DBD Guide
DBD Guide
A Jumpchain CYOA
This mysterious Entity lingers in its own realm, plucking victims from our world and dropping
them into distorted vision of the world as it understands it – mocking replicas of towns,
forests, asylums and more.
It strives to spread its corruption far and wide; once all the Earth is under its spell, its powers
in the real world will be as great as those it wields in its own realm.
OR
PLAY AS PLAY AS
SURVIVOR KILLER
0cp 300cp
Locations
Survivors will begin at ‘The Campfire’. Seemingly located in the middle of some dark woods,
the Survivors of the Entity’s games gather around its light and warmth. In fact, even if you
just walked off, you’d find your way back to it sooner or later.
Killers will begin in one of the Realms like Haddonfield or Backwater Swamp, preparing for
the next Trial. You feel that it will be soon…very soon.
PERKS
Survivors improve their Bloodweb abilities and unlock new ones by meeting their goals;
rescuing and helping other people; furthering their own escape; risking danger and proximity
to killers; and by escaping from threatening situations.
Killers earn the Entities' blessings by using traps and stealth attacks; injuring people and
destroying things; tracking, finding and chasing victims; and of course sacrificing them to the
Entity.
The Bloodweb offers perks like various abilities to sense the psychic auras of people and
objects, to place curses, to improve skills and natural athletic ability, and can also grant
Items and Offerings. The options in the Perks section are examples of groupings of related
skills and powers it can unlock, but when buying through the Bloodweb you would only
unlock a very specific improvements – eg: “When landing from a fall, increase speed by
+50% for 3 seconds”.
Create Offerings – Free/200cp to keep
You can create small items called offerings to try and appease the Entity and beg its favor.
An Offering is a small one-use token thrown into a fire requesting a particular effect - such as
to enhance your skills or increase your bloodpoints rating in one or more categories, to bring
about specific weather conditions, more or fewer loot items and resources for you or your
enemy, or finding your way to a specific location. One offering can be burnt per person
present at the fire.
In addition to offerings similar to the ones in the game, you can make new and unique
offerings. Making an offering requires finding an item sympathetic to its effect - a car number
plate from the Autohaven Wreckers Realm might ensure your next hunt will be there as
opposed to another location, a crow's feather might ensure birds don't give away your
position during the next hunt, a locket from a previous victim to isolate your next one from
their allies.
No offering - whether singular or their combined totals - may by themselves ensure victory or
defeat, though they might tip the odds dramatically for or against with cumulative conditional
modifiers or effects.
PLAY AS SURVIVOR
Objectives
You get things done. You plan for the long game, always aiming for the
way out of this mess. If one exists.
Altruism
The most important thing is helping the others who are trapped along
with you. You have a better chance if you all stick together.
Escape
There’s only one thing that matters – getting out at all costs.
Sometimes, for the greater good, sacrifices have to be made…literally.
Bold
This is an opportunity to master your fear. The only way to keep hope
is to never submit to fear. You won’t give up without a fight.
Basics – Free
You have the basic mechanical and electrical engineering to attempt to repair a gasoline
generator or hotwire simple electronics. You will need these skills in order to open the gates
which allow you to escape from each of the Entities’ ‘trials’.
Search – 100cp
“Look for anything we can use.”
In the always-shifting Realms that the Entity creates for the Trials, Survivors who can wrap
their heads around the layout of the new hunting grounds quickly are always better off.
Whether you organise your search methodically or intuitively, you are better at locating
anything useful to your goals and any available means of escape – you just seem to find
useful bits and pieces most of the time.
Saboteur – 300cp
“That’s a nice hook. It’d be a shame if anything were to happen to it…”
For all the Entity’s terrifying and seemingly all-powerful nature, it is a picky eater, deigning
only to accept sacrifices hung on the hooks scattered across the Realms. It seems a good
option, then, for you to wreck those damned things whenever possible.
Even an improvised tool, it’s a simple – if noisy and time consuming – matter for you to pull
devices apart and render them useless.
However, if you wanted to betray your fellow survivors, you could also use these skills to
wreck the generators so they’d be harder to fix…but who would do that?
Glutton For Punishment – 400cp
“I’ve had worse.”
The worse things are for you, the easier it is to focus your mind and succeed. Being alone,
wounded, hungry and lost on a serial killer's farm actually sharpens your focus at intelligence
or skill-based tasks like trying to fix one of those damn generators, treat someone else's
injury, or pick a lock. While it doesn’t help you in tasks which benefit from raw physical ability
like running or lifting, your pain doesn’t hamper you in these tasks quite as much either.
Reader – 600cp
“This one feels reliable. Like it wants to help us.”
Your aura-reading is developed for the detection of specific objects and places. Opening
your mind will allow your subconsciousness to search out any equipment stashes and the
essential generators and gates.
Your supernatural senses are also capable of analysing, the ‘health’ of machines or systems
that are linked together and how they interact to bring about a desired goal.
With that knowledge, you can be sure to focus your repair efforts on machines which are
already half-repaired, or avoid tinkering with systems that are most likely to raise an alarm.
Teamwork – 100cp
“Give it another go on the count of three..three!”
Actions taken with other survivors have a greater chance of success, and won’t result in
screwups as often.
Houdini – 400cp
“And now for my next trick.”
Your agility makes you the master of the escape - from bear traps, from the grip of a killer,
from being stuck on a meat hook as your life bleeds away. You can even dislocate your
thumb to slip out of handcuffs and contort yourself to escape from ropes. There's very little
you can't wriggle or twist your way out from with the right leverage and some time…if all your
arms and legs are relatively intact. I dare say a killer who hooks you for sacrifice for the third
or fourth time might have the notion to hamstring you or break your wrists.
Goosebumps – 600cp
“It knows! And now it’s coming!”
In an entirely understandable reaction, your unlocked esper abilities have developed into a
tool designed to warn you of danger. While the Pulse will warn you of nearby enemies, your
aura-reading ability can warn you when danger approaches from much further away. Chills
down your spine will warn you when the Killer (or other hostile) is heading in your direction or
when something you’ve done has attracted their attention, and even alert you to traps and
totems hidden out of sight in tall grass. When your other senses pick up a trace of the killer
you can even glimpse their blood-tinged aura at a distance of a few dozen meters.
Fearless – 200cp
When your heart is hammering in your chest, your hands are still steady as a rock. It's not
that you're not afraid - only that fear doesn't control you. No matter how much you want to
run, you'll remain - until you decide otherwise.
Steady – 300cp
“Yea, though I walk through the shadow in the valley of death, I will fear no evil.”
Despite the terror building in the pit of your stomach, your frayed nerves will no longer betray
you. Your body is no longer betrayed by your emotions: if you see a sight so disgusting you
would puke, you'll hold your stomach no matter how much it disgusts you. If you're angry
beyond words, your face won't go red. If you're terrified, your hands will remain steady.
Sadness needs no longer be accompanied by crying. You can keep a smile on your face
even through an unpleasant surprise. Because of this, Killer’s special abilities that build on
fear and emotion won’t have anything like their proper effect.
Your reactions are still affected by physical impairments: actually eating something
disgusting still has your gag reflex kick in, being stabbed still makes you cry out in pain,
exposure to tear gas still makes your eyes water.
Linebacker? – 400cp
Almost strong enough to fight off a Killer, breaking their grip is easier, as is knocking them
down with obstacles.
You might not be hurting them, but you can definitely slow them down
Link – 600cp
You can establish a psychic link to the most powerful hostile creature nearby – here, always
a Killer. At the cost of revealing your presence to them, you will be able to accurately spy on
them.
Research/lore
You have a talent for collecting information that others might pass over, whether by direct
observation or pouring through archives and libraries. Inconsistencies in the official versions
of events won't remain hidden for long. Find the truth - it may be the only thing that can save
you.
