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DBD Guide

GUia de DBD

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0% found this document useful (0 votes)
86 views19 pages

DBD Guide

GUia de DBD

Uploaded by

vitortecno321
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DEAD BY DAYLIGHT

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.

You have +1000cp, and must choose:

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

BOTH SURVIVORS AND KILLERS

The Bloodweb – Free


When survivors catch rare hours of uninterrupted sleep, they
may awake to find they have the power to sense the auras of
men and machines, or even find a new item at their side. The
Killers lapse into slumber no less terrifying than the survivor's
nightmares, but which comfort them, and they awake with new
gifts from a pleased Entity.

The source of these strange abilities, items and interventions is


the Bloodweb: a nightmarish half-real world, perhaps where
The Entity truly resides.
The Entity grants boons both to survivors and to killers alike for
its own reasons - it wants the sacrifice, yes, but it derives no
pleasure from them unless they struggle like flies in a web.
Hope feeds it, just like despair.

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

What does your survivor believe in when everything comes undone?


Select one category of perks to be discounted. 100cp perks discounted are free.

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’.

Death Is Not An Escape – Free, Exclusive Survivors


In the realms of the Entity, death is not the sweet release from torment it would be in the real
world. Within its realms, whether slain by the Killers or taken from a hook by the Entity to
feed on the hope in their bared soul, survivors killed will reawaken at a campfire at some
later time.
As long as you don’t lose hope in your ability to escape, you may die and find yourself
returned to life any number of times. As a survivor, losing hope begins your transition into a
Killer, and should this process complete, will result in a “loss” for this jump.
This nearly endless cycle may be repeated outside of this jump/gauntlet – upon death, you
may trade a slice of your soul in order to return to life some short time later, usually the next
day in a safe location. This trade may only be made once per ten years, however, and as
long as you still hold hope in your heart.

Pulse - 200cp, free all Survivors


Your heartbeat (or at least, a heartbeat sound, if you don't have a heart) will seem to pound
in your ears when someone with murderous intent towards you is nearby - the volume and
beating increases as they draw closer and closer, and recedes when they are further away.
The Pulse originates from inside you: therefore it provides no direction information, only
proximity; and only you can hear it.
This sense will give away murderous enemies who are hiding with mundane stealth methods
(eg: standing behind a door, wearing a mundane disguise), but is fooled by any kind of
supernatural stealth (eg: invisibility, disguise magic, lurking in an adjacent plane of
existence, etc.) and does not indicate dangers which don't have 'killing intent' - a bear trap or
a landmine won't set it off. Likewise, a ranged attack may come from out of the Pulse's fairly
close detection radius. If you find it distracting, you can disable the sound of the pulse at will.

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.

Grease Monkey – 200cp


“Give me a minute and that spanner…then start running.”
Maybe your dad ran an auto shop, or your first car was such a bomb you spent more time
under the hood than behind the wheel. In any case, you know your way around grease and
wiring, able to quickly assess what’s wrong with most mechanical contraptions and try to fix
them. You’ll repair damaged generators much faster and with greater confidence, keeping
them running smoothly and stopping any malfunctions and backfires before they happen.

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.

Rescue Ranger – 200cp


You can assist your teammates to a much better degree - freeing them from traps faster
and quieter, assisting wounded or crippled survivors to move, patching them up.

Physician, Heal Thyself – 300cp


Self Heal,
Not only are you capable of impartially and accurately diagnosing any medical conditions
you currently have,

Teacher’s Pet – 400cp


You can bestow a single non-supernatural skill, technique or perk (that you also know) on
those around you, so long as they remain physically close to you – no further than a few
meters away. It takes a short time to change the shared skill (ie: you cannot flick rapidly
between different taught skills or powers on the fly), and all allies within this close radius
benefit from it.
You cannot select some allies to not benefit, and only those who could learn the skill or
technique on their own can benefit from it – for example, someone who has no physical
conditioning is unlikely to benefit from a shared high-level martial art technique, and
someone who has no first aid kit .

