General Forum Rules -READ BEFORE PLAYING-   Posted by Fatemaker.Group: 0
 GM, 1 post
Fri 21 Aug 2015
at 06:46
General Forum Rules -READ BEFORE PLAYING-
Hello, all, and welcome. Before we get to the actual roleplay, I want to lay down some basic rules for this forum.

  • Don't be a douchbag. Put in slightly more eloquent terms, respect other players. This is a game, and one I hope we can all enjoy.
  • If you are having any trouble with a player, contact me. This can either be done over Facebook chat, text, or Private Messages here in RPol as either Fatemaker or Caito. If a player is harassing you or generally making you uncomfortable, please notify me. If I see fit, I may suspend or remove the player from the game. Remember that there is a difference between a player and a character they portray.
  • I appreciate player feedback and input. If there is a specific encounter you would like to see or a character you would like to meet, let me know and we can coordinate. If there is another format of play you would like to try, tell me and I will see if it works with how the story is designed.
  • As GM, my say is final. I maintain the right to remove players for any reason. However, you all know me, and this shouldn't be an issue.

Any resemblances of Non-Playing characters to existing individuals, and settings to actual locations is purely coincidental UNLESS EXPLICITLY STATED OTHERWISE. Some areas may serve for inspiration but nothing more. If you would like a minor cameo appearance in the game, please notify me.

Session Structure
Sessions will be held on a scene-by-scene basis. Scenes will last as long as it takes to complete them, and then the thread will be closed and Experience Points given based on roleplay and combat. These points will be added to your digital character sheets and Private Messaged to you over RPol.

Experience Points may be used to buy additional character skills, merits, attributes, specialties and more. I have a buying guide, as well as the one posted on the New World of Darkness Subnet, and when applicable, I will upload it.

In game, I will announce, either as SUE or as Fatemaker, the general happenings of the city and surrounding area. This will represent different paths characters can take to accomplish missions and eventually liberate Ozymandias. There is the option for players to pursue their own goals and have solo or partner missions, however this must serve a purpose in-game, and cannot be abused for the purpose of excluding players.

As questions arise, I will post clarifications to this thread. Please contact me if anything seems unclear or you have a question!

Thank you, and I look forward to our game!

This message was last updated by the GM at 06:46, Fri 21 Aug 2015.

 GM, 6 posts
Sun 23 Aug 2015
at 21:19
General Forum Rules -READ BEFORE PLAYING-
In reply to Fatemaker (msg # 1):


Here, you can access multiple features regarding your character. Some will need to be set up by me, but others, like a character description, are up to you. Once you have joined the game, you can edit what other players know about you. This could be as simple as a bulleted list with your appearance, age, occupation, ect. or it could be a comprehensive description of your character and their motivations. Some input is useful for other players or myself to work with while roleplaying though.


This feature is available for each person's own needs. Perhaps your character wants to keep a journal, or you need to keep track of your equipment. It's up to you to use or disregard this feature how you please.


For this game, we are using the New World of Darkness system. Once this system is selected, input the number of d10 based on the information I give to you, and then enter the roll. The roll will be recorded in the log, but for convenience, I would appreciate it if you could copy/paste the results into the response post as a private line to me as Fatemaker.


When applicable, I may choose to include maps for certain areas. I am currently working on a map of the entire city, which will be up ASAP but is not necessary for gameplay. In most instances, I will try to make maps unnecessary for encounters but it may arise in the future.


I am listed here as Fatemaker, and all playing characters will be here as well. Once a character has edited their description, it may be accessed from this point. As NPCs are introduced to the game, their names and information regarding what characters know about them will be added to the cast list.
 GM, 7 posts
Sun 30 Aug 2015
at 06:16
General Forum Rules -READ BEFORE PLAYING-
In reply to Fatemaker (msg # 2):

For easier access, I will be uploading the backstory for gameplay to this thread, starting with the technology I am allotting to you.


Illusion Technology or ‘Masks’
Generally accepted to just work, each Mask is a set face and cannot be altered once created. Some masks are created to simply obscure the face and create ‘Shades.’ Masks do not show wounds.

Masks are projected from small collars and cuffs worn by the individual who wishes to wear the Mask. Collar may be worn separate from cuffs and vice versa. If a part is damaged or removed, Mask on that area fails.

Based off of the powers of an illusion Epic known as Corona, Masks are a purely visual effect, and have no impact on vocalization or factors like scent.

Masks are susceptible to water. If Mask comes into contact with water, roll a chance die to see if Mask still functions. Each of the three parts of a Mask works separately. The whole will not fail if one part is damaged.

