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  • 8/13/2019 City Island - LQ

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    Reaha Devon10 Th Grade Journalism

    My Stories ---- Mr. Jergensons Class

    Sicknessof23

    --FirstWaveofBlindedappear. Local

    docsandTheCDC

    havenoideahowtoghtthedisease.

    --TheBlindedstartrippingtheto

    wnapartanditsevery

    groupforitself.Thelocalgovernme

    ntbecomesworse,ifthat

    waspossible

    --RumorssaytheBlindnessiscau

    sedbyVodoo,military,

    Alines,oreventerrorists.CDChas

    nocomment

    --daddydoesnotcomehomefrom

    workIwillndhimand

    whatcausedtheBlindedford order 2875026

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    CreditsGame Concept and Rules:

    Luis C. RosarioBook Layout:

    Lee KamberosSection Stories:

    Lee KamberosImage Artist Info:

    bblucky m

    AeroHeadQuinteroARTfellowshipofminds.files.wordpress.comtk-nation.com

    hotwallpaper.co.ccGeek Tyrant

    Dadgotsickinthegrea

    tpuke,

    TheCDCcame

    inandnowru-

    morsofmutati

    ons,viruses,The

    BlindandPeopl

    eareevenclaim

    -

    ingtheyseemo

    nsters.

    TheBlindaresi

    ckpeopleando

    ne

    ofthem

    ismydaddy. I

    don't

    knowifanyoneistelli

    ngthe

    truth;theCDC,Thearmy,

    The

    government,or

    theGangs.

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    What Is Roleplaying?Roleplaying is simply the process of taking on a role to play a game. Video games, vari-ous books, and board games allow you to take on the role of interesting characters indifferent situations. Tabletop role playing entails getting together with friends and tak-ing on the roles face to face (usually at a table). One person often takes on the role ofthe Storyteller and he or she is just as vital to the game as the players. They write thescenarios, gure out the results of your actions, and generally work with the players tomake the game as fun as possible.

    Remember that role playing is rst and foremost about having fun. If youre not hav-ing fun, talk to your friends and nd a way to compromise so that everyone can havefun. Some folks like a more story oriented experience while others enjoy a tactical formof gaming with lots of combat and less focus on storytelling. Both are valid and a lot offun.

    Roleplaying is a great way to make new friends and have a good time explorationworlds of fantasy and adventure. Enjoy your forays into role playing and Island CityHorror!

    About This Game.

    Island City is a tabletop role playing game using a unique system to play out fun sce-narios set in a city lled with mystery, horror, and suspense. If you enjoy zombies, el-dritch horrors, and mysteries that probably shouldnt be solved then Island City Horroris for you!

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    The Setting: Island City Horror"It started with a fever, got so bad that it literally boiled out their eyeballs. Yes I knowit doesn't make sense but they were still alive after, empty eye sockets and all. When itstarted spreading, that's when they shut down the island."~ Doctor James Pridain, Director of Saint Thomas Hospital

    "Listen, listen, can you hear them? There's some kind of chanting in the hospital. Benbring the van up closer, see if we can't get a better shot. They've been chanting forhours but I can't tell what they're. Ben, I said move the van. Ben?"~ Camera Operator Bianca Pane, last seen recording near St. Thomas Hospital

    Now mine eyes shall be open, and mine ears attend unto the prayer that is made inthis place."~ 2 Chronicles 7:15

    Island City is an urban area sticking out on the East Coast of the US and it has recentlybecome a very bad place to live. Street gangs war with local police, poor folks work fortoo little pay and too many hours, and corruption in the local government means thatvery little gets xed up or taken care of. This has left the city decaying in most placesand fully dead in others. All in all a very bad place for most people and a great locationto start a business if that business involves murder, drugs, or arson.

