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[Nov 1 1969] Prompts & Information

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Ashdown Crier
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Daring Seeker

PostPosted: Wed Nov 02, 2016 7:18 pm
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You arrive in front of a gigantic wall of televisions, one retro-looking set stacked on top of the other, all broadcasting the same technicolor clip of The Wizard of Oz - Dorothy dancing with the Scarecrow. A sign taped to the window advertises - Take One Home 4 the Holidays, with the Radioshack logo printed neatly underneath. You recognize the storefront, but last time you walked past it (just yesterday!), it was full of drones and STEM toys.

You turn and walk up the street. The Chinese restaurant that has stood on this corner for as long as you can remember is nowhere to be seen - a bakery stands in its place, racks of fresh bread pressed up against the windows. Across the intersection, the hand-painted ads in the grocery window advertise ham and macaroni salad and iceberg lettuce. The prices seem… low.

You continue on past the post office, the mailbox out front gleaming with a fresh coat of blue paint. The real estate office next door has dozens of mimeographed listings in the window, grainy property photographs matched with descriptions and prices that, again, seem low.

A ruckus up ahead draws your attention. A homeless man in an army jacket stands on the corner, a cardboard sign clutched in his dirty fingers. REPENT.

“The end is near,” he warns you as you wait for a break in the traffic. “If god doesn’t judge us, the Soviets will.”

You ask him if he has the date. He gives you an odd look.

“November first, 1969,” he says, and holds out a half-empty bottle of beer. “Here. Take this. You might need it more than I do.”  
PostPosted: Wed Nov 02, 2016 9:45 pm
information
      Welcome to 1969! You're in for a wild ride, so let's skip the pleasantries and get started with some rules and a general outline.

      This meta is organized into four phases. The phases go something like this:
        PHASE ONE - Getting settled in, orienting yourself. Minimal GM interference. Ends in about a week.
        PHASE TWO - Gathering information to determine what's going on and how you can fix the veil.
        PHASE THREE - Putting your information to use, round one.
        PHASE FOUR - Putting your information to use, round two.
        PHASE FIVE - Saving the day.
      Each of these phases will take about a week, maybe (hopefully!) less.

      A few important pieces of information:
      Your character has access to none of their magic except their dreamer power. Wargs cannot warg, weres cannot were, and nobles cannot noble: all you've got is a super basic piece of intrinsic magic, whatever your first approved piece was. You will have opportunities to earn your magic back throughout the meta, so keep an eye out for them.
      You only have what pieces of technology came through with you. So most of your characters will have a cell phone. This is the sixties, so while it is possible for your characters to charge their phone if you're very lucky, their phone will not connect to a cell tower and there's certainly no wifi. Also, to charge their phone, your characters must have brought a charger with them.
      Magic is a relative unknown. NPCs with whom your character interacts will have little to no knowledge of magic.


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Ashdown Crier
Captain

Daring Seeker


Ashdown Crier
Captain

Daring Seeker

PostPosted: Wed Nov 02, 2016 9:50 pm
non player characters
      Sunny Shore.
        Actually, is she even here? You haven't seen her.

      Vivien Hawken.
        A small, precocious nine-year-old girl. A chatterbox. Ambitious as hell. Will inform anyone who asks that she's going to be a doctor-astronaut and will recruit you to be her playtime buddy. Do not get recruited.

      Ezra Fitzgerald.
        25. Dark-haired, dark-eyed, smoldering stare, reads a lot of Romantic poetry and will admit to it. Will not, however, talk to you without an introduction from a member of the band. (Hit up Preacher.)

      Maren Greenmantle.
        Maren is a SUPERHERO. She is that person that is always on top of things, always on the move, always fighting for what she believes is the Right Way. A diehard feminist, she is all about being right up in the thick of things, whether it's protesting, partying, or simply going out to eat and not caring about what she wears. She loves music, loves clothes, and loves breaking boundaries - although she sometimes gets a little too into things. At heart, she is a kind and passionate and loving individual, but she also just doesn't really quite grasp the concept of toning things down.

      Leila Townhome.
        19. An ardently anti-war college kid making her money by tutoring and occasionally babysitting. Attending the concert because the kid she’s watching is there. Ambitious and suffering more than a little bit of tunnel vision, Leila is almost hyperfocused on her future as a forensic pathologist (a new (to the public eye) career brought to the forefront of public consciousness by the Manson murders) (which no one calls that yet because no one will even be arrested until December). She fancies herself quite the investigator. Also, owns chickens. She dearly, dearly wants an introduction to Ezra’s sister Eve.
          Her persuasion roll is 16.

      Cam Rylan.
        38. Attending the concert because he likes the music, and "to spend time with the crew," where the crew is the firemen at Lucky Thirteen and where the crew is also apparently absent. He's pretty attentive towards the group of kids running around nearby, though. Ex-Army, and keeps mum about it because this is a suburb of Boston in the late 60s and being a veteran is a bad thing.
          His persuasion roll is 10.

      Preacher Maria.
        24. A drummer with the band. (A band.) Friend of Leila’s, not so much a friend of anyone else on this list. College dropout, despite having managed to get in in the first place. Having had a difficult time in her youth, Preacher has become a weird older sister to the group of anti-establishment teens that populate Ashdown.
          Her persuasion roll is 14.

      Melany Dubhslaine.
        23. A student of dance at Rider-Waite, which has just been established as a college a few years ago. A speed skater par excellance. Was on the 1968 Olympic team. Fancies herself pretty well-traveled and is kind of a d**k about it. She has seen and heard stories about the Soviet Union that other characters haven’t had access to. She is dating Ezra.
          Her persuasion roll is 8.

