Okay people, here’s a darker RP for those of you who either know about or like Dead Money, Fallout, OR anything that is post-apocalyptic with a twist of horror. This will take place on Mibbit or any chat server that you’d use to connect to Dormlounge. At some point there may also be TFs, but I will probably provide a minor heads up or hint at it. Further details within. Don't hesitate to ask questions and offer
constructive criticism.
Onto the details...
You’ve heard of Das Schwarze Schloss. We all have. The legends, of a pitch black place of technology and wealth, buried in a dark, copper-red blanket of toxins. The rumors, of it lying frozen, almost untouched, in a city of death and ghostly figures, who drag anyone they get their hands on, into the darkness, to never be heard from again…
An Old World beacon of hope, wealth, and power to anyone
who was greedy, or foolish enough, to try and take it for themselves, shining brighter than the glitz and glamour of the few true cities left in America after the War to End All Wars. A hotel… casino… fairground… where the wealthy and rich were invited to attend its opening, and presentation of the World’s Fair.
A chosen number of celebrities were to attend it. Those who would show off the newest stage of development for the world; its newest home conveniences, personal defense… military force… Being invited to Das Schwarze Schloss was a sign of just how powerful or wealthy you really were. It was a chance for the future. Not just of mankind, but for all who entered its walls…
Except…
Das Scwarze Schloss never opened. The War to End All Wars assured that. As nuclear and chemical fire rained upon America, the World’s Fair was stopped before it began, like a new light bulb being turned off the second its bright lights shown forth. The World’s Fair became the colossal ending of humanity as a whole…
Its Still out there, in the deserts of Midwestern America, preserved, to some extent, in its deathtrap of Hell, waiting for the right people to work its complicated lock, and break inside…
But getting inside isn’t the hard part. Not by a longshot.
The hardest thing to do, is let go of the legends, the destruction, the deaths… and at the end of the day, take what you received, and walk away…
One of these people is a mysterious man obsessed with taking the secrets of Das Scwarze Schloss for himself. He’s finally found a way to break in, but he can’t do it alone.
So, he’s laid a trap to steal unsuspecting persons who hear the siren opening call to the World’s Fair, and fixed them with… devices, to keep them under control. YOU are one of those people. Together, you and the others will work together in order to break into the World’s Fair that never happened, steal its fabulous treasures, and find a way to get your freedom from this mysterious psycho…
You’ll be pushed to you limits. With only a single weapon, a set of clothing or cheap armor, and no supplies, you’ll have to search everywhere in order to find all you need to survive. Magic and recipes for weapons will be your friends, and what minor supplies you can find will be your only means of survival. Through it all, you may have a few pairs of eyes watching you, and even fewer trying to help you.
Remember; this man who controls you has sent far too many to their deaths here, and many have left caches and messages hidden around. Their deaths will be your lives if you’re willing to steal from the dead to stay one step ahead of the shadowy figures who will always try to kill you…
Are you in? Then make sure to read every detail from here on out…
RULES
Rule #1 Godmods don’t exist here. We’re doing a simple system to determine how things will pan out. Skills will be limited for each character, and even your own weapons will decay with use. You’ll need to rest, eat, drink, and maintain gear if you want to live…
Rule #2 Despite this not being set in the MSFH or Mahou Galaxy, you can bring in characters from them, or any past roleplays you’ve been in. You must alter them slightly to fit the setting however, or at least their background. Talk with me if you’re unsure, but I’m going to be lenient about the majority of things as long as you remember the setting.
Rule #2.5 Stemming from that. As stated before; you’ll start with one weapon and limited armor, if any at all. MSF chars will get ONE weapon, and ONE piece of armor or an artifact, but they will not be high quality or have all effects. However, you can improve them later on in the roleplay. New characters also get the same thing. More about characters and their aspects later.
Rule #3 This is for fun, and meant to be interesting. Having fun is the point, so don’t be a jerk OOC. IC, you can be a complete asshole if you want,
to some extent. OOC we’re all going to treat each other with respect, or you won’t play until you can. >:/
Rule #4 You can die here, unfortunately. I won’t ROFLPWN you, but if you don’t pay attention to your character, you will die. In some cases you might be able come back as a baddie, but unless you can think of a way to be another antagonist besides the Mysterious Man, you’ll die. This also means in special cases you can turn good again and rejoin us, but
only in special cases. The point here is to survive, not die just to come back and join us like nothing happened.
