Thursday, September 26, 2013

Chapter 1 - Part 3: Aftermath of New Beginnings

Chapter 1 - Part 3: Aftermath of New Beginnings
 

Pete's body lays unmoving on the ground with the bodies of the other monsters equally immobile.  The townsfolk start to edge out of their homes and businesses, many still in their nightly attire.  They whisper to one another and point toward Cal standing above the dead man below him.  Cal recognizes a man walking up the street, the local Marshal and interim Sherriff, Norbert Young.  With him was Deputy John Marsters.
 
Marshal Young has a serious look in his eye, "Cal... let's you and I walk inside Harold's while Deputy Marsters here talks to a few people and gets to having this mess cleaned up eh?" 
 
The voice of Deputy Marsters rises above the whispered voices and all can hear him asking some of the villagers to give their view of what went down and if anyone would volunteer to help bury the dead while Cal heads inside with the Marshal.  Once inside Marshal Young looks around at the men and Agatha.  "Now then, just what in the Hell's is going on here?  Did Pete Jenkins have some sort of twin I don't know about?  Cuz' I'd swear on a Bible it were him I just saw shot down and I know for a fact Cal and I put a noose around that man's neck not long ago!"
 
Marshal Norbert Young

Agatha once again brings out the map where she feels the confluences of power are coming from after Marshal Young finally gets what's going on.

Prairie's Edge Map again

Deputy Marsters appears to be a surly sort with barely restrained hatred for his superior, Marshal Young.

Deputy Marsters 
 

After the run in with the quick tempered Deputy Marsters, Marshal Young gives the men full clearance to investigate the goings on in the area.  Cal, Jed, and Teddy head north of town to the burial site Cal recalled putting Pete and his boys in.  Tony and Doc Fitzroy decided to research both the bodies and the strange famine-like phenomenon.

What Cal, Teddy, and Jed found at the burial site terrified the men, it appeared a horde of undead creatures had pulled up roots and headed north.  Meanwhile, Tony discovered similarities of Prairie's Edge's phenomenon in a story regarding an odd triangle shaped area of activity in the Bermudas.  Doc spent enough time with the bodies to discover a few weaknesses.

With a goal to head north decided on they all slept fitfully through the night.

Naught but open graves met our heroes at the cemetery
 
 
End of Chapter One. 

 

Sunday, September 8, 2013

Chapter 1 - Part 2: Cal's called out at Harold's Saloon

Chapter 1 - Part 2: Cal's called out at Harold's Saloon
 
 
 
It seems whatever power has a hold on the peoples and land of Prairie's Edge has already decided to make enemies with the group that only so shortly ago met one another and their mysterious confidant Agatha.  Looking into the street below the men called in by Ms. Agatha see a harrowing sight, seven men that looked to have recently dug themselves out of the grave stand before Harold's Saloon.  The only one to have spoken thus far has been confirmed by Cal Dalton to be a man named Pete Jenkins, and the men with him make up a gang known as the "Jenkins' Boys".  The only problem is, Cal himself put the noose around Jenkins' neck and helped put a few of the others to the dirt as well. 
 
Seems Pete Jenkins is callin' Cal out, and Cal's fixin' to give him just what he wants.  Well, with a loaded shotgun at his hip that is.
 
 
One thing is for certain, it'll be tough for the boys to put the nix on Agatha's words after this little encounter.  Seems like if our heroes survive, the powers behind this evil hex on the land might have made a move too quickly.  Now there's an idea what's at stake, and it isn't just some crops!
 
***********************************************************************************
 
With the blast of Cal's shotgun it has become apparent this fight has begun!
 


 
SECOND ROUND INITIATIVE:

ANY - Dr. Fitzroy – JOKER!

1 - Zombies – Queen of Diamonds
2 - Tony – Jack of Hearts
3 - Agatha – Jack of Diamonds
4 - Teddy – 10 of Spades
5 - Jed – 9 of Diamonds
6 - Cal – 6 of Clubs
7 - Harold – 3 of Hearts
8 - Pete – 2 of Diamonds



Monday, August 26, 2013

Chapter 1 - Part 1: Somethin's Amiss in Southern MO

Chapter 1 - Part 1: Somethin's Amiss in Southern MO.
 
