Rules.   Posted by Storyteller.Group: 0
Storyteller
 GM, 3 posts
Sat 1 Oct 2016
at 19:11
Rules
First the basics:

1.  Limited godmodding is allowed.  This means the following:

I have no problem with you creating a minor NPC for your character to have a conversation with or for you to make certain logical assumptions about what a minor NPC would do.  Ex.  A waitress brings you a meal and flirts a bit.

For other players' characters or for named NPCs, it is sometimes necessary to make certain assumptions about what they are going to do, especially if you are posting before they do.  Just be careful about it and stick with actions they are extremely likely to take. (ex.  "Ashley walked down the hallway next to Susan" would be fine in a situation where Susan's character hasn't posted yet but it is quite likely that the entire group will be heading down the hallway.)  Just remember to be willing to edit your post if someone objects to something you had their character do.

2.  This type of game works best when people are descriptive.  Please try to include at least a few lines each time you post in the IC thread. This can include your character's thoughts, body language, etc.

3.  Please try to use the best spelling and grammar that you can.

4.  Any OCC information that you need to include in a post (such as the results of a roll), should be placed at the bottom, separate from the rest of the text by at least one line, preceded by the phrase OCC: and should be written in orange text.

5.  Please try to post at least once a day.  After a couple of days with no posts, I will send you a message prompting you to do so.  If you still do not post after the message, your character will be removed from the game (and, since this is a horror game, will probably be removed by suffering a horrible fate).  There is an exception to this.  If you are going to be in a situation where you won't be able to post for an extended period, let us know in the OCC thread.  I'll work with you there to determine the best way to handle your character.

This message was last edited by the GM at 20:02, Sat 01 Oct 2016.

Storyteller
 GM, 4 posts
Sat 1 Oct 2016
at 19:27
Character Creation
1.  Decide on your character's high concept and trouble aspects.

Your high concept is a phrase that sums up who your character is and what he does. It is typically your character's job, role, or calling.   For example:  Althena’s high concept in Luci’s game would be Novice Priestess of the God of Knowledge.

Your trouble aspect provides the answer to the following question:  “What complicates your character’s existence?”   This could either be one of their own character flaws, such as:  Anger Management Issues, Overly Curious, or Tempted by Shiny Things.  Or, it could be a problematic relationship, such as:  Debt to the Mob or the Chief of Police Hates Me.

2.  Next pick up to three more aspects.  While it isn’t required, it is recommended that at least one of these relates in some way to a previous experience (positive or negative) that you have had with one of the other player’s characters.

Ideas for aspects include:

Significant Personality Traits or Beliefs:  Never Leave a Man Behind, Only Fellow Native Americans can be Trusted, etc.

The Character’s Background or Profession:  Degree in Forestry from the University of Wyoming, Former Army EMT, etc.

An Important Possession or Noticeable Feature:  My Grandfather’s Hunting Rifle, Sharp Eyed Veteran, etc.

Relationships to People and Organizations:  My Father is a Close Friend of the Mayor, Respected Member of the Local Fire Department, My Best Friend Always Told the Best Ghost Stories, etc.

Problems, Goals, or Issues the Character is Dealing With:  Fear of Heights, Manners of a Goat, etc.

Nicknames, Reputations or Obligations:  Silver-Tongued Scoundrel, Trying to Discover What Happened to My Brother, etc.

Note:  Both Positive and Negative Aspects are useful.  In a situation where an aspect could logically benefit your character, you can spend a fate point to get a bonus on your roll.  In a situation where an aspect is used against you or affects your character in a negative way, you will receive a fate point that you can use later.

Additional ideas for aspects can be found at https://wiki.rpg.net/index.php/Aspects_List

3.   Select your character’s skills:

One Great (+4) skill
Two Good (+3) skills
Three Fair (+2) skills
Four Average (+1 skills)
All other skills will be at a Mediocre (+0) level.

(The skill list will be in the next post.)

4.  Your character starts with 3 fate points.

5.  Determine your mental and physical stress tracks.

Characters start with two boxes in their mental and physical stress tracks.  The physique skill helps with physical stress and the will skill helps with mental stress.  If you have the skill at Average or Fair, add one box to the relevant track.  If you have the skill at Good or higher, add two boxes to the relevant track.

