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The character sheet for Job, incidentally it is also my basic slice of life character sheet. Purposefully simple for role plays that focus on character development.

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Name
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Age: (supernatural with longer life spans should include and actual and apparently the age)
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Appearance (detailed description plus images please. Artwork or anime only. Due to the nature of this rp using actual images may be difficult for supernaturals.)
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Occupation (This can be either a selected occupation or a player created occupation.)
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Personality (short and sweet no more than a paragraph or two.)
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History (Detailed. Life before Job, why did the character move there?, do they have family or prior relations in Job?, what was your character's first encounter with the supernatural?, What has your character done since coming to Job?)
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Mystery and Hand (This section should include any cards that have not been turned relating to your character, any mysteries you have created or intend to introduce, and any cards you have turned)
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Miners, Homesteaders, ranchers, cattle hands, wanderers, outcasts, landowners it doesn’t matter. Job is home to any and all who will abide by this town's laws. Job had everything before the lord laid him low. Now it's Job’s turn to take a trial from us. The day I walked into this town I knew that I had been given a task, a mission; I couldn’t tell you if it came from on high or from the very land itself. Regardless, we are here now. In the shadow of mountains raised from the earth by the hand of beings greater than us. Those of you who have come looking for your fortunes, looking to make a name for yourself or hunting for a home away from the sins of your past, you will find no peace here. The Paiute and Shoshone avoid this land and for good reason. Here you will find no peace, no answers, no end. Job is a place of trials, of questions, a place to find yourself and lose yourself.

Whatever burdens you carry with you, lay them at the edge of town. Step forward and be baptized by the test that awaits you: personal or public, mental or physical, it makes no matter to this town. Some of you will leave here in the years to come with stories you cannot tell because none will believe you. Others will live your whole lives here with your eyes shut and your ears plugged; whispering that there are no such thing as monsters even as they knock at your door. Still others I shall lay six feet down in the ground, or string up with a noose. This town will give to all but be ready for the price it always takes.






The Supernatural














The Tarot and The Mysteries


The Tarot is a deck of 78 cards with 23 Major Arcana that lack of a suit (0-XXII). The rest of the deck contains 56 cards with four court cards per suit and an ace through ten of each suit. The Suits are as follows: Swords, Wands, Pentacles, and Cups. Each suit represents a particular theme with each card representing specific ideas within a theme.

In Job the Tarot cards will be attached to the beginning of particular mysteries related to individuals, places and occasionally things within Job. As the story progresses characters will be dealt cards from the deck or turn over cards in the town. Each card will be added to a player's hand as they are dealt. If a player's hand is empty due to a particular mystery being solved or ended for some reason a new card will be dealt to the player and character. A character can have up to three cards in their hand at any one time. The additional two cards can be acquired through role play; this is known as ‘turning over a card’ as the cards represent the beginning of a mystery and finding a card is different from being ‘dealt’ a card or literally stumbling over the clue. If a character is in a part of Job or in a scene where it might be possible for them to discover a card I will PM the player with the option to ‘turn over’ the card. It is possible for a character to have a duplicate of a card in another player's hand. If a duplicate is dealt or turned over, the hook for the mystery in question will be slightly different to account for how a different character picked up the initial clue in a mystery. If at any time every player has the same duplicate card the mystery hook in question will be moved to the main mystery section of the character tab as all of the characters now have the potential to be involved in the mystery.

If during character creation a player wishes to create their own card they will need to select a card from the deck that they feel speaks to their particular mystery well. Alternatively, you may PM me the mystery hook and I can work with you to determine an appropriate card if you are not familiar with the meaning of the cards. If the card you select already has a Gm created mystery attached to it we can work together to determine if another card would work for either mystery so as to keep both in the deck. Players cannot be dealt their own cards as player created cards should be related to a mystery about their character.

Disclaimer: Creating a card for your character is not a requirement. It is simply an option for ambitious players.

An important note about the Tarot and mystery hooks is that character created cards should have a generally thought out progression for the mystery so as to facilitate roleplaying for anyone who is dealt the card, additionally if a player feels that it would be appropriate for a character interacting with their character to ‘turn over’ the card related to them simply PM me and the other player.

