Dunwater (Survival/Horror small group) [Recruitment Closed]

Started by Totoro, March 05, 2017, 01:38:19 PM

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Totoro

Dunwater

"Curiosity killed the cat..."


Dunwater is a small, isolated town on the banks of the Duwamish river, Washington. While it is considered by many to be nondescript it has long been surrounded by rumours and tales of dark and unnerving mysteries. With so little proof but so many claims it is hard not to feel intrigued and push to investigate matters. Many, many people have disappeared attempting to get to the bottom of what it is that gives Dunwater its reputation. And now, like many brave or foolish people before them, a new group of curious investigators is here to see what's really happening.

Dunwater will be a relatively small survival horror group game. Centered around a party of people with an interest in the macabre, urban legends and cryptozoology. People who have always found a curiosity in tales such as the Chupacabra, Big Foot and many other cryptids. Perhaps not taken as seriously by many there are still a great deal of people who do wonder what is out there beyond the realms of science. For these people Dunwater is swiftly becoming a legendary place in America, prompting small groups of adventurers to head there together. The people of the town certainly don't take kindly to these strangers insisting their home is cursed and evil. There is even a website called 'DunwaterDelvers' for meeting others who are curious about the town, and organising trips there together.

The game will be a freeform setting primarily, with the main focus on being the investigations of the assorted tales of evil. Which tales are investigated and the method of investigation will be up to the players. There is no real focus on smut in this game. It may happen between characters. But the monsters are not smut-horror creatures. Whatever is out there is firmly out for blood. This game will include a large amount of graphic gore at various points. Players will be allowed to note on their CS's anything that particularly bothers them. However I will not be able to accept squeamish players as the content would have to be too censored. I hope everyone can understand that.

The Rules

Godmoding: Please do not godmode anyone else's character without their express permission. As this will be a small group game I will allow agreed upon godmoding between players. But absolutely make sure to always ask for permission before doing so.

Drama: If you have an issue with another player for any reason. (Attitude, their character, their IC posts) Then please PM me and explain the problem. I will try to resolve any issues as reasonably and fairly as possible. As this is a fairly small game it is vital to me, and for your enjoyment of the game, that players try to get along.

Communication: Please communicate with fellow players, it is easy enough and absolutely necessary to get ideas for scenes or character relations. This is particularly necessary with a small player base.

English Standards: Players will be expected to have a reasonable standard of English and keep a reasonable posting rate. (This will vary on a scene/case by case basis.)

Writing Style: All in character posts will be in the third person past tense only. This is to keep consistency between posts to avoid a jarring transition.

Smut:Smut will be allowed, but is not at all the primary focus of the game. Scenes will likely be kept to a thread separate from the primary story ones. There is not going to be horror/noncon smut via any of the monsters or NPC's controlled by me.

Read: It is absolutely vital that you read through the background of the story and setting. Your character needs to understand what they are curious about, and have a reason for coming to Dunwater. All characters will have a prior connection as they have already spoke online before deciding to meet at Dunwater.

F.A.Q

Can I play a monster or Dunwater resident? No to both. In order to keep the mysterious nature and uncertain nature of the myths and legends the monstrosities present in Dunwater will be NPC'd by me. These creatures will not have full character sheets, as that would kill their mysterious nature. And Dunwater residents are very much unwilling to work with outsiders, and would have nobody to interact with.

What kind of characters suit the game? Mostly, ordinary humans. People with regular hopes, dreams and fears. I do not want people who are flawless, incredibly gifted at certain things, fear-proof military veterans or other things like that. Ex military is fine, but even soldiers have fears. The main thing is to try and be interesting in some way.

How many characters can I play? Hard limit of two PC's per player. They don't have to both come in at the start as more curious minds are constantly flocking to Dunwater.

Can I play NPC's? Yes. I will be providing a simplified NPC CS for players who already have a PC. A hard rule on NPC's though is that they will be vulnerable to being killed off or brutally injured at any moment. And no restrictions can be placed on the severity of injuries they suffer. So don't get too attached!

Totoro

The Setting


Dunwater Town




Dunwater is a peaceful town on the banks of Green River, Washington. The population is just over 6,000 people. It is quiet and very remote, with access being a frustrating maze of small lanes in the surrounding woodlands. The primary industry of the town is now logging, as the mine has had to be closed down and hasn't operated for several years. There is minimal agriculture due to the dense woodland and powerful river. In the warmer months of the year there is a brief fishing trade.

Although the town initially appears mostly nondescript nothing could be further than the truth. The town is surrounded by an assortment of rumours. It is widely renowned as haunted, and a center of various other evils. Everything from the town being an Indian burial ground to a portal to hell has been suggested. Claims of murderers, kidnappers, monsters, ghosts or aliens are rife around the small town.

Built at the side of the powerful Duwamish river the town hasn't expanded for many years. The town is primarily constructed on the West side of the river, although there is a small foot bridge and a few houses and old buildings across the water. On particularly rainy days, or in the winter, the river itself can become very strong flowing with a variety of rapids and rough rocks it is impossible to swim across safely. The weather is often a light drizzle or heavy mist brought down from the neighbouring mountain. Even throughout the summer months the heavy woodland tends to trap in cold air and damp.

The current year is 2002. Dunwater has extremely backwards internet, even for 2002. It runs slow and frequently cuts out. Similarly the phone lines and power can easily cut off at any moment. The town can run a small area locally for a long time, being equipped with a slaughterhouse, well and power generator. However in winter months it can become dangerously cold without power.

