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Bleak Wood: Nightfall - OOC

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Bleak Wood: Nightfall - OOC
« on: November 24, 2006, 05:45:15 AM »
 

Ancient Gamer

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I am hoping to start a post apocalyptic - sci fi roleplaying game here in  December. The purpose of this post is to poll the interest.

Keywords:

Setting:
-Post apocalyptic wastelands
-Mix of stone age and newer tech
-Weird interpretations of the past
-A few high tech enclaves
-Unbeknownst to most survivors, there was an exodus of the well to do before the cataclysm. These refugees are space travellers with superior technology. (Some of the technologically advanced enclaves trade with the space dwellers)
-There is an unknown race of space travellers called the Foreigners amongst the human space dwellers, or by other, more superstitious names among the survivors of the wastelands.
- No FTL drives. Weapons are based on projectiles and not on beam technology.
- Mechanized lifeforms (cyborgs, artificial intelligence, droids) do exist. (Extremely rare in the wastelands)
- Enhancements are possible, but extremely rare.
- Resources are scarce and re-supplying is vital and problematic.
- It is more likely you will start with a spear, than a submachinegun.

System:
-Call of Cthulhu-ish without the Cthulhu mythos. Just the skillset and the hit point / sanity point system. Unlike Call of Cthulhu the system use localized hit points in addition to the general hit point pool (aka the Rune Quest system (Rune Quest is what inspired Call of Cthulhu in the first place)).
-There are some branches of magic, though this magic is low key and in many cases based on technology. Some supernatural non-tech abilities like clairvoyance / empathy / healing and so on does exist.

Non tolerance:
-I hate slackers. Slack-posting will result in severe penalties. Due to a demanding job, there will be weekly or bi-weekly rounds of posting. Those that miss their post WILL be dealt with, friends of mine included.

So? Are you interested? Then let me know here or by private message!
« Last Edit: February 02, 2008, 06:18:50 AM by Ancient Gamer »
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Re: Post apocalyptic roleplaying
« Reply #1 on: November 24, 2006, 09:21:44 AM »
 

EchoMirage

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 :up: I sure would join. Collecting beercaps and two-headed cows are fun!
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Re: Post apocalyptic roleplaying
« Reply #2 on: November 24, 2006, 10:09:05 AM »
 

Dozus

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Count me in. :D

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Re: Post apocalyptic roleplaying
« Reply #3 on: November 25, 2006, 12:23:57 AM »
 

CaptainPenguin

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Re: Post apocalyptic roleplaying
« Reply #4 on: November 27, 2006, 03:24:04 AM »
 

Ancient Gamer

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:up: I sure would join. Collecting beercaps and two-headed cows are fun!

Yep. I love Fallout too. There is no denying it.

Well, I am, but I sometimes have scheduling troubles

I know Cap. I will try as hard as I can to make this fun.

As for you Dozus: Yay! :D

That was all. I think I will have a three player cap during the opening phase.

Character creation info will appear within the next three weeks.
« Last Edit: November 27, 2006, 03:26:53 AM by Ancient Gamer »
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Re: Post apocalyptic roleplaying
« Reply #5 on: November 27, 2006, 04:48:45 AM »
 

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I don't think it would be smart for me to join in a second roleplay at this stage; especially coming into christmas holidays with my work, but I may be interested in joining late jan/feb next year sometime if 1: The game is still running and 2: You'll have me. Nothing concrete, however, as I'm not sure what the horizon brings for me, and I don't want to start posting then trail off, bogging the roleplay down. Anyway. Gluck with the game!
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Re: Post apocalyptic roleplaying
« Reply #6 on: November 27, 2006, 05:37:28 AM »
 

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Yeah, I realize the "back in the day" game has a huge following and that it is quite demanding. I am lucky to have gotten three excellent players such as this and I want to try a little post apoc madness with them guys.

...and Shadoweagle: You are always welcome to join my games!
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Re: Post apocalyptic roleplaying
« Reply #7 on: November 27, 2006, 06:58:37 AM »
 

Dozus

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As a matter of note, I'm largely unfamiliar with (read: completely ignorant of) the Call of Cthulu system.  I'm happy to learn, of course, but you'll have to bear with me as I navigate the learning curve.

