Post by The Villa Strangiato on Dec 6, 2016 0:32:26 GMT -4
(I realize this has already been posted but it died so repost because why not)
On the day's edition of the newspaper, instead of the dull, familiar titles, people read of something new and exhilarating, at least for discovery enthusiasts.
After but a few weeks of wildlife observation in an underwater laboratory in the Indian Ocean, marine biologists in the facility face what was once a relaxed investigation effort, but now a worrying mystery as the corpse of James Hanson, head researcher is found, evidently forcefully shoved into his own locker. Up until that point, the operation had been running smoothly, and without even the most minor of incidents. After the death of their colleague, a few of the spooked biologists called for the mission to be aborted. Their decision was overruled by those who still hungered for knowledge, and that appears to be a fortunate choice. Shortly after, a Spanish wreck from the 1600s was discovered, and eagerly, the biologists reported it in. They are now launching investigations on the old ship to determine its historical and monetary value. It seemed like an interesting change from "Terrorists do something in the Middle east" Or "CEO of so and so steps down after so and so."
But would the investigation go as planned? Would someone get hurt? Historians were rearing up in excitement to see how much the sunken ship would reveal to the world.
Excitement shrouded the fear of death.
Note: Welcome to -30 feet and counting, a horror/mystery/supernatural roleplay. There is only one admin (I) unless I appoint a few, should the event of something admin-related and none being there.
You play as a marine biologist, excited to discover the new and historical treasure, or you might be one of the biologists trying to abort the mission.
Please do note, I will need SOME roleplayers to die to advance the plot. You can volunteer willingly or I will forcefully do it. This roleplay will incorporate mechanics of Sanity, where if this level is down, the RPer will hallucinate and probably end up dying faster from the Paranormal Enmities that haunt the lab after it is explored. The moment the ship is explored, the moment the enemities will haunt the lab. The "Haunts" of the enmities could be anything from disabling the electricity in the lab, to someone dying.
As per usual, the normal roleplaying rules are here, no godmodding, no metagaming, and absolutely no perfect and imperfect characters. This is a sort of prototype, so depending how this ends I may make a sequel or prequel, or this may improve my mechanics/writing in general.
Your job as a biologist is to survey as much wildlife in the Indian Ocean as possible, and to analyze the wreck as much as possible. "Expeditions" are events where over half of the biologists are sent out to explore wildlife or a wreck. I choose what wildlife you get or what artifacts you find.
Also, last but not least, there IS a way to stop the paranormal enmities from haunting everyone and thing, (commence girly voice) Buuut I'm not tellling you! (Hehe.) There is also NO outside communication with the world, so once the haunting starts you're on your own!
== The LAB ==
The Oceanic, or the underwater lab you are staying in, is an important setting. There are seven main locations of the lab.
1.Bunks- The bunks are where, y'know, people sleep. Beds and items are stored here.
2. Cafeteria- Where people can grab the food provided.
3. Engine Room- The engine room is basically the heart of the entire laboratory. It contains the ballast tanks to allow the lab to ascend or descend. It also is where the generator is held, to keep electricity running. The generator runs on bio-electricity from the salt in the sea, so this can run forever. It can be tampered with to disable electricity.
4. Control Room- The control room is the brain of the Oceanic. It contains the controls to allow WiFi, whether the Fitting room door opens to allow divers to get out, and many other functions. It is manded by a captain.
5. Fitting Room- The fitting room is where biologists can suit up in diving suits and scuba gear. The door can open or close to allow divers in or out, and can be drained of water.
6. Investigation Room- This is the room where artifacts are carefully examined, as well as where sea life can be studied in tanks. There are many scientific tools in this room.
7. Leisure room- This is the room where biologists and PMC members can relax. There is a flat screen TV, an Orion gaming console (fictional gaming console), a computer, and a small snack and drink area.
