[personal profile] powersthatbe
In the world of Chikyuumaru, for a generation, people have been finding ways to cope with the mutagenic epidemic called X-Pressure. X-Pressure is unique in that it makes the body more like the mind in unprecedented ways, and over time, the stigma of infection has faded, and people have adapted to the unique abilities left in its wake. Among the most common strains of X-Pressure are Audiocaudal Syndrome - developing animalistic ears and tail - and Ganymede Syndrome - the acceleration or regression of aging processes to leave an individual with a physical & hormonal maturity typical for those between 14 & 18 years old.

But it’s not all bad. A large percentage of people are naturally immune to X-Pressure, and even those affected can lead normal lives - in fact, there are advantages. Social Techniques, or S.Tech, have long been recognized as a powerful advantage in business, politics, romance, and entertainment, but many X-Pressure carriers have a heightened grasp of S.Tech, becoming true adepts, able to use words and gesture to convey their message by manifesting glitter, or hearts, or flower petals, changing the weather around themselves, or in a variety of other ways.

The most elite school for training S.Tech Masters is Heartbeat Academy, or Doki Doki no Gakuen, in the city of Bunkyo, Nihon. Heartbeat Academy teaches all of its students, both the X-Pressure affected and natural adepts, how to harness their feelings and channel them into S.Tech using Emo Medi, or Emotional Meditation, which intensifies and empowers already volatile teenaged emotions, allowing them to cry literal lakes of tears, light fires with anger, brighten dark rooms with joy... Additionally, there is a fine curriculum of politics, economics, psychology, media, philosophy, and domestic studies.

But it’s not the only school. And every year, between fall term and spring term, there’s an Exhibition Exposition Competition in Yokohama, where the Top Four schools compete in S. Tech & Emo Medi events. While Doki Doki is generally regarded as the best of the Top Four, and has a record number of titles, the underdogs are still fierce competition - the military academy, Hagane no Gakuen; Tensai no Gakuen, which holds the best standardized test scores in the country, and the exotic and prestigious Mahou Kagaku no Gakuen, which studies Western S. Tech techniques and accepts a great many foreign students.

This year, the competitors being sent to the festival are dramatically reduced - an X-Pressure outbreak spreading less common strains of the disease has struck, like a flu epidemic, and many competitors are staying home. But not the most determined. For the teachers, it’s a matter of pride to coach the winning team, and the pressure is on. For the students, it isn’t just the jy of representing their school - it’s a chance to show off and cut loose in a new city, to sneak out at night and hit the tourist spots, to make friends or find blossoming romance.

Whatever school they’re from, the competitors and their chaperones have just one week to make things count.

Skills & S. Tech | The Competition | Schedule | Player Resources | Questions | Plotting
[personal profile] powersthatbe
Escape From Junkworld

A Space Opera Jaunt
Running from January 9th-February 18th


Welcome to the Junkworld of Gehenna: a radioactive cinder twice the size of Earth, used as a rubbish heap and ship graveyard for centuries by cultures across the cosmos, guarded by automated gunstations (left by cultures from across the cosmos), and with its only native inhabitants being Leaping Fireworms who feed on metals and thrive in heavy-gravity environments. Occasionally used as a penal colony as well, but really a death sentence - the only way people are sent to Gehenna is being placed in gutted ships in decaying, unguided re-entry orbits. Still, over the centuries, some have survived this process, and settlements have grown on the surface, giving the world a total population in the high hundreds or low thousands.

And now, the Tachyon Storm is coming. Nobody knows exactly what that means, but it’s bad.

You see, tachyons are particles that travel faster than light and back in time, and the slower they are, the more energy they have. And what few sensors on Gehenna work have started detecting increasing bursts of tachyon radiation, denser and denser, slower and slower moving. The best guess is that some incredible high-energy phenomenon is coming in the near future. No normal lightspeed shockwave can be seen before it hits - so by the time anyone knows what it is, it’ll be too late. And judging by the rate the tachyons are slowing down, it’s only a few weeks away.