Rule #5 You’re the main focus, don’t forget that. The Mysterious Man will give you instructions and leave you on your own. YOU decide how to proceed, what to do, and how to do it. Where to scrounge, what to take and leave, etc. I’m not going to hold you hand unless everyone has genuinely not a freaking clue what to do next. I want this to be something where everyone’s little ideas can be considered and added to make this fun…
That’s not to say I won’t have ones of my own for random encounters. ;)
CHARACTER SHEETS
The system we’re going to run is rather simple, but there are quite a few factors. Don’t worry; its not going to be as advanced as the MSF roleplay, but to prevent godmods and make this a challenge as well as exciting, we’ll have a system, and push you a bit…
Name-Obvious
Stats-Each stat starts at 1, with 8 points to be assigned as you see fit. Rolls are done based on stats, with every point in Strength letting you care 10 units of Weight. Skills are as follows:
Strength-How physically strong you are, strength determines how much you can carry without incurring movement penalties, as well as 2 Hand weapon handling and all melee weapons.
Fitness-Both your agility and overall endurance are a part of this. Fitness aids your movement speed, guns, and 1 Hand weapon handling.
Perception-How well you perceive you surroundings, as well as how powerful your senses are. Everything from the click of a lock to noticing that pile of trash has a mine under it due to the glow of its ‘armed’ light. Perception aids in noticing traps, scrounging, lock picking, repairing, explosives, and stealth.
Intelligence-Basically both your IQ and problem solving skills. This helps with technology, crafting, medicine, speaking, and repairing,.
Skills-Each character gets 3 skills they’re talented in to start out with, each giving a +3 to the skill. Among them are the following:
Lockpicking-many doors and container are locked for whatever various reason. If your good at picking locks with only minor tools, then most of them won’t be a problem. If not, then you’d better hope someone else can.
Technology-the World’s Fair had many technological advances, and many of them can be hacked to gain access to hidden weapons, diaries, and areas, or even hack that auto cannon to work for you and save your butt. You can also use your knowledge of electronics to repair old systems, making new codes or routines for robots, etc.
Crafting-if you’re good with your hands and making unique things, then you’re a guy who can figure out how to turn the toxins of the city into weapons, how to clean up old junk to form deadly weapons, etc. While most crafts are tied to another skill, this gives a boost to
all of them.
Repairing-the other side of crafting, you’re good with repairing and maintaining weapons and making sure jams are less likely due to knowing you’ve made sure your weapons are clean and in full condition. You can also maintain your weapons more easily.
Medicine-you’re good with repairing a more complex machine; the human body. Administering drugs, setting bones correctly, and performing minor operations to remove bullets with only a scalpel and some alcohol are all things you can perform without accidentally maiming or killing someone.
Speaking-yep, your words are just as valuable as a blade. You’re able to reason with people and make them see just how much they need to listen to you and help you as much as you’ll help them. While its not a useful skill to some, being someone with good people skills will help you talk to, and even befriend for the aid of, those who are still, somehow, alive in this place.
Stealth-stealing things and sneaking around are traits you've mastered. You're not Sam Fisher, but dang are you close. Stealth involves anything relating to thievery or sneaking around, as well as anything similar to it.
Guns-everything from a pistol to a light machine gun falls under this. Even if you only know how to handle an old revolver, you’ve got more knowledge of guns than most everyone else. You’re a better shot, and can maintain your guns a bit better than most. You’re not a repair specialist (Or are you?) but you can manage.
Melee-Blades, fists, throwing spears, etc. If it requires human force, then you’re good with it. You don’t have to be a strongman, but you at least know enough not to cut your neck open. You also know how to handle your weapon so they don’t break as easily as someone who used a knife to pry open a crate that‘s rusted shut, and had no clue how to do it without breaking the blade.
Explosives-You know the dangers of explosives, and how to properly handle them. From fragmentation grenades to flash bangs to mines, to even mining explosives, if it goes boom, you know just how to set it for optimal blasting and blowing up of guys that need to die.
(talk with me if you think there should be others to fit the setting, or if things should be changed. I’m willing to listen.)
Starting Weapon-you’ll get one weapon from the list below as your starter. Further details in the combat section. MSF characters will need to put on their character sheet what their weapon’s damage is, as well as type. None exceed 15.
Hephaestus Knife (5 Cutting Melee, 1H, 5 Weight)-a knife meant to be a common kitchen knife, you’ll find no shortage of Hephaestust knives in the city. They never dulled, and almost never broke, unless put under extreme stress. Now however due to the slight decay caused by the toxins in the air, they’ve significantly dulled down and become more likely to shatter. Maybe if you find a way to restore them to their former glory…
Spike Knuckles (5 Punching-Melee, 1H, 0 Weight)-Simple brass knuckles with spiked tips. You can start out with a pair of these if you wish.
