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WE'RE IN
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"That hope... the smiles the people have lost... It is my new dream to bring them back."
Introduction Welcome to the first installment in cousin series, The Memories of Monroe! This game takes a different spin on the classic PvP mystery series; instead of competing against one another, players join a team of specialists and work together as they travel back in time to uncover the details of German inventor Derek Fangleine's death. Somewhere among the friendly faces of Verlorene is his killer -- though it soon becomes clear that not everything in the town is as it seems.
Hosted between Skype and Terra Firma ; consistent access to both is required to play.
While it's not quite the traditional Monroe experience, a mystery controlled by the GM allows for better opportunities to explore and find evidence, as opposed to the unmanageable buildup of chaos that ultimately obstructs teamwork and the centerpiece mystery. It also allows for a different experience with the setting, where a fuller story can be developed alongside a cast of characters the players interact with throughout the game.
One of Fathers' biggest additions to Monroe is the reimagining of Occupations: while occupations still provide specific talents like the classic games, they also have [Perks] that add to each player's ability to work as a team and contribute during times of danger, as well as a unique set of starting items and an inventory space that matches the needs of the Occupation. Fathers also introduces the [Reaction Prompt] system, which gives players the opportunity to respond to sudden changes and danger instead of being subject to the mercy of changes they were not previously aware of. Additionally, during gameplay, updates will track individual players' status and inventory in a spoilerbox below their action summary.
All information regarding gameplay and mechanics will be clearly available in the Game Manual below, and frequently asked questions not addressed in the manual will also have a dedicated thread linked below and pinned to the forum. It is not mandatory to read the Game Manual, however, as an introduction to the new mechanics will be provided during the beginning of the game.
Overall, Fathers aims to create a more controlled and manageable experience for both the players and GM-- the new changes are designed to naturally encourage teamwork and allow for an even greater breadth of creative play than before.
*OFFICIAL SCHEDULE
Updates Released: Monday / Wednesday / Friday @ Midnight EST
How Updates Work Fathers takes a different approach to updates and progression than its predecessor: before, in a given turn, players could only submit one set of actions and wait for them to be processed. This allowed players little control over small, unexpected mishaps along the way and created a general sense of hesitance that greatly slowed the action submission process and created a lot of stress on the GM's part in answering hypothetical questions, as there was no way for players to experiment on their own without being punished. The new update method also includes a change in the way turns work.
- Phases consist of 1 (one) in-game hour. What does this mean? Individual actions submitted by a player are assigned an estimated length based on how much time it would take for that action to normally be completed in real life. This action length is affected by profession (e.g, natural crafting bonuses) and perks (speed and efficiency). Actions also include movement, which is based on how much time it takes to travel between given areas. Typically, the longest possible action a player can take will last one hour.
Players must submit actions for the phase every 48 hours (72 on the weekend), after which an update is released and a new phase begins.
- Players may submit actions lasting less than the whole hour. It is not guaranteed that a set of actions will make full use of the hour, and that's okay.
- If a player submits a short action early, they will get their result as soon as the GM is able to process it. If players submit short actions early, they get results before those who have taken the full turn. Results will be staggered based on the length of an action string, allowing players to assist each other while longer actions are being completed. Not only that, but players who move between rooms within a short action submission will be added to new chatrooms corresponding to their new location when they receive their results, allowing them to communicate with and call on other players before the hour is over.
This is a privilege, and deadlines will normally not be extended for players who want to submit additional actions after their short one has been processed.
- Use this new feature to your advantage! Experiment, assist other players with their actions, and ask your friends for help when you're short a few hands!
Character Creation When joining, choose an Occupation and one item from the Items list (not from the Occupation Items). You may provide an appearance description and backstory, but these are not mandatory.
- Not sure what build you want? Interested, but confused? Go down to Important Documents and Links and join our Skype Group, or contact me via PMs!
Occupations - Inventor - An individual who rules the frontiers of mechanics and craft. While they may not specialize in any particular area of crafting, their eye for structure and ways of creative application give them a wide range of basic skills from carpentry to cooking. Their adaptability makes them valuable in situations demanding creative solutions and work from scratch; and given time, the Inventor can gradually develop specialized skills through experience and observation. Starts with a Large Satchel, a paperclip, and a toolbox (a medium item that can be carried in one hand).
