Dev Diary #3
Preamble.
Today's entry is about an intense topic: death.
Death.
Death has always been the driving force of the main story, an invisible threat that all characters have to wrestle with. While death was mysterious before the 3 deaths discovery, the discovery of the threshold has consequently made death very clinical, where you know the what and the how.
Well, as the system grows, its management of death changes.
Lock Save.
With the growth of the system, all players now resist the UI-lock. Starting from the first death, the deceased must now make a Lock Saving Throw starting with a d20. On any number other than a nat-1, the player resists UI-lock and revives or respawns at a temple as usual. The next time they die, the process repeat, but the die goes down to a d12, then a d10, d8, d6, d4, d2, becoming UI-locked upon rolling a nat-1 at any point in time.
With death 2.0, players have 7 chances to avoid the UI-lock, but will feel the reaper's blade at the throat every step of the way.
Death Penalty.
When a player dies, they acquire a Death Affliction (DA) on a d20, and a d12, which now has a 50% chance to be something unique, and 50% chance to be -phobia type of DA.
Starting from d10 onward, there is a 33% chance the player will lose a fragment of their memory and 66% chance they get a DA (unique or phobia).
If a character is UI-locked, there is a 66% chance that they will lose a fragment of memory than receiving a DA.
What it means?
Dying is terrifying, mystifying, and punishing, do what you can to avoid death.
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