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darkhugh

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  1.  

    The Setting 

     

    Location: Media Room A - NERV London

    Time and Date: 10:07, Thursday, 24th September 2023.

     

    Media Room A

     

    The room isn't quiet when you answer the question, you can hear the mutterings between reporters, the frantic scribblings of pens. Though it is clear people are focusing on you, and the words you say, they are very focused as they pick apart each of your words one by one.

    The brutal honesty is something that causes a bit of a stir in the room amongst some of the non-reporters, while the reporters themselves seem to keep a their expression hidden, especially Gary. When it is clear you have all finished you answers Paul speaks out to the crowd, asking if there are any follow up questions, Gary remains standing and raises his hand again. It is clear Paul is weighing up giving the man a second question, but does either way.

     

    "Thank ye." He glances down at his notes. "T'e death toll for t'e conflict was higher than most previous conflicts, coming close te three-hundred lives." He gives a brief pause, but not enough time for anyone to reply. "I am surprised to say, it sounds like you all accept that these deaths could not be avoided, collateral is inevitable, that none of you pilots accept any real fault? It sounds like you are almost blaming the victims?" The last portion of the sentence is clearly directed to Zelda, though the question is open to the whole panel. Though it does seem more posed to the pilots, as opposed to Serena.

     

    Paul glances down the table at you all, wondering if he will need to redirect the question or not, once again looking out for the tapping of a pencil. Once you have had your chance to reply Paul is quick to ask who else has questions, trying to shift the attention of the reporters onto the next topic. He picks out someone from the back, who proceeds to stand and speaks.

    "Hailey, Sunday Mercury." She gives you all a flat stare as she places her pen on the notepad. "Within the conflict, it was seen that Emiko's Evangelion sustained substantial damage. Will the mecha be repaired prior to the next conflict, or will assistance be required from other bases?"

     

     

     

     

  2. Can I ask people that haven't put their character stats into a sheet to please do so, mainly due to the fact that the different formatting's between 3-4 players makes it difficult for me to find things that should be easy, increasing the amount of time it takes my posts etc.

    If you already done it in a sheet, then ignore the above.

  3.  

    The Setting 

     

    Location: Media Room A - NERV London

    Time and Date: 10:06, Thursday, 24th September 2023.

     

    Media Room A

     

    As the questions Jennifer remains standing, notepad and pen working away as you all speak, though she doesn't take her eyes off of whoever is speaking at the time. After Serena has spoken Jennifer says her thank you and takes a seat, the crowd continue to write their notes. Between the masses of people you spot a few familiar faces, such as Caroline Broome and Bo Huang, though they remain at the back and out of the way.

     

    "Who has follow up questions?" His question made it clear the reporters needed to stay in the same ball park of topic, and due to this less hands were raised this time. Eventually Paul points to a smartly dressed gentleman, "Gary, your question?" The man stands up and proceeds to introduce himself, "Gary, T'e 'erald." His accent makes it clear he is Scottish, it is almost thick enough to make understanding him a little difficult for those not use to it.

    "On yer first day 'ere yous came face te face with not one, ney, two of those Ejits." The last word is said with pure malice, it is clear Gary wanted a stronger word but chose not to show his true command on the English language. "Though you were able te beat them there was substantial damage, both te parts of London an' human life. People will want te know why this happened, and how you can promise future conflicts will not be so." When the question comes to an end Paul glances towards Gary, "for Serena I presume?" Gary shakes his head from side to side, he intends the question for the entire panel...However Mikhail might struggle to awnser, but the question is open for in input.

    With that Paul turns to you all briefly, looking for a response from you all or for you to tap the table with the pencil as an indicator for him to avoid you.

     

     

     

  4.  House Rules

    The Dungeon doesn't play by your rules.

     

    While playing this game we will be using a variety of house rules, at the moment the following are in play but more will become apparent as the game evolves. These house rules are open to change as we play, if players find something doesn't work then we can make modifications.

    The rules below are what make the game that of a rouge-like experience.

     

    Immortality

     

    Overview

    Perhaps at first your characters see this as a good thing, but soon they will learn that with the gift of immortality they are locked within the cavern. Through means not yet known to the party, you are all linked, when one of you dies the Rot begins to set in, quickly killing off all remaining characters.

    The team is then revived and a new run begins.

    When you revive you will always have you 'base equipment', this is what you started the game with at character creation. Through the game this can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...Such as, if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game).

    Mechanics

    When you revive you will always have you 'Bound Equipment', this is what you started the game with at character creation. Through the game this equipment can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game).

    Some resources will persist through runs, though you will find out which ones in game.

    Inspiration

    This is a standard thing within a lot of rouge-like games, such as Curse of the Dead Gods and Dead Cells. Immortality allows for the continual runs to be possible for the characters.

     

     

    Insanity

     

    Overview

    As a player you will want to keep your characters health above 0, and their Insanity below 40.

    This is a persistent threat that permeates through the caves, within the darkness your characters cannot help but feel a chill down their neck every now and even.

    Mechanics

    Insanity increases as you move through the dungeon, and can be generated by certain traps, enemies or magical items. It will slowly tick up through the game, and will be unique for every player. However, when a player's Insanity reaches 40 the entire team receives a Curse and a few things happen.

    • The person whose Insanity hit 40, resets to 0.
    • Everyone else halves their Insanity, rounding down.
    • The Curse is determined and is in play immediately.

     

    Inspiration

    The mechanics for Insanity is based off of the Stress rules developed by FiggyGlyph, but is modified for this game. No need to read the document linked.

    The feel and story part of this mechanic is derived from Curse of the Dead Gods.

     

     

    Curses 

     

    Overview

    Throughout a run, you are going to hit 40 insanity and you are going to becomes Cursed.

    These curses symbolize dark forces pushing against you, something trying to impede your progress. Throughout the game you may discover what is causing them.

    These curse introduce new minor gameplay mechanics, perhaps how the dungeon acts, or how your characters interact etc. Almost always, this is a double edged sword, you get a penalty but also get a benefit. Though, the penalty is normally heftier.

    Mechanics

    Firstly, a player hits 40 Insanity and does what is noted within the Insanity section, after this the below happens.

    • Is there already a curse in play? If yes, strengthen it, and continue with the game.
      • If no curse in play, or strengthening is not possible continue to next point.
    • Randomly generate a new curse and explained to the players.
    • The Curse is in play immediately.

    Example Curses

    Below are a brief idea of curses, behind the DM screen curses are split into different levels. As you get deeper into the cave, curses get stronger.

    • Character cannot critical on a natural 20, roll an extra 1d10 on critical damage.
    • Characters gain 1 Insanity for every 2 rounds of Combat.
    • One of the players is possessed and is a traitor (and informed by the GM), everyone knows there is a traitor amongst them. The traitor must be found and exorcised.

    Inspiration

    This is from Curse of the Dead Gods, though the curses will be different.

     

     

    Blessings

    Overview

    These will be the opposing force of curses. Though not available at the start of the game.

    Mechanics

    Players will unlock a variety of blessings in the game, these can then be assigned at the start of a run and changed from run to run. These will be smaller bonuses that stack up with time and allow you to explore different play styles.

     

     

    Wounds and Injuries

     

    Overview

    Surviving fight after fight is intended to be difficult. In this game I do not want someone to be nearly beaten to death in one fight, and then back to full strength the next. Instead, if you had a hard fight there should be a sign it happened, something that might cause the team to change tactics in the next room.

    Mechanics

    Within the previously mentioned Darker Dungeon pdf by giffyglyphs, there is a section named Wounds & Injuries. We will be using the following sections.

    • If a person falls below half health, they gain the status/tag of `Bloodied`. This status by itself does not impose a penalty, but can change how certain monsters, traps etc act.
      • Bloodied is removed once you are half health or above.

    More mechanics will be revealed throughout the game.

     

     

    Ammunition Die

     

    Overview

    This will avoid you needing to count out exactly how many arrows and bolts you have, instead a shrinking die mechanics is used.

    Mechanics

    Taken from Darker Dungeon pdf by giffyglyphs, a character starts with a 1d12 worth of ammo. Every time they use their weapon they also roll this ammo die, on a 1 or 2 it shrinks. You keep going till you have no ammo.

    1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1 -> No Ammo

    Ammo can be regained, when done I will tell you how many die to increase your stock by,

     

     

    Dungeon Generation

     

    Overview

    The dungeon itself is ever changing, each time you delve into the dungeon itself the rooms, monsters and NPCs you encounter will change.

    The dungeon is split up into 'rooms', so once you complete a room(s) and the challeneges within, you will gain a number (normally 1-3) possible routes to follow. Going backwards will not always be an option.

    The rules for this are hidden, but all you need to know is no two attempts should be identical. There will be similarities, with the intention being as you play through you as players and characters learn things that assist you through the game, e.g. "We know these plants are actually explosive, so we can use them against the enemies now" or perhaps "that last time we rested at this shrine we woke up even stronger, we should rest here now instead of moving on."

    As a note, for room generation I will be using a 3d6 system. So some room types are more common than others, you will learn this as you play, but it also means what rooms/events occur are also random.

    Inspiration

    Basically every rouge-like you have ever played, however the map and room design is based on the Curse of the Dead Gods game.

     

  5.  House Rules

    The Dungeon doesn't play by your rules.

     

    While playing this game we will be using a variety of house rules, at the moment the following are in play but more will become apparent as the game evolves. These house rules are open to change as we play, if players find something doesn't work then we can make modifications.

    The rules below are what make the game that of a rouge-like experience.

     

    Immortality

     

    Overview

    Perhaps at first your characters see this as a good thing, but soon they will learn that with the gift of immortality they are locked within the cavern. Through means not yet known to the party, you are all linked, when one of you dies the Rot begins to set in, quickly killing off all remaining characters.

    The team is then revived and a new run begins.

    When you revive you will always have you 'base equipment', this is what you started the game with at character creation. Through the game this can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...Such as, if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game).

    Mechanics

    When you revive you will always have you 'Bound Equipment', this is what you started the game with at character creation. Through the game this equipment can be changed, making your initial load out stronger. However, most things you collected during your run will vanish...if you got a strong weapon off an enemy you will lose that after death (unless certain 'things' are done, which you will learn in game).

    Some resources will persist through runs, though you will find out which ones in game.

    Inspiration

    This is a standard thing within a lot of rouge-like games, such as Curse of the Dead Gods and Dead Cells. Immortality allows for the continual runs to be possible for the characters.

     

     

    Insanity

     

    Overview

    As a player you will want to keep your characters health above 0, and their Insanity below 40.

    This is a persistent threat that permeates through the caves, within the darkness your characters cannot help but feel a chill down their neck every now and even.

    Mechanics

    Insanity increases as you move through the dungeon, and can be generated by certain traps, enemies or magical items. It will slowly tick up through the game, and will be unique for every player. However, when a player's Insanity reaches 40 the entire team receives a Curse and a few things happen.

    • The person whose Insanity hit 40, resets to 0.
    • Everyone else halves their Insanity, rounding down.
    • The Curse is determined and is in play immediately.

     

    Inspiration

    The mechanics for Insanity is based off of the Stress rules developed by FiggyGlyph, but is modified for this game. No need to read the document linked.

    The feel and story part of this mechanic is derived from Curse of the Dead Gods.

     

     

    Curses 

     

    Overview

    Throughout a run, you are going to hit 40 insanity and you are going to becomes Cursed.

    These curses symbolize dark forces pushing against you, something trying to impede your progress. Throughout the game you may discover what is causing them.

    These curse introduce new minor gameplay mechanics, perhaps how the dungeon acts, or how your characters interact etc. Almost always, this is a double edged sword, you get a penalty but also get a benefit. Though, the penalty is normally heftier.

    Mechanics

    Firstly, a player hits 40 Insanity and does what is noted within the Insanity section, after this the below happens.

