Status: Recruiting! 0/12 slots filled.
Chapter 1: Introduction and Lore Archive.
It’s the Edwardian Era, the Hamburger Sandwich is a modern culinary invention, the Second Boer War has recently ended, and Archaeology is experiencing a rugged boost of attention from scouts, wildmen, and soldiers. However, with the unveiling and discovering of chambers long undisturbed, and ancient relics has unearthed dark secrets of what there was and is to come.
The Extraordinary Expedition is a RP about exploring the deep and the dark and the forgotten. Lovecraftian gods, strange animals, and temples. Undeath, and mythical and folkloric creatures. Warlocks and straight up tomb raiders. It’s a RP that is going to involve a lot of locales, a lot of fantasy and wonder, and a lot of pulp action.
“Day 5. I have not been here yet one week, and I already despise the hot sun. It bleaches the earth, and burns my skin if I’m not careful. The locals laugh at my pain, but they do not refuse my money when it comes to digging. They think that I won’t find what I am looking for, but I ignore their worries.
Day 12. We’ve hit stone. Not the stone that rests beneath the sands as it should. It’s stone from somewhere else. Brought here, long ago, and carved. Our tools do not cut the stone, but that is okay, we will dig around it instead.
Day 23. The carvings begin to take shape, and I am spending more and more of my time sketching what I imagine the rest of the structure to be. I speak of it as a tomb, and the locals are the most quiet I have seen them.
Day 34. It’s been over a week since we found the mouth of the tomb. The stone is very resilient against our attempts to open her up. We continue digging.
The dozen or so locals we have hired to dig have levelled off a platform with what we think of the mouth, and we sleep in tents down near it. I spend hours of light with the lamp examining the cracks and pattern in the stone edifice.
My dreams have been troubled for a week. I toss and turn and wake up in frights. The locals demand more money to continue working on the tomb.
Day 45. One of the workers died today.
Day 61. There was an uprising of the labour. They said that they would not work, but their contracts said otherwise. Our guns opened fire to suppress an uprising, but I grow worried. I have not been sleeping. I will find a way into the tomb.
Day 70. The door is large, we have not yet found the true base of it.
Day 73. A man fell off the top of the tomb. He died upon impact with the ground. We do not why he fell.
Day 79. There have been another four deaths. I do not understand how the one died at breakfast.
Day 82. Food has become bland. Sleep escapes me. My eyes burn and I spend my time at gaslight examining the tomb.
Day 83. Another uprising. Indentured labour has been brought in to supplement the locals.
Day 90. I have been confined to my tent. I try to escape, but they will not let me.
Day 104. It has been so long, and I can’t escape. I know they are working still, trying to get into my tomb. But they can’t. They know that I could know, but they won’t get me to talk. I don’t know how to get in. I can’t tell them. I wouldn’t anyway. It’s my tomb. They can get their own.
Day 118. They let me out. They want in so bad they will trust me.
Day 119. It wanted blood. I know this now. I will feed the tomb, and it will open for me.
Day 1. The dig site has been abandoned. The survivors have been paid off, and there is a quarantine around the hole. We will fill it in within a week. We do not know what came of the team and workers here. I am not sure I wish to know.
Day 4. The tomb is very interesting. The team couldn’t make itself bury it again. We must know what is inside. It couldn’t hurt to investigate it just a little more.”
Lore Archive: Your handy lil stop for information on things, for fluff and character creation purposes.
Empires are still strong, as imperial desires between nations spark wars. Japan becomes a great power and Russia begins a decline. Decolonization begins in some regions, with Cuba being set free from America, but the Philippines remain firmly held through war. Automobiles and flight become possible, new plastics, films, and the Wizard of Oz. The Panama Canal is being constructed, and World War 1 is still in the future.
A newer take on Archaeology is the Nationalist take. By spending money on the Archaeologists, they fund their pursuits and adventure, and reap the spoils. They place the artefacts on display, to show their power and stretch. The more exotic, the more prominent it makes the nation feel. The origin of putting such things in a museum over a private collection.
An older school of thought about the subject. You fund the diggers and excavators yourself, and keep all you find. This isn’t about your nation’s glory and the public good, this is about your own personal prestige. So while a National Archaeologist may have the history of yore to brag about, you know your work has a solid piece of priceless antique at hand, and all the rest is useless.