Unique Skills: *Basic item crafting *Crafting skill development - (Through repeated trials and observation, your skill in crafting certain types of items will grow.) Perks: +learning +artistic +craft assistance +hyper focus
- Handyman - A burly and well-seasoned specialist in traditional electronics, architecture, and mechanics. Given the right tools, the handyman can repair and craft anything as long as it’s in their field -- and as long as it’s not particularly unorthodox. The handyman comes with well-developed skill in crafting, though has difficulty developing new skills outside their specialty. Their hardworking background lends itself to efficiency and strength, allowing them to push through during a pinch. Starts with a Large Satchel, a toolbox (a medium item that can be carried in one hand), and a flashlight.
Unique Skills: *Specialized item crafting (increased efficiency when working with carpentry, electronics, mechanics, and architecture) *Understanding electronics, mechanics, and architecture Perks: +strength +efficiency +craft assistance +hyper focus
- Detective - An experienced sleuth who is always prepared for the dangers behind every mystery. The detective has a well-trained eye for details and a keen understanding of the meaning behind them, granting them clearer and more substantial information during regular observation as well as an eye for links between pieces of evidence. Having been trained as a member of the police, the detective is armed with quick responses and knowledge of basic safety procedures, allowing them to reflexively protect themselves and others during times of sudden danger. Starts with a Standard Satchel, Fingerprint Dust, a flashlight, and a revolver holstered at the hip.
Unique Skills: *Investigation / Observation Yield *Autopsy - (Examining a dead body yields more detailed information.) *Weapon skills Perks: +perception +reaction +artistic +safety procedure
- Spirit Medium - A serene individual trained in linking the mind and spirit. They are able to sense the aura that emanates from a space and gradually understand the history of it by discovering spiritually charged evidence and listening to the distant voices of the deceased. Additionally, the spirit medium may allow deceased allies to briefly possess them, replacing the medium’s skills and natural talents with that of deceased. During this time, the medium may speak directly to the deceased between phases- and the deceased may decide to teach the medium a unique skill before passing on for good. Starts with a Standard Satchel, Soothing Incense, and a box of matches.
Unique Skills: *Aura History - Visions of a space’s history will be revealed when sufficient evidence is discovered during investigation. *Soul Whisper - By focusing, you can call upon and speak to the recently deceased-- however, it must be done in the exact place of death with little distraction. *Spirit Channel - With intense focus, you can allow the spirit of a recently deceased to enter your body and briefly replace all your natural skills and perks with theirs. You and the spirit will be connected in mind and body with no interference. Perks: +hyper focus +perception +learning +resilience
- Field Medic - A fast-acting and determined specialist in emergency care, the field medic’s strong background in medicine allows them to efficiently and effectively treat the injured. In times of danger, the field medic can be counted on to assist in the movement of injured allies without hindering speed, and are also well-prepared to tackle anything getting in the way of rescuing their allies. Starts with a Medium Satchel and a small first-aid kit with a roll of bandages, topical disinfectant, burn cream, and a scalpel.
Unique Skills: *Medical Professional - Boost to healing-related actions. *Rescue - Success boost to actions involving rescue and conducting safety procedures. *Emergency Response - Bring up a reaction prompt when you or your allies are faced with danger. Success is boosted if you are helping an ally. Perks: +speed +efficiency +safety procedure +resilience
- Team Coordinator - Bright and charismatic, an individual whose presence rouses the spirit and invokes unity among their party. When in hearing range of a group, the team coordinator improves the success of collaborative or coordinated actions by providing encouragement and direction. They also have a natural talent for assistance, allowing them to participate in the hard work as well. The team coordinator always keeps a sharp eye on their team and reflexively provides direction during times of sudden danger, ensuring that nearby allies stay safe and aware of their surroundings. Starts with a Small Satchel and a flashlight.
