A World Time Forgot (interest check, looks for a few more male characters)

Started by IrishWolf, March 20, 2015, 05:56:21 PM

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IrishWolf


The Bermuda Triangle, a place of myth and legend, just north of the Caribbean, in the Atlantic Ocean. For a long as ships have sailed those waters, there have been strange happens and disappearances. To count the number of ships and aircraft, which have gone missing, would be an impossible task. Of course, there are the even more sinister case of ships found devoid of crew, drifting at the mercy of the sea, their holds still full of cargo and without signs of struggle.

Theories abound to the reason for all of these occurrences. Many look for rational explanations, everything from magnetic anomalies, the weather, to pure human error or even columns of methane bubbles. Others claim more extraordinary means for the mysteries of the Triangle, citing alien encounters or technology of sunken Atlantis.

Perhaps all or none of this theories can explain such incidents as the disappearance of the USS Cyclops, the Ellen Austin found derelict, boarded, lost and found derelict again or the loss of Flight 19. However the loss of SS Errant, in the summer 1927, can be explained by different means, although none of the crew or passengers could figure out what happened to them, nor could those that made the brief search for the tramp freighter, when she was listed as overdo. It was well known but never proven that Günter von Schricker, Captain of the Errant, was a rumrunner and it was assumed he, his crew and those unlucky enough to have taken passage on the ship, met with a bad end at the hand of criminals. 

However, those aboard the Errant could have attested to, had they been able to return, that such was not their fate.


The true fate of SS Errant is far stranger. While sailing through the Bermuda Triangle, on a voyage from New York to Havana, Cuba, the tramp freighter passed through a violent and unexpected squall. As the ship was tossed and pitched through the wave, she slipped through the boundaries between worlds, into one which might be described as lost to time. The great and terrible beasts of every era of Earth’s past roam, still very much alive. Great and terrible lizards mingle with megafauna, as the sea teems with monsters. All kinds of men, modern and primitive haunt the jungles and plains, even humans of our world, shipwrecked like those of the Errant.

In this world, the crew and passengers, must try to survive.

Luckily for them, they are not defenseless. From 1920 until 1925, SS Errant had been sailing in the Far East, often smuggling weapons for Chinese Warlords. In such a dangerous line of work, it often pays to have protection and the steamer has a hidden armory aboard. Like the original crew, when she left Europe in 1920, her weapons are German in origin. Gewehr 98 rifles mostly, with some MP 18 submachine guns and an equal number of Mauser C96 pistols, with plenty of ammunition, after all just because the United States and the Caribbean islands are not torn apart by civil war, doesn’t mean they're not dangerous. Mobsters and Prohibition agents can be just as quick to shoot, as as the soldiers of warlords. Of course, the passengers may have their own, American made weapons.


Alright, so this is going to be a freeform story inspired by the Lost World genre (work’s like Sir Arthur Conan Doyle’s The Lost World, Edgar Rice Burroughs’ The Land Time Forgot, Jules Verne's Journey to the Center of the Earth), centered around the survival the crew and passengers of the Errant, along with any natives beings, humans or not, who join them. Characters of any sexual orientation are welcome. Native characters are open to just about anything, from primitive humans, to modern man, to none-humans and intelligent beasties. Passenger characters are anyone who would fit into mid 1920s America. Crew characters are somewhat restricted, details in the next paragraph.

When Kapitänleutnant Günter von Schricker returned to Germany in 1919, after surrendering his U-Boat at Harwich, he found his beloved Kaiserliche Marine disbanded and replaced by the new Vorläufige Reichsmarine, a gutted navy, lacking submarines. Finding no place for him, Schricker was discharged with honor and left to find a new profession. Using his own personal finances and funds left to him by his Junker father, he purchased an old freighter and hired a crew of former U-Boat sailors, who like him, were out of a job. Knowing work would be hard to find in Europe or America, for the men of the U-Boat fleet, he sailed for Asia, where merchant ships had never known the terror of unrestricted submarine warfare. He has lost men in China and replaced from the sailors to be found there.




So anyone interested?



And newly created character sheets

As of May 4th, we're in need of crew and male natives

Code (Native) Select

Name:
Age:
Species:
Gender:
Sexuality:
Appearance: (pics acceptable but please include a paragraph description)
Gear:
Special talents: (of any nature)
History:
Sexual ons:
Sexual offs:


Code (Crew or passanger) Select

Name:
Age:
Nationality:
Gender:
Rank or profession:
Sexuality:
Appearance: (pics acceptable but please include a paragraph description)
Weapons: (either from the ship’s armory or personally own)
Personal effects:
Special talents: (of any nature)
History:
Sexual ons:
Sexual offs:

Lustful Bride

I think id like to play as a type of local perhaps.

Amarlo

Omg! I would LOVE to play a native. -keeps an eye on this-

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

Belisuavious


IrishWolf

Excellent, I will begin work on character sheets

IrishWolf

#5
Code (Native) Select

Name:
Age:
Species:
Gender:
Sexuality:
Appearance: (pics acceptable but please include a paragraph description)
Gear:
Special talents: (of any nature)
History:
Sexual ons:
Sexual offs:


Code (Crew or passanger) Select

Name:
Age:
Nationality:
Gender:
Rank or profession:
Sexuality:
Appearance: (pics acceptable but please include a paragraph description)
Weapons: (either from the ship’s armory or personally own)
Personal effects:
Special talents: (of any nature)
History:
Sexual ons:
Sexual offs:

Ciosa

Any opening for a former Foreign Legion First Mate? 

IrishWolf

Sure, although I think he would have had to joined the crew, while the steamer was in Far East

Ciosa

That's what I was thinking.  A former veteran of the Great War, a lost man in a Lost World.  :D 

