On the Precipice of Madness Arkham, Massachusetts on the evening of October 31st, 1924. The repetitious thump of the water pelting the glass sounded to Charles Atwell as if he was back in the Argonne Forest during the war, the sounds of the rifles firing like rain hitting so many windows. He shook his head, the throbbing rumbles and pulsating flashes of blinding light distracting him from his search. He was in this attic, this rustic attic that smelled of mold and dust and several unknown metals that Charles Atwell feared to discover. He had found a tome in a German post and, being a man of science before a man of war, he did not deign to put death over knowledge. The tome mentioned terrible things, unknown things, words without meaning, without structure, without terrestrial origin. The only name that spoke to Charles Atwell was Arkham. It had taken him years to pinpoint the tome’s origin to this rustic, dusty, unspeakably putrid attic in Massachusetts. Charles Atwell pushes aside a crate with effort befitting one desperate for something, anything, resembling a truth. The wood scrapes against the ground and lets forth a terrible screech as the storms fall silent. What’s left is a hole, a dark, foreboding, terrible hole that seems to go down to eternity. Charles Atwell reaches his hand forward, instantly pulling it back as it’s beset by a grimy, slick, fluid like that of viscera yet with the color of watered down milk. And there was something else, a throbbing appendage that he had barely struck, that had flinched at his touch as he to it. Charles Atwell reaches his hand forward again when a low and terrible rumble shakes the building as a worm the likes he has never seen rears up through the hole and levels its viscous form at him. At this moment Atwell knew all that he was searching for and despaired. Two years later, an arcane stone finds its way to the site where Atwell’s grail once stood and upon its face was inscribed in bronze: In the yearOf our Lord1926Créer PipiClaimedThis LandForAzathothThe Game Some things that dream should never be disturbed, some things that exist should never be known, some things that are can never be. Welcome to the world of H.P. Lovecraft and all that followed and expanded upon the Eldritch horrors to be found within this game. I shall be your keeper on this journey as you join me through madness and terror. The year is 1926, the time is early November. The place is the Miskatonic Region of Massachusetts. Disappearances have grown over the years in the region, strange creatures can be seen in the night, whole villages gather together for weekly rituals deep into the night, and a traveling exhibit has brought the wonders of Ancient Egypt to the campus of Miskatonic University. You play the role of everyday citizens of the late 1920’s. Ordinary citizens thrust into the extraordinary either by choice or circumstance. Some will survive unscathed, others will succumb to wounds or madness. Only you shall find the answers to the mysteries that plague the region. Only you can keep the Great Old Ones and Outer Gods at bay. The game’s unique element shall be maintaining your character’s Sanity. As you progress through events, encounters, mysteries, and the like you will be set upon by that which should never be known or witnessed by mortal eyes. Strange forces will begin to interact with your characters and influence them. Fights and puzzles can be solved through role play, but loss of sanity is a matter of will. And even the mightiest of wills can falter at the sight of the Eldritch. Therefore, we shall be using a dice based system in order to determine sanity. Each character sheet will include two parts: Will Score – A value representing 2 – 6, this is the strength of will of your character. This is the value that will be rolled against each time I deem an encounter was arcane enough to warrant a test of will. I will roll a d10 on http://invisiblecastle.com/roller/ and post the result and tag your character in the next Keeper update. If the roll is below your character’s will score, then you are safe from taking sanity damage. If it is above, then your character will lose one sanity point. There will be artifacts and other special items throughout the game that can both decrease and increase Will Scores. Sanity Points – This is a value from 1 to 15 representing how your character’s sanity. Take in mind your character’s age and history when assigning sanity points. If I see too many 15s I’ll decline the characters. Only the strongest of minds in the Lovecraft lore are rewarded 15s. This value will decline as the game moves forward. When it reaches 0, your character goes insane and either perishes or is confined to Arkham Asylum. However, just like with Will scores, there will be some chances to heal sanity within the game. Character Sheet Firstly, no one will start as a cultist or any other antagonistic being except for me. Only I need initially know the mysteries surrounding each location and person. That isn’t to say, as a character begins to lose sanity, they don’t turn from investigator to puppet. You just can’t start as an antagonist. Please PM me your characters sheet for approval. Name: Age: Nationality: Appearance: Occupation: Will Score: (0 – 6) Sanity Points: (1 – 15) Short Biography: Rules 1. Obey the TOS.2. PM your CS to me, the Keeper, for approval.3. No God Modding.4. Keep OOC to a minimum. If needed I will create a OOC talkback thread in resources.5. Try to post within a couple days of a Keeper update.6. If you cant, try to let us know.7. Keeper (GM) word is law.8. Long (96 hours after Keeper post) periods of inactivity will result in character being lost in time and space.9. Most of all, Have fun!