The refugees, prisoners, scavengers, smugglers, and accidental colonists of Gehenna have a plan - or some of them do. Smuggler ships small enough to slip to the surface past the automated gun satellites are too small to travel faster than light, and they don’t have time to call for a ride. But the planet is all but covered in wrecks, hulks, derelicts, and crashes, and two large, durable vessels of dubious design are nearly intact. It’s just barely possible to put them together, strap on the smuggler vessels as armed outriders, and blast off for escape.

But as the source of the Tachyon Storm gets closer, things are getting weird. The laws of physics are bending or breaking entirely. The ships, barely understandable or able to be kept together as it is, are behaving in strange ways, and that strangeness is carrying over to the synthetics and cyborgs who interface with ship systems to operate them. And everyone on Junkworld Gehenna had an agenda or an axe to grind, anyway - trustworthy, safe, sane people don’t wind up banished to radioactive cinders, after all.

Ancient, unknown ships falling apart around them. The combined dark secrets, dubious pasts, and skeletons in the closet of a hundred different interstellar scofflaws. Even with an oncoming shockwave approaching at least as fast as light, the open question is still: what’s going to get around to killing them first?

World Info | Species Info | The Ships | Crew Positions | Casting Call | Infiltrator Roles | Investigator Roles | Skills | Calendar | Technology | Glossary | Player Resources | Questions & Plotting
[personal profile] powersthatbe
A return to the Cursed Kingdom setting, from Nov. 7th-Dec. 17th.


When an elder wyrm flies north from the Ash Wastes, the Baroness of Flamegard leads an embassy of diplomats, dragonslayers, gryphon knights, and hedge-magicians heads to the nearby frontier city-state of Misericordia to track it, but finds themselves under suspicion from the moment they arrive, quarantined along with a cadre of wandering tinkers and other foreigners.

Read more... )

But if the dragon can shapeshift, it could be any one of them, at any time... or their own suspicion could tear one another apart.

World Info | Map | Skills | Casting Call | Player Resources | Questions | Plotting
[personal profile] powersthatbe
CHILDREN OF THE NIGHT

November 7th-December 17th


It is the month of Neptune in 590 Anno Draconaria - or as mortals would have it, November 1998.

Sarmatia is an ancient and always multicultural nation, home to half a dozen legendary warrior traditions, several branches of magic, and countless superstitions. Until recently it was part of an industrial communist empire, the backwater of the regime, but that empire has fallen apart, and now it is independent, free to seek its own destiny. As in so many other places on so many other worlds, that means both technology and democracy.

Read more... )

In a month and a half, the first free election in Sarmatia’s tumultuous history will be decided. But between now and then, its traditions of war, magic, and assassination may take their own modern turns...

World Info | Map | Calendar | Vampires | Werewolves | Corvigers | Casting Call | Investigator Roles | Infiltrator Information | Skills & Magic | Player Resources | Questions | Plotting
[personal profile] powersthatbe
THE LIGHTNING AGE

September 12th-October 19th


It is the Hijra year 1314, the 12th day of Rabi Al-Akhir, and in the Flying Market of Nova Venezia, there is trouble. That is not new. Nova Venezia is a balloon city, tethered above the neutral city-state of Venice, a Vatican protectorate. At first, the balloons were meant only to keep the buildings below from sinking, but the people who maintained them began to build settlements on their platforms, and eventually it became a small but thriving sky-port.

Northern Italy lies at the border of three of the Great Imperial Powers. To the north and east, the Prusso-Zaporizhian Empire, a warrior-state of aerialists whose superiority in the skies is unquestionable. To the south and east, the Golden Khanate, a pan-asian pluralist kingdom who have done things with gunpowder no other nation has dreamed of. To the west, both north and south, the Ummah Caliphate, careful mercantile masters of steam science whose rule circles the Mediterranean.

To all three of the Powers, no resource is more valuable, or weapon more dangerous, than the innovations of the human mind. And the Prussians and Caliphate have both dispatched forces to the Flying Market now seeking weapons of mass destruction.

Captain Phoenix, a pyromaniacal pirate, used to be a servant of the Caliph, may he live forever, before the Captain’s impetuous ways and destructive urges became simply too much. The greatest pyrotechnician in the world, the Captain is a human time-bomb in every sense but the literal, and is hiding in a city held up by vast envelopes of hydrogen gas.