    • Is there already a curse in play? If yes, strengthen it, and continue with the game.
      • If no curse in play, or strengthening is not possible continue to next point.
    • Randomly generate a new curse and explained to the players.
    • The Curse is in play immediately.

    Example Curses

    Below are a brief idea of curses, behind the DM screen curses are split into different levels. As you get deeper into the cave, curses get stronger.

    • Character cannot critical on a natural 20, roll an extra 1d10 on critical damage.
    • Characters gain 1 Insanity for every 2 rounds of Combat.
    • One of the players is possessed and is a traitor (and informed by the GM), everyone knows there is a traitor amongst them. The traitor must be found and exorcised.

    Inspiration

    This is from Curse of the Dead Gods, though the curses will be different.

     

     

    Blessings

    Overview

    These will be the opposing force of curses. Though not available at the start of the game.

    Mechanics

    Players will unlock a variety of blessings in the game, these can then be assigned at the start of a run and changed from run to run. These will be smaller bonuses that stack up with time and allow you to explore different play styles.

     

     

    Wounds and Injuries

     

    Overview

    Surviving fight after fight is intended to be difficult. In this game I do not want someone to be nearly beaten to death in one fight, and then back to full strength the next. Instead, if you had a hard fight there should be a sign it happened, something that might cause the team to change tactics in the next room.

    Mechanics

    Within the previously mentioned Darker Dungeon pdf by giffyglyphs, there is a section named Wounds & Injuries. We will be using the following sections.

    • If a person falls below half health, they gain the status/tag of `Bloodied`. This status by itself does not impose a penalty, but can change how certain monsters, traps etc act.
      • Bloodied is removed once you are half health or above.

    More mechanics will be revealed throughout the game.

     

     

    Ammunition Die

     

    Overview

    This will avoid you needing to count out exactly how many arrows and bolts you have, instead a shrinking die mechanics is used.

    Mechanics

    Taken from Darker Dungeon pdf by giffyglyphs, a character starts with a 1d12 worth of ammo. Every time they use their weapon they also roll this ammo die, on a 1 or 2 it shrinks. You keep going till you have no ammo.

    1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1 -> No Ammo

    Ammo can be regained, when done I will tell you how many die to increase your stock by,

     

     

    Dungeon Generation

     

    Overview

    The dungeon itself is ever changing, each time you delve into the dungeon itself the rooms, monsters and NPCs you encounter will change.

    The dungeon is split up into 'rooms', so once you complete a room(s) and the challeneges within, you will gain a number (normally 1-3) possible routes to follow. Going backwards will not always be an option.

    The rules for this are hidden, but all you need to know is no two attempts should be identical. There will be similarities, with the intention being as you play through you as players and characters learn things that assist you through the game, e.g. "We know these plants are actually explosive, so we can use them against the enemies now" or perhaps "that last time we rested at this shrine we woke up even stronger, we should rest here now instead of moving on."

    As a note, for room generation I will be using a 3d6 system. So some room types are more common than others, you will learn this as you play, but it also means what rooms/events occur are also random.

    Inspiration

    Basically every rouge-like you have ever played, however the map and room design is based on the Curse of the Dead Gods game.

     

  6.  

    The Setting 

     

    Location: Media Room A - NERV London

    Time and Date: 10:05, Thursday, 24th September 2023.

     

    Media Room A

     

    When Serena indicates that Paul can fill the pilots in he glances towards them for a moment as he considers his words, "like most people out there she is just another reporter. She is looking for a story, they will ask questions and hope you give them something interesting. She might ask tricky questions, but that is her job, keeping us all honest." When it is clear no one has questions he nods to Oliver, "I will leave them with you for a bit then." The youngest gives a nod as Paul glances back to the five of you, "I will be checking the main room, if you need me then feel free to grab me." With that he bids you all farewell and takes his leave from the prep room and vanishes from sight.