Durability of a mask is determined by successful hit to Mask and the GM’s discretion.

Commonly called a ‘Boost,’ this technology is used to heal minor injuries, stabilize individuals who have suffered massive wounds, or ‘boost’ usual human abilities. This tech is modeled after an Epic named Prodigy, known for superhuman healing and reflexes.

A single Boost has six ‘points;’ it can be used to restore up to six hitpoints, stabilize a critically wounded individual if at least four of the six points remain, or add one die to a pool per each point spent on an unharmed individual for rolls involving Athletics. This bonus lasts as long as the turn, or until the individual takes damage equivalent of the bonus added.

When all six ‘points’ of a Boost have been exhausted, the Boost must recharge for one day at the Base before being used again.

Four Boosts currently exist. The power from multiple Boosts may be combined to total 24 points.

Cloaking Technology or ‘Smokescreens’
One of the first successful hits on an Ozymandias Epic, this tech takes its name from the Epic killed to create it. Smokescreens are utilized to hide the Reckoner base, and in smaller form on jackets to disguise figures.

Individuals attempting to find a person wearing a Smokescreen jacket are at a -4 dice penalty for perception rolls. If a Smokescreen is damaged, this penalty decreases according to GM discretion.

SUE Database
SUE is an artificial intelligence designed to collect data on Epics and missions of Reckoners. SUE is constantly connected to the Spynet, a collection of secure channels, and can be contacted at any time by players to receive clarification or ask questions about the environment or Epics.

SUE was modeled after a language and technology Epic named Cipher, and as such has more humanlike traits than most other AIs. She has the intelligence of about a six year old, and will ask questions and attempt to learn about her environment.

Due to SUE’s origins, she is not commonly known about. Odds are, unless a character was Reckoner Raised, they will not know about SUE’s existence.


I will allow any firearms or other weapons listed in the New World of Darkness system except ones with exclusively supernatural origins. If you would like to alter one of these weapons and make it usable as a base for an Epic Based Weapon, please contact me and we can see if it will transfer.

There will be opportunities to purchase or upgrade weapons in-game.

NOTE: in primary character creation, I am giving you each five dots to spend how you wish on weapons. The weapons list for this game is available on the Subnet, or the New World of Darkness Wikipedia.

Every player is issued a mobile communication unit connected to a secure channel. This can be used to keep in touch with other characters, either through audio, video, or text, or to access information, or to contact SUE. (Basically treat it like a smartphone and you’re golden.)

Mobiles can be lost or broken, in which case the character will either have to do without or find an in-game replacement.

Gasoline is a rarity granted to the very well connected or the very wealthy. As such, while Reckoners have the capacity to import gasoline, it is highly impractical to bring to Ozymandias.

Many locals have taken to employing sleds, dogs, horses, and skis as transportation. These are available for purchase in-game or at character creation with GM approval.

The Reckoners have employed an inconspicuous garbage truck as a primary means of transportation without detection. The same trucks are used throughout all of Ozymandias, and are usually able to pass through all districts and most areas without detection. This truck is equipped with solar panels, and while impractical in the winter, this game starts in the month of July, so sunshine should not be an issue for several months.

(If the game lasts into the in-game winter months, there will be a limited supply of gasoline to continue to use the truck.)

Reckoner Base
While not the cushiest of hideouts, the base is equipped with running water, electricity, a Spynet connection, and a collection of computers and laboratory equipment. Each Reckoner has their own room; there is a general ‘common’ area, a lab, and then a room from which SUE operates. If a character would like to request specific equipment, please coordinate with me.

The base itself is kept rather cold in order to decrease chance of detection and to preserve resources. It was dug into the side of a mountain outside of Ozymandias when the Reckoners established the base there, using Epic Derived Technology no longer available to the Ozymandias cell.
 GM, 8 posts
Sun 30 Aug 2015
at 06:23
General Forum Rules -READ BEFORE PLAYING-
In reply to Fatemaker (msg # 3):


*   *   *
Thirteen years ago, Calamity rose. As it ascended into the sky, brighter than any star, it brought with it the Epics, people who began manifesting extraordinary abilities. Flight, telepathy, control of the elements, teleportation, invisibility, illusions; nothing seemed impossible.

But Epics were not the heroes of stories. With great power came an unforgiving rage, and an intense desire to rule. And who could deny their power?  For a while, governments tried to subject the Epics to mortal laws, to contain them. All attempts failed. Epics claimed cities, either ruling as supreme emperors, or completely destroying them at a whim. Some reshaped their empires in their image.

Ozymandias is one such city. Before Calamity, it was known as Fairbanks, and while not immensely large or populous, was one of the first cities to be conquered by an Epic.

This Epic was known as Cataclysm, who could move mountains and summon storms at will. He tore Fairbanks apart, drawing mountains from the earth and cloaking the city in an eternal winter. Soon to join him was the Epic called Midas, who possessed the same mythical power as the man she took her name from. Afterwards, more names followed; Blight, Evergreen, Miasma, Escher, Cipher, Pandora, and Timebomb. Although countless minor Epics haunt the city, these names are the ones that struck a chord with those who remained in Ozymandias, either for their ruthlessness or their power.

However, every Epic has one weakness that reduces them back down to mortals. These weaknesses are often random, a certain smell, a pattern, a food, or a person, even an ideology can kill an Epic. However, these secrets are closely guarded by the Epics. As a Reckoner, it is your job to exploit these weaknesses to destroy the Epics and liberate the city.

*   *   *

Ozymandias is separated into three Districts. The first district directly surrounds the mountain jutting from the center of the city. Cataclysm lives atop this mountain, and thus it is at the least risk for earthquakes, since he won’t destroy his own home. At least this is the mentality of those who live in District 1, the Golden City. This is the richest district, if not only because Midas rules, but because the majority of people who remain here are directly employed by Epics, either as officers of Enforcement, or as researchers at what remains of the University. These mortals have a purpose, and are thus preserved.

District 2, constantly filled with smoke and swarming with illusions, is commonly called Wonderland; this district is run by two Epics, Miasma, who exists as poisonous mist, and Escher, well known for perpetually warping the environment around him. The only exit from Ozymandias is within this district, but between the abilities of these two Epics, it is difficult for any to leave once they enter. Occasionally, tremors shake the ground, and the residents have grown used to this interruption to daily life. Many who live in Wonderland are craftsmen or traders, although some also work as technicians or brute labor for the Epics.

The last and poorest district is called the Bone Slums by some; the ruling Epic is known as Blight, and possesses a cruel sense of humor. Able to manipulate and generate bone, Blight wanders the streets of his barren kingdom, inflicting a cancer-like plague on anyone who dares to defy him. Those who the disease does not kill are left with horrific growths or deformities. Blight himself is usually adorned with spines and armor of his own. The people of the Bone Slums are desperate, barely able to scrape by a living in this sorry excuse for a city, let alone risk a passage through the mountains and into the Wilds.

*   *   *

Due to the nature of Ozymandias, food is hard to come by without Epic assistance. The gifter Evergreen is responsible for providing the food for most of the city through establishments called Greenhouses. As a gifter, Evergreen can give their power to non-Epics for a period of time. At Greenhouses, people either trade goods for food grown by people who work at the Greenhouse, or bring in seeds, the commonly accepted currency, to have grown.

The seed currency is a puzzle within itself. Packaged in Days, Weeks, and Months, the label correlates directly to how much food can be grown with the contents, if brought to a Greenhouse. If planted in soil and attempted to be grown in ‘natural’ conditions, the seeds will never sprout. The seeds are also unidentifiable, simply small black spheres similar to peppercorns, but can be grown into any variety of produce by a person wielding Evergreen’s power.

*   *   *

The Wilds are a collective term for the area surrounding the two main pockets of civilization in Alaska, Ozymandias, formerly Fairbanks, and Anchorage, which retained its name through its conquer. The Wilds are made up of abandoned villages, where nomadic groups of people may cycle through occasionally, raw wilderness, and Epic run settlements where people labor to produce resources such as crude oil for the rest of the Fractured States. In the remote areas of the Wilds, there are rumored to be rogue Epics; immortals who can’t die, but neither can escape the wilderness. The people who live in the Wilds are also thought to be nearly feral, living the harshest of lifestyles and hardly more than animals.
 GM, 9 posts
Sun 30 Aug 2015
at 06:36
General Forum Rules -READ BEFORE PLAYING-
In reply to Fatemaker (msg # 4):


When the Epics came, rather than bow to their will, some abandoned civilization to risk life in what would become known as the Wilds. These people may have lived in small villages to begin, and now lead nomadic lifestyles, believing that settling in one place for too long will only attract the attention of the Epics. Wilders, as they have become known, are, at their best, renown for their durability, their stubbornness, and their strength. It takes a certain brand of person to thrive without the luxuries of civilization. However, at their worst, Wilders are thought to be crude, uncultured, and savage, without restraint and criminally minded. After all, how can someone survive such a cruel lifestyle for so long without losing some bit of their humanity?

