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Sodder ([personal profile] sodder) wrote in [community profile] deeringtonpost2018-05-02 12:42 am
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F.E.A.R




First Encounter Assault Recon








This is a very specific organization in the community that is practically built and engineered specifically towards characters who will actively want to protect others and deep-search the town's mysteries and supernatural occupants. This concept was heavily inspired by the video game F.E.A.R. For the game's purposes, we have taken several creative liberties to make it more applicable to this setting as well as overall character interactivity.

Characters do not need to be involved in F.E.A.R. This is a very specific option for players who might want to be more heavily involved in the game since many events will call in F.E.A.R operatives (though not all.) While we created this for the game, we want players to run it in full of how they feel their characters would run it. Please have fun and if you ever have any questions, let us know.

Just because F.E.A.R exists does not mean your character can't create their own line of defense. The benefit of this one is that it's already in existence.










What Is F.E.A.R?



First Encounter Assault Recon





F.E.A.R is an organization that is composed of strong-willed, usually battle-trained characters who serve as the only current character "professional" protection in the game. Their job is to secure and protect other characters as well as capture, secure, and investigate supernatural creatures and examine phenomena in town to better understand what everyone might be dealing with.

This is not to say that the F.E.A.R operatives run the show. They are a military-grade branch of the town, but they are not the only characters who can protect others or investigate/capture/secure monsters. That is an option for all players. This just happens to be F.E.A.R's focus within the game.

There are different factions to the organization such as characters who may specialize in monster biology or characters who specialize in weapons. You can do a lot with this part of the game. Please feel free to use the organization to have your character make announcements through and request specific F.E.A.R discoveries on the monster request/plot request pages.

Do realize that whoever is First-In Command will have to be someone who actively will participate in this organization as they will serve as the functioning leader. First-In Commands choose their Second-In Command. Although a character may be first-in command or second-in command, they only have any real power if other characters respect their authority. Otherwise, they are not granted any sort of special position in the game beyond a position of leadership and a title. The same applies to all other leader type positions within the game.

Head medic and head of technology will be first come first serve, but please make sure that your character is fitting of status of being the top of their profession.

If you feel like particular things should be known to members of F.E.A.R you can use this page to reflect changes within F.E.A.R. We have left some comments below that players might find useful, but if you feel something more could be added, please feel free to make a top-level yourself!

The OOC Rules for F.E.A.R



1. Please be considerate of the IC|OOC line.

2. Recognize the fact that if your character performs particular actions that may go against the overall morale of F.E.A.R, there may be IC consequences a character has to deal with.

3. If a character for, whatever reason, may be banned/exiled/imprisoned/punished/rejected/etc in some fashion by F.E.A.R, all players involved must be in complete OOC agreement of the scenario. This is not why F.E.A.R exists, but you may use F.E.A.R headquarters for such purposes.

4. No player, regardless of character position within the organization, may dictate who can or cannot join F.E.A.R or what other characters do in F.E.A.R.

5. The facility and materials within the organization are available to anyone who goes through the process of entering the location. This faction of the game is open to all characters.

6. Characters may be a part of F.E.A.R regardless of their relationship to the other members. While it is a group-run organization, characters may act independently in the name of F.E.A.R.

7. Characters do not have to have full-time or real-time positions. A character may join as a volunteer who only helps out whenever it's necessary or they're requested to. Volunteers do not get paid.

8. If you feel there is a position that would fit both your character and F.E.A.R itself that is not on the list of available positions, please request it as your character's anyway! We will judge all requests on a case-by-case basis.

What is membership like in F.E.A.R?



How do characters find out about F.E.A.R and how do they join it?
They find out through word of mouth through citizens or other members. They may be recruited by current members but they do not have to be. No character requires the permission or approval of another member in order to join.

Characters who join through word-of-mouth or suggestion from another character will find blood coming from their mouth for a couple of minutes. There seem to be no wounds or lasting problems, and at least it isn't very painful. But yeesh.

Alternatively, there are advertisements on the radio that routinely cycle through during commercial breaks between songs. The transmission is coming from a soft spoken woman and goes a little something like this:

"Attention other Sleepers. If you are out there, and I pray to every god or goddess shared between us that you are, I beg of you to help. I have built a facility with some of the other founding members and we could use all the help you may be willing to give. Thank you. Thank you."

It does not seem like anyone but Sleepers hear this advertisement.

Those who hear the advertisement and would, for whatever personal reasons, want to join F.E.A.R even if they don't take the action to do so right away, will find that their ears will bleed lightly for a couple of minutes. Upon closer inspection, they will find no injuries, and no lasting impact. Weird.