     

    You are kept in your seats for about thirty minutes as the make up team does their work, though conversation between you all is fine and doesn't disrupt the artist's work at all. Eventually, at about 11:35 you are free from your seats and able to get a stretch in, Oliver takes you briefly next door to see the main room, he takes some time to point out the cameras, lights and various other aspects about the set up to help you get comfortable. Eventually however you simply need to sit and wait in the prep room, where a TV is turned on so you can see exactly what is being filmed.

     

    - - - - - - - - - - - - - - - - - -

     

    At about 10:55, just as Paul said, you watch the TV as the media begin to enter the main room. There are a total of perhaps twenty reporters, a few of them with their own support staff such as photographers. The room quickly fills up to about fifty people, with all the camera crews, NERV security and other mixes of people. You can see easily that each of the guests has their own temporary ID badge which sticks out like a swore thumb.

    The media quickly get settled, though there is clearly a bit of energy within the room, not every day a reporter gets to be the first to meet the new NERV-London team. Paul is soon on the stage and like a conductor at a concert begins to control those before him, he is obviously well known to most of these people and comfortably has a joke with the crowd as he lays the ground rules and scope; he tells the reporters this is a time to get to learn about the team and their recent experiences within NERV, not a chance to question them on the dealings of NERV itself.

    He makes it clear there are five of you, which doesn't catch any of the reporters off guard, they clearly knew about Mikhail as the newest addition.

    For the next ten minutes he takes a number of generic questions.

    "Are NERV planning on ignoring Turiel until it is too late?"

    "As you know, we are bound by various rulings within the Valentine treaty and other legislation. Interfering with Turiel physically is currently not possible, though we are looking at all possible ways to assist in protecting people without breaking the pre-set regulations of the treaty."

    "How is the development of NERV-05 Progressing, can a location be revealed yet?"

    "I can assure you that development of NERV-05 is progressing as expected, though a location cannot yet be revealed. However, as we can all agree, enhanced coverage by NERV benefits us all."

    "With the introduction of Pilot Mikhail, does this mean we will see a stronger integration of Class C and Bogatyrs?"

    "It is still early days, however the sharing of personnel, resources and development is a strong step in the right direction."

     

    The questions continue on for a little longer, though get into topics which are not the most interesting. Eventually Paul calls a cease to questions, and the reporters listen, clearly eager to meet each of you. At this point, Oliver indicates to each of you to follow him, he takes you out of the prep room and to a door which will lead directly into the media room, opening up next to the stage and table. He puts his hand on the door handle but doesn't open it, "when he says you name, I will open the door and you simply go in and take a seat and smile. Then let Paul control the questions."

    Through the door you can clearly hear Paul speaking.

    "Without further delay let me introduce the team. Leading the team of pilots, and the recently appointed operations director for NERV-London, is Captain Serena Silver. As you all know, a well decorated veteran both pre and post Androsk." The door is opened up by Oliver, allowing Silver out. As she moves into the room there is the flash of cameras as Paul gestures her to a seat with a smile.


    "Our first pilot is Anya Links," the door opens up to let the young teenager out, "pilot of unit RX-0. One of our youngest pilots to graduate from the Neo spartan program into field duty." Once again, a flash of cameras bombards the young pilot.

    "Our second pilot is Emiko Junsuina," the name is pronounced perfectly as the door is opened up for Emiko, "the pilot for the Class C unit Amaterasu, as known she is the AT tactician of this group." Flash, Flash, Flash. The cameras do not falter.

    "The newest member of the group, Mikhail Razumovsky," once more Oliver opens the door with a smile, "joins NERV-London from Russia with his Bogatyr Svyatogor." Looking directly at the crowd is difficult, with the magnitude of cameras flashing at you.

    "Lastly, though not least, Zelda Hooper." The door is opened by Oliver as he wishes you words of luck. "The pilot for Unit-17 and recently appointed pilot lead of this team." The flashes don't stop, though you are sure you can hear the muttering of words and see the scribbling of pen on paper.

    With you all out he glances at each of you sat at the table, and gives you a reassuring smile as he stands at his podium.

    Turning to the crowd he speaks out. "So, let us begin." As soon as says that the crowd before you erupts as hands shoot up and various people call out to Paul, he eventually points to one person and the crowd respectfully falls silent. "Jennifer, your question."