Prairie's Edge
 
The town of Prairie’s Edge Missouri is that sort of town you just don’t expect any kind o’ trouble.  Its folk are kindly to one another, and they even tolerate the occasional passer through.  However, the entire population tends to git a bit nonplussed when a stranger climbs out of a carriage in the middle of the night and then has audacity to keep to himself to his rooms (yes he bought them all up) for days at a time.  He’s been holed up at Harold’s, the local drinking hole and Inn.  A few busybodies claim to have seen odd flashes of light comin' from the upstairs windows and few can forget the night when one of those very same windows shattered into the street below. 
 
Now Harold is the type of man that can talk to anyone, ain’t a soul in town that don’t respect the man.  Part o’ his charm though lies with his tight lips when it comes to other people’s business, anyone who's been fool enough to touch upon the subject of the odd man upstairs has gotten a full steely stare down from the barber turned innkeeper.  They were always smart enough to drop the subject.

Let it be known though, the people of Prairie’s Edge, MO. can be a forgiving lot.  The odd man had been living in those rooms for nearly 3 weeks and even the busiest of bodies had taken it upon themselves to lose interest.  That is, until a few missives went out.  The young boy who delivers the mail to the pony man for everyone claims to have seen letters handed to Harold by the stranger himself.  A shame the young boy ain’t never been taught to read or he’d know who they were to, a glaring oversight in the boy’s upbringing to say the least.  Their interest was peaked again but nothing seemed to come of it, and there ain't a soul who would ask a pony man regarding someone else's mail, ain't proper.  “Oh, well” the town seemed to say collectively as it turned it’s interest on far more routine  matters, like what Old Man Teddy was up to, or even that youngin’ Cal who provided safe delivery for the town’s whisky.  At least those two had the decency to be citizens of their fair town!

It is truly a shame they stopped paying attention, one of them might have been privy to another late night arrival.  This time by a number of men come to greet the fellow.  They may have even been surprised to see two of their own amongst the posse.  It was as strange as things come, but alas no one was up and about to witness it.  A missed opportunity, to say the least.  Perhaps something would come along tomorrow.

Harold's Inn and Saloon

You all arrive in front of Harold's at an ungodly hour of the night, the dust blows down the street between your boots.  There is an energy in the air that seems to crackle between you all, deep in your guts you have an odd feeling that seems to tell you you're meant to be here at this time.  At the same time however a shiver of fear, or caution rolls down your backside.

Without a word you move forward through the swinging doors and it's as if the energy and odd feelings drop away to nothing.  You feel like you could speak again if you wished.  A man stands behind the bar and nods to you as you enter. 

Harold

"I'm supposin' y'all must be the one's he sent for?" the man says in a silk voice, "Course you are, no other posse of men would come to my place this time o' night if you weren't." He pauses and pulls up a bottle of dusty whiskey.  "Pull up a stool and I'll hand over the first round on the house, A.G isn't quite ready for ya, he'll be down soon though.  Meanwhile, why don't you make some introductions, he made mention some of you would be strangers to one another." He reaches out a hand to Teddy and Cal and smiles "Good to see you boys, nice to know we have a few locals in on what's at stake in this town."
*********************************************************************************

The group settles into uneasy chatter regarding the odd scenario but libation proves to help settle some nerves.  Harold proves to be rattled by something and freely pours his stock into the glasses.  Before long a voice is heard overhead welcoming the group to Harold's Saloon, explaining how happy she is they are there.  Yes, A.G., or Agatha as she calls herself, appears to be a woman and not a man as many believed.  Even some in the town.  She states that she frequently uses the guise, but why the caution?

Agatha
 
Agatha bids the men move their meet and greet into her rooms upstairs, and Harold seems quick to move them that direction.  Cautioning them to hear her out.
 
 
The Map Agatha drew in the middle of the night

***********************************************************************************

Agatha has been cut off mid sentence by a commotion outside, seems an old enemy of Cal's has come out for blood.  A real old enemy that is, one who seems to have been dead for quite a spell!

