The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places. They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe.
They're real.
What's all this, then?This is a forum-based, sandbox gothic horror forum game in the World of Darkness setting, utilizing the
New World of Darkness rules. It is set in Boston, Massachusetts, albeit a darker mirror-image.
By "sandbox" I mean that you can, quite literally, do anything you want. You are constricted only by what your character can and would do. You can do anything, be anyone, or go anywhere you please. This does not mean, of course, that the world lacks consequences, and every action has an equal and opposite reaction even if such things go unseen.
As a player you may be a homicide detective searching out the truth behind a series of grisly murders, a simple businessman trying to make it through the day-to-day grind, a college student hustling to finish that last bit of research, or one of society's downtrodden searching for their next meal. You will glimpse past the curtain of reality, into things better left unknown to man, and you may choose to tear it aside and seek the truth. Or perhaps not.
What you do is up to you. Your choices will effect the world, or at least your small slice of it.
What are the Character Creation Guidelines?Naturally, character creation rules may be found in the New World of Darkness core rulebook. All players are required to start as a mortal (there will be rules on paranormals, later), and begin with 0 exp. You may utilize any book you have available, aside from Mirrors, simply trusting that I'll be able to acquire access to them (simply note where it comes from in your sheet). In turn, I will trust you not to cheese things up.
I should note that I highly discourage the use of Second Sight, but I will allow it provided there is adequate explanation for its use in your backstory/description.
You may utilize
this site to create a character sheet, or
pastebin. You may PM me your character sheet, if you want to keep things secret for some reason.
A well-written, spell-checked background/description of your character, including goals and motives, is also required. Your character need not be from Boston, or even Massachusetts, but they've come to Boston and live there now, for whatever reason.
I reserve the right to turn down any app from any person for any reason or lack of reason.
Ok, But How Will the Game Itself Work?Ah, good question.
I'll be cribbing heavily off of Aninimouse's system in
Modieval/
Medieval. By this, I mean that I will be posting in the following format:
+-- Joe Plumber (username) --+
Health: /___
The floorboards creak beneath your boots as you make your way through the darkened house, your bruised knees aching with each step. Something scratches at the nearby window as the wind howls about the house, and something bangs against the wall somewhere. Shutters, perhaps.
The next room you enter is the same as the last, lumps of white standing out in the darkness as furniture beneath blankets. Motes of dust dance in the beam of your flashlight for a moment, before it goes out. Just as you curse your luck, and the lack of foresight to bring extra batteries, a light appears through the crack of one of the doors...
Exits: N(Door, Light), W(The Hallway), S(Door)
To this, you may reply with your own action whether it be moving towards one of the exits, investigating the room, investigating the light, or something else. I'll then respond in a similar manner.
In the interest of keeping everyone on the same timescale, time will be kept track of somewhat meticulously through two means: Days and Scenes. A third, more amorphous, time unit is in place known as Arcs.
Scenes are major events in which actions take place. A day cannot end until every character, at a minimum, has had one scene (or chosen to skip their scenes that day in favor of, say, boring research). A scene ends when all players leave the scene, or the GM (myself) decrees some sort of cliff-hanger. The player may choose to initiate a scene on their own, or else simply wait for the GM to throw one at them. There is no hard limit to the number of scenes a player can take part in, but one player may only initiate a maximum of two each Day (a player initiating a scene with another player does not count as a scene for the non-initiator. Say that ten times fast, now).
Certain actions (such as research, item creation, the paying of bills, etc.) may take place outside of a scene.
Addendum: The maximum scene initiation per player per day is not a hard rule. Players should not be afraid of scheduling meetings and then being unable to do much that day.
Days are the timescale by which all things are measured. A calendar will be kept in the IC thread, reminding players of the current Date. A day ends when there are no players in a scene or waiting on a scene, or simply when the GM decrees it as such. Once a new day has begun, the calendar changes and each player has more time with which to enter scenes or do whatever they wish.
Finally, Arcs are an immeasurable way by which experience is doled out. The end of an Arc for one player is not necessarily the end of an Arc for another. Arcs only end when the GM says so. This is generally at the end of a major plot sequence, after an important discovery, or some other major event.
First, I will only ever turn your character into a paranormal creature after having privately contacted you about such (I may not explicitly tell you which sort of creature you become). Most characters who "turn" are likely to become the paranormals most easily to be made from humans: Vampires and Hunters. In the case of the more powerful and/or genetic/inborn paranormals, special rules to turning apply. Other creature-types, also, have their own set of special rules. As follows:
- Vampires: As per the Vampire: The Requiem rule book, all one needs to become a vampire is to become the Childer of another vampire. What this means for the game is that there are no real special qualifications to become a vampire outside of having caught a vampire's eye story-wise. New Vampires will need to take part in an "introduction to the Court" plot.
- Werewolf: As per the Werewolf: The Forsaken rules, one must be born a Werewolf in order to become one. In regards to this, however, sufficiently young player-characters may become a Werewolf without any sort of backstory indications (or with them). New Werewolves will need to take part in an "Introduction to the Packs" plot.
- Mage: As per the Mage: The Awakening rules, all one needs to become a Mage is to...well, awaken. Whatever that may mean. New Mages must undergo a "Vision Quest" plot, and may later find themselves taking part in "An Introduction to the Awakened" plot. Though the latter is not required.
- Promethean: As per the Promethean: The Created rules, a Promethean must be created. That is to say, the only way to play one is to start as one, after having a character die and meeting the Supernatural Requirements.
- Changeling: As per the Changeling: The Lost rules, all one needs to become a Changeling is to have been abducted by the Fae. Players who meet the requirements for supernatural characters and lose their own may create a Fetch instead of a regular mortal, otherwise current characters must be abducted. Either way, the player will then spend an indeterminate amount of time playing a Fetch until their character escapes from the Hedge at which point a "Welcome to the Freehold" plot of sorts will take place, the GM will gain control of their Fetch and the player will resume (or gain) control of the Changeling.