Gm created cards may or may not have a full mystery attached to them. The intention of the cards is to offer roleplay hooks for players who feel their characters do shouldn't currently be involved in the main mystery. Players are encouraged to run with mystery hooks and develop the cards story on their own. Mystery hooks should be vague enough for one or two players to use them as a means of creating scenes or stories. By no means should players feel obligated to use their cards or hooks. If at anytime you wish to discard a card because you feel it is inappropriate for your character simply PM me and we can either discuss how it might be relevant or you may be dealt a new card.

In addition to the ability to discard uninteresting cards if you feel your mystery would involve another player’s character well please PM and if I agree then you may ask them if they would like a duplicate of the card. This will represent another character naturally catching onto a mystery or your character sharing the first clue with another character. The duplicate card will be added to the other player's hand.

The idea of the Tarot is to help those who are not sure what their character should be doing when they are not directly involved in either the main mystery or some other slice of life roleplay. If you feel as though you are uninterested in a card or hook You are not obligated to use it or act on it.

The main mystery that I will be running will change as each mystery is solved. Deputy Carter will do his best to investigate mysteries that involve crimes and danger to the populace of Job. As a result the Deputy will not be involved in every mystery and nor should he be. Due to the nature of some of the cards the mystery may only require a scene or two to play out with the end result the simple discovery of some new strange feature of Job or the uncovering of a person’s supernatural nature. Some cards may go longer; it will largely be up to the player. Main mysteries will be more drawn out with an over arching plot line. Player created cards that become main mysteries either through a conversation with me or by all of the characters holding the card in their hand will typically be longer in nature. In the case of a player created card becoming a main mystery the player in question will be offered the opportunity to dictate the course of the mystery. Due to the nature of main mysteries an effort should be made to allow for the inclusion of all player characters as the mystery should be expansive enough in scope that everyone is given an opportunity to participate.

Populace of Job


Due to the limit of one character per player; players are encouraged to introduce non player characters for the purpose of interaction, forwarding a scene, forwarding a character's development or the cultivation of a more engaging mystery. NPCs can be townsfolk, local figures, family members or other such characters. NPCs that are capable of dramatically changing the dynamics of Job as a whole will need to be discussed via PM before their introduction (Ex: A contender for the position of Vampire Prince/Queen, a new pack Alpha, etc.).

NPCs and their attached locations will be added to the character tab. As with NPCs, players are encouraged to introduce additional locations in Job. Similar rules on dynamic altering locations will be enforced.

Character Skeleton





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Knighthood


5902 atf.

Once we shown in the dark, we were the grey light. The Swords of Kings, Conquerors and Gods alike. For coin, blood and land we trod with Steel boot and glimmering sword upon the throats of our enemies. The enemies of those who held our contracts and those who stood foolishly in the way. In the end we were made better for it; stronger, more enduring and more adaptable than ever before.

The ones who came before us scorched empires and raised armies the likes of which this world have long since forgotten. Now we stand as a testament to their legacy of blood and fire. It is our job to rise above what we once needed to do, we are better and our ways must reflect that change. Though we still answer the call of Coin we must know when to use the bite of our steel and when it is best to simply rely on words alone.

Our hour grows late now, the wolves bay at our door and old enemies seek revenge for the sins of our past. So I issue this call.

To those who still wield sword and gun, magic and guile. Answer the call. The Tower of Stars has need of you once more.

Setting

Knighthood takes place in the city of Angel’s Landing. Millennium of war and peace have ground the city of Angel’s Landing to dust repeatedly only to have the city be rebuilt upon the old cities bones. Now it is home to towers that rise from slum streets, to the pinnacle of opulence in the homes of the rich and powerful. Below them the poor scrape by in the muck beneath the towering heights of the city.

