lostbird
𝚓𝚊𝚍𝚎'𝚜 𝚐𝚏
- NSERIES
DEAD BY THE THIRTEENTH
A horror and mystery roleplay based on Dead by Daylight's lore, premise, and locations with elements taken from the Friday the 13th game. JOIN OUR DISCORD SERVER HERE.
TV-MA
SEASON 1 EPISODES:
Play
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100% Match2024TV-MA1 Season
TOP
10#1 in RPNation Today
Genres: Angst, Horror, Mystery, Adapted from Video Game, Action
This Show Is: Violent, Mature. Scary, Dark, Monsters, Gore, Disturbing, Psychological Thriller
BROUGHT TO YOU BY
LOSTBIRD & ANYASJOY
The Entity is evil in it's purest form. The creator of realms, intent on trapping survivors and killers into an endless cycle of entertainment, feasting off the remains of all that's left at the end of the trials it forces upon its victims.
SURVIVORS: For what ever the reason, you have found yourself stolen from your life and pulled into one of The Entity's making, not entirely accurate to the world you know; a flaw of The Entity, it cannot conceptualise what it doesn't understand. But you're here, arriving at the campfire after finding yourself in the wrong place at the wrong time, swallowed into total darkness.
It isn't clear yet what will lay ahead of you as you notice others in the surrounding area, perplexed and horrified by what it all must mean. Multiple unmade strewn tents littering the forest floor and trees that stretch on for miles. For an eternity. You have the sneaking suspicion that one thing is clear: if you tried to leave, you'd end up right back at the campfire.
KILLERS: After committing an unspeakable atrocity, with or without the total influence of The Entity, you have unknowingly surrendered yourself to its grasp. Pulled through the fog and into a realm befitting of you, now you have a place to do what you do best: kill.
Maybe you are grateful to The Entity, giving you a place to call your own and participate in the trials with endless blood to shed. or, maybe you don't want to be controlled by anyone but yourself and instinct tells you to fight back, no matter how much The Entity tortures you in the process just to throw you into the next trial, daring you to fail and face death, the same you inflict on others - just to be dumped back in your realm, waiting for the next one.
Hi hi ^.^ time for some typical GM waffle.
If you aren't familiar with the game DBD, the premise of the game is going to work exactly the same in the RP with players (that's you) creating both a survivor and killer. In-game, 4 survivors and 1 killer will be chosen per trial to do a number of objectives (not just gens, courtesy of Friday the 13th) with the survivors aiming to escape with their lives and killers to end their hope. All in service to The Entity (our baddie).
Selection will be through a random-generator where we will then have each player role for probability (our server has a dice bot to handle this so we can all fairly see). Killer will get to roll first to secure at least one kill and from those chosen four survivors, choose the one they want to kill. Then each survivor will roll a dice for their chances of escaping, resulting in the five players creating a group post for a very very fun trial ^.^
In the meantime, any survivors and killers that aren't participating in the trials will be Exploring which is part of the mystery! The Realms of Killers all exist in its current state, whether being used by killers or not and will have free reign of the place. Survivors are not beholden to just the Campfire in which they start and live, if they wander far enough away they'll discover all sorts of landmarks... and killer realms. Meaning plenty of chances to uncover the truth about the Fog, about The Entity, where they've been trapped, and each other. Maybe a chance encounter between a survivor and killer in their free-time could make all the difference intentativelyworking together against a common enemy. OR the killer can chase them away and stake their territory one last time ^,^
Our discord server has been prepped for sometime and includes a lot of extraand not too overwhelminginformation. Please feel free to join the link listed to at least check it out before deciding whether or not this RP is for you!
survivor
ACE IN THE HOLE
(RESERVED) lucky break, deliverance, wicked:
dumb luck, agile and precise. it seems the entity favours you.
goal: get caught! and start making a home in the basement, cause you're the only one able to break out. so meticulous that it was like they were never there to begin with. a second chance is what you are, but can you bring that luck to your peers as well?
type. unbroken.
item. flashlight.