IrishWolf

#9
Name: Günter von Schricker
Age: 38
Nationality: German, specifically Prussian
Gender: male
Rank or Profession: Ship’s Captain
Sexuality: Straight and dominate
Appearance:
Günter is not a tall man, standing at five feet and nine inches but that had been to his advantage inside the cramped u-boats. Normally fair of skin, the past eight years skippering a surface ship around Asia and the Caribbean, has left him with modest tan on a weathered face, as well as darkening his short blonde hair somewhat. He looks older and sterner than he really is, from his service in the Great War. Proud but hard eyes, of a fierce light blue, dominate his face, which always seem to stare down his straight nose, even when he has to look up at someone. Athletic but not overly large, he’s more than strong enough to hold his own in a bar brawl. He can normally be found wearing muted tan or khaki shirts and trousers, with brown leather shoes and a battered looking and slightly strained white cap on his head. For cooler weather, he has a brown leather jacket.
Weapons: MP 18 and a Mauser C96
Personal effects: Günter doesn’t own much, save for his ship but he does keep six special items, most of which was kept tucked away in his cabin. The first, which he wears is his Girard-Perregaux wristwatch, which was issued to him when he was commissioned in the Kaiserliche Marine. The second is his old commander’s cap and his Kaiserliche Marine uniform. Folded carefully and reverently, a Reichskriegsflagge is tucked under his mattress. The final two are his Iron Cross second class and his Pour le Mérite
Special talents: His ability to take charge and lead, highly skilled navigator and a very good poker face, decent shot with a pistol
History: Born in 1889, into a family of Junkers, although not overly wealthy or powerful as nobles go, in Wismar. His childhood was rather uneventful, although he always had a love of the Baltic. When he old enough, he enlisted in the Kaiserliche Marine, where he was serve aboard a Magdeburg class light cruiser, until he was moved to U-Bootschule, in the early days of 1914. In the first year or more of the war, he served as both the second and then first watch officer on U-20, under Kapitänleutnant Walther Schwieger and stood at his station when U-20 sank the RMS Lusitania. After U-20 was grounded by Schwieger in 1916, Günter was promoted and given command of U-51, which he would hold until the end of the war. Commanding his U-boat for fourteen patrols, he managed to sink 49 vessels, equalling just over 100,000 tons of cargo sent to the bottom, earning him both the Iron Cross and the Pour le Mérite.

When Kapitänleutnant Günter von Schricker returned to Germany in 1919, after surrendering his U-Boat at Harwich, he found his beloved Kaiserliche Marine disbanded and replaced by the new Vorläufige Reichsmarine, a gutted navy, lacking submarines. Finding no place for him, Schricker was discharged with honor and left to find a new profession. Using his own personal finances and funds left to him by his Junker father, he purchased an old freighter and hired a crew of former U-Boat sailors, who like him, were out of a job. Knowing work would be hard to find in Europe or America, for the men of the U-Boat fleet, he sailed for Asia, where merchant ships had never known the terror of unrestricted submarine warfare.

While in Singapore, Günter, his two mates, the head engineer and a handful of his sailors, were in a bar, drinking and retelling stories of their old glory in the war, in German. After several glasses, an American joined them, who seemed to understand them somewhat and was not unfriendly, despite the war so recently fought. In a rare moment, at least for the Germans, they opened up with a former enemy, gladly telling stories and listening to his, right before members of a Chinese secret society, started shooting at the bar, looking to kill their new friend. After a sharp fight, leaving a number of dead gangsters on the street and the floor of the bar, they took their new companion, who called himself Connor Williams and headed out to sea, knowing to stay in Singapore would mean being murdered or being arrested by the British authorities.

In the year that followed, Connor proved himself a valuable member of the crew, especially when there was trouble about, even when he brought said trouble to their ship. Well liked, Captain Schricker choose Jack, as the men called him, as First Mate, after the former holder of that position was killed in a skirmish between the soldiers of rival Warlords, which they happened to have been caught in. While the young American might not be a born sailor, he was brave and blessed in battle, the kind of man, men would rally behind. The very kind of man, whom his sailors would need, should the Captain be killed.

In 1925, he returned to the Atlantic, sailing to the Caribbean and loading up with rum. His sailors, being well seasoned smugglers, were able to sneak the cargo of illegal booze right into New York Harbor, in broad daylight and unload it without getting caught. From that voyage forth, he has moved booze across the East Coast for criminals of all sorts and sometime takes passengers along, although not in the greatest of comfort and style. It was in this trade, which Connor proved to be an asset again, having personal knowledge of the local underground and able to point Günter in the right direction, to get them contacts with the gangs and mobs around New York.
Sexual ons: Either the very familiar or the very exotic, he most enjoys women who remind him of making port in Germany, after a long patrol in U-51 or something the likes he's never seen before. Bonus points if she's a friendly, adventurous woman.
Sexual offs: Being called a Hun or a murderer, especially right before having his advances rejected.

Ciosa

#10
Name:  Connor "Jack" Williams
Age:   29
Nationality:  American
Gender:  Male
Rank or profession:  First Mate
Sexuality: Heterosexual
Appearance: Connor has perpetually tousled auburn hair, red when he’s avoided sunlight for a while and darkening to chestnut when he’s spent too much time in the sun.  He has strikingly aquamarine eyes, and he rarely smiles unless he’s been drinking.  He has a few scars from the war, but he fared better than most, and he takes care to keep them hidden.  He's usually less than perfectly shaved, handsome in a classical sense, and rarely spends more than two and a half seconds deciding what to wear for the day.

Weapons: Two Chamelot-Delvigne Model 1873 Revolvers, and when the need arises, his long range weapon of choice is an M1903 Springfield.  If he’s without his pistols, it’s because he’s a prisoner, or he’s bathing.  On the second occasion, he still prefers to keep them within arm’s reach.

Personal effects: Beyond his pistols, he owns relatively little.  Never a man of much means, Connor’s never without a leather harness that supports twin holsters for his revolvers – and usually makes a point of wearing them obviously.  His shirts tend to run dirty and sweat soaked, and he wears knee high, comfortable leather boots he took from a German machine gunner in the Second Battle of the Marne.  Most of his clothes are of common make from British textiles.  He has a flash of cheap whiskey tucked inside his breeches, at most times, and in his quarters aboard the Errant are a few speedloaders for his revolvers, and three boxes of rounds.  A trench knife is secured to his right boot. 

Special talents: A citation from Connor’s commanding officer reads that Connor is possessed of ‘uncommon sense and bravery, even by the standards of this terrible war.’  There are few things that make sense to Connor – he’s never understood the fine art of navigation, and he couldn’t repair an engine if his life depended on it.  But when bullets start flying, Connor is possessed of a rare kind of genius.  He keeps his head under pressure, and he kills what he’s shooting at.  He’s a natural quick draw, and in another time and place, he would have made a legendary gunslinger.

He doesn’t flinch from a fistfight, either – he’s killed three men with the knife in his boot, and two with his bare hands. 

History:  Connor was born the son of a poor dock worker, and by fourteen had dropped out of school to become a teamster himself.  He spent most of his life on the docks in Atlantic City, unloading cargo and passengers.  He got in frequent scrapes with the law – he liked to box, and he had a smart mouth that ensured others wanted to box him.  When the war loomed, he lied to a recruiter and told the man he was eighteen – and he was tall enough and tough enough that the Army didn’t shy from taking him.  He turned eighteen during ninety three minutes of hell in Hamel, when his division was among those fighting in the streets of the tiny village. 