The setting is Fantasy turned sci-fi. Galendar started out as a fantasy setting that has seen progress towards a higher tech future. This can be seen in the way that the line between technology and magic is not always clear. It can also be seen in the appearance of races that are traditionally seen in fantasy settings making use of 60th century top of the line tech in conjunction with their 5000 year old magic.

Characters

As a result of the setting, characters should be a mesh of fantasy character concepts with a sci-fi spin, or a Sci-fi concept with a fantasy slant. (Ex: Knight who uses nanobot strengthened armor, a shield of kinetic force and a sword capable of changing form to a variety of other weapons. Or you could have a ship mechanic with a penchant for magical items used for repair on her high tech vehicles.) Please feel free to come at this from either angle but you should try to balance your character between having a sense of fantasy and an edge of the cyber. Treasure planet, Shadowrun, and The Asgard from Marvel's new Thor movies are good places to draw inspiration.

Characters will be new recruits or veteran members of the Tower of Stars. Characters should possess some sort of tech, magic or combat expertise. The Tower of Stars takes a variety of individuals everything from ex soldiers, to hackers, to mages. The guild is not a military organization but one of its primary functions is combat as a result of this the character should at the very least have a means of defending themselves.

The Tower of Stars provides a variety of services for its contractors, some of the jobs are less than savory and it is rumored occasionally have included assassination. All of the jobs taken are approved by The New Mistress of Stars Calrisa Silversun. Calrisa like her missing husband allows many of the members of the Tower of Stars to take their own jobs usually with cursory approval.

Characters should have a strong backstory and ideas for their own jobs as well as a means for fitting into the overall plot line of The Tower of Stars battle for stability and survival in Galendar. As well as the hunt for Christian Highfell, should he still live.

The Knighthood Codex

You can find all of the pertinent Setting information in the Codex.

Character Sheet




Tower of Stars Ranks

Master/Mistress of Stars- The leader of the Tower of Stars the position is currently held by Christian Highfell, The Lord of Storms.

Master/Mistress of ()- There are several positions directly underneath the position of Master of Stars, they are referred to by their particular area of expertise. Examples include Master/Mistress of: Blade, Fist, Sight, Word, Shadow, Steel, etc… The number of available Master/Mistress positions available vary based on the needs of the Tower and the whims of Christian. (Generally NPC only, excepts can be made for characters via roleplay)

Knight Commander- The Masters and Mistresses are capable of creating up to two Knight Commander positions. These positions are used for varying purposes and carry the title of whatever master or mistress created the position. An example might be a Knight Commander of Blade. (Potentially a player rank through role play)

Knight Captain- This is the rank where most upward motion stops. Knight Captains are Senior Knights with extensive of field experience and skill leading squads of knights into combat. These are also the Knights who are often used by the Tower to lead extended missions away from Angel's Landing when a Knight Commander is not needed. (Player rank)

Paladin- This rank is the same as a Knight Captain however it is used to denote Tower of Stars special forces. Knights with the rank of Paladin are usually specialists in some field or another, this includes the Towers assassins, spies, saboteurs, Hackers and solo operatives.(Player rank)

Artisan- This rank is the same as the Exemplar rank only it is used to denote a veteran Knight who is a skilled hacker or artisan (as the name implies).(Player rank)

Exemplar- This is rank denotes the Veteran Knights of the Tower, no longer a simple Knight but a person with experience and standing with the Tower

Knight- The new recruits and those who lack any ambition to do any sort of climbing within the ranks of the Tower. You can find a massive range of skill and experience within the rank of Knight as some of those who remain at Knight rank are there simply out of apathy about movement within the Tower.
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Appearance:
Name: Alexander Pavaine “The Clockman”
Age: 36
Guild Band: The Metal Monkeys.

Archetype: The Tinker



[hider=Skills and Abilities]
Mechanic- Alexander is an excellent mechanic and is capable of working on almost any form of technology including everything from sophisticated magitechnology to Airships to the timepieces he is known for. While he is incredibly capable as a mechanic he would hardly claim to be the best save when it comes to repairing his own devices.