survivor
ADRENALINE
resurgence, balanced landing, low profile:
fuelled by hope and a desire to live, your escape is inevitable.
impossible odds have never stopped you before and they won't stop you now; somehow always finding a way to keep moving and pushing forward, even when severely injured. agile as you are fast, falling from heights doesn't phase you as much as others, even able to take a beating or two and still, your feet will carry you towards the main objective: escaping. if you're the sole-survivor, even better. you know how to disappear.
type. evader.
item. map.
survivor
BOTANY KNOWLEDGE
better than new, camaraderie, for the people:
reinvigoration and teamwork, time heals all wounds.
armed with an understanding of medicine, you are invaluable to the team. when you're nearby teammates trapped in the basement, your presence fills them with hope and buys them more time. you won't hesitate to take the hit for someone else, ensuring their timely escape.
type. benevolent.
item. med-kit.
KILLER
BARBEQUE & CHILI'S
hoarder, mad grit, nemesis:
murder is a lost art, what will be left of them in the end?
the further away from survivors, the more you benefit. with an uncanny understanding of where items are, you prefer to stalk the realm until the prey exposes themselves. once catching them, you're unstoppable - no one can prevent you from taking them to your domain, to lock them in the basement and serve them on a silver platter to the entity. pocket knives are useless with a survivor in your grasp. anyone managing to escape from the basement becomes the obsession, one you won't let escape so easily the next time.
type. malicious
killer
BLOOD WARDEN
hubris, gift of pain, superior anatomy:
here comes the defiant, the enforcer of suffering.
the cages in your domain are extra sharp, sure enough to leave lasting marks should survivors escape the basement. the sensation of danger is overwhelming to your enemies, leaving them at a critical disadvantage during repairs, something you take immense pride in - the more unease they feel, the stronger you become and overtime, they don't stand a chance. downing a survivor with all objectives complete, the powered gates, car/boat fail to start until that person is brought to the basement or rescued by allies. will your hubris succeed, or blind you?
type. gatekeeper.
killer
DARK DEVOTION
discordance, awakened awareness, corrupt intervention:
a religious figure, but what sort of god would want a devil?
entity has heard their prayers, heightening their senses when they're at a disadvantage in a trial. the whispers of their deity can carry them towards the closest survivor/or object being completed.
type. devout.
survivor
BUILT TO LAST
(RESERVED) wiretap, blast mine, chemical trap:
handy with tools and efficient with them. don't let anything go to waste.
devious with your traps, you see no harm in having some fun. your soul purpose in the trial is to make things difficult for the killer, setting up traps to keep them busy while taking the heat off of the rest of your team. try not to be the first caught though, it'll surely result in a game over.
type. benevolent.
item. toolbox.
survivor
CLAIRVOYANCE
distortion, strength in shadows, premonition:
strongest at your most vulnerable, an uncanny ability to sense danger.
you thrive in danger and shrouded in darkness. you're the ideal survivor to explore the depths of the basement without your presence being easily seen by killers. you notice what others cannot, singularly focused on not only completing objectives, but delaying the killer's in their own domain.
type. lightbringer.
item. map.
survivor
DANCE WITH ME
vigil, quick gambit, slippery meat:
juking killers and holding their attention, like a moth to a flame.
infuriating killers is your speciality. you're able to run them and make it seem effortless. quicker than your teammates to recover from compromising situations, you take an offensive approach in trials: take heat, keep them busy. and if a killer is somehow lucky enough to catch up, rest assured... you're a slippery one.
type. evader.
item. flashlight.
killer
DEVOUR HOPE
wretched fate, face the darkness, ruin:
no peace for the ruined.
you give off the sensation of dread, causing the obsession to feel like this game might be their last. you make an example of the obsessions lapse, with the chosen target transforming their dread into fear and confusion and spreading it to their allies. the hindrance prevents the other survivors from working at full capacity. creating distractions, as a means to an end, is how you'll gain advantage over them all.
type. gatekeeper.
killer
FRIENDS 'TIL THE END
(RESERVED) game afoot, bamboozle, two can play:
being a favourite comes with benefits, doesn't it?