    "Jennier, Metro Newspaper. Thank you Paul. A question for each of the panel, could you briefly describe to my readers how you first felt when you discovered you were becoming part of NERV-London, as a pilot or the operations director?" As her question comes to the end the flashing of cameras continues, and various people put pen to paper as they await your responses.

     

     

  7. So, DM veto chat. What a player (pilot or OD) is given access to is limited, one thing that was meant to be the aspect of the 'spy' part of the game is "how do I get access to things I shouldn't." Honestly, if the pilots can access what the OD can, I am not too fussed as I expected the OD to leak info back to them anyway.

     

    In regards the scheduling outings, got no issues it still follows the limits set by Kirsty, they might find it odd the first time Zelda submits something but then it will become the norm. The outing request is not something I will be hard lining often, but is something I will have in my back pocket to make life harder and the game more interesting etc.

  8.  Character Creation

     

    Quest 

    Those strong and able, seeking gold or renown.

    Within the caverns of the Craven Valley lies the temple of a Dead God, within it my son entered almost two weeks ago.

    Please learn what has happened to him, and if alive bring him back.

    Fifth payment made at entrance of cavern, remainder on evidence of death or safe return.

     

    The message on the quest board was simple, in a small town in the middle of nowhere. It is something you and your team could deal with, so taking on the quest was a no brainer. Little did you know that this little cavern is a one way journey, those that enter never get out.

     

    - - - - - - - - - - - - - - - - - - - - - - - - -

     

    You will be a group of characters that all know each other, and perhaps friends, family or just a group that have done a few jobs already. The only thing that matters is for the most part you like and trust each other (or at least, the majority of the team). I will judge character separately, and after the players are accepted there will be a brief period to allow all players to chat and merge backstories a little.

     

    Below is what is required for character creation.

    • Create a public thread.
    • You will be level 1
      • Common classes only (no gunslinger or inventor).
      • Common and uncommon ancestries are allowed.
      • Common and uncommon backgrounds are allowed.
      • Starting gold is 20 gp, this is base 15gp from character creation + 5gp from the quests pre-payment.

     

    • Give and overview of the mechanics for you character, e.g. "I am playing a Champion who intends to be on the front lines, taking all the damage."
      • You do not need to create a sheet at the start, however you can if you want.

     

    • Describe the character, how to they look and what is their personality? I want to get an idea of how they will interact with people.
      • This rouge-like dungeon crawl is all about getting to the end of the dungeon and getting out. Meaning, you character needs a strong reason to always try and get out, to push forward and return to the real world.
      • If a character decides, I give up, I am just going to live in this cave, they have basically died at that point. If you decide this fits the character for one reason or another, we can look at introducing a new character.

     

    • Brief history, though don't go over the top. Once you enter the dungeon the outside world will not matter as much.
      • I will pull from your story to create interesting NPCs etc within the dungeon, so do have something of note. You simply do not need to write 1000 words.
      • We are not playing in a pre-set world, so you are welcome to create names of cities and the like and I will integrate them into the game.

     

    • Secrets, within your application use the private tags and create a minimum of two secrets.
      • These should be things that make your characters life a bit more troublesome, something not known by other players.

     

    The Dead line for this is the XXX of YYY.

  9.  

    The Setting 

     

    Location: Media Room A - NERV London

    Time and Date: 10:04, Thursday, 24th September 2023.

     

     

     

    Media Room A

     

    Ms.RebeccaJordan.jpg.8d1628d63b6f59ed8b22c56b78de8761.jpg

    Ms. Rebecca Jordan

    Reporter for CNN

    Serena's PR nemesis

    Emiko's question is answered by Oliver, who is standing near the end of the room. "Some questions will be open to all of you, some will be for specific people. It will be clear when the person asks, and if it isn't, you can always ask them to clarify." Paul nods along with his team member, making it clear the young man is right.

     

    "The topics," Paul says in responder to Mikhail's question, "will vary a little as we have a wider spread of reporters today than normal." He takes a moment to point out a few pictures on the mirrors, with names under them, a list of some of the reporters.