Engineer/Master Machinist- Alexander is one of the most accomplished mechanical and electrical engineers in the Western City-states which lets him design and build dozens of his own inventions and technological marvels as well as design and build custom ordered gear for patrons of the Metal Monkey Band as well as other guild members.

Tinker- Alexander is constantly creating, disassembling and building different gadgets which have made life easier for him and those he sells them to. Everything from collapsible canes, swords, parasols to mechanical prosthetics and occasionally specialized weaponry

Automatons- Alexander has had relative success constructing clockwork automatons which utilize steam power to function in combination with magic. He has however restricted his work to novelties and moderately useful non dangerous automatons as he does not want them to be used as machines of war. Many of his automatons seem to reflect his homunculi, specifically clockwirk.

The Clockmaker- Alexander’s timepieces are legendary throughout Varisie Empire and the Western City-States. They keep perfect time and come in a variety of styles, prices, and function beyond simple timekeeping.



Homunculi:

Appearance:
Name: Clockwirk
Age: 455
Backstory: Alexander acquired Clockwirk when he was first leaving the Western-City States. The pact was simple. In exchange for getting to see the world Clockwirk would help Alexander to become of the world’s most renowned tinkers. Clockwirk has been Alexander’s constant companion since he left the City-States originally.

Skills and Abilities: Clockwirk grants Alexander the ability to see through inorganic matter and to determine its components, flaws and structure. Which is why Alexander is so excellent at finding weak spots in armor and flaws in technology. Clockwirk itself is capable of melding with machinery and influencing simple mechanisms. While Clockwirk can’t directly control machines it can cause gears to grind, bolts to snap, and other small inconveniences. Clockwirk is also a relatively intelligent if single minded spirit

Appearance:
Name: Ticktoc
Age: 830
Backstory: Ticktoc’s pact was very straight forward. Alexander had to construct a special timepiece for Ticktoc to inhabit when it is not in a corporeal form. The Clock Master’s Timepiece is the home Alexander created for Ticktoc. And as a side effect. The watch is never wrong. Alexander acquired Ticktoc while at the Wall of Nothing

Skills and Abilities:Ticktoc grants Alexander a constant and perfect sense of time. He can count in perfect intervals as well as always being aware of the time that has past from one interval of time to the next. Ticktoc also makes Alexander’s movements more efficient. Ticktoc itself has very little power other than objects around Ticktoc seem to age at different rates. No more than a couple years difference but when Ticktoc is around food items the effect can be more pronounced as food products more prone to going stale either go bad faster or go bad much slower. Ticktoc doesn’t appear to have an control over this ability except when threatened. In which case Ticktoc is capable of aging objects directed to hurt it into oblivion. Ticktoc curls into it’s shell when threatened and anything attempting to hurt it experiences severe time dilations.

Appearance:
Name: Midnyt
Age: 467

Backstory: Midnyt’s pact was a simple agreement. Alexander would protect Midnyt and in exchange Midnyt would help protect Alexander. Alexander acquired Midnyt in the Kusagi Empire as part of the payment for a set of custom armor for one of the noble families. Midnyt is the only one of Alexander’s Homunculi capable of speech and she rarely speaks. She is also more insightful than Clockwirk however arguably less intelligent than the Raven.

Skills and Abilities: Midnyt grants Alexander the ability to see in perfect darkness as well as the ability to see heat sources through objects up to a hundred yards away or so. Midnyt itself is a combatant and fights much like a raptor she appears in the form of an owl. Midnyt is incredibly fast and while she is about one and a half times the size of a normal owl she is incredibly agile and durable. While not the ultimate predator against human’s Midnyt is an excellent scout and capable of flying harassment missions for Alexander. Midnyt despises being out in the day and prefers dusk, dawn and night when her vision is perfect.
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Verdict




[ ◈ ]
Martris Sar-Vex

[ ◈ ]
Verdict, or Tris to her friends (if she ever makes any)

[ ◈ ]
40

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Krypton

[ ◈ ]
Justice League

[ ◈ ]
New Member

[ ◈ ] A P P E A R A N C E
Martris stands at an imposing five foot eleven inches with a lithe powerful feminine frame. Her hair is shoulder length and dark brown though it is a rare day when it is not confined to a french braid or bun. While Martris takes many cues from Kara, leaving ones hair available to easily grabbed is not one of them. In her day to day life Martris prefers suits, skirts, and heels with dark tones; mimicking the stereotypical female lawyer appearance. As Verdict she uses a dark grey Kryptonian body suit emblazoned with the stylized crest of House Vex, one of the things she salvaged from the ship she escaped. The body suit was originally designed to be worn beneath a suit of Kryptonian battle armor however the armor it belongs to is in such disrepair that Verdict cannot use it.

[ ◈ ] A B I L I T I E S // S K I L L S // E Q U I P M E N T
  • Superhuman Strength- Martris is capable of lifting in excess of 100 tons though the outside limits of Krytonian strength are speculative at best
  • Invulnerability- Martris is immune to most physical and energy based attacks and hazards.
  • Longevity- With the power of a yellow sun Martris will live well beyond the lifespan of a normal human
  • Flight- Martris is capable of supersonic flight in atmosphere and Faster than light flight beyond the atmosphere
  • Superhuman senses- Martris senses far outstrip those of a human in smell, sight and hearing allowing her to detect specific heart beats and see through walls.
  • Healing Factor- Martris is capable of regenerating grievous wounds rapidly
  • Frost Breath- Martris is capable of producing incredibly cold blasts of breath
  • Heat Vision- Martris is capable of producing incredibly powerful rays of energy from her eyes
Equipment
  • Memory core of Reason’s Light- a Database containing the total knowledge stored on board the ship knowns as Reason’s Light prior to its destruction.
  • Damaged Kryptonian Battle Suit- The remnants of battle suit salvaged from the debris of Reason’s Light. The suit is currently unusable.
  • Rebreather- One of the few working pieces of technology besides the Datacore Martris rebreather is a piece of Kryptonian technology which allows her to function outside of an atmosphere for up to 72 hours.

[ ◈ ] L I M I T A T I O N S // W E A K N E S S E S
  • Kryptonite- Fragments of the destroyed world Krypton emit a wavelength of radiation that is potentially lethal to Martris.
  • Magic- The biomatrix that protects Martris is vulnerable to the energies generated by magical effects and as a result her invulnerability is far from perfect against magic based attacks.
  • Psionics- While Martris is largely human in appearance her brain structure and chemistry vary enough that psionic based attacks and abilities affect her with potentially different results than against a human

[ ◈ ] B I O G R A P H Y
Martris Sar-Vex was born to Sar and Lasa of House Vex. Martris parents were selected by Krypton’s Council as members of a diplomatic mission to a neighboring solar system. During the course of the mission the Kryptonian vessel was caught by the formation of a singularity along their plotted course. The gravity well of the singularity proved to be too sudden and powerful for even the technology of the vessel and the crew was forced to abandon ship. Of the pods that were launched from the ship only Martris made planetfall in a nearby solar system. Far off course from the vessels original destination the Kryptonian vessel Martris would not be found for almost thirty years though unbenounced to her the gravity well of the singularity had stolen away seven years from her.

The planet Martris landed on was a Death World christened Malebolge by Martris after her arrival on earth. Whatever name for the planet the indigenous Rissen people gave the planet Matris refuses to use the name.

When her pod fell from the sky Martris arrival was heralded as a sign from the gods of the Rissen people. Much to their surprise the young girl who arrived in the falling star grew to become a formidable being under the harsh yellow light of the systems native star. Unbenounced to Martris, Kryptonians had visited the planet on one other occasion displaying the same incredible powers she did. As a result the natives legends talked of Gods who descended from the stars that were capable of all the feats that Martris could perform. Martris was heralded as a gift from the Gods, a protector.

Growing up on Malebolge, Martris quickly learned that the flora and fauna of the world were lethal for the Rissen and even potentially dangerous for her despite her Kryptonian Biomatrix. Over the next three decades Matris would help the Rissen people to construct cities, weapons, technology and an order they had never known in thousands of years. With her powers and the memories of her homeworld Martris instilled in the Rissen the same rule of law that her parents had instilled in her from the day she was born into House Vex. Despite her incredible power Martris managed to resist the temptation of believing she was a God.