Whether they promise power to those who fund them, or simply use personal wealth for the effort, there are organizations about finding old relics, and practising upon and with them various dark arts. Summoning old gods, or trying explicitly to banish them, such groups are often eclectic.
This hider will be updated as more demons and monsters and such are found and learned about.
Chapter 2: Character Sheet.
Some HelpName: Your character's name.
Age: Your character's age.
Sex: Your character's biological gender, typically male or female.
Appearance: Your character's appearance. A picture or description will do nicely. (Or a hybrid of both if you prefer.)
History Types: Defining moments or features of your character’s life and backstory. You choose one defining positive moment, and one defining negative moment.
Choose one from each.
Positive
Frontiers(wo)man: Growing up on the last frontiers of civilized world before they were finally structured, you are determined and capable at making sure you do what you have to do to survive.
Harrowing Journey: Sometime ago you went on an expedition with some of your companions. Things went south, fast, and you survived by braving great dangers on your way back to civilization.
Renowned Socialite: Whether a playboy, actress, or something else entirely, you have spent time building a celebrity of yourself. You mingle with the upper echelons of society.
Former Soldier: You have done at least one tour of duty in service to your, or someone else’s, country. You have more experience with modern firearms, and combat than others may.
University Professor: Rising to the highest level of education, you became more than a simple teacher, having your own study and class at some university. Your depth of knowledge is invaluable.
Secret Organization: How you gained access to the organization is not so important than the fact that you did. Through it, you have more familiarity with the occult and the dark than you would otherwise.
Meditative Lifestyle: You have reached a point of understanding and calm far beyond what most could dream. Through religious or spiritual guidance, you have found peace with yourself.
Negative
Self Destructive: You were so close to achieving your goals. Whatever they were, however, you lost them. You failed, and you broke down to drug or drink, and for some time were but a shell of yourself.
Coward’s Flight: Because of your refusal to face your fears, you have lost a loved one. While they stayed, you turned and ran, and so you lived, and they died. Living with yourself is hard.
Public Humiliation: Ridicule follows you, as a spectre of doubt. You have embarrassed yourself in the public eye, perhaps for something that wasn’t even your fault, and you have failed to manage that fact.
Sickly Childhood: When you were far younger than you are now, you were constantly bedridden, and ill. You were unable to work your body in any way for very long, and for some time you were thought to die. You didn’t.
Child Labourer: Unlike so many other children who went to school to get an education, that privilege was never afforded to you. Instead you worked the field or factories, providing for your family the best you could.
Cultist Family: You always knew that there were things in the dark. Your family worshipped them. One night, they even took you to sacrifice to the dark as well, only for a mob to save you, and burn them alive.
Escaped Asylum: For some time of your adult life, you were institutionalized for insanity. Your mind was corrupted by the dark and you escaped before treatment could restore you.
Biography: Your character's history and personality. Two paragraphs required. Include how you came to be under the British Empire's employ. You are completely fine not being British, and this can even add interesting conflict! Just remember, they decided you were worth the money and force to make you work for them, and so note appropriately how they convinced you. That, or how the team itself convinced you. Feel free to work on this bit with other players.
Technical Information: This information is your character’s skill sets and inventory.Career Path: Your character only has the time and resources to really devote themselves to one line of training to begin with. To start with you may pick from one of fifteen basic routes, which can evolve into specialities, cross-over into other fields, and more, as time progresses and your character’s skills grow. How you play your character will help determine how they shape out in what unique skills and items they accumulate, and what options you will be presented with later down the line. Essentially:
Your actions will help dictate how your character grows in power and abilities.
You’ve done quite a job in the past excavating tombs and delivering ancient treasures to museums where they belong. Things are changing, more people are moving into the relic market, and snatching things up that should be public, for private collections. To keep up with their dark games, you’ve had to dip your hand into some unsavoury elements, but the thrill of discovery is mostly the same.
In addition to standard gear, the Archaeologist starts with some fine archaeological tools. Brushes and very small chisels and the like. Artefacts you acquire through your work are in better shape, permitting a higher quality understanding and use of them.