Sympathetic Aura – 600cp


“She’s hurt! We’ve got to go back!”
Your ability to read the psychic auras of your fellow survivors has been unlocked. At first, this
ability has a very short range – sensing allies in the next room of a house or the other side of
a wall – but you could soon learn to sense them dozens of meters away.
By reading the auras of your fellow teammates, you are at all times aware of the state of
their health, as well as any status conditions – whether they are poisoned or wounded,
lapsed into a semi-waking dream or currently the target of a supernatural ability.
Animal Friendly – 100cp
“Nice birdy…”
In the games, animals are allies of the Killers. A dog barking or a crow taking flight is a sure
sign to them that a survivor is nearby. You, however, have a way with animals, so unless
you deliberately rile them up, they won't send any signals to the Killer.

fast and quiet – 200cp


“…”
You can move quicker and quieter than others when trying to avoid notice.
The ability of anyone trying to track you seems a little bit hampered as well, as though your
trail runs cold faster than anyone else’s.

Run Motherf***er, Run! – 300cp


“Just like sports day…worse cheerleaders, though.”
Rapidly hit your stride, run at a top speed for longer.
You can almost out-pace a killer on the long chase. Almost.

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.

Hey Ugly! – 100cp


“And you smell, too!”
Draw attention from others away to yourself. While you could certainly save someone from
the attentions of a killer, you could also use this to hog the spotlight in a less life-threatening
situation.

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

What cruel acts do you delight in?


Select one category of perks to be discounted. 100cp perks discounted are free

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.

The following Free perks are exclusive to Killers.

Tall, Dark And (probably not) Handsome – Free, Killer


Killers come in all shapes and sizes, but underlying all Killers is a human face – for every
Killer was originally a mere human, twisted by the Entity’s corruption. You may design an
altform to be your new body in this jump. It must be humanoid in nature, no taller than 8”, no
shorter than 4”, and is obviously marked by corruption – you cannot design a ‘totally ordinary
human’ as your form; all killers are clearly touched by evil to the most superficial glance.
Regardless of what you look like, this form has enough muscle to haul a kicking and
screaming teen through a forest and impale them on a meat hook or smash a wooden pallet
with a few well-aimed kicks.

Strider – Free, Killer


You walk faster than most people run - especially teenagers. Your stride eats up distance
quickly, and when pursuing someone on foot you seem to catch up remarkably fast, all the
while seeming like you barely hurried at all. You may have an unusual gait - seeming to glide
above the ground, scrabbling on all fours or 'glitching' from step to step, but this is a
cosmetic effect only – you still need a solid surface under you to ‘walk’ on, cannot fly into the
sky, and you can’t pass through obstacles.
The Stain – Free, Killer
You emit a blood-toned radiance from your eyes that makes the skittish flee, the craven
cower, and tells other beings of evil that you are one of them. Post-jump, you may enable or
disable this at will.

Impervious – Free, Killer


Your corrupted form is basically immune to damage below a certain threshold. No matter
how much a teenager beats on you with their fists, you aren’t even staggered, and someone
swinging a plank of wood would probably just break the plank on your head.
It would take someone with a lot of muscle to hit you hard enough to make you flinch, and a
real weapon to make you bleed, and even then you’ve got an unholy resistance to injury.
However, you can still be checked or knocked down by large objects falling on you or
enough force; a car hitting you would probably still wreck your day.

Scratches – Free for Killer in jump, 100cp to keep


The Entity follows your prey as it runs from you, leaving glowing scratches and marks on
their trail that only you can see. They fade in a few moments, but allow you to track anyone
you are pursuing at speed, even if you lose sight of them for a few seconds.

Cunning

Snare Master – 100cp


“Be careful where you step.”
The patient killer cannot overstate the usefulness of traps. You have great skill in identifying
the best places to deposit traps, keep memorized all the locations of any traps you set, as
well as gaining a sixth sense for when they have been triggered.