While Matris could easily have continued to protect the people of Malebolge fate was not to have it. A passing trade vessel stopped in orbit above the planet when they discovered much to their shock that a civilization had sprung up on a planet that they had assumed was a Death world inhospitable to anything but the most savage of species. Even more shocking to the Traders was the discovery of a Kryptonian leading the civilization. Bearing news of her homeworlds fate the Traders informed Martris of what had befallen Krypton. Vowing to seek out any who might have survived the death of her world Martris began her journey seeking any left behind. The next year was spent scouring the galaxy before she finally learned that two members of House El had survived the destruction of their home.

When Martris finally arrived on Earth she was shocked to learn that not only had Kara and Kal survived but also that the city of Kandor had been rescued from the clutches of Brainiac. With the arrival of yet another powerful Kryptonian Matris elected to join the Justice League in the footsteps of Kara and Kal though the newly christened ‘Verdict’ quickly became known for her brand of unbending and often brutal justice. Having grown up on a planet where not working for the good of society was a crime Earth has been a culture shock to her.

Despite this Martris has already begun making a name for herself having adopted the City of Boston as her earth home. The location puts her within easy flight distance of Gotham and Metropolis. The result of this being more than a few run-ins with members of her cousins’ rogue gallery and occasionally members of Batman’s rogue gallery.

Personality


In the eyes of almost everyone Martris is a severe and overwhelming person. Driven by an almost fanatical need to uphold the law. Conversations with Martris can often be taxing as much of her early upbringing is unlike anything on earth. The Rissen were a society of necessity and as a consequence the expectation from all of the members of society was high and inflexible. The result of this can be seen in Martris opinion of those she believes are not fulfilling their full potential as well as her demeanor towards many of earth's customs and laws. Particularly those of western first world countries. While blunt, cold, and aggressive are often used to describe Verdict, however those with the patience for her often find that despite her polarized views on many topics she can be surprisingly compassionate and nurturing especially to those she sees as attempting to better themselves.

Unsurprisingly, Martris freshly arrived to Earth continues to struggle to fit in not only with other League members but within the general population as she is used to a completely merit based society. This has lead to more than a few confrontations between Martris and other senior members of the Justice League as she sees many of the members as lacking the merit for their position. Extending into her tenuous cover as a law school student Martris has yet to truly integrate herself or make anything approaching a friend in her alternate ego life.

[ ◈ ] N O T E S
While she lacks Superman’s fortress Verdict did not come unprepared for a new home. During her time on Malebolge, Martris discovered not only the remains of her pod but also that other pods and components of the Kryptonian ship she was a part of had been thrown clear of the event horizon by the ships deathroes. While not a Kryptonian scientist Martris was capable of salvaging a largely complete database of Kryptonian law, as well as a series of cultural indexes and a handful of recorded holos of the members of the crew including her family. Verdict stores the salvaged and repaired Kryptonian technology in a section of the tunnels beneath Boston, sealed away from prying eyes where only she can get to it. With the right help Verdict may one day be able to construct her own hidden base of operations, but for now it is more hidden storage space than anything else.

[ ◈ ] S O U R C E
General Astra, Car-Vex

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Due North



The Victorian Manor was straight out of something one might have expected from the works of Poe or perhaps something that may have once inspired the writers of the Penny Dreadfuls. Situated on a hilltop overlooking a stretch of seacliffs the mansion squatted like some sort of tired yet noble creature of the dark. Complete with two full wings, east and west naturally, with an appropriately strange turret punching up from the dreary backdrop. Despite its apparent disrepair, the manor seemed to breathe. In the unkempt grounds, there was the movement of a groundskeeper whose age was totally indeterminant. In the few lit windows of the building shapes moved periodically indicating the presence of at least a handful of serving staff. Or perhaps something more sinister if the locals were to be believed. Overall of this, a single disturbing fact might settle in upon the mind of an astute observer. There was a single strangely lit window that opened onto a balcony. Silhouetted in the strangely cold yellow glow of the room beyond was a single form. Tall, possibly male, and oddly still. Those who had happened upon the manor in the strange hours of the morning could readily identify the form. The oldest son of the family and newly minted Lord Northam observing the tiny corner of the world that had fallen to him with the tragic passing of his parents. Anyone lingering long enough might finally see him turn in; closing the doors and snuffing the strange light. It was all his for now, but the clock was ticking. Lord Northam needed a Lady lest the manor falls to one of the other siblings, family members, or perhaps even a wealthy or politically powerful rival.

