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Recent Statuses

10 mos ago
Current Let's get this Grey dust guy out of here, the dust gathering guild is taking new members. (Get it?)
10 mos ago
Hey raavendaas my status wasn't about you little guy you need to actually have 1x1s to be considered a 1x1 player not 10 pages of bumps 😭
1 like
10 mos ago
Just saw the most unwanted 1x1 RPer lose it all on the status bar. In more cordial news bloodlines 2 has been preordered
2 likes
10 mos ago
Like if you enjoy SFW RP.
6 likes
1 yr ago
CHICKEN JOCKEY!!!
5 likes

Bio





Hey @everyone

White Wolf Returns: A Homecoming for World of Darkness

For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.

Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.

This isn’t just a name change. It’s a return to our roots—and a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.

Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them.

The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.

As White Wolf, we will:
• Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products.
• Provide clear leadership across all World of Darkness media and products.
• Support creators with improved tools, transparency, and canon guidance.
• Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.

The night belongs to us all.
Welcome home, Vamily.

Most Recent Posts














New Philly, 2050
"Good morning New Philly! I'm your host Robert Warsaw! Today in the news, the warships out on the coast - well..."

August 31st, 2050,

A peaceful morning for New Philly as the sun rises, people are already outside working and the streets are full of citizens. They used to be called survivors, back when the National Guard was hoarding survivors. People started to come from all over once they heard there was a beacon of hope, things started to slow down when "other" beacons started to pop up. Detroit, Trenton and some out West. Those who live in New Philly don't know about or know very little about these other cities as their attention is directed elsewhere - the coast, their work and the city. The rising sun brought upon new hope to those inside the walls, another day without creatures - maybe. A light fog that always lingered in and around the streets, however the fog the creatures that claimed countless lives.

The slumber of twenty four people are interrupted as runners from the barracks come up to their houses, apartments and abodes and knock on their door. Some answer the call while others sleep, notes are tossed under their doors as the men move on. All volunteers are to report to the General Barracks at 0900 HRs. It's 0645 right now.

Will you show up?







The General Barracks - The training, housing, and epicenter of the National Guard.

The Wall - The giant wall that surrounds the entirety of New Philly, armed and patrolled by the national guard.

Zak's Repair - The most popular repair shop within the City, owned by old man Zak an old worlder. He's a bit off.

The Last Minutemen - A bar and restaurant located in the market hub, a typical day could be slow or very busy. Brutal brawls are common among prostitution and drug dealing, nothings says clean like a bit of underworld dealing. Police presence varies day by day.

Mega Bikes! - A bike chain, they boast shops in other cities - apparently ones that exist. Locally owned by Mr. Miner. The Corporation that runs the chain is Arigotoshima Motors.

Quincy's Forge - A weapon, gun and armor smith. Some claim Quincy is the oldest man alive while others say he's a fraud. His quality of work varies, he's made some legendary equipment (some say) while other say he's ruined their equipment.

The Split Eye - An information broker, shut down for sedition. Officially...

The Flea Market- While the market is set up very briefly on Saturdays before the guardsmen come, the flea market sells weapons, armor, items from outside the wall. Corporate equipment, commodities, technology. This is an issue Guardsmen have been dealing with since the wall went up, people caught around the market (when raided) are usually arrested.


...






#132 - The Living Failure

This creature varies in size, form, ability, and weakness. One of the toughest opponents to the fogs, they are humans that failed in some way or another and succumbed to the fog. A man who failed to protect his group, an ambitious adventurer who lost everything. Their mutation revolves around their failure, the bigger the failure the more dangerous they are. Usually oozing black slime, their attacks and methods vary as each is unique and the documentation of each subject would prove fruitless. A group of four or more is to be utilized in order to defeat one. Hostility is seen in 99% of subjects, Living Failures are incapable of speech.