      Juniper Wilcox.
        44. A soft-spoken high school teacher, native to Ashdown and familiar with local superstitions. Nevertheless, a huge conspiracy theorist who believes the mysterious disappearances are the work of a strange being called “The Enemy”. Tends to over-react to things, but really is quite good at heart.
          Her persuasion roll is 6.

      Rabbit Vaughn.
        30. An accountant from New York trying to get away from it all for a few days. He had an invalided sister in a care home, but he has since lost track of her. He has a wife back in the city, but does not speak of her.
          His persuasion roll is four.

      Algernon Mixlin.
        27. A graduate student at Rider-Waite, studying the classics. He is not from Ashdown originally - or even the Northeast, having come to Rider-Waite seeking something closer in culture to his native England than his family’s adopted home in Atlanta, GA. As he has spent a lot of time both in and out of Ashdown, he is aware of peculiarities of the town that local natives may dismiss.
          Roll a 14+ to persuade.

      Nasir Vasile.
        33. Juniper’s coworker, somewhat socially outcast (he teaches Home Ec and is suspected of being Gay As Hell) (remember: suburbs of Boston) (Catholics) (Irish Catholics) (Etc). He's an Arab, of course, or something like it, but he's Ashdown's Arab-or-something so that's different.
          Roll 4+ to persuade.

      Finn Derouen.
        49. Did his time in the Army in the 40s, has retired to teach children about forest fires, ardently anti-Communist but surprisingly pro-socialism. Pines over a lost Communist love, surprisingly. Has a daughter in France from his service in the European theater.
          Persuasion roll of 10.


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PostPosted: Wed Nov 02, 2016 9:52 pm
players in this era

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Ashdown Crier
Captain

Daring Seeker


Ashdown Crier
Captain

Daring Seeker

PostPosted: Wed Nov 02, 2016 9:53 pm
current prompt

      A̓̓̂͆̓̉̾̚͏͔̜̥͉͓̥̮̮G̦̔̑͗͐̽͐Å̰̩̟̲̕Ï̦̳͌̿͋̃͌̈́͐͡Ņ̻̫̻̇


      Before posting into the new thread, please roll 1d4 in your character's record. This determines how much damage you take from the glitch. Glitch damage cannot be healed, and must be worked around.

      Subtract your roll from your character's health total, and add the effect posted below to your post header.
      1. Nausea. No stat changes.
      2. Severe nausea. -1 to all combat rolls.
      3. Moderate physical damage. -1 to all combat rolls.
      4. Visual hallucinations. -2 to persuasion rolls.

      This comes off your total from the last roll, so if you have 24 health after last prompt and you roll a 2 now, you'll have 22 health total.

      You will have an opportunity to undo the debuffs in the future.

      You may also reclaim one more power at this time.


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PostPosted: Wed Nov 02, 2016 9:54 pm
past prompts

      Quote:
      You've arrived in your new era, and you have noticed three issues immediately.

      Firstly: You have nowhere to stay. (How long will you be here? Who knows.)
      Secondly: You have nothing to wear. (Your clothes definitely don't fit in.)
      Thirdly: What are you going to do for money? (It's not immediately obvious, you know.)

      In order for your character to progress to the next phase, you must roll three four-sided dice and write a solo or do an RP wherein you address these three problems. Your dice rolls will determine how well you do, and will enable you to pick one to three advantages, depending on how many points you end up with. (Higher numbers are better and indicate a better stealthing into the society!) When you're ready to move on, please quote your moderators and one of them will drop in to give you the information you need to prepare for your next phase.

      Please feel free to RP as much as you like within your era. :>

      You may assign your dice values to each slot as you will. So if you roll a 1, a 4, and a 3, you can put the three on whatever you like--it doesn't have to apply to the third set of concerns.

      What sort of lodgings do you acquire for your stay?
      1. You know, I've always liked camping. (None)
      2. It's fun to stay at the YMCA. (Youth hostel/homeless shelter)
      3. I scrounged up enough cash to secure a rented room. (Hotel/rented room)
      4. I've managed to find a comfy bed with a kindly family or group. (Rented room, free)

      What sort of clothing do you find to help you blend in?
      1. My clothes are fine. (None)
      2. I found a clothesline. (Stolen off a clothesline; low-class or poorly meshing)
      3. I scrounged up enough cash to secure a pretty decent outfit. (Purchased; mid-class or slightly against social mores)
      4. Someone took pity on me and helped me blend in more. (Free; easy to pass)

      How are you going to earn some cash?
      1. I don't need it. (None)
      2. Busking! I'm good at it! (Low income)
      3. Some under-the-table work. (Middleish income)
      4. I've always fancied myself a con man... (High income)

      Every three points you earn can be traded in for a bonus. The options are: one of your characters' powers can be re-earned, a +1 bonus to persuasion rolls, a +1 bonus to athleticism/combat rolls, or a +1 increase in one of your situational rolls (so securing better housing, clothing, or job).




      Quote:
      A͝GA̦͉̥I̧̲̬Ǹ̯̠̫


      Before posting into the new thread, please roll 1d4 in your character's record. This determines how much damage you take from the glitch. Glitch damage cannot be healed, and must be worked around.

      Subtract your roll from your character's health total, and add the effect posted below to your post header.
      1. Disorientation. No stat changes.
      2. Migraine. -1 to all combat rolls.
      3. Light physical damage. -1 to all combat rolls.
      4. Severe disorientation. -2 to persuasion rolls.

      So, a character who rolled a 3 would have a new maximum health total of 22 and a -1 debuff to combat rolls. A character who rolled a 1 would have a new maximum health total of 24 and no debuffs.

      You will have an opportunity to undo the debuffs in the future.


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Ashdown Crier
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Daring Seeker

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ashdown

 
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