You’ve worked as a bodyguard for kingpins and capitalists, and it’s hard to tell the difference some of the time. Now this lot needs a hired gun or two to keep them safe, and from what? Temple boobytraps? Rival gangs of nerds? You can only hope they’ve got some guys hired too, so you can have some fun in the run ins. If they don’t, you and your boys are likely to cause some problems.
In addition to standard gear, the Captain starts with a specialized gun, the design of which is determined in their special building process found below. They also start with two mercenaries. They are unruly but loyal to you. They have standard equipment.
Elbow deep in organs, your gloves have long stopped being sanitary. The life of your comrades are in your hands, along with their very entrails and flesh. But when they find something glorious that they only could have gotten out with their lives because of you, do you get all that glory? No. Perhaps you’ll remember that next time someone is missing half of their chest, and their heart is beating in your grasp.
In addition to standard gear, the Doctor starts with a small surgical kit, better suited for treating more egregious wounds than the first aid kit is.
The world’s general shape is known, but while the map has all the outlines, there is plenty left yet to be filled in, in the middle. Vast jungles, deserts, stretches of ice. The others want to dig into the ground, and you want to follow. New holes and caves and more. They want to see the history, and gain the money. You want to see the world. And you will, even if you have to keep tagging along with the others.
In addition to standard gear, the Explorer starts with three completed, although outdated, maps. You may decide before going into a mission if one of these maps applies to the region you’re doing the mission in. Once it’s assigned to a region, you can’t reassign the map.
You don’t put much stock into the voodoo magic that your friends seem to think is real. The only thing that matters to you is that they keep unearthing these priceless relics. Some want to study, others put them in a museum, but you’re funding this trip, and so some are going to your friends for favours, or the black market for money. These guys would be nothing without you, and they’d be wise to not forget that.
In addition to standard gear, the Fixer starts with a little black book of contacts. The book can be consulted whenever in civilization to find high risk, high reward merchants.
You’ve seen some shit. You’re a tomb raider, a grave robber, a ghoul, but you’re no common thief. You’ve seen the dead rise to try to protect your finds, and you’ve seen blood splattered rooms where dark things have happened. No skin off your nose, you revel in the excitement. The others don’t take you seriously, and keep thinking you’re going to take their stuff. They’re not wrong, but don’t let them know that.
In addition to standard gear, the Ghoul starts with a mask, a length of rope, and a jemmy (crowbar).
The slick thunk of silver into a monstrosity. Beautiful. You’ve been slaying horrors and battling monsters for quite some time, using holy techniques and secular weapons and explosives. You are one of the few who can readily tell someone which wood is proper for staking a vampire, and how what roots are best at deterring ghosts. You know that your relic is the best hope you and your comrades have against the dark. Without you there at the front, everyone, the whole world, is as good as dead. They don’t pay you enough for this shit.
In addition to standard gear, the Hunter starts with a specialized weapon for fighting monsters and the like. The Hunter also starts with a small holy item for good luck and protection.
You know there’s a story here. You can smell it. Rich capitalists, influential politicians, secret societies, and ancient artefacts? There’s a lot going on, and you’re going to get to the bottom of it. Maybe you could even write your memoirs based on your adventures. The rumours of magic and demons, that you hear some of them ramble about, also catches your ear. If they’re right, it could be the story of the century.
In addition to standard gear, the Journalist starts with a lightweight typewriter and supplies necessary to keep it in use. The Journalist also starts with a picture camera, and a primitive audio recording device.
You’ve never had much money for your family, working places like the docks or railway, you’ve done what you’ve had to, to make ends meet. Now there’s these people who need some heavy lifting, and the pay is really good. You know some of their work is shady, and all of it’s kind of over your head, but who’s to argue with three meals a day for once? Not you, that’s for certain. It’s not like it’s too hard of work.
In addition to standard gear, the Labourer starts with an assortment of heavy tools. Shovels, axes, pickaxes, and hammers. They can be used to excavate things but are far more likely to damage whatever artefacts are excavated than if an Archaeologist did it.