Similarly, there are posters that one can occasionally find throughout Deerington advertising F.E.A.R. Those who have similar desires to join the organization will find that when they see the poster, they will begin to drip blood from their eyes from a few minutes. There seems to be no wounds or lasting impact from this. At least it doesn't hurt too bad- but what the heck?


How do other characters know who else is a member of F.E.A.R?
On the inside of the front door and wall, every member of F.E.A.R's name will be written in blood.

No character will consciously do this. They will simply find their names on the wall one day. There are no job listings with the names. If a character wishes to have their name removed from the list, they have to physically scratch it out with a blade coated in their own blood. The only way to get the name back onto the list is to hear or touch the ads again with that desire in place.

There are worn names that exist on the wall that are from long before. Most have completely faded to the point of being illegible, but you may be able to pick up a few generic names like "George" or "Henrietta." There aren't many of these legible names left.

Characters who are not members of F.E.A.R can only find out about membership if they are ICly told who is or isn't a member of F.E.A.R.


What Happens to A Character's Name if They Drop?
Character's names will fade away to a barely legible state when a character has dropped the game. It will fade completely after two months unless the character is reapped and joins F.E.A.R again.


Is F.E.A.R accessible to non-members?
There are two ways to get into F.E.A.R:

1. There is a smooth, sharp stone embedded into the door just beside F.E.A.R's door. Members simply need to draw a small amount of their own blood, and so long as they are consciously aware and consenting to whoever they are bringing in with them, the doors will allow non-members in. This includes supernatural creatures F.E.A.R members may have caught.

2. The safest way for characters to "sneak into" F.E.A.R would be through using the blood of a current member. They would only need to get a vial of the blood and put it over the sharp edge next to the door. The door registers blood and consent, but it does not necessarily recognize who is technically consenting. This is a bit of a glitch in the system, so to speak.

Characters can sneak in whether they are evil and have some plans, or maybe they don't want to join but just want to break in to steal some things or scope the place out. The number of reasons is endless. You do not need to be a member to get inside, but please get OOC permission if your character uses any co-existing blood.

Because of how secure the foundation is, your character must get the blood of an active member. You can't handwave and say they got the blood from an NPC member- those don't exist. Therefor you need to plan any blood thievery that may occur.

For all break-ins and thefts, make sure the appropriate parties are made aware and are in agreement.


What happens to people who fail to break into F.E.A.R?
If you attempt to break in through traditional means through lock picking doors, breaking windows, or any other physical means, you will find that the building seem resistant to all physical break-ins.

If you try to use your own blood to get in without the desire of joining F.E.A.R, you will be shot away from the door and have to suffer an hour of puking rancid blood. Sorry, bud, but breaking and entering is bad.

If you attempt to use any magical techniques to get into the door, you will discover a curious magnetic pulsing around the building that pushes your attempts away firmly, but harmlessly.

If you attempt to use any spiritual means of accessing the location, you may be able to see inside of the building vaguely, but you will still not be able to access its physical location. The most you may be able to do is figure out how many people are inside.

If you attempt to use any dream means of getting inside, this may work on a case-by-case basis depending on the functionality of certain items. Some dream items are extremely powerful and may be able to override the protection over F.E.A.R's headquarters. Always ask here if your item would be able to get through F.E.A.R.

Where did F.E.A.R come from?


No one seems to know. It certainly doesn't seem like it was created by any of the Townspeople. Either way, the building and all of its equipment has been gathering dust for some time now, but clearly someone had intentions when setting it up in the first place. Guess it's just one of Deerington's many mysteries.


HEADQUARTERS




The Headquarters

The headquarters for F.E.A.R is located behind Dunwich Hollow and is cozied up right next to Lake Tomie. The facility is made out of solid concrete and seems to be reinforced with steel. It has floodlights all around the sides of the building that seem motion activated. The building can only be accessed by members of F.E.A.R.











The Laboratory

The laboratory is where the techy guys and sciencey guys work. This has space for computers, though there are currently none, but it also has plenty of lab equipment everywhere. The phenolic resin counters appear to be in perfect condition, if a little dusty. There do seem to be some permanent scratch marks in some of them, but that's not so bad to work around. You might be pressed to find some more specific equipment, but things like microscopes and petri dishes are a-plenty. There does appear to be a closet in the back filled with miscellaneous items- including some very strange looking creatures in some jars.




The Bunker

The Bunker is below the headquarters in a highly secure area. There are several, several rows of bunks. This could comfortably bed well over a hundred people. This place was clearly designed for emergency protocols if the sirens on the wall are any indicator. There are also gas masks hanging from each bunker. All the beds have one wool blanket and a single pillow. F.E.A.R operatives don't need to stay in the Bunkers- they can have their own homes off site, but it isn't unheard of for an exhausted operative to spend the night there after a particularly long day doing god-knows what. There are small sections for closet-spaces as well as public restrooms and showers. There is an entire pantry for foods, but it is empty except for a few cans of old beans.





Administrative and Library

This is a very useful place. This has all kinds of office supplies as well as a bunch of books on different creatures and mythologies. God only knows how accurate any of them actually are. It looks like any previous notes had either been taken, stolen, or destroyed by time itself. The files that are available in the filing cabinet seem to have seen better days, but some of them are a little legible. Not that you can make out too much besides a few old patient folders of what looks like old victims of supernatural incidents. Events may release more folders to the F.E.A.R headquarters. There also seem to be a lot more cork boards laying around ready to be propped up and used. The same goes for white boards and chalkboards. Looks like a good place to have a meeting.






❂ The Medic Bay ❂

This is where anyone who has suffered from a supernatural attack (or just a regular mess-up) can go to for medical assistance instead of hiking it all the way to Harren Hospital. That and the medicine cabinets actually seem to be decently supplied with properly sealed needles and other medical equipment. Some of them look like they could use an update though. There even looks like there are a few vials of outerworld medicine. Huh. Just about all the standard medical equipment you could wish for is in the Medical Bay- including the big boys like MRI machines. There's not too many operating tables or resting rooms, but there doesn't really seem to need to be. F.E.A.R operatives might bring survivors of monster attacks to this facility as they specialize (or will eventually be specialized) in monster-specific attacks. After all, the average Joe doctor at Harren Hospital probably isn't going to know how to treat a Grim bite.




❂ The Holding Cells ❂

These need a whole lot of touch up. It is more clear than anything that the organization before had been trying to deal with monsters themselves. There's a cement block down underground deeper than even the Bunker that has numerous cells. Some have regular iron bars, but others are sealed off entirely with just a small metal door to peek into. But one thing is clear: something had happened in this facility. One of the big metal cells at the end of the hall, looked like something had bulldozed right into it and slammed it out of the cell entirely. There's dark stains everywhere in the cell as well as dragging down the entire length of the hall. Some of the iron-cells looked like they had been ripped open while others remained locked and rusted. In one of the cells, there is a softly fluttering wisp that seems to dance around without much of a care. If someone speaks to it, it merely bounces over to where they are before wisping away. Opening the cell doesn't seem to do much either. It'll bounce around with your character for a while before eventually returning to its cell. Guess it thinks that's its home now.




The Canteen

This is where everyone comes to eat. There's no stocked food that can be found, so someone's going to have to fix that or tell everyone to bring their own meals. The industrial kitchen in the back is stainless steel and besides the layer of dust, it appears to be in perfect working condition. This place just looks like it needs a polishing up, but otherwise seems pretty all right.




Shooting Range

This is a small room in the basement off to the side of the Bunkers. It's completely soundproof and comes with various targets that can both be set up as stationary targets or rigged to a shitty chain system that jolts the target around in jittery, slow movements. Better than nothing, right? There are earmuffs available, but a lot of them are shoddy quality and starting to fall apart. There is also a box full of scratched up protective eye wear. At least this place gets the job done.






The Gym

This gym has just about everything you could hope for at a gym. It has a large array of weight options, machines, and plenty of towels to go around. The only thing it doesn't really have are any new-age exercise equipment like yoga mats. The gym has the perfect floor to move on, allowing for ease of jogging along the outer edge of the gym. There are no indoor sports equipment, but it looks like there's a small trunk of old, forgotten baseball equipment shoved off into a corner. There are locker rooms, showers and bathrooms off to the side of the gym. They seem to be in all right condition, although some of the pipes are a bit rusted and could do with a replacement.



INVENTORY




Information


There unfortunately is not too much in this whole place. What is around is very limited or old. This section will cover the details of the equipment most of the characters will be using. Anyone who wants to add items to the inventory of the overall headquarters, leave a comment below with the inventory your character will be adding. There will be no official updating on this page, but please feel free to look through the character inventory updates. Inventory can be for any part of the establishment.

The F.E.A.R clothing appears to be of the same technological grade as the Fluid phone.






The Undershirts

These shirts come in black and white, and seem a genuine "one size fits all." The material expands and adjusts to whoever wears it, and will fit very comfortably. The undershirt is a subtle life-savior. It might not be bullet-proof or tear-proof, but it has many benefits. The material contains heat very well, making this shirt ideal for cold weather. Similarly, it also uses your sweat for you, helping you to cool down in intense heat. It's flexibility allows for ease of movement. The material also serves as a clotting mechanism, which means if you do get wounded, the shirt will automatically serve as a temporary bandage. The shirt is hypoallergenic and very easy to clean. It is also water proof and fire retardant. There are matching leggings to go with the shirt as well as a hoodie, socks, and gloves. Added bonus: anyone with muscles looks outrageously good in these.






The Suit

This suit is specifically for going into active retcon duties. Exploring forests, caves, or even parts of the town that have questionable occurrences going on. On the back of the suit going vertical down the spine is the word F.E.A.R. This suit is bullet-resistant as well as extremely sturdy against most common attacks. It doesn't seem to be perfect against monsters though, but it'll still offer more protection than not having anything at all. It's fire-proof, shock-proof, and water-proof. It is also impossible to penetrate with gaseous fumes or poisonous fumes- though you still need to wear the mask to avoid breathing that stuff in. The suit and the mask both have a camouflage setting that lasts approximately one hour. The suit and mask will reflect the surroundings . It isn't flawless camouflage, but it's pretty damn good. The suit comes with a hood that can be pulled up over the head.



The Mask

This face mask is a little smart. It processes the air around it and cleans it so the user can breathe in clean oxygen regardless of whether or not there is poison. This requires battery charging, however, and the average battery life of a mask that is turned on is 12 hours. The mask is shatter-proof and bullet-proof, but it can eventually be destroyed if there is enough pressure or bullets. The glass over the eyes is shatter-proof as well and also provides night vision. Night vision will drain battery life quicker. There is also heat vision which drains even more life. There are communicators inside all masks, but again, this drains your battery life so be careful using these features. Masks charge through traditional chargers or a larger version of the Fluid's Platform.




Weapon's Room

The weapons in this room are all functional. More than that, they are surprisingly high tech for this world. These aren't your mama's shotguns, that's for sure. There's not a whole lot of weapons though, that's the downside. There's probably only enough to supply about five people in total, and the ammunition is lacking too. In this room are also ten survival backpacks which include basic survival equipment like tarps, flashlights, matches, personal canteens, etc. Some of the flashlights might not work anymore due to the batteries in them busting open. But the most important thing in this room would probably be the uniforms. There seems to be plenty of uniforms- probably enough that they won't need to request any anytime soon. More about these uniforms can be read in the inventory section.

The kinds of weapons one can find in this room would be:
Guns
➟ 4x combat shotguns.
➟ 3x hunting rifles (one has a harsher kickback than the others).
➟ 4x tranquilizer guns.
➟ 1x grenade launcher (with five grenades).
➟ 2x assault rifles.
➟ 1x gatling gun.
➟ 5x pistols.
➟ 2x revolvers.
➟ 5x flare guns.
➟ 10x airsoft guns (mostly used for training).
➟ 10x paintball guns (mostly used for training).
➟ 5x potato cannons (mostly used for fun training)

Blades
➟ 2x ballistic knives.
➟ 4x butterfly knives.
➟ 5x combat knives (one is particularly rusted).
➟ 10x throwing knives.
➟ 2x hunting knives.
➟ 3x machetes (one has a loose handle).
➟ 2x switchblades.
➟ 1x puukko.
➟ 2x katars.
➟ 4x bowie knives.

Other
➟ 10x sticks of dynamite.
➟ 3x tasers.
➟ 4x handheld pepper spray canisters.
➟ 2x bullwhips.
➟ 4x bows (6x silver-tipped arrows per bow as well as a bracer for each bow and a simple leather quiver for the arrows per bow).
➟ 2x canisters of mustard gas.
➟ 5x smoke bombs (one is a dud).
➟ 5x flash bombs.
➟ 1x water cannon.
➟ 5x sleeping gas bombs.
➟ 2x steel spears tipped with silver.
➟ 1x silver axe.
imaginationswoes: (Fighter)

Investigative Patrol & Assistant Magic

[personal profile] imaginationswoes 2019-01-06 01:46 am (UTC)(link)
Character Name: Airy Miller | Original Character
Position in F.E.A.R: Investigative Patrol & Assistant Magic & General Assistant (She likes helping everywhere.)
Time Spent at Headquarters: It varies. Usually early mornings or mid-day.
Combat Specialties for F.E.A.R: Magical combat, hand guns & bō staffs.

Other Details: Airy's first action is to help those around her. She generally carries a small camera with her and a composition notebook if an event if happening so that she can take pictures and keep general notes. At this time she usually has a backpack on and some water and canned food since she has no idea what she's doing. She also always has her phone and its music with her because everything is cooler with a sound track. I digress. She will be out and about, helping during events and investigations.

She is testing her magic and trying to learn how to control it in Deerington. She is happy to practice with people but Airy doesn't feel confident to teach...

When she's tense she can be found in the kitchen cooking and prepping meals. It's what she did before Deerington and it still makes her feel better. Her specialties are pizza, hot dogs, hamburgers... comfort food. Ketchup is evil.
Edited 2019-01-06 02:28 (UTC)