Districts:

Central Dunwater

Central Dunwater is very much the town's primary population center. Aside from Old Dunwater itself the houses make up some of the oldest buildings in the town. The centrally located Police station is very practical, allowing them to keep a watchful eye on the people. The Library is naturally located close to the school, which has been kept just by most of the housing. The students are typically well behaved and cause no trouble, and it allows for students to easily walk to school. The Resting Monk hotel, built to contain most visiting tourists, is nearby to the police station and the high street. Most locals avoid this building like the plague, as they dislike the outsiders who stay there. The high street itself is primarily packed with local vendors and salesmen, lacking many out of towners or chain businesses. Any privately owned stores run by Dunwater citizens are given large tax rebates.

The East Side

The East Side of Dunwater is a reasonably recent construction. It is mostly disused in winter months but becomes highly busy during any fishing season. The only popular building on the East of the river is tackle shop. Aside from that it is nothing more than a few small shacks and huts, and several large freezer buildings.

Old Dunwater

Old Dunwater contains two of the oldest and, and three of the most famed, buildings in the town. Mikhailov Manor is a large estate considerably out of place with the rustic simplicity of the town. Fortunately the owner's kindness and philanthropy have led them to be popular with the locals. The currently disused Asylum is an attraction and curiosity for many idle minds who seek to investigate Dunwater. And the old church, still attended regularly by the religious towns folk. Of course containing its own fair share of rumours, these are always fought against by the kind hearted priests. Old Dunwater is often considered the core of the town's dark mystery, along with the mine and the forest. Many of the older houses have collapsed or been damaged, and so the streets are particularly quiet and empty at most times.

The Forest
The forest surrounds Dunwater on all sides, save for the river. Although even across that the East side quickly gives way to dense woodland. Many people deeply fear the woods, and rumours of beasts and monsters roaming them by night are drilled into the children of the town religiously. The old mine has mostly been boarded up but most years a small handful of people will be declared tragically missing after forcing their way in out of some morbid curiosity. However despite everything the woodlands do contain the largest remaining industry of Dunwater. After the mine was forced to stop operating logging became the best hope of the town people. A huge portion of the able bodied men in the town work cutting trees, although they never seem to make anything like the dent they should have in the woods. Many claim the rapidly growing trees are a gift from God, but others feel they are disturbing some part of nature and feel wary of the trees.

Dunwater Outskirts

Dunwater's outskirts are relatively contained and close-knit, as the town itself is hemmed in by such dense woodland it is impossible to have a thinly spread town. The amusement park and mall are both located nearby to the only road in, as far from the town center as possible. The mall was abandoned some time ago, as the locals refused to touch the larger branded stores present. But the amusement park still functions as a business, as it can guarantee the business of almost every Dunwater citizen. After all they are not the kind of folk who are willing to roam to find entertainment. The Hospital was constructed a little before the Asylum, as part of a joint effort to care for the towns folk's mental and physical health. It was kept at the edge of the forest towards the mine, so as to more easily and conveniently treat any injured miners. Today Dunwater's people's unwillingness to let anything go means that despite it losing its former purpose the building is still the primary source of medical care.


Notable Buildings and Places

The Colliery Co. Mine

The Colliery Co. mine kept Dunwater's economy fully functioning and even booming at times for decades. The rich coal veins under the town were hand-mined as the nature of the thick forests meant it was almost impossible to get any large vehicles even close to the area. Unfortunately the mine was declared unsafe twenty years ago. This was due to a combination of several unexplained injuries and disappearances. Nowadays the majority of the former workers have either retired or joined the logging industry that has replaced the mine.


Dunwater Library

The Dunwater library is surprisingly large, and is very well stocked. It is over a century old, although it has been expanded on multiple times. Twice it has been completely re-built after fires. Many of the town records are stored in the underground areas, which luckily were spared the flames. There is a reasonable sized underground archives including historical and modern information on the town.

The Church & Graveyard

The Church is located in the center of Dunswater. It is one of the oldest standing buildings along with a few of the houses and the mansion. The position of Priest is by far the briefest job role in the town's history. Historically they have had incredibly unfortunate ends, or retired, very rapidly. No priest has managed to remain in the job for more than six months over the last decade. Before that the town record was four years. Most of the clergy have been met with freak accidents, disappeared or simply fled the town for reasons they refuse to discuss. The Church itself is a historic building but in recent times it has fallen into a little disrepair.

Mikhailov House

Mikhailove house is by far the largest home in Dunwater. Constructed well over a century ago it has been in the same family for several generations. The original Russian social elite who constructed it are a sharp contrast from the town around them, but their giving nature and helpfulness has done a great deal to dissuade any hard feelings. They often host parties for the public and invite many of the working class and less fortunate to experience a good, and expensive, day. The house itself is very well kept as the Mikhailov family's money is almost more than the town itself has nowadays. They are often respected for funding a large portion of the transition from mining to logging themselves.

Ellwood Hospital

Built after the string of mining accidents and injuries coupled with rough terrain led to a string of deaths the hospital has stood for many years. Despite assorted claims of strange and highly suspicious incidents the building remains operating. Most town residents have little other real choice no matter what they may or may not believe about the hospital. There are particularly rumours of malpractice and unusual or unwanted operations. But the rumours also involve falsified medical records and police reports. Several investigators have been and gone, and none have discovered anything untoward.

The Tackle Shop

The Tackle shop is one of the more recent buildings in Dunwater. It has only stood for about two decades. Before that the locals tended to handle their own bait and tackle. But as the town has been painfully dragged into the modern era it made sense to have a tackle shop. It is only open for a few short months each year as the river is often too rough or icy to fish in. However it makes enough money in this time to fund the small family of owners for the rest of the year.

Dunswater School

Dunswater school was built to combat the difficulty of attaining a good level of education in such a rural area. The commute is long and convoluted by road, and dangerous by car. Most of the towns people do not like to leave if they can help it. It is one of the more reputable buildings, and has far less rumours of misdeeds than most of the rest of the town. Not that it is without its detractors, but it is at least better off. It is run very well, with a strict set of teachers who enforce rule thoroughly and to the letter. Most students produce respectable results and hard working, earnest people.