    "Some of the lifestyle magazines will be asking about you as people, likely work and life balance, perhaps trying to get gossip or some wishy washy answers from you that they can extrapolate from." He pauses for a moment.

    "Others will be wanting to talk about the past conflict, the issues and successes. Sadly, normally dramatic headlines catch readers more, meaning some will focus on the issues. Just don't get riled up." He pulls his phone out briefly as it begins to buzz, before returning it to his pocket. "A few might try and ask about the internals of NERV, future plans, but they know that is out of scope for the pilots...But won't stop them from asking and trying to hide the question in someway. I will shut those down or direct them to Serena when I spot them, but keep on your toes."

    When it is announced that Zelda is the team lead Paul looks a little surprised, though not in anyway rude, simply wasn't expecting it. "Alright..." He says the words and then takes a moment to think, the playing field may have changed.

    As Paul thinks Oliver glances to Zelda in the mirror and gives a thumbs up, "congratulations cap."

    "Okay, was she acting captain during the recent encounter, or was the appointment after? I will introduce her accordingly, and it will spin how questions are asked and directed I think." He takes a moment to make eye contact with Zelda, "along with where the press think they can funnel blame." He glances back at Serena, "I am expecting mostly support for the pilots, but with you being new they will question you also, and they might try to gleam information they shouldn't get from you as well." He points towards one of the photos on the wall, "as you know Ms Jordan will also be present, though I have spoken to her."

    He gives Serena a faint smile and nod, "she will likely throw a spanner in the works. But it is better for us to keep and eye on her and see what is going on, from the questions she asks me and the team can figure out what story she is working on and tackle that head on."

     

    PaulNosworth.jpg.10a50c3d5bd895f2f3172ae96e98fa85.jpg

    Paul Nosworthy

    Head of PR

     

     

    OOC

     

    In terms of mechanics I will go into more detail as we get into the press conference. But will give some overview now for people to ask questions IC and OOC.

     

    This press conference is directly related to the 'Going Public' mission on roll20, meaning you will get the following rewards once completed.

    - 10 trust for NERV.

    - 80 XP

    - Depending on how the event goes, you can get bonuses such as extra; trust, XP, surplus and/or research.

     

    The 'success' of the press conference is determined by what you say and do, as it will impact the people who see the press conference, or read the newspapers when they are published etc. The three main groups that will be impacted are listed below, along with what they 'want' and what the rewards can be gained for pleasing them.

     

    - The general public;

    - Wants; feel safe, truth, bright future.

    - Rewards: XP.

    - The media;

    - Wants; catchy headlines, subtle leads, private info.

    - Rewards; XP, surplus.

    - The UN;

    - Wants; signs of strength, NERV support, "everything is fine"

    - Rewards; Surplus, research

     

    There will be a score you see for each of the three as we go through the press conference, the higher the score the better. You will see how it changes and questions come and go.

     

     

  10. Sorry if it felt a bit jarring but from what I was reading, the conversation felt like it had run its course. Sounds like I might have done this sudden jump more than once though, oopsie haha.

    I felt like the last 'topic' raised was by Zelda, on Thursday, so that gives more than the 2 day posting rate we set the game at. Mikhali and Serena had replied since then, and in my eyes, Anya and Emiko had enough time if they thought they had something to add etc. Hence I a pushed on.

    At the moment I am being very conscious of posting rate/momentum, mainly because lacking momentum kills games and I have been hit and miss in the last 4 weeks or so due to RL.

    If you want, then feel free to post in the old thread, normally I say 'put in one more post and wrap up' but for whatever reason I skipped that.

    Appreciate you flagging it up though, I will try and note the flow of a thread more (or more likely) make my penultimate post really clear e.g. "I am ending this thread on my next post unless you do something." I want to try and avoid waiting on all players giving me the thumbs up, as I think it just adds filler and slows things down. Honestly, at the moment I just gut feel it and go from there.

  11.  