He caught influenza two days later – and stayed in the fighting for the next five months.  He was injured four times – and beyond treatment in a battlefield infirmary, never left the front.  When it was over, he returned to the States – he was lauded as a hero, but the high-spirited scrapper his childhood friends remembered was gone.  The world was busy trying to forget the war – and for a time Connor tried to forget, too. 

His father died a few weeks after he returned – and a mobster working for Lucky Luciano in New York managed to recruit the young ex-soldier after seeing him in a barfight in Atlantic City.  Things didn’t work out well – just as Prohibition hit the United States, Connor ended up fatally shooting an up and coming capo in the American Costa Nostra, and he jumped on the first tramp freighter heading elsewhere.  He spent four years sailing Europe, India, and the Far East – he had a knack for getting into trouble, and a knack for shooting his way back out of it.  He met Günter in a bar in Singapore, shortly before a Hai San Red Pole came looking for Connor.  The Triad had a score to settle – blaming Connor, somehow, for his wife’s infidelity.  A dozen Triad soldiers opened fire on the bar, and a half hour and twelve dead Triad soldiers later, Connor was happy to take any ship out of Singapore.

Connor bears no grudges about the war to his German Captain – as far as he was concerned, it was a war of Kings and Presidents and Prime Ministers.  He has no particular aspirations – he’s a poor man’s son, and he’ll die a poor man – probably sooner than later.  He likes Günter – and he was surprised and honored when he was made into the First Mate.  He served under men he loathed in the Army, but fought for the men at his side.  Now he serves under a commander who’s earned his respect, and he works to be worthy of the trust places in him. 

He just hopes he doesn’t end up more trouble than he’s worth, for the Captain's sake.

The crew of the Errant has taken to calling Connor "Jack."  The name references 'Foul Weather Jack,' and Connor's luck - he's a great man to have at your side, but in fair weather he's a bad luck charm.  Trouble follows him - and Connor is well aware that a good part of that trouble is his own doing.

Sexual ons:  Exotic women, danger, and just about anything he hasn’t tried before.  Connor’s adventurous, and he has more than a few memorable stories that begin ‘This one time, I met a woman in …” and end with a firefight and jumping out a third story window.

Sexual offs:  Fire, nooses, and the wives of powerful criminals.  Actually, the last one’s still an on, but he’s trying to break the habit.

IrishWolf

Excellent, I like Jack and I have updated Günter's profile to include how they met and why he promoted him.

Hopefully, we'll get a few more characters and we can start this!

Lustful Bride

#12
Here is my character, hopefully its not as bad as my mind tells me it is.

Name: Amalthea

Age: 21

Species: Viera.

Gender: Female

Sexuality: Heterosexual.






Appearance:



Amalthea would honestly be considered standard for the Viera race. She is humanoid in that she looks perhaps like a tanned islander and her body matches that of a human save for several ways. The easiest of which to see is that she has two large rabbit ears on her head, her hair is absolutely white, her nails naturally grow to look like claws and she is able to run with more speed and stamina than a normal human would be able to do. She carries small scratches and scars from hunts that went badly and has marks on her feet from running barefoot most of her life. She can be seen wearing locally made clothes and keeps her hair tired back to prvent it from getting caught when she uses her bow.

Gear: Her bow and arrows, hunting knife and hunting horn.

Special talents: Superior sense of hearing, making it hard to sneak up on her. Amalthea can run faster and longer than most humans. She is also able to track her prey as a hunter and can communicate with other Viera hunters when using her horn.

History: Amalthea was born to a tribe that resided in caves and hills close to the beach, allowing them a chance to hunt both the creatures in the jungle and get easy access to the fish. This made it so that her tribe did not come into conflict often with other’s over food since they remained close to their own territory. It also meant that thanks to gifts from the sea they were usually able to have something to trade with the mysterious traders who came from far further inland with various tools and clothings to offer in exchange for fish, seashells, and various other thigns that the tribe had made. Amalthea herself grew up with only her mother, her father having been killed before her birth during one of the few times her people fought with another tribe. It also led to a shortage of males around the tribe's territory to do work and forced Amalthea, like many other girls, to have to take on lessons from the surviving males.

Amalthea herself was rather mischievous as a child, constantly playing pranks on others and sneaking away to play and explore at any chance that she could. She always enjoyed traveling farther and farther from her tribe's lands and finding new things to bring back, even if it meant getting a spanking from her mother for wandering away yet again.

When Amalthea was of age to choose her profession to aid the tribe, she chose that of a huntress, to be able to bring food back from her journeys to the tribe, as well as to be able to explore more and more of the island. While this has sated her desire to explore, Amalthea still craves more and constantly has a sense of wanderlust, wanting to see what lays beyond the great water, what lies further into the mainland where the traders come from.

Sexual ons: Same as player’s

Sexual offs: Overly muscular men. Men who only care about breeding time. Having her ears touched or pulled.

IrishWolf


Lustful Bride

World building thoughts: I can totally see Amalthea's tribe playing music that sounded like

-Due to their ears perhaps gunshots can be someone bothersome to Viera's until they grow accustomed to them.

-Im sure Jack would be very happy to stay at Amalthea's village when the adventure's over due to the large number of females there and the shortage of males. X3

-Should Amalthea's tribe know of other Humans and outsiders since they live near the beach and such? It could be part of their legends, maybe they even have old rusty guns lying around.

IrishWolf

I see loud noises in general being bothersome for the Viera.

As for knowing about humans, I would go yes. There are native humans in the world the Errant is going to end up on and there have been other ships that have gotten pulled in as well. Native humans range from stone age to early iron age.

As for the guns, I'm going to go with none laying around, rusted or not but stories about strange humans appear from the sea with demon weapons, is fine.

Lustful Bride

Quote from: IrishWolf on March 22, 2015, 11:22:50 PM
I see loud noises in general being bothersome for the Viera.

As for knowing about humans, I would go yes. There are native humans in the world the Errant is going to end up on and there have been other ships that have gotten pulled in as well. Native humans range from stone age to early iron age.

As for the guns, I'm going to go with none laying around, rusted or not but stories about strange humans appear from the sea with demon weapons, is fine.