Logging Camps

The logging camps have been established as an attempt to keep Dunwater's economy functional after the loss of the mines. Many of the former miners disapprove of them and frequently grumble, but begrudgingly accept their necessity. There are fairly comfortable log cabins built out into the woodland a little way away from the town, in order to store tools and equipment in safe locations closer to the work. This also helps to separate the town from the sound of the work. And to keep the thick woodland bordering the town itself perfectly intact. Fortunately the trees function well as a shield for the loud sounds.

Dunwater Highstreet

The Dunwater Highstreet was the central point for the first few early houses in the town. While it may not be the biggest highstreet, or the real shopping center after the mall was built, it remains a popular area of the town. It houses an assortment of smaller, privately owned shops, and the towns mayor vehemently fights against any efforts to bring big store brands into the town center. Fortunately this attitude of mild xenophobia is often supported by the towns people. It includes two small restaurants, a few bars, grocery shops, the butchers, fishmongers and various convenience stores and homeware shops.

King's Gate Asylum

King's Gate Asylum was originally constructed in the 1890's to serve as the solution to the frequent and varied mental disorders that have been present in the town of Dunwater. Unfortunately the place swiftly became more of a core part of the rumours and darkness surrounding the town, as opposed to the antidote. It became seen as an imposing monolith, dispensing misfortune and suffering upon the people of Dunwater. Almost nobody who was admitted was released, and those that were never came back the same way. The Doctors were outsiders, unknown to the tightly knit community. It took a few decades but eventually the building was abandoned and allowed to fall into disrepair. It now serves as a curiosity for many idle teenagers and thrill-seekers, as the rumours of evil contents draw their eyes.

The Edward Franklin Memorial Bridge

The memorial bridge is certainly not a particularly impressive landmark. However its simplistic and somewhat diminutive nature have became marks of endearment from the community. Any petition to replace it with a more practical, larger and safer bridge is swiftly shot down. The townsfolk are very set in their ways and have respect for their ancestors work. The simple, sturdy rope bridge has stood the people in good stead for decades. Of course a few bad storms have knocked it down, and repairs have been made, but overall it has proved incredibly resilient. The majority of the town being on the West side of the river means that few people do bother to cross it, although it sees more use in summer months when fishing becomes more popular. The bridge helps to let people reach all sides of the river.

The Resting Monk Hotel

The Resting Monk was only converted into a hotel in the 1980's. Contrary to what many people would imagine it was not built to encourage tourism. Rather to direct the tourists away from the town's real inns. It is staffed by polite but somewhat austere people. Visitors often feel slightly threatened by the rough attitudes of the locals. The staff themselves tend to believe that Dunwater has never been a town for tourism, and see no reason why it should start now. Internally the building maintains an undeniably outdated style. Fortunately it can still be considered quaint, despite the distinct lack of any real modern comforts.

The Abandoned Mall

The Dunwater town mall was constructed in the 1980's. Unfortunately this was against the will of a large enough portion of the population that it was a doomed endeavor. It only struggled through staying in business for a few short years before the owner vanished, and with that the will to keep fighting gave up. The mall was swiftly abandoned by the town people, already being on the outskirts it fell rapidly into disrepair. It is now cordoned off and considered just another of the many haunted, creepy buildings in the town. The only reason the building is still standing is that it isn't worthwhile demolishing it. The town expands so slowly that there is no need for the land.

The Police Station

Dunwater police station is widely considered to blame for a great deal of the corruption and lies in the small town. Most people are keenly aware that the police primarily exist to maintain control and to keep the locals firmly under control. Any talk of dissent or criminal activity is met with rapid retribution and punishment. The building is staffed exclusively by long-time locals, and they are known to prosecute outsiders with extreme prejudice. The law enforcement share many of the civilians distaste for anyone not from Dunwater.

The Amusement Park

Dunwater amusement park is considered by most visitors to the modest town to be excess, and out of place, for the quiet and calm place. However it is a marked sign of the locals unwillingness to travel for any reason. The park itself has been running for four decades, and has done excellent business throughout. The difficulty of travelling to and from Dunwater greatly aids the park. Assorted areas have built up dark, twisted rumours and tales, but it is hard to place what may or may not have any truth to it. Several accidents have occurred, but none yet have managed to get the park closed down.

R. Starbuck Butchers

R. Starbuck Butchers and the slaughterhouse at the edge of town work tirelessly to provide much of the town's population with their meat. It is a large and well staffed shop, and operates very well. The staff are as unfriendly as any other locals are to outsiders, although they try not to refuse to serve them. They have to import meat from local towns and villages, but they are at least able to slaughter animals on-site at the slaughterhouse in the outskirts.

Power Substation

Located on the outskirts Dunwater's substation is certainly far from capable of supplying the entire town with power. However it is used to keep a few essential services ticking over during extreme conditions. It is much more of a last resort than a commonly used device.

Water Purification Plant

Dunwater's water purification plant is towards the south of the town. It utilizes a variety of pipes and dams to siphon water from the Duwamish river and purify it. It cannot function in dry seasons as the river would be damaged, but during heavy rain or winter months it can produce a great deal of fresh drinking water for the town.

Totoro

The Dark Myths of Dunwater

The Dunwater Ghosts


There are many ghost stories told about the town of Dunwater. The multitude of abandoned buildings lend themselves to haunting. From the church to the asylum, even the abandoned mall, many buildings hold claims of ghosts return from the dead. What they do, and what they want, tends to vary wildly depending on the story teller. But one thing at least is very certain. Dunwater's ghosts are certainly malicious in nature. All tales involve grotesque violence and some form of brutal vengeance upon the living. Whether there is any truth to the claims is truly impossible to tell.

