[center]Here for the character opening? Click [url=http://www.roleplayerguild.com/posts/3326525]here![/url][/center] [hr] [center][img]http://i.imgur.com/jEiiIFG.png[/img][/center] [center]|[url=https://www.youtube.com/watch?v=M0NRmS-Jxws]Theme[/url]|[/center] [center][i]Somewhere along the Pacific coast, a medium-sized luxury vessel prepares to launch. Captain Maddox and his crew of just two wait at the docks in the light of the setting sun. Eight passengers are set to arrive, each unaware of the other's existence, and each having paid an extraordinary amount for this opportunity. All the passengers will board, knowing that they'll head off with no destination, no outside communication, and no exact length of stay. No one would leave the world behind like this without a damn good reason[/i][/center] [hr] OPEN WATERS is a character driven, free-form sandbox role-play designed with the players in mind. Based around the simple premise of eight passengers on a boat together, OPEN WATERS hopes to create a sense of isolation, development, and adventure. Please see the below information on plot, story, game mechanics, availability of characters, and more. [hr] [center][h1]THE STORY[/h1][/center] The world of OPEN WATERS is set in the “alternate-modern” reality. With no set year, OPEN WATERS is set in a modern time, but with heightened elements of exploration, world-building, and fantasy. It is up to the players to decide just how large and expansive the world is, but the end-goal is to create a universe that isn’t hard to learn about, but simple to add on to. [center][i][h2]HISTORY:[/h2][/i][/center] The [i]MSY Crescenzo[/i] (Kreh-Shen-Zoe) is a 150-foot sailing vessel created nearly 30 years ago. Recently renovated, the Crescenzo is a luxury ship that’s passed through many hands and sailed around the world countless times, before coming into inheritance by the enigmatic Chris Maddox; son of the lucrative businessman Jackson Maddox, who fell from grace after multiple charges landed him in prison some 25 years ago. Captain Maddox has sailed the ship ever since those days, with his two crewman serving as his only company. That is, however, until recently. Chris Maddox, for reasons unknown, eventually decided to open up the eight unoccupied guest rooms up for sale. The price is enormous, the conditions are numerous, and purchase unrefundable. Purchase of a room comes at more than the cost of just money; these rooms must always be occupied for the remainder of the purchase by the buyer. That is, if you own a room on the [i]Cresenzo[/i], you must live in it. Some people figured it was madness setting in, and others an opportunity for murder, but the first six travelers lasted several years with Maddox, with each returning safely once they had sold their stake on the ship. Years passed since then, and the fame of Maddox and the [i]Crescenzo[/i] have fallen into obscurity. His notoriety is only spoken of in quiet rooms and hushed voices around the world. No one has claimed the rooms in over a decade, with each previous owner having sold their room back to its owner. That is, until today. All eight tickets to the [i]Cresenzo[/i] sold within a month, suddenly, and without warning. A truly impressive feat, given the disconnection Maddox has with the world; the only way to purchase a ticket is to send the full price, cash only, to an address that’s never been written down. How six people found the right sources to attain the address at the same time, Maddox doesn’t know—or care. All he knows, it that it’s time to set sail yet again. [hr] [center][h1]GAME MECHANICS[/h1][/center] [b]THE BEGINNING:[/b] Each character will begin their story by showing up at the dock, meeting Maddox and waiting in the living room for Maddox’s first-and-only briefing. This is the only section of the role-play were I’m simply expecting you to follow my lead. After this briefing, the captain and his crew (and myself, as the GM) will be as hands-off as possible, only intervening when characters interact with them, and when the story dictates it. [b]RULES: [/b] This role-play is 18+. That is, it is going to be played as straight forward as possible. That isn’t to say there are no rules, but rather that many things within reason are allowed. That includes language, sexual content, and violence. I won’t intervene as long as things are kept tasteful and realistic. Your character, however, can be played however you’d like. Just remember; it’s a small ship. And not very soundproof, either. Standard game mechanics apply as well, such as no God-Modding. You each will control one character, and I will control four. For those keeping count, that’s seven versus four. If you’d like to stage a mutiny, be my guest! More detail and issues can be discussed in the OOC. [center][h3][b]DAY AND NIGHT:[/b][/h3][/center] Without structure, role-plays tend to fall flat when characters and players feel board. Therefore, Open Waters is played in a user-agreed real-time, so that the story may progress as needed. The game will be split into two following modes: day and night. DAY: Each day begins with an interlude, from the perspective of Captain Maddox, John, and Doe. It details the ships heading, direction, and the story direction. From here, the players take control, moving about the ship or present location, having their own discussions and conversations, and facing the challenges (if any) of the day. A majority vote in the group will agree in the OOC when the day alters to night. NIGHT: Night begins with another interlude from the three staff onboard, and lasts until each character has either fallen asleep of stayed stationary for very long. Night ends either when all characters have slept, or a fair majority agrees it is time to move to the next DAY cycle. [hr] [center][h1]LOCATION[/h1][/center] The Crescenzo is the sole location at the start of the game. It is described in full below and is for your reference to the layout of the ship. It is detailed, but not the end-all-be-all. In the kitchen, for reference, it is ok to find a pot if I haven’t mentioned it. Any discrepancies can be talked about in the OOC, and if you’d like to discuss it with me, or add a secret room, or anything of this sort. I’m always open to it. [hider=Quick Reference Guide] The Crescenzo (from bow to stern:) Below Deck Zero: ??? Deck Zero: Aft Cargo Hold, Staircase (Up and Down), Crew Quarters, Center Cargo Hold, Staircase (Up), Passenger Indoor Pool. Deck One: Main Living Room, connected Bar, Staircase (Locked, Down only), Dining Room, Passenger Kitchen, Rooms 101-104, Bathroom/Laundry Room, Staircase (Up and Down). Deck Two: Outdoor Jacuzzi, bow lookout point and walkway (perimeter), Rooms 201-204, Bathroom/Laundry Room, Smoking Room/Bar, Staircase (Up and Down), stern lookout point and walkway (perimeter). Deck Three: Outdoor lookout point (bow), outdoor lounging space, excess cargo/lifeboat, staircase (Up and Down). Deck Four: Ship Controls (Locked)[/hider][hider=Detailed Ship Layout] [url=http://imgur.com/a/dXUwr]This link will take you to an imgur album of sample visuals for the [i]Crescenzo[/i]. Bear in mind that these are simple images, and should be followed loosely, not strictly, and are simply here for reference.[/url] The ship is comprised of five decks: Deck Zero is the bottom deck, which lies below sea level. This Deck is home to the front cargo hold and the center cargo hold. In the very back of the ship, a staircase from deck one leads down to the indoor pool, which is a clean, simple room with three changing rooms and towels. Between the two cargo holds, a locked staircase leads to the crew quarters, where the three men who run the ship live quiet lives. It’s basic, bare, and the only place off-limits to passengers, along with a mysterious staircase that leads further downward… Deck One is the next deck, which holds about half of the rooms the passengers live in. In the front of the ship, a large living room is situated, with couches, windows, and a fully loaded bar. Moving towards the back, we have the dining room, which is a simple room comprised of just a table and chairs. The locked door to Deck Zero is located here. Moving back, the passenger kitchen can be found, which is kept fully loaded and stocked with food, plates, an oven, and a stovetop; all the amenities one would expect. Even farther back are four passenger rooms. Two are on each side of the boat, separated by a narrow hallway. Inside each room is a porthole window, a bed, a small closet, a mirror, and shelves for any books or trinkets brought on board. The very back of the boat holds a shared bathroom with two stalls, two showers, and two sinks, followed by a laundry room across from the bathroom, and further followed by the staircase; leading down to the pool on Deck Zero, and up to Deck Two. Deck Two is the floor dedicated to further comforts. This floor has a walkway that leads outside, around the ship, allowing someone to run laps, look around, or look out at the benches, tanning area, and jacuzzi at the very front of the ship. Inside Deck Two, towards the front, are the other four passenger rooms. These are nearly-identical to the ones below them. Moving back, there’s a laundry room and similar bathroom, followed by what used to be a smoking room. In here, two pool tables hold the center of the room, surrounded by two more bars, lining the left and right windowed walls. The staircase leading downward is located at the very back, with another staircase leading up to Deck Three. Deck Three is substantially smaller than the previous decks. Most of it is open space, with excess cargo and the lifeboat lining the perimeter. Towards the front are chairs and another lookout to what lies ahead, and towards the back, a view of what lay behind. The staircase here leads both down and upwards, to a locked door. Deck Four is the final, smallest deck. Nothing is up here but controls to the ship. A single passenger has never been allowed past the large, steel door.[/hider] [hr] [h1][center]CHARACTERS[/center][/h1] [b]MY FOUR CHARACTERS[/b] I will be playing as Captain Maddox, John, Doe, and a passenger (Dustin), along with the other seven. This is simply to give realistic credence to the mechanics of the game, as well as help me keep things interesting. Out of my four, the three who run the ship will be in it the least, so don’t worry too much; I’m really going for a loose, free role-play in terms of structure. [hider=SAMPLE CHARACTER SHEET] Photograph (Realistic Only) (age)|(birthday)|(height)|(weight) Appearance: Personality: Before “Open Waters” (Background): Strengths: Weaknesses: [/hider] [b]NOTES ON CHARACTERS:[/b] There are no hand-and-fast rules for character development, how many paragraphs I need, or anything of the sort. Characters will be accepted by their merit, originality, and usefulness to the present crew of the Crescenzo. Characters submitted after slots are filled or players expressing interest to join will be added to the WAITING LIST. Players will be contacted in the order received. When creating characters, leave enough information to give us a good feeling of the character, but please; do not put every secret they have. Things are more interesting when there’s an air of mystery surrounding them. Written or not, try to come up with a character that has goals, and an overall arc to follow. [hr] [center][h1]THE CREW[/h1][/center] [center][img]http://i.imgur.com/tCs9sgA.png[/img][/center] [center](From left to right): John, Captain Chris Maddox, and Doe[/center] [b]CHRIS MADDOX: 52 | December 2nd | 5’-10” | 165lbs [/b] [indent][i]Not much is known of Chris Maddox. Rumors believe it to be, he’s a very hands-off Captain. His only request? He sails where he pleases.[/i] [/indent] [b]JOHN: 34 | January 27th | 5’-9” | 175lbs[/b] [indent][i]One of the two crew members aboard the ship, and thought to be the brother of Doe. Out of the two, he’s the more talkative; and in some ways, the more intimidating. [/i][/indent] [b]DOE: 42 | October 10th | 6’-6” | 260lbs[/b] [indent][i]Mostly silent, big, and brooding, most people don’t talk to Doe. It’s best if it stays that way.[/i][/indent] [hr] [h1][center]THE PASSENGERS[/center][/h1] (The staterooms are laid out on two separate floors, with the odd-numbered rooms on the left side and the even-numbered on the right. 101 is across from 102, and 103 from 104, for example.) 101: [url=http://www.roleplayerguild.com/topics/89932-open-waters-now-accepting-applications/ooc#post-3242456]Dustin Fischer[/url] [@HangYourSecrets] 102: [url=http://www.roleplayerguild.com/posts/3245115]Rathe Catanzano[/url] [@februari] 103: [url=http://www.roleplayerguild.com/posts/3243844]Emma Westerhof[/url] [@OnlyThePie] 104: [url=http://www.roleplayerguild.com/posts/3242949]Gabanre Charis[/url] [@twannyman] 201: [url=http://www.roleplayerguild.com/posts/3244734]Tiffany Vtlanko[/url] [@MissCapnCrunch] 202: VACANT 203: [url=http://www.roleplayerguild.com/posts/3244971]Richard Haddock[/url] [@Simple Unicycle] 204: [url=http://www.roleplayerguild.com/posts/3246549]Elvira Kostur[/url] [@Redstring] WAITING LIST 1. Avaliable 2. Available 3. Available 4. Available 5. Available