Got it.  :-)

Belisuavious

Name: Robert Lee
Age:18
Nationality: Canadian
Gender: Male
Rank or profession: Seaman
Sexuality: Heterosexual
Appearance:
Spoiler: Click to Show/Hide

Robert is a tall young man, standing just over six feet in is bare feet. Boots add a bit more, and while he has some filling out to do, he's broad enough across the shoulders that he certainly makes an imposing figure. Of course he lacks his full growth, the scars and the general "look" that his fellow crew mates have to truly complete the look.

Weapons: Pistol and rifle, both from the ship. He's a good shot with the rifle, having grown up on a farm and regularly hunted. The pistol, not so
much. He is also quite strong, again due to his farm upbringing and the few years he spent becoming a smuggler honed that raw strength into something approaching talent. He's not the most skilled hand to hand fighter, but he's strong and rather quick, all he's lacking is experience.

Personal effects: Literally the clothes on his back, having signed on in a hurry. He's got a bit of cash in his pocket but other than that, all he has is is clothes.

Special talents: He has deft hands and learns quickly, but other than being able to fight a bit better than most his age, he's a rather blank slate.

History: Robert, named for his grandfather and not the famed American, was the youngest of six children on a farm in southern Ontario. His father, a veteran of the Boer War, filled his head with stories from a young age. Were he to look back, he could probably point at those moments as the birth of a feeling of wanderlust that gripped him. It got worse when his oldest brother, born 7 years earlier, managed to lie his way into the army to participate in the dying days of the war at 16. When he came home, Robert was just 9 years old and full of envy, wanting to have adventures like his older brother. Of course, he didn't see what happened later that night, as his oldest brother and his father shared their other, darker memories of their wars. All Robert knew the next morning was the two of them had a headache and his father's prized bottle of whiskey was empty. Maybe if he had heard these stories he wouldn't have left.

Of course, he hadn't, and one the feelings did not diminish with time but grew stronger, and he spent his days wondering if he would spend the rest of his life staring at the same fields and tress and crops, and a trip to the city would be excitement enough for half a year. So, when he was 16, the same age his oldest brother had left, he left a note for his parents and slipped away in the night, determined to have himself a "proper adventure", and headed to Toronto.

That soured rather quickly. He was quite naive, and what little money he had managed to bring was gone far faster than he had thought. While work wasn't exactly difficult to find he still clung to the desire for excitement. That both stopped him from going back home, and drove him eventually to a group of whiskey smugglers. It was a chance encounter, Robert bumped into another young man, words were exchanged and a few minutes later the young man was alid out on the ground. The next thing Robert knew a few of the other man's associates arrived, and very pointedly told him that he had just knocked out their lookout. While it was currently his only option, Robert immediately volunteered to replace him.

Whatever was happening didn't concern Robert, not at the time anyway. He was paid (and quite a lot, compared to other jobs he had done in the past six months) to watch a certain direction and shoot off a flare if he saw anyone coming. Nobody came, and the next morning Robert was paid off, and offered another job. Of course, he immediately accepted.

One thing led to another, and the next year and a half saw the young farm boy grow up rather quickly. He was, for all intents and purposes, a gofer for the smugglers. One job would have him as a lookout, the next wold have him packing barrels and yet another had him work as security around a warehouse or get into a brawl with another group. They all sort of blended together in his mind, but the one that stick out is the first time he saw a murder. He supposed word had gotten around that he was a steady and reliable kid, because the next time he was brought along he was there as a fourth gun. Not that they handed him a weapon, but he was still brought into the room and saw a man get shot to death. He kept himself together until the job was done, but threw up as soon as he was alone.  After that, he supposed he was held in even higher esteem, and accompanied the actual smuggling itself. This was where things began to unravel.

It was a big job, this last one. Robert was a last minute replacement for a man who had gotten sick. Despite the size of the shipment, it was supposed to be relatively easy. Just go with the liquor across the lake, meet their contact, get paid and come back. It fell apart almost as soon as they reached the American shore. Another gang had gotten wind of the drop, and as the whiskey was being unloaded they ambushed the contact. It was a clusterfuck, to put it mildly. Robert and his two partners survived but the Americans did not. The man with the money had been shot so many times his torso looked like it had been shredded, and there was barely any money that wasn't shot up or bloodstained. What they did find was a note in the mans pocket, containing the name and address of the man the whiskey would eventually be sold to. A plan was formed then to continue loading the whiskey onto the truck, which had somehow escaped damage, and bring it straight to the buyer. One of them would go back to tell their boss the new plan, and while Robert was originally chosen for that, he couldn't manage the boat and so he found himself on the way to New York.

While the trip there was uneventful it was just the calm before the storm. The buyer, which they had trouble even contacting, didn't believe their story, and accused them of being cops. This led to another shootout and it was here that Robert first killed a man. Then he killed some more, and this time he had no time to feel horrified or sick, all he could do was keep his head down and keep firing. Finally, the shooting stopped. Roberts partner was bleeding out, and he heard more men coming, and it wasn't likely to be the police. So he ran, and finding himself near the docks, fell in with the first crew that would have him.

Sexual ons: Robert is rather inexperienced, aside from a few tumbles with a whore after some of his fellows found out he was a virgin.
Sexual offs: Gore, vore, scat and toilet play.

IrishWolf

Robert Lee looks very good and approved.

I'm going to give it another day, to see if we can't get any more characters and then I will post the IC

Ciosa

FYI, I'm out of town for the next week.  I didn't realize you were shooting for such a fast start, so - I will be back on the 1st.

yesiroleplay

Would it be possible to book "first class" passage from New York City to Rio de Janeiro on the SS Errant?  Bearing in mind that the passenger seems more concerned with secrecy and trying to maintain a low profile than comfort?

I have the beginnings of a character and back story if the ship's course and appointments support the idea.  My concept is for a female passenger.  Does the SS Errant have any 1st-class cabins?  A lot of freighters in the period had staterooms.  And captains were known to book their own cabins and sleep with the crew if money was tight and the passenger paid enough. 

I'm thinking a well-dressed, sophisticated woman of apparent means books low-profile passage from New York to Rio.  She tells von Schricker she's escaping a powerful and abusive husband, who would spare no expense to drag her back if he found her. The stateroom/cabin doesn't have to be luxury, but it should at least be clean, private, and provide slightly better than the basic amenities.

GnothiSeauton

If I can't have you, my love...  I'll destroy you
~World Building Workshop ~ Current Ideas and Requests  ~
~ Preferences ~ Status  ~ Nightmares and Inspirations~
~Gnothi's Stories Without Homes~
A reader lives a thousand lives before he dies... The man who never reads lives only one.