The Mikhailov Vampires


Katya Mikhailov is the current owner of the manor house in Old Dunwater. Many people question certain traits of hers, despite the fact she used a great deal of her riches to rescue the town and fund the logging industry. Primarily she appears as young as she did when some of the oldest towns folk were born. People make claims that she is as old as the entire town itself. However nobody can prove these claims, as she seems to have very carefully avoided being photographed until more recent years as cameras have become too common to avoid. She tends to laugh off accusations, claiming her Russian heritage has gifted her with a marvelous complexion and apparent youth.

The Tall Men


The tall men are perhaps one of the more surreal and least believable tales of Dunwater's forests. They make claims of impossibly tall beings looming up and above the treetops themselves, gazing down at any trespassers in their domains. Some tellings claim they are simply peaceful and curious creatures, content to watch mankind from above. Others name them as malevolent protectors of their forests.

The Goat-Devil


Perhaps one of the most Christian influenced of all the legends surrounding Dunwater, the Goat-Devil is one backed up by a surprising amount of physical evidence. Each tale revolves around a driver late at night on the small lanes surrounding the town. They will be driving through darkness and fog, before witnessing a piercing pair of red lights gazing at them from ahead on the road. When they slow up they will witness a creature, or being, staring at them. A tall, cloaked figure with goat-like horns that stands perfectly still. Often times it is accompanied by a large herd of goats. Each time the fear and panic of the situation causes them to immediately crash and veer off the road, leaving no survivors. The crashes are a common occurrence, explained away by the herd of goats always being present and causing the driver to swerve and crash. But surreal events always happen, such as the goats gnawing and biting at the victims of the car accidents, and remaining standing in a circle around the vehicle until the police arrive, then dispersing into the woodlands. Only two survivors are alive who claim to have seen the devil, but they are far from talkative on the topic, having both lost family members in the incidents. 

The Forest Beasts


Rumours of unnatural inhabitants of Dunwater's surrounding woodland are almost as old as the town itself. However they tend to vary particularly wildly in nature. Initially they were claims of monstrously large, or bloodied and horrifying, animals such as wild dogs and bears. Claims of hunting packs of wolves the height of a man at the shoulder, bears capable of pulling apart cars like toys and other such beasts. Then stories about animal-men who led the creatures. Savages with rough skin, heavy fur and a beast-like visage. Even claims of unnatural creatures all together. Animals without skin, stripped down to raw bloody sinew, bone and muscle, but still hunting through the woods. Creatures that appear to be some unholy blend of nature stealing deer from hunters, snatching them and disappearing without a trace. It is certainly undeniably that strange howls and growls can be heard in the woods, and camping is considered to be very unsafe.

The Pale


The Pale are a peculiar, but terrifying, myth. They revolve around the concept of a cult of insane cannibalistic mad men and women. They are said to live within the abandoned mine, out in the woodlands and sometimes inhabit the abandoned buildings in Old Dunwater. They are all heavily scarred and often have their eyes carved out. As they spend almost all of their lives underground they are said to be very pale and have particularly poor eyesight. Their natures are violent, unpredictable and savage. No photograph or video evidence of The Pale exists, but rumours are wide. Any particularly violent and unexplained murder that is brushed under the rug is attributed to their vicious ways.

The Reaper


Nobody quite knows the details of the simply, and aptly, named Reaper. Claims of his sightings go back several decades, and if every murder attributed to the 'man' behind the cloak is truly the work of one person he is the most prolific serial killer in American history. The only thing linking the killings is that all victims are decapitated by a single strike of a large, bladed weapon. The killers are clean and efficient with no time taken to torture or taunt, only the swiftest of ends. This cold, death obsessed nature is what officially earned the murders the correlation to the grim reaper. The police refuse to accept any real killer could be behind these crimes as there is never any trace of evidence. Rumour has it he used to be a man, but has transcended into a heartless instrument of death itself. Others claim it is truly death, drawn to the morbid nature of Dunwater.

Totoro

Application and Character Sheet

Dunwater will work on an application basis rather than first come first served. I expect detailed CS's including character's fears, skills, talents and the reason they are here. All characters will have to sort out connections with each other, and have some mention of the website 'DunwaterDelvers' as that is how they met the other memebers of the small group of investigators. Remember a characters fears absolutely do not have to be your own. And it is VITAL that you fill out the segment detailing the tiers of injuries that cannot happen to your character. However no character will be approved without acceptance that they are going to suffer trauma both psychological and physical.

Alias - Catherine Michaels - (Medium/Supernatural investigator and ghost hunter)
WileyRiley - (Supernatural investigator/debunker and non believer)
Twisted In Tux - Concept needed
Rekhaiyer - (Former soldier haunted by supernatural experience at war)
Lustful Bride - Caroline Mitchell (Daughter of cop who went missing in Dunwater.)
CandyLips - (Supernatural investigator for fame/money)
La Dame En Noir - Concept needed

Character Sheet

BASIC INFO:
Full Name: 
Age: (18+)
Gender: (Anything goes)
Occupation:



ADDITIONAL INFO:
Residence, neighborhood/type of home: (be as descriptive as you want)
Education: (From highschool to degree level, what qualifications do they have)
Place of Birth: (Anywhere but Dunwater)
Ethnicity: (self-evident)



PHYSICAL DESCRIPTION:
Height:
Weight:
Hair color:
Eye color:
General Appearance: (How they style themselves and dress)
Faceclaim: (A real human faceclaim is absolutely necessary)



ABILITIES/EQUIPMENT/OTHER

SKILLS: (Anything your character is good at that has required training or practice. Things such as being a skilled driver, or a martial artist. Most characters should have their cryptozoological knowledge listed here. Whether they educated themselves online or via books, or were taught by others. I would prefer this list is not excessive, with an emphasis on things relevant to the game. But feel free to list a few fun things too.)
Skill Name - Description here

ADVANTAGES: (Please list 1 to 5 natural talents your character has. This may include things like a sharp sense of smell, being a light sleeper, quick reflexes, etc. These are things that have not required training.)
Advantage Name - Description here

EQUIPMENT: (What has your character brought with them to Dunwater? Whether they are a total newbie or a veteran at exploring urban legends, they are sure to have prepared something. Whether it's high powered torches, a stash of energy bars/drinks, lock picks, first aid gear. Nobody is going to be bringing gadgets and gear on a paramilitary level, but some may have invested a good amount into their hobby.)
Piece of Equipment - How it is used




HISTORY & PERSONALITY

HISTORY: (What has your character's life been like? An idea of their early life, including an explanation of what brought about their interest in urban legends and myths. Should be 4+ Paragraphs.)

PERSONALITY: (Please be detailed. Personality is vital for horror. It will also be a determining factor on whether a character is accepted. In a small, tight knit group environment characters who can get on are incredibly important. Should be at least 2-3 paragraphs.)

CHARACTER FLAWS: (What is wrong with your character as a person. Personality flaws/traits, physical weaknesses. Things like that.)




FEARS & COURAGES

FEARS: (What is your character (Not you as a player) afraid of? Can be anything from minor phobias to complete crippling traumas.)
Fear Name- (How it impacts your character and how severe it is.)

COURAGES: (What is your character brave in the face of? Mainly note big things that are common fears that they are good at dealing with. They shouldn't be immune to these things, just more capable of handling them than most.)
Courage Name- (How it impacts your character and how brave they are when dealing with it.)




PLAYER LIMITS: (Use this segment to list any form  of gore/injuries or psychological suffering that you are not willing for your character to undergo. Anything not listed here can be forced on your character. Most characters are going to get severely injured and traumatised)




CHARACTER CONNECTIONS: (Once a character is approved you may ask other players for connections and sort out how you see one another. I expected all characters to have connections with each other, filled out, before the IC starts. Leave this blank for approval.)

TRAUMAS & INJURIES: (Traumatic events and injuries your character suffers with in-game. These will be blank for approval. As the game goes on and your character suffers harm (Physical and mental) it should be noted. Anything that gives them new fears, or troublesome injuries, is particularly important.

[center][size=14pt][u][b]Character Sheet[/b][/u][/size][/center]

[float=right][center][img height=370]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][/center]
[img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][img height=100]http://sunfieldfarm.org/wp-content/uploads/2014/02/profile-placeholder.png[/img][/float]
[b][u]BASIC INFO:[/u][/b]
[b]Full Name:[/b] 
[b]Age:[/b] (18+)
[b]Gender:[/b] (Anything goes)
[b]Occupation:[/b]

[hr]
[b][u]ADDITIONAL INFO:[/u][/b]
[b]Residence, neighborhood/type of home:[/b] (be as descriptive as you want)
[b]Education:[/b] (From highschool to degree level, what qualifications do they have)
[b]Place of Birth:[/b] (Anywhere but Dunwater)
[b]Ethnicity:[/b] (self-evident)

[hr]
[b][u]PHYSICAL DESCRIPTION:[/u][/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Hair color:[/b]
[b]Eye color:[/b]
[b]General Appearance:[/b] (How they style themselves and dress)
[b]Faceclaim:[/b] (A real human faceclaim is absolutely necessary)
[hr]

[center][u][b]ABILITIES/EQUIPMENT/OTHER[/b][/u][/center]

[u][b]SKILLS:[/u] (Anything your character is good at that has required training or practice. Things such as being a skilled driver, or a martial artist. Most characters should have their cryptozoological knowledge listed here. Whether they educated themselves online or via books, or were taught by others. I would prefer this list is not excessive, with an emphasis on things relevant to the game. But feel free to list a few fun things too.)
[i]Skill Name[/i] - Description here

[u][b]ADVANTAGES:[/b][/u] (Please list 1 to 5 natural talents your character has. This may include things like a sharp sense of smell, being a light sleeper, quick reflexes, etc. These are things that have not required training.)
[i]Advantage Name[/i] - Description here

[u][b]EQUIPMENT:[/u] (What has your character brought with them to Dunwater? Whether they are a total newbie or a veteran at exploring urban legends, they are sure to have prepared something. Whether it's high powered torches, a stash of energy bars/drinks, lock picks, first aid gear. Nobody is going to be bringing gadgets and gear on a paramilitary level, but some may have invested a good amount into their hobby.)
[i]Piece of Equipment[/i] - How it is used

[hr]

[center][u][b]HISTORY & PERSONALITY[/b][/u][/center]

[b][u]HISTORY:[/u][/b] (What has your character's life been like? An idea of their early life, including an explanation of what brought about their interest in urban legends and myths)

[b][u]PERSONALITY: [/u][/b] (Please be detailed. Personality is vital for horror. It will also be a determining factor on whether a character is accepted. In a small, tight knit group environment characters who can get on are incredibly important. Should be 4+ paragraphs.)

[b][u]CHARACTER FLAWS: [/u][/b] (What is wrong with your character as a person. Personality flaws/traits, physical weaknesses. Things like that. Should be at least 2-3 paragraphs.)

[hr]

[center][u][b]FEARS & COURAGES[/b][/u][/center]

[b][u]FEARS:[/u][/b] (What is your character (Not you as a player) afraid of? Can be anything from minor phobias to complete crippling traumas.)
[i]Fear Name-[/i] (How it impacts your character and how severe it is.)

[b][u]COURAGES:[/u][/b] (What is your character brave in the face of? Mainly note big things that are common fears that they are good at dealing with. They shouldn't be immune to these things, just more capable of handling them than most.)
[i]Courage Name-[/i] (How it impacts your character and how brave they are when dealing with it.)