    The Setting 

     

    Location: Media Room A - NERV London

    Time and Date: 10:00, Thursday, 24th September 2023.

     

     

    Apartment 212

     

    The press conference is planned for 11am and you know you need to arrive at the prep room for 10am, allowing the team an hour to prepare you with make up and go over any last minute details. You know that make up and hair will be arranged at the prep room, though clothing you are to arrange yourselves. You have been directed to appear smart, though try to show your personality to make yourselves more amenable to the general public.

    Apart from that strict deadline, the morning is yours, you get breakfast and perhaps perform a few other things before heading off to Media Room A, located within NERV London by the main entrance, and is just after the main check point. Meaning all those people coming to the press conference will have gone through checks and similar, and will be under a tight least when within NERV.

     

     

    Media Room A

     

    image.jpeg.dd46eb96f39dfea0eb6bd111c67a7e4f.jpeg

    Oliver Evans

    PR Team member

    As you approach Media Room A you see a smartly dressed Oliver waiting outside the room, glancing down at his phone. Once you get perhaps ten meters away from him he glances up with a smile.

    "Morning all, hope you slept well." He gestures you to follow him, and actually takes you to a room next to Media Room A. Opening up the door you see Paul standing in the room talking to a few of the other PR team, along with the videographer.

    A row of chairs are placed in front of a few mirrors with a few hair and make up artists waiting for you to take your seats.

    "Morning, good to see you all here," Paul gestures to the seats, clearly wanting each of you four to take one. "As you know, just basic make up to help with the videography, nothing intrusive." Each of the make up artists waits for you to take a seat before starting.

    As you take your seats Paul wraps up his conversation with the videographer, "I will talk to you in a bit Ian," with that Ian nods, gives you all a smile and leaves. Leaving you in the relatively small room with about four PR team members, four make up artists and yourselves.

    Paul takes a moment to smile at himself in the mirror before turning to you all, and looking at no one in particular.

    "The media will be getting entry into the room at 10:55, I will go out first and clarify the rules and scopes for them all at around 11am. I will take a few off topic questions to get a feel for the crowd and then, at about 11:15, bring you all on stage one by one." He points at a floor plan that is on each mirror, showing a front stage with a long table and then the audience. The table has five chairs, one for each of you and then Paul. You can see you names, signaling which seat is yours.

    "As I bring you on stage, I will give each of you a brief introduction, which we can scope out now, so if anything in particular you want me to say, or avoid, remind me now or grab me before 10:50." He slowly moves around the room, taking a moment to stretch his legs.

    "Once you are all seated and comfortable, I will open the floor to questions and will pick on a few people. I have an idea on what most people will ask, but there will always be curve balls." He takes a moment to make sure you are all paying attention, "if there is ever a question you want shut down, for whatever reason, all you need to do is tap the pen against the table two times. I will look out for that, and when I see it I will close the question down. I will note, we want to avoid doing that too much, but its more important you guys are comfortable." He says the words with genuine meaning, it is clear he intends to have your backs.

    "We will likely have questions for about twenty to thirty minutes, closing down at 11:45. You guys leave, I handle any closing questions." He claps his hands together lightly making it clear that is a wrap.

    "Questions?"

    PaulNosworth.jpg.10a50c3d5bd895f2f3172ae96e98fa85.jpg

    Paul Nosworthy

    Head of PR

     

     

    OOC

     

    This is a start of a new session. Some people have abilities and the like that trigger at the start of each session, roll/announce those now please.

    Along with that, as it is a reset of the session you regain any used (not burnt) fate points.

     

     

  12.  

    The Setting 

     

    Location: Apartment 212, NERV - London

    Time and Date: 17:30, Thursday, 23rd September 2023.

     

     

    Apartment 212

     

    You sit and watch the fight from the comfort of your living room, commenting on how the fight could be performed better along with trying to use the new information to prepare yourself for your upcoming conflicts.

     

    The rest of the evening is yours, though you know it is best to get an early night as tomorrow will be the press conference.

     

     

    OOC

     

    This thread has now ended and we will be proceeding to a new thread.

     

     

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