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KiraFaithful
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PostPosted: Sat Feb 05, 2011 7:58 pm


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Sanctum Station 2512

Built as beacon of hope, a centralized, truly independent sovereign state, funded by noble donations, and built for noble goals of industry, the Sanctum was a wonder; a fully functional and mobile space station that housed the brightest minds of science; the Sanctum was a seed of hope planted in space.

For ten years her citizenry was responsible for great advances in medicine and technology; miniaturizing the shock point engine, perfecting the civilian RIG system, making notable advances in stasis surgery, The Sanctum was a utopia that managed to stay afloat and separate from many of the dangers and tribulations that threatened the rest of the newly star-born human race.

Her success was the ire of other governments, Earths' in particular, her prosperity a thorn in powerful enemies sides. And it would only be so long before someone attempted to break down Eden's gates and steal all her sweetest fruit.

The day they cut the tree of knowledge down, all of humanity screamed in terror...
PostPosted: Sat Feb 05, 2011 8:17 pm


Gameplay + Rules
Dead Space Sanctum is a multiplayer light RPG with an emphasis on survival and puzzle solving. Game flow is simple, but be sure to read all the rules.

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Turns
Each post (or turn) a player must:

1. ReAction: Pick your character's reaction to one of the three most recent posts.

2. Action: Further the story with either your character's [or NPC's] actions or words.

3. Challenge: End your turn with a challenge.

The third step is the most difficult, and requires the most thought. A challenge can be anything from your character [or NPC's] sarcastic comment to another character, or something far more complex, like the realization of acquired infection, or perhaps an accusation of infection toward another character. A challenge can even be enviromental, like finding a locked door, or being trapped in a faulty airlock.

The only caveat to a challenge is that it must only immediately affect the characters YOUR character is accompanying and the challenge should be fair. It's NOT fair sicking a massive crowd of necromorphs on the party. Now seeing a pack of necromorphs moving in from a distance, a locked door that impedes the party's progress, or maybe a fully armed security system down the hall is fine by the rules.

You cannot kill other players in these posts, just their NPCs or yourself. You should also consider continuity in your turns, and don't magically whisk the party to another location or later date. The GMs control the passage of time, but hopefully only loosely.

Turns (posts) can be lengthy or brief, but keep them somewhat dynamic and descriptive. You don't want to drone, but you don't want to be vauge either.


Player Characters
That's you. When you first post, post a brief description of your character. Include height, age, ethnicity, hair/eye color, and clothing; basically only what another person would SEE upon meeting your character. Past, personality, etc. can also be mentioned in your first post.

Since Sanctum is set in the distant future on a gigantic space station, players can be just about any kind of character they'd like, but you ARE required to choose a class from the class RIG list prior to your first post.

RIG systems: Rigs are a survival tool worn by every member of a space station's crew. They serve as a instant holographic health monitor (for both yourself and your fellow party members) a open communicator one can use to communicate to any open channel via audio or hologram, a credit machine that stores your currency data (few people carry cash on The Sanctum) and comes with the armor and tools necessary for whatever job you've chosen to work at on the station.

Remember, choosing your RIG effectively chooses your starting equipment, you social status on the colony, your area of employment, and many of your character's skills, choose something you'd like to do yourself, or maybe something you think will give you the strategic advantage.

For the complete list of RIGs and starting equipment see next rule box.


NOTE Again, players CANNOT kill other players directly; that's what NPCs are for. Players MAY leave other players to die, or vote amongst the party to kill an infected member, but Sanctum is about the survival of yourself and the other people in the group.

Turning against the party
Hopefully won't become an issue or if it does, a player merely leaves the party in peace, if a player begins to attack another player intendning to KILL (not maim, bruise, insult, restrain, or immobilize) a NON-infected charcters, that player has surrendered control of the charcter and has effectivly become a hostile NPC, mostly likely to be killed within the next couple of turns. Players can always generate new characters if their character dies.


NPCs
Every player is allowed one NPC at a time, be they an infected person, another survivor, a family member, etc. NPCs are more disposable than Players, and CAN be killed by a player's actions, reactions, or challenges.