Unique Skills: *Rally Team - Naturally boost your team’s success when coordinating their actions. *Warning Call - Reflexively warn allies of sudden danger in range of your senses, bringing up reaction prompts when they otherwise would not have appeared. Perks: +assistance +perception +reaction +safety procedure
- Hitman - A seasoned fighter from the back alleys with a rough background to match their tough skin. The hitman works excellently under pressure, remaining clear headed in battle-- they react quickly and calmly, always aware of their surroundings, yet possess alarming resilience and strength. Their natural eye for detail combined with their fast reflexes allow them to quickly identify linked evidence and movement cues, making them both dangerous foes and fast learners. Starts with a Small Satchel, a revolver holstered at the hip, and reinforced leather gloves.
Unique Skills: *Fighting / Weapon Skills *Adrenaline - When in sudden danger or pressure, continue delivering reaction prompts as if the situation were normal. Reaction prompts are not affected by distractions. *Quick Draw- When danger approaches, a reaction prompt appears to provide the option of drawing your weapon or a relevant item before it strikes. Perks: +reaction +perception +resilience +strength
- Milkman - The most trusted of all the team’s specialists, the milkman inherits a legacy of success, tragedy, and a starting inventory of milk products. They possess competent kitchen, safety, and chemical identification skills. The milkman moves with a sense of speed and efficiency, allowing them to cross greater distances and perform more actions per turn. Starts with a Large Messenger Bag, four separate flavors of milk, a jar of honey, and a bottle of water.
Unique Skills: *Kitchen Experience - Boost to actions involving cooking. A heightened sense of smell allows you to quickly identify smoke and poison if it is present. *Special Delivery - Optional action priority when moving to a different room. Perks: +speed +efficiency +safety procedure +assistance
- Apprentice - An eager individual following the team, they absorb information like a sponge and have the capacity to blossom into anything they pursue. Depending on their learning style, they may start off with different perks, but apprentices always sport an incredible learning capacity. By observing others’ work and experimenting on their own, the apprentice can not only earn skills, but also new perks -- resilience through survival, perception through shrewd observation, reaction through deliberate preparedness throughout their experience. Choose a learning style when submitting your application as an Apprentice. Starts with a Medium Satchel and a flashlight.
Unique Skills: *Skill Development - Gradually develop new skills through teaching, observation, and experience. *Toughen Up - Gradually earn new perks through exemplary play and experience. Perks: ++learning
[Learning Choices: (visual: +artistic ) (auditory: +reaction) (tactile: +assistance) ]
Perk Descriptions
+Efficiency - You can take more actions in a smaller amount of time. During a fast-paced situation, your priority is boosted when making multiple actions at once.
+Speed - Your priority is boosted when moving across or through rooms, allowing fewer interruptions to occur.
+Strength - Your carrying capacity is increased by 5, and you are able to lift heavier objects. Combining forces with other strong players allows heavy objects to be moved more effectively.
+Resilience - You can withstand physical strain and injury longer than most, and have a minor resistance to the effects of poison.
+Perception - Normal and intense observation yield clearer and more detailed results, including evidence, spaces, and people. You are also more perceptive of changes in your surroundings, and should there be significant alarm, you will be prompted to react.
+Reaction - You process information faster, allowing you to quickly respond to noticeable changes. This not only boosts your physical reflexes, but your mental reflexes as well -- when observing evidence that is linked to others, that connection will be taken note of in your action summary.
+Assistance / Craft Assistance - Your success is boosted when assisting an ally with a task. This does not completely overcome physical limitations (weight, injury), but provides a boost regardless of original skill level.
+Learning - When performing a task outside of your profession or observing a pattern, you will gradually grow more skilled at it, providing better results with each trial.
+Hyper Focus - You have the ability to focus on a task in spite of distractions and danger, though it may dull your perception of stimuli outside of the task you are currently focused on. Sufficient distraction, such as a very loud noise or sudden danger, will interrupt your concentration.
+Artistic - You have a natural eye for details, and can accurately capture scenes given the tools to do so. Not only that, but you have a natural awareness of the purpose behind object placement and markmaking- not just in art, but also in the natural world.
