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[Nov 1 1922] Prompts & Information

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Ashdown Crier
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Daring Seeker

PostPosted: Wed Nov 02, 2016 7:17 pm
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Before you is the familiar green of Ashdown’s central square. The bandstand looks new, coated in fresh white paint that matches the fresh, white snow on the ground. The paths are lined in picturesque antique street lamps - your first hint that something is amiss, for these lamps were replaced with newer ones in the 90s where you came from.

You turn, and behind you stands city hall, a brick-faced building with georgian pillar detailing. It is comforting in its familiarity. A pair of workers on ladders are in the process of taking down a hand painted banner - though it droops in a deep swag, the lettering is still legible. Ashdown Harvest Carnival - October 25th - 31st.

A Ford Model T passes between you and city hall, bouncing over the cobblestones. It looks brand spanking new.

A teenaged boy on the corner hawks newspapers, his voice cracking as he announces the day’s headlines. You find a penny in your pocket, and he fortunately doesn’t look too closely at it before handing you a paper.

The date is November 1st, 1922.  
PostPosted: Wed Nov 02, 2016 9:45 pm
information
      Welcome to 1922! 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 twenties, so while it is possible for your characters to use their phone, they have very few ways to charge it. Though there is electricity (thanks to nuclear power) there are no outlets that their devices can interface with.
      Magic is not commonplace, but the residents know of it. The Shore family in particular are considered talented practitioners of the art.


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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.
        A spooky witch. Her hair is black like an oil slick and she's dressed like a boy, though she doesn't pass. Though you may approach her and speak to her, she doesn't seem to trust you. No persuasion roll.

      Alexander Shore.
        22 years old. Slight of figure and narrow of waist, the red-headed heir to the Shore family fortune is popular in Boston’s artistic circles, where his moody and expressive paintings have captured the minds of many, as well as the general post-war zeitgeist. He is in attendance tonight as a representative for his family, as well as to provide the event some much-needed celebrity presence.
          To persuade Alexander, you must roll a 16.

      Arthur Noor.
        39 years old. A distant cousin of the Shore family who came home from the wars Different. He’s recovering by the seaside with William Ozymandias, who is his twin. Rumors hold that he Changed while at the front, and Arthur’s odd behavior speaks to that.
          To persuade Arthur, you must roll a 16.

      Kiel.
        18. With an ear to the ground and a sharp smile on his face, Kiel is often in the thick of it. What it is changes and varies from day to day but he’s always managed to navigate any situation that’s thrown at him with street smarts and quick thinking. Staying still is simply a thing he cannot find in himself to do and he always is up to something.

      Marlene Freeman.
        Marlene's a Southern Belle born and raised, but the rise of women's rights have tempered this girl's rebelliousness into a fiendish mix of coquettish and manipulative. She's always looking out for herself when trouble rises, an instinct born of the cold war smiles that her childhood was made of, and she's not above a few lies to smooth the way forward. While she'll always have a tighter bond with women, Marlene's always got the perfect little dimpled smile for the gentleman who asks--assuming they've got the cash to back it up.

      Alexis North.
        25 years old. Beloved daughter of a tremendously powerful Boston family, Alexis aspires to artistic acclaim - however, her talents are meager and her work ethic lacking. She runs in artistic circles, however, eager to buy or steal respect where she cannot earn it. Her 26th birthday is nearing, and with it, pressure to make a favorable marriage match - she has set her sights on the talented, enigmatic Alexander Shore, and whatever public function he may be attending, she is sure to find her way onto the guest list.
          Persuasion roll of 6.

      Alois Scholz.
        40. A tremendously grumpy mortician who thinks that all this spiritualist bullshit is utter crock, and that there is nothing beyond death - however, he is happy to take payment from those who believe otherwise. He is so deliberately out of fashion as to seem captivatingly fashionable, dressing like a Victorian undertaker, with his top hat and cane never far from hand - except when he’s indoors, when decorum dictates he surrender them. His manners are off-putting and his sense of humor is lecherous.
          Persuasion roll of 4.

      Asiya el-Amin.
        68. An aging widow with her own little nest egg, she came hoping to speak to William Ozymandias. However, he is ill, and instead she finds herself speaking to others around her. She immigrated from the nebulous Middle East in the late 80s, and has her wealth from there.
          Persuasion roll of 12.

      Christopher Ward.
        47. A foreigner rumored to have family who made their fortune in the gold rush of the 1850s, Chris is spending the prime of his life traveling. Currently he has been in Ashdown for six months, much longer than intended, due to his fascination with a local artist (not in attendance).
          Persuasion roll is 14.

      Marcus Lacroix.
        60. A local gadfly with a reputation for drinking too much and spouting nonsense. He has a conspiracy theory for every day of the week and two for Saturdays. As a lifelong resident of Ashdown, he is wary of the Shore family - both its patriarch, William Ozymandias, and its heir, Alexander Tiresias, as well of its buying up of land around town and its very specific investments. Marcus believes that he has lived his life before and that the cause of it is William Ozymandias. Marcus habitually avoids any person or enterprise associated with the Shore family, so his presence here tonight is quite strange.
          Persuasion roll: 4



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PostPosted: Wed Nov 02, 2016 9:53 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.

      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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ashdown

 
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