A lot of people die in Sanctum, so be wary. If one's NPC dies, they must wait four turns (posts) before introducing another. NPCs help move the plot along, present moral or survival dillemas to the rest of the group, and spice things up because they can be as colorful as you imagine.

NOTE NPCs do not take a whole turn to control directly (they can be included on the side during your player's actions and reactions) and are not subject to the three phases of a player's turn.

(Remember the phases of the turn: 1. ReAction, 2. Action, and 3. Challenge.)

Game Masters
That'd be me, or any of two other players who want to help run the game.(PM me if you want to be a GM)
A Game Master's post is different from a standard player's and is mostly concerned with the enviroment. A Game Master CAN sic a massive horde of the infected on the party, cause the party's vehicle to crash and/or break down, or introduce a whole new location or host of NPC's into the game.

Game Master's posts will be written in bold or italic fonts, and are meant to shove the party in a new direction. They are not always nessassary, but should improve the flow of the game, not impair it.

Party
That's all of the actual players. While perhaps not together at first, I'll make sure (as GM) all the characters meet quickly and are forced into a game of survival as a group. The Party is your lifeline, and you may have to convice or coerce them into helping you with your personal goals, but leaving the party generally means certain death, and working against the party may lead to death for all...

KiraFaithful
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KiraFaithful
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Malevolent Conversationalist

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PostPosted: Sat Feb 05, 2011 10:29 pm


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RIG systems

The RIG suits (RIG= Resource Integration Gear) come in several different forms ranging from the thick armor worn by military to the simple clean suits worn by Sanctum social workers.

Each RIG variant displays the user's health, represented by the green lights that line the spine of the RIG suit. NOTE: unharmed players health is green, players bleeding or hurt display as yellow, players in the red need immediate medical attention. If you get hurt, players can note it on their RIG, conversely, GMs may note it to show how close to death you are. In the Sanctum, everybody knows a Red RIG means "HELP!"

Besides this, all RIGs allow audio and video communication to other RIG wearers and most computer systems, all Rigs come equipped with a credit chip to store a player's income and allow for instant transferring of funds to other players or automated stores.

All Rigs start with a minimum of two medical boosters (5 boosters for the medic) each booster raises the color of your Rig by 1. (if your Red you'll go to yellow, if yellow you'll got to green.) Med boosters can only be used once each.

Because the story takes place on Sanctum Station, even the most basic rig comes with oxygenation / pressurization equipment allowing for 180 seconds of vacumn exposure in case of hull breaches.

All RIG systems come standard with these specs, carefully read the following RIG system specs before making your final choice as different RIGs allow for different tools and levels of clearance.

NOTABLE TOOLS:

Kinesis Module
Kinesis allows the user to lift heavy objects with ease. It will allow the user to lift all but the heaviest of objects as if they weighed nothing. Some machinery is located on a track, and Kinesis can be used to roll it along that track, as the object is too heavy to move via conventional means.

Stasis Module
Stasis is used to severely decrease the speed of machinery. It is usually used to slow down machinery that is malfunctioning, allowing a safe approach (for example, mechanical doors rapidly opening and shutting, so Stasis would be used to slow the door down to a safe pace)

Oxygen Storage
The engineering RIG will become airtight when entering a vacuum (or an area with toxic or otherwise tainted air), allowing the user to breathe using oxygen stored in the suit. This oxygen will refill once the user either enters an area with normal air again or makes use of an oxygen refilling station, or air can. Areas in a vacuum that require long periods of work will often come equipped with Oxygen Recharge Stations which will automatically refill the RIG's oxygen storage to the maximum, and can be used an unlimited number of times.

CIVILIAN RIG

Very basic RIG, really little more than the wearer's usual clothes with a holographic spine in the back, it has little equipment apart from the basic RIG specs, and is usually only worn by newcomers to the Sanctum, or users who have no specialized duties. (Social workers, desk jockeys, gardeners) The only real advantage to the Civ RIG is that it can be upgraded to support equipment from any and all other RIGs.

