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    1. seeMysmile 4 yrs ago

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The night is long and full of terrors.-George R.R. Martin.
when things go bump in the night...we bump back-Professor Bruttenholm
In the absence of light, darkness prevails.-Professor Bruttenholm


Date: October 3rd, 2005.

It has been almost a month since you had . . . The Encounter. Whether you were a Cryptid Investigator who found what they were looking for, A ghost Hunter who met the wrong kind of ghost, A big game hunter who found himself the prey, or some poor schmuck who was in the wrong place at the wrong time, You met something that was not of the natural world and was hyper lethal. But, whether by Luck, Desperation, or Skill you survived the encounter. You even managed to killed or exorcised the being that attacked you. But, no one believes you. You are ridiculed, mocked, and in some cases arrested. You had started to feel that maybe they were right. Perhaps you had just imagined it. Perhaps you were crazy. Then a letter arrived in the mail. It read as follows.

Dear [Insert Name Here.]

Hello, and may I take a moment to congratulate you on your continued existence on this mortal coil. May I also take a moment to say that no, you are not insane what happened was all too real, it is also what this letter is about. I am willing to provide a base of operations, some financial assistance, and legal counsel, if necessary. What I wish in return is simple: Do what you did a month ago again and again. I want to remove the Evil that haunts the darkness of our world and you along with several others in similar situations as yourself are the perfect team. If you choose to accept my offer come to the address on the back of this letter, If you refuse, please burn or shred this message at your earliest convenience.

Sincerely, A Prospective Employer.
The address on the back is 1575 Baltimore Pike, Gettysburg, PA 17325.

It's shady, it's random, and worst of all it's your best shot for any kind of answers about what the sweet hell happened to you.

_________________________________________________________________________________________________________________

Hi! This is my attempt at a supernatural investigator/hunter RPG. I’ll be using a slightly modified Fate system in that it has two Lore skills. Lore:(Corporeal.) and Lore:(Incorporeal.). Lore:(Corporeal.) focuses on monsters that will react when you shoot them. Lore:(Incorporeal.) focuses on the things that won’t respond if you shoot them.

This is a Fate Core RP so, if you need the rules here, they are.

Character Creation.

Name:
Age:
Backstory:
Savings: How much money your character has in US Dollars. (Roll 2d8 X 10.)
Aspects: High Concept & Trouble + 3 Phrases (Optional)
Skills: 1 Great Skill. (+4), 2 Good Skills (+3), 3 Fair Skills (+2), 4 Average Skills (+1)
Refresh: 3
Stunts: 3
Stress Tracks: Physical & Mental
Consequences: 2/4/6
Possessions: Keep this reasonable. And only Tech before 2008.

1 Great Skill. (+4)
2 Good Skills (+3)
3 Fair Skills (+2)
4 Average Skills (+1)

Keep in Mind anything, not at Average is at Mediocre(+0)

For example:

Brogan has his Gun Skill as his Great skill, so he gets an automatic +4 he Rolls his 4d6 to shoot something he rolls a two a 3 and a 4 and a 5. The two means he gets -1 to his total roll, The 3 and the four don’t add or take anything away, and the 5 gives a +1 to the turn which means that he gets a four total for the attack, which, for many of the beasts, will be a hit. Whether that hit does anything depends on the creature.

So, to recap roll 4d6 and add these values from your rolls to the applicable skill:

1-2:-1
3-4: 0
5-6:+1
Got it?

The total Skill list for this game is here:
Athletics
Burglary
Contacts
Crafts
Deceive
Drive
Empathy
Guns
Investigate
Lore (Incorporeal.)
Lore (Corporeal.)
Heavy Weapons
Medicine
Melee
Notice
Physique
Rapport
Stealth
Will

And with that, Let's go!
This still open? I'm interested in playing some form of Mid Ranged Lever or Bolt action Hunter/Tracker type. Human fully probably in his late thirties or early forties.
You Have To Go Deeper.

You are plagued by dreams.

You Have To Go Deeper.

You awaken deep in the woods near the opening of a cave. The sun is setting behind you and you can hear the trees around you as they sway in the breeze.

You Have To Go Deeper.

You approach the cave and find a pile of discarded backpacks, helmets, and tools of all sorts. Some looked to have been left there within minutes of your arrival others look to have been there for years.

You Have To Go Deeper.

As you stumble down the rocky incline and slide down flat slopes of solid rock the darkness slowly engulfs you and even though you know it's a dream you swear you can feel the air grow colder as you go deeper into the darkness.

You Have To Go Deeper.

As your eyes strain against the all encompassing darkness and your feet find the ground you cannot see you find a small hint of light ahead. As you squeeze through a crack that's barely big enough for you to fit through you find that the light is a small candelabra set upon a small round table.

You Have To Go Deeper.

Upon the table lay items. Tools and Weapons the very existence of which seems to imprint upon your consciousness two things. A Name and a Feeling.