#100 - Shape Shifters


These are sentient mutants who can speak coherently and retain most cognitive functions. While some can curb their appetite, many are carnivorous and crave human flesh. Some try to live lives as humans while others look for their origin. They are classified as mutants however it's unclear if their origin is from the fog or from other origination such as c͖̻̖͉̥̮̭̖͜͞o̴̴͍̻̬͍͖͚̲̹̳͍̖͖̱̬̫̹̪r̵̴̡̥̺̭̯̫͕̹̳͓̦͟͞ͅp̵̕̕͏͍͖̤̘̥͕o̡̘̭̱̗̭͓̠͞r̢̨̕҉͚̪̲̰̲̳̖͓͈a̵̡͏̻̣͖͈̲͕̩̳̣͉̗̯̣̘͖͕͓ͅt̛̬͈̭͖̥͎̻͢ͅe̷͖͕͓͎̲͓͖̲̼̜̝̝̜̻̲͢ ̨͏͇̫͖̩̙͍̗̹̦̞̬̫̲̯̞͡ͅe̴͓̝̮̻͡͞͝x̧̯̰͔̜̦̣̳̯̻̞́̕͡͞p̢̨̡̯̲͎͎̮̬̠̹̰͚̗̙̻̭̤̜̮̪̯͞͡e̡̯̜͍̹͈̯̹̩̤̤͚͢r̘̦̟̣̪̗̻͖̙̱̺͜͜͞i̵͎̺̰̟̺̦̻̫̻̠̘̱̬͕̱̳̦̯̦͞m̸̶̥̖̙̘̪̼̜̞ͅȩ̸̢͍̝̜͖̦̩̬̜̫͕̬̭̼n̶̨͖̥̰̙͜͜͝ͅͅt̸̡͎̱̱̦́͘͞a̳͔͚̹͇̟̜͢͢t̵̨̻̖͎̹͓̠̬į͓͎͎͍͍̤͈ò̢̫͉̯̱̥͚n̴̴͙̠̞̲͉̖͚̥͕͇̦̻̦̬̕͢͞,̷̡̨̢̯̺͉͇͠ ̷̷̸̨̘̹͔̝͈̠͕̙̠͙̟̹͉y̼̦̼͚͇͍̮̬̝̠̥̪͇̗̯͖͝͠ͅe̢̼̙͎̩̜͔̳͞l҉̺̳̲͇̤̲̻̜̗͉̥̣̝͔̗̳̙͝l̴̡̢̦̤̠̩̗͝ͅo̼̠̮͈̦̝͢w̡̨҉̣̠̯̙͉̰͇̲͙̠͍̱ ͓̣̯̯̖͈͎̝͎͚̱̟́͢ṛ̨̛̪̣͉̼̰̹̪̙ǫ͇̱̼̗̪̬̳̗͙̲͟ţ̶̶̙̺̪̝̳̞͜,̥̞͉̀́͢͡ ͔̠̰̭̻̹̬̭̯͖̥̥͟͢ͅa҉̩̝̫̱͚͍̭̹͙̳̱̠̘̬̼̮̤́n̸̶͎͔̣̜̬͍̖͍͉̩͘d̴̜̤̳̪͙͕ ̨҉̺͓͕̯͡ǫ̸̲̖͖͓̰͎͚̯̬̪͙̱͖͉̩͇̮̯̫t̵̨̥̞̞̟͖̪͍̙̱̭̬͔̺͓ḩ̮̗̩͈̳͓̭̻̫͔͖̖͕́͞e̶̶̸̺͙̪̳̖͚͡͞r҉̢̛̛͚̝͈̗͙̖͎̝̝̹͉ ͏̶̢̧̱̗̯̰͕̪͙͙s̷̩̦̺͔̤͇͖͔͈̬̭̜̭̯̼̭̀u҉̸̷͓͙̥̬̖̦̪̲̟̖̥̟͉͚̞̪̤͍ͅp̶̵̛̪̠̟̺͇̲̗͈̱̫͔̳̙̤͈͍̩̣ͅe͏̸̸̮̭̜̻̜͉̟̝̙̜̥͇̯̱̝̰͓́r̸̴̢̼̣͓̜̩̯̤͎̬̭̘̖͔̫͓͜n̵̷͈̗̺̦̮̲̞̞͎̺̩a̶̴̛҉͈̜̼͕̺̲͙t͏҉̵̻̜̗͎͇͔̣̰̟̮̙̪̺̺͙͓̥͕̖u̶̡̢̨͖̥̺̦͔r͟͠͝҉̯̤̙̰͉͖̻̞͓̫͞a̢̗͇̭͍͕͓͇͙̣̞̩͜͡l̛͏̧̳̪̩̰̘͔̯̖͍͓̣̳̟̦͇͜͡ ̴̶͚͉͚̹̬̩͇̫̤̤͎̥̼͈̫̩͞ę̪͉̜̥̣͘ṇ̴̟̙̬͕̞̬̬͖͓̝̣͘ͅt̵̸̝̘̬̬͙̱̥͈̳̙̝̻͓̮̤̪̱͠i̷̧̡͇̬̯̗̗͖͚̪͚̝̝̺̫̪̘̥̕͢t҉̶̭̝̘̹̺̯̦̳̘́̀i҉̮͍̩̤̟͚͔̲̹͍͝e̛̛͕̠̗͉̬̞̠̞͚̙̺͍̺͍̺̬̕s̨̛̰̥̗͖͙̥̗ͅ.̵̖̣̟̙̪̜̖̙͕͚̼̗͇̤̫͓͎̭̀͟͠ ̖͉͍͚̜̫͔͙͢͡ͅO̸̧̨̮͔͈͉̻ͅń̶͏̴͓͇͔̫̺͇̣̦̠̮̪͍̤̙̜̱̣̠͠e̴̛͔̬͔̩͕͈̙̻̪͚̘͍͍͇ ̵̨͙̺̭͚͍͈̦̰͖̣̩̟̯̦ţ͎̜̰̟͍̪̗͔̥̮̮͔͙̗̰̫̥̕͠ͅh̷̹̤̭̜͈͔͍͍́ͅi҉̬͉̯͓̩n̸̢̯̜̜̫g̶̫̪̼̘̤̟̼̙̠͜͟ͅ ̷̦̜̹̻͡͞ì̼̹̟̯̲̙͓͜͢͝ͅs҉͎͙̝̙̠͉̜́͡ ̵̛͇̪̫͉̱͓̫̻̠͎̜̫̗̕͡f̸̵̨̞̻̳̙̯ơ̵̷̧̛͔͈̞͇̖̳̠̥ŗ̴̷̡̭̳̦͍͙̳̟̝̙̹͕̼͈̗͕̀ ̶̨͓̣̙͙̜̹͖͖͉͖̣̬̥͓͜s̴̶̴̳͚͙̼̥͔͇̥̣̝̬͍̳̜͟͡u҉̷̨̛̬̩̦̘̤͙r̶̷̷̰̝̣͎̞̬͍̦̻̥͘͟ͅȩ̜̝͚̤̠̖͈̘͕̱̞͍̠͖̞ ͏̷̢̢͓̙͚̲̥͚̹͔̝̥̗̣͡ͅi̛̺͉͙̗̹̭̺̙̳̳̩̰̙̗͢͝ş̵̵͕͍͖̩̠̝͎̹͕͔̖̹ ̴̖̪̬̫͉̹̯̩̬́ͅt̵̢̢̛̞̰̞̣̘͇̘͓̹̼͇̘͖͢ͅh̢̼̙͈̰̻͖͝͠͡e̛͝͏̻̼̥͚͎̭͓̣̱̩͓̭̳̪͟ͅỳ̙̬̟̘͓̮̳̱̦̘̹̯̕͡ ̸̙̭̗̺͎͈̫̩̦̮̹̭̜͉ͅͅa̡̤̱̭̪͟r̷̴̡̢̦͕͈͉̮̥̱ḙ̷̵̴͇̞̹ ̷̨̼̲̬̙̞͈͍̺͇̪͟ǹ̨̢̟̪͕̭̫̜̜͡o̢̞̺̣̻̩͇̞̮̙͍̳̝̟͚̞̦͟͢t̴̟̺̹̱͈̭̗̹͢͞ ̀҉̛͈̲̣̮̦̭̯̣͙̬̥̝̼͍͎͉̪t̨̀͏̡̥̤̬̟̬o̸̰̘͙̱͙̱̱̯͕͔͍̬̫̹̤͓̮͟͜ ̴̥̲̜̘̣̬̲͕͙̬̀͝b̷̷̮̞̠̣͙̦̤̲̼̤̀̀ͅȩ̯̞̜͓͎̼́͘͜ͅͅ ̷̢͕̭͓̩͓̭͎̳̰ͅͅt̷̩͖̙͇̩̹̙̠͖͓̗̱̹̹̫͔̞͜r̛̛̝͈͓̱̤̖̖͚̺̠͍̻̫͠u̵̢҉̙͉̙̝̯͍͔̼̮̺̩̟̯̟̟̮͓̭̕ͅs̸̵̫̯̦̦̫̬͙̳̦͍̯̖̥̬̥̼ͅt̨̼̝̱̘̩͎̬͇̹̻͝e̸͉̱̫͜d̷̸͟͠҉̮̼͕͙̦̬̟̰̼̙,̠̙͈̜͇̬̀͟ ̷̨̺̻͚̰̭̘͖͇̖̩͠ͅí̸̡̤͍̹͈̭̜̬̖̯̼͕̣̲̱͍͕̹͟ͅt̢͝͏̸̭͍̝̣ͅ'̡̢̛̰̘̥̙̲͕̗̹̬̀͢s̶҉͚̳̪͔̘̮̟̥̞̺́ͅ ̶̢͏̻̘̹̙͈͔̰͡ͅͅr̰̜̣̞̻̭͢ù̡͉̖͓̝͢͠ḿ̴̡̗̜̣̰̝͈̯͍̳̣o̷͎̩̱̖͍̻͙͖̲͓̪̖̯̼͙͍̦͝r̭̰̣̼̠̬͚̱̤̗͓̲͟͢͝ȩ̧̛̩͍̦̥͎͖̼ḑ̵̵͍̖̟̭̯͍̟̹̙̦̼͠ͅ ̸͕̦̲͜ͅ ͟҉̟̲̳̳̫̣̟̀̕͞t̲͈̹͖͘h̵̨͉͉̙̘͓͕̕a̢̛̭̯̗͕̮͉͎̦̱̝̩̫̯̺̪̠t̸̕͡͏̣̫̟̟̺̖͇̻̩͚͈̹̻͉̝̜̳̰ ͚̳̕ͅͅ-̵̵̘͙̼̮̬̬͓̣͇̗͚̗̤̣͜ ̴͍̤̘͎̫̠̰̳̺̦̻̫͉̀͝ͅE̴̵̢̙͓̜̩̟̩̰̩̝̭̣̕͡R̴͚̠̰̫̺̺̣͕͞Ŗ͏̵̫̹̯͘ͅO̡̡̯͚̮̭͓̫̣̰̜̻̱̖R̵͇̻̼̼̞͓̣̙̠͙̠͕͜͟ ͜͏̳͖̠̗̘̘̜̬̜̰͕͎̕͠F̢͜҉̟͖͈͉I̡͉̞̹̰̠̮̪̝͉̮͕̥̮̬̘͇͠Ḻ̶̢̹͉͕̬̲̬͎͖̬̗̘̙̥͕̗́͝É̛͓͓̭͉̖̫̰͙͈̦̹̮̗̠̕͟ ̧̰̞̟̮͓̤͓̜̤̟̘͍̞͡É̷̸̵̺̩̖̩̫̖̻͉̳̱̞̣X̶̀҉̖̹͖͙̞̻̩̫̗̭̞̫̦̘͈͠ͅS̶̟̲̰͈͍̥̳̫̼̞̝̖̝͉̣͠͡T̵̛̯̫̤̬͕̱̯̱̫̦̬́E̵̡̧̠̹̻͙̦̻ͅŃ҉͔̞̜̩̮͞Ś͕͎̯͇̪̪̞͇͔̭̝̙̜̣̞̤͚͘͟͟ͅÍ̢͓̣̠͞O̸̸͚̱͙̠̯̲̲̤̞͎̥̲̜͟͝͝Ń̡͍̥̤̤͖̝͙̯ ͏̗͍͙͓̕È̵͖̳͓̮̖͖͕̬̤͎̣̹̠͖̻̝̜̣R̨̩̮̠͇̀͜͠͠R̢͢͜͏̵̗̯̮̙̝̺̙̥̝̖̳̣ͅÒ̡̨̟̝̥Ŗ̴̸̸̨̮̱̟̪͖̮̝̳̦̲̘ ̢̢̳̭̗̙̥̫̹̦͞C͞͡͏̵͙̤͙̳̺̹̥͔̬͔̥̥͉ͅͅͅA̲̼̠̤̗͕̕͜͟͞D̴̻̜̥̗̮͈͓̹͕̳̞̞̩ͅ-̜̹̀͘͠ͅ1̦̯̲̪̣̥̳̤̣̖̯̯͔͖͎̻̠́͠͡ͅ5͟҉͇͖͔̤́͝ PLEASE RESEND INFORMATION OR RISK A DATA LEAK. THE DETROIT POLICE DEPARTMENT IS NOT REQUIRED TO PERFORM MAINTENCE ON INFORMATION THAT IS NOT UNDER THE LOCAL JURISDICTION. MORE INFORMATION REGARDING THIS MATTER IS TO BE TAKEN UP WITH THE FEDERAL BUREAU OF INVESTIGATIONS.