Herr Doktor Kilroy Schweizerkaze Von Blitzkopf was once the greatest aeronautical engineer in the Prussian arsenal, designer of airships which could survive thunderstorms unscathed, until the good Doktor raided designs, arsenal, and fleet, and vanished utterly for causes unknown. Blitzkopf, along with the Masked Senseis of Uchinaa, is a master of electricity, deviser of devices which can run on this strange force and not mere hydraulic power or combustion. The nation who owns the Doktor can harness the lightning. But again, not the most comfortable personage to share a balloon with, really.

Into this morass of espionage, manhunt, and international trade; sky pirates, smugglers, and innovators from around the world, a new element has come into the mix. Foreigners not only to the nation, but to the world itself. Paranoids and conspiracy theorists have whispered of their existence for a year, and some in Venezia remember them, and know a few signs and tricks that may be used to identify and get the better of these strange invaders… because knowledge is power, power is money, money is opportunity - and opportunity is about to strike like lightning.

The question is what it will leave behind.

COLONIAL DISCLAIMER | WORLD INFO | MAPS | TECHNOLOGY | SKILLS | CALENDAR | CASTING CALL | INFILTRATOR INFORMATION | VETERAN INFORMATION | INTRIGUE & ESPIONAGE | PLAYER RESOURCES | QUESTIONS | PLOTTING
[personal profile] powersthatbe
The Marches of Purgatory

June 3rd-July 8th


In the metaphysical landscape of the afterlife, where Morality and Depravity are places you can visit, there’s a city where you can go if you belong nowhere else. Purgatory.

Marches of Purgatory )

Disclaimers & Content Warnings | Factions | Casting Call | Skills | Calendar | Map/Locations | Questions | Player Resources | World Info | Theology | Opt-Out Options | Plotting
[personal profile] powersthatbe
Doki Doki No Gakuen


The Valentine’s Day Disaster at Heartbeat Academy starts with a flash mob in the mailroom. One careless dance move in the packed space and the air was aflutter with unsealed envelopes - and in the mess that follows, any number of confessions are mis-sorted into new envelopes. Some are signed, some are unsigned, but all of them unleash a devastating confusion on the student body. Since Emo Medi techniques are meant to leave students more passionate, able to shape powerful emotions into S.Tech emanations, this results in literal thunderstorms of emotion, new passions declared, friendships shattered by betrayal - every overblown teenaged reaction imaginable, dialed up to 11.

An influx of new students coming in after midterms only adds to the tension - despite all being registered in PSYCHENET, the Private School Youth-Coordinated Heuristic Ergonomic NETwork, many of them have no orientation materials, and the clumsiest control of S. Tech the students here can imagine.

But there’s one more confession that matters - the school’s White Day Planning Committee receives an anonymous admission that the confessions were scrambled, some of them deliberately - and this penitent anonymous troublemaker needs their help to set things right. If they don’t have the matter sorted out by White Day, the prankster will yet again take matters in their own hands and wreak havoc with the delicate hearts of the student body. Can the Planning Committee discover which confessions were misdirected and solve these love mysteries in time? Is it even worth it to do so, once some of these new couples have blossomed in their fresh loves? And what other mysteries will they uncover on the way?

The life of a student is a hard one, and S. Tech can only do so much. But you can bet they’ll try.

Skills & S. Tech | World Info | Casting Call | Confession Box | Schedule | Player Resources | Questions | Plotting
[personal profile] powersthatbe
The Harrowing of Harrogate: January 10th-February 13th


May, 1897. Harrogate, Yorkshire, England. Amidst moors and bare highland rock is a curiously prosperous little village, once used as a Viking gravesite. The unusual properties of its waters are key to its success - it became a spa town, a reclusive resort for blue-bloods of all Europe’s ancient lineages, when sulfurous mineral springs were discovered there. Its eccentric, philanthropic mayor tapped those same waters to make Harrogate one of the first cities in the world lit my gas-lamp. Nights in Harrogate’s streets are not black as pitch, but a pleasant quavering green.

In one month, Queen Victoria will have sat her throne for sixty years. An auspicious number. An influx of celebrants from the continent is expected any day. The townsfolk are girding themselves for the occasion, making preparations. The mayor, who built the town theater, has commissioned a classic play translated from German, in the honor of the late Prince Albert, and hired a troupe of traveling players to put it on. The village’s more mystic clubs for gentlefolk - the Hellfire club (notorious for its decadent immorality), and the resurrected druidic sect The Scions of Silver Dawn - are both recruiting, advertising their mysterious ways. And of course, when the rich come to town, thieves always follow, scenting gold like crows scenting blood before battle.

Far out on the moors, a sinkhole has opened up, revealing within it a Lake, perfectly round, prone to the same mineral vapors that make the spas famous. In honor of the grove of trees nearby, local geographers have taken to calling it Lake Holly.

Drifters and vagabonds near town have been disappearing - and, indeed, a few locals. But the moor has always swallowed travelers, a few a year. It is natural. No cause for alarm.

in one month, on the occasion of the Queen’s Diamond Jubilee, there will be a party such as Harrogate has never seen. Reveling in the streets, strangers and townfolk, noblemen and actors, thieves and druids and notorious cultists alike. All will rejoice. And the play the mayor commissioned will be performed. The show must go on. It is the centerpiece to all of this.

Harrogate is an idyllic place. What possible imagined catastrophe could dampen the spirits of the town between now and Opening Night?

Please indicate under the Permissions thread which characters you're all right subjecting to body horror, mental trauma, temporary insanity, and possible death. It's cool to itemize, and be okay with some of those things and not others. Anyone uncomfortable with these aspects will still have ways to meaningfully participate; however, anyone not okay with at least one of these dangers should not become a plot-important infiltrator, all of whom will be at risk. Other infiltrators may be exposed to just as much danger as you like.

Casting Call | Permissions | Schedule | Skills | World Info | Locations | Player Resources | Questions | Plotting
[personal profile] powersthatbe
The Solstice Masquerade
December 10th - January 3rd


Nibiru is a harsh world, slow-turning, tilted close to a bright sun, and the people who live there have grown to revere night, cold, and the starry sky as instruments of blissful salvation. Their most important holiday, therefore, is the Winter Solstice, the coming of dark and snow to cool them for a few months before the threat of the sun renews itself. But there’s more to it than simple celebration. The people of Nibiru believe that unless the Great Orrery is ritually empowered once each year, the world will stop turning properly, and endless summer will destroy them all.

So, for the weeks leading up to the Solstice, the most sacred duty of Nibiru’s elite is to travel to the Orrery, a massive structure built with technology beyond their understanding, by absent beings they call the Starmovers, and revere as extraterrestrial angels. Wars stop for the Solstice. Trials are delayed. There are no elections, no marriages, no function of religion, government, or politics that can be allowed to interfere.

At the Orrery, the chosen delegates explore mazes of mysterious chambers that lock and unlock in response to stately celestial mathematics. They don ritual garb left there by the Starmovers. And they dance four ritual dances, each a week or so apart, in the great ballroom, wearing masks that cannot be removed, in order to keep the world turning.

This sacred celebration is a solemn thing, but for those less superstitious, it’s also a golden opportunity. In the ballroom, secret bargains can be struck. Forbidden affairs can begin, or end, in anonymity. Criminals may seek pardon, or perhaps new crimes. Treaties can be negotiated and signed, in violation of all taboo. But all of that relies on knowing who lies behind which mask.

And then there are those who seek other advantages - the technology and knowledge of the Starmovers. Even a little of it has helped revolutionize what the people of Nibiru are capable of, bringing them solar power, clockwork mechanisms, and a space race yet to be won - as well as laser weapons, advanced physics and chemistry, and other advances that place pseudo-Victorian cultures into a modern industrial revolution like that of the 1950s.

The people of Nibiru are living their lives on the brink of great changes they cannot yet understand. And the Travelers present may have to decide what’s more important: helping them… or taking dance lessons to save the world (if you believe in that kind of thing).