You trouble yourself every day you remind yourself that you’ve surrounded yourself with simpletons. They hold onto their meagre grasp of reality, when you know that it’s fundamentally flawed. The laws of the universe bend and warp at dark forces, and the dead rise again. There are dark things that move in the night, and you’re going to study and prepare yourself (and choice others) for the coming end.
In addition to standard gear, the Occultist starts with a grimoire. The book contains ancient godforsaken lore of the artefacts, location, and dangers of wherever the expedition goes.
You know well that the mortal souls of your companions, and those of the very world, are in great danger. They scoff, saying that your take on faith is warped, but you know the truth. God is real and he has forsaken us, for the Old Ones are returning. Some think that they can survive with planning and even dealing with the demons, but you know better. Only the Lord can save, and you seek to make sure he saves once again.
In addition to standard gear, the Priest starts with an assortment of holy, or otherwise blessed, artefacts. These offer some protection against the dark and corrupting forces. Further, the Priest starts with a canteen of holy water, which they can easily replenish in civilization.
The business of relics is a risky venture, so many agents sneaking in the background, pilfering from each other all the time. You, of course wouldn’t know anything about that. You’re just a friendly aid, some upstart eager to get into the work. Your smile and subtle and quick motions are just your posture, you honestly have no idea where their belongings went, and when you’re excused, you’ going to be taking an utterly unrelated trip to the market.
In addition to standard gear, the Rogue starts with some lockpicks, a hooded garment, and a flask of some sort of alcohol.
Shovel over back, you dig through the dirt, hollowing the ground, before carefully supporting the sides of the hole with wood. You carefully measure and craft the casket, and treat the body. You wonder if your axe is going to be needed again, but the corpse is motionless. You place it in clothes, and try to make it look calm. That’s when it lurches forward, trying to bite. Your fist collides with its face, and you grab your axe. The creature tries to sit up, and you swing into its face. Crack, and thud. It’s dead once again, and you’re back to work.
In addition to standard gear, the Sexton starts with a heavy axe and a spade, the standard tools of their trade.
You have been brought in for one reason, and one reason alone. You know it, they know it. It’s why they sought you out. You’re a fucking genius. You invent, design, build, and understand beyond what their simple minds can imagine. If something needs to be built, you can design it, and get the intricacies done. Sure, you need someone to do the heavy lifting, but that’s what labourers are for, right?
In addition to standard gear, the Technician starts with a technical tool kit, including rolls of paper, sketching tools, and finer tools for working mechanical devices.
You hear the whispers in the dark, they speak to you, and help you. They warn you of the coming doom, as the Old Ones are waking once more. They, too, fear for their lives, and want to make arrangements. You work with them, they work with you, and the Old Ones remain sleeping. Not all the whispers are friendly, however, and you struggle to resist them. Your friends call you mad, delusional, but you will show them; show them all.
In addition to standard gear, the Warlock starts with an artefact, no larger than a pocket watch, that is significant of his or her ties to some of the less potent, and still arguably dark forces; however benevolent they may be.
Specializations:--
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Inventory: Your character’s inventory. You may add as many miscellaneous items as you wish, within reason. There are some things added here already: You get to keep these unless they’re replaced by a different item based on your career path.
Combat Knife: The standard army combat knife, it will serve as your basic melee weapon.
Standard Issue Military Sidearm: Your standard issue, 10 shot clip pistol. Based off of German engineering that has developed a machine pistol, but not quite that quality.
Civilian Clothing: You wear a set of civilian clothing, usually related to your line of work. Lets you blend in among others of similar garb.
Light Armour: Standard issue armour, lightweight, able to protect you against almost nothing, but it’s better than your civvies.
First Aid Kit: Your standard First Aid Kit, including bandages, stitches, rubbing alcohol, and more.
Radio: A simple radio for contacting others.
Mapping Tools: While it’d certainly be a luxury to have maps already made and supplied, you’re exploring, and so you’re the one making the maps.
Dog-Tags: A way to identify your corpse in the tragic case of your death.
Pocket Watch: A small medallion sized pocket watch, clockwork, keeps the time through grinding gears.
Gaslamp: A small hand lamp.
Torches: Three unlit torches.
Flint Spark Lighter: A simple ferrocerium lighter.