Malignant Presence
Tell when evil is at work - whether it is supernatural or not.
Campfire
When you build a campfire, people who are in the same general area seem drawn to it -
even those completely lost or fleeing from some terror. You can always seem to find your
way back to your own campfires, even from trips into other realities.
PLAY AS KILLER
Cunning
Like a spider in its web or a wolf stalking its prey, you are a cunning
creature, luring your prey, trapping it, outwitting it.
Brutality
The hunter needs raw power to overcome its prey. You smash, break
and kill anything that stands in your way.
Hunting
You live for the thrill of the chase, to run down your prey until they feel
your hot breath on the back of their necks.
Sacrifice
Why do you kill? For the entity, of course. You worship the entity for its
gifts and starting you down the dark path.
Cunning
Brutality
Suggestions are Berserk Button 100 cp skill, improve Hulk to reflect the insanity that some of
the brutes get up to (endless stamina swinging an Ax/sledgehammer in the middle of a
chase comes to mind, also the fast sprint of nearly thirty miles an hour with the hillbilly Usain
olt with a chainsaw is scary), maybe put Mori as the capstone.
Disabling Strike – 100cp
“AAAHHHH!”
Anyone you wound – whether by knife or some other means – will leave an obvious trail of
blood drops you can easily follow until they receive medical attention (or their wound heals
up). Their speed in this wounded state is reduced slightly, and any tasks which they attempt
– including trying to bandage their own wounds – will be completed at reduced speed as
well.
Hulk
Smash a heavy wooden pallet with one blow,
Effortlessly swing a chainsaw while sprinting at full speed.
Mori -
While only the most favoured of the Entity’s killers are permitted to kill survivors with their
own hands (as opposed to the normal sacrifice method of impaling them on the hooks for the
entity to claim),
Hunting
Bloodlust
Once you taste a drop of their blood,
The longer you chase a particular person, the faster you gain on them.
Feathered Friends
“The crows!”
It seems only fitting that the creatures of carrion owe their allegiance to the Entity and the
Killers; after all, they provide such a feast for them. In particular, crows and ravens (and
similar winged scavengers) are your allies, cawing loudly when they spot your prey on the
move, or perching themselves on the places they hide from you. Your own passage does not
stir them up and thereby betray your passage to your victims, not unless you swat them
aside deliberately.
Predator’s Pursuit
“You can’t outrun them; only outsmart them”
Once you begin the chase, no victim can outpace you for long. In addition to an overall
increase in your endurance, you have effectively limitless reserves of stamina once the
chase begins, running down even the swiftest victims with sheer tenacity; an inevitable doom
on their heels. If, however, your prey is too wily and manages to throw you off, the chase
will end and you’ll no longer benefit from this.
Suggestions for hiding the evil (Huntress and Shape come to mind), stalking skills, maybe
some of the stuff that keeps the people sealed in.
Sacrifice
The Altar – 100cp
“Don’t let them take me!”
While every Realm created by the Entity (or yourself) has a fair number of hooks on which to
sacrifice victims, you may find yourself carrying out the ritual in other planes of existence, or
find that survivors have knocked some of them down. You may build new hooks for the entity
wherever you find yourself – both in Realms, and in the real world, anointing them with blood
so that they bear the Entity’s blessings.
Dark and spooky powers like those of the Hag, Doctor, or Nightmare maybe? Or maybe just
have it be more about the communication with the Entity and how it grants power? Just
thoughts for you.
X – 300cp
As a Killer, you have one (or possibly more) special abilities with which to hunt. These
abilities may be normal actions or simply extraordinary talent, but may be outright
supernatural; gifted in your transformation into a Killer by the Entity.
The ground rules are:
• the more powerful the effect is, the shorter the duration and longer the cooldown, and
• no effect provides a ‘one-hit kill’ or ‘capture with no chance of evasion’ by a regular,
healthy teenager.