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Re: Post apocalyptic roleplaying
« Reply #8 on: November 27, 2006, 05:10:54 PM »
 

CaptainPenguin

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To clarify a setting item... The "magic" in this game will be mind powers/technology, right?
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Re: Post apocalyptic roleplaying
« Reply #9 on: November 29, 2006, 01:50:56 AM »
 

Ancient Gamer

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Dozus: Np. It is a system that is easy to learn.

To clarify a setting item... The "magic" in this game will be mind powers/technology, right?

Well, technically, yes. It is not the perception that your players will have of it. Any notion of "psionics" or "mind powers" or "cerebral implants" and so on is not existent in most cases. The common tribal thinks of it as mysticism and shamanic magic. In this way a family line of shamans could have inherited their powers through mutation or by external ancestral implants going from father to son (for instance the "Circlet of the Shaman of Cold Wood" could really be a high tech circlet granting healing capabilities to the wearer, while the tribesmen sees it as the symbol that the shaman has inherited the powers of his ancestors).
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Re: Post apocalyptic roleplaying
« Reply #10 on: November 30, 2006, 07:51:47 AM »
 

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"External implant"...
LOL :D
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Re: Post apocalyptic roleplaying
« Reply #11 on: December 03, 2006, 07:43:29 PM »
 

CaptainPenguin

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Heheh
Well
Does my character have to be a tribal sort of person? Or would it be possible to be in some kind of like post-apocalypse medieval kingdom or city-state? If it is not in your great vision, that's fine, but if possible, I would rather not be a loincloth-clad barbarian.
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Re: Post apocalyptic roleplaying
« Reply #12 on: December 04, 2006, 02:26:19 AM »
 

Ancient Gamer

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You will start in one of the high tech enclaves, the Town of Bleak Wood, which is governed by the Warden of Bleak Wood. You will get the choice of starting in one of three different types of gangs: Bandit group (starts in prison), Mercenary Group (Starts in "Ye Donor Shoppe & Bargain Implants), or Trader Group (Starts in the "South Wall Storage Facility"). The town you start in has been able to harvest some of the old technologies thought long lost after the "Great War of the Ancients" and has in this way been able to grow a huge, but strange forest north of town, as well as create a space dock and equip the town watchmen with high tech armour and assault weaponry. As for geography: As already mentioned there is the white leaved Bleak Wood to the north of town, and to the south lies the empty wastes known as "The Void", wherein several of the major cities of the Ancients once stood. (There are people living in the void, people called the Wastelanders, but they are dangerous folk and met with distrust (with good reason)).

This means:
1) You can be a wastelander (primitive tribal with "tech is magic" attitude)
2) You can be a denizen of Bleak Wood (knowledge of technologies and access to piloting and mech/tech skills)
3) You can be a nomad (knowledge of technologies)

There are pros and cons to all choices. (primitives are resilient and tough, townsfolk have skills and nomads have other knowledge and special benefits).

Not only that, but you guys gotta vote on what kind of gang you wanna be. Since you are only three, I suggest you settle that issue in the chat or some such. And: I am not an unreasonable guy. If you have a fourth, cooler option, let me know and I'll see what I can do!

Tomorrow I get an I-Net connection again and I will soon post the following:
-rules of character creation (stats, hit points, sanity points, skill based system overview and the distribution of character points (special abilities, special skills and/or special equipment) and your very own dark side (disorder, mutation, disability, addiction or whatever)).
« Last Edit: December 04, 2006, 02:29:29 AM by Ancient Gamer »
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Re: Post apocalyptic roleplaying
« Reply #13 on: December 04, 2006, 03:41:18 AM »
 

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Oh, one more thing:

I will be doing things roughly the "Muro way" during this game, meaning you call for rolls (or I announce them) and I roll behind the (computer) screen, stating whether it was a success or not (vividly, not numerically. Numbers are a no-no in my games).
Example: CaptainPenguin asks for a chemistry roll to determinate the viscous fluid they found on the clothes of a recently slain merchant. His chemistry skill is 35% and I roll a 99 (a fumble). This would probably result in me informing him of success and telling him what it was. (His character would firmly believe he had identified the substance, but he would be in error).
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Re: Post apocalyptic roleplaying
« Reply #14 on: December 06, 2006, 07:36:24 AM »
 

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Most standard professions are available. Those are:
All Cultures:
Gladiator (non-profit gladiators are called "close combat specialists")
Hunter
Medic
Merchant
Outcast
Scavenger
Scout
Thief

Civilized (Bleak Wood):
Craftsman (Mason, Farmer, Mechanic, Technician, Barkeeper, etc...)
Doctor
Pilot
Scientist
Soldier

Nomad:
Guard
Healer
Nomad Fatebringer (Avowed Assassins for hire, collecting souls for "The Ancient One" (See below))
Nomad Guardian (Physically guards the ancient secrests of the nomads)
Nomad Keeper (Keepers of ancient lore and secrets)
Nomad Pathfinder (Actually scouts, but renowned as the finest scouts in the... known area and surroundings)

Tribal:
Tribal Berserker
Tribal Shaman
Tribal Warrior

General roleplaying info about the cultures:
Bleak Wood:
-Vocal and often vulgar
-Tough
-Dubious morality
-Might makes right

Nomad:
-Loyal
-Highly Religious (They worship "The Ancient One" an entity they believe exists in the oasis "Amarakh" in the Wastelands)
-Distrustful of strangers
-Secretive

Tribal:
-Differs widely. Most just try to survive either by scavenging, farming, hunting, and / or by raiding and robbing.
-Has lots of nicks amongst the "better off". They are called "Wastelanders", "The Lost", "Savages", "Void Tribals" and so on. Incidents often arise when haughty civilized folk make fun of the tribals that are in town to trade, and it is the tribals that most often wind up in jail for a week or two because of that (whether they were to blame or not).
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Re: Post apocalyptic roleplaying
« Reply #15 on: December 06, 2006, 08:40:28 AM »
 

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Interesting question from EchoMirage: "Are the tribals only stone age people, or can some of them have risen to more advanced levels of technology? (like medieval and so on).

Answer:
There is great diversity. Stone age level existence is just for some, unfortunate wretches. Many own (old) pistols or rifles and some use story telling to recount the ages bygone. With stone age I meant the tech mostly, and some misconceptions, like believing in magic. I might have overdone that as the notion amused me at the time of writing. ;)

So you can be a shotgun wielding leather clad tribal raider if you want. ;)

So, to recap: You can choose whether you want your tribals to believe in magic or recognize technology for what it is. You cannot, however, give your tribal lots of civilized skills. Part of being tribal is that your life has been a simple life, denied the privileges of civilization (like most equipment and skills).

Your tribals CAN learn however and given enough time and talent, your neanderthal could become quite the Einstein.
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Re: Post apocalyptic roleplaying
« Reply #16 on: December 06, 2006, 09:51:52 AM »
 

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3 player cap has increased to 4.

Muro has officially entered the game as a player.

Notes from the chat with Muro and Echo:
- Bleak Wood is a large settlement and has roughly 1500 souls residing within.
- You start with 6 bp (background points). Special Abilities and Special Skills cost 2 bp, special equipment cost 1.
- If you want psychic gifts you get them by rolling for Special Abilities (not likely that you get them).
- If you want a particular dark side, you can choose one for yourself, but it will cost you 1 bp.
- If you want projectile weapons (excepting spears and bows), you will have to roll for special equipment. The exception is Bleak Wood soldiers who start with one pistol.
- Special skills are above and beyond the limitations of culture. So if you are a tribal and got a +50 boost to your mechanic skill, it would be a skill passed down from father to son.

And finally:
I got two models for rolling for dark sides and special benefits (abilities, skills and equipment):
1. You roll the dice the appropriate amount of times and I reveal the tables
2. I reveal the tables and I roll the dice for you

Whatever the results are, they are private and I urge you not to reveal too much. However: certain mutations and equipment is not possible to hide. Use your common sense.
« Last Edit: December 06, 2006, 09:59:19 AM by Ancient Gamer »
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Re: Post apocalyptic roleplaying
« Reply #17 on: December 06, 2006, 12:10:47 PM »
 

Ancient Gamer

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Okay peeps. We need rules. We use Call of Cthulhu rules, but we do not use the Cthulhu mythos. We also use a in-house process for the character creation, which is customed fitted for the forum format. You STILL need to read about character creation in these free downloadable PDF's that are linked in the quoted text underneath.