You Have To Go Deeper.

As you stand staring at the candles you realized that your not alone in the room. Barely visible in the weak light are others drawn by the voice that you can only now hear speaking in the back of your mind. A deep, low voice that winds through your brain and settles in your ears.

You Have To Go Deeper.

And You Will.

-_‐-----------------------------------_-

Hello and welcome to The Dark Beneath. This game takes inspiration from several games that I have seen or run in the last year. It's been rolling around in the back of my head for a few months before the last few bits that I felt it needed crystalized into hard concepts.

The basic concept is a bit more involved than the intro sequence implies. You will awaken on the floor of this cavern. With Something in your hand and with the crack or tunnel that you had entered through gone and the only way out of this chamber is To Go Deeper.

I'll be using a system based off of something I saw did recently in that you will be choosing... Items. That will change you. There will be choices. And all of them will be useful and unhelpful in equal measure.

Name: what you go by or merely what you are called?
Age: How old is the soon to be corpse?
Background: What led you to this dank meeting of the minds?
Favorite Food: What will you gorge yourself on when you are free of the darkness?
The Tool you choose: What will you Pick up from the table.

-The Lantern: An innocuous hand lantern made of carefully shaped silver and glass.

-The Pistol: A simple revolver. It's utilitarian shape and grip seem molded for your hand.

-The Sword: A simple rusty short sword its handle is wrapped in a light cloth. It will kill. Probably.

-The Notched Pick: A miners pick. Its tip is blunted from hours of work.

-The Slaves Wrench: A monkey wrench. It's head is slightly deformed and the red paint is flaking away.

-The Engineers left hand: A Complex prosthetic left hand. What it lacks in dexterity it makes up for in Strength.

-The War Fan: A surprisingly intricate tool. It's fragile and ornamental nature hides lethal intent.

-The Obsidian Knife: With handle made from a predators jawbone and a blade made of obsidian. This is as fragile as it is deadly.

-The Glass Eye: A glass eye made for someone with a brown eyes. It seems to shiver randomly on the table.

-The Medics Bag: An olive drab canvas backpack. Full of everything you need to save a life from the beaches to the Rhine.

What chooses you: From the darkness comes others not all are with you now.

-The Chalk: Left till last and then erased. Looking for a new haunt.

-The Blood: There's always one. And this one chooses.

-The Forgotten: Kept in a Jar and left. Found someone new it has.

-The Made: Free at last to choose as it will. And choose it shall.

-The Endless: When all are gone they will remain. The eternity does get boring.

-The Swarm: Running in the darkness it finds the only safety it can.

-The Hunger: The only one left. Not anymore.

-The Mute: Silent to all but, one. Will you be that one.

-The Hidden: Hidden from all and known by none. Soon to be known by one.

-The Abyss: It's gaze has found you. Will you gaze back. You will gaze back.

-_‐-----------------------------------_-

Other than that you are good to go. The standard rules do apply you know, be courteous and all that. Other than that. The only rule is that no matter what background you choose you have to be human. For some that will change soon enough but, for others... well You'll see.
Hey, this still going?
Known NPC Communities:

Chicago-The Remnants of Chicago play host to a litany of Madmen and Gangs. These are but, the most prevalent among them.



Detroit- Struck by a Single smaller Nuke near the edge of the city. The majority of the City is intact but, filled with raiders and lunatics.



Gary-Wreathed in the mists of an unknown Old-World Chemical Gary lays nearly untouched and abandoned, Save for those mad enough to enter.



Green Bay- Struck by an off-target nuke aiming for a missile sight somewhere in the northern reaches. Green Bay's northern suburbs are a blasted Ruin with few large structures still standing.



Rock Island-



Niagara Falls- Abandoned En-Masse after the initial invasion it was left empty and was passed over by the Nuclear apocalypse. Post-War it played home to the short-lived Emergency government that fell to infighting ten years after the war.



Toronto- Devastated in the initial invasions of Canada Toronto evaded being hit by any of the Nukes that Cold October night but, the city still felt the after-effects. Remnants of the Us army looted all they could on their way home.



South Bruce Peninsula-



Sands-



Duluth-



South Baymouth-



Gniess Outcrops-



Sweet Home Chicago!


The Great Midwest Commonwealth. The Pre-War Amalgamation of the Great States of Wisconsin, Minnesota, Illinois, Indiana, and Michigan along with portions of the newly annexed Canadian territories was brought low following the dual catastrophes of the Canadian War of Annexation and the Great War. But, there was more hope for the Midwest than for others. 14 Separate Vaults all holding differing numbers of people and most of them not being used for horrifying psychological experiments sat within its borders. Its location on the icy shores of the Great Misty Lakes makes it a perfect place for those fleeing from the Capital Brotherhood, From the Slave pits of The Pitt, and south from Endless blizzards of the White. On that note...