Throwing Spears (5 Stabbing-Ranged, 1H, 10 Weight)-You start out with 20 of these. More can easily be found around the city, as they seem to be common weapons, and carry a 0.5 Weight per Spear.
City Police Revolver (10 Pistol-Ranged, 1H, 5 Weight)-an Old World Colt army-issue revolver, these were the standard pistols to the city’s police officers. They have decent stopping power at the cost of only 6 shots, making them a fairly decent sidearm.
Silenced 10mm Handgun (5 Pistol-Ranged, 1H, 10 Weight, +2 Sneaking)-A heavy Crimzon Arms handgun affixed with a silencer, this weapon lacks strong damage without high-powered ammunition, but has a solid rate of fire and is near-totally silent, making it easier to sneak around and assassinate enemies. They were also fairly popular in the casino business with armed guards, as well as a personal defense weapon for the rich.
Bolt-Action Rifle (10 Rifle-Ranged, 2H, 5 Weight)-A simple bolt-action Springfield rifle lacking a scope, these were another common weapon used by the city’s police officers. They are accurate and reliable, but have a slow rate of fire. Still, they get the job done.
Double-Barreled Shotgun (15 Shotgun-Ranged, 2H, 5 Weight)-A classic double-barreled shotgun that can cause a lot of destruction quickly, their tremendous power is offset by their small magazines, and short range. This is one of the few weapons best used in the OPPOSITE of its intended range.
Sawed-Off Shotgun (5 Shotgun-Ranged, 2H, 5 Weight)-A sawed off lever-action shotgun, these were meant to be a compact CQB weapon used by both the police and at the World’s Fair. They’re relatively weak, but with stronger ammunition can deal decent damage.
Fragmentation Grenades (5 Explosive-Splash, 4 Weight)-You start with 8 of these, each with a Weight of 0.5. Standard Frag grenades with a 5 second fuse. While they don't cause the greatest damage, they're lethal up-close, and have a wide blast radius.
Starting ‘Armor’-what your wearing when you arrive. This mostly depends on your background, but if for some reason you now have something different due to the Mysterious Man? Who’re we to ask. Later on, you may come across armor that is much higher quality, or something you can scrounge for parts to improve your own armor a bit. Some starting armors even give special effects…
Clothing (0 Damage Resistance, 0 Weight)-just standard clothes. These provide absolutely no benefits, but they don’t weigh you down, so you move a bit faster than the guy wearing metal armor.
Sharp Dress Clothing (0 Damage Resistance, 5 Weight, Speaking Skill +3)-you read that right; if for some reason you’ve scrounged a fancy suit or dress off of the skeleton of a long-dead celebrity, then you just look like someone that people can trust. The downside is most of the fancy clothes back then had a minor bit of weight to them.
City Police Armor (10 Damage Resistance, 5 Weight)-armor worn by the city police department, this armor is lightweight but sturdy, protecting against minimal damage at the cost of slightly restricted movement.
Advanced Police Armor (15 Damage Resistance, 10 Weight)-the stronger, but heavier, version of the City Police Armor, this version protects against more, but your weighed down more. Don’t expect to dodge throwing knives or the like.
Pre-War combat armor (+1 Perception, 5 Damage Resistance, 10 Weight)-Pre-War lightweight metal-leather armor that enhances ones sense using a design to maximize and aid the wearer in perceiving their surroundings by stimulating the body via pressure points.
Hazmat Suit (10 Damage Resistance, 10 Weight, 10 Toxic Air Resistance)-bulky, hard to get out of, but useful, hazmat suits are the gear worn by the mysterious shadowy figures of the city to pass through the toxins there. These suits give some protections against the concentrated areas of airborne toxins in the city, but then again, unless you make yourself unique, you might be shot by accident…
Appearance-Age, height, sex, hair-eye-skin color, etc. Anything that makes them a character.
Bio-Just a short description of who your character was and how they might‘ve ended up looking for or being brought to Das Schwarze Schloss; scavenger, soldier, Rich guy from one of the remaining cities? Did they hear old stories, or had they lost people there and wanted to try and find them? Were they tricked into being captured and brought here? Nothing major; one, two paragraphs tops.
Things to remember during your bio are:
-The world waged a nuclear war, and America got hit hard. Few cities survived, and they became the only true safe havens from the nuclear wastelands.