Pete Jenkins, fresh from the grave

Anthony "Tony" Kelly

Anthony "Tony" Kelly, Kid Paranormal


Pace 6/Parry 2/Toughness 5/Grit 1/ Charisma 0

CURRENT RANK:
Novice - 0xp

FATE CHIPS




EDGES:
Arcane Background (Weird Science) - Access to Weird Science powers
Gadgeteer - Once per game session Tony may "Jury Rig" a gadget with access to any power currently available to him (currently Novice powers).  It gains half of Tony's Power Points (5) and burns out upon loss of those points.

POWERS:
Detect\Conceal Arcana - PPS 2 - Glowing Iron Cross - When active Tony's cross can either detect supernatural occurrences such as Invisible foes or "magical" peoples.  Its effects can also be reversed in order to hide one supernatural item or person.  Either must be within sight.
Duration - 3 Rounds with a 1 PP upkeep per additional round (for finding) or 1 hour with a 1PP per hour upkeep for hiding. 

HINDRENCES:
Phobia (Major) - Spiders, -4 to trait tests around the Eight Legged Freaks
Bad Eyes (Minor) - Needs Spectacles, -2 to Shooting and Notice tests without them.  50% chance to lose them upon being wounded
Loyal (Minor) - Tony has sometimes been rather ostracized for his odd beliefs over the years, when he makes friends he is loyal to them!

ATTRIBUTES:
D6 Agility
D8 Smarts
D6 Spirit
D4 Strength
D6 Vigor

SKILLS:
D6 Investigation
D8 Knowledge (Science)
D6 Notice
D8 Shooting
D8 Repair
D10 Weird Science (Arcane)

WEAPONS:                   RANGE      ROF       DAMAGE        WEIGHT
Colt Peacemaker                       12/24/48       1           2d6+1                6lbs
-(AP 1, Shots-6)
Winchester '76                           24/48/96         1         2d8             8lbs
-(AP 2, Shots - 15)

GEAR:
CASH: $0 (on hand)
ITEM                      LOCATION         WEIGHT
Boots                              Feet                   4lbs
Shirt                               Torso                 2lbs
Trousers                         Legs                  2lbs
Trench Coat                    Torso                 4lbs
Suspenders                     Torso                   -
Scally Cap                      Head                   -
Holster                            Waist                  -
Gun Belt                         Waist                  -
Rosary Beads                   -                         -
Celtic Cross (Iron, weird science gizmo)  -
Textbooks                       -                           -
Holy Water                       -                         -
Canteen                           -                         -
Matches                            -                         -
Pocket Watch                     -                         -
100x ammo (0.45)          -                         -

Backstory:
Anthony Kelly was born and raised in South Boston after his parents and grandparents fled sectarian
violence in their home of Belfast, Northern Ireland. They were not a well off family, but Tony’s father worked hard to provide for his wife and three sons.

A shy, quiet child; Tony spent a lot of time with his brothers listening to their grandfather Cillian tell
them stories from the homeland. Whilst his brothers were mostly interested in the stories of Irish heroes like Cú Chulainn and Finn McCool, Tony was fascinated by the stories of ghosts and demons. He eagerly listened to every story his grandfather told and read every book of ghost stories he could get his hands on.

The defining moment of Tony’s life occurred when he saw a ghost at age 10. Walking through an
abandoned asylum he had been dared to enter by his brothers, he heard a voice pleading for help.
Thinking someone had become trapped while exploring the building, Tony rushed to help, but was
instead greeted by the spirit of an elderly woman hanging from a noose, wailing to be let down.
Terrified, Tony ran from the asylum, never stopping until he reached his home.

No one believed what Tony had seen, except his grandfather. He told Tony that he himself had seen
spirits back in Ireland and that he and Tony shared a gift, the ability to see beings from the Otherside.
Obsessed with what he had seen, Tony studied everything he could about the paranormal. Despite the
taunts of others and his parents wishes for him to enter the priesthood, Tony graduated high school and attended the newly established Boston College where he earned a degree in Paranormal Science.
Soon after graduating, Tony began hearing rumours of strange happenings out West. With his head full on knowledge and his bags full of textbooks, he left his family and headed West to start his career as a Paranormal Investigator….