    But against all odds things have become worse. Some kind of sickness has startedspreading from the hospital and when local doctors could do nothing to stem the seem-ingly random infection, the government ordered the island quarantined, the only con-nection to the mainland via electrical and sewage lines. Now the several hundred thou-sand inhabitants have limited food and medical care and very little hope of a cure.

    And while material concernsplague everyone, somethingsinister is stirring in the wa-ter...

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    Answers Not Forth Coming

    They keep showing up. Every day we have a staff meeting talking about the best wecan do for patient X, what seems to work better or worse. We talk for an hour aboutwhat it could be, what rumor makes sense to follow up on this week; so we can nd acure. We try to nd hope in the fact the numbers are dropping, but we deep down we

    know its because they are just not getting to us.Every day it seems the sick, the more cynical or scared among us call them the Blind-ed, moved beyond our ability to help. We are the CDC damn it! Every available re-source is at our nger tips. There is nothing we cannot get or use; I have a copy of apresidential order for gods sake. Yet we scour the internet for rumors to help us tryand diagnose where this damn disease came from, assuming it even is the virus wethink it is.. Yvette, could you look at this? I think it might just be something. AsI walk over I look at the owner of the youthful voice who called to me. John Haskinsa new single doctor from somewhere near Washington; we were all without immedi-ate family now after we lost Trace and Carol. Who knows how they became Blinded.Haskins looks at me, that hopeful maybe you have not seen this before look in his eyes;

    almost desperate for some new clue. I look in the microscope and see the cells die, yetnot die. I see the cellular mutations and the cells that look like a bomb scrambled theminto something not human, but yet still human. Haskins points out the discoloration onthe outer sheath of the white cells, suggests it could be a change that makes the whitecells attack the body that made them. Trace saw that 5 months ago, before he Itrail off remembering his smile and the way he spoke of his wife and 7 kids. It was thesame thing I had said to Trace; 5 months later he was a blind, hyper-aggressive, kill-ing machine. No one could explain how he caught it, what protocol had failed. Tracehad been ne and then he was sick and losing his vision. The whole situation made nodamn sense. It was like the damn disease had picked him because he was on to some-

    thing, which made as much sense as any other cause.Hell in the 10 months I have been working here I have heard every theory or ru-mor that explains the origin of this virus; Aliens, Mad Scientists, Corporate hijinx, highschool chemistry experiments gone wrong, and more others than I could count. I halfbelieve the rumors that the government started it to thin out the population, or that itwas caused by a u vaccines mutation; some many guesses as to the cause of the dis-ease. Many guesses but no answers seemed to be forthcoming. Any one could be right;yet none were, not at least that the science could prove.I used to cry when we lost a test subject, that we could not help them, that we werefailing them somehow. Now I just say a prayer and move on to the next test cycle, thenext test vaccine, hoping we nd a cure before my vision starts to get fuzzy like Traces.

    I dream of myself going blind as 10,000 more come wailing to our hospital to savethem.

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    The System: Simple D6For this game we will be using a very simple conict resolution system that uses d6s forthe rolling. When you need to resolve a conict, for example in a ght, you would roll anumber of d6s (between 1 and 3) and consult the following table to see how well youdid.

    1: Fail - You failed in a spectacular way, earning you some added negative consequence.2: Fail You fail marginally without any extra bad stuff.3: Fail + You failed but not so badly and you've got a chance to turn things around.4: Succeed - You barely succeeded and left yourself open to complications.5: Succeed You succeeded at your goal, nothing more or less.6: Succeed + You succeeded spectacularly and earned some added benet.

    Depending on how many successes or failures you rolled and the degree to which youdid either, the GM can gure out what's happened and how well you've done.

    Iplantomoveth

    roughtownand

    fndmydadan

    dseewhatIcan

    dotopiecethis

    storytogether,

    likeMrjorgenson

    taughtus. I

    willfgurethiso

    utandgetthe

    storyoutsoitdoes

    nothappen

    again.

    Iamtryingtoa

    tleastfndout

    whatthehellth

    eCDCandthe

    Govtypesaedo

    ing. Lotsofgun

    s

    keepingusinan

    dnoanswers.

    maybethegangs

    haveanIdea.

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    Character GenerationA smple design that requires that you assign 1, 2, or 3 dice to the three skill sets. Thoseskill sets are: Physical, Mental, and Social.

    The Physical skill set covers situations that involve athletics, running, jumping, and en-durance. This skill also governs what your damage threshold is, which we'll be discussinglater.

    The Mental skill set governsintellect, logic, education, andmental composure. This skillalso affects your sanity thresh-old, which we'll be discussinglater.

    The Social skill set covers situ-ations like intimidation, per-suasion, and understanding themotives of others. The amountof die in your Social skill alsodictates how many luck diceyou have in your pool. We'll bediscussing the luck pool later.

    Each skill set also has a numberof sub-skills equal to the num-ber of dice in that set. Thesesub-skills represent specializa-

    tions that your character hasgained through practice of thatskill. You may chose these skillsyourself and it can be greatway to add variety to yourcharacter. Please note thatall skill choices are subject tochange by the GM.

    Next we'll be discussing yourdefenses and how they work.

    In the previous section Thresh-olds were mentioned and nowwe'll go through what thosemean and how they work.

    Militaryjustattacked

    somethingoutinthebay,

    thereareatonofBlind

    onthebeaches, Goingup

    highmaybeIcanseedad-

    dy. OhGodtheMILITARY

    ISBLASTIngtheBlind!Oh

    God.DaddywhycantI

    seeyou.

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    Island City Horror - Sample Character SheetName: Rhea Devon Gender: F Age: 19

    Appearance: Small Pretty girl who dresses down.

    Personality: Smart and family oriented

    Physical Skill SetNumber of Die in Pool: 1Sub-skills:Hiding

    Mental Skill SetNumber of Die in Pool: 3Sub-skills:Understanding The UnusualLooking for CluesNavigation

    Social Skill SetNumber of Die in Pool: 2Sub-skills:Disappears in a crowd

    Acting harmless

    Damage Threshold:

    Track: [ ]Uninjured>[ ]Wounded>[ ]Injured>[ ]Dazed>[ ]Unconscious>[ ]DeadPlace an "X" in front of your current condition.

    Mental Threshold:

    Track: [ ]Sane>[ ]Stressed >[ ]Paranoid>[ ]Disturbed >[ ]Unhinged>[ ]InsanePlace an "X" in front of your current condition.

    Notes:Has a camera, a 9mm Pistol, 2 clips of ammo, Journal book

    Mom is looking for her.

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    Damage ThresholdYour Damage Threshold let's you know how many successes your opposition needs tocause you physical damage. The Damage Track helps you keep track of how injured youare and what your condition is.

    The Damage Track goes in this order: Uninjured > Wounded > Injured > Dazed > Un-

    conscious > Dead

    When Uninjured you have received no impairments to your ability to think, act, orght.

    When Wounded you have suffered some minor damage which affects your ability toperform physical tasks. Subtract one dice from your physical pool (to a minimum ofone).

    When Injured you suffer the same negative effects as Wounded but you also cannot Suc-ceed + regardless of the roll on the dice.

    When Dazed you suffer from the same negative effects as Wounded and Injured plus youmust roll 1d6 to determine if you may act in that round.

    When Unconscious you are unable to initiate any actions. You drop any held items andbecome prone. You remain unconscious until rst aid is performed.

    The Dead condition only comes about if an enemy rolls double your Damage Thresholdand you are already at the Unconscious condition. If you are at any stage on thetrack before Unconscious and the enemy rolls double or more than

    your Threshold you move immediately to the Uncon-scious condition.

    Thegangsareasbadasev

    er.

    Theydon'tknow

    anythingexcept

    thatkillingThe

    Blindisfunan

    d

    theycanlootn

    eighborhoodsif

    the

    clearthemeno

    ugh. Crapgott

    a

    goherecomes

    omeCDCfolks..