World Info | Countries | Political Movements | Religious Factions | Maps | Casting Call

Suggested Infiltrator Roles | Masquerade Mechanics | Schedule | Skills | Player Resources

Questions

[personal profile] powersthatbe
August 19th-September 30th

The Circle Of The World is a vast sea, hemmed in by a broken ring of continents, and all but the most daring sailors and sea-witches never need venture more than a hundred miles from shore, even if they’re crossing the world. Port cities stud the inner coast like stars in a great constellation, and the broad ocean is the vacuumin between… at least, above the waves. The mermaid kingdom of Thalassia holds unquestioned domain over the sea floor, and sailors fear to venture over their realm, dreading their enchantment-singing sirens, listening to terrible rumors that paint all their race as cannibals.

But deep-sea voyages still happen. The waves are home to pirates, renegades, brigands, and explorers, people who shun or flee from the rest of society - people who need to hide. But the freedom of the seas is shrinking… the city-state of Paramo has built a vast navy, and their ambitions stretch across the Circle of the World. Crossing the middle of the seas would let them spring surprise attacks on any nation - a tactic they have already used against the empire of En Zhenming - but despite their successes, pirate raiders cost them too much. So if they are to rule the seas, they must first clear them of such scum.

On the fringes of a storm in the middle of the ocean, three very different vessels flee the Paramoese Navy. Damsel of Distress, an infamous freebooter ship, proudly declaring themselves the wretched refuse of the seas and sailing out from Blackbanner Port, the pirate capital of the world; Panlong, an explorer’s craft from En Zhenming, crewed with scholars and exiles, hunted for the rich goods they are suspected to be carrying; and Harbinger, a former privateering vessel, still painted in the colors of the Paramoese Navy, guilty of being too popular and successful for the Duke of Paramo to stomach.

When the red sails of a naval man-of-war appear on the horizon, each captain makes the same decision - to make for the Labyrinthine Shoal, a maze of unmapped rocks and reefs in the middle of the sea, home to a hundred legends of terror and treasure. If they can navigate the reefs, evade the pursuit, then it’s free sailing once more…

But they find the waters around the shoal teeming with mermaids. A rebel band of Thalassians has come, fleeing the tyranny of the deeps, looking for waters where their dread queen’s leviathan cannot reach, a fabled atoll in the midst of the shoals…

All three ships and the school of mermaids have much to offer from one another, and much to fear… with unknown waters before them and the fury of two kingdoms behind, they have little choice but to venture in together. And at the mouth of the Shoal, they find a freshly-wrecked craft, and dozens of foreigners floundering in the storm-wracked waters….

Ships | Mermaids | Casting Call | World Info | Skills | Player Resources | Glossary | Questions
[personal profile] powersthatbe
La Tour Ivoire Academe is an isolated university in a world devastated by nuclear and chemical warfare. A safe haven, a center of learning, it takes in refugees and trains them to make a difference in the outer world. Surrounded by high walls and running water to keep out contamination, its greenhouse-gardens grow all the food needed, its underground generators make the place self-sufficient - a helicopter and a radio tower are its only links to the outside world. In a way, it’s a little slice of paradise on a planet gone to Hell.

But there’s always the problem of funding. Three departments trying to save the world in three different ways are competing for the same grant money. Technical Systems & Salvage has spent years working to push the school’s computers and electronics up to the mid-1980s or so, but is it really worth it to struggle so hard to regain the technologies that helped destroy the world? Ecological Sciences ranges from physics to biology in an effort to re-terraform the world around them, but how much of a difference can they really make on a global scale? Cultures & Humanities insists that it is our expression of knowledge that makes us worth saving - music, philosophy, history; all the knowledge and beauty of human endeavor… but very little that will help anyone survive without hazard gear outside the walls.

Who gets the grant may determine the course of the future, funding the research that saves the world. Or… it may make no difference at all. Academia always looks important to academics, after all, but there are other schools, other researchers, and nobody is facing the end of their department - just more or less funding from the outside world for the next five years. Whichever department has the most impressive project will win it.

But that isn’t all that’s happening in the school. A new batch of refugees has appeared outside the walls, asking for admission, and settling these strangers into the comfortable routines of the school will take a lot of work - after all, Investigators aren’t your typical student body or prospective faculty.