you're the nice one, or that's the impression you give off in your trial. anything is your game, and that comes in play when everyone is an obsession in your eyes. endless entertainment is what you bring, and because of that the entity gives you a hand: a door a survivor is about to go into is blocked, or they trip over what is unmistakably a tendril from the entity. you fight dirty, but the entity fights dirtier for you.
type. chaser.
killer
FLOODS OF RAGE
(RESERVED) spirit fury, thrilling tremors, fire up:
your anger makes you a cheat, faster with an agenda with only one goal in mind: win.
you have the power to make an impact. every time you pick up a survivor for the first time, there is a brief lockout. all you know is rage, and your anger alone short circuits the trial to your advantage. with the entity blocked out due to your fury, you have a window to do as you please, but only for a moment.
type. devout.
survivor
DECISIVE STRIKE
inner strength, hyperfocus, desperate measures:
stronger than most, deadlier to the threat.
one goal in mind and that's to be a nightmare — not even the entity can hold you back. although the entity cannot stop your thirst for vengeance, it can influence you to have tunnel vision which some killers might be suspecting. is being a brute all you are good for?
type. unbroken.
item. pocket knife.
survivor
DIVERSION
red herring, lightweight, deception:
deceive and trick the killers, make less noise doing so.
you're known for playing the long game; setting out to make your presence known elsewhere in the realm. you specialise in deception — throwing rocks at car wrecks, slamming dumpster lids, and jumping over obstacles that are sure to cause enough noise to lure the killer away from your team and allow them to complete objectives uninterrupted.
type. benevolent.
item. flashlight.
survivor
OBJECT OF OBSESSION
(RESERVED) lithe, power struggle, fixated:
nimble in chase, always the obsession, and see what they see.
the perfect victim, or are you? bonded to killers in an inexplicable way, your presence will naturally overwhelm their blood lust — you're hard to catch and it makes the chase fun for the pursuer, despite your ability to draw their attention seamlessly. the struggle for power is evident, which one of you has more control over the other?
type. evader.
item. pocket knife.
killer
GRIM EMBRACE
territorial imperative, deathbound, mindbreaker:
sense your obsession with others, and endure their suffering side by side.
you are the chaser, relentless in your search for their catch. your love for the obsession is unbreakable, not even the entity is strong enough to severe that connection. you have a keen sense of knowing when someone is uninvited in your domain. your presence alone leaves those nearby weak, unable to work at full capacity.
type. chaser.
killer
HAUNTED GROUND
undying, retribution, huntress lullaby:
a garden of songs, written to punish those foolish enough.
two totems are already completed, hidden across the map and at risk of being disturbed by survivors. when one is touched, the entity warns you: whispering their location. if they are successful in dismantling a totem, all survivors are left deafened - unable to hear anything but a persistent lullaby until they complete an objective, giving you ample opportunity to strike.
type. gatekeeper.
killer
HYSTERIA
forced penance, THWACK!, infectious fright:
their blood runs cold, infected with fright.
obsessions mean little to you, preferring to focus the first survivor you see and enforce a sense of panic with your brutality. when others interfere with your plans, they suffer your judgment in their stead: becoming a new fixation. once your first survivor has been caged in the basement, the entity rewards you by destroying any objects standing between you and your prey. as you close in on the survivors, the hysteria you manifest, causes each and every one to scream when in your presence. a siren of your fixation.
type. malicious.
survivor
PARENTAL GUIDANCE
leader, head on, blood pact:
feel the danger, trust the bond, and hit where they’ll never see it coming.
a parent taken from their child. you swear you hear their voice, warning you of incoming danger — not even the love of a parent can be beaten out by the entity. it respects the connection you once had with your child, choosing to carry on the pact with the obsession. in a trial, you both are gifted with an inexplicable ability to sense the other — heightened when the other is in immediate danger. using that sense, you're capable of setting up an ambush and colliding with the killer to gain the upper hand, prolonging the life of the obsession.
type. benevolent.
