It is the year 891 of the Imperium that united the shattered isles of the cataclysm under one rule—all glory to his majesty the Immortal Emperor.
You work the ghost lines—the electro-railroad that passes through the ink-dark deadlands between cities. Spirits of the dead—free to roam the world since the gates of death were broken in the cataclysm—often get entangled in the powerful electrical field generated by the trains. Line bulls like you walk the length of the cars, magnetized boots clanking and breather-mask hissing, to clear the offending spirits with your lightning-hooks before they do too much damage.
Each city of the Imperium is encircled by crackling lightning-towers to create an electrical shell that spirits cannot penetrate. By law, all corpses are incinerated with lightning-oil (to destroy the spirit essence within) but wealthy citizens, heretics of the spirit cults, or the criminal element often arrange for a ghost to escape destruction at the crematorium. So called “rogue spirits” are also dealt with by bulls like you. For a fee, of course.
When the frontier scouts of the Imperium (the Hounds) find a spirit-well in the deathlands, they sometimes call in an experienced gang of bulls to help clear it out. This is the most dangerous work— far from the relative safety of the electro-rail and the possibility of a quick escape on the line. But the pay is substantial, and a bull that clears a spirit-well and survives might just scrape together enough of a stash to retire in style someday.
Ghost Lines is a free roleplaying game utilizing the Apocalypse World ruleset. Everything you need to know is in the link above as those 4 pages are the entire game. Enough information to give us a strong start and enough freedom to play around. This is an Electropunk game (because Steampunk doesn't quite fit) and would probably go into Bondage or NonCon Exotic but that's just an idea at this point.
Basically I would be looking for 4-6 players (including myself) to work the Ghost Lines. The game would cover line work, side jobs in the cities, personal hooks, and more. Sexual content is cool. Work hard and play hard.
Anybody interested in a twisted life of necromancy gone wrong and bizarre sciences in a ghost ridden world?Updates!
Looking for the aforementioned 4-6 people to take on the following roles. Multiple of roles are allowed as long as every role is filled. :
Anchor: secure the ghost’s attention and draw it into contact with you (steel).
Spider: use a lightning-web (finesse) to tether the ghost to a spirit-bottle.
Rook: use a lightning hook (force) to tear the ghost loose from the train and/or weaken it.
Owl: Study the ghost and situation with your spirit-goggles (insight) to determine the best gambit.
This will be a new crew on the Lower Skovlan line escorted a train from Lockport to Arvaedh and - after a stopover - then to Tyrmoor across the sea. Among the cargo will be several cars of goods, several cars of travelers, and one noble retinue. You only have to escort them across several hundred miles of ghost infested deadland and a sea black as night - what's the worst that could happen?