Seeking New Stories

IrishWolf

Quote from: Ciosa on March 23, 2015, 08:57:29 PM
FYI, I'm out of town for the next week.  I didn't realize you were shooting for such a fast start, so - I will be back on the 1st.

And I'm heading to a convention on the 2ed, oh what great timing, lol. Alright, I'll delay the opening until next week, so no one gets left behind

Now then, Gnothi, I'd love to have you.

yesiroleplay, getting the cabin, even the Captain's cabin, wouldn't be that hard or expensive, it would be getting him to sail for Rio de Janeiro, thus missing out on a his simple Havana, Cuba to New York  and back again smuggling route. Enough money could get him to go or maybe he was willing to carry her to Havana and then would arrange for her, another ship to Rio? Changing ships to help confuse efforts to track her down by her husband?

yesiroleplay

Quote from: IrishWolf on March 24, 2015, 06:39:00 AM
And I'm heading to a convention on the 2ed, oh what great timing, lol. Alright, I'll delay the opening until next week, so no one gets left behind

Now then, Gnothi, I'd love to have you.

yesiroleplay, getting the cabin, even the Captain's cabin, wouldn't be that hard or expensive, it would be getting him to sail for Rio de Janeiro, thus missing out on a his simple Havana, Cuba to New York  and back again smuggling route. Enough money could get him to go or maybe he was willing to carry her to Havana and then would arrange for her, another ship to Rio? Changing ships to help confuse efforts to track her down by her husband?
Havana is fine actually.  Rio was just the first destination I had in mind for 'skipping'.  And as you say she could always trans-ship from Havana.  I'm figuring the Errant was the first ship she found that met her needs.  Should have a character up by this evening.

Amarlo

Should have a character in by tomorrow.

Teaser

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

yesiroleplay

Hey - I know the game was put on hold while people traveled and all.  I do have a concept I'd like to submit if this is going forward.

IrishWolf

I am working on the IC, work and readjusting from travel has put me a little behind.

Whats on you mind?

abandoneddolly


IrishWolf


justme4386

Potentially interested in playing a native human girl or stow-away/ poor passenger. Possible faceclaim (NFSW)
A word of advice: Don't take me serious - unless I am. And you will know when I am!


ONs and OFFs
updated March 30th 2019
Apologies and Absences
updated April 19th 2019

RedEve

I had a question about this.

You mention that other people have gotten shipwrecked in the same universe.

As this is a completely different universe, I assume there is no (neccessarily anyway) chronology in place for the stranded "normal" humans.

So e.g. a plane that disappeared in 1976 could arrive there "earlier" than a ship that disappeared in 1925.

By which I mean to ask, could it be possible that amongst the "natives" that were stranded there longer are people who are actually more modern? e.g. the survivors of a cruise ship that disappeared in the 1990s? Just to give one example.
"I don't have a dirty mind, I have a sexy imagination."
My ons and offs- My F-list

IrishWolf

Now there is an interesting question and one that I've had to think on for a while.

You are correct that the story will take place in a different universe. Oh course, where there is one different universe, there is a very good chance there are others.

I am going to go with there is a chronology in place, no one from beyond 1925 from our world. However, if you want to play someone a little more 'modern', there isn't any reason they couldn't be from a universe, where say time moves a little faster then our own or perhaps a universe where civilization developed earlier then it did on our own.

I am going to stick with any civilization in the universe we're ending up in, wont be any technologically greater then the iron age.

RedEve

Quote from: IrishWolf on April 13, 2015, 04:33:53 AM
I am going to stick with any civilization in the universe we're ending up in, wont be any technologically greater then the iron age.

But this is limited to the "natives" and not those from other universes, right?

Lets call the universe where the game takes place Universe X.
Universe A is the one where the ship from 1925 comes from.

It would be alright if my character came from universe B, which is basically an equivalent to universe A, only time moved just a tiny bit faster there, so they are technologically and culturally 70 years ahead of universe A. Thoughts on that?
"I don't have a dirty mind, I have a sexy imagination."
My ons and offs- My F-list

IrishWolf

Quote from: RedEve on April 13, 2015, 04:39:11 AM
But this is limited to the "natives" and not those from other universes, right?

Lets call the universe where the game takes place Universe X.
Universe A is the one where the ship from 1925 comes from.

It would be alright if my character came from universe B, which is basically an equivalent to universe A, only time moved just a tiny bit faster there, so they are technologically and culturally 70 years ahead of universe A. Thoughts on that?

Yes, that would be alright.

RedEve

"I don't have a dirty mind, I have a sexy imagination."
My ons and offs- My F-list

justme4386

Just my very humble opinion on "non-chronology": That will open the door to essentially anyone from any time being able to come here, just that they are from parallel universe XYZ. Then we might end up with M82s against Trex... Not sure if that's what the game needs.

The appeal to me in this one is that period piece element. Here we have a group of predominantly white, mostly nationalist guys in a time where racial segregation was still a common thing. Please note that the human zoos existed until WWII and many western European nations had colonies where the Europeans considered themselves "better than the rest". With these kind of "master race" guys coming to a humongously deadly environment where all of a sudden a seemingly primitive indigenous people have proven able to survive for centuries, I see a lot of potential for character development in them...

But then again: Maybe I am reading too much into this setting. :)

Now here's my question: What's the goal/conflict in this story and who are pro-/antagonists? I realized lately that if these simple roles have not been established sandbox games will easily run into dead ends because people run out of ideas of what to do. Nothing is less interesting to write about than the mundane. (my humble opinion) :)
A word of advice: Don't take me serious - unless I am. And you will know when I am!


ONs and OFFs
updated March 30th 2019
Apologies and Absences
updated April 19th 2019

IrishWolf

You make some very good points and I like the period piece elements myself, which is why I am playing a nationalist German.

Which is why I think have one or two characters from a slightly more modern or at least culturally advanced society, who would appeal to such men from the 1920s, pointing out that they're being racist dicks, would make for some interesting inter-character drama or maybe even conflict. However, one has to be careful with accepting such characters or the story, as you pointed out, may become unbalanced.

Now, as to goals, conflicts, heroes and villains, well there are several different possibilities.

Main Goal
First and foremost, survive to see another day.

Secondary Goals
1. Return home, this would mean keeping the Errant is good enough repair and supplied with some sort of fuel, to make the attempt to sail into storms, in the hope that doing so might return them to the world they came from.

2. Build and maintain a settlement, in which to live for the rest of their lives. Maybe the most mundane option but in a world of monsters, raiders, warlords, subhumans and non-humans, there will be plenty of excitement.