Friday, August 9, 2013

Dr. Patrick Fitzroy

Dr. Patrick Fitzroy, The Good Doctor


Pace 6/Parry 4/Toughness 5/Grit 2/ Charisma 0

CURRENT RANK:
Novice - 0xp

FATE CHIPS


EDGES:
Arcane Miracles - Access to Miracles 
Arcane Drawback - Violation of beliefs incurs a -2 on all Faith Rolls

POWERS:
Healing - Cost: 3, Range: Touch, Duration: Instant, Trappings: Lay on Hands
Heals a wound if used within an hour of target gaining the wound, two wounds with a raise.  Cures Disease instantly, removes poison if discerned within 10 mins of contraction. 
Succor - Cost 1, Range: Touch, Duration: Instant, Trappings: Lay on Hands
Removes one Fatigue Level, two with a raise.  It can also remove a character's Shaken Status.
Succor may also be used to restore consciousness to those who've been incapacitated due to wounds.  Does not remove wounds or cease them from getting worse though.

HINDRENCES:
Pacifist (Minor) Will only fight to defend himself, will not abide by the killing of prisoners or
Phobia (Major) SNAKES! -4 to all trait tests

ATTRIBUTES:
D6 Agility
D8 Smarts
D6 Spirit
D4 Strength
D6 Vigor

SKILLS:
D4 Fighting
D6 Gambling
D10 Healing
D8 Notice
D6 Riding
D6 Shooting
D6 Knowledge: Veterinarian Medicine

WEAPONS:                   RANGE      ROF       DAMAGE        WEIGHT
LeMat Grapeshot                     12/24/48      1              2d6
RoF 1, Shots 9, AP 1, Revolver, Has Shotgun Mounted

LeMat Shotgun                         5/10/20        1              1-3d6
RoF 1, Shots 1, Requires two hands, Shotgun, Mounted to Pistol

Knife                                                                                Str =d4 

Unarmed Strike                                                               Str

GEAR:
Dinero: $144.50
ITEM                      
100x Ammo (.40-.50)
Derby
Pipe
20x Ammo Shotgun Shells
Bedroll
Holster
Saddlebags
Blanket Horse
Spectacles
Boots
Longjohns
Tobacco, smoking
Gun Belt
Saddle
Canteen
Matches (box of 100)
10x Trail Rations (per day)
Clothing (Normal)
Mess Kit
Watch, gold



Backstory
Patrick Fitzroy was born to Liam Fitzroy, a dentist by trade, and his lovely wife Kathleen in August of 1847 in Tipperary, Ireland.  Given that his birth was during the most deadly year of the Irish Potato Famine, both Liam and Kathleen believed their son to be a miracle and a godsend.  In 1851, Patrick's
mother succumbed to tuberculosis as the family sailed across the Atlantic to find a new life in Boston.  Although sickly and frail as a child, Patrick survived the famine of his home country, due to "the Grace of God and St. Patrick, for whom he was named," as his father, a very pious and charitable
man, would often tell him.

Patrick spent his formative years in Boston's impoverished North End, helping his father eke out a living plying his dental trade with young Patrick's assistance.  Being a quiet and shy boy, Patrick found himself spending more time with animals than with children his own age, often bringing home injured and sick animals, which more often than not recovered miraculously. 

In 1861, with the outbreak of the Civil War, Patrick's father enlisted with the 28th Regiment Massachusetts Volunteer Infantry as a dentist and surgeon, with the quiet and bookish Patrick in tow.  "God brought us to America for a reason, my lad, and it's our duty to do God's Will," his father would often say to him.  Liam Fitzroy was killed at the Battle of Fredricksburg in December 1862, leaving 15 year old Patrick an orphan with no family and no home beside the Union Army.

