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> Witch Hunt: OOC, Alphas have to stick together.
2bit
post Mar 12 2007, 02:59 PM
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This is the master OOC thread for the game "Witch Hunt". If you're interested in joining the game in progress, please post in the thread "Recruiting: Witch Hunt". Enrollment is currently: CLOSED

In this game, the player characters are mundanes tasked with fighting Awakened opposition as militant members (known as Alphas) of the anti-awakened policlub Sons of Apollo. The year is 2070, and ever since the infamous terrorist mage cult "Winternight" destroyed the world's information infrastructure five years ago, a growing fear of magic and the awakened has taken root in first world countries across the globe. Magicians in the UCAS must register their talent with the government, and Congress has tightened the reins on what they legally can and cannot do. As if life wasn't hard enough for those with the Talent, they might also be unlucky enough to come across one of these guys in a dark alley:


The Alphas
Orion (Cakeman) - human, animal handler
High Rise (yoippari) - ork, hacker/rigger
Null (Glyph) - human, street samurai
Malleus (imperialus) - elf, face

On hold:
Nobody!


This post has been edited by 2bit: Jun 1 2007, 12:25 AM
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2bit
post Mar 12 2007, 02:59 PM
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The New Stuff that Came to Pass

In this setting, Winternight was a terrorist mage cult and received nearly all the blame for the attack in 2065. In the wake of the second Crash, anti-Awakened sentiment experiences a strong resurgence. In 2066, the Magician Registration Act is passed, requiring awakened citizens of the UCAS to register their status with the government. Public spellcasting of any kind is prohibited. Licensed magic use is limited to the areas of Security, Health Services, and Entertainment, and even these endure heavy overwatch. Although magical education programs continue, they are effectively neutered.

Vaults of magical knowledge are lost during the Crash, and by the time the new Matrix comes online, very little of it returns to the public domain. What is left remains mostly in corporate, shadow, government, and foreign hands. Although information is still attainable, most of it is illegal to use, as are the methods ultimately used to acquire it.

With the new matrix come technomancers, which are still rumors at this point in time. It is well known in the shadows that people who can "hack with their freaky radio brains" exist, but just who and what they are remains a mystery. People in the know are afraid that magicians have learned techniques that let them perform sorcery and conjuring in virtual space. Others believe these people are the next evolutionary step. Because of the ever present awakened stigma, no one's talking.
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2bit
post Mar 12 2007, 03:00 PM
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Magic Outside the UCAS

Megacorporations
Megacorps held onto most of their respective caches of magic knowledge. For the sake of politics and PR, both internal and external, corps have cut way back on their visibility in the magical goods market, with some leaving it altogether. There is still good money to be made in the security sector of this market. All of the Big Ten, with the exception of Evo and Wuxing, have passed laws similar to that of the UCAS, mostly to appease the public and governments of their host countries. Internally, however, not much has changed.
Awakened employees of megacorps have been affected less than others. Their abilities are already on file with their employer. Their personal advancement has always taken a backseat to the needs of the company. They are watched a little more closely, but in most companies, "due diligence" in this matter doesn't mean much.

The NAN
The Native American Nations suffered a political setback with their refusal to adopt any new law to restrict the use of magic. They have gained a reputation as the "Free Magic" nations because of this, and relations between the individual NAN members have never been better. There is a great shamanic fellowship happening there now, and some say they're on the verge of a native american renaissance. While non-shamanic practitioners are allowed to do their own thing, they receive their share of suspicion, and there is a growing desire to make shamanism the Official Tradition of the Native American Nations (whatever that means!).
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2bit
post Mar 12 2007, 03:00 PM
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The Sons of Apollo

The Sons of Apollo is an anti-awakened policlub based in FDC, with major presence in Seattle, New York, Los Angeles, Atlanta, New Orleans, Detroit, and St. Louis. It has gained significant influence in recent years, feeding into the paranoia that has gripped the post-crash world. The policlub preaches materialism and trust in physical things. Its members cherish wealth, physical and mental health, skilled workmanship, but are truly cemented together by the anti-awakened movement.
QUOTE (Richard Eaves)
"Magic is an abomination against Nature.  It corrupts the minds and bodies of those who practice it.  No one can practice magic without being affected by its corrupting power.  Just look at the mad zealots of Winternight.  It warps natural laws, damaging the fabric of the universe.  You need only look to the assassination of late President Dunkhelzahn for proof of that.

"The material world is besieged by extraplanar forces seeking to corrupt and destroy it. . . and Magic is their gateway.  Just see what happened in Chicago.  Spirits from the outer planes are seeking out those touched by magic sensitivity, promising them power in return for loyalty.  Mark my words . . . they have their own agenda."

The Appolonian references come from the fact that Apollo was god of, among other things, science and medicine; by extension, technology. They use the symbol of the sun to represent enlightenment, as well as shedding light on things hidden in darkness (ie., secrets, corruption, bad guys). They also use the staff of Aesclepius in their community outreach programs. The policlub boasts a diverse membership, despite the male-centric language. They come from all economic and social walks of life, both genders, and all metatypes. It helps immensely that they have the perfect face: Richard Eaves, an extremely charismatic dwarf with regal, chiseled features who is at once a noble king commanding respect and the mean old grandfather you can't help but love. Richard earned his financial independence as an architect, then a real estate investor, and finally as CEO of an architectural firm before selling it, taking the helm of his favorite charity, and turning it into the major policlub it is today.

Though it denies an identity as a "church", ("Were the Freemasons a church?", asks Eaves,) the Sons have many trappings of a religion: a code for living, rallies led by one of their demagogues, and more than a few zealous followers. Their path to enlightenment is based in better living through technology, wealth, and materialism.
QUOTE (Richard Eaves)
"I find that I prize few things in a person more than great skill...  the professional who hones his craft to a monomolecular point.  When they create, you know it is perfection, and to witness their labor is to see the height of metahuman achievement.

Of course, where there's smoke, there's fire, and all the anti-awakened rhetoric isn't for nothing. The Sons enlist the services of members skilled in shadow ops. These mercenaries, known as Alphas, are mundanes skilled in dealing with awakened opposition. Their work is completely freelance. Alphas may be hired by the policlub to do work that furthers its goals; but just as often, the policlub is hired by other organizations to do their dirty work in exchange for favors and influence. The policlub doesn't entertain rumors and accusations that it employs these people in hate crimes, assassination, and blackmail. Crimes perpetrated against the awakened, it claims, are just a reflection of the will of the people, and their frustration that the government isn't doing enough to solve the problem.

The ops contact in Seattle is a man named Alfred Ancient. Alphas start the game with this contact for free; treat him as a Mr. Johnson, connection 4, loyalty 2. Alfred is a human who, as the name implies, is very, very old. He always travels with a pair of bodyguard trolls, and is one of the Seattle chapter's top men.

The Seattle chapter of the Sons of Apollo has a compound in Seattle proper, but has offices in Bellevue, Tacoma, and Ft. Lewis as well, and safehouses in every district. The other offices serve mainly as little outposts for community outreach.
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2bit
post Mar 12 2007, 03:01 PM
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Posting Instructions

"Speech" [cyan]
<Coms (spoken)> [yellow]
<Coms (subvocal)> [violet]
<Text Message> [black]
Thoughts [darkkhaki]
Memories [lightgrey]

No sigs in the IC thread, please!

Post a Place, Time [orange] only if your scene is different from the one in the post above yours.

Due to story considerations, none of your characters will begin the game with close ties to one another. All of you, however, know each other, or at the least, know of each other. You may have worked together as Alphas before, seen each other at rallies, have the same friends, etc. None of you are what you would call friends.

Ok - please check in, introduce yourselves, and figure out relationships. Once we have a final body count, make sure we haven't lost any of the original four, we can begin the IC.
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Trigger
post Mar 12 2007, 07:08 PM
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I am going to be away from my computer for awhile (due to technical difficulties) and I won't be able to post for awhile. I will try and update as often as I can, but I can make no guarantees on it. Sorry for the trouble. Thanks.
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Cakeman
post Mar 13 2007, 06:03 PM
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Found the thread! I'll introduce my character by posting his background. It's subject to change as we move along if we want to have our characters know each other.

[ Spoiler ]
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imperialus
post Mar 14 2007, 05:51 AM
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Waiting for approval from 2Bit on my background but here is a draft at least.

[ Spoiler ]
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yoippari
post Mar 14 2007, 07:10 AM
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My current backgroud was written as a concept but 2bit wanted a bit more so I tagged on some extra information. Nothing as specific or creative as your's though. I'll post my background tomorrow after I've added flavor.
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2bit
post Mar 14 2007, 11:55 AM
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Just so you know, a lengthy description like that is great, but by no means required :). Hopefully Glyph will check in with Null soon.
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2bit
post Mar 14 2007, 04:49 PM
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I just wanted to add, kind of in opposition to what I just said, that your characters' backgrounds are really important to this game and I appreciate everyone fleshing them out so thoroughly. I don't need them to be extremely long (Glyph did the "50 questions" thing) but the more details, the better.
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imperialus
post Mar 14 2007, 06:57 PM
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Oh, out of curiosity, do you use the house rule that gives you natural Chax2 in free contact points? I only ask because I know lots of GM's that do.
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2bit
post Mar 14 2007, 08:00 PM
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Something like that, yes, in the recruitment thread I mentioned that characters get Alfred Ancient as a free Mr. J contact, and their CHA in additional free contact BPs.
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Glyph
post Mar 15 2007, 02:27 AM
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Here's Null - kind of the short version, since our characters aren't supposed to know each other that well.