#074 - The Cultists


A group of mutants who can be described as a type of scavenger. They will find a target who is sleeping and drag him or her away to an undisclosed location and steal memories every night until there are none left. Once there are no memories left they will make the victim into a cultist himself. This new cultist will follow the one the transformed them, creating a chain that eventually leads up to the original 12 cultists, who can eventually be classified as queens and control all cultists. When cultists begin to infect an area it is very hard to tell as they are nearly indistinguishable from humans. Some of the few signs may include someone forgetting who loved ones and friends is, or forgetting key things that should be remembered such as how to do a job. You can also look for large groups of people following a single person.

#101 - Skinwalkers


They are a variation of the shape shifter. These are carnivorous, violent organisms that are uncommon throughout the wastes is North America. These will join a group of people silently, once someone in the group notices that they are walking with them they will become hostile and attempt to attack and or consume every member of the group. They tend to be harder to kill than other variations of shape shifters. They tend to be savage and feral.

#73 - The Feeder



The most common type of mutant in North America, and exceedingly efficient at hunting lone wanderers, this is due to their speed and sharpened claws. A fully grown Feeder can reach up to twenty-five miles per hour and a freshly spawned Feeder’s claws can cut through weakened steel. However, due to these mutations they have developed a fatal flaw, their bones and skin are frail. It should only take one to two hits with the butt of a rifle to kill a Feeder. However actually hitting one is the challenge. A feeder can also speak in human tongue, they copy words and voices from previous prey and use them to lure out locked in humans. Their direct understanding of language is highly debatable. Though what is known is that their subconscious handles language while their conscious mind has no role in that.

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- CS drive will be run for 1-2 weeks, this is not running on a first come first serve basis.
- When the GM makes decisions please respect them as they are final
- Obey guild rules, or the god-emperor was known as Hank may appear. Mercy is unheard of.
- Any OOC Drama should be dealt with off thread, in PMs or whatever medium that isn't the IC/OOC/CHAR
- CS is to be posted in OOC, or PMed to me. If you have any requests or questions about your character and want to speak so in private.
- Post at least once per week, or you'll be dropped.
- If you are away or unable to post, please let us know.
- One char per player
- Don't god mod/power game or I'll eat you.
- Realistic and semi-realistic (concept art, drawn etc) are allowed. No anime, or it's the bricks for you.



-Do not post in the CS unless you have been approved to post.
- Avoid cliche, your character isn't flawless - far from it.
- Don't omit something in your backstory and bring it into the RP later on.
- We won't be taking anyone under the IC age of 18.
- Damage is realistic and medicine is advanced, that being said a Quikkstimm won't save you if you got shot a dozen times by Ricky's cylinder shotgun.
- Be mindful of your characters weight and carrying weight. You won't be carrying 10 rifles on you, even if you're augged.
- Characters who are old worlders generally have more knowledge than those of the new generation - New Worlders (names vary but that's what the old world call them). While Old Worlders are more experienced they lack the physical prowess they once did, new worlders have physical prowess but have lived a pretty sheltered life in New Philly.
OOC up in a few hours.
I'm into this. Is there a minimum post requirement? Like one daily or the like?


Weekly.
@WSilversun

Still interested btw?
What is the timeframe here - how long after the fog arrived is this situated?

The fog appears in 2025 and Philly becomes a city state around 2026.
Current year is 2040.

What about more primitive weapons like bows, spears, etc. - would those be useful, or completely outshined by guns?

Yes, well functioning guns are hard to come by. So mostly people use primitive technology, even medieval things like a crossbow.
However, they will make an appearance later on.

The fog comes and goes to places, or is it a permanent thing in some areas?

Permanent thing everywhere to people's knowledge.
What about normal animals, are there some still left in the wild, or were all killed/mutated by the fog?


Mostly mutated, not all are hostile though.

Also, I am not from US, and I have a rather rough idea where Seattle and Pennsylvania are located. But according to googlemaps there is over 2600 miles between the two places. I assume the plan isnt the walk the entire distance on foot, so there are some vehicles still operational?

Vehicle.
18.
@TwelveOf8@cryfest
@StormyClouds
@vietmyke

1 week :3.
welcome back rpers.



It sucked trying to kill yourself, the thought of second-guessing himself came through Zach's head as he kicked for his life as he started to hang from his ceiling fan in his small apartment. The rope wasn't that good either, not like he could afford it when he was suspended from duty. Watching as the world faded was kinda beautiful but it's not something he wanted to see yet, having cold feet when you're hanging kinda sucks. Zach's phone started exploding with messages, a call even too. Too bad dying was taking priority - well it was until the ceiling fan snapped out of the wall.

The rope broke as well, he hit the floor hard. If only he could stay there, his face stained the grimy tiles of his apartment with a graceful pile of bodily fluid. Mostly blood, but not too much just enough to say "Hey atleast I tried." Getting up from his sad attempt at ending his life, rope and all he dragged his sorry ass to his phone. "Central, now." came the message clear as day, now all he needed to do was peel the rope from his neck.



The police station was busy with men and women, injured lay in agony as some medics both military and civilian worked on them. People were constantly in and out of the new fortress that was the central precinct of Detroit. Guardsmen, policemen both from the state, city and counties fill the precinct over capacity. There was shouting and the smell of blood and bodies flooded the senses of those without nose filters. The usually hospital clean police headquarters was a shell of what it formerly was, just a mess hall of bodies alive and dead. Not like the hospitals had their own problems though.

The meeting room was rather clean itself, it had been untouched by the graces of the outside. Inside sat a couple people, maybe they were known to the team or not but starting on the left sat Julia with her feet up on the table. Beside her was Lieutenant Tyrell of the unit who appeared to be in his best appearance despite the circumstances. He was surrounded by a fort of coffees, apparently, it had not been an easy afternoon. In the middle was the doctor, looking cold and methodical as ever he simply studied his notes he had on the table in front of him. Moore was nowhere to be seen, but in one of the chairs in front of the board, desk was Zach. He sat nonchalantly with a very red neck due to his hanging incident.

It was looking to be a fine afternoon.
Amberclad Index



New York City, 2040

"No one ever thought it would get this bad."




The Day America Died


"I can't remember when the sky was blue like it use to be."

No one really knows how the end of the world came, one day there wasn't fog and the next there was. Well, those that survived the initial week have some idea but they are just rumors. First, the fog comes, some say it's different every time but no one is for sure. You travel too deep in the fog and the creatures in it will eat you, mutated bears, dogs, they were dogs - right? Communication outside of America has been spotty since the fog rolled in twenty years ago. The military? The Navy took off, to fight what was out in the seas on the east coast - or they just took off. The Army scattered, at first order was to be maintained by order of the President, when help didn't arrive many units deserted while some stayed and founded new cities on the ruins of old. Communication across the country is down, no one knows what's going on on the West Coast but some say they are thriving and the United States Government was relocated to Seattle, Washington.

Of course, these are just rumors, like rumors of men heavily armed in exo-suits exploring the country side of New Jersey. The remnants of the Pennsylvania National Guard help run the democratically elected government of New Philly - the capital of the New United States. The city remains fortified and armed, the peace remained uneasy for some odd fifteen years as the creatures and the fog seemed to of died down and backed off. This was until war ships appeared on the east coast, it's hard to make out what flag they fly or the type of ships that form the blockade but one thing is for certain they are hostile. When a scouting party attempted to approach one of the ships, the earth shaked as a cannon on board the dreadnought blew the ship to pieces of blood stained wood and gore.

That's when the call was made by the Congress of New Philly, to make contact with the rest of America. If the president was alive, if there were others to ally with they would be needed. United together against whatever this threat was, the ships weren't open for diplomacy as evident by their extreme use of force against the sailors. The last time scouts were sent west, they never came back but risks had to be taken to the last full measure. If help didn't come soon, the east coast could fall and possibly the rest of America. That's why a twenty-four volunteer task force was designated in reconnecting the rest of America. Once the country is reunited and the situation is evaluated, action would be taken and this could end. The fog, the monsters could wait for another time...

You're assigned to link up with the supposed "Other U.S.", Seattle - where the old world president - the rightful president resides. You are placed in a group with others, strangers perhaps or familiar faces. This is only the start of something terrible.




The Gist


"It's us against the world."

Amberclad Index is a post-epic adventure where a group is formed from all walks of life and is sent off by order of the city to find survivors in Seattle and hopefully the president. Amberclad has elements of the sci fi and supernatural genre, however, it remains mainly future post-apocalyptic in all sense. Food is scarce, weapons and armor are choppy and trust is a rare currency. The Player's humanity will be questioned, what it means to be human, character development and growth will be encouraged as the over arching story thickens. The Mysteries that await the player will hopefully captivate their attention to the lore, characters, and universe.





The Mechanics



Mature Themes - are expressed in this roleplay, violence, sex, and all that fun stuff. Adult themes. We won't be typing paragraphs on how Zach's head looks after ten 10mm rounds blow through it nor will we be hosting any leading. Romance is PG13+, anything further is a fade to black on the thread.

Choices - matter. In the end, the world reacts to what you do. Be it spit back at you or praise you, the people you help, kill, injure. That lady you saved might put a good word in with her group, or that Bandit you torture might make your group more feared than liked. The story has multiple endings, I want to make sure player characters have an impact on which ending happens. You don't necessarily have to go to Seattle either...

Freedom - is something I always want in my roleplays. The ability to do side quests, develop your character or to have fun. By freedom we don't mean turning the gun on other player characters, of course killing NPCs is fine but killing the main one will have implications on you and the story of course. Our policy is usually IC is IC, this applies to pretty much everything besides player killing. Be wary.

Death - is ever present in the roleplay, of course, if players start dying it's going to be hard to find a logical way to replace a scout group - right? You'll only die if you do something really stupid, drop or get kicked. Use common sense in all situations or you might die, this RP is more lenient to death than Neon Lights.

Realism - is a mechanic I hope to strive towards. Ammo count, realistic injuries and the sort. Disease, however, there will be times where this isn't enforced as heavy as I want it to. The super natural monsters, some medical items as we're in a somewhat future setting. You won't be walking off from being shot though.

Cooperation - plays a huge part in the story, working as a team will bring the story together. Actively becoming the epic hero, or the edgy silent guy who doesn't interact with anyone won't fly. Especially the person who is in the leader position, this will be probably the heaviest enforced guideline.

The Fog - conveys the ever present danger to the group and America, where it came from or how it came to be is unsure. The monsters it brings with threatening the lives of everyone. The towns, cities ravaged by the fog and anarchy have reduced some to wrecks while others into havens - some bandits. You'll never feel safe, especially at night.

Storytelling - remains a great passion of mine, in this role play I hope to tell an interesting story. Actions will affect it, I want players to reflect on their choices. There will be moral choices, will you retain your humanity or succumb to the displeasure of the sinful?



Now the really important stuff.


You can post your CS to me in PM or wait until OOC later this week.
This isn't first come first served, keep that in mind.
I plan to run this with a large/small group only.

OOC, rules and other juicy lore will be up before I go.


allfather ;3;
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