Shortly after the death of his father, Patrick was transferred to the 2nd Regiment of Cavalry, Massachusetts Volunteers, a unit made up of men from both Massachusetts and California, and sent to serve as an assistant  to the unit's veterinary surgeon. It was in this role that "Doc" Patrick found a modicum of peace, spending his quiet moments tending to the horses and reading his father's Bible, despite the war that continued to rage around him.  Eventually, he grew tired of the constant and senseless violence, sin, and degradation that surrounded him and deserted his regiment to head out west.  He still doubts anyone ever noticed his leaving.

Wednesday, August 7, 2013

Teddy Parlor

Teddy Parlor, Weird Long Gunman


Pace 5/Parry 2/Toughness 4/Grit 2/ Charisma 0

CURRENT RANK:
Novice - 0xp

FATE CHIPS







EDGES:
Arcane Background (Weird Science) - Access to Weird Science powers
Trademark Weapon - +1 To shooting roll with Trusty Kate

POWERS:
Teddy's Stunning Bullets - 2PP, Bag of golden sand, & Special odd Casings

HINDRENCES:
Elderly (Major) - Pace, Strength, & Vigor reduced by 1. 5 Extra Smarts Skill points
Delusional (Minor) - Teddy thinks he's from the future, mostly keeps it to himself though
Impulsive (Minor) - When an idea takes Teddy, he runs with it!  He doesn't stop to consider the consequenses if it truly intigues him.

ATTRIBUTES:
D6 Agility
D8 Smarts
D4 Spirit
D4 Strength
D4 Vigor

SKILLS:
D6 Investigation
D6 Notice
D8 Shooting (D10 with Trusty Kate)
D6 Persuation
D8 Repair
D6 Stealth
D6 Tracking
D8 Weird Science (Arcane)

WEAPONS:                   RANGE      ROF       DAMAGE        WEIGHT
(x2) Colt Navys                       12/24/48       1           2d6            6lbs each
-(AP 1, tucked in shoulder straps -1 Notice to spot, Shots-6)
Trusty Kate                            24/48/96         1         2d8             8lbs
-(AP 2, Equipped unless otherwise mentioned, Shots - 5)
Knife, in shoe                           Melee          n/a         str+d4            1lb

GEAR:
CASH: $127 (on hand)
ITEM                      LOCATION         WEIGHT
Boots                              Feet                   4lbs
Shirt                               Torso                 2lbs
Trousers                         Legs                  2lbs
Sport Coat                       Torso                 4lbs
2 Colt Navys               Hips                  12lbs
Backpack - Contains 100x .30 bullets, 100x .30 AP bullets, 100x .30 dum dum bullets, 100x .357 bullets, 7 days trail rations, binoculars x8, hard bottle of whiskey, & a tin of chewing tobacco)
Standard Wrist Watch
2x Shoulder Holsters
Knife                          Belt, Back              1lb

Cheap Apartment $25 a month


History: 
Teddy Parlor thinks he's from the future, but he doesn't tell everyone that. His earliest memory is falling through an empty, fast-spinning hole into a pile of dust and soot outback of the Parlor ranch. His mother (although he thinks she's not REALLY his mother) picked him up from that patch of farmland and carried him inside, and from there he was raised. At an early age he took a strong interest in tinkering with mechanical devices, and even built his own rifle, very similar to a Springfield '07 but with generous augmentations - he calls her "Trusty Kate" and it's the only woman he loves besides his imposter mother. Trusty Kate can fire stunning rounds as well as your typical ammunition.
Since that time he has moved out to the city and got a good, real, college education despite all others from his town not knowing what a library even is. He was married once - but she died in a gang raid on the ranch which he inherited. Falling into depression, he couldn't work and couldn't keep up the farm and lost it to the bank. Now 60 years old, he's scraped up the last of his cash and moved to a local town to rent an apartment and set up shop, a mechanic working form a rented apartment - just trying to make a living, while waiting for the day that he can get back to the family farm and buy it back as it should be. Also, he awaits the day that he will be called back to the future...

Jedidiah Parrish

Jedidiah Parrish, the Cardshark Huckster


Pace 6/Parry 4/Toughness 4/Grit 1/ Charisma 0

CURRENT RANK:
Novice - 0xp
FATE CHIPS
EDGES:
Arcane Background(Magic) - Access to magic.