item. med-kit.
survivor
PLOT TWIST!
off the record, any means necessary, borrowed time:
a secret you'd take to the grave. easy with words, you just know how to play them.
one for the dramatics. while your peers are put off by your theatrics, they might be seen as amusing to the killers. you're easily swayed and bargained with by killers where attention is given, armed with a map to give away the position of your team to protect your own life.
type. unbroken.
item. map.
survivor
PROVE THYSELF
babysitter, better together, friendly competition:
there is no i in team.
teamwork makes the dreamwork. you want to get out just as much as everyone else — but you want to leave together. always the first to go to basement and help a teammate while others get the work done in your stead. you are hyper aware of what each teammate is doing to some degree and have keen sense of where the one pair of walkie talkies are. your repair speed is instantly heightened when others are with you, by inspiring hope: to work together, to finish together, and to remain alive.
type. lightbringer.
item. toolbox.
killer
MAKE YOUR CHOICE
unforeseen, dissolution, tinkerer:
some are born with violence in their blood.
to the survivor's surprise, you want them to be rescued from the basement, only to strike from the shadows. the entity enjoys your approach, to the point of offering you some rewards: whenever you steal a piece of a survivor's objective and bring it to your domain, the entity floods their ears with whispers of paranoia and fear, clouding their judgments. whenever you injure a survivor in the basement, the entity thickens the fog around the map - causing it to seek out the other survivors and wrap around them like a blanket. whenever a survivor is about to complete an objective, the entity points you in the right direction: stop them, what ever the cost.
type. malicious.
killer
NO ONE ESCAPES DEATH
hangman's trick, cruel limits, shattered hope:
it's not game over, but it feels like it is.
when you immediately catch a survivor off guard, you are rewarded with the chance to mori without totems. you thrive off of shattering the hopes of others, tricking survivor's into believing you are where you aren't - cruelly instilling overwhelming fear.
type. devout.
killer
PENTIMENTO
lethal pursuer, terminus, undone:
underneath layers hides the greatest enemy of all: time.
starting with all pieces required for a lockout, except one... a phalange from a living survivor. the prey know when they're up against you, their fingers suffering a dull ache - so distracting from their repairs they might just take the digit off themselves. with no need to protect your domain, the hunt begins. the longer survivor's take to complete objectives, the quicker the entity's tendrils wrap around their work - blocking it from being repaired at all, and once a lockout is initiated, all survivors are hindered - their limbs ache and any cuts or injuries ooze more blood than usual, effectively slowing them down.
type. chaser.
survivor
REPRESSED ALLIANCE
dark sense, bond, potential energy:
under the scrutiny of the entity, you can bend it to your will.
inexplicably, some would consider you the obsession of the entity for all the wrong reasons. the bond alerts you to the presence of the killer, unknowingly informing you of their approach. it's a sensation, an all-knowing feeling. one you can twist to your benefit, forcing the entity's tendrils to wrap protectively around newly acquired parts for ongoing repairs. a connection the entity despises you for, with it often forcing the killer to switch its attention you whenever possible — tunnel vision, anything to get you out of the trial sooner.
type. lightbringer.
item. med-kit.
survivor
SABOTEUR
background player, shadow step, breakdown:
the entity knows the truth, do you?
you're just a pawn to the entity, to throw and ruin your own allies' game. your intent is to break shit harder, faster, with only one purpose. you're never the centre of attention and that's how the entity latches, influencing you during the trials do to their deed. the truth will set you free, but is that up to you?
type. evader.
item. toolbox.
survivor
SPINE CHILL
(RESERVED) collective stealth, deja vu, stake out:
hard to spot, paranoia, being in close proximity to the killer works in your favour.
ruled by paranoia you utterly refuse to be seen by killers, preferring to hide in the shadows. the longer you are nearby a killer and not found, fear inspires you to complete objectives without making mistakes.
type. evader.
item. flashlight.
killer
PLAYTHING
blood echo, dead mans switch, distressing.
a game is a game, but some killers just want to have fun.