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Civ RIG:
Armor: 0
Vacuum Exposure: 0 seconds
Speed: 5
Weaponry: None
Tools: None (upgradeable)
Med Boosts: 2
Starting Credits: 3000
Clearance Level: None

Medical / Science Officer RIG

A well balanced RIG, the Medical Rig comes with extra medical equipment and surgical tools, while the Science Officer RIG comes with extra analysis tools and higher clearance standards. Both Rigs come with Stun Gauntlets, simple gloves which discharge electricity from their knuckles to incapacitate any enemy in an emergency.

More resilient than the basic Civ RIG, the Medical RIG still offers only basic armor protection, and the flimsy vacuum exposure gear wont stand up to much pressure or duress, but allows for longer than usual outer space survival time.

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Medic RIG:
Armor: 1
Vacuum Exposure: 10 minutes
Speed: 5
Weaponry: Stun Gauntlets
Tools: Surgeon's Kit (includes 12 syringes preloaded with Heart Starters,
Sedatives, Bronchodilators, and Stimulants)
Defibrillator
Life Signs Scanner
RIG can be upgraded with a Stasis Mod
Med Boosts: 5
Starting Credits: 15000
Clearance Level: All medical or rescue facilities, most education and business facilities.


Science Officer RIG:
Armor: 1
Vacuum Exposure: 10 minutes
Speed: 5
Weaponry: Stun Gauntlets
Tools: Environment Analyzer
Blood and Fluid Analyzer
Life Signs Scanner
RIG can be upgraded with a Kinesis Mod
Med boosts: 4
Starting Credits: 20000
Clearance Level: All medical or rescue facilities, most education and business facilities. Most low level government facilities.


Military RIG

Rarely seen on the Sanctum, military level RIG are extremely resilient, heavily armored, RIGs built for assault or search and destroy missions. Sanctum has no real military to speak of, law and order are maintained by an elite security force, so in choosing the military RIG you are choosing to be an interloper to the station, one with military authority surely, but no real clearance level on Sanctum Station.

The Military RIG comes with standard Vacuum exposure equipment, high armor, and two primary weapons. It comes built with a Stasis module that works even better than standard industrial Stasis.

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Military RIG:
Armor: 5
Vacuum Exposure: 5 minutes
Speed: 3
Weaponry: Pulse Rifle with Plasma Blade.
Tools: Stasis Mod (lasts twice as long as standard Stasis)
Spare Ammo
Motion Tracker
RIG Hacker (to bug or intercept communications)
Med Boosts: 3
Starting Credits: 10000
Clearance Level: No clearance level on Sanctum Station.

Engineer RIG

Probably the best known RIG thanks to Dead Space's protagonist Issac Clark, the Engineering RIG is a well balanced combination of Armor, Vacuum Exposure equipment, and clearance levels that allow Sanctum engineers to access the deepest bowels of the station if only to get faulty equipment restarted.

The Engineer RIG comes with Mid level armor, standard Stasis and Kinesis mods for heavy lifting and large machinery maintenance as well as a Plasma Cutter primarily for cutting through steel, it can double as a lethal weapon in a pinch.

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Engineer RIG:
Armor: 3
Vacuum Exposure: 5 minutes, and for delicate operations, pressure jets for improved maneuvering in low gravity environs.
Speed: 4
Weaponry: Plasma Cutter
Tools: Standard Stasis Mod
Standard Kinesis Mod
Magnetic Boots (to maintain equilibrium outside ships)
Med Boosts: 2
Starting Credits:12000
Clearance Level: All Maintenance areas and most Quarantine areas.

Miner RIG

A well armored and resilient RIG designed for breaking apart asteroids and large mineral deposits, A miner is trained in heavy equipment and has the most powerful kenesis module, allowing one person to lift whole asteroids or small shuttles.

The Miner RIG comes with fairly few Clearance Levels due to its power restrictions, and comes standard with both a Plasma saw and a Contact beam (a large drilling laser with little ammo but great destructive power)

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Mining RIG
Armor:5
Vacuum Exposure: 3 Minutes
Speed: 3
Weapons: None (most Tools can be used as weapons)
Tools: Plasma Saw (enough charge for 30 minutes of continuous use)
Contact Beam (5 Shots)
Ripper (Diamond Saw with launching capability)
Reinforced Kinesis Module
Med Boosts: 3
Starting Credits: 9000
Clearance Level: Disposal and Processing bays, several Maintenance areas.