Signature: You agree to follow the rules, that the GM has final say on things. That some things will be random because of the background dice. That the GM has final say on if your character is killed or not.
Chapter 3: Class Specializations
Each class has five available specializations at start, only available to them. These take the form of either a skill, a bonus, an item, or a connection. You pick a combination of two specializations from the five. This may be any combination, or you may be required to take one of the five. They are listed in alphabetical order, and those that are both
bold and underlined means you are required to take them.
Ancient Languages: You are well versed in ancient languages of man, and while you won’t know every language you encounter, if it’s a tongue spoken or written by man, you can likely decipher the general meaning of what is there.
Back Alley Brawler: You are no stranger to gangs of thieves from shadier fellows attempting to steal your artefacts before you can get them delivered to a museum or some such. When you are fighting and the odds are stacked against you, you receive various bonuses and luck.
Force with Finesse: Sometimes time is of the essence, and you don’t have time to carefully pick and chisel and brush away an artefact. When you are in a rush and using or helping others use heavier tools to dig things out, you can reduce the damage done to the artefacts.
Sanctioned Dig: Due to your more reputable nature, you are able to get through official paperwork easier, and actually get endorsed and separate dig sites from other expeditions. While it’s really only a nominal security force that keeps others at bay, it’s usually enough to make sure you know when there’s trouble.
Trap Reflexes: While you may not be good at detecting ambushes laid by people in the shadows, you do have keen senses for booby traps and the like that you encounter in your journeys.
Backup Muscle: You are reliably able to gather even more recruits of basic muscle to supplement your own in a mission, if you feel it will be particularly dangerous. The quality of the backup is suspect, and they are not very loyal.
Close Quarters Combat: Above and beyond what would be otherwise expected of you, you’re proficient in melee combat and brawling, taking bonuses to such actions. Your two mercenaries are also so skilled.
Fine Ass Gun: In addition to your standard gear, you start with one of the following:
--Standard Rifle: A standard military clip rifle, it’s an all around useful weapon, no real boons one way or another, but no real weaknesses. Very reliable.
--Proto-Assault Rifle: An automatic rifle, heavier and with a larger clip than the standard rifle. It has a faster rate of fire, but a shorter range and less punching power. Unreliable.
--Early Submachine Gun: An automatic stocked machine pistol, an incredibly high rate of fire, but even a shorter range and less punching power still. Not very reliable.
--Standard Shotgun: A standard military shotgun. Slow rate of fire, and short range, but with room sweeping capabilities. Reliable.
--Sniper Rifle: A standard military long range rifle. Slow rate of fire, but long range and incredible punching power. Very reliable.
Recruit Specialist: Sometimes simply more manpower isn’t what a job needs. It needs someone with particular skills, and you know how to get a hold of that particular someone who will have those skills.
Strategic Mindset: At the start of a job, assign tasks to your coworkers. Through the job, if they stick to the task, they gain bonuses to their actions. If they either fail at some part of the task, or deviate from it, they lose this bonus for the duration of the job. You do not gain this bonus.
Assess Health: Not an instantaneous thing by far, but you are above and beyond capable of figuring out what physical ailments and injuries one has beyond ‘well it looks like you lost half your torso’.
Calm Talks: Mental health is just as important as physical health, and someone who isn’t right in the mind but right in the body is worse than one who is right in the mind but not in the body. You’re good at making those around you feel better and more in control.
Nurses: Doing all of this healing by yourself is a shitty way of going about it. You have handful of nurses that will go on with you in missions to offer aid in the field, in all of your activities.
Patchwork: You’re not always quite sure which organs someone can do without, but you are sure that you can push the boundaries of it, and even utilize extra available organs from very recent donors laying around.
Steady Hand: Surgery is hard. Surgery while you’re running away from a monster or a swarm of cultists is harder, but you’re able to manage anyway.
Cartographer: Unlike the maps other people may make, your maps are easily of higher detail and greater scope. Even paths that you didn’t walk down but simply observed are marked with a good degree of accuracy.
Forward Scout: Always eager to dive into a new locale, you are alert and open to environments that you enter before the rest of your group, noticing cues of traps, ambushes, dangers, treasures, and more. If you’re not the first one to enter the region, the bonus is lessened.