Game Description -
Forgotten Lakes is a Fallout GSRP game for between 7-10 people. where players take on the role of factions- Traders, Settlers, Tribals, Raiders, Pre-War Secret Societies, and Malfunctioning Rogue Robots- In the remnants of a post-Nuclear-War torn Midwest. This is the Fallout universe, where the United States and the People's Republic of China destroyed the world in nuclear fire in the year 2077; ending an alternate history of the post-WWII era in which atomic technology froze culture in a parody of 1950's Americana. To imagine pre-war technology, just keep in mind that the cars were nuclear powered and their rusted-out hulks will still explode in mini-mushroom clouds if you shoot them.

While I wait with bated breath for the inevitable insanity that the Fallout Universe implies simply by existing. There are a couple of things to go over: First is the baseline of what makes a Settlement. First, you have the Tier 1s. Your infant NCR and Legions, Thousands of people with assorted Combat Troops and support elements but a somewhat rudimentary understanding of tech. They have a couple of doctors that can heal Radiation sickness are able to reload ammo, and maybe someone that can hack a computer. On the far side you got your Tier 3s. High Tech at start: Power Armor, Robots, Advanced Medical, Energy weapons, vertibirds, Dangerous experimental items, the whole nine yards but, only about a hundred members total. In-between those you have your Tier 2s. The Gun-Runners, Rust Devils, and Van Graff's all sit in this category. Hundreds of people and decent Tech in a single way. The Van Graff's with their Energy Weapons, the Gun-Runners with their pre-war schematics, and the Rust Devils with their Scrap Robots.

We'll talk out your Tier based on your description in your app and through conversation. Additionally, each faction starts with three heroes-roughly divided into Science, Charm, Stealth and Combat types. These characters can be used to reinforce your actions and their likelihood of success, provide good fodder for RPing, and make your faction more successful and harder to attack just by being there. What they focus on exactly will depend on what you want. A doctor that can input Cybernetics? Or more usefully a Brewer? A Silver-Tongued Devil or A Tamer of Beasts? A Shadow in the Night or a Faceless Man? An Able General or a Fearsome Warrior? Your choice.



This is the Play area. I understand that the image is blurry for some. Sorry.

The game will take place over turns, usually a week long but, they may become longer later in the game. Orders should be submitted by way of PM.

There is no Discord channel at the moment, and might not be one, and submissions will be open until September 6th. If we fill up before then, then we’ll start before then.

Player Application -

Faction Name:
Description:
Tier:
Heroes:
HQ: (Describe it in words using other landmarks for reference or with a map coordinate.)
Territory:(This is an area that you can firmly say you control. Patrolling it

Example
Faction Name: The Mojave Brotherhood of Steel
Description: The Brotherhood of Steel is a paramilitary organization, devoted to the recovery and preservation of pre-War technology and information. Officially, the Brotherhood seeks to salvage such knowledge so that it may be used for the benefit of mankind, but in practice, they are oddly selective as to what is important enough to be saved, often ignoring basic but potentially useful technologies (such as agriculture and civil engineering,) in favor of military hardware like energy weapons and power armor. They are notoriously secretive with their discoveries and distrustful of outsiders, even outright hostile in some cases. Even now, more than two centuries after the Great War, the Brotherhood zealously restricts the use and knowledge of their technological finds, even within their own ranks.

Based out of the fortified bunker of Hidden Valley, the Mojave Chapter of the Brotherhood of Steel operated openly in the Vegas wastes for several years, carrying out several reclamation missions without encountering any serious opposition. Father Elijah, the reigning Elder at the time, eventually took a particularly strong interest in the dilapidated HELIOS One, a pre-War solar power plant. Despite the objections of the chapter's Paladins, who contested that the plant was too big a target for their relatively small forces to properly defend, Elijah decided that the vast promise of HELIOS One far outweighed the risks.

Over the next several months, the Brotherhood commenced repairs on the power plant, hoping to restore it to working order. However, Father Elijah had his own hidden agenda for the plant: in his studies, the Elder had discovered that HELIOS One was secretly connected to ARCHIMEDES II, a still-functioning orbital weapons platform. Such devastating firepower was too tempting an opportunity to ignore. After years of unchallenged dominance, the balance of power in the Mojave Wasteland shifted in 2253, when New California Republic forces entered the region and occupied Hoover Dam. Unnerved by the arrival of such a potential threat, Father Elijah declared that HELIOS One would now serve as the Mojave Brotherhood's home base. With little other choice, the chapter subsequently uprooted itself from Hidden Valley and moved into the plant.
Tier: 3
Heroes: Elder Elijah (Science), leader. Paladin Hardin (Combat), security chief. Scribe Taggart (Science), head of R/D.
HQ: Helios One.
Territory: Helios One Industrial Zone.

Get it?
Hi. I'll probably hang around Nation RP and Casual RP for the most part.
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