insanity generated is carried over through all iterations until it reaches the max cap. If that happens, all insanity is expunged from the bloodline and is dispersed into points that evolve the game. Insanity makes the game harder, but increases what happens within the game. Essentially "leveling up" the game itself.
If the character dies, it is counted on the Death Marker
[End Game]
The goal of the game is at the choice of the whispers, the whispers win if..
o They find and escape through the exit.
o They find enough clues to complete the character's understanding
o They find another method of winning other than death.
The game has many paths and routes to take, There are many ways to win but only one way to lose.
That being said there are more ways to die than to live, such is life.