Rorshach's Journal

You're locked in here with me.
LINE OF SIGHT

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It has been 90 years since humans have retreated completely underground on a global scale, flocking to caverns by the thousands. Subway tracks became home to a flood of refugees, underground mines became fortresses. City by city, country by country, they disappeared into the dark and quiet, fleeing in mobs, too terrified to look over their shoulder at the things that move, slink, prowl.

Nobody knows where they came from, only that the light is their ally. Over the years, the memory of them was relegated to a ghost story told to children, down here in the dark. Humanity created infrastructure out of things they brought with them, built upon the bones of projects long dead - digging through the dirt and rock to connect underground theme parks and experimental laboratories. Governments formed. Military rose. Twice, they tried to take back the sun, and twice they failed, beaten back by a smarter, stronger enemy. They've remained content, complacent, in their darkness.

Until now. Now, 90 years later, you and your team discover that outposts scattered around the entrances to Humanity's haven are going dark. The enemy that stole the sun is becoming restless.

And learning how to see in the night.

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Line of Sight is a horror/survival roleplay with science fiction elements, featuring a small group of humans who discover a dark secret. Here is where all of the questions about the world and its characters can be answered. Below is an index of these posts.

Setting and World Information
Character Limitations/Character Sheets
Accepted Characters

If you ask me a question, I'll likely post the answer within the information dump as well as answering you personally. :)
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ABOUT THE GM

I'm Brandon, and I have roughly 11 years of roleplaying experience. I'm not an experienced GM by any stretch of the imagination, but I'd love to learn how to do better with you. Feel free to PM me with any questions whatsoever. My skype is currently [email protected] - also my email address, embarrassingly enough - and I'm usually on after 10-12 pm EST, as well as most Fridays and Saturdays.

I'm also a fairly busy dude, with an eclectic range of interests when it comes to writing. I can't really promise any more than 1-2 posts in a 10 day period (roughly one a week), and so I won't expect the same from you. Likely, this will be a slower paced roleplay.
 
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The Setting

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Line of Sight takes place in a world where creatures have hunted Humanity to such an extent that they've fled the surface for caves. This event occurred roughly 120 years from the present time, when global efforts to find dwindling resources and pack a crowded earth even fuller were taking place. Most countries looked underground for the answer to both of these problems. The city in which your characters hail from - and start off in - is called Popsenwan (originally Population Center One) and is located geographically underneath Mexico City.

There have been enough generations passed in the 90 years - measured by when the large artificial sun has to be refilled with oil - to fringe the memories of what happened when the sun was stolen. Refugees from all over North America pooled in Popsenwan, making most of the newer generations very mixed-race looking. Popsenwan is created by stone and steel, with oil lanterns being used as a primary resource. Oil and heat are provided by discoveries of both - a refilling lake of oil is half a day's walk from the city, and natural heat vents are channeled appropriately throughout the city.

City classes are divided into sectors. The original bones of Population Center One are in the middle, and serve as housing for those who are wealthier -those that had residence there before the refugees came in. Their roots are in the Mexican drug trade, but necessity has cut back their operations to very small amounts. The further you go from the center of the city, the dirtier, less policed, and more ramshackle things become, until they are little more than lean-to's with fabric for walls. Most of the poorer residents find jobs in the local police force or the military in the hopes of getting better housing closer to the heat ventilation. Each resident is entitled to a ration of oil, handed out by the government.

Wood is scarce in the underground, and most weaponry is made up of iron and steel, with some stone mixed in, making swords, iron bars, and shields the majority of the 'official' weaponry. Gunsmiths are rare, and powder weapons even rarer. Clothing is mostly derived from the small group of farm animals that were brought into the underground during the stealing of the sun. Most food is smoked into jerky, to make it last longer in the conditions of the underground. Meals are rare.

Beyond Popsenwan, humanity can be found in many places. The military mostly serves to turn away outside threats - mostly, they man the Outposts, which are the early warning signs that the enemy is coming - but occasionally, those that live in between underground cities - called dwellers - attack the citizens of Popsenwan for precious oil, food, and clothing. These skirmishes usually end without death, as neither side wishes to diminish humanity's slowly dying race. Communication between cities are rare, and travellers are often welcomed with open arms, as delivering news between the cities is a dangerous and well-respected profession. Most of the tunnels connecting the cities have collapsed, and travel can be measured in weeks, sometimes months, of climbing around the darkest parts of the underground.
 
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CHARACTER INFORMATION:

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While I strongly believe in allowing players to choose any form of character they wish, I would prefer that we keep a few baselines in play for the very start of the RP.

Firstly, all of your characters must be currently living in Popsenwan, and are part of the military. They can be conscripted or volunteers - conscripts are generally prisoners working off a sentence, and volunteers are those that signed up, either because they wanted to escape poverty or they felt very strongly about Popsenwan's cause. The choice is totally up to you - and if you have any other questions regarding background don't hesitate to either PM me or utilize this thread.

Secondly, they need to be humanoid. This is fairly self-explanatory.

Lastly - and more of a preference on my part - I would love it if one of the characters (at least one) knew medicine, or at least first aid.

If the RP gains interest, and the group is in a place that accommodates other backgrounds, I'll be more than happy to discuss other characters. I'd also like to keep it at one character per player for now - just for ease of my brain.

Each character has the standard military equipment, contained inside a rucksack. It includes:

  • A weapon (of your character's choice)
  • A lantern
  • Five day's rations
  • A glowstick
  • A bottle of water
  • A handheld mirror

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CHARACTER SHEET:

Code:
NAME: (Your character's name)
AGE: (Your character's age - between 16 and 50)
GENDER: (What your character's gender is)

PERSONALITY: (Hopefully the most in-depth part of the profile - what is your character like?)
BIOGRAPHY: (A general outline of your character's history to get to this point. It doesn't need to be super in depth - just a summation would do)

EQUIPMENT: (What kind of shit does your character have besides the standard stuff?)
 
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NAME: Lucas Alonzo
AGE: 23
GENDER: Male

PERSONALITY: Lucas used to be a man with many vices. He was fully aware of it and would typically blame them on anyone or anything he could, but after his most recent incarceration, he was forced to turn over a new leaf. The new Lucas is far more refined, for once, he is hopeful and willing to accept new ideas. But occasionally, his former self will rear up and lash out, making him doubtful and untrustworthy towards others and making his mannerisms inconsistent. Most of the time Lucas is sullen and silent, focusing on the task at hand.


BIOGRAPHY: Popsenwan spawns many children that are forced to raise themselves and Lucas is no exception, most of his childhood was spent thieving and terrorizing any other street urchin smaller than him. As he grew older and realized that his lifestyle was no longer viable, Lucas was forced to join Popsenwan's seedy underbelly as a bartender at a sinister dive bar, The Oil Well. He hated the job, but it had its benefits; for example, drunk people tended not to notice when you stole their wallets and it was easy to earn cash by doing shady side jobs for the property's owner (mainly counterfeiting medications and selling bootleg oil to the citizens of outer Popsenwan). During this time he also became well-versed in the use of the longsword as a means of crowd control inside the cramped interior of The Oil Well. Unfortunately, when the authorities launched an investigation into the shady dealings, all the leads brought them to Lucas. Lucas was tried and convicted for petty larceny, counterfeiting, fraud, embezzlement and something the judge could only describe as "a gross misuse of the postal system." Having already done some time in Popsenwan's awful penal system (and making plenty of enemies), Lucas began to fear for his well-being and sought any way to possible to avoid serving his sentence in full. His conscription is his last shot at redemption, even if he doesn't have a high opinion of the military.

EQUIPMENT:
  • An old flask, typically filled with the dregs of a disgusting home-brewed alcohol.
  • A shemagh that Lucas claims is the last one in the world (although there is no evidence to support this)
  • A straight razor and soap for personal grooming
  • A two-handed longsword (which happens to be Lucas' most treasured and expensive possession)
  • A pair of thick leather gloves
  • A scavenged gas mask that seems to be on it's final legs
 
NAME: Piper Fenrick
AGE: 23
GENDER: Female

PERSONALITY: Piper demonstrates common qualities one might expect in a field medic: calm under pressure, an ability to think quickly in rapidly changing circumstances, the presence of mind to put the needs of others ahead of her own safety, and of course, the discernment to recognize when a cause is lost and how to better ration time, energy, and resources. Many of these professional attributes spill over into her relationships with her family and what friends she has. She’s rarely around the home front, preferring to keep herself busy where she is needed rather than idly passing time. This typically means that she spends much of her time (when she isn’t on orders) in areas of Popsenswan that are considered more destitute. Those who don’t know her personally might describe her as reserved but friendly, focused, intelligent, and committed to her cause.

BIOGRAPHY: Piper’s family comes from a line of medical professionals who have passed their knowledge and training down over the generations, focusing on their posterity and ultimately offering training in basic first aid to those who were interested to learn it. Piper had a particular astuteness and chilling sense of calm in the face of overwhelming (and often graphic) circumstances from a very young age, inspiring her father to bring her on as a protégé of sorts, working with her for several hours a day, visiting patients with her, and building up her knowledge and skill. Ultimately he encouraged her to volunteer to join the military as he had, and he continues to offer his insight to the present day as she establishes a name for herself in the small but deeply necessary medical community in Popsenswan.

EQUIPMENT:
  • A pack of crude, antique surgeon’s tools
  • Spool of fishing wire with needles
  • Flask of rubbing alcohol
  • Scavenged fabric for bandages
  • A pair of rusted, six inch hunting knives
  • Bite stick
 
NAME: Rémi Léo Chartrand
AGE: 24
GENDER: Male

PERSONALITY: Remi has a range of different personality types but they split into only two categories, the one he likes to show to others and the one he actually is. Remi is loud mouthed, cocky and quirky, he's rebellious courageous and a bit of a daredevil. He's always pissing someone off and saying the wrong thing at the wrong time. He's always fidgeting and just HAS to do be doing something. He has a strange sense of humor and often laughs at his own jokes when no one else is. He does strange things and isn't afraid of death. Some think he's crazy and has a few screws loose up in his head, and maybe just maybe he does, but when he's alone he's quiet and actually seems normal. He's very intelligent even though he does not seem it, he's a big tinker and enjoys assembling things, can fix or make just about anything. The personality he shows is the crazy, rambunctious side and the one he keeps to himself is the quiet, soft, caring side.

BIOGRAPHY: Remi's father was the best mechanic in his eyes, and he grew up in his fathers footsteps. He was only close to his father and when he died from a freak accident, Remi was alone, and it stayed that way, by his choice that is. He spent days and days in his room tinkering and playing with different things, his home now cluttered with many things. He's always looking for things to fill his boredom and his recent one is joining the military.

EQUIPMENT:
  • Black and brass compass goggles with double eye loupe
  • A black cane with a silver skull on the top with ruby eyes that pulls out a sword
  • A tattered book of poems that he constantly has to repair called Leaves of Grass
  • A small tool kit
(If that's alright!)
 
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NAME: Dr. Franklin Stein
AGE: 28
GENDER: Male

PERSONALITY: Dr. Franklin Stein is not particularly kind or sociable, although he possesses one of the most creative minds in all of Popsenwan. Stein is known to be very cynical and bitter at times. He means what he says, and he says what he thinks. Also, he is particularly bad at recognizing human emotions, despite being an expert in human anatomy. Franklin Stein's mental state is largley caused by a plethora of bullying incidents and traumatic experiences in his early childhood. Although Dr. Stein may not be the most cheerful of comrades, when he is in the middle of his work, his smile is bright enough to light up every single path in these dim tunnels.

BIOGRAPHY: Franklin Stein was always fascinated with what, ironically, humans know least about, our own bodies. In his early adult hood, he started to practice medecine, but was soon corrupted by the thirst for knowledge. He started to experiment on live specimens, splicing human DNA with any animal DNA he could find. Dr. Stein called them his "divine creations", when in reality they where his failed experiments, leaving a wake of dead bodies and permanently disfigured humans. For his inhumane experiments, he was sent to prison and later conscripted by the military as a field medic, where he is now.

EQUIPMENT:
  • Chloroform in a spray bottle (Just like Windex, except it's for sedating un-obedient specimens, not cleaning windows)
  • The Flesh Reaver (A sword that can split into a pair of large scissors; good for cutting and impaling)
  • Throwing Scalpels (A set of 20 used for long ranged neutralization)
 
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NAME: Jiao Huidai
AGE: 18
GENDER: Female

PERSONALITY: Jiao's hot temper and brash manners is much source of annoyance to those around her. Usually quick to overestimate her competence, her young age, small stature and limited experience are disregarded, blindfolded by naiveté. While in most cases this spells trouble, it comes coupled with fearlessness and burning determination to be quick on her feet and get the job done despite the risks, or perhaps just a total disregard for them. She can however be reeled in, she isn't too smart on reading people and takes peoples words at face value. A false sense of control can keep her fiery mannerisms at bay, that or firm leadership putting her in her place.

BIOGRAPHY: Most of Jiao's life was based on her being asked to run errands in Popsenwan. Would it be courier-work or transporting sold goods to it's buyer and she was preferred for being quick and being perceptive of her enviroment. Getting bossed around with thankless attitudes and sometimes outright abuse layed heavy on her patience however. She would do anything to get out of it, but no matter how hard she tried, her small frame couldn't get her any other job concerning strength, her fiery behaviour didn't sit well with charismatic work and she had no other discernible skills; all she knew was to run and finding the quickest route to her destination. That's when one day she finally snapped and jumped one of her employers. It was a brawl she lost and got arrested for. Thrown into a cell, it gave her time to cool off and reflect on what had happened. What would she do now? She thought she may aswell stay, a cold meal and dirty water was enough rather than going back to working for that sort of filth. But it didn't take long until she felt the tingling in her legs again, a wish to go somewhere. Overhearing one of her cellmates discussing conscription with another across the hall in a different cell, she pondered the idea...

EQUIPMENT:
  • A old rifle scope (used as binoculars)
  • Machete
  • Compound bow
  • Quiver (15x arrows)
  • Talisman necklace (bullet case)
 
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@WiZ: one small change I'd make! There likely aren't things like PhDs anymore - there isn't a ton of use for them and nobody to teach them - so most likely Franklin just learned through practice and maybe an apprenticeship vs getting a doctorate.
 
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NAME: Krill

AGE: 19

GENDER: Male

PERSONALITY: In a word, hopeful. The reason he gives for joining the cause as a volunteer is to learn about the “Sun Thieves”. He is also submissive and is easily bullied into things, including drinking, investigating and pretty much anything else if he isn't angry or has a good reason not to do something. He also has a strict moral code which is mainly based around never stealing that he will never break. Though he turns a blind eye if one of his compatriots choose too however. However his methods are questionable as to how he gets his answers. But above all else he prioritizes the team and aims to form friendships with all of them.

BIOGRAPHY: Krill was born into a long lineage of poor ass, lazy ass pieces of shit. But Krill wanted to go explore, and see exactly what everyone left behind when we retreated into the underground. He also wants to more than anything, find and understand what exactly the sun thieves are. He told his family he was leaving them to find the old world and his father stopped him, said to take an old empty leather journal and 9 pencils that belonged to his grandfather. He then told him that the journal would help him in his journey. Krill accepted these gifts and went off to join the military.

EQUIPMENT:
  • A leather journal and a collection of ancient pencils.
  • 6 large jars that can hold about half a gallon of liquid, they are completely empty however.
  • He also has what looks like a hand held stick of clay that was melted around a sharp blade, a sort of badly made pocket knife thats made for cutting.
  • For a weapon he has a sharp blade that was pried from a sword and securely wrapped to a weighted steel staff. Its basically a sword on a stick. that he refers to as a voulge.
 
Okay, folks! So we have 6 RPers currently - which is fantastic - and I'd love to push for 8 before we get started. I'm making the official deadline Friday, November 25th to get full admissions in. I'll PM you guys when we're starting the IC thread.

However, 8 is the limit at this juncture, with the option to open it up for other people later on down the line.
 
NAME: Fala Lilihe
AGE: 26
GENDER: Female

PERSONALITY: Fala is a caring person. She has a tendency to look out for other people, especially if they are younger than her. She doesn't like talking about herself very much, and prefers focusing on other people if it means her own problems won't be the topic of conversation. Her tendency to bottle up emotions does not do her much good. Fala is calm in the face of crisis, she thinks before she acts. If she decides a person is worth protecting, then she will do everything within her power to make sure they stay safe. It would do her good to trust the people around her a little more however, both when it comes to taking care of themselves and when it comes to taking care of her. She's used to being independant. She doesn't dislike working in a team and she definitely does not dislike people, but the concept of cooperation is still a little foreign to her.
Fala is fairly skilled in combat, but her expertise lies in stealth. She's lightfooted and knows how to stay out of sight.

BIOGRAPHY: Fala had become a master at pickpocketing at the age of 12, after the sight of her parents skipping meals every now and then so there would be just enough food for her became too much to bear. She never once felt guilty about the money she stole, because it meant another day of living for her and her parents. By the time she was 19, she was a professional. People hired her to steal objects or files or whatever they needed from whoever possessed it, for a price. Thanks to the money earned this way, she was able to afford a decent apartment and a warm meal every night.
Her life got turned upside down when she was 22 years old and stumbled upon a 10-year-old boy who had nothing: no home, no family. He reminded her of herself, and she took him under her wing. A few years later, she slipped up and got caught. She chose conscription over imprisonment, and that is how she ended up in the military. By now, she hasn't seen the boy since she got caught. Part of her knows that he's better of with someone more suited to take care of him, but another part of her misses him every day.

EQUIPMENT:

- As a weapon, a simple sharp dagger
- 3 non-toxic smoke bombs to provide distraction when needed
- A battered good-luck trinket. Whether it actually works is unknown, but it holds sentimental value to Fala
- A lock pick
- Some faded photographs


((I'm new to this, so if anything doesn't make sense then I'm sorry! And I won't mind changing it until it does work!))
 
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