== THE CHARACTER SHEET ==
Biologists:
Name:
Age:
Gender:
Appearance:
Biography:
Items(include things like watches, memos, etc.):
Other:
On the day's edition of the newspaper, instead of the dull, familiar titles, people read of something new and exhilarating, at least for discovery enthusiasts.
After but a few weeks of wildlife observation in an underwater laboratory in the Indian Ocean, marine biologists in the facility face what was once a relaxed investigation effort, but now a worrying mystery as the corpse of James Hanson, head researcher is found, evidently forcefully shoved into his own locker. Up until that point, the operation had been running smoothly, and without even the most minor of incidents. After the death of their colleague, a few of the spooked biologists called for the mission to be aborted. Their decision was overruled by those who still hungered for knowledge, and that appears to be a fortunate choice. Shortly after, a Spanish wreck from the 1600s was discovered, and eagerly, the biologists reported it in. They are now launching investigations on the old ship to determine its historical and monetary value. It seemed like an interesting change from "Terrorists do something in the Middle east" Or "CEO of so and so steps down after so and so."
But would the investigation go as planned? Would someone get hurt? Historians were rearing up in excitement to see how much the sunken ship would reveal to the world.
Excitement shrouded the fear of death.
Note: Welcome to -30 feet and counting, a horror/mystery/supernatural roleplay. There is only one admin (I) unless I appoint a few, should the event of something admin-related and none being there.
You play as a marine biologist, excited to discover the new and historical treasure, or you might be one of the biologists trying to abort the mission.
Please do note, I will need SOME roleplayers to die to advance the plot. You can volunteer willingly or I will forcefully do it. This roleplay will incorporate mechanics of Sanity, where if this level is down, the RPer will hallucinate and probably end up dying faster from the Paranormal Enmities that haunt the lab after it is explored. The moment the ship is explored, the moment the enemities will haunt the lab. The "Haunts" of the enmities could be anything from disabling the electricity in the lab, to someone dying.
As per usual, the normal roleplaying rules are here, no godmodding, no metagaming, and absolutely no perfect and imperfect characters. This is a sort of prototype, so depending how this ends I may make a sequel or prequel, or this may improve my mechanics/writing in general.
Your job as a biologist is to survey as much wildlife in the Indian Ocean as possible, and to analyze the wreck as much as possible. "Expeditions" are events where over half of the biologists are sent out to explore wildlife or a wreck. I choose what wildlife you get or what artifacts you find.
Also, last but not least, there IS a way to stop the paranormal enmities from haunting everyone and thing, (commence girly voice) Buuut I'm not tellling you! (Hehe.) There is also NO outside communication with the world, so once the haunting starts you're on your own!
== The LAB ==
The Oceanic, or the underwater lab you are staying in, is an important setting. There are seven main locations of the lab.
1.Bunks- The bunks are where, y'know, people sleep. Beds and items are stored here.
2. Cafeteria- Where people can grab the food provided.
3. Engine Room- The engine room is basically the heart of the entire laboratory. It contains the ballast tanks to allow the lab to ascend or descend. It also is where the generator is held, to keep electricity running. The generator runs on bio-electricity from the salt in the sea, so this can run forever. It can be tampered with to disable electricity.
4. Control Room- The control room is the brain of the Oceanic. It contains the controls to allow WiFi, whether the Fitting room door opens to allow divers to get out, and many other functions. It is manded by a captain.
5. Fitting Room- The fitting room is where biologists can suit up in diving suits and scuba gear. The door can open or close to allow divers in or out, and can be drained of water.
6. Investigation Room- This is the room where artifacts are carefully examined, as well as where sea life can be studied in tanks. There are many scientific tools in this room.
7. Leisure room- This is the room where biologists and PMC members can relax. There is a flat screen TV, an Orion gaming console (fictional gaming console), a computer, and a small snack and drink area.
== THE CHARACTER SHEET ==
Biologists:
Name:
Age:
Gender:
Appearance:
Biography:
Items(include things like watches, memos, etc.):
Other: