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[LFP][Text][LGBTQ Friendly] Delta Factor 2018

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Edit: October 25, 2018 - Still looking for 3rd and 4th player. Here's the Listing: <a href="https://app.roll20.net/lfg/listing/112845/delta-factor-2018" rel="nofollow">https://app.roll20.net/lfg/listing/112845/delta-factor-2018</a> ((Edit to add: I've had a response or two telling me the LGBTQ Friendly tag scares away potential players. If anyone has a better tag to say "Intolerant Jerkwads Need Not Apply", let me know. :) )) Hi all, I began this game in June with three players. In August, one of them had to drop from a scheduling conflict. After than, the other two just sorta went dark. Didn't show to games, didn't respond to messages. I'd recruited two new people, but have not been able to get them going because of the absent players. On Sunday after another no-show, I gave up on those players and will move forward with the two new people. This will mean some retooling, which also means it's the perfect time to introduce any other new people. Sundays, time negotiable, but currently 5pm Eastern. I can begin as early as noon eastern, and play as late as midnight or 1AM eastern, but would like to find a good five hour block somewhere in there to call our own. If that might work for you, read below... Delta Factor 2018 was our world until about two weeks ago, with all the good and bad that implies. But on June 5 (Game date is June 21), a strange energy storm engulfed the planet. The energy built in the atmosphere, then lashed down. It looks similar to lightning, but didn't behave like lightning. Dubbed 'Helix Energy' because of the weird way the violet energy would twist as is lashed the earth, this energy caused a lot of damage, hurt a lot of people all over the world. But... In some cases, the energy seems to... bend, to turn in the air. Following no laws of physics anyone could see, in some cases, this energy seemed to seek some people. And when it struck those people they, and anyone too close to them, were... changed. In the aftermath, the world now has about 1.5 million Deltas . Charged with Helix energy, most have very minor abilities. But about one percent... including the PCs and almost everyone directly struck by the energy... have developed significant powers. This is not a game of costumed supers. While I hope all PCs are good people at heart, the game is about ordinary people, who until two weeks ago were leading ordinary lives. Now, you've changed. The world is still reeling from The Event , still trying to figure out what to do with you. In the US, the government has been curiously quiet on the subject. The president, known for tweeting his every random thought, has not tweeted about this... though he still tweets regularly. But the media, and the Internet, have been paying attention. In Mesa Arizona, multiple cell phone cameras caught images of a crane operator, engulfed in energy, surviving as the crane crashed to the earth. In Milwaukee, people have spoken of an angel who appears to help people in trouble. He has wings made of soft violet light. Same hue as the Helix Energy from The Event... In Portland, cell phone video captures three large men cowering in terror from one small girl. They scream incoherently as she walks away from them. One has a heart attack. In Seattle, an ICE detention facility is raided. Cameras glitch, but not before a figure kicks in a reinforced security door. In Chicago, a bank... robs itself? Cameras show the walls crumbling and moving apart to make a hole, and bundles of cash floating out of the vault on their own. In San Diego, the energy lashed into the headquarters of Lancaster Pharmaceuticals, damaging the structure's 38th floor. No comment has been forthcoming, but that's the executive floor. And, shortly after The Event, an ad ran in every paper and Internet listing site in the US. Attention Deltas: Were you cured of a supposedly incurable condition between five and ten years ago, and now you have powers? I will pay you for your story. The email address provided for contact was slancaster at lancaster.com. The pharmaceutical company. It's June 21, 2018. Sometime between five and ten years ago you were sick or injured or disabled, something modern medicine couldn't help you with, but which you were cured of nonetheless with the help of experimental medicine. You enjoyed good health and a normal life... until that day. Now you've changed. Now, you're Delta . What happens next?
Just wanted to pop in and say Good on you for the tag. I've had the same issue when I put my ad for a cyberpunk game.
Thanks. I just wanna have fun and let people know mine is a safe space, but some folk don't like it. And let's face it, the biggest obstacle here is wanting to stick to text. :p
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(Edit: Someone in a deleted message asked about the system.)) The system is a lightly-houseruled version of a system called AMP. I chose it because 1) easy to learn, teach, and use, and 2) it's setting and attitude closely match what I was looking for. Basic mechanic is a d20 plus one or (usually) two skills against a target number which goes as high as 40 or sometimes 50. Powers often add bonuses to certain rolls, in additon to allowing otherwise impossible actions (y'know, like power do). There is a list of skills that replaces both attributes and skills in other games. In includes learned things as well as innate properties one might have at varying levels, like "Might". To this each PC adds ranks in "Loyalties," which define what the PC most holds dear. These are concepts and ideals, but can also include actual people or groups. Powers are divided into many "Core" abilities, and which you modify and customize by adding augments. If you've ever read the Exalted book, The tree for Powers looks a lot like Charms from Exalted. I have primers of these in the forum for the actual game. Character sheet is NOT on roll20 until someone takes me up on my standing offer of cookies for character sheets. So the character sheet is currently a google spreadsheet. But more important than mechanics is the character. This is a series about how you learn to handle yourselves, your powers, and your world, while the world is learning how to handle you and a million or so like you. So I want interesting characters willing to face these challenges. And no outright bad guys. Don't have to have stalwart shining examples of morality, but if your character gets power and immediately thinks, "sweet, now I can rule the world!", you've probably made an NPC. Mischief? Sure. Murder? No. (Warning, not all NPCs follow that guideline...) The current situation which we won't force into, but which informs the state of the world is three PCs answers the ad I mention above and followed that line. What they did has affected the world, but I don't plan to just wedge new characters into the same space. This is a reboot of a long running game I has from 2006 until earlier this year. The original began smaller, and powers trickled out over years. This time, I wanted to begin with all PCs on day one, so we had the huge event start everything off. Two players, and now a possible third, so room for one, and possibly two more (four is my max, but the possible third isn't for sure yet).
Bump. I have two players, and am seeking a third and fourth. The story so far: A few weeks after the initial Expressions, PCs are searching for others like them. Like them in two ways, actually. It seems that several of the stronger expressions share another commonality: Between 5 and 10 years before The Event on June 5, several Deltas were successfully treated for an illness or injury. Each condition was potentially fatal or permanently debilitating, and each was incurable by modern medicine. But, so far there are nearly a dozen men and women identified who were helped by experimental science... experimental science for which there is no longer any evidence. No grants, no research papers, no articles in medical journals. And all with the help of a Doctor Jones. And not even that seems to be true, as a dozen former patients can't even agree whether Dr. Jones was a man or a woman. But... those backing the PCs think it's no coincidence. They think someone knew something, at least ten years before The Event.