And then, of course, there’s The Ground, the coffeeshop at the base of the University Tower, just where the lightning rod touches earth. In the ground, new coffee-grinders and brewing machines deliver the product from new organically grown beans to students having new conversations, listening to new entertainments - the only place on campus safe from departmental rivalries, because it’s so dependent on all three. But the Grant Committee has to get its funding from somewhere… and a coffee-shop seems like a frivolous luxury for students.

Can it be saved? Can the money be found elsewhere? Even that might not stop students from worrying about their grades and relationships, and to Travelers used to the fate of empires hanging in the balance… mostly, it seems like a nice vacation, and a chance to get caught up on their reading. And it might not be any more complicated than that.

Welcome to the Ivory Tower.

World Information | Map & Locations | Departments | Casting Call | Plotting | Syllabus | Skills | Questions | Player Resources
[personal profile] powersthatbe
Dolorosa: The Cursed Kingdom.
(Jaunt starts May 7th, lasts until June or July 1st)

Dolorosa is a landlocked highland kingdom, nestled in a crook of the Locura Mountains, a wild and isolate frontier fallen to misery.  In the half-generation since the Queen vanished, the Throneless Floor within the palace has become a laughingstock.  The Barons run wild, each pursuing their own claim on the crown, questing for the missing throne and hoping that, wherever it has gone, the Queen does not still sit upon it.  The otherworldly mages known as the Illuminated carry out their own esoteric struggle, fey and strange.  The Knights of the Gryphon are scattered across the peaks with their flying mounts, without purpose, clinging to the shreds of their honor - or abandoning it and swearing service to Barons or Illuminated.  And from the lowest peasant to the royal family itself, no-one is exempt from the random flashes of magic granting gifts or inflicting curses, leaving the land full of bards who can make flowers bloom with a word, talking animals who may or may not once have held human form, warriors bound to senseless quests and carrying mysterious burdens, or even stranger things, as curious as the imagination can devise.  Bandits and invaders harry the woods.  Dragons crawl from the lowland canyons to claim their own territory.  The land languishes in the grip of strife and magic, with no ruler to set matters right.


And in the middle of the Barons’ annual tournament, a new faction has arrived…



Casting Call:  

Like in the Ace of Spades plot, anyone interested is welcome to take up a role as a Knight, Illuminated, Baron, or Bandit.  Basic guidelines and information on those roles are in the World Information threads below.  However, we have plot-specific roles for two each of the Barons, Knights, and Illuminated, and for one Bandit Chief & one cursed member of the Royal Family.  If you’re interested in one of those parts, make a comment to the plot sign-up page here. If your character was signed up for a plot role last month, please don’t sign up with the same character this time.


Illuminated (2): an illusionist & a battle-mage.

Knights of the Gryphon (2): one who’s searching for the Queen, and one who serves one of the Illuminated.

Barons (2): one who seeks the throne and one who defends it.

Royal Family (1): an unstable cousin of the queen cursed with dangerous madness.

Bandit (1) : an amnesiac revolutionary leading a band of plucky ragtag thieves.



Available Skills: Riding, Swordfighting, Basic Cantrips, Color Spells (prerequisite: existing magical ability), Mythobiology, Wilderness Survival, Court Etiquette, Questing Sense, or any one Curse or Blessing.  As always, creative players are welcome to talk to the mods about skills not on this list.


World Information

And feel free to ask any further questions about the setting here!


Map/Example Locations


High Fantasy Tropes

Player Resources


And a post about revamping AC, how the mod team can better manage event pacing, & anything else we may need to retool in our second month will go up on the 3rd.

ETA: Oh, and the new Infiltrator CR Meme is here!
[personal profile] powersthatbe
THE ACE OF SPADES:
A Noir Gangster Murder Mystery In Jazz Age Brooklyn


The year is 1930. Just off the Narrows Strait in New York there’s a pair of neighborhoods called Bensonhurst & Gravesend, just north of Coney Island Amusement Park. It’s a quiet part of town, if you’re not in a jazz club, and it has its own quiet little war. And in that war, there’s a casualty upcoming. On the night of April 7th, two people had a meeting in an alleyway. A raucous crowd of drunks stumbled in, just in time to interrupt the local heat from putting the hammer down on them, but something was left behind when those two shades split into the crowd. An ace of spades. Now, maybe in some countries they use those things to play cards, but this was 51 pieces of pasteboard short of a pick-up game, and that means only one thing.