Herbalist: You are able to identify any local growing vegetation or fungus that has medicinal properties to supplement your first aid usage.
Pathfinder: Some ways are hidden by overgrowth of vegetation, or obscured by maps meant solely for civilians. Your keen eye is quick to pick up these less used but viable paths for alternate routes in and around things.
Quick Retreat: Any path you have already walked, and hasn’t fundamentally changed, is a path you can race down again. When you need to run away, you’re able to use paths you’ve used before at greater speeds than otherwise.
Black Book: You have a black book full of potential buyers of goods that you find during your missions. You are able to browse through it once per mission to find the nearest contact, whereupon you will be PM’d whether or not you get along with the contact. If you are informed you do not get along with the contact, you are to reply to the PM with your reason why the contact hates you.
Hard Sell: Sometimes you have an item of great value that is hotly wanted by more than your buyers. Authorities. Getting the item out of your hands, and into someone else’s is a risky venture as they’d be buying more than the item, but the trouble as well. Fortunately, you’re a bit more versed in selling hot objects.
Illicit Goods: The official funding of this expedition comes in only so many ways. You don’t like it. A simple pistol, some light armour? No, you want something big and dangerous. You want like, drugs, or explosives. You start with some units of either drugs or explosives in addition to your standard gear.
New Identity: It happens, sometimes you just have to be someone else for the rest of your life, as there are far too many people who have decided that they hate who you currently are.
Petty Friends: While no where near as influential, powerful, or scary, as the contacts you have in your black book, you do know plenty of small time thieves and swindlers that you can exchange favours with.
Classical Theft: You haven’t forgotten how the more traditional acts of theft are done, picking locks and pockets.
Danger Sense: When your own life is in danger (whether or not the lives of those around you are threatened) you can just feel it, and are able to judge what way is the safest way from the danger.
Hell out of Dodge: When you are in over your head, you can make an escape. It won’t be pretty, it won’t be clean, but you are very likely to make it out with your life, even if it means leaving your friends and belongings behind.
Magpie’s Eye: You are keen on which items are most or more likely to be valuable, and about how hard it would be for you to pilfer them yourself.
Risky Business: Stealing from these ancient tombs and crypts is a risky business, and you’ve gotten used to just what the risks are to begin with, and how to deal with them.
Companion: In addition to your standard gear, you start with some sort of hunting companion, an animal like a falcon or a hound.
Holy Armoury: Bullets and blades are not enough to battle demons, and while you can’t yet bless them with the silver and grace necessary to battle such creatures, you do know how to get your hands on those who can. Your starter weapons and armour have been blessed for extra effectiveness against the eldritch.
Last Ride: You’re not quite sure you trust these new horseless carriages yet. You’re far more comfortable with your horse to ride and chase after monsters when you’re not deep underground. In addition to your standard gear, you start with a horse and horse gear.
Monster Sense: Having hunted abominations for so long, you are almost preternaturally aware of when they’re around you.
Silver Lining: In addition to your standard gear, you start with one of the following:
--Crossbow: A slow loaded, but accurate and dangerous ranged weapon. Bolts made of silver and ash wood, and are blessed in holy water.
--Hidden Blade: Mounted to a device on your wrist, the blade is usually hidden from sight, and made of pure silver.
--Short Sword: The blade of this sword is made of pure tempered iron, some of the purest iron in the world, and is perfectly balanced.
--Stake Staff: Disguised as a cane, with a false bottom hiding an ash stake. Reinforced and blessed for durability.
Breaking News: When you’ve written up about a story, you may word it even stronger than usual to make sure your editor gets it on the presses ASAP.
Monstering: Balls to the walls, you’re able to boldly confront people with series of questions in an attempt to get to the bottom of a story. The fierceness of your confrontation may just make them break and tell you everything.
Nose for a Story: When you are confronted with evidence that there’s something going on more than you know, you can begin to gather bits and pieces to make a story, although the closer you get to breaking, the more alert those involved in the story are to it, and are to act upon it.
Press Pass: You are recognized as a member of the press, and are able to abuse that recognition to get into places and talk to people you normally wouldn’t be able to. However, this is a double edged sword, as people are more oft to recognize you as well and try to avoid you too.
