Shapers of the Apocalypse (Cosmic Horror vs. Player Characters)

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For millions of years the ancestors and relatives of those alive today have spread across the...
Introduction
Pronouns
He/Him
For millions of years the ancestors and relatives of those alive today have spread across the globe, ignorant of their place in the universe and their probing into the darkness repulsed reflexively. For a handful of millennia those who have learned to leash the plants and the animals of the world and capture the voices of the dead in stone, clay, the skins of animals, and pulverized trees have pushed the boundaries a little further. Now, at the turning of a century by the accounting of the dominant culture, the map is being filled in, that which is in the deeps dredged up, and the heavens pulled down to earth.

That which has slumbered beyond the light of human understanding is being disturbed and woken up, and when it casts off its blanket of slumber, there is little hope for those that woke it. Little, but perhaps there is a glimmer that something of the naked apes might survive. If not them then maybe their children, better prepared for the stresses of a cold, uncaring universe. It is not up to the monkeys to choose whether or not the night comes, merely to decide how prepared for it they shall be.

Welcome to Shapers of the Apocalypse, something of a spiritual successor to Age of Strife, with also the intent to rework the system to make it better and more robust, something easier to GM going forward. The game starts in 1900 CE and is unlikely to go much past 2020, if that, with each main turn occupying a 1 year period, with sub-turns for more interesting events. The players will serve as a 'parliament' of sort that will assign NPCs to an executive council and set priorities. Eventually you are likely to be forced to play with a government or group of governments, but you shall begin as an independent organization fumbling your way into the deep end of the pool. The first choice is what sort of organization to start as. It is also possible but not necessary is to designate a sub-type, a narrower version of the broader overarching groups. Do note that while all groups start with some action options closed off to them, they can expand their operations with time and invested resources.

The Explorer's Society
A band of merry gentlemen interested in going to the far corners of the earth to plant flags and shoot rare, exotic beasts, the Explorer's Society is at its best when it is literally pushing boundaries. Their strengths are all oriented towards heading out into the world and finding something new. Of course when they are not launching expeditions - or their expeditions keep disappearing - their star quickly wanes. What use are explorers who sit at home and don't explore?
Pros: Improved capacity for sending expeditions, improved Influence bonuses for successful expeditions
Cons: Influence declines quickly if not sending out or making serious effort to outfit expeditions
Starting Action Types: Basic, Send Expedition, Research (literary)
Potential Sub-types: Geographic, Anthropological, Geological

The University
A place of higher learning, the university excels at research and at being the sort of place where anything could be going on and it wouldn't be particularly out of place. Be it studying old tomes in the library, esoteric physics in the lab, or outfitting an expedition to strange lands, much can be justified