Somebody’s been put ‘on the spot.’ That is, money’s changed hands between a person with a grudge and a violin player, and pretty soon the latter’s going to be playing a dirge for some unlucky slob.

A contract killing, in case you missed that. But nobody knows who the victim’s going to be. Or who the killer is. Or who hired that killer, and why. There’s even a chance these anonymous gentlefolk were still in that crowd of drunks (about half of them out-of-towners, judging by their dress) when the bulls (the police) ran them all in and tossed them in the drunk tank to stew overnight.

Those “drunks,” of course, were freshly arrived Travelers. As far as the infiltrators among them are concerned, they just stumbled out of the party in the back room of the Midnight Rose, and there are all sorts among them - flappers, jazz musicians, society types, gangsters (one crime family in Bensonhurst, one in Gravesend), flatfoot detectives, even the odd G-man laying low. Some of them will have seen the Ace, or heard the cops flapping their jaws, and they’ll know the score.

Veteran investigators, too, know what an entrance like this one means. Sometimes it’s hard to figure out why a Jaunt takes place, and sometimes it’s easy. When everyone’s dumped into the middle of a would-be murder mystery, the way out of town again is clear. Find the victim. Find the shooter. Find the money.

And then find out whether the forces that brought you here did so to stop the killing… or make certain it goes through as planned.

LOCATIONS;
Midnight Rose - a candy store by day, speakeasy by night, in Gravesend territory but open to all.
The Green Light - an exclusive Bensonhurst speakeasy, famous for its imported absinthe.
Ocean’s Place - a pool hall in Gravesend, less welcoming than the Rose.
Le Chateau Blanc - a classy restaurant in Bensonhurst, considered neutral territory.
Litchfield Manor - home of the Gravesend crime families, held in trust.
Capitol Row - a residential street where most of the Bensonhurst families have their houses.
Coney Island Amusement Park - besides the rides, the beach, and the famous boardwalk, also home to a number of condemned buildings convenient for some quiet business.
Ebbets Field - home of the Brooklyn Dodgers.

GUIDELINES;
TVTropes on Film Noir & How To Write Film Noir.

CASTING CALL;
a rebellious mob heir (Gravesend)
-the mob heir’s decadent, independent best friend (Gravesend)
-a retired mobster who’s gotten out of the game (Gravesend)
-a naive mob heir (Bensonhurst)
-an ambitious mob heir (Bensonhurst)
-a traditionalist mob boss (Bensonhurst)
-a traitorous mobster (we’re not telling)
-an undercover cop or G-Man (also not telling)
-a cynical PI (independent)
-a hitman (independent)
-a murderer (independent)
-a spoiled, slumming millionaire (independent)


The casting call is full, but more infiltrators to be friends and family & otherwise be involved in the plot are very welcome!

If you want one of the above infiltrator roles with plot significance, make a screened comment here telling the mods which of the above parts you’d be interested in before you make your plotting comment here. Any of the above roles unfilled by PCs will go to NPCs, but we’d prefer as much player involvement as possible. These characters will be given certain secret tasks or information to be released at certain times or under certain conditions - but the rest of the time, what you do with them is totally up to you!

If you’re interested in playing an Infiltrator but NOT being involved in the plot, sky’s the limit! You’re welcome to play a part like one of those above, or anything else you can imagine. Just make sure your in-universe backstory picks one of the two mob outfits to be aligned with (or neither, if you’re an independent operator).

An infiltrator CR meme is up here for those of you who want to do more in-depth and specific plotting beyond just leaving your concept in the comments below.

The plot will kick off with a pair of mod-posted event starters on the 7th, and follow-up events with new plot developments or clues will come once a week (on the 14th, 21st, 28th. etc) until the Investigation is complete!

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Current Investigation

Now: Questing Country: Harmonic Resonance
September 1 - October 10
Current Tag: !harmonic resonance

August 2021

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