    .

    needtostayfreet

    onddad.

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    the same level as normal Human beings, taking their cues from their delusions or worsefrom some sinister source.

    Healing Damage and Regaining SanityFear not intrepid players, damage and insanity are not permanent conditions. They canbe removed in a variety of ways depending on your current situation.

    First aid, rest, and healthy meals are all able to move a person back along the DamageTrack to the Healthy condition. The duration, intensity, and effectiveness of these willaffect how far along the track the character is moved back.

    Sanity can be regained by doing good deeds, self-sacrice, and time dedicated to quietreection. Basically providing the opposite of what induces insanity should have a bene-cial effect on the Sanity Track. Like Damage, the form and duration of the actions willaffect how far along the track the character is moved back.

    The Luck PoolEarlier I mentioned a Luck Pool and how your social skill dictates how many dice youhave in this pool. Luck dice function as wild cards which can be used to affect multi-ple situations. Their exibility of use and general effectiveness means that Luck Dice area powerful but ultimately limited resource. An important part of surviving and thrivingis knowing when to use your Luck Dice and when to save them.

    Recovering Luck die is, appropriately enough, a matter of luck. Once per game sessionyou may attempt to recover Luck die by rolling your Social skill. You recover a numberof Luck dice equal to the number of successes you achieve. For instance, if your Social

    skill has three dice in it and on your attempt to recover Luck dice you have two Suc-cesses, then you recover two Luck dice. Failures on the recovery roll never subtract Luckdice.

    A few examples of how to use Luck dice are: negating an enemy attack, moving backto health on the Damage/Sanity track, augmenting an attack roll, andadding story elements to the game which benet you oryour group. This isnt a comprehensive list andyou should work with your GM and fellowplayers to gure out if a use for the Luck

    dice is fair. Sometimes a roll will be re-quired for certain uses of Luck dice.

    Next well be looking at a blank charactersheet and then youll be ready to start play-ing.

    Militaryweapo

    nsarebecoming

    easierto

    getlately,lots

    ofgangers,

    civs,andcopsghtin

    gitsgetting

    worsedownhere.AlsoIst

    artedto

    seefog,itsstra

    ngeitslooksgreen

    andseemstom

    oveonitsown

    . I

    amalsoseeing

    theshadowsm

    ove

    moreoften,pro

    bablyshouldgo

    homeandsleep

    there,butmo

    m

    wouldneverlet

    meleaveagain

    .

    DaddyIamco

    ming.

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    The Cobra StrikesScar, that was his gang name and he had earned it atleast 6 times, hit the Blind chump in the head for thethird time. The zombie or blinded, scar liked to callthem meat heads, stumbled and fell. Thats the lastone Johnny. Scar yells across the buildings lobby,

    but not too loud. Looks like we have added anotherbuilding to our assets, just like monopoly. Johnnywas older than most of them, he had been in thearmy and was able to tell them how to move afterthe Blinded cleared a section of the town.Okay Bruno, Legs, Gunner and Champ, get up stairsand start looking for when the herd turns back, weshould have at least a few days. Johnny was silentfor a second Herbie and Jess get outside and nd ussome tenants, letem know we can get them drugsand food, whatever they need to make their staymore comfortable. It was a good racket, move in toa building after the herd had cleared it, set it up sothe displaced and miserable could move in and makethem pay for everything. Johnny gured they had 10

    grand stashed, after only 3 weeks. Prots were upthe bosses were happy and his crew was rapidly be-coming famous. Sure whenthe herd comes back, onlythose that bought zombieinsurance get warned, that

    had been Herbies idea, therest well they get out or theydont Johnny did not care.The Cobras controlled 12buildings in the warehouse

    zone, and had lost 6 to theherd at various times. The Co-bras had started out with 15,but they were down to 7 now.