POWERS:

Bolt (Soul Blast) - Huckster hurls a card from his sleeve with devastating force called a "Soul Blast"

Fear - Huckster pulls a Joker from midair.  The image comes to life and frightens the target.

HINDRENCES:
Curious(Major) - Just can't let an interesting situation go.  Has to investigate.
Heavy Sleeper(Minor) - -4 to Notice rolls when asleep, -4 to vigor rolls made to stay awake
Loyal(Minor) - Would give life for friends

ATTRIBUTES:
D8 Agility
D10 Smarts
D6 Spirit
D4 Strength
D4 Vigor

SKILLS:
D6 Fighting
D10 Gambling
D8 Shooting
D8 Spellcasting
D10 Taunt
D4 Riding

WEAPONS:                   RANGE      ROF       DAMAGE        WEIGHT
Colt Peacemaker .45                12/24/48        1           2d6+1            6lbs each
GEAR:
CASH: $200.00
ITEM                      LOCATION         WEIGHT
Boots                              Feet                   4lbs
Work Shirt                     Torso                 2lbs
Trousers                         Legs                  2lbs
Duster                            Torso                 4lbs
Stetson Hat                    Head                    -
Colt Peacemaker           Hips                  12lbs
Holster                          Hip                     1lb
.45 Ammo (x50)            -                         -
Cigars
Matches
Playing Cards

HISTORY
Jedidiah Robard Parrish was born July 7, 1853 to Zebulon Charles and Christiana Faith Parrish in Independence, Missouri.

Jed’s mother, Christiana, was born an Osage woman.  Shortly after she met Zeb, she found faith in the True Christian God and was baptised one month before the couple married.  Leaving behind her “heathen Indian ways,” they moved to the growing frontier town of Independence, Missouri.
Although Christiana’s faith was strong, her prayer was not enough to turn Zeb from the card table. Zeb’s gambling got him into more than a little trouble, and the couple moved from town to town. Even after Jed was born, Zeb kept at it.  Jed, as a young lad, picked up his father’s zeal for the games.
Shortly after the breakout of the Civil War, the Parrishes left the warring states and moved to the New Mexico Territory.  It was during their stay in New Mexico that Jed found his father’s copy of Hoyle’s Book, hidden in the woodshed from his mother’s eyes.  He devoured that book, improving his reading skills in the process.  It was then that the first inklings of magic found its way into his soul.
The Confederates came to his town, looking to “recruit” new soldiers.  Zeb fled the town with his son, but in the chase he turned back, giving Jed enough time to escape.  Since then, Jed has been wandering the territories, going from town to town, table to table, to earn enough money to eat, sleep, and live as comfortably as he can.  When the heat gets to be too much, he moves on.

Thursday, June 20, 2013

Calvin "Cal" Dalton

Calvin "Cal" Dalton, the Whiskey Gunman

Pace 6/Parry 5/Toughness 5/Grit 1/ Charisma 0

CURRENT RANK:
Novice - 0xp

FATE CHIPS

EDGES:
Ambidextrous - Ignores the -2 penalty for use of off-hand.
Two-Fisted - When Attacking with a Weapon in each hand roll each attack separately and ignore the "Multi-Action Penalty

HINDRENCES:
Clueless (Major-2 to all Common Knowledge rolls)
Anemic (Minor -2 from all Fatigue Checks)
Lyin' Eyes (Minor -2 intimidation & persuasion checks when lying)

ATTRIBUTES:
D8 Agility
D6 Smarts
D8 Spirit
D6 Strength
D6 Vigor

SKILLS:
D6 Fighting
D6 Notice
D12+1 Shooting
D8 Taunt

WEAPONS:                   RANGE      ROF       DAMAGE        WEIGHT
(x2) Colt Peacemaker .45   12/24/48       1           2d6+1            6lbs each
Double Barrel Shotgun       12/24/48     1-2         1-3d6             8lbs
Knife                                          Melee          n/a         str+d4            1lb