+Safety Procedure - You have a basic understanding of basic safety procedures, and will have boosted success when attempting to perform them (resuscitation, putting out a fire, etc). You will also be provided with a reaction prompt if the need for a safety procedure arises.
Items The items directly below can come with your Occupation. These are not attached to you and may be dropped or gifted at any time. *Occupation Items
- Standard Satchel - A cheap but durable drawstring bag made of canvas. It closes with a flap, but can be stuffed so full it can't close and still carry objects without spilling. Its capacity can be described as the volume of two textbooks back-to-back, or that of a small pillow. Cram in as much as you like, if you can get it to fit.
- Small Satchel - A cheap but durable drawstring bag made of canvas. It closes with a flap, but can be stuffed so full it can't close and still carry objects without spilling. Its capacity can be described as the volume of four soupcans, or that of a large teddy bear.
- Medium Satchel - A cheap but durable drawstring bag made of canvas. It closes with a flap, but can be stuffed so full it can't close and still carry objects without spilling. Its capacity can be described as the volume of three thick textbooks, or a folded pillow.
- Large Satchel - A cheap but durable drawstring bag made of canvas. It closes with a flap, but can be stuffed so full it can't close and still carry objects without spilling. Its capacity can be described as the volume of three pillows, or that of an unreasonably large teddy bear.
- Flashlight - A brand-new battery powered flashlight. It casts a bright, white light, and is made of metal. It's turned on with a switch on the handle.
- Revolver - A light, single-action six-shooter. Must be reloaded every six shots, and comes with about twelve extra rounds. Make every shot count.
- Toolbox - A medium toolbox that can be carried easily in one hand. Holds a metal hammer and wrench, multiple sizes of screwdrivers, nails, screws, and bolts.
- First Aid Kit - A small first-aid kit that can be carried easily in one hand or in your satchel. Has a roll of bandages, topical disinfectant, burn cream, and a scalpel. The scalpel is not made for combat and will break easily, but is very sharp.
- Fingerprint Dust - A small jar of fingerprint dust. Reveals fingerprints on smooth, flat surfaces like wood, metal, and glass.
- Soothing Incense - Sticks of relaxing incense. When lit, they can calm the nerves and allow for deep focus.
- Package of Milk - Contains glass bottles of regular, strawberry, coffee, and chocolate milk-- the essentials. They all have the same effect of providing a minor healing effect and potent resistance buff, and can all be used to treat burns. Coffee Milk boosts focus. Mixed reactions when sharing with an NPC, depending on the flavor.
- Jar of Honey - A jar of honey. Has many uses, like disinfecting wounds and treating coughs alongside warm water.
- Bottle of Water - A metal bottle of water, about eight inches tall. When it's empty, it's a little too light to make a decent weapon. Opens with a cap on top.
- Leather Gloves - Sturdy leather gloves reinforced around the palm and knuckles. They provide insulation from the elements and an extra layer of protection around your hand.
- Paperclip - A metal paperclip that oozes with improvisational potential. About an inch long, and surprisingly strong (for a paperclip, anyway).
- Box of Matches - Your standard box of matches. About two inches long, and contains about thirty small matches. Has a rough piece on the side you can use to get the fire going. Fire can quickly become difficult to control if caution is not taken, so handle with care.
Choose one item from this list after picking your Occupation, and list it in your application post. *Item Choices - Notebook - Jot down notes and drawings here to share with others. The contents of your notebook will be provided alongside your action summary, though pages can be torn out and left for others to read. Comes with a pen.
- Lighter - A brand new lighter that lets off a small flame. Filled with lighter fluid, which can make a small explosion if heated sufficiently.
- Sewing Kit - Your best friend that always keeps it together, whether at home or out in the dangerous unknown. Comes with a set of needles and different colors of thread.
- A Box - A medium-sized box that can hold about the same capacity as a medium satchel... Though whether *you* can hold it while it's full of junk is a different story. Big enough for you to hide in, though cardboard boxes aren't exactly common in Verlorene around this time period.
- Duct Tape - Your reliable go-to for when things start falling apart. Strong and wide enough to be used in crafting and repair, and not too bad of an impromptu medical tool.
- Crowbar - A short iron rod used as a lever for opening crates and barricades. Good at prying things apart, and a handy weapon.
- Swiss Knife - A handy tool that comes with a knife, one-size screwdriver, bottle-opener, scissors, and a piece with a serrated edge. Handy and dandy, but the knife piece is not particularly long and the scissors aren't terribly sharp. A good tool, and an okay weapon. Fun to show off.
- Candle - Two six-inch wax candles that come with a metal chamberstick and two matches. Each candle lasts about six hours, but the wax makes a decent sealant. Hot wax causes painful burns on contact with skin, so handle with care. Makes a nice gift.
- Flask of Whiskey - A brew of Barry's strongest that at least dulls some of the physical pain. Provides a minor strength buff when drunk, and makes for a useful medical disinfectant. Mixed reactions when sharing with an NPC.
- Bottle of Milk - It might not fill you with heroic spirit, but it will certainly fill your stomach. Provides a minor resilience buff when drunk, and can be used to treat burns. Makes a nice gift for the people of Verlorene, if you're feeling generous.
- Whistle - An unusually loud whistle. Given enough effort, you can be heard from far away. Causes pain when sounded too close to another person.
- Magnifying Glass - A well-polished magnifying glass. Allows you to clearly see small details when examining objects, and is shiny enough to reflect a little spot of light.
- Camera Box - Use it to capture the moment. Comes with a bulb flash necessary for taking photos. The Camera Box is rather bulky, taking two hands to move and transport, and pictures must be placed in a dark area for two hours (2/5 of a phase or two long actions) in order to develop.
Scheduling and Customization As I'm well aware that this summer is busy for everyone, interested players may post an application with the most convenient start time (as general or specific as you like) listed with it. Players may also specify a preferred update pace.
- Keep in mind that while measures will be taken to ensure the game starts at a convenient time, as soon as it starts, it will keep going until a sufficient percentage of players are unable to participate. In normal play, if some individuals are not available to participate before the established action deadline, the player can specify in their application / through PMs if they would rather have the GM take over or have another player provide suggestions to their character until that player is ready to return. In the meantime, the caretaker player and GM together will ensure that the absent player continues to play normally. Upon returning, the absent player will be provided a clear overview of what happened in their absence.
As the game is projected to last around 30 days, steady updates will, in general, be prioritized over individual scheduling issues. There will be no public announcements made concerning absences, or announcements asking consistently late players to participate. Absence will not be punished, but play and commitment to the team goal will always be rewarded.
- The start date will be decided by the players, if a preferred start date is provided and agreed on -- otherwise, I will provide a date on my own. The standard update time will be every two days, with updates occurring around 10:00 PM EST. Extending the update time means extending the projected game length, which I am more than happy to do.
On another note, Fathers is planned to have visuals alongside updates-- given the nature of the game, however, they are bound to have graphic material. Should a player not wish to see certain images, the player may specify privately after receiving their status update on the first day of play. Any other accommodations may also be specified in addition.
Important Documents and Links *Administrative Skype Group*Click the above link to join the group and keep up with all the latest updates!
- Blank Player Evidence Tracker - Based on the Case Overview I made during Maniacs. I won't fill it in for you, but I hope you find a use for it. Organization is key when trying to find all the pieces of the puzzle.
- Story Progress Tracker - Keep up with the story here. Will be updated at the end of every in-game day, when the players come together and go to sleep.
- Game Manual - Everything you should know about the game is right here.
- FAQ - The GM will never answer the same question six times ever again.
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We in boissss
Occupation: Handywoman Item: Duct Tape
Valerie Rhoades Name: Valerie Rhoades
Appearance: Val is an imposing figure, amazonian in stature and in statuesquisity. Her curly black hair is cropped short and her skin is well-tanned from patching roofs. Rooves? Something like that. Her dark brown eyes reflect her honest and simple nature, and her musculature reflects the amount of work she does every day. Her outfit is usually plain; a sleeveless button-up, a pair of overalls, some sturdy workboots, and occasionally a hat if it's especially hot out.