Security RIG

A balanced yet well armored RIG, the security RIG is standard equipment for the Sanctum Saints, an elite law-enforcement unit who keep the peace on the Sanctum Station, and are equipped to aid the citizenry in almost any outer space disaster.

The Security RIG comes with specialized boots and gloves equipped with magnetic coating and plasma jets, allowing the security forces to fly anywhere on the station, and arrive at any emergency quickly. Rounding out their equipment is a stealth generator for more delicate situations and both a seeker rifle and Javelin Gun for precision targeting.

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Sanctum Security RIG
Armor: 4
Vacuum Exposure:5 Minutes
Speed: 4
Weapons: Seeker Rifle (5 rounds) Javelin Gun (15 Javelins)
Tools: Shock Baton
Collapsible Riot Shield
Plasma Jets on Boots and Gloves (allows for almost unimpeded
flight for 30 minutes. Must be refueled)
Med Boosts: 2
Starting Credits: 12000
Clearance Level: Nearly all Sanctum locations aside from government and
Unitology sites.

Pilot RIG

A low armor RIG for the more technically minded pilot. The Pilot RIG allows for nearly an hour of uninterrupted vacuum exposure as well as a hacker's tool intended for patching into Starship AIs and SOS communication channels.

The Pilot RIG may not hold up well in a fight but can prove invaluable for accessing downed ships or monorails as well as providing well timed security hacks.

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Armor: 2
Vacuum Exposure: Nearly an hour.
Speed: 5
Weapons: Line Gun (Primarily used for reactivating plasma generators)
Tools: Standard Stasis module
Hacking tool. (Can hack RIG, AIs, starships, and most Stores)
Pressure Jets (For manageability in space)
4 emergency boosters (for pushing immense debris out of the way)
Med Boosts: 2
Starting Credits: 15000
Clearance Level: Variable. Can automatically hack green level doors,
upgrades needed for Blue, Yellow or Red levels.
PostPosted: Sat Feb 05, 2011 10:49 pm


Getting Started

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At Sanctum Station, nothing is Impossible...

The game begins during the 10 year commemoration event aboard The Sanctum. There is celebration in the air, and optimism abounds despite dark rumors of looming political threats, and recent terrorist attacks on capital vessels. The USG Atonement, one of the newest Planet Cracking vessels in the fleet is returning early due to a minor mishap in the neighboring system. Nobody not even the crew is aware of the horrors the ship is carrying within it.

I want to give everybody a chance to join the game before we really get started, so your first post should consist of your Player's description, and this includes your RIG (denoting your social class) your NPC's description should you choose to start with one (if not, wait for your next four posts to pass before introducing one), location at the start of the ceremony. (A list of starting environs will be posted shortly) and immediate reaction. This is your establishment post so feel free to tell us a little bit about your character.

You don't have to set up a challenge with your first post since everybody has the same challenge at first: Survival.

Starting Points
These are the three starting points in the game, if you live on Sanctum you have a pretty good idea of where you are and need to be, if your coming in on the USG Atonement your probably a newcomer to the station.

Main Plaza

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This is where most of the festivities are taking place, there is a huge crowd populating the plaza, and every store has a sale going on, from this concourse you can access any of the major shopping or living areas as well as the docking bay where the USG atonement is docking.

The Altman Cathedral

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One of the most impressive Unitologist Churches in existance, the Altman Cathedral is full to bursting with hundreds of faithful worshipers as a special sermon is in session. Any characters who choose to play as unitologists should start here.

USG Atonement Bridge

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Due to an all time high of raider incidents,the mineral collection and planet cracking missions undertaken by the service ships like the atonement are accompanied by a military detachment. The antonement has had a recent shockpoint accident after shocking in too close to the asteroid they were set to mine, they are coming back for repairs, and the captain is none too pleased.