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imperialus
post Mar 15 2007, 04:38 AM
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QUOTE (2bit)
Something like that, yes, in the recruitment thread I mentioned that characters get Alfred Ancient as a free Mr. J contact, and their CHA in additional free contact BPs.

ahh ok cool.

I added a Street Doc at 2/2 and a Corp Lawer at 1/2. The lawer mostly deals with small companies that can't afford to have their own lawer on retainer so he's not likely to know much about corps with a rating of A or better, hence the connection rating 2.
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2bit
post Mar 15 2007, 12:07 PM
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I don't think anyone took First Aid, so that street doc will come in handy.
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imperialus
post Mar 15 2007, 02:52 PM
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Ooo... In light of that I dropped my pistols to 2, got myself First aid 1 and bought a rating 6 medkit leaving me with 410 :nuyen: left. Hey at least I'm not defaulting.
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Trigger
post Mar 15 2007, 09:16 PM
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Next time I have a chance to get on a computer I will post up information on Tyler, as I do not hae my information on him with me at the moment. But I am still interested in this game, so please don't couint me out yet.
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2bit
post Mar 15 2007, 10:09 PM
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What's your time frame look like? Better to start without you and introduce you along the way?
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yoippari
post Mar 15 2007, 11:18 PM
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I'm still working on background, mostly making it backgroundy instead of a list of personality traits.

Are there any other blatent skill holes? armory? cybertechnology? navigation? heavy weapons? Well, I guess navigation is the only one of those needed.
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2bit
post Mar 16 2007, 02:18 PM
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You'll be the one the needs Heavy Weapons, Mr. Rigger. I don't consider any of those others to be critical skills.

Armorer - this is necessary for someone to have (unless you don't mind buying new gear often), but that someone could be a contact.

Cybertech - rarely needed, and any good Medcial contact will be able to provide it.

Navigation - Not often needed, can be defaulted to Intuition, and Mapsofts add dice to this test (30 :nuyen: for 6 dice!)

Ok: Null's done; I think Malleus is done now but I'd like you to give me your final draft; Orion is getting his skills and gear shifted around; Tariq is filling out his background and getting skill & gear tweaks. Please have these done by Sunday. I'll post the IC thread as soon as I have everyone's background and char. sheets. If there are minor gear tweaks to still be made, that's ok, we can start anyhow.

I'll introduce Trigger's character, Tyler, along the way when he's able to post regularly again.
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2bit
post Mar 16 2007, 07:44 PM
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yoippari's character will be known as High Rise.
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2bit
post Mar 16 2007, 07:45 PM
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Work out any common background you folks have by this weekend. The IC thread will go up Monday.
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imperialus
post Mar 16 2007, 07:51 PM
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As far as common background goes one of Malleus' contacts is a bartender named Tinman at a bar called the Yellow Brick Road. The bar is owned either by the Poli-club or one of its supporters and Malleus tends to hang out there quite a bit.

Malleus' other contacts are;
Skeeze: a Street Fence/petty dealer (drugs, guns ect.), used to fence Malleus' stuff when he was a kid.
Lieutenant Ryans: A Vice Detective, helped Malleus get off the street.
Mars: an ork ganger and friend from Malleus' streetkid days.
Stitch: a Streetdoc, fixed Malleus up after the incident with his sister.
Mr. Campbell a minor corprate lawer, Malleus only recently met him at the Yellow Brick Road.
Kassandra: Topless waitress at a different bar in downtown Seattle, Malleus' on/off girlfriend.
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Cakeman
post Mar 16 2007, 10:48 PM
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Well I caved in and got First Aid 1 too, so maybe we wont bleed to death while taking a cab back to the street doc :) Seemed like the sensible thing to do, now with our patron greek god and all.

Common background:
Orion is still quite young and will follow the lead of someone taking charge in a situation. He likes to party, and spends a night or two per week downtown in some semi-nice club. He tries to be of help to the policlub by helping out at public meetings, talk to interested people etc so if someone else does that too, maybe a passing knowledge because of that?

Orions contacts include his childhood friend Genbu who now has a foot firmly placed with the yakuza, a policlub guardsman (James) who handles critters for the policlub and a (yet) nameless bouncer who Orion can pay to be able to skip the line at the club.
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