- Hunter: As per the Hunter: The Vigil rules, all one needs to become a Hunter is to...hunt things, I guess? Joining a conspiracy or cell will require a plot arc surrounding such things, but otherwise there are no special rules. One does not need to meet the Supernatural Requirements in order to become a Hunter. Hunters may lose their Hunter status and become one of the other forms of Paranormal creatures.
- Geist: As per the Geist: The Sin-Eaters rules, one must die in order to become a Bound. If a Mortal dies and the player meets all prerequisites for a Supernatural character, chance dice may be rolled (unless there's plot reasons for them to become a Bound anyways), and the Character may be given a chance to strike a deal.
- Anything Else: Depends on what it is.
- Naturally, each transformation will require a "Prelude" plot arc. This may coincide with another arc.
For all but the Prometheans and the Geists, I already have a bunch of information on local politics planned out.
Having your character become a Supernatural being requires a certain level of trust between player and GM. You must demonstrate that you can be trusted with such a character, and that you will use your role in the Shadow Politics of Boston to make the game a more enjoyable experience. To this end, the following conditions must be met:
- You must not have been perceived as min-maxing.
- There must be no past issues regarding metagaming.
- You must discuss with me, in private, such a transformation beforehand. (I may, alternatively, come to you with such an offer)
- You must not have made it difficult for me to provide you with things to do (ie. be a player, don't ignore plot hooks and then complain that I'm not giving you enough reason to take part). Or better yet, construct your own goals.
A brief definition of metagaming, for those unsure:
-Utilizing Out of Character knowledge to effect In Character actions.
-Conniving/Planning with others Out of Character. ("Hey, Bob, want to have a scene?" is fine. "Hey, Bob, want to have a scene where we agree to team up to do that thing? I know your character will only agree if conditions x, y, and z are met so don't worry I'll do that." is not.)
OtherThe year is 2012, it is early March. Boston, The Hub of the Universe as it is sometimes called, is a quiet place. The politics are subtle and nuanced, with little fanfare. The people move about their day to day jobs quietly, in a laconic and bored haze. College students swarm the Commons, Harvard Square, and Mass. Ave.
The Big Dig, completed only four years prior, somehow still manages to confound and slow commuters. There is outrage over a lack of oversight. Lives have been lost in the form of several tunnel collapses. There is no justice in sight.
After a short fall campaign, a mandated court order, and several bloody clashes with local law enforcement, the Occupy movement has departed from The Greenway in Dewey Square. They leave behind them a dying sense of hope, and a yearning for social justice that has not been meant. Their spirits have withered, and the movement has all but died out.
MBTA officials have begun to meet, to discuss fee hikes and other changes to pay a debt which they should not have, forcing commuters to shoulder the weight. A large majority of the city is outraged, but does not react or care.
This, right as the local politicians are gearing up for re-election. Joseph Kennedy, heir to the proclaimed "Camelot" has stated an intention to run. As usual, the excitement exhibited by the locals is minimal.
All is as it should be. Backroom deals are made exchanging some inhuman currency, students go missing, tired-eyed workers fall prey to shadows and smoke in the dark alleys and T stations of the city. Welcome to Boston.
Allston/Brighton: Accessible by the MBTA Green Line, Allston/Brighton is an area containing both Boston College and Boston University. Full of students and young families, Allston is a bright and noisy place best known for the variety of clubs, bars, theaters, tattoo parlors, and hipsters that can be found there. Though quieter, Brighton is much the same.
Fenway: Home the Green Giant, an iconic massive green wall, and Fenway Stadium. This area is perpetually lit by a glowing Citgo Gas Sign, and is best described as Boston's own little slice of Vegas. Cheap housing, cheap drinks, cheap fights. Every couple years or so, there's a small riot after the World Series. Just south of here is a more rough and tumble, and far more impoverished, residential district.
Southie: The South End, once known as the home of gangs and street violence, the spawning point of Boston's past civil rights riots, is now one of the "hippest" and "to be" places in the city. Though full of well-groomed houses and trendy clubs and bars, one should still always watch their back while in the area.
The North End: A thriving, waterfront town known best as "Boston's Little Italy," the North End has seen better days. Specifically, it saw those days before the '50s when a highway was constructed running through it. Still, it is, perhaps, the Oldest and most Storied section of the city as well as the most european-eclectic.
Downtown: Recently greatly rebuilt, Boston's Downtown contains a variety of shops and services as well as The Boston Commons, The Boston Freedom Trail, and South Station, the best way to leave Boston outside of a car or plane.
Chinatown: Far from a tourist attraction, Chinatown is best known, despite recent efforts on the part of local officials, for its crime. It is the go-to spot for many Chinese Immigrants, adding to the interesting fusion that is Boston's culture.
Beacon Hill: The seat of puratinism and Old Money, Beacon Hill is the home of the city's politics and its dynastic wealthy. Of interest are the rows upon rows of brick houses, the Boston Public Gardens, and the State House Rotunda.
Jamaica Plains: A balance between chic and shabby, the Jamaica Plains is more akin to its own small town than an actual suburb within Boston, owing, in part, to the large lake which it boasts.
Mattapan: A decaying, crime-ridden neighborhood full of low-income housing. It is rare to find a caucasian here, but people with many other ethnic ties may be found here.
Cambridge: Separated from the rest of the city by the Charles River, Cambridge is home to both MIT and Harvard, as well as a host of bookstores both New Age and otherwise, as well as a variety of other trendy spots ranging from Hooka Bars to upscale pubs. It has an atmosphere of "learning," but many who come to study decide to stay for good.