NOTE: All players who chose the military RIG start here.


IMPORTANT After posting these things, please wait until this thread goes to a new page before beginning your first turn (I'll bump it if it looks like not many are playing).

NOTE You CANNOT post twice in a row (unless you're a Game Master), but so long as someone else has posted, feel free to react.

(If you want to speak OOC ---that's 'Out Of Character'--- do so in {} brackets or italics with parentheses.)

Also, if you dont know anything about the Dead Space universe, you might want to read through the Glossary for a quick overview of the world and The Sanctum's place in it. If your dont feel like any more reading, dont worry about it! Just pick your Class (RIG) pick your starting point, and start playing.

Any other questions you can post on the recruitment thread or PM to me or any of the other GMs directly.

Barring any questions, let get this thing started!

Convergence is Coming...

KiraFaithful
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Shadow_of_Malus

Romantic Fatcat

PostPosted: Mon Feb 07, 2011 3:33 pm


NAME: Gerald Temperance
RIG:Military
HEIGHT:6,6
WEIGHT: 155 pounds
EYE COLOR: Green
NATIONALITY: Australian
HAIR: Dusty Blond
STARTING POINT: USG Atonement Bridge
AGE: 29

Military officer Gerald Temperance stood at the observation port on the bridge of the USG Atonement, from his vantage point he had a perfect view of the Sanctum. It was a impressive station to be sure, and Gerald had seen many, but still to him it was just another lifeless hulk of metal, for to long had he been forced to live upon similar metal, man made giants and he missed the warm feel of the sun on his skin, the air, real air, in his face; most of all he missed earth.

After this tour of duty Gerald planed to return to his far away home world with the hopes of never leaving it again.
Gerald was shaken from his thoughts by officer Medley, his bunk mate on the Atonement. "Beautiful ain't it?" Medley inquired, placing his arm around Gerald's shoulder, implying a closeness Gerald didn't return; sure, Medley was a alright guy but constant attempts to convert Gerald to Unitology had become annoying and a little creepy. Gerald only responded with none committal grunt.

Ignoring Gerald's cold shoulder Medley continued on. "The Sanctum has one of the greatest Unitology churches around y'know, I hope we can make it in time, I hear there is going to be a special sermon today I was thinking maybe..."
Luckily for Gerald it was at this time that lieutenant Elisa Monteblank chose to walk past, distracting Medley from his invitation. Whistling after the attractive lieutenant had left Medley said wistfully, "man, bet she looks great out of her RIG too..."
Gerald smiled to himself, yes, she did look good out of it.
PostPosted: Mon Feb 07, 2011 5:23 pm


Name: Iso
Rig: Pilot
Location: Bridge (varies by mission tries not to get attached) wink
(more to come) -getting a fix on all of this still


"Ahh the future.. great gadgets, autopilot, holographic women" -you'd think a co-pilot from stasis (had a brush with death -impaled by god-knows-what so they froze him till they could fix him) personally I think they almost fixed him, but that's another story though. But Ahh.. the future.. nothing's changed as far as piloting these ladies goes -talking about the ship.
In this day and age, you need someone who sees beyond the console, but whatever. Iso -short of Isometric. Whatever impaled my temporally outphased copilot over here, also made a pinata out of the back of my skull. My entire occipital node's been through gene therapy, and somehow I see two different images, and they're never in perspective. It helps judging distances, so when the instruments fail due to gravametric surges from the grav tethers, I can still fly this thing. Oh yeah: Welcome to the USG.

Shadowmanxp
Crew


Renton Noah
Vice Captain

PostPosted: Mon Feb 07, 2011 7:53 pm


NAME: Jules K. Heinlein
RIG: Medical
HEIGHT: 5’4
WEIGHT: 140 pounds
EYE COLOR: Dark
NATIONALITY: British/French
HAIR: Dark
STARTING POINT: The Altman Cathedral
AGE: 34

Dr. Heinlein tried to block the murmur out his head by imagining himself using one of those things what did the miners called them? Ah! Javelin Gun! Yes, a Javelin Gun would be most excellent, driving each of these Rock-Worshipers empty skulls, no one would miss them, surely not him.