Background: Valerie grew up in the rural American south, and still speaks with something of a drawl. Her father worked as the general area's most trusted handyman, and after he passed away of a heart attack when she was sixteen, she took over. Never got along too great with most of the people, though; maybe that's why after that war in Europe, she took it upon herself to get out there and help people patch things up. And on the cheap, too. (If you ask her how she could afford to sail over there in the first place, she'll tell you that she built her own boat and rowed over in about three days. This is completely false. The real answer involves activities of dubious legality.)
Well, she wound up liking Verlorene quite a bit, and the business was good enough, so things worked themselves out. When Derek got offed, part of her blamed herself even though logically speaking she obviously didn't have anything to do with it. You know, maybe if she'd invited him for drinks that night, he would still be alive. That sort of thing. Regardless, when the opportunity was offered, there was nothing she wanted to do more than to make things right.
Personality: Stoic enough that, when she jokes, nobody is actually quite sure if she was being serious or not. Straightforward and down to earth, she's not the sort of person to have time for any sort of tomfoolery - well, people can feel free to joke around, sure, but passive aggressiveness and rudeness in general will earn you the sort of scowl that would make the heavens themselves beg for forgiveness. If there's any sort of problem, she's the type to get to fixing it very quickly and not let up until the deed is done. There's very little that can distract her when she's working on something, and even less that can actually interrupt her. She's good at what she does, too; although she is not an especially clever person in most aspects of life, working with her hands is second nature to her. And although her outlook can be simple, it's best not to mistake that for stupidity. If she dislikes you, she'll be upfront about it, and she would appreciate it if other people were the same way. It makes things less messy.
Edited by Sharks, May 31 2017, 07:12 PM.
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Heeere we go.
Murian Sterling Appearance: Murian is a shorter fellow in his early thirties, clearly of French descent. He wears a standard uniform, a bright blue coat with buttons he's ordered to keep polished every day of the week, and a bell-shaped hat with the French insignia engraved upon it. A ring rests on his left hand that he fidgets with on occasion. He has a small mustache and short, well-kept hair, usually hidden beneath his hat. His medical satchel can always be found at his waist, complete with his needle and thread that have saved plenty a comrade's life.
Backstory: Murian joined the French military as a Field Medic due to increased pressure and tension within his home country: "help contain the German threat!" read the banners and posters and, as a young man who never showed much promise at anything, the possibility excited him.
Upon arriving in Verlorene, however, the truth of his country's mission became incredibly apparent. He saw a people pressed down upon for what seemed no good reason, crushed by his superiors to stay in line. Violence was seldom, but the unspoken threat was palpable in the air.
More than anything, however, Murian became fascinated with the stories of the strange train that disappeared years ago. Official records claimed that 'faulty German engineering' had made a bridge too weak, and the entire train had collapsed into the river, but a personal investigation by the curious Murian revealed more than such a thing like that could do. The bridge was scarred with fire, chunks of metal still embedded in hillsides, as if it had been blown to pieces. No bridge collapse alone could have done that, so, why was the case closed?
Now in the present, Murian has come a bit more into his own: he's embraced his job of saving peoples lives, coming to learn he is very adept at the use of needle and thread to keep people together, and he's come to love the people of Verlorene, even if the feeling isn't mutual for many, he still being an occupying French soldier. He even became a doctor of sorts for many, who wanted more professionally trained hands, and could stand to let a frenchman see their wounds.
The disappearance of Derek Fangleine hurt the fellow, who had grown to enjoy the inventor, who seemed to come in at least once a month with some injury caused my one of his wayward creations.
When the mission of going into the past to save the man was brought up, Murian was skeptical, but, if it gave the people of the town any amount of hope, he was willing to do his part. He made sure the French occupying forces were nowhere near for the activation of the machine, and - deciding that if this worked, some medical experience in the past could be useful - joined the group going to save the man's soul. Occupation: Field Medic Item: Sewing Kit
Availability: Available most all days except Tuesday morning/afternoon through the end of the summer, yo.
Edited by Aeront, May 25 2017, 11:55 PM.
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