6.  Select a name for your character and write up a brief background and physical description.

This message was last edited by the GM at 19:29, Sat 01 Oct 2016.

Storyteller
 GM, 5 posts
Sat 1 Oct 2016
at 19:45
Skill List
Academics:  The types of things you learn in school, includes first aid and knowledge of the occult.

Athletics:  In addition to standard athletic activities, this will be used for dodging any ranged attacks.

Burglary:  Used picking locks, picking pockets, etc.

Contacts:  Who you know

Crafts:  How good you are at making things.

Deceive:  Your skill at lying.

Drive:  Your skill at driving cars and other types of vehicles

Empathy:  Recognizing and being able to spot changes in a person’s mood

Fight:  Used for unarmed and melee combat.

Investigate:  Your skill at figuring things out.

Notice:  Your perception skill

Physique:  Used to represent your raw strength and endurance

Provoke: The “being a jerk” skill

Rapport:  The making friends skill

Resources:  How much money you have.

Shoot:  Your skill with a gun.

Stealth:  How good you are at sneaking.

Survival:  How good you are at surviving in the wilderness.

Will:  Your character’s mental fortitude


All characters should either have survival at a good or higher level or have a valid reason why they would be included on a search and rescue team (such as “Dad pulled strings to get me on even though I’m not competent” or  “I’m in decent shape and a skilled doctor”).

Notice, Physique, and Athletics skills are also likely to be useful.  I would recommend that at least one player have a decent academics skill.  It will be used to determine your chance to have heard any relevant stories or legends about what you may or may not be facing.  It will also serve as the First Aid skill.   If you plan on questioning the family members of the missing person, the Rapport skill would also prove useful.

Since you will be on foot for most of the game, drive is unlikely to be of much use.

Other skills may or may not be useful depending on what actions and approaches your characters take.
Storyteller
 GM, 6 posts
Sat 1 Oct 2016
at 19:47
Using Skills
1.  Choose a skill that is appropriate to the action or situation.
2.  Roll Four d6.
3.  Each 5 or 6 gives you a +1
     Each 3 or 4 gives you a +0
     Each 1 or 2 gives you a -1
4.  Total the results of the roll.
5.  Add your skill rating to the results of the roll.
6.  If you invoke an aspect (costs a fate point), add +2 to your result or reroll the dice.
7.  If you are descriptive (at least three sentences), I will add another +2 to your result.

If your result is lower than the opposition, you fail.
If you result is the same as the opposition, you tie.  This means that you get what you want, but at a minor cost or that you get a lesser version of what you wanted.
If your result is one or two above the opposition, you succeed.
If your result is 3 or more above the opposition, you succeed with style.  This means that you get what you want and possibly something more.

If you are going up against another character, you will be trying to beat their result.
For other types of challenges (such as picking a lock), you will need to score higher than a number that I set.

Ex.   “After listening to the child’s description of the person that took her sister, Susan finds herself thinking about a book she read several weeks ago.  The book had discussed several myths and legends associated with the region.  She frowned thoughtfully as she tried to remember whether or not any of the beings discussed in the book sounded like the unusual person being described.”

Susan’s player then rolls four dice and receives:  5, 6, 3, 1 (for a +1, +1, +0, -1)
Totaling the results gives her a +1.
Her Academics skill is Good or +3
She also spends a fate point to invoke her aspect:  Student of the Arcane

So, her result would be 3 (from the skill) + 1 (from the roll) +2 (from her aspect) + 2 (for being descriptive) for a total of 8.  (A success with style)


Note:  Certain types of challenges may require multiple rolls.

This message was last edited by the GM at 19:50, Sat 01 Oct 2016.

Storyteller
 GM, 7 posts
Sat 1 Oct 2016
at 19:58
Combat
Conflicts can be physical (such as a fist fight) or mental (such as an interrogation or a shouting match with a loved one).


Initiative:

Normally initiative is based on your notice skill if it is physical or your empathy skill if it is mental.  However, initiative causes problems in a PBP setting.  If the NPC’s notice skill is higher than the average of the group’s notice skills, I will have him attack first and then the players will attack in the order they post in.  Otherwise, the NPC will go after all of the players have had a chance to post.


