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[Nov 1 1989] Prompts & Information

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Ashdown Crier
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Daring Seeker

PostPosted: Wed Nov 02, 2016 7:20 pm
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Something rattles, and then erupts into a ROAR. A blast of swampy air hits your face, and as your vision clears, you become aware of a subway train racing past you, its brakes squealing in protest as it comes to a jerky stop. The doors open, and the rush is instantaneous, bodies pushing past you in all directions to get onto the train or off the platform. You get caught up in the crush heading up the stairs, and as you turn your head, you see on the wall:

CHRISTOPHER ST.
SHERIDAN SQ.

You emerge from the subway station and into sunlight, New York City’s West Village looking as gritty as ever… but somehow different. The fashions surrounding you are all wrong, the cuts awkward and out of date. The architecture seems askew, the design of the billboards and the streetlamps strange, as if not entirely bound by the laws of physics.

You stumble into a bodega. The refrigerated cases to the left of the register are stocked with Fruitopia and Jolt Cola. A display on the counter advertises packs of Juicy Fruit gum for twenty-five cents. A cat lounges in a sunny spot by the window, blinking up at you with mismatched eyes, its tail thumping up and down on a stack of USA Today.

The date is November 1st, 1989.  
PostPosted: Wed Nov 02, 2016 7:21 pm
information
      Welcome to 1989! 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 eighties, so while it is possible for your characters to charge their phone, 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 commonplace here. Your ability to use magic in other ashdown is directly reflective of your character's ability to use magic in this era. That said, if your character wants to put in the time and effort to get their cell phone to work or approximate another piece of technology, you can do that, but it's got to be on screen.


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Ashdown Crier
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Daring Seeker


Ashdown Crier
Captain

Daring Seeker

PostPosted: Wed Nov 02, 2016 9:50 pm
non player characters
      Sibyl Liberties.
        Early 30s. A drag queen of some renown and the master of ceremonies for tonight’s events. Politically motivated in and out of character, Sibyl is an outspoken voice for LGBT rights and is particularly passionate about the AIDS crisis. Though some of her progressive ideas are more “out there” than others, she is a pillar of the community and the life of any party she deigns to attend.
          Her persuasion roll is a 20.

      Mika Do.
        24. A rising drag star who works hard but has a reputation for never sticking around for long after performance, Mika Do has kept her personal life private from her friends at Andromache - and that’s just the way she likes it. Still, it’s said that she’s a font of historical trivia.
          Her persuasion roll is a 14.

      Liam Noor.
        Early 30s. Always a little bit twitchy and two steps ahead of a nervous breakdown, Liam is a magitechnical security specialist for a major financial firm by day and bartends at Andromache at night - rumor has it he stumbled in after a personal tragedy and got attached to the place… or more specifically, Sibyl, who refers to him fondly as her “partner in crime.”
          His persuasion roll is an 18.

      Temperance Clark.
        29. A nurse on the front lines of the AIDS epidemic. While the prejudice against her profession has lost her friends and relationships, Temperance has soldiered on and found a new family in the process. While many of her new connections last only the length of time it takes a terminal patient to die, she is valued by the loved ones left behind for her empathy and her soothing touch.
          Her persuasion roll is 12.

      Erin Alda
        30. A friend of Liam’s from his college days, Erin works in New York City as a technology specialist for a magitech think tank. Though she is indifferent to the scene at Andromache, she has come to the wake as a show of support - and because Liam is keeping her glass very full.
          Her persuasion roll is a 5.

      Det. Shun Kuroda
        36. An NYPD detective and much-appreciated bouncer during his off hours. He has a professional connection to Jeremiah - and a more personal one, if you believe idle chatter around the bar, though neither of them will comment on the matter.
          His persuasion roll is a 10.

      Jeremiah Tailor
        63. The owner of Andromache and a former NYPD detective. He says he retired, other people say he was fired, but one way or another he wound up spending his golden years running a drag bar in the West Village. As the brains of this entire operation, he has a certain gravitas about him - or maybe that’s the ex-cop seeping through.
          His persuasion roll is a 15.

      Jamie Delacroix and Shiloh Beaumont
        18. A pair of formerly-homeless runwaways who arrived in New York together after fleeing a bad situation in a flyover state. Neither talks about their past very much, but that alone tells its own story. Since arriving in the city, they have been taken under Sibyl’s wing and are frequently seen in her proximity, whether that means filling the ranks at protests, running errands, or cleaning the bar.
          Their persuasion rolls are both 8.

      Dana ???
        23. A young woman. Maybe a friend of one of the deceased? No one’s seen her before. She’s keeping close to Jamie and Shiloh - maybe they know something about her?
          Her persuasion roll is a 12.


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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 9:54 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.

      You may also reclaim one more power at this time.


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Ashdown Crier
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Daring Seeker

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