3. Build a nation state. Ally with or subjugate natives to create an army, while using knowledge of 'modern' weapons and tactics to conquer those that oppose them. This would also entail keeping the Errant repaired and fueled and refitted with weapons of some sort.


As for pro-/antagonists, well thats going to be fluid.

One last thing, your avatar is highly amusing.

justme4386

Quote from: IrishWolf on April 13, 2015, 05:44:52 AM
One last thing, your avatar is highly amusing.
Thanks, I think so too and got lots of positive feedback about it. So I guess it'll stay for a while. ;D

Quote from: IrishWolf on April 13, 2015, 05:44:52 AM
You make some very good points and I like the period piece elements myself, which is why I am playing a nationalist German.

Which is why I think have one or two characters from a slightly more modern or at least culturally advanced society, who would appeal to such men from the 1920s, pointing out that they're being racist dicks, would make for some interesting inter-character drama or maybe even conflict. However, one has to be careful with accepting such characters or the story, as you pointed out, may become unbalanced.
Well, it's your call and thus: I'm happy I don't have to make it. It's gonna be tough, but I have faith in you. ;)


Quote from: IrishWolf on April 13, 2015, 05:44:52 AM
As for pro-/antagonists, well thats going to be fluid.
This I am a bit concerned about from my past experiences. Expect little such motivations from the players. At least that has been my experience from the few games I participated in so far. And yes, I think that was ultimately also one of the reasons my own group game died.

But the way you described the goals it seems to me like the crew of the Errant being an assemble of protagonists and if there is some GMing happening with predators or feral tribes, that could work as antagonists. Hope that's not putting too much weight on you, but I really think this won't fly unless there's some serious GMing behind it.

That said: I'd have no problem playing a support role with my native girl. Without medical condition I would even offer some limited support in GMing, but right now I don't think I'm able to handle that.

Oh and one more thing:
What's the smut level on this? 0 being none, 10 being plotless porn (putting GoT maybe at 4)?
A word of advice: Don't take me serious - unless I am. And you will know when I am!


ONs and OFFs
updated March 30th 2019
Apologies and Absences
updated April 19th 2019

IrishWolf

Quote from: justme4386 on April 13, 2015, 06:05:28 AM
This I am a bit concerned about from my past experiences. Expect little such motivations from the players. At least that has been my experience from the few games I participated in so far. And yes, I think that was ultimately also one of the reasons my own group game died.

But the way you described the goals it seems to me like the crew of the Errant being an assemble of protagonists and if there is some GMing happening with predators or feral tribes, that could work as antagonists. Hope that's not putting too much weight on you, but I really think this won't fly unless there's some serious GMing behind it.

That said: I'd have no problem playing a support role with my native girl. Without medical condition I would even offer some limited support in GMing, but right now I don't think I'm able to handle that.

Oh and one more thing:
What's the smut level on this? 0 being none, 10 being plotless porn (putting GoT maybe at 4)?

Ah but there are different secondary goals, which could turn protagonist into antagonist, so the situation can be fluid depending on what your character things the best option is.

I would love to have a character from you and any support in GMing, if your up for it, is always welcome.

As for smut, I am shooting for the 3-5 range.

GnothiSeauton

I still have a character in mind...

Been a bit swamped and drowning with my own groups. 

Going to try to get my girl done sometime soon.
If I can't have you, my love...  I'll destroy you
~World Building Workshop ~ Current Ideas and Requests  ~
~ Preferences ~ Status  ~ Nightmares and Inspirations~
~Gnothi's Stories Without Homes~
A reader lives a thousand lives before he dies... The man who never reads lives only one.

Seeking New Stories

RedEve

Name: Lauren Brandham
Age: 24
Species: human (from an earth-like universe where a slight time-shift has been 70 years ahead)
Gender: female
Sexuality:  straight
Appearance: Blue eyes, blonde hair, 5’8, 34C-24-34 measurements, full lips.
Gear: leather jacket, bowie knife, backpack, water canteen, binoculars, Colt 1911 (only five bullets remaining), bandages, half a bottle of whiskey, three basic ration packs, a first aid kit
Special talents: Lauren had graduated as a nurse upon her disappearance, so she has medical training
History: Lauren had celebrated her graduating from college with her two best friends Michelle and Toni. The three women had booked a cruise to celebrate and say goodbye before they went their separate ways to find jobs and new lives. The first week of the cruise went fine as they partied, worked on their tan and hooked up with boys. During the second week, the ship got stuck in an unnatural looking storm. Before they knew it, they were swallowed whole in a vortex and arrived in the other world. There, the crew and passengers of the ship were out of their depths. Lauren got separated from her friends when a sea creature destroyed the ship. Many passengers perished, those that survived ended up on whatever many lifeboats had made it into the water. Over the next few days, many more passengers died as their rafts were attacked by strange monsters and they ran out of food and water. After five days, they finally made land, but this new place was no less dangerous. New monsters roamed the place, as well as hostile natives, and other stranded people who were in a perpetual struggle for whatever little resources the place provided. The cruise ship was soon thinned out to where only a few dozen of the former crew and passengers survived. Those who were strongest and most resilient, amongst them Lauren. Her medical training made her especially valuable and helped her to survive.
Sexual ons: She is pretty vanilla in her sexual tastes, though she is willing to experiment, within reason. She is not into anal though.
Sexual offs: Anal, bondage, violent sex, bathroom play
"I don't have a dirty mind, I have a sexy imagination."
My ons and offs- My F-list

IrishWolf


justme4386

Quote from: IrishWolf on April 15, 2015, 02:58:17 PM
I would love to have a character from you and any support in GMing, if your up for it, is always welcome.
Thanks. *blushing*

Though I am still hesitant. I might be about to start a game myself if it gets a bit more traction and then I won't have time for this one.
A word of advice: Don't take me serious - unless I am. And you will know when I am!


ONs and OFFs
updated March 30th 2019
Apologies and Absences
updated April 19th 2019

DarknessBorne

I'd like to give this one a try. 

I'm going to throw y'all a zinger, I think.  There's been some talk of 20th-century ships that sailed through there, but traffic through that stretch of the world goes back quite a ways.  So, I envision playing two sisters who are, of all things, African survivors of a slave trading ship that ended up on the wrong end of a hurricane back in the early 19th century.

I picture they have been in situ for at least a little while now, enough to know at least the basic "lay of the land."  Some of their hunting and gathering skills in the jungles of Africa will translate to this world, too.  What the island has in the way of useful herbs and whatnot, they will likely have discovered sooner rather than later.

