Peace May Be Worth Dying For [ EDIT ]
This game has been retired! That means it's no longer being run.
Our story begins in Charlottesville, Virginia; a town fixed within the eye of a storm. The winds of this storm do howl and blast over a landscape, but not ours, not here. This is a tumultuous gyre that rolls and crashes against the Veil. We can be thankful it is there, and not here. Its rage is shaped by lines we cannot see, but which emerge from our world into that one. That devil's trap directs a profane hatred onto this witless town, drawing in all manner of wicked things: killers, occult rituals, and more terrifying monsters.
The ripples of this conflict on multiple worlds stretch across the country, to the plains of Iowa, to the Appalachian mountains, to cities on the Gulf, and to the forests and port towns of the Pacific Northwest. Some people wake up one day, pack their things, and begin a cross-country roadtrip. Others are abducted from parking lots, nightclubs, or back alleys, transported halfway across the country before being dumped, and wandering seemingly random paths until they inevitably make their way to Charlottesville. All of these wanderers are answering the same call, inaudible yet irresistible, in defiance of all reason.
The ripples of this conflict on multiple worlds stretch across the country, to the plains of Iowa, to the Appalachian mountains, to cities on the Gulf, and to the forests and port towns of the Pacific Northwest. Some people wake up one day, pack their things, and begin a cross-country roadtrip. Others are abducted from parking lots, nightclubs, or back alleys, transported halfway across the country before being dumped, and wandering seemingly random paths until they inevitably make their way to Charlottesville. All of these wanderers are answering the same call, inaudible yet irresistible, in defiance of all reason.
{{details.status == 'open' ? 'Open for game applications' : 'Closed for game applications'}} [ {{details.status == 'open' ? 'Close for applications' : 'Open to applications'}} ]
{{details.title}}
,
{{details.created}}
{{details.postFrequency.timesPer}} posts per {{details.postFrequency.perPeriod == 'd' ? 'day' : 'week'}}
{{details.approvedPlayers}} / {{details.numPlayers}}
{{details.charsPerPlayer}}
{{details.public ? 'Public' : 'Private'}} [ Make game {{!details.public ? 'Public' : 'Private'}} ] (Read the forum)
What follows here is a summary. The full character creation rules will be presented in the game area itself.
Attributes: You begin with 15 Attribute Points (AP). These are used to buy ranks in Attributes. There are six: two for Mind (Perception and Focus), two for Body (Dexterity and Vitality), and two for Spirit (Charisma and Willpower). The human maximum for an Attribute is 5, and the minimum is 0. Divide up your AP between these six Attributes.
Skills: You begin with 35 Combat Skill Points (CSP) and 35 Non-Combat Skill Points (NCSP). You also get free skill ranks from your Background, so pick that first. The Background choices for this adventure are Scientist, Criminal, Combat Veteran, Medical Professional, and Civilian.
Civilian - You get 6 specific rank-values assigned to Non-Combat Skills of your choosing, and 1 Combat Skill Bonus. In particular, one of your NCS is Rank D, one is Rank B, and two are Rank C. See the Non-Combat Skills below. The Combat Skill Bonus means that the CS grants you benefits as if it were one rank higher.
Combat Veteran - You have a Combat Skill Bonus in Athletics. You also get Might (D), Intimidation (C), First Aid (C), and Endurance (B).
Criminal - You have a Combat Skill Bonus in Stealth. You also get Deception (D), Knowledge (Underworld)(C), Security (C), and Intimidation (B).
Medical Professional - You have a Combat Skill Bonus in Stability. You also get Investigation (D), Knowledge (Medicine)(C), Empathy (C), and First Aid (B).
Scientist - You have a Combat Skill Bonus in Discipline. You also get Empathy (D), Investigation (C), Knowledge (Academia)(C), and a Rank B Knowledge skill of your choosing, relevant to science.
Rank Costs: Aside from your Background, taking Rank D in a skill costs 1 CSP for a Combat Skill, or 1 NCSP for a Non-Combat Skill (they are not interchangeable, but you can keep them in reserve). Upgrading to C costs 2 points, meaning a "buy from zero" during character creation is 3 points (1 to D, then 2 to C). Upgrading C to B costs 3 points, B to A costs 4, and A to S costs 5. Rank S cannot be improved further.
List of Combat Skills: Athletics, Attack (choose unarmed, or a melee weapon), Attack (choose ranged weapon), Awareness, Dodge, Discipline, Stability, Stealth.
List of Non-Combat Skills: Cybersecurity, Deception, Drive, Empathy, Endurance, First Aid, Intimidation, Investigation, Knowledge (choose type), Craft (choose type), Language (choose language), Might, Presence, Security, and Sleight of Hand.
Choose Your First Archetype: Cyborg, Draugr, Hermeticist, Hero, Medium, Occultist, Pathokinetic, Psychic, Soldier, Telekinetic, True Faith, Vampire Thrall, Weapon Bearer, Werewolf, Witch. (Emanant and Nephilim are restricted)
Bond: Specify an individual, group, or organization to which your character as a powerful relationship or emotional investment. Is this an Affirming or Estranging Bond? Affirming means that you rely on this connection to help reconnect you to your Humanity in a crisis. Estranging means that you have more resolve, better capacity for Strain, because of what this connection put you through.
Principle: Specify a strongly-held belief your character has, which is most reflective of your character as a person. Examples include (but are not limited to): "The Strong Are Entitled to Prey On The Weak", "The Worth of the Strong Is Determined By Their Treatment of the Weak", or "Freedom Is Paramount." Bear in mind, if your Bond is Affirming, then your Principle must be Estranging, and vice versa. This means that characters with a strong, soul-affirming connection to someone, also have a guiding rule that is more cynical, founded on the trials they have endured, or their pessimism toward humans. Likewise, a character with a potent connection that estranges them from their humanity, also has a guiding rule that is more pure, more idealistic and even hopeful.
Fear: Specify something your character truly fears, which could motivate them to Fight, Freeze, or Flee more reliably than anything else. Fears are neither Affirming nor Estranging.
Flaw: Specify something physical, psychological, or emotional about your character that challenges them in specific situations. Once per session, when I call on you to take an action affected by this Flaw, regain 1 Strain of a type you choose.
Attributes: You begin with 15 Attribute Points (AP). These are used to buy ranks in Attributes. There are six: two for Mind (Perception and Focus), two for Body (Dexterity and Vitality), and two for Spirit (Charisma and Willpower). The human maximum for an Attribute is 5, and the minimum is 0. Divide up your AP between these six Attributes.
Skills: You begin with 35 Combat Skill Points (CSP) and 35 Non-Combat Skill Points (NCSP). You also get free skill ranks from your Background, so pick that first. The Background choices for this adventure are Scientist, Criminal, Combat Veteran, Medical Professional, and Civilian.
Civilian - You get 6 specific rank-values assigned to Non-Combat Skills of your choosing, and 1 Combat Skill Bonus. In particular, one of your NCS is Rank D, one is Rank B, and two are Rank C. See the Non-Combat Skills below. The Combat Skill Bonus means that the CS grants you benefits as if it were one rank higher.
Combat Veteran - You have a Combat Skill Bonus in Athletics. You also get Might (D), Intimidation (C), First Aid (C), and Endurance (B).
Criminal - You have a Combat Skill Bonus in Stealth. You also get Deception (D), Knowledge (Underworld)(C), Security (C), and Intimidation (B).
Medical Professional - You have a Combat Skill Bonus in Stability. You also get Investigation (D), Knowledge (Medicine)(C), Empathy (C), and First Aid (B).
Scientist - You have a Combat Skill Bonus in Discipline. You also get Empathy (D), Investigation (C), Knowledge (Academia)(C), and a Rank B Knowledge skill of your choosing, relevant to science.
Rank Costs: Aside from your Background, taking Rank D in a skill costs 1 CSP for a Combat Skill, or 1 NCSP for a Non-Combat Skill (they are not interchangeable, but you can keep them in reserve). Upgrading to C costs 2 points, meaning a "buy from zero" during character creation is 3 points (1 to D, then 2 to C). Upgrading C to B costs 3 points, B to A costs 4, and A to S costs 5. Rank S cannot be improved further.
List of Combat Skills: Athletics, Attack (choose unarmed, or a melee weapon), Attack (choose ranged weapon), Awareness, Dodge, Discipline, Stability, Stealth.
List of Non-Combat Skills: Cybersecurity, Deception, Drive, Empathy, Endurance, First Aid, Intimidation, Investigation, Knowledge (choose type), Craft (choose type), Language (choose language), Might, Presence, Security, and Sleight of Hand.
Choose Your First Archetype: Cyborg, Draugr, Hermeticist, Hero, Medium, Occultist, Pathokinetic, Psychic, Soldier, Telekinetic, True Faith, Vampire Thrall, Weapon Bearer, Werewolf, Witch. (Emanant and Nephilim are restricted)
Bond: Specify an individual, group, or organization to which your character as a powerful relationship or emotional investment. Is this an Affirming or Estranging Bond? Affirming means that you rely on this connection to help reconnect you to your Humanity in a crisis. Estranging means that you have more resolve, better capacity for Strain, because of what this connection put you through.
Principle: Specify a strongly-held belief your character has, which is most reflective of your character as a person. Examples include (but are not limited to): "The Strong Are Entitled to Prey On The Weak", "The Worth of the Strong Is Determined By Their Treatment of the Weak", or "Freedom Is Paramount." Bear in mind, if your Bond is Affirming, then your Principle must be Estranging, and vice versa. This means that characters with a strong, soul-affirming connection to someone, also have a guiding rule that is more cynical, founded on the trials they have endured, or their pessimism toward humans. Likewise, a character with a potent connection that estranges them from their humanity, also has a guiding rule that is more pure, more idealistic and even hopeful.
Fear: Specify something your character truly fears, which could motivate them to Fight, Freeze, or Flee more reliably than anything else. Fears are neither Affirming nor Estranging.
Flaw: Specify something physical, psychological, or emotional about your character that challenges them in specific situations. Once per session, when I call on you to take an action affected by this Flaw, regain 1 Strain of a type you choose.
Decks
Game Closed
This game is closed for applications
Game Full
This game is currently full
Join Game
Join Game
Your request to join this game is awaiting approval
If you're tired of waiting, you can withdraw from the game.
Invite Pending
You've been invited to join this game!
Submit a Character
You cannot submit any more characters to this game
You don't have any characters to submit