[hr]

[b]PLAYER LIMITS:[/b] (Use this segment to list any form  of gore/injuries or psychological suffering that you are not willing for your character to undergo. Anything not listed here can be forced on your character. Most characters are going to get severely injured and traumatised)

[hr]

[b]CHARACTER CONNECTIONS:[/b] (Once a character is approved you may ask other players for connections and sort out how you see one another. I expected all characters to have connections with each other, filled out, before the IC starts. Leave this blank for approval.)

[b]TRAUMAS & INJURIES:[/b] (Traumatic events and injuries your character suffers with in-game. These will be blank for approval. As the game goes on and your character suffers harm (Physical and mental) it should be noted. Anything that gives them new fears, or troublesome injuries, is particularly important.



Totoro

[RESERVED]


Lustful Bride


Totoro




Totoro

So, I think the best 'first step' for people interested is to throw out the character concepts you'd like in this thread. That way other people will see what you're going for. I'd like variety but also people who'd believably be friends. Best to stick away from super hardcore 'lone wolves' I would say. But anything you can make a case for is welcome.

Glad to have the interest. Only really needed 2-4 players so this is pretty much definitely happening already. :)

Lustful Bride

I'm thinking perhaps making the daughter of a police Deputy from another town, chasing a criminal into Dunwater who went missing.

For years she wondered what happened to her father but there were just no inquiries. She personally suspected some kind of crooked cop involvement.

So she decides to investigate herself, possibly bringing along a friend for help or picking up a hitchhiker.

Totoro

Quote from: Lustful Bride on March 05, 2017, 02:18:45 PM
I'm thinking perhaps making the daughter of a police Deputy from another town, chasing a criminal into Dunwater who went missing.

For years she wondered what happened to her father but there were just no inquiries. She personally suspected some kind of crooked cop involvement.

So she decides to investigate herself, possibly bringing along a friend for help or picking up a hitchhiker.

Definitely works. It'd require other characters with more belief in cryptozoology to drag her into the whole supernatural angle on things.

Lustful Bride

Quote from: Sun Wukong on March 05, 2017, 02:25:03 PM
Definitely works. It'd require other characters with more belief in cryptozoology to drag her into the whole supernatural angle on things.


Alright, perhaps she also ends up stumbling upon it in her search for her father/the criminal he chased.

Totoro

Quote from: Lustful Bride on March 05, 2017, 02:30:57 PM
Alright, perhaps she also ends up stumbling upon it in her search for her father/the criminal he chased.

I would say she'll meet the other PC's at the hotel early on, with them talking to her about their investigations and one way or another deciding to investigate the assorted things together.




On another note I think there will be a hard two PC limit on people.

BUT!

There is space for people to bring an NPC or two with their character into Dunwater at the start. If people are interested in this I can make a simpler NPC CS. The biggest rule for NPC's is that they can be killed off at any moment. So don't make any you'll get too attached to. It would certainly add some tension.

Also people don't have to have all their PC's / NPC's in the game right at the start. As the website will still exist more investigative people will show up.

Alias

Faceclaim: Cat Haave

Catherine Keller Michaels - Twenty Six, born November 13th. Paranormal Expert and 'Spirit Walker'
Local from Issaquah, Washington - For the last seven years, Catherine has been working as a supernatural investigation expert. Since she was seventeen, she's been training with her Uncle Frederick Michaels (would be 65) and his pupils Alice Robinson(21), and Dane Cooper(31). The three of them specialize in finding, communicating, and holding intense sceances with troublesome spirits. Catherine considers herself a Spirit (ghost) expert. And with the right rituals, she claims that she can enter a transcedent space where she can communicate with the dead, influence them, and even volunteer to be possessed for a short time.

She probably has a hunch that other monsters are real as well, she's been in a relationship with Dane for years. Her Uncle is dead now. Alice is very much their assistant Dunwater is close enough to Issaquah that she's heard all of the stories, and they've kept her at a safe distance her whole life. But now, with her Uncle gone, at this stage in her own story, she's ready to try and figure out what's been going on in this town. (Dane AND Alice could be replaced with PCs, if not, I could control both of them, and finally, they could be an NPCs as well for Sun to torture.)

Lustful Bride

Is an actual Live Actor faceclaim 100% necessary? Im having trouble finding someone who isn't a model :/

Totoro

Quote from: Lustful Bride on March 05, 2017, 03:45:42 PM
Is an actual Live Actor faceclaim 100% necessary? Im having trouble finding someone who isn't a model :/

I would personally much prefer it for a real visual representation. There are a lot of actresses out there who aren't model-like in their appearance.

la dame en noir

Games(Group & 1x1): 7 | Post Rate: 1 - 6 days | Availability: Actively looking!
A&A | FxF |
O/Os | FxF Writers Directory

Totoro

Quote from: la dame en noir on March 05, 2017, 06:58:08 PM
Ive arrived!

Welcome!

Four down. Should be plenty to go on for now. In general people can feel free to work on CS's at their own pace or PM me the base concepts to make sure it's headed in the right direction.

I'm always open to any questions about the game.

Also for this one as connections are so vital posting up W.I.P or concepts/ideas in this thread is fine too.

Lustful Bride

So here is my character sheet. :P

Caroline Mitchell.

Caroline Mitchell

BASIC INFO:
Full Name:  Caroline June Mitchell.
Age: 23
Gender: Female.
Occupation: Secretary at the local Game Office at her town.



ADDITIONAL INFO:
Residence, neighborhood/type of home: Nearby town of Pine Valley, still lives at home with mom.
Education: Associate's Degree.
Place of Birth: Logging Town of Pine Valley.
Ethnicity: Caucasian.



PHYSICAL DESCRIPTION:
Height: 5'6''
Weight:  165 pounds.
Hair color: Blonde
Eye color: Blue.
General Appearance: Tends to dress casually with a black jacket and 5.11 pants.
Faceclaim: Emma Blackery.