The Lurking Terror – 200cp


“Are they gone?”
With an effort of will, you can suppress your bloodlust by remaining still. The outward
indicators of your hostility – notably, your killing intent and the Stain of your bloodshot eyes -
are muted unless your prey is right on top of you. Like a trapdoor spider, they will have no
idea how close they are to death until you strike; your now-revealed ferocity overwhelming
them in an instant.

Dark Gifts – 300cp


“There are way too many sharp things in this room.”
In the dark of night or the obscured depths of the mists, the Entity hides its gifts for you –
mundane items suited to murder and malice. Things like bear traps or wood axes, spare
knives or coils of rope already tied into nooses, or even your signature hat if it fell off earlier
in the hunt. You can be assured that you won’t lack the tools of your hunt, killer, but the
Entity never over-equips its playthings, either.

Silent Night – 400cp


“Damn, I think we’re lost.”
Calling on the Entity’s power, you can summon up a dark mist or fog, either rising from the
damp ground or sweeping in from the coast. This fog affects both the normal senses and
those beyond regular ken. It reduces visibility, makes your prey more prone to imagining
unseen horrors and slightly muddles their sense of direction, as well as dampens the range
on extra-sensory power of others used within it, such as the Pulse or the various types of
Aura Reading which survivors can learn through the Bloodweb.

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.

The Hideous Construct – 400cp


“Where the hell are we?”
The Entity has bestowed on you a singular power: The ability to stage hunts of your own in
realms divorced from reality.
You must make one kill in the real world, tainting the location, and thereafter may pull other
victims from the area – a block, or a small suburb – into a shadowy world for a hunt.
Once four survivors have been pulled in, they will awaken and your hunt may commence.
This Realm can either be themed around a location particular to you (in the way that most of
the Killers have Realms associated with their history and horrific acts), or may be a mockery
of the local environment you made the first sacrifice in – one randomly distorted from the
real-world layout to confuse your victims.
This Realm follows the same rules as those the Entity enforces on its games: there will be
gates and generators, hiding places, hooks for sacrifice and items for both the survivors and
killers to use, to make it a ‘fair’ match for both sides.
Unlike the Entity’s games, escaping from the Realm you create allows any survivors to
escape back into the real world.

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.

Daily Rituals – 200cp

X – 300cp

The Price In Blood – 400cp


Why train to improve, when you can offer up a sacrifice for the Entity's dark blessings? By
making offerings to the Entity, you gain skill and power through your brutality, your cunning,
and your hunting. A typical hunt with one victim might equate to a day’s study or training, but
merely adding more victims sees a diminishing return in the power their sacrifice returns.
However, each offering must be someone you have personally hunted, and who must have
had at least a reasonable chance of escaping you. Not a "non-zero" chance, but a
reasonable one. You can make sacrifices in groups, with the group as a whole having
reasonable odds even if specific individuals in it did not. This effect is separate to the
rewards given by the Bloodweb.

Share The Curse


Hexes
KILLER SPECIAL ABILITY

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.

Secondary Type – 200cp


Your special ability branches multiple Types, making it tactically flexible.
It might be an AOE-type gas attack that lingers on those caught in it as a debuff (Area +
Target), a vampiric drain which simultaneously buffs you and debuffs a survivor (Personal +
Target), or place a trap which has an area blast effect (Trap + Area).

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.

Malignant Presence – 100cp each


Import or create new companions as a Killer.

Canon Survivors or Killers – 100cp each


You may take with you one of this world’s known
survivors or killers (why?).
DRAWBACKS
Unless otherwise stated, the drawback limit is +600cp

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

Hook Camper +100cp


The Killers are dead set on preventing anyone from rescuing their claimed sacrifices. Once
they’re taken, your teammates are pretty much gone.

