Stickdom
Salamancer, first class
You're not sure how it happened. You just know that you can't die. Alright, you can die, you have many times before, but it never stays for long apparently. Rather, you never stay for long. You always wake up exactly 23 hours, 59 minutes, 59 seconds before you die. Yesterday. And it's never the same twice. The date never changes, it's been September 17th, 20xx for what seems like your whole life. On the other hand, the events of the day change, it has never been the same, you remember what you've done every past September 17th, but nothing before that, and you're not sure if there even is an after. But one thing remains the same. You always die at the end of the day. Somehow, you will die.
Oh, and it still hurts.
There are some other interesting factors as well, like your ability to sense and slightly alter people's basic emotions in conversation, though it's not an exact knowledge, so be careful. You also know that there's something you need to do to make this stop, but you don't remember that in detail either. It has something to do with the metal box on your bedside table, though. The one that you know holds the answer to this puzzle, but you can't open. It's always there, and it's driving you crazy.
Maybe you are already crazy.
Will be filled out as you explore the world map. This will be the list of constants, the things that never change from death to death.
-Basic RPn rules apply.
-This is practically a "text-based" style story, you type in your actions during your post, usually at the end, such as [Try to open the door], [Look around the room], or [Pick up x object]. Most of these actions are only necessary when an object is bolded, such as "closed door," though there are many other options to try, these bolds are hints as to objects that you should interact with at the end of a post, so that you can get a reaction from the object.
-All other actions that are not specifically mentioned are considered to be basic actions, such as walking from a place, or using a plain item in sight, "And then I went from the kitchen to the dining room, sat at the table and ate my bowl of cereal."
-Long and verbose posts are not always neccessary, if you are simply trying different actions on an object, it is acceptable to post only the action if it does not require any further information than that.
-Assume that all actions reset upon death. For example, if you had to find a key to open a locked door, then die, assume the door is locked again when the day resets. There is a way to have an action not reset, but you will have to figure that out on your own. It is necessary to do this at least once to win, which requires at least one death to reset the clock. Though I doubt it will be that easy.
-You retain knowledge of all conversations with NPCs, but if a reset occurs, they act as if the conversation never happened. Because, to them, it didn't.
Oh, and it still hurts.
There are some other interesting factors as well, like your ability to sense and slightly alter people's basic emotions in conversation, though it's not an exact knowledge, so be careful. You also know that there's something you need to do to make this stop, but you don't remember that in detail either. It has something to do with the metal box on your bedside table, though. The one that you know holds the answer to this puzzle, but you can't open. It's always there, and it's driving you crazy.
Maybe you are already crazy.
Will be filled out as you explore the world map. This will be the list of constants, the things that never change from death to death.
-Basic RPn rules apply.
-This is practically a "text-based" style story, you type in your actions during your post, usually at the end, such as [Try to open the door], [Look around the room], or [Pick up x object]. Most of these actions are only necessary when an object is bolded, such as "closed door," though there are many other options to try, these bolds are hints as to objects that you should interact with at the end of a post, so that you can get a reaction from the object.
-All other actions that are not specifically mentioned are considered to be basic actions, such as walking from a place, or using a plain item in sight, "And then I went from the kitchen to the dining room, sat at the table and ate my bowl of cereal."
-Long and verbose posts are not always neccessary, if you are simply trying different actions on an object, it is acceptable to post only the action if it does not require any further information than that.
-Assume that all actions reset upon death. For example, if you had to find a key to open a locked door, then die, assume the door is locked again when the day resets. There is a way to have an action not reset, but you will have to figure that out on your own. It is necessary to do this at least once to win, which requires at least one death to reset the clock. Though I doubt it will be that easy.
-You retain knowledge of all conversations with NPCs, but if a reset occurs, they act as if the conversation never happened. Because, to them, it didn't.
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