Notice that several things change:
-Character creation (as already mentioned we distribute a set number of points, instead of rolling the dice).
-The skillset. Desert wasteland heroes(?) need other skills.
-Background Points. An added feature.
-No Cthulhu Mythos and Old Ones.
-Localized HP in addition to the normal HP pool. (HP = Hit Points)

What do we keep?
-Magic Points are used for psychic abilities (if you have any)
-Sanity Points. Of course!
-Percentage based skill system
-The rest.

These PDFs are extremely short, but should give you enough insight to play. Besides the last pages are examples of play and stuff, so you don't even have to read it all.

Spread the (free) joy of Cthulhu
Quick Start Call of Cthulhu Rules

Spread the Joy!

For several years now, Ben Monroe and myself have been plotting to release a Call of Cthulhu Quick Start booklet. The idea being that if we can get one of these booklets into the hands of folks intimidated by the price of a Call of Cthulhu rulebook we can show them what a cool game COC really is. They get to see how characters are made and perhaps play a game before the have to shell out $39.95.

These booklets would be sent to distributors, retailers, and conventions by the hundreds in an attempt to swell the ranks of Tribe Chaosium.

As fate would have it, budgets, and lack of budgets, have delayed this project for many seasons. Earlier this year, we decided to move forward and release the quick start as a PDF.

With the help of two insane, but very cool, folks from Michigan we were able to make this little project come alive.

We passed out between 60 and 100 of these booklets at Gen Con last August. I myself saw several folks who received one come back and buy some books. My mind just boggles when considering what could happen if we a thousand of these into the hands of curious cultists-to-be.

Here’s where you can find them:

http://www.chaosium.com/forms/coc_quick_start_bw.pdf (Has a black and white cover)

http://www.chaosium.com/forms/coc_quick_start_color.pdf (Color cover)

Download them.

Print Them.

Photocopy them.

Spread them around wherever gamers can be found.

We appreciate your help!

Dustin O’Chaosium
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Re: Post apocalyptic roleplaying: Initial Info
« Reply #18 on: December 06, 2006, 02:03:42 PM »
 

EchoMirage

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Ok, read it. Easy system. Quite similiar to Fallout, actually.
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Re: Post apocalyptic roleplaying: Initial Info
« Reply #19 on: December 06, 2006, 07:08:11 PM »
 

CaptainPenguin

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I will be making a character shortly!
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Re: Post apocalyptic roleplaying: Initial Info
« Reply #20 on: December 07, 2006, 01:06:18 AM »
 

EchoMirage

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How many points do we get to distribute? Skill lists would also be fine :D
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Bleak Wood: Nightfall - OOC
« Reply #21 on: December 10, 2006, 05:15:28 PM »
 

Ancient Gamer

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Bleak Wood
Unlike other towns in the wastelands, the town of Bleak Wood has not been built from the wreckage of days bygone. While the villages of the void are made of ramshackle huts built from the ruins of bombed buildings and the tribes that dwell in the decaying remains of trains and trucks  the town of Bleak Wood has been constructed from the first stone and up, residing in a place where no other town has ever stood. Well, almost, for two buildings did stand here when the first stones were laid: A huge concrete and steel arms depot of some four floors above ground, and unknown floors below, as well as a guard bunker that now serves as a storage facility.

Bleak Wood is a walled compound, completely surrounded by a two meters tall red brick fence, with wooden watch towers guarding the perimeter and barbed wire covering its top. Inside mankind has made a first effort to rise again, and even though life is tough here, the town has made progress. From this center of civilization reborn, warrior outposts have sprung as far as twenty kilometers away, protecting the hinterland of Bleak Wood. 