Once they met some of the (involuntary) European colonists, they would have quite the dilemma, now wouldn't they?  On the one hand, they would probably want off the island.  On the other, the last time white men with guns came around offering gifts, things didn't work out so well for them now, did they?  And some of the white nationalist/racist type colonists might try and subject them to more or less the same fate as the slavers...and there might be reptilian humanoid races on the island who would be almost as unfriendly...

EDIT: if someone wants to play a foil to these characters, like one or more of the slavers/crew of the slave ship, I'd definitely be open to that, too...
Currently OPEN to new RPs.

Lustful Bride

Had an idea for some world building: perhaps doctors exist on this island but they all look like Plague Doctors, since that was the last time an outsider doctor ended up there, though the odd thing was no one knew that land existed back in those times, so its a mystery as to how they got there.

Or it could be he/she came from a world where doctors never stopped using that look.

Spoiler: Click to Show/Hide

akirakaneda

Im interested but let me ask a question, if the time keeps going on since the dinosaurs, then ... it is possible to find some dinos evolved until become rational and civilized? and also more humanly shaped? I am intrigued

SlipperySue

Quote from: akirakaneda on April 18, 2015, 08:24:16 PM
Im interested but let me ask a question, if the time keeps going on since the dinosaurs, then ... it is possible to find some dinos evolved until become rational and civilized? and also more humanly shaped? I am intrigued

While it is role play and therefore anything is possible, the species most closely related to dinosaurs i.e. crocodilians and birds have not developed any kind of civilisation, therefore it is not a likely evolution for TRex or any other type of dinosaur.

On another note considering a female passenger character.


SlipperySue

Name:  Natasha Kurilova (born Grand Duchess Anastasia Nikolaevna)
Age:      24
Nationality:   Russian
Gender:   Female
Rank or profession:  Travelling as a Governess
Sexuality:  Bisexual
Appearance: Natasha is 5’3”, she has a petite body and figure, her naturally dark brown hair is dyed jet black.

Weapons: (either from the ship’s armoury or personally own) An Imperial dagger, and built into her trunk is a sabre given to her by a former Captain of her father’s Grodno Hussar Regiment she met in Vladivostok, also a Colt Model 1903 pistol she purchased in New York which is in her purse.  The spare cartridges for the pistol are also in her trunk.
Personal effects: A large steamer trunk, with secret compartment (see above), several outfits of clothing, and umbrella with an eagle head handle
Special talents: (of any nature) Fluent in Russian, German, French, English and Spanish, naturally able to pick up new languages rapidly. 
History:  Natasha was born Anastasia, the youngest daughter of the late Tsar Nikolas Romanov of Russia.  When the rest of her family were murdered by the Bolsheviks, she was saved by her lover, the Commander of the Cheka unit that guarded her family and executed her parents, sisters and brother.  He arranged for her to be smuggled out of Yekaterinburg and on to Vladivostok under her new identity.  From there she took passage to Japan and then Hong Kong.  As the number of White Russians increased in Hong Kong and her secret was likely to be exposed, she took a boat to San Francisco and later a train across America to New York City
Sexual ons:  rough sex, anal sex, oral sex, verbal abuse, spanking
Sexual offs:  any waste products, underage, animals

IrishWolf

Alright, I've had a few weird days but it looks like we're in business folks. We have both a IC and an official OOC. All players with approved characters, feel free to head on over, I should have something for your characters as a starting point in the IC.

Now then, both Natasha Kurilova and Ily’ana of the Na’ku’tAa are approved.


Quote from: DarknessBorne on April 16, 2015, 04:43:08 PM
I'd like to give this one a try. 

I'm going to throw y'all a zinger, I think.  There's been some talk of 20th-century ships that sailed through there, but traffic through that stretch of the world goes back quite a ways.  So, I envision playing two sisters who are, of all things, African survivors of a slave trading ship that ended up on the wrong end of a hurricane back in the early 19th century.

I picture they have been in situ for at least a little while now, enough to know at least the basic "lay of the land."  Some of their hunting and gathering skills in the jungles of Africa will translate to this world, too.  What the island has in the way of useful herbs and whatnot, they will likely have discovered sooner rather than later.

Once they met some of the (involuntary) European colonists, they would have quite the dilemma, now wouldn't they?  On the one hand, they would probably want off the island.  On the other, the last time white men with guns came around offering gifts, things didn't work out so well for them now, did they?  And some of the white nationalist/racist type colonists might try and subject them to more or less the same fate as the slavers...and there might be reptilian humanoid races on the island who would be almost as unfriendly...

EDIT: if someone wants to play a foil to these characters, like one or more of the slavers/crew of the slave ship, I'd definitely be open to that, too...

An interesting idea and such characters I would approve of. Just like with RedEve's character, they would be from a parallel world, just one with time moving a little slower then our own.



Quote from: akirakaneda on April 18, 2015, 08:24:16 PM
Im interested but let me ask a question, if the time keeps going on since the dinosaurs, then ... it is possible to find some dinos evolved until become rational and civilized? and also more humanly shaped? I am intrigued

I would allow characters of more evolved dinos but not so much civilized. I would accept some sort of hunter-gather society. 

GnothiSeauton

Name:  Beatrice “Betty” Cartwright
Age:  Twenty six years old.
Nationality:  American, half French on her mother's side.
Gender:  Female
Rank or profession:  Dancer
Sexuality:  Heterosexual (Bi-Curious)
Appearance: At a height of five foot six, Betty is light on her feet.  Her natural brown hair is usually kept short, but there have been more than a few times when she's changed it up with dies, wigs, and the like.  Devoid of tattoos and other markings.  She is rather petite, and in shape, keeping herself as limber and steady as she can in her profession and talent.
Weapons: Unarmed.
Personal effects:  Two trunks of clothes, hair pieces, make up, jewelry (mostly costume, some real), a few books, shoes, etc.
Special talents:  Singer.  Dancer.  Speaks some French.
History:  From a modest upbringing, Betty has pushed herself to be a good dancer like her mother was before her death.  It's become her passion, and has pushed herself to do her best each and every time.  Finding some slight success in various speakeasies and establishments, she is traveling to Havana in the hopes of finding better pay and a better life than traveling around constantly.
Sexual ons:  As a character, she is somewhat plain and vanilla.  I am open to her exploring more of her sexually adventurous side, but she's not into a great deal of things.
Sexual offs:   Scat, Body Mutilation, Vomit, and the like are hard offs for me.
If I can't have you, my love...  I'll destroy you
~World Building Workshop ~ Current Ideas and Requests  ~
~ Preferences ~ Status  ~ Nightmares and Inspirations~
~Gnothi's Stories Without Homes~
A reader lives a thousand lives before he dies... The man who never reads lives only one.

