Secrets of Blackgate Castle
Blackgate Castle is a legend even among the horrors of the world: a fortress on the edge of nightmares, whose door leads into madness. Never seen in the same place twice, the Castle is approached in darkness, through thunderstorms or fog, glimpsed once and entered in desperation or foolish curiosity or else passed by and likely never seen again. Like some demonic leviathan it seems to lurk beneath our world, surfacing when it sights some interesting or helpless prey, devouring them to sate its unholy perversions, and then vanishing back into the depths.
But the legends also speak of power. The Castle is wracked by the screams of ravished maidens, it may immolate warlocks or impale vampires, but surely someone - or something - clever or strong enough could gain control of whatever hellish machinery is at work, and with it gain the might of a god? What some may call hubris you define as ambition.
Whatever has brought you to the Castle, intentional or mistake, there is only one goal: make it out alive.
Failure is almost certain.
Secrets of Blackgate Castle is semi-sandbox, semi-freeform role play featuring horror, adventure, sex, torture, death, the supernatural and a Victorian castle.
Semi-sandbox: the game has a definite beginning (as you enter the Castle) and a definite end (as you perish, or escape) for each character. There will be encounters and events to inspire game play and rotate scenes. However, there is no linear plot: no buildup to a crisis, no careful series of clues, no inevitable destination. The game is focused on the experience of unique characters interacting with each other and the environment as they fight for their lives.
Semi-freeform: You will have a very small number of stats, which will determine simply and easily how you can interact with the world and define your character's strengths and weaknesses. These may change at the GMs whim, but there is no leveling up, no dice, no classes. This is merely designed to give characters definition and dimension.
Intended characters are humans or humanoid creatures with a generally gritty or tragic tone: fleeing maidens, scheming nobles, vampires, werewolves, girls who speak to ghosts, broken soldiers, witch hunters, and so forth. Time works differently for the Castle, so characters may have any origin up to modern and from a basically real world location (obviously the supernatural is part of this, but please no high fantasy or alternate world stuff). The nature of the Castle allows communication across languages.
Game play is generally going to be terminal for your character; you should be okay with that before signing up. I intend for this to be gritty, brutal, and twisted: most of those in the Castle are not nice, and the building itself is decidedly malevolent and perverted. I expect rape, brutality and murder will occur both between players and from the setting. Posting expectations:
Expressing interest doesn't reserve a spot nor imply a commitment; although I'd love to hear whether this is something I should continue to develop and if I ought to wait for another character. Once underway, I expect a post at least every 2-3 days (exceptions will of course be made for legitimate, short-term reasons).
I'm not big on stats and dice rolling in online games; record keeping, resolution, and rules knowledge are a hassle. However, I feel that having some balancing structure is important for characters and a quick resolution system is helpful.
Innocence and Depravity are primarily used as roleplay and by the GM to determine outcomes. Neither is inherently 'better' overall, although one may often prove more helpful in a particular situation. Innocence:
Your character's optimism, purity, conscience, virtue; innocence may grant protection, draw predators, escape nightmares or resist temptation. Depravity:
Your character's pessimism, worldliness, corruption, evilness, perversion; depravity may intimidate, gain allies, enable violence or fuel powers. Innocence and Depravity are rated from 0 (least) to 5 (most) and must add up to 5.
Strength, vitality, health - your ability to persevere and withstand harmDexterity:
Quickness, alertness, coordination - your ability to act and reactWits:
Intelligence, cunning, personableness - your ability to think and communicateVigor, Dexterity and Wits are rated 0 to 5, and may add up to no more than 8. Abilities
may be natural talents, skills, or supernatural features. These are things you will generally always succeed at.
Brawling, fencing, shooting, stealth, singing, lock picking, shape changing, healing, can see in the dark, inhuman speed, throws fireballs, pet ghost, etc. You may have two abilities. Weaknesses
are failings or vulnerabilities, either natural or supernatural. These are things you will generally always fail at.
Mute, susceptible to sunlight, faints when surprised, lecherous, cowardly, etc.You may have up to two weaknesses; for each one, you may have an additional ability or point of Vigor, Dexterity or Wits.
How the system works: contests between characters or challenges will only take place when logical. They simply involve a comparison of statistics. Avoiding a trap might require a Dexterity of 2, for instance, or a brawl might compare Vigors. In a comparison, the highest wins. Abilities trump contests; a character with a Vigor of 2 and the ability Boxer will win a fist fight against another character with a Vigor of 3. Weaknesses, similarly, automatically fail: a Lascivious character will not be able to resist a seduction, whatever their Wits. Ties result in an impass: two characters with Wits of 4 will never talk each other into going down the dark hallway first (time to flip a coin). Modifiers may be levied at the GM's whim, and will be applied if the same contest is repeated excessively (after a number of victories at chess, the lesser player will learn to watch for that trick with the rook). In all cases, players are expected to resolve contests in a logical, productive and mutually enjoyable way.
Please include a picture; ideally a photo, otherwise a quality piece of artwork. No cartoons or anime, please.
Concept: (no more than three words: "Illuminati Assassin", "Alchemist", "Lost Maiden")
Background: (at least three paragraphs to cover origin, abilities, and goals)
Perversion you'd like to try out:
Interesting way you might die:
Ons & Offs: