April 15, 2012
As the capital of the Canadian Province of Nova Scotia, the City of Halifax is something of a hub, even if a modest one compared to the other provincial capitals and the cities that lie to the American South. Still, it is one of the oldest modern cities on the Atlantic Coast, giving its culture and history a depth that can be felt on every corner. When it comes to fine dining, one of the best restaurants in the city is the Five Fishermen
. While pricy, the food and ambience are excellent, and price is more than compensated by an all-you-can-eat salad and muscle bar. For these, and many other reasons, youíve decided to make you evening here. Of course, the place is also haunted.
The building, and the city that surround it, have deep and old histories. As one scholar of the occult once pointed out ďThat which is dead may forever lie, until some strange day when even death may die.Ē
Turns out that life and death are as separate as you thought they were.
One of the benefits of a modern RPG game is that you can set it in places youíve actually lived in. Halifax is like a second home to me, and Iíve long wanted to give it the World of Darkness treatment. The theme of this game is primarily focused on History coming back to life. I have a history degree from one of the Universities in Halifax, so I associate with that city a lot, and Iíve been following the Dark Eras Kickstarter
with baited breath. It looks like an awesome books, and I canít wait to receive the final product (side note: If you havenít backed it yet, go do it so that we can add more chapters! It will be worth it!). What Iíd like to do is bring together a group of PCs who havenít really dealt with the supernatural before and toss them backwards in history a bit through the spiritual connections the Five Fishermen have worldwide. In particular I plan to focus on two events: The Halifax Explosion (and through it WWI), and the sinking of the Titanic. There is a story to take place in the Five Fishermen that I donít plan on taking forever. Once Iíve told that piece, we will move on to the greater Halifax area to explore the deeper history of the World of Darkness. At this time, the game will become a bit more Hunter focused rather than straight up Mortals.Setting
: The World of Darkness - Modern Halifax, Nova Scotia, Canada System:
2nd Edition nWoD Mortals, as outlined in the God Machine Chronicles. This game will use several heavy dashes of Hunter the Vigil, and will crossover with the other game lines eventually as part of a shared world. Genre
: Modern Horror, with a side each of Fantasy and Science Fiction.Number of Players
: Iím looking for about three players who can post regularly. Experience Level
: Starting (0 experience), but each character gets one free dot in Professional Training. Character Age
: 21+, no exception.Posting Rate
: I don't expect daily posts, since I know few people who can keep that rate up, however if you are gone 72 hours without posting in the game thread with no prior notice, I'll be checking in via PM. If that's going unanswered, or happening multiple times, I'll be opening the game back up to someone who can post more regularly (much like this). I don't want to be a hardass, but that's what it takes to keep forum games going I'm afraid. Character selection
: If enough people are interested in this game, I will post a countdown timer until I select the three players. It will be about a week and a half to two weeks from now.
: This game will Exotic, Non-Con. While everyone in the story will start off as human, there are definitely monsters in this world, so I want to preemptively have my bases covered. Likewise, Iím placing this in Non-Con just in case elements of that appear in the stories we tell. Just to be clear, however, I am under no circumstance okay with any type of non-consensual sex on the behalf of the players. I have very, very strong feelings on this, and if the story goes that way I will make attempts to portray possession (more likely) and rape (less likely) realistically, and absolutely not as a turn-on.Background
: Your characterís history can be as detailed as you like, but there are a couple of things I need to know at a minimum before we start.
- The reason you are having dinner at the Five Fishermen.
- What NPCs, if any, are with you.
- Answers to the five breaking point questions in the God Machine Update.
The PCs may know each other when they start, but this is basically chronicling their first full encounter with the supernatural, and the formation of their Hunter Cell. Personality:
Everyone in the group needs to be able to get along. Things that would end up with you being called asshole evil, preachy good, lawful templar, and chaotic jerk characters should be avoided. Your character needs to be trusting enough to work with others without trying to screw them over (Ö screw them on the other handÖ). Keeping a game cohesive on the boards is hard enough with characters and players getting sarcastic with one another. Likewise, I respectfully ask people to avoid "lone-wolf" or "reserved" personalities in their characters. Those can and do work for in person games, but on boards, I find that it leads to a lack of participation, intentional or not, when not in combat. Appearance
: As you please, although a picture is required so that I can use it with our maps, although it doesnít have to be a perfect representation of your character. Sexuality
: As per my other games, I prefer storytelling with the option of sexuality when appropriate, so donít expect sex to be a given here, you will have to work for it a bit, just like real life. That said, feel free to create NPCs that you already have a connection to in your background in any manner, including sexually! I am open to telling a story with any genders/orientations.
Books: To start things off, I am going to limit things to the Core Rulebook, The God Machine Update, Hunter: The Vigil core, and Heirs to Hell (I love the ideas of Offspring, Latents, and Fractals that donít really know what they are). This will expand as the game progresses and as new games link in, but I just want to keep things manageable in the begining.
Merits: As mentioned above, everyone gains one dot of Professional Training for free. Supernatural merits canít be selected at the start of the game, although they can be opened up with the right justifications in-game later on. If you want to aim for them later, please let me know so that I can plan for that.
Initiative: Similar to my pathfinder games, I will use a version of initiative where everyone roles Initiative, but then the first person to post each round acts at the highest Init rolled, the second at the next highest and so on. I find this speeds up combat considerably.
Practical Experience: A big part of this game is the discovery of the history of the supernatural. Iíll keep track Practical Experience to encourage players to go out and discover more about the supernatural. If you donít have Hunter, donít worry! This is basically a pool of experience that anyone in the group can tap into to regain Willpower, or to purchase Skill/Merits.
Compacts and Conspiracies: This is going to start out as a Tier One game, so no one will have compacts or conspiracies (or even really know about the supernatural) but I do intend for them to get invited into both eventually.
I greatly look forward to seeing the types of character ideas that get submitted. If you have any questions, feel free to ask! Happy Hauntings!