-The southwest wasn't hit as hard.
-The world is somewhat retro, but nobody truly knows what year it is. Even the weapons have no meaning as far as what era America was in.
-For MSF Characters; this world does have non-human races. Devilings, Redeemed, Mythics, Divine, Mecha, Spirits, Demi-Humans, Humans, and even Legion or Legion-like beings live there. Watchers however, do not.
COMBAT AND DETERMINING SUCCESS
As of now we are running a simple D8 system, rolling using a generator players will be provided upon starting each session, to roll beneath or at their stat for success. Stats still determine skills.
Weapon/Armor damages work like this; Weapons above armor deal net damage (A 15 damage weapon against 10 armor deals a net 5 damage.). If armor is too high, damage dealt is 1+D4 (Max of 5, min of 2.).
WEAPONS TRIANGLES
A major aspect of the combat system there are weapon triangles for both guns and melee weapons. Using a weapon inferior to your enemy’s gives you a -1 penalty, while doing the opposite and using one that beats your enemy‘s gives you a +1 advantage. They are as follows:
Melee Weapons
Stabbing beats Slashing-Stabbing is faster than slashing in a wide arc and pierces more.
Slashing beats Punching-Slashing deals more damage and is faster than winding up a punch.
Punching beats Stabbing-Punching is quicker than stabbing and transfers more force.
Guns
Note: Basic rounds are considered unlimited. 'Special' ammo is limited by the number found, so use wisely.
Pistols beat Shotguns-Pistols deal more damage at longer distance than a shotgun, even with single slugs.
Shotguns beat rifles-Shotguns deal more damage in the close to mid-range environment of the city.
Rifles beat pistols-Rifles have a longer range and are more accurate than pistols.
Explosives-Explosives fall outside of weapon triangles, and deal damage based on their proximity to people. Right next to them is likely to kill them instantly via loss of legs, but at distance? Minor shrapnel damage.
LEVELING UP
Every character gains one stat point to distribute how they see fit after each RP session, no exceptions. You can also level up by being particularly creative, descriptive, and have great ideas for how the group should proceed. This will happen rarely, as since this is a survival game, gaining stats is going to be a challenge.
WEIGHT
As with all things, weight plays a big part in just how much you can be a scavenger, or a walking arsenal. As stated, every point in strength gives you an extra 10 units of weight you can carry. This means you can carry varying weapons, armor, and other items without being a slow-moving pack mule, or be the Heavy Weapons Guy if you want to. Every item not a weapon or piece of armor has a default weight of 0.10 for small items (Glue bottles, tin cans, etc.), and 0.50 for medium items (Things like food and drink). Anything larger varies, but is usually 2 weight.
DAMAGE AND HEALING
Let’s face it; nobody is invincible, and you’re going to have to heal yourself with whatever you can. Even whiskey and bandages can help deal with everything from minor cuts to deep gashes. When you’ve got minor damage, it’ll be shown as combat goes on. Major damage may render you unable to perform certain tasks/attacks without incurring a penalty. The more damage, the higher penalty. If you take too much damage, you’re unable to do much of anything but bleed on someone. If you take even more damage, you’re knocked out and someone is going to have to bandage you up like a mummy…
REPAIRING AND MAINTAINANCE
Let’s face it; after years of decay, nothing is going to last forever, or at least very long. You’re going to have to maintain your weapons and gear. You can scrap weapons you find for spare parts if they‘re compatible (The same weapon or something close (Revolver repairs revolver, etc.)), and sharpen your bladed melee weapons if you find sharpening stones or something like them. If not, then your weapons are more likely to jam or break.
Maintaining gear will be slightly easier; patching up holes and attaching or replacing pieces to increase the armor’s Damage Resistance, or just keep it from falling apart.
MAGIC
Magic isn’t really that strong in this game. You can use things like enchanting a weapon to do more damage, or set someone on fire, and even do some minor healing. Magic uses the Intelligence stat to work, but is not a skill due to everyone having the same form of magic available to them. Simply put; the higher your intelligence, the easier magic is to you, and the stronger spells are.
CRAFTING
Crafting is making things like weapons and poisons. The higher your boosts to Crafting, the more easily you can make things and the greater condition they’re in. Each item you'll make is also tied to another skill. You simply combine the bonuses for both crafting and the associated skill, and you greatly improve your odds of success and condition of the item. You’ll also often find recipes from those before you on how to make certain things. You may even find out how to drastically improve some of your starting weapons.
Crafting list!
Link