Using your ability has a mandatory, brief cooldown period. This cooldown might be fluffed as
needing to perform a brief chant, a stamina-related ‘catch your breath’ between uses thing,
or something else like recharging supernatural energy.
Types of Abilities
Personal
Your special ability affects yourself in some manner. It might be a buff like a speed boost or
invisibility, a transformation into a new bestial form like a werewolf, and enhancement of the
senses, or something else.
The more powerful the buff or transformation, the shorter it is and/or the longer the cool
down is.
Examples:
The Wraith is able to ring a bell, giving them a spirit walk ability: they turn invisible
and move faster than normal. They can't attack while spirit walking and turning back
takes a couple of seconds, allowing a survivor to begin fleeing.
The Hillbilly can charge with incredible speed forwards and deliver a massive blow to
cripple a survivor in one hit instead of merely wounding them, but the charge is more
or less a straight line and difficult to control with a long cooldown.
The Nurse can Blink, teleporting in a straight line through obstacles.
Area
Your ability affects a small area around yourself, targeting survivors or possibly yourself. It
might be an area of obstacles or concealment (objects flying about Poltergeist-style, vines
erupting from the ground to slow anyone in radius), or provide some type of information
(such as revealing the position of a wounded survivor).
Example:
The Doctor can emit a sanity-breaking aura that can trigger nearby survivors to
hallucinate or scream and reveal their positions.
Trap
You can emplace a stationary item of some sort. This might debuff survivors that trigger it,
buff you while near it or act as spies or movement aides.
Examples:
Trapper carries and places bear traps. When a survivor triggers it, they are wounded
and trapped for a short period, and alert the trapper when they go off.
The Crone scrapes a Phantasm Trap into the ground which summons a screaming
doppleganger when it is triggered, alarming the unfortunate survivor and alerting the
Crone. The Crone can teleport to it if she is nearby.
Target
Your special ability affects a single target, either debuffing them or buffing you in some way.
Examples:
The Shape can form an obsession with a survivor he can see. Once the obsession is
fixed to the target, his speed and strength are increased.
The Huntress can carry and throw up to five hatchets, injuring anyone foolish enough
to run from her in a straight line or stay still.
The Nightmare can lull survivors into a trance, pulling them into a dream reality to
isolate them from other survivors and so that the Nightmare can interact with them.
ITEMS
Offerings
You may purchase offerings to try to appease the Entity or beg its favour. Purchasing an
Offering means you will receive a new one each week.
Common Offerings may be purchased for 4 per 50cp.
Uncommon Offerings may be purchased for 4 per 100cp.
Rare Offerings may be purchased for 4 per 150cp.
Very Rare or Ultra-Rare Offerings may be purchased for 4 per 200cp.
Objective
Toolbox
Mechanic’s toolbox
Engineer’s Toolbox
Altruism
First Aid Kit
Emergency Med-Kit
Ranger Med-Kit
Escape
Broken Key?
Dull Key
Skeleton Key
Bold
Flashlight
Sport Flashlight
Utility Flashlight
Iridescent Shards
Map
Rainbow Map
Charity Case
A large suitcase full of second-hand clothes. As luck would have it, they’re all in your size
(unless you particularly want oversized t-shirts and very tight singlet tops). There’s no
particular advantage to most of these, but I guess some combinations might make you
marginally harder to spot against certain backgrounds, and the woollen pullovers make the
cold nights slightly more bearable.
Benedict's Journal
Contains the ramblings of a man named Benedict. Was he a holy man? It seems he was
doing a lot of research into missing persons before he became one of those unfortunate
souls himself. Such a book might contain hints to keep you alive and guide you on the nature
of the various abilities that can be unlocked through the Bloodweb.
Killer
Weapon
Shack with basement
Put realm here instead of perk? Make perk realm local and item realm personal?
COMPANIONS
Companions may not take drawbacks for more cp.
Survive With Friends – 50cp Each, Survivors get 3 for free – Survivors
Only
Import or create new companions to assist you in surviving this
nightmarish realm.