GEAR:
ITEM                      LOCATION         WEIGHT
Boots                              Feet                   4lbs
Work Shirt                     Torso                 2lbs
Trousers                         Legs                  2lbs
Duster                            Torso                 4lbs
Stetson Hat                    Head                    -
2 Colt Peacemakers       Hips                  12lbs
Shotgun                         Back                   8lbs
.45 Ammo (x300)            -                         -
Shotgun Shells (x40)       -                         -
Knife                          Belt, Back              1lb



Whiskey and Lead
Stories about guys like Cal usually start all nice and peaceful in some farm villiage somewhere
safe. A young lad looking to see the sights beyond the cow fence, looking for riches and ghost
rock and women. Living by the barrel of their gun, fightin, swearing, drinkin and whorin.
Boys like this grow up lookin out at the horizon, while their earth-workin daddies tell em to keep
on plowin and quit wastin time on foolish dreams.
Similar stories may also start on the other end of the spectrum, in the gutters of some town where
dad drinks all day, and mom just doesn’t care. Livin day to day on thrown out apples and tree
bark. Fighting becomes a way of life, cause not fighting is the way of the dead.
This story doesn’t start those ways. This is a different sort of story, I guess. There’s no burnin
fire in the pit of Cal Dalton. He didn’t grow up look at the horizon, or wonderin how to get his
next meal. His folks weren’t remarkable. They weren’t over bearing. They weren’t particularly
hard working. They weren’t deviant. They were always there for him. They grew him up, and
they’re still alive in their farm just outside of some dustball village by the name of Prairie Edge in the middle of Missouri, their other son Rex lookin after them an the farm.
Cal was never one for hard work, nor could he seem to keep a plant alive. He never loved
farming, though he enjoyed riding well enough. When he could, he’d ride out to the town to
spend the wage his father gave him on whiskey. One day, he managed to get a distillery deliver whiskey to the surrounding areas. They loved him for his size, and his ability to shoot.
That’s it. That’s where the story starts with our hero Cal. Content to drink his way through life, ridin
town to town, and shootin the occasional brigand. Not much of a story, but like I just said, that's where it starts. The rest remains unwritten.



Friday, May 31, 2013

Play by Post introduction

Welcome guys, I thought I would make the first post a little rundown of how play by posting will work.  To start, here is an example.
 

A) Start all posts with your character's name, and an optional "mood description". The format is [name, mood], for example: [Malachai, infuriated] (The reason we do this is to let people following along with the story know which character is doing what, without having to remember that your google account name goes with "x" character.)

B) Below your character's name, you have two options:
1- Post Fluff or
2- Post Fluff and Crunch.
Option 2 will be the most commonly used. You cannot only post crunch without also providing a fluff portion to describe those mechanical aspects. To further explain, refer to sections on Fluff and Crunch below.
 
C) [FLUFF]
 
When posting in-character descriptions, interactions, dialogue, or otherwise anything that does not involve the mechanical or crunchy side of the game, give that portion of your post the following designation: [Fluff] (Followed by the actual body of text.)
 
D) [CRUNCH]
 
Most likely, the fluff text will need to have some sort of resolution by using the mechanics of the game (die rolls, card draws, &e). Below the Fluff text, start the Crunch text with the following designation: [Crunch] (Followed by relevant info like your trait die being used, the damage to be rolled, the location you're moving to on the map, etc...) Do not roll these yourself. Just list what needs to be rolled so that the GM can resolve the rolls and "respond" with a result.

E) Do not "respond" to comments, always continue with a new comment. Exceptions to this are:
1) GM will always "respond" to comments to reveal the results of any rolls that were made [TECH].

2)When dialogue between characters is going back and forth, use the respond option instead of a new comment, so that the conversation is contained.

3) OOC (Out of Character) comments on specific comments. (only if necessary, will likely start an email chain or something to handle the buk of this)

And lastly, as far as OOC discussion goes (e.g. tactics, planning, meta-related talk), this should be conducted via email between the players.

Below, in the comments section of this post, I have given some examples of "correct" posting. I know at first it seems like a hassle, but you'll get the hang of it, and it keeps everything organized.