War Correspondent: You’ve a history of reporting on wars, from the battles themselves. as such, when you are in combat situations, you are more capable at avoiding danger to yourself.
Gruff Threats: When a man who could cave skulls with his hands threatens you, you don’t only do what he says, you piss your pants. Threats you make are far more intimidating than normal, although you now run the risk of scaring them to fainting.
Hardened Hide: Falling from great heights, having your body crushed, and broken, or losing fingers to shoddy explosives are all things you have had to worry about through your former occupations. You survived all of that, you can survive this shit.
Machine Man: You are relentless, able to work with little sustenance and rest. You’re more efficient than the new fangled machines they keep putting in factories.
Simple Facade: Being a toiler of the lands, and docks, and factories, doing the jobs needed of you, has made other people make presumptions of your intellect. Presumptions you can abuse. You are rather skilled at the art of playing dumb.
Wayward Friend: You’re a man of the people, or at least, the working class people. The grit in your fingers ain’t much different than the grit in theirs. In times where there is a significant number of NPC labourers in the region, they will help you avoid danger if they can without risking harm to themselves.
Alien Tongues: Where others spend their time studying the real languages of man, you have forsaken such in an effort to learn the tongues of the old ones.
Demonology: Rivalling most theologists on knowledge of standard demons, you surpass them on demons not canon in church doctrine.
Fight Madness: Having so long studied the stars and the alien warp of the ancients, your mind is better suited to fend off the corrupting madness that flow from such things.
Perceive Magic: An innate sense in all things, it has withered and been forgotten by most. You, however, have once again began to sense with your mind, the weave of magic. You get faint traces of powerful magics in the area.
Shadow Tome: Though your knowledge may be extensive, there is only so much room in your mind. To accommodate this, you have an ancient and vast tome of knowledge. A true grimoire, which you consult with some frequency.
Bless Water: The first and most important step to battling the wretched demons and false gods is with holy and purified water. Water that you have been ordained and taught the prayers to bless.
Exorcise Demons: It tortures you to see souls possessed, so much that you have learned the old arts of how to fight off such possessions. It’s torture on their body, but you will see their soul set free, come Hell or high water.
Holy Following: Alread your faith and evangelizing has gained you a small flock for your to shepherd. They’re not too good at anything in particular, but sometimes extra hands are all you need to battle darkness.
Man on a Mission: You are doing more than saving souls from demons; you are saving souls from humanity. You proselytize and are shrouded in convictions. Those you convert are verifiably supportive of your cause.
Purifying Flames: In addition to standard gear, you have a Flamethrower. You put your trust in the purifying fire that shoots forth from this gun.
Crazy like a Fox: There’s this special spark in your plans, that when you add them to the group’s ideas seems to just make you more unpredictable for those pesky rival groups trying to get your finds.
Loveable Scamp: Who could stay mad at someone like you? You’re fairly good at making sure you get away with things when caught with minimal, or even no, punishment for your crimes.
Rabble Rouser: Who needs friends, hired goons, or specialists? When you need to cause someone a problem, let it grow from the common people. Plant the ideas, and let them take to the streets for you.
Silver Tongue: You’re very good at manipulating people, but it seems to be more of a short term gain. Probably because of your reliance on bullshit and charm. Eventually, they’ll figure out what you’re up to, but you can sure push that duration.
The Switcheroo: Misdirection is a tool of your trade, and with enough of a distraction you’re sure you could do more than switch briefcases, you think you could switch entire wardrobes in the street.
Apathy: You don’t put a lot of stock in the supernatural. Not to say you don’t believe in it, you just don’t see it as that big of a thing to worry about. Nothing to be riled about, and your hardened and apathetic mind towards the eldritch makes your sanity harder to meddle in.
Dismember: There is no need to exert yourself trying to think of where to hit for the greatest effect. You can worry about that after the bastard doesn’t have any legs or arms anymore. Your strikes with your axe have a greater chance of removing a limb.
Last Rites: While you don’t seem capable of making sure a body won’t rise again without brutally ripping it apart, you do know of rituals to reduce the risk of reanimation.