ABILITIES/EQUIPMENT/OTHER

SKILLS:

-File Freak: After dealing with a messy file system and addressing hunting permits while working at the Game Office, Caroline has developed an eye for detail and is able to fly through file cabinets and databases in search of anything she needs. She even had a working knowledge of the Dewey Decimal System. As the youngest person working at the Game Office she was the only one computer literate enough to use the new system.

-Pistolier: Although Caroline isn't much of a weapons expert, she has practiced with handguns and especially revolvers. She isn't a wild west gunslinger but does know the basics and some low level street smarts on guns. She can handle a gun with enough experience to scare off a mugger but she is not at police level expertise and especially not military level.

-Forest Child: Growing up out in Washington in a small town that did not have much in it, Caroline naturally played in the forest with her friends eve when her parents told her not to. And as an adult she worked for the Game Office, handling hunting licenses, poaching warrants and more, which led her to on occasion going out to hunt with one or two hunters she had befriended, so she learned to walk through the forest without breaking her ankle on a twig and how to get a faint sense of direction thanks to moss on rocks but is not an experienced tracker or hunter.

ADVANTAGES:

-Night Owl: Caroline has a natural affinity to the dark of night, able to stay up far past what most can with little problem and can spend those late hours working or thinking. So long as she does get some level of sleep and isn't staying up for literal days, she can continue to function normally and wont pass out while on watch or doing late night research.

-Reader's Recall: Being the only competent person in her office (Or at least feeling that way a lot) Caroline has gotten a keen eye for detail and remembering files, numbers and names that she reads in the various documents and recalling details long after she has read them.



-EQUIPMENT:

-Hiking Gear: Caroline is expecting that she might to dig up her father's remains from an unmarked grave somewhere in the forests of Dunwater and has prepared some gear in advance to be able to trek through the forest and stay out for a day or two. Gear includes steel toed boots (which she will start out wearing) a backpack of some food and water, map, compass, flashlight, and a flare. She also has a shovel and some other digging supplies in the trunk of her car, just in case.

-Cross necklace: While it isn't much and she doesn't always wear it, Caroline likes to make sure she always has it with her for when things get rough or she wants to say a silent prayer. It will give her hope and bravery at times but not much else.

-.32 Revolver: It is not the pinnacle of firearms technology and not the strongest caliber available but one can always trust a revolver never to jam on them even if the ammo count is low and they take a while to reload. It is kept in a lockbox in Caroline's car and will only be pulled out once Caroline realizes her life is in actual danger. Whether it will actually kill some of the horrible abominations chasing her and the others down is another question entirely.




HISTORY & PERSONALITY

HISTORY: Caroline grew up several miles away from Dunwater in a town called PineValley. While Dunwater had a reputation for its rumored mythical events and strange happenings, PineValley had little to it aside from a few alien abduction stories and a growing problem with Heroine. The police force in the town was constantly playing catch up to the crime in the town and homes and trailer parks scattered about it. As such Caroline wasn't able to see her father as often as she would have liked but when she did he always tried to make it up to her for working so much and have fun with his little girl. He tried to be the fun dad with her to make up for time lost, and Caroline was always eager to see him and looked up to him as a hero, out every night fighting crime and keeping the town safe. But it wasn't long before the job took her father away and never gave him back.

Her father had responded to a call, chasing down a pair of criminals who had killed another officer and stole a car to speed away in. He had been in pursuit and chased them out of Pine valley in his patrol car and towards Dunwater. He had reported that they would be getting to the town itself in only a few minutes before he went radio silent, and was never seen nor heard from again. A corpse of one of the criminals was found later by state police, clawed, bitten and mangled, but nothing was found of either Caroline's father, nor the criminal he chased. Not their cars, guns, bodies, nothing. As if the world had opened up and swallowed them whole. With how close the corpse was to town, the people and local PD should have known all about the chase, but no one ever said anything. They claimed that there was not a single disturbance or complain was reported that night and that Caroline's father must have reported his location incorrectly, despite the presence of the body of one of the criminals near their town.

From then on Caroline never saw her father again. And grew up wondering where he went and hearing him being the subject of town gossip for months. She heard every single theory, from him dying lost in the woods, to having been on the mob payroll or having angered the mob in Dunwater for his bravery, to even the secret terrible things in Dunwater having taken him away. Either way neither Carol nor her mother were the same ever again, unable to get closure even from a corpse, they always expected him to come through the door. Caroline's mother went through bouts of depression afterwards and eventually believed that her husband had just run out on them, much to Caroline's sadness.

She grew up without a father and very few proper father figures, leading her to try and maintain a tough attitude to make up for it and getting into more masculine things, such as hunting, and guns. Which helped her later on when she found a job at the local Game Office managing hunting licenses, poaching documents and reports. Though she mostly suspects she was only hired on because out of everyone in the building she was the only one who knew how to use a computer, and PowerPoint. There wasn't always much to do and she only worked in the Hunting Season, and had seasonal jobs when not at the Office. It gave her a lot of time to think to herself, and her idle mind would always drift back to her father.

Even years later Caroline always longed for her father, and found herself blaming Dunwater for his disappearance. The details were just too suspicious for her, unlike others she was too headstrong to fear the town's reputation and xenophobia, and as the days went by her distrust of the official story only built up, and the mystery of her father turned into abit of an obsession. For a year she planned her trip to Dunwater and waited until the end of Hunting season, when the Game Office would release some workers and where Carol would be free to have some extended time off. She took that chance to tell her mother she was just going out on a religious retreat, and picked up some necessary supplies for her trip to Dunwater. One way or the other she was going to find out what was going on in that damned town. She needed answers.