toying with your prey and inflicting stress is how you achieve your goals. you take pleasure in the survivor's suffering, your thrill being sensed by them quicker than they would others, giving them a head start but no worry; you love to chase as far as their legs can carry them. when survivors are in your presence and working on repairs, if they're halted in the process, the objective will briefly short-circuit - too hot for survivors to touch and fix the mistake for the time-being, leaving you ample opportunity to play with your food.
type. chaser.
killer
REMEMBER ME
(RESERVED) no way out, play with your food, leverage.
you're nothing but a distraction, a memory to the survivors.
entity is able to channel their power through this killer. in the endgame, you are most powerful. the whispers of the entity mimic voices to the survivors, halting them from escaping. gameplan for this killer is to have survivors be split off one by one, making it easy for them to catch their prey to cause mass confusion.
type. malicious.
killer
SAVE THE BEST FOR LAST
(RESERVED) alien instinct, dark arrogance, rancor:
you save the last one for a reason— might as well send a message.
for some odd reasons, survivors don't expect you. keeping them on their toes is your goal, just waiting for the opportunity to jump out and change the game to your priority. an inescapable inevitability for the survivors, you take some ounce of joy from survivor's believing they've gained the upper hand and turn their hope into unadulterated desperation as you grow in strength. purposefully, you avoid your obsession— leaving them for last and concentrating on others, as in the endgame when all objectives are complete, you're able to mori the obsession.
type. devout.
01
TECHNICIAN
(RESERVED) troubleshooter, specialist, overzealous:
a beautiful mind, and expert bloodied hands.
able to solve a problem just by looking at one, you are efficient in your repairs. if you're unlucky enough to find yourself in chase, you rest assured knowing your repairs won't be interrupted. tools and their purposes are intrinsically known to you on a profound level. a specialist in your own way, you know exactly how to dismantle totems in a lockout.
type. lightbringer.
item. toolbox.
02
UNBREAKABLE
second wind, moment of glory, made for this:
a skill issue with dying first. don't worry though, you'll get back up.
you were dead. yet, here you are. surviving all odds is what you are good at, not even the entity can take that away. once you are stabbed, beaten, and tossed aside — you don't ever lose hope, knowing you'll get the comeback in the end.
type. unbroken.
item. med-kit.
03
WAKE UP!
(RESERVED) no mither, deadline, cut loose:
they tried their best to hold you down, but you remain on top.
the fog of the entity's purpose is to keep you as drowsy and confused as much as possible — rendered useless in a trial and unable to recover. once the objectives are complete though, you are clutch in the endgame. desperate situations no longer phase you, pushing through and working harder to secure the escape for you and your allies. with renewed senses, you're able to tap into the entity's own self, clearly seeing the way out.
type. unbroken.
item. pocket knife.
KILLER
STARSTRUCK
(RESERVED) darkness revealed, dying light, iron maiden.
it's easy for you to ignore your obsession and expose their fear.
you're irresistible, that even you caught the obsession's attention. you make people feel safe, but perhaps that's just the way you play, to catch them off guard. the sight of your sudden presence can cause involuntary screams, something between terror and awe.
type. chaser.
killer
SPIES FROM THE SHADOWS
bloodhound, nowhere to hide, monitor & abuse:
the more you hide, the more you reveal.
the ideal stalker. the entity appreciates your slow approach, building up the tension. whispers of the entity are used to instill paranoia and fear in the minds of survivors. the entity has heightened your ability to sense where survivors have been, following their scent like a dog with a bone. the more abuse you inflict, the harder it is for your prey to hide.
type. malicious.
KILLER
THANATOPHOBIA
(RESERVED) blood favour, pain resonance, knock out.
ironic, isn't it? bringing peace through death?
fear of death, the embodiment of both; whenever you manage to pick up a survivor, the entity blocks their vision and causes momentary blindness and leaves them oblivious to their surroundings. spilled blood seeps into the grounds of the realm, initiating a brief lockout that lasts until you capture yet another survivor and drag them to your domain. every time you cause injury to a survivor by any means, the entity causes survivor objectives to become red-hot, making it impossible for survivors to continue their repairs without screaming.
type. gatekeeper.