The Exchange:

On your turn, you can either attack, go full defense (which means you don’t get to do anything proactive but you have a +2 bonus to all of your defense rolls), or take an action that will give you an advantage or your opponent a penalty later (such as taking cover behind a tree, throwing mud in his eyes or attempting to attract his attention so that one of your friends can hit him from behind.)

To attack, you roll the relevant skill (fight, shoot, provoke, etc.) and your opponent rolls the relevant defense (fight, athletics, will, etc.).

A successful attack does damage equal to the amount that you beat your opponent's result by.  So if your total result was a 5 and your opponent’s total result was a 3, you do two damage.

You can always defend against an attack roll (even if you are attacked multiple times in a round).


Damage:

If you get hit by an attack you either absorb the hit and stay in the fight or are taken out.

You have two options for absorbing the hit and staying in the fight.  You can either take stress and/or consequences or you can concede.

Your stress boxes represent the way that you avoided taking the full damage of the attack.  (ex.  You twisted away from the attack at the last second or the wound looks worse than it actually is).

When you take stress check off your physical or mental stress box that corresponds to the amount of damage he did.  So in the case above, you would mark off your level 2 check box.  If that check box is already marked, you will need to mark off a higher level check box (if you have one).

If you don’t have any remaining boxes, you will either need to take a consequence or be taken out of the combat.

Stun boxes return after the current fight has ended and you have a chance to catch your breath.

The second option for mitigating a hit is taking a consequence.   This represents some form of lasting injury or setback that you obtain from the fight.  Something that will continue to be a problem even after the fight is over.

Consequences come in three levels (mild, moderate, and severe)
Mild is used for a hit that did two damage or less.
Moderate is used for a hit that did four damage or less.
Severe is for a hit that did 6 damage or less.

Just as with stress, if a lower level consequence has already been taken, you will have to take one of the higher level ones instead, even if the opponent only did one or two damage.

Mild consequences don’t require immediate medical assistance.  They hurt and they are an inconvenience, but they aren’t going to force bed rest.  Examples include:  Black Eye, Bruised Hand, Flustered, Upset, etc.   To recover from a mild consequence, succeed at an action that can be used to justify the recovery.  You will then recover after the scene has passed.

Moderate consequences represent fairly serious injuries that require dedicated effort towards recovery (including medical attention).  Examples include:  Deep Cut, First Degree Burn, Exhausted, Terrified, etc.  To recover from a moderate consequence, succeed at an action that can be used to justify the recovery.  You will recover after the session has passed (however since this is a one shot, it counts as one session).

Severe consequences mean you need to go to the emergency room.  They are extremely nasty and will lay you out for a while.  Examples include:  compound fracture, second degree burns, crippling shame, and trauma induced phobia.  To recover from a severe consequence, succeed at an action that can be used to justify the recovery.  But, it will take an entire scenario before you recover.

Consequences act like an aspect.  Except, because it is so negative, it will normally be used to your characters detriment.  One the plus side, you will earn a fate point when it is invoked against you.


When all else fails, you can always concede the conflict.  At any point, before your opponent has rolled his dice, you can declare that you conceded the conflict.  This takes you out of the conflict.  But, you receive a fate point.  And, you get to avoid the worst part of your fate.  (The GM will take into account what you want to occur with your character).  This can mark the difference between being left for dead and being hauled off in chains without any of your stuff.


If you don’t have any stress or consequences left to buy off all the damage from an attack, you are taken out.  This means that you can’t fight any more and that the person that took you out gets to determine what your loss looks like and what happens to you at the end of the conflict.
Storyteller
 GM, 9 posts
Sat 1 Oct 2016
at 20:59
Firearms
If your character has the shoot skill, you can bring a rifle, pistol or both into the park with you.

Just keep the following in mind that, just like in real life:

1.   If you shoot a camper, fellow searcher, or local playing a prank, it is quite likely that your character will face a trial and possible prison sentence. Of course, an exception will be made for cases of obvious self-defense or defense of another. Though, even those may end up going to trial.

2.  If you shoot an animal, your character will have to fill out paperwork and depending on the situation, may have to pay a fine.  If it is an endangered animal, he may also face jail time.

This message was last edited by the GM at 23:01, Sun 02 Oct 2016.