Now she finds herself driving to the accursed town, and wondering if she is losing her mind, coming to this town and possibly looking for trouble that might get her arrested or declared 'missing.' The constant sight of something out of the corner of her eye in the forest alongside the road is not helping her sanity, but she needs to know what happened. And nothing on Earth will stop her from getting some information on her father.

PERSONALITY: Caroline grew up without a stable Father Figure in her life, and as such she overcompensated for it, pretending to be tougher than she was and becoming somewhat tomboyish in the process. It hasn't helped that her job leads her to deal with mostly male clients and men trying to prove their masculinity by hunting.  She doesn't always think her words through sometimes but will be quick to apologize if she screws up. She doesn't believe much in the supernatural aside from things that fit into her faith, and is far more convinced that Dunwater is the source of the Heroine outbreak in PineValley. Even Though Caroline has her faith, she doesn't like to make too big of a deal about it or shove it into other's faces and doesn't wear her cross 24-7. She prefers not to be a stereotype. 

Caroline accepts friendship of any kind and while she wont sugarcoat anything or baby anyone, she is not the kind of person to leave others behind or stab them in the back. She can come off as rougher than she means to but she has a good heart at the end of the day and even though she isn't afraid to use violence she doesn't relish in it and is averse to breaking major laws, though small things wont weigh down her conscience too much.

CHARACTER FLAWS:

-Weak Cardio: While Caroline is accustomed to walking a lot and even able to walk through wooded forests with little problem, when she has to run a lot or carry heavy objects she finds herself very drained and will likely be the first to lag behind the others.

-Daddy Issues: Her whole reason to coming to Dunwater is to find out the truth of her Father. Whether he was killed by the criminal he was chasing, or was in cahoots with him or the local mafia, anything that says he didn't run out on her and mom. She cant stand the idea of not having answers, of him not being the idolized image she has held onto all these years. Maybe in part she is afraid of the answer she might get. She doesn't know completely, but she wants some closure at least.




FEARS & COURAGES

FEARS:

-Bugs!: Caroline really doesn't like insects, the more legs it has and the harrier it is the less she is able to take it. Just the thought of one crawling on her makes her itchy and can cause her to panic as she fears the horrible things insects are capable of.

-Death's Cold Embrace: Despite her faith in the Judeo-Christian god and the promise of life eternal, doubt does creep into her mind, especially when it feels as if everything in the world is trying to prove her ideal wrong. And with doubt comes the fear of the abyss upon death and other horrors that may creep through her mind.

-He who hunts monsters: As Caroline and her new friends uncover more horrors and deal with the consequences and aftermaths of what they must deal with, she will doubt her actions and fear her temper, especially in regards to the Pale. She will fear becoming like the horrors that the group will encounter and question her own judgment.

COURAGES:

He Works In Mysterious ways.- While Caroline does have trouble fitting her sexuality into her faith, and has doubts like anyone else she does have faith in her God. Even if it is weak at times, she has hope for life beyond death and in the face of Hellish horror or beings of Hell will put her faith in God and refuse to show fear to go down sniveling or bargain with them for her soul.

If it bleeds it dies: If Caroline knows something can be killed she will be much more inclined to fight or at least not hide somewhere and cry for her mommy. If it can be killed or at least banished, Caroline will be more apt to put the fear away.




PLAYER LIMITS: -Bloodplay: Gore is fine, and getting splattered with blood can be add to the drama at times and is to be expected, but I would rather not have blood smeared on my character and have the blood sexualized. Makes me feel unclean. >_<




CHARACTER CONNECTIONS:

NPC:
Retired Sherriff Alfred Simmons worked for many years with Caroline's father before he disappeared and after he went missing Alfred tried to look out for Caroline and her mother as a friend. He was among the few male adult figures Caroline trusted and had a connection with, and from time to time as an adult would bum money or a free lunch off of him, always promising to pay him back.

TRAUMAS & INJURIES: (Traumatic events and injuries your character suffers with in-game. These will be blank for approval. As the game goes on and your character suffers harm (Physical and mental) it should be noted. Anything that gives them new fears, or troublesome injuries, is particularly important.

Twisted iN Tux

Hello Sun,

I'm tentatively interested. I haven't been on the boards since last August, but I still pop in from time to time to see what's happening and, well, your scenario certainly caught my eye! Any idea on a start date? I have a pair of twins from a very dead scenario that I'd love to resurrect, but I probably won't be able to convert them to your profile requirements until next Monday or Tuesday. Let me know your thoughts.

Cheers!
TNT

Amarlo

Neat! I'd totally be all up and joining this if I had the openings, but I don't at this time. >.< I just thought you'd like to know that I appreciate your creation, Sun Wukong. :)

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Totoro

Quote from: Twisted iN Tux on March 09, 2017, 11:19:44 AM
Hello Sun,

I'm tentatively interested. I haven't been on the boards since last August, but I still pop in from time to time to see what's happening and, well, your scenario certainly caught my eye! Any idea on a start date? I have a pair of twins from a very dead scenario that I'd love to resurrect, but I probably won't be able to convert them to your profile requirements until next Monday or Tuesday. Let me know your thoughts.

Cheers!
TNT

Start date is reasonably relaxed. I know at least one interested player is seriously ill and has other commitments, and I also appreciate that it's a relatively demanding character sheet.

So honestly I can't see IC happening until close to the end of the month depending on CS's. I'm not intending to pressure anyone until then. Feel free to let me know what kind of things you were thinking if you'd like pointers on whether they would fit in this universe.

Quote from: Amarlo on March 09, 2017, 11:43:16 AM
Neat! I'd totally be all up and joining this if I had the openings, but I don't at this time. >.< I just thought you'd like to know that I appreciate your creation, Sun Wukong. :)

I will say this game will probably be open for a while as there's always space for newcomers in Dunwater, although I don't want the game to get overly big. Thank you for the positive comments though!

Alias

working on my CS again tonight. Might finish, hard to say. :)