“Altman Be Praised,” spoke a young woman holding on to the marker sigil she wore around her neck, her children by her side.

Heinlein observed from the corner of his eye and it was moments like this he remember why he joined the people he possible hated the most in the universe. He’d swear to himself that he would never be just another miner like his father. He just needed to endure until the end of this sermon.

The beads of sweat ran from his fingers and back staining his white lab coat.

“Are you ok Heinlein?” asked a polite dark skin man who been the first to introduce Heinlein to the space station.

“I’m fine Marcus,” Heinlein responded in the most polite voice but inside his head he cursed Marcus and all the Marker-Heads. Freaks! He shouted mentally after seen each one, he hated them just as much as he hated his no-good father.

The Vested of the compound eyed him. Heinlein had memorized all of the Unitology ranks, laws and proverbs as matter fact there was no better member except for he wasn’t even a real believer. Heinlein had come to Unitology poor and desperate like dying man to water, they were easy prey.

It was in his deprived nature to use good people, maybe he would turn out better if his parents had done there god damn job! Enough, he told himself keep under control it almost over.
In a matter of twelve years Heinlein had won everyone, everyone except Vested Guin, Guin had smell the rotten lies a mile away and Heinlein knew it, but he also knew Guin had no prove that Heinlein was not a believer so they were at each other throats spitting venom at one another.

“Brother Heinlein, the Marker calls upon you,” spoke Guin he was two head taller and twice handsome as Heinlein with clean perfect smile and little perfect family all which Heinlein loathed.

Heinlein stood up trying not to shake from rage, in his head the little man knock over his desk and shouted ‘DIE GUIN! DIE!’ His face contorted for a minute and Guin caught sight of it.

“Why does the Marker demand of me?” asked Heinlein.

Guin smiled.
PostPosted: Wed Feb 09, 2011 8:55 am



Name: Marcus Alexander Moore
RIG: Science
Height: 5'8''
Weight: 145 pounds
Hair Color: Light Brown
Eye Color: Blue
Age: 23
Nationality: Anglo-American
Starting Point: Sanctum's main science lab

Marcus could heard the crowd even from within the deepest parts of the lab. He was the scientist still on duty at this point, with all the others going the celebration going on at the concourse or attending the service at the temple. Either idea sent a shiver down his spine... he didn't share the enthusiasm of the rest of the citizens of the station for this "milestone" event. The station was grand, to be sure, but its devotion to "Unitology" was foolish. These people worshiped some supposed obelisk found back on earth centuries ago. They called it the "Marker." How dumb could a person be? Was there a real Marker? Who knows? Were there aliens in the universe that had really discovered immortality? Perhaps, but that wouldn't make them divine... It would make them amazing, but not divine.

Marcus knew of a few other workers in the lab and medical wing that believed as he did, but they all had to keep it quiet. The government of the station almost denied Marcus' application to join the ranks of citizenship when he didn't show love of their religion, but his education and references finally won them over. Since then, he had kept a low profile when it came to the religion side of life on the station.

The light on the computer turned green and beeped as his simulations for a new design of a portable Shockpoint system finally finished. Moments later, another test finished on the other side of the room. "The station can't stop it progress so some zealots can celebrate a rock in the ground." he said. "The best chance for man to find eternal life is in science, not in some dead prophet..."

With that, he turned back to his computer monitor to analyze the results from his latest batch of simulations, with the loud crowd still echoing through the ventilation vents.

MagicMann


KiraFaithful
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PostPosted: Fri Feb 11, 2011 4:06 pm



Basilica Kyne stands toward the back of the immense Altman Cathedral praying to the forces behind the Marker. She is a tall, pale woman of 32 years who looks much younger than she actually is due partially to her short platinum blond hair and partially to how large her deep, green eyes look.

Currently employed as an engineer in the maintenance sectors of Sanctum Station, she attends the ceremony not wearing her RIG, dressed instead in a simple white blouse with matching slacks, a red stripe runs down the center of the outfit, her Unitology Icon displayed prominently from a thin silver chain around her neck. She is standing in worship with the rest of the congregation accompanied by her three children.


Prodigal daughter of a faithful Son. Irresponsible mother to a Trinity of caring children.


Basilica wished she could have gotten to the service earlier. It was a good one led by her favorite of the Sancum's Unitology Priests; Father Lazarus. She might have gotten there earlier but there had been an error in the maintenance bay lock station's programming and she had had to remove her Engineer's RIG manually and then lock it away. Sanctum's equipment bylaws made it illegal for her to wear it off duty.

As Lazerus' soothing voice filled the sanctuary, speaking of Michael Altman's prodigal nature, his reluctance and disbelief, his anger and desperation, and at last his acceptance and martyrdom at the hands of the very race he had been trying to save, Basilica reflected on herself.

Basilica was the very definition of the prodigal daughter. From a misspent childhood, which ended prematurely when she became pregnant with her first daughter Ada, to a harried and desperate existence which found her scraping out a barely manageable existence on Titan station, culminating in a horrible maintenance accident aboard a planet cracker vessel, an accident that had cost many people their lives and had only happened because Basilica herself had been drunk yet again at the time, her life had been one of fear and horror; a life her faithlessness had doomed her to.

Hindsight remained 20/20, but it was very easy to see the pattern of her life since running away from home; the downward spiral, the anger and fear, the drugs and drink, and then finally the defeat; crystallized forever in that fateful night when she awoke in a stasis bed, her body numb, gazing down at her naked body, a body that skilled surgeons had used plasma tools to remove the dead and useless skin from, leaving a living skeleton, a horrific anatomy mannequin with working muscles and tendons, a skinless mummy frozen in time by modern technology. She had screamed for hours, the stasis slowed physical time for her body, the horror slowed time for her mind. When the anesthesiologist finally arrived to check on the stasis bed, she had been horrified to find her that way, frozen in mid scream, her body a nightmare, her mind more so.


"Blessed are those whose bodies are scarred with the filth of the world, they will bring joy to the convergence..."


Father Lazarus was reciting the creed, and the congregation repeated it to him with heartfelt fervor. The words were filled with a heart wrenching nostalgia, they had been spoken to her during the darkest time of her life; they brought tears to her eyes, and the emotion that bloomed in her chest brought her to her knees. "Altman be praised" she whispered.

Praise him? And why not? If not for his sacrifice she would had died upon that stasis bed. If not for his discovery, she would never have known redemption, and her three beautiful children would be orphans; orphans cast adrift in the dark of space. It was the Church of Unitology who had come to her aid, who had brought her to the sanctum, who had saved her life with a experimental skin growth therapy. But ultimately it was Altman's religion, Unitology, that had saved her soul, that given her hope, that had made space warm again. So she praised him and his memory, and whatever gods had made it all possible.


"Blessed are the prodigal children, their rekindled faith will bring peace to the convergence..."


"Mom? Mom! Are you okay?" Her oldest daughter Ada, who unlike her mother and much like her father looked far older than her sixteen years of life, was stooped down and had her arms around Basilica's shoulders. Her face was a mask of concern and worry, her unkempt auburn hair getting in her eyes, "Does it hurt mom? You need your treatment?" The treatment Ada referred to was a muscle relaxant that took away the sometimes painful spasms caused by unexpected contractions that plagued her mutated skin. The incidents were fairly scarce but when they came they were painful.

Basilica laughed Ada's concerned face and drew her eldest into a hug, tousling her already mussed hair as she did so. "No no, its alright hun, I'm just being silly." Ada regarded her mother with a serious face, then smiled and rolled her eyes, returning her mother's embrace. "No your not, your being happy, and I'm glad mom. You deserve it...We all do."


"Blessed are the lost and confused, they will bring reassurance to the convergence..."


Happy? Oh yes. Quite happy. The Sanctum had become their home, and with the help of the church they had taken their lives back. No matter how bleak the news from earth, the future on The Sanctum looked bright.
Basilica rose and said it again with conviction. "Altman be Praised!" She felt someone at her shoulder and looked just in time to see another parishioner, dressed in a smart white Medical RIG look away in disgust. She shrugged it off, public displays of affection, be they for one's lover or one's religion was fine by her, pity to those too uptight to feel the same. Smiling through thankful tears, she finished the eulogy with the rest of the congregation.