Repeated Bites: Through your line of work, zombies and the like rising seems almost mundane. You used to be bothered by it, but you seem to have strangely built an immunity to their undeath bites. They can still hurt, but you remain alive.
Undertaker: You’ve been around enough zombies, wights, revenants, and more to know that they tend to have some trouble distinguishing the living from the undead if the living is particularly coated in rot and death themselves. So you keep a sack of decomposing blood and organs with you, just in case.
Consultant: You were brought on for one reason, and one reason alone. You’re so goddamn smart. Describe your field of expertise.
Doctorates: You’ve practically lived at universities in your time. Every field of expertise you end up having, is bolstered to insane levels.
Grand Design: Pushing the limits of what technology of the time could do, you are able to design, build, and test out things that both will eventually become real, or push the scope into dieselpunk.
Juryrig: Putting things together means you need the right parts. Sometimes you just don’t have the right parts, but you make do. These parts are close enough to work anyway.
Renaissance: Have you talked about how fucking smart you are? You’re a goddamn genius. Describe another field of expertise.
Dark Whispers: More than the voices in your head, you have come to understand the aura and voice of other abominations. The sounds that rend minds, are but conversations to you.
Hollow Soul: The voices protect you, you know this. When you are in danger from the dark, they empty your soul. It’s numbing, and you don’t remember too well what happens beyond that your husk of a body is ignored in favour of other creatures while they hold you so.
Shadow Nexus: More than voices speak to you. Lights, and touch swell in your mind. The voices call them friends, and when you open the door to them, you find yourself better at random actions according to their whims.
Unholy Oath: You did it for the right reasons. It’s mutually beneficial. No one wants the Old Ones to wake. The voices are your friends.
Warp Reality: You are not a thrall. The voices are your partners, not your masters. As such, sometimes you can ask them to do things for you, and they will. They make small changes to reality to suit your needs.
Chapter 4: The Mission Board
Mexico, a bloody affair as revolution fills the country, but you are not here for them, however troublesome they will be to your actions. You’re here to find a rumoured Maya city in the jungles, that has a vault of the ancients and relics. Go to Mexico, survive the revolutionaries, and find this lost city. Shall this be your first mission?
Antarctica, some believe that this frozen wasteland is the shell that lays atop Atlantis. If it is so frozen and vast, then the wonderful society of the Atlantians could easily be buried beneath the ice and snow. Sail south, and trek across the ice in hopes of finding passage below the surface. Shall this be your first mission?
Germany, an empire of Europe, and industrial powerhouse. There are reports of a hamlet hidden in the forests that cannot be safely reached. Ventures towards it have vanished and reports of large wolves abound, to an almost fairytale degree. Find the hamlet, and see what is really going on. Shall this be your first mission?
China, the struggling Qing Dynasty attempts to remain strong against rebellion and imperialism. It’s said that there is an ancient tomb that they have begun to seek, for the powers it would bestow them. Go to the orient, and find the tomb, if it exists, before the Chinese do. Shall this be your first mission?
Egypt, part of the Ottoman Empire, occupied by Britain, and funded by Germany. A cocktail of international problems. There is rumoured to be a pyramid that has sunken beneath the sands, and if found would hold such treasure to fund any of their armies. Go to Egypt and find this sunken pyramid first. Shall this be your first mission?
America, the sleeping giant. Reports from Rhode Island indicate that there has been a swelling of artefacts believed stolen from museums world wide found in private collections belonging to a Gentleman’s Club called the Parliament of Rook. Investigate the authenticity of this claim. Shall this be your first mission?
Chapter 5: Rules and Extras.
- The GM's word is law.
- Nobody is exempt from death. Not a plot NPC, antagonist, or player character. That's right; even you can die! Very quickly I might add!
- Make sure to denote in your history that you at some point began to work along with some other people of various levels of sanity and skill (the other PCs) in service to the British Crown after they somehow managed to convince you to work for them (probably with money and or threats). Denote in your history how they either bought you out or otherwise coerced you to work for them, even if it's only to a degree (like the Fixer).[*]I can and will add more rules in the future as they are needed, and reserve the right to do so without warning... Though I will try to at least make an OOC post mentioning it.
- Do not type “Ivan has Tuna” somewhere in your sheet to verify that you read the rules.