Whoo - a lot of replies to respond to: @FirolV - A tech specialist doesn't necessarily need to be connected. Whether you guys know each other from beforehand is up to what you guys want to play. I based it so that you guys **could** go into this not knowing one another. That said, if you wanted to - you're welcome to, and we can just rewrite that you're already a team. Generally, though, if someone wants to play a skeptic - well why would they already be on a team with a spiritualist? As far as being alone, the tech guy can give out equipment - or totally choose to do it on his own. Base camp doesn't necessarily need to be in communication with other investigators - but they can be if they wish. It's really to get a sense of freedom in the RP. And as the person running it - I'd make sure nobody got bored - so if nobody took your walkie talkies or your cameras when you tried handing them out - I'd probably still give you quite a bit to do. @Naril - As said above - if you guys want to know each other beforehand, let me know. We can totally do that. But I'm not going to keep someone who wants to [b]not[/b] be a part of the team from their freedom either. If they want to not know you guys, they can - and you'd meet them in the first case. @Dead Cruiser - All kinds! That's kind of the point of it. If there's something you can find by googling supernatural or stories of the supernatural, I'm not beyond using it. I'll give you sufficient clues to figure it out, and make it more and more obvious if time keeps going on. You guys might even do some out-of-character research to figure out some of this stuff, if you need to. But it's likely I'll be revealing quite a bit to the researcher if they start looking up specific stuff like this. IE: You guys find a bunch of tablets with symbols on them - the researcher might research this and turn back some specific kind of curse. Once they reveal this - the occultist is totally able to throw out any kind of information the player themselves can find on google about that curse and consider it part of their characters knowledge (or they can just ask me what they know). Similarly, if you're playing a shinto priestess, and some kind of japanese curse comes up - you may be within realm to know about it. The idea of the campaign is: Ghosts are real, Curses are real, basically everything in the paranormal field is real, and it's kept out of the public eye. But there's just as much out there that's totally explainable - and though it might seem paranormal - isn't. On the same note - one spirit might be sparked by the local's intense belief in it, while the other might just be an independent force. I'm also not beyond the idea that mythical creatures might exist too - but It'd be fairly obvious early on if it was one of these and not a spirit - or a spirit emulating one. As far as your character concept - I'd like to know a bit more. How does he go about doing this? Let's say it's a spirit - how does he trick it? Or, if it's a curse set in motion, I'm not entirely sure how he would stop it in this manner - as much as he'd be capable in [i]aiding[/i] in breaking a curse, I don't think he could turn it against itself. If it's a demon, I kind of get what you mean though. ---- That said, this looks like enough interest guys, so I'll totally get to work on an OOC. It might not be up today - but probably by wed night!