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1.MINORS DNI
The game itself is for mature audiences and that carries true here. Our survivors go through it, our killers have gone through it - while none of us may have lived those life experiences, I refuse to have any person under the age of eighteen pretending to know the severity of the topics and to treat it as delicately as possible in a high-stress environment such as a trial. Gore and death will be adhering to the typical RPN rules and no one will be overstepping, but the themes are mature enough that no one, nor I, would feel comfortable having minors involved in.
No minors as players, and no minor characters! Developers for Dead by Daylight have strictly stated that they will never include children characters (as survivors and killers) as the implications are just too... not only do I agree with the decision but I will also be respecting that here! All characters will be above 18+ just like our players.
2.TWO CHARACTERS?
We understand that might be asking for a lot and it's not necessarily a requirement, but highly encouraged to apply for BOTH a survivor AND a killer. Think of it as a "chapter" for Dead by Daylight, introducing both a survivor and killer. If this worries you, rest assured! We do have a lot of in-game plot that will allow killers to make posts outside of trials as they exist in their realms, move between their own and others, and encounter survivors along the way. Regardless of that, survivor's will always have more to contribute because of the immediate interaction of living at the Campfire. Our post requirement listed below will solely be for survivors, not killers.
You may apply for more than one survivor and killer, but this is not first come first serve and we will be selective! If you have three survivors in mind and only one or two killers, then we will choose which one of your survivors and killers will fit in best and go from there. If you want to apply for multiple to increase your chances, then by all means, do so.
3.COMMITMENT
Life happens. We completely understand. So we ask that if you know something is likely to come up (immediate long work hours, family events that might take you away for weeks at a time, or serious life STUFF) please do not join this! If life happens and comes out of nowhere to a point you can't ignore and have to leave for a time and come back later, or just take a week or two off, that is perfectly fine and we can all adjust and work around that with no issue, but given that this RP involves at least 5 players actively participating at time, we ask that you consider that before you apply!
Post requirements will be one post per week minimum with at least 750 words in length. This is assuming you aren't involved in a trial of course (though that will be done in group posts, you will need to be somewhat available to contribute). If you really want to join but feel you might not have the time as of right now, this will open back up for new players! Consider it like the real game with new "chapters." Don't ever hesitate to reach out!
4.NO AI ALLOWED
I know, it's probably very easy to run your killer concept through an automated generator to spit out the perfect example of what is in our minds... but it's simply theft of property and it will not sit well with me AND the majority to allow it. There are plenty, plenty of horror movies, shows, images on pinterest that you can use to show something similar and if that fails, DESCRIPTIONS are your friend! We are writers for a reason and do not always need to rely on visual face-claims to get the point across.
5.ROMANCE
Firstly, yes. Romance is accepted and most definitely encouraged if it lines up with your characters development, even if it's between survivors and killers. HOWEVER. Be serious when it comes to the reality of that dynamic - dark romance is fun and when done correctly, incredible to read and write for. But if your survivor and someone else's killer gets into an 'argument' or 'dispute' and the killer takes out their anger on the survivor by being extra brutal towards them in the next trial? That is simply just domestic violence and has no place here. We can absolutely focus on the angst of how that might be for a killer, to be expected to 'kill' the survivor for the entity, how that might start slowly eating them up from the inside. Or, instead suffering punishments from the entity by allowing their survivor to live when they absolutely shouldn't be. There's so many directions to go for killer/survivor romances without being... y'know, toxic.
6.NO REAL VILLAINS AND/OR CHARACTERS
Any already existing character in the Dead by Daylight franchise and entertainment industry is not allowed. You are more than able to use the face-claim of ghost face for example but so help me if you choose to make them exactly like Freddy Krueger or Nancy Wheeler? No 'The Trapper', no 'The Huntress', if you want to use the alias for your own killer but they're obviously of a different history and appearance, then by all means, DEW IT. But nothing already existing, be creative!
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