Survivors Only
Gauntlet +0
Convert this jump to a gauntlet: You instead will have +0cp at the start of the jump, but there
is no limit on the total cp worth of drawbacks you can take – you can still only take
drawbacks for Survivors Only or Drawbacks For Both Survivors & Killers.
Standard gauntlet rules apply: you are reduced to your bodymod purchases, no perks,
powers, items, warehouse access, etc.
As a special condition, you may only have up to three companions with you in a Trial at any
one time – you can import more, but they’ll be in different Realms undergoing their own
Trials, though you might meet them all at the Campfire, ending up in different groups of four
as the hunts continue.
Failure (in this case, losing hope and turning into a Killer) merely sends you on to the next
jump without anything gained here.
To succeed at this gauntlet, you must find a way to escape from the Entity’s clutches. To do
this, you must escape from each Killer in their home Realm.
• The MacMillan Estate belongs to the Trapper.
• Coldwind Farm belongs to the Hillbilly.
• Autohaven Wreckers belongs to the Wraith.
• Haddonfield belongs to Michael Myers aka The Shape (yes, that Michael Myers).
• The Asylum belongs to The Nurse.
• Backwater Swamp belongs to The Hag.
• Léry Memorial Institute belongs to The Doctor.
• Springwood belongs to Freddy Krueger aka The Nightmare (yes, that Freddy
Krueger, though he plays by the Entity’s rules here).
• The Red Forest belongs to The Huntress.
However, these matches do not come consecutively, or even predictably.
There are ten Killers and nine Realms (Leatherface doesn’t have their own Realm), so you
may be looking at enduring dozens or even hundreds of Trials.
You might end up in Haddonfield chased by The Hag, or go back to Coldwind Farm for a
rematch with the Hillbilly, but those won’t advance your progress even if you escape.
Your only blessing is that, through Offerings, you can steer the Entity’s whims
Skittish +200
You are easy to startle, screwing things up if interrupted. You'll run at the first hint of the
killer, even if it would be better to stay put and hide, and if the Killer is indeed on your heels
there’s no time to think ahead…it's very likely that you'll corner yourself by accident.
Backfires +200
Starting engines will cause them to backfire at least once before you get them started,
alerting the Killer to your location. Most other machinery you operate will give off loud noises
to alert others to where you are. Better hope you’ve got a good escape route, or the Killers
are preoccupied chasing the other survivors.
Killer Only
Noisy +200cp
Are you dragging your feet on purpose? Unless you're staying still or moving at a snail’s
pace, others can tell where you are quite easily by the amount of noise you make.
Don’t Look Back - Go home to your world of choice, back to the light.
Post-Jump, you will earn Bloodpoints through both Killer activities as well as Survivor
activities.
Post-Jump, you can decide whether new Bloodweb abilities (and any other perk’s powers)
are granted through the Entity's pleasure at your deeds, or whether they are granted directly
by your Benefactor (same criteria for deeds either way, good or evil). Neither option is more
powerful, it's just a flavor thing, unless you're hyper-cautious of inadvertently exposing the
Entity to new worlds and to new victims.
The Bloodweb (and gaining power through sacrifices) is not training. It's more or less divine
favour. So training boosters won't get you more Bloodweb abilities any faster, but if you have
perks that increase your favour with gods or demons, that might help.
Think of the Entity as being like the old gods in Cabin In The Woods: it wants to see close
calls, jumpscares, devious treachery, narrow escapes, mounting tension, visceral gore,
unexpected heroism, retribution, brutality, blood and a twisted form of karma.
Jumpers who maintain nice fat safety margins or practice mass killing from afar are unlikely
to accumulate many bloodpoints, while jumpers who make themselves merely mortal and
expose themselves to risk and drama, and in general act like horror movie characters (either
victims or killers), will unlock Bloodweb abilities faster.
The Pulse only warns you of enemies who will attack you on sight. Your next door neighbour
might hate your guts and fantasize about killing you, but unless they're actually going to
attack you, the pulse won't increase around them.