Due North is a Gothic/Cosmic Horror focused on the plight of the Northam family and, as the locals call it, Manor North. With the recent death of the Lord and Lady Northam, the Manor has fallen to their estranged and newly returned oldest son. Players will take on the other members of the family (younger siblings, cousins, aunts, uncles, maternal grandmother the creepier the better),members of the staff (butler, maids, cooks, groundskeeper etc.), and other parties of vest interest in the Northam family or estate (political rivals pretending to be friends, business partners, family friends, etc,).




Setting

The manor is located on the coast of the English Isle circa 1883 and above an appropriately spooky cove, graveyard, forest, and sea caves/catacombs/tunnels. While most of the story will be centered on the strange manor and its equally unusual family there will be opportunities for travel to the nearby village, London, or even strange far off lands like the Orient or Egypt. Notably the English occupation of Egypt at this time is in full swing and the completion of the Orient Express has just occured.




The Themes

Gothic and Cosmic Horror with a healthy dose of mystery. Naturally with a heightened sense of fear. Close quarters. Strangers in a large house who all have strange goals other stories may unfold personally for your characters. In keeping with a sense of human dread the vast majority of characters should either initially have little to no knowledge of the occult or if they do have knowledge or even a background in it it should be specific as opposed to broad. While this Roleplay is supernatural in nature its horror will be drawn from the fact that any brush with the supernatural is dangerous. An knowledge taken from it, research done on it, or items pertaining to it come with a heavy toll on the characters. For most though Manor North will begin as a creepy house and perhaps by the very end your characters may find themselves having had their fill of the odd and mystical.




The Nitty Gritty

Inspiration will be drawn largely from the works of Stoker, Shelley, Lovecraft, Poe, Radcliffe and others of the Gothic Genre. So this means you will get a healthy dose of the supernatural. From a mechanical standpoint this is acheived by the Manor itself being a draw for the supernatural. Eventually you may even discover why the manor is the way it is and like all good stories when the source of the problem is dealt with our story will end. Ghosts haunt it, Werewolves and stranger things prowl the woods, in some places the house may even be alive, and naturally with Lovecraft fueling the fire you may encounter things of an eldritch or a cosmic nature. I will be doing my best to push forward a particular mystery that Lord North is personally wrapped up in however I encourage you all to develop other strange goings on that trouble your own character and may draw others in. After all we all live the same strange house.

We will keep track of the ongoing “Strange Phenomena” on the character sheet. I just ask that you give me a general idea of where you want to go with your plot and then a name to refer to it as. Generally speaking you should also have a way of dealing with the Phenomena and some keep points to hit towards solving the mystery.




Can I be supernatural

I would encourage you to avoid being overly supernatural. Please no vampires, ghosts, werewolves, eldritch abominations, frankenstein’s monsters, etc. At Least not initially, it maybe your character gets possessed by a ghost, bitten by a vampire, a werewolf, has a strange rite performed on them, etc. If that happens keep in mind that all of these things are bad. At their heart they make you a monster no matter how good you intentions. You will become a danger for the other occupants of the house and will need to be dealt with.

If your character is a psychic, a mild daubler in the alchemical, the arcane, or just has a particular supernatural quirk. These are totally acceptable and in fact encourage. The manor attracts strange things and your character should be a reflection of that. Simply keep in mind that even these things should be a taint or a strain for your character as the darkness can drag even the best down.





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