"Bless us Makers of the Marker, as we strive of peace and unity. Bless us Makers of the Marker, keep us poor in pride and rich in humility.

Bless us Makers of the Marker as we strive for one and all. Bless us Makers of the Marker, catch us when we fall.

Death has been defeated, soon we will be one. Remake our finite flesh, let Convergence come."


KiraFaithful rolled 1 20-sided dice: 15 Total: 15 (1-20)
PostPosted: Sat Feb 12, 2011 11:26 am


Survival Challenges

The final and most important component of gameplay in Dead Space Sanctum is the survival challenge. Defined as every players reaction to the story and/or hazards in their path, the Survival Challenge is a dice roll that occurs before a post where you are attempting to accomplish something difficult.

Examples are numerous but everything from attacking a necromorph to forcing open an airlock to hacking a computer to seeing deep into a dark room requires a survival check during a Survival Challenge. You make a survival check by rolling a twenty-sided die.

(For those of you who are unfamiliar with dice rolling on Gaia, simply look below the text box you write a reply in, right above the preview and submit buttons you will find a "Post Action" drop down menu Click it and select "Roll Dice." After that an option will appear for wich type of die to roll choose (1) 20-sided dice and then you submit you post. )

Note: A GM will state when a challenge roll is required and will put the number necessary for success at the challenge. A player should "roll" that is, post simply their roll and then follow that roll up with another post depicting how they succeeded or failed.

EXAMPLE: A GM posts a Survival Challenge. At the end of that challenge there is a description: Survival Challenge 19
The player(s) facing the challenge must then "Roll" and see if the result beats the survival challenge number (in this case a 20 or any roll higher would beat it). After the role they should describe their action, and what they do. If the succeed explain how and what they do afterward. If they fail explain how they fail, but still keep from dying.

SEPERATION: If the party is separated (as we are at the beginning of the story) the Gm will state which players need to participate in each challenge.

KEEP IN MIND some checks are easier depending on which RIG you have. A medical RIG wearer will have an easier time healing or diagnosing a player than a Pilot would, while a Pilot would have an easier time hacking a computer than an engineer would. Keep your RIG and gear in mind during gameplay, and feel free to combine or misuse the equipment in any manner you please to reach you goals. The GM will mention what equipment is required to ease the Survival Level

Death during a Survival Challenge: it does sometimes happen. The GM will offer branching pathways and multiple chances for survival and failure, however, if someone fails a survival check in which failure equals being pulled into a large spinning saw-blade, there is little a GM can do. Again be mindful of equipment rely on your party as well as yourself, and Be Careful. In the unfortunate event of a death, players are welcome to make a new character.

Improving your chances of survival: You automatically add your armor rating to any challenge involving taking a hit, add your speed rating to anything that involves running or escaping. So if your armor rating is 5 and you roll 15, you just rolled a 20.

Passive challenges: Survival Challenges are pointed out to you by your GM, you can't miss them and you MUST roll for them. however if things are not going the way you like in the game and you can think you can change it; either by hacking a store, splicing two guns together, replacing someone's arm with a makeshift cyborg arm, or even destroying a window, go for it! First explain what your character attempts to do, and then make a roll. Make the roll along with your post unlike a survival check that you do before your post.

This is called a Passive Check, and may change the flow of the game if you succeed at something previously thought highly improbable. You will never die during a passive check. If you have the equipment necessary to accomplish what you are describing, you will usually succeed at the passive challenge.

KiraFaithful
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KiraFaithful
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Malevolent Conversationalist

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PostPosted: Sat Feb 12, 2011 2:49 pm


Alright everyone, game begins on the second page and so far we have five players and one GM, we still have time for other players to join, but if nobody claims a another spot before the end of the weekend, they'll be able to join after the game begins. Read over the rules once more, keep track of your gear and RIG, and be ready for the opening, which I will post here late Sunday night.
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The 13th Floor

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