Out For Number One +100cp


Your allies, as competent as they may be, are only out for their own success. Don’t be
mistaken, they’ll gladly work with you…as long as doing so maximizes their own chances of
survival. If you’re wounded and the exit gates are open, don’t expect them to come back for
you; if you’re hooked, it might be better just to give up your struggle and hope for a quick
death.
Inept Survivors +100
Your fellow survivors are terribly suited for the task ahead. It might take a few hunts for them
to get through their skulls that they need to act together, they often forget to use their skills
or items to their best effect. And if you’re thinking “good, they’ll make for great cannon
fodder”, you might find they get strung up on the hooks far sooner than you were counting
on.

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.

Stolen Voice +200cp


Survivors are mute; only able to communicate through gestures.

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.

Expanded Roster +200cp


There are dozens more killers than listed, each with some special ability gifted by the Entity.
If you are taking the Gauntlet, this does not increase the number of Trials you must succeed
at, but it will bulk out the number of matches between the required Trials by a factor of three.

Sapped Vitality +300


Remember that little piece of your soul torn away each time you die in the hunt? Normally it
has no noticeable effect, but now it saps your vitality. The more you die, the weaker, slower,
more easily exhausted you are.

Your Rank Has Been Reset +300cp


Every so often, it seems like you lose a significant chunk of learning. While you don’t lose
access to anything bought or unlocked with experience (like things purchased with cp, or
Bloodweb perks bought with blood points earned in the hunts), gains earned through
practice and hard work seem to slip backwards a bit.
This occurs in all aspects that are improved by repetition – practice at fixing engines, the
trust of other survivors built up over time, the effects of exercise, etc.

Killer Only

set off own traps +100

Pro Survivors +300


The groups of survivors you’ll be pitted against are highly genre savvy, working together like
a well-trained team rather than four teens thrust together by nightmarish circumstances, and
have their abilities minmaxed to ensure their success. They are always giving each other
first aid, baiting you away from hooked sacrifices so their allies can rescue them, splitting to
complete objectives simultaneously in different sections of the map or working cooperatively
to speed repairs on the generators and escape.

The Price of Failure +400cp


The Entity needs its pound of flesh from somewhere, and if a survivor escapes, it’ll be taking
a little nip from you instead.

Drawbacks For Both Survivors & Killers

Unfavourable Conditions +100cp


If you're a survivor, the moon is bright and the Dark Mist is light, making you easy to see at
long range in most matches. If you're a Killer, most matches are rather dark and the mists
are dense, making it more likely for survivors to evade you.

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.

Poor Matchmaking +200cp


Even though the odds always seemed stacked against you, the Entity had something of a
notion of fairness. As a survivor, you might be teamed up with other Survivors who are way
more inept than you are – leaving you to carry the team – or pitted up against a Killer way
more skilled and powerful than the ones you’ve encountered in your last few Trials.
As a Killer, it becomes almost impossible to judge the Survivors before you see them in
action – which is tricky, after all, because trying to hide from you is their goal, after all.

Memory Loss +300


You don't know who you are, where you are, how you got here, or what is going on. The last
thing you remember clearly is your pre-jumping life, and maybe a hazy impression you
travelled… somewhere.
As a Survivor, you don't know that soon you'll be hunted, and unless you're familiar with this
setting before you began jumping, won't initially have any idea of what you need to
accomplish, or any of the basic facts (such as the Killers being more or less immune to
harm, the lack of outside help, any of Killers' abilities, etc.).
As a Killer, you won't know things like what the heck those hook things do, how to use most
of your abilities, or how many survivors will start off in your hunting grounds.
END
Now the Entity’s Trials have come to an end. One more choice.

We’ll Make It - Stay in this world to hunt as much as you please, or


jump at every shadow.

Don’t Look Back - Go home to your world of choice, back to the light.

Exit Gates Are Open - Move on to the next jump.


Notes
V0.7 Jump by Myrmidont.

Either background may be chosen as a ‘drop in’ option.

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.

So how powerful is the Entity?


It’s described as omnipotent within its realms, but it has limited effect outside of them.

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