    Johnny was trying to ndmore, but the pickings were

    getting less and less. Johnnyhad already starting thinkingit might be time to move onto greener less zombie lledpastures, maybe when they

    got down to 3. Until thenthere was money to be made.

    FoundThis

    afterthega

    ngs

    clearedout.

    Usedtobe

    funnyIam

    sure

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    Enemies, Antagonists, and DangersIn Island City you will face dangers and threats from many different sources. Yourknowledge of them and how to deal with them will vital to surviving encounters withthe many potential enemies you may come across. For the storyteller this section is im-portant as it will give you information on different types of enemies and how to modifythem to suit your own adventures.

    Each entry will have a simple example of a non-player character or NPC that the play-ers might meet, interact with, and ght. Following each entry will be some tips on howto modify these NPCs to make them more or less powerful depending on your ownstory.

    Islanders

    Island City was home to thousands before disaster set in and closed it off from themainland. All those people are now trapped in a city that no longer cares for them

    amongst people who are usually hostile. From former school teacher turned mercenaryto police ofcers turned gang leaders, the Islanders are a varied lot. The following is justone example of someone you might meet on the mean streets of Island City.

    SquatterPhysical: 2d6Mental: 1d6Social: 1d6

    Damage Threshold: 2

    Damage Track: [ ]Uninjured>[ ]Wounded>[ ]Injured>[ ]Dazed>[ ]Unconscious>[ ]Dead

    Mental Threshold: 2

    Track: [ ]Sane>[ ]Stressed >[X]Paranoid>[ ]Disturbed >[ ]Unhinged>[ ]Insane

    Much like the players, the Squatter has a full sized track for both its damage and itsmental capabilities. Unfortunately the Squatter hasn't lived easily and the constant

    threat of danger has left it with a strong sense of paranoia that affects its mentaltrack. The Squatter hasn't had decent nutrition or much to keep his mind busy whichshows in violent situations. The Squatter is much more likely to run when confrontedwith imminent physical harm.

    An easy way to make the Squatter template a little more dangerous is to remove thepenalty to its mental track and add more to its Damage Threshold. For a highly capa-ble and challenging opponent the Squatter can be given special abilities such as access tohigh powered weaponry or a gang of friends.

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    The BlindNobody really knows how they got started but when the lights rst died, strange peoplebegan stalking the dark nights. The shamble to and fro, their eyes completely gone andtheir sockets lled with a shadowy emptiness. Called The Blind by the locals, they be-have similarly to the zombies from movies but they don't seem to be contaminate witha virus or contagious. Some say that the CDC is doing experiments on people in the

    secured areas of St. Thomas Hospital but others think it's the work of the devil. Eitherway these unrelenting creatures are a constant threat in Island City.

    Blind GangerPhysical: 2d6Mental: 0Social: 0

    Damage Threshold: 3

    Damage Track:[ ]Uninjured>[ ]Wounded>[ ]Injured>[ ]Unconscious>[ ]Dead

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    Special: The only way to kill The Blind is to remove the head from the body. Rolls toattack that incur Success+ are considered head shots and move the enemy two spacesalong the track as opposed to the normal one. The Blind are no longer sentient or ableto respond to mental and social opposition. They have no mental track and cannot beaffected by mind affecting effects.

    The Blind are tough opponents who are balanced out by their lack of reasoning skillsand an large weakness to head shots. To make your Blind creatures more challeng-ing you can extend their Damage Track to simulate unnatural toughness or give themweapons they may have been clutching when they became Blind. To create a bossmonster, keep the original stats but give the creature the ability to call nearby Blind.This can turn an easy ght with one creature into a deadly horde hungry for blood.

    Eldritch Horror

    Many Islanders have spoken of shadows creatures that invade the mind and scar thesoul. Few who encounter them return unscathed and most have lost their grip on real-ity. The truth is muddled by fear, gossip, and simply misdirection but these shadowsseem to be deeply involved in the troubles befalling the city and any adventurous typeswho nd themselves meeting them should consider retreat.

    Shadow CreaturePhysical: 3d6Mental: 2d6Social: 1d6

    Damage Threshold: 5

    Damage Track: [ ]Uninjured>[ ]Wounded>[ ]Injured>[ ]Dazed>[ ]Delirious>[ ]Dead?

    Special: Shadow Creatures enter a state of Delirium before death that can stress thelimits of reality. These effects can range from random attacks to changes in tempera-ture to even more drastic dangers at the discretion of the storyteller.

    Shadow Creatures are already very dangerous and should be regarded with extremecaution. If you want to create an even stronger opponent for your players you can addspecial abilities like teleportation, telepathy, or shapeshifting. Make sure to emphasize

    the inhuman nature of these creatures, they have motivations and desires completelyalien to normal people.

    Final Words

    Remember that these rules aren't set in stone, you can shift them and change them tosuit your group. Think up new ways to create creatures, add bonus, or inspire terror,that's when you have the most fun. Enjoy the game and never turn your back on theshadows in Island City.

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    May 6th

    Oh god what the hell is hap-pening. I just saw 4 gang-ers killed by aliens or ghouls

    or something thats not hu-man, and then the zombiesattacked them all. The goreand death was unbelievable, Ithrew up for almost an hour.Oh god what has happened toour town and my family.

    May 7thI saw daddy today, he is deteriorated and i dont thinkthe CDC or any one can save him. Plus he is down by thewarehouses and there are lots of those shadow things. Iam gonna use this gun I found. I have to kill my dad. I

    hope I can still go home to mom. I cried for about 2hours before I wrote this.

    May 10thDad is dead , but I think so am I. I am trapped on top ofthis warehouse and the zombies and shadows are comingtoo. I have one bullet left.

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    Ithink

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    ilEveryWhe

    re.

    theshad

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    eBlind,

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    eventh

    eNormal

    s

    EVIL!!!!!!

    !!!!!!!

    sOMethi

    ng,IST

    RYINGTO

    DE-

    STROY

    US.

    Wehave

    tostop

    them

    OHHGODIT

    HURTS

    !WHY

    HAVE

    YOUFOR

    SAKENUS?

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    Island City Horror Character SheetName: Gender: Age:

    Appearance:

    Personality:

    Physical Skill SetNumber of Die in Pool:Sub-skills:

    Mental Skill SetNumber of Die in Pool:

    Sub-skills:

    Social Skill SetNumber of Die in Pool:Sub-skills:

    Damage Threshold:

    Track: [ ]Uninjured>[ ]Wounded>[ ]Injured>[ ]Dazed>[ ]Uncon-scious>[ ]DeadPlace an "X" in front of your current condition.

    Mental Threshold:

    Track: [ ]Sane>[ ]Stressed >[ ]Paranoid>[ ]Disturbed >[ ]Un-hinged>[ ]InsanePlace an "X" in front of your current condition.

    Notes:

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    Island City Horror Character SheetName: Gender: Age:

    Appearance:

    Personality:

    Physical Skill SetNumber of Die in Pool:Sub-skills:

    Mental Skill SetNumber of Die in Pool:

    Sub-skills:Social Skill SetNumber of Die in Pool:Sub-skills:

    Damage Threshold:

    Track: [ ]Uninjured>[ ]Wounded>[ ]Injured>[ ]Dazed>[ ]Uncon-scious>[ ]DeadPlace an "X" in front of your current condition.

    Mental Threshold:

    Track: [ ]Sane>[ ]Stressed >[ ]Paranoid>[ ]Disturbed >[ ]Un-hinged>[ ]InsanePlace an "X" in front of your current condition.

    Notes:

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    D ie A ll Y o u

    F o o ls

    D I E !!!!!!!!!!!!!

    DADDY AND I ARE TOGETHER NOW