Seeking New Stories

IrishWolf

Awwww, the poor thing, thrown into the bestial wildness. Betty is accepted!

GnothiSeauton

Told you I'd finally get around to doing a character sheet, haha...
If I can't have you, my love...  I'll destroy you
~World Building Workshop ~ Current Ideas and Requests  ~
~ Preferences ~ Status  ~ Nightmares and Inspirations~
~Gnothi's Stories Without Homes~
A reader lives a thousand lives before he dies... The man who never reads lives only one.

Seeking New Stories

Lustful Bride

I just realized this rp really reminds me of a new game coming out called "Clockwork Empires" About colonists trying to settle a new land in the 16/1700s, only to be beset on all sides by Eldritch creatures.

Saying that I think we need Lovecraftian stuff, because that always adds some fun stuff.  :-)

IrishWolf

Alright folks, as always, accepting new characters and looking for male crew or male natives!

Belisuavious

I forgot this was re-activated, would you still accept
Robert Lee?
Quote from: Jecter on March 23, 2015, 12:53:04 AM
Name: Robert Lee
Age:18
Nationality: Canadian
Gender: Male
Rank or profession: Seaman
Sexuality: Heterosexual
Appearance:
Spoiler: Click to Show/Hide

Robert is a tall young man, standing just over six feet in is bare feet. Boots add a bit more, and while he has some filling out to do, he's broad enough across the shoulders that he certainly makes an imposing figure. Of course he lacks his full growth, the scars and the general "look" that his fellow crew mates have to truly complete the look.

Weapons: Pistol and rifle, both from the ship. He's a good shot with the rifle, having grown up on a farm and regularly hunted. The pistol, not so
much. He is also quite strong, again due to his farm upbringing and the few years he spent becoming a smuggler honed that raw strength into something approaching talent. He's not the most skilled hand to hand fighter, but he's strong and rather quick, all he's lacking is experience.

Personal effects: Literally the clothes on his back, having signed on in a hurry. He's got a bit of cash in his pocket but other than that, all he has is is clothes.

Special talents: He has deft hands and learns quickly, but other than being able to fight a bit better than most his age, he's a rather blank slate.

History: Robert, named for his grandfather and not the famed American, was the youngest of six children on a farm in southern Ontario. His father, a veteran of the Boer War, filled his head with stories from a young age. Were he to look back, he could probably point at those moments as the birth of a feeling of wanderlust that gripped him. It got worse when his oldest brother, born 7 years earlier, managed to lie his way into the army to participate in the dying days of the war at 16. When he came home, Robert was just 9 years old and full of envy, wanting to have adventures like his older brother. Of course, he didn't see what happened later that night, as his oldest brother and his father shared their other, darker memories of their wars. All Robert knew the next morning was the two of them had a headache and his father's prized bottle of whiskey was empty. Maybe if he had heard these stories he wouldn't have left.

Of course, he hadn't, and one the feelings did not diminish with time but grew stronger, and he spent his days wondering if he would spend the rest of his life staring at the same fields and tress and crops, and a trip to the city would be excitement enough for half a year. So, when he was 16, the same age his oldest brother had left, he left a note for his parents and slipped away in the night, determined to have himself a "proper adventure", and headed to Toronto.

That soured rather quickly. He was quite naive, and what little money he had managed to bring was gone far faster than he had thought. While work wasn't exactly difficult to find he still clung to the desire for excitement. That both stopped him from going back home, and drove him eventually to a group of whiskey smugglers. It was a chance encounter, Robert bumped into another young man, words were exchanged and a few minutes later the young man was alid out on the ground. The next thing Robert knew a few of the other man's associates arrived, and very pointedly told him that he had just knocked out their lookout. While it was currently his only option, Robert immediately volunteered to replace him.

Whatever was happening didn't concern Robert, not at the time anyway. He was paid (and quite a lot, compared to other jobs he had done in the past six months) to watch a certain direction and shoot off a flare if he saw anyone coming. Nobody came, and the next morning Robert was paid off, and offered another job. Of course, he immediately accepted.

One thing led to another, and the next year and a half saw the young farm boy grow up rather quickly. He was, for all intents and purposes, a gofer for the smugglers. One job would have him as a lookout, the next wold have him packing barrels and yet another had him work as security around a warehouse or get into a brawl with another group. They all sort of blended together in his mind, but the one that stick out is the first time he saw a murder. He supposed word had gotten around that he was a steady and reliable kid, because the next time he was brought along he was there as a fourth gun. Not that they handed him a weapon, but he was still brought into the room and saw a man get shot to death. He kept himself together until the job was done, but threw up as soon as he was alone.  After that, he supposed he was held in even higher esteem, and accompanied the actual smuggling itself. This was where things began to unravel.

It was a big job, this last one. Robert was a last minute replacement for a man who had gotten sick. Despite the size of the shipment, it was supposed to be relatively easy. Just go with the liquor across the lake, meet their contact, get paid and come back. It fell apart almost as soon as they reached the American shore. Another gang had gotten wind of the drop, and as the whiskey was being unloaded they ambushed the contact. It was a clusterfuck, to put it mildly. Robert and his two partners survived but the Americans did not. The man with the money had been shot so many times his torso looked like it had been shredded, and there was barely any money that wasn't shot up or bloodstained. What they did find was a note in the mans pocket, containing the name and address of the man the whiskey would eventually be sold to. A plan was formed then to continue loading the whiskey onto the truck, which had somehow escaped damage, and bring it straight to the buyer. One of them would go back to tell their boss the new plan, and while Robert was originally chosen for that, he couldn't manage the boat and so he found himself on the way to New York.

While the trip there was uneventful it was just the calm before the storm. The buyer, which they had trouble even contacting, didn't believe their story, and accused them of being cops. This led to another shootout and it was here that Robert first killed a man. Then he killed some more, and this time he had no time to feel horrified or sick, all he could do was keep his head down and keep firing. Finally, the shooting stopped. Roberts partner was bleeding out, and he heard more men coming, and it wasn't likely to be the police. So he ran, and finding himself near the docks, fell in with the first crew that would have him.

Sexual ons: Robert is rather inexperienced, aside from a few tumbles with a whore after some of his fellows found out he was a virgin.
Sexual offs: Gore, vore, scat and toilet play.

IrishWolf