It takes an exceptional Wilder to join the Reckoners. Usually these individuals seek out the Reckoners, most often as a means to exact revenge on an Epic. Nearly always it is a form of personal vendetta. While Reckoners are reluctant to accept such people into their ranks, it is impossible to deny that most Wilders have valuable skills to offer, if their more obvious flaws can be overlooked, that is.

Wilders receive a 2-die bonus for Survival, and players may choose one of the following for a 1-die bonus: Intimidation, Brawl, or Weaponry.

Wilders are at a -2 penalty for rolls involving Computer based skills, and a -1 penalty for rolls involving Socialize or Drive.

There are some who believe that eventually, the heroes will come. These are the Faithful, who wait for the heroes told of in stories before the rise of Calamity. However naïve this mentality may seem, the Faithful are undeniably that, faithful. Until their heroes arrive, many Faithful have taken to repairing the broken world in whatever ways they can. But, their attitude has made them the object of ridicule for most, who think only idiots can foster such a feeble hope.

As strange as it may seem, Faithful are not uncommon among the Reckoners. Epics are not the heroes the Faithful revere, and thus are nothing more than criminals. Until the true supermen arrive, the Faithful will do their best to take their place, however possible.

Faithful receive a 1-die bonus for Medicine and Empathy. Players may also choose one of the following for a 1-die bonus: Persuasion, Crafts, or Expression.

Faithful are at a -2 disadvantage for rolls regarding Intimidation, and a -1 disadvantage for rolls involving Epic knowledge.

Those who wander the streets of Epic ruled cities, stealing and conning their way through life, the people whose eyes catch every possible opportunity, but never linger in one place long enough to suffer consequences, are the Vagrants. Not quite Wilders, but not Urbanites either, Vagrants scrape by however possible, moving from one pocket of civilization to another. Vagrants are known for being clever, quick with words, fast on their feet, and expert thieves, skills made necessary through lifestyle. While most people would not choose to interact with Vagrants if given a choice, many know that Vagrants are invaluable sources of information, and can be swayed to aid if given the proper ‘encouragement.’ However, a Vagrant’s word is thought to be as fickle as the wind, just as their home changes at a whim.

A Vagrant in the Reckoners is most often someone who showed potential and was recruited. Very rarely will a Vagrant seek out the Reckoners, but those who do are usually met with immense prejudice. Why would someone like a Vagrant seek out the Reckoners for any reason but to gather something worth trading away later?

Vagrants may have a 2-die bonus in Streetwise or Stealth and players may choose one of the following for an additional 1-die bonus: Subterfuge, Larceny, or Athletics.

Vagrants take -2 penalties for rolls involving Politics or Academics.

Although living under Epic rule puts one at risk for sudden and unprovoked harm, even death, for some, the certainty of a roof overhead and some of the pleasures of civilized life outweigh the risks. Those who remain in the cities or seek out their protection permanently, are the Urbanites, the city-dwellers, and to some, the feeble. Urbanites are the people who will accept domination in exchange for stability, although, despite appearances, none are complacent with this rule.

The most common of backgrounds, Urbanites could have come from any city, and any walk of life. Those who have joined the Reckoners have either been caught in the crossfire of Reckoner and Epic interactions and remained for protection, or recruited for some skill they possess.

Urbanites receive a 1-die bonus in Investigation and Expression, and may choose one from the following list for additional 1-die bonuses: Socialize, Politics, Investigation.

Urbanites are at a disadvantage for rolls for Survival, a -2 modifier, and -1 for Animal Ken and Athletics.

Reckoner Raised
While unusual, some Reckoners do bring their families into the lifestyle, raising families or starting them while working against the Epics. Children adopted into the Reckoner life grow up immersed in Reckoner lore and granted opportunities to hone skills that few others gain. Many lacked a proper childhood, having been thrown unwittingly into an apocalyptic world of gods and monsters. Reckoner raised children are considered an oddity, even by Reckoners, and those who make it to the field may be highly trained in combat or computer skills, but are often completely clueless when presented with simple social situations.

Reckoner Raised children are not always the sons or daughters of Reckoners, at least not in the biological sense. A single survivor of a demolished city, a rescued child slave, or an orphaned street urchin may all be adopted by Reckoners.

The Reckoner Raised receive a 2-die bonus for Computer based rolls, and a 1-die bonus in either Drive, Science, or Firearms.

A Reckoner Raised character is at a -2 disadvantage for Socialize rolls and -1 for Streetwise.

NOTE: there will also be Reckoner classes, similar to those in DnD, whose templates can be applied after basic character creation. As of now, these classes consist of the following Field Classes- Scout, Tank, Sniper, and Stalker(Spy), as well as Medic, Tech, and Weapons Specialist for non-field classes.