Facts:
Inhabitants: 1358 people, 130 mutants (weak mutations) 38% male population.
Armed Forces: 50 Sentinels of the Town Watch aka the Watchmen. (Full kevlar body armour for the officers and various small firearms for all Watchmen).
Origin: Erected near an abandoned arms depot. Nowadays the arms depot is the mansion of the Warden. Under the reign of Warden Griffin, the scientists of Bleak Wood were trained in chemistry, computer programming, biology, metallurgy and medicine. Thirty years ago they begun the Bleak Wood experiment which resulted in the albino birch wood to the north of town. In latter years the efforts of the science staff has focused on other, secret research.
Ruler: The Warden of Bleak Wood: Alec Griffin
Export: Tech equipment, woodwork, slaves and ammunition
Import: Grain, vegetables, horses, spare parts, fuel, advanced technology.
Currency: Ammunition.


Buildings and Areas of Interest
General info:
The streets of town are narrow and the buildings are made of aluminum plates, concrete or bricks. Neon signs display the name of shops and coloured light bulbs hang over the streets, illuminating them in a garish display of colours. Not everyone has a place to live and nearly every alley have one or two hobos living among the garbage and offal. There is no sewer, but each residence is bound by law to bring their waste outside the perimeter of the town. Legally Nomad Town is outside, but citizens trying to empty their offal there have a tendency to end up dead.

South Wall Storage Facility:
The South Wall Storage Facility has been erected from the remains of the guard bunker that protected the arms depot before the Great War. Today it is run by Marcus Maximus, a fat old man with a reputation for liking young girls and vodka. It is the town’s only high security storage facility and throughout the eight floors of the bunker are several lockers and cells where valuables can be stored. Lately the rumours say that Marcus Maximus has rented an entire floor to Wastelander scavengers that has captured a rather ominous herd of surviving pre-war mutant killer beasts, used by the armies of the ancients to wreak havoc among the lines of the enemy. While none have seen these horrors, their wretched cries and snarls have kept more than one child up at night during the last week. This is also where the PC group has stored the unique artifact that they found in an old, abandoned military research facility that the ancients once used. Had it not been for Ceres losing her water flask and digging in the sand, the hidden entrance to the facility would never have been found. Now the artifact, that carries the holy sign of Radiatos – The Cloud of Destruction, is safely stored in secure vault number 13 until a buyer presents himself.

The Space Port:
The space port is located at a small plateau due east of town, elevated about 40 meters above the rest of the buildings. It has been constructed by the Warden in conjunction with the space dwellers. About every third month one of the cargo ships of the space dwellers lands to trade some of their advanced munitions and technology in exchange for female slaves and captured mutants. The members of the Faculty are astounded by the level of sophistication the technology of the space dwellers have achieved. The space port is off limits to anyone, but the watchmen.

The Faculty
The faculty is where the science staff of about 30 devout and highly skilled scientists and doctors performs their research. The Faculty is off limits for non-sentinels and non-scientists, but the north wing of the low brick building is open for emergency surgery and during the bi-yearly rounds of public health care. The members of the Faculty are held in high esteem throughout the city, and are allowed to live in the very best quarters of town.

Nomad Town
Nomad Town is a semi-permanent settlement of nomads dwelling in tents outside the walls of Bleak Wood. The actual inhabitants of the tent town varies, but there is nearly always someone there. The nomads provide spiritual healing and religious services, and they trade at the Bazaar. It is common knowledge that names can be left under the bucket outside of the only red tent in town, and the one who put the name there will receive a visit from one of the Nomad Fatebringers within an uncertain period of time. Once a price has been agreed upon, the named individual must pay with his life. This is a fate that few have survived.
 
The Bazaar
The Bazaar is the marketplace of the town, and as such it is never quiet. People come here to trade, whether it is night or day. The main currency at the Bazaar is ammunition, and here you can buy such things as: weapons, armor, equipment, food, livestock, slaves, horses, vehicles or even advanced technology, whenever it is salvaged from the ruins of the ancients. Spirit weed, alcohol and various performance adjusting drugs are also available at the market, and is not regulated by Bleak Wood law. The hardship of the post apocalyptic wastelands makes being a junkie foolish at best and downright suicidal at worst, yet drugs are sold for battlefield use, medical use or even for purposes of recreation.

The Prison
Under the North Watch Tower, lies the hatch that leads down into the catacombs known as the Prison. A network of brick tunnels leading from the North Tower to the Warden’s building, these tunnels contains damp cells worthy of a true medieval dungeon. The law of Bleak Wood prohibits theft, murder and disobeying the Warden and the Sentinels of the Watch. Anyone unfortunate enough to end up in prison do regret their actions as torture is legal and practiced with wild abandon. Many of the cripples encountered in town have become so because of a stay in prison.

The Barracks
The Barracks of the Town Watchmen has been placed on the ground floor of the Warden’s Building. Captain Soule Bleakwood leads the detachment of soldiers and during his five year reign, no hostiles have breached the town defences.

The Warden’s Building
The Warden’s Building lies on the floors above the barracks. Nothing much is known about those floors, except that the Warden daily meets his advisors there along with the Captain of the Watch. The Warden’s building used to be the old arms depot and is made of layers of concrete and steel. Every other month Warden Griffin appears on the upper floor balcony to hold a speech to the citizens of Bleak Wood.

Ye Donor Shoppe & Bargain Implants
The Shoppe as it is called amongst the inhabitants of Bleak Wood is where desperate men go to sell their spare organs to finance gambling debts, or to pay off loan sharks. It is owned by “Surgical Damien”, a Faculty outcast. The Shoppe deals in organs and implants. The rumors even say that Damien sometimes acquires his implants by removing them from their previous owner, a practice that would fall under murder, theft and grave robbing by Bleak Wood law (It is illegal to remove body parts of the deceased, not to acquire his personal effects… Implants are considered body parts). No one has been able to prove these rumors though, and the only thing that can be proved is that Damien’s implants have a tendency to fail at inopportune moments. Still, if one wants an implant done, Damien’s place is the only known facility that provides such services.

Drug’s Place
Drug’s place is a bar of sorts by the west gates of the town. As the name indicates, the bar provides whatever the client desires. The bar’s wenches serve alchol, injects drugs into the blood vessels of the client and even provide sexual favours if the client has enough ammunition to pay for the royal treatment. It is owned by Steroid Anne, a muscular ex-mercenary that keeps her wenches in line.
« Last Edit: December 10, 2006, 05:48:06 PM by Ancient Gamer »
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Re: Bleak Wood: Nightfall - OOC
« Reply #22 on: December 13, 2006, 03:37:47 AM »
 

Ancient Gamer

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Due to real life occurences CP cannot make the game. That means we are waiting for Dozus to reappear, and for Murometz to make his character.

We also have 1 open slot, and I think I am going to reserve that for Shadoweagle for the time being.
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Re: Bleak Wood: Nightfall - OOC
« Reply #23 on: December 13, 2006, 06:45:17 AM »
 

Dozus

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Will be reappearing shortly.

Dozus the Windward
Swashbuckler
LEVEL 1
Cartography Guild Minor Minion
STR: 4 | END: 2 | CON: 4 | DEX: 3 | CHA: 3 | INT: 4
 

Re: Bleak Wood: Nightfall - OOC
« Reply #24 on: December 18, 2006, 06:26:13 AM »
 

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Merchant Caravan Equipment, owned by the PCs and NPCs:

Locked inside vault number 13 inside the South Wall Storage Facility:
- Holy Artifact of Radiatos, 200 lbs advanced machinery encapsulated in red and orange painted alloys. (Retrieved from a military research facility found by accident)
- 200 litres of gasoline in red plastic jerrycans (retrieved from an ancient gas station)
- 20 crates of vacuum packed brown, black or blue kaki shorts (retrieved from buried warehouse found at a dig site)
- 15 pieces of advanced weaponry, presumably handguns or submachineguns, but no muzzle nor ammunition has been found. They do have triggers though, but nothing happens when you squeeze those triggers. (Found by corpses at the military research facility in which the artifact was retrieved).'
- 15 litres of experimental angelic juice (the only illegal drug in Bleak Wood, outlawed by the Warden himself... You haven't risked moving the stash you had in the warehouse as having in its possession has been declared a reason for immediate execution after the Warden's third son died of an Angelic Juice overdose).

In addition there are two oxen tethered outside of the Storage Facility, and the aluminium cart that they often pull. The oxen are named Master and Phoenix.
« Last Edit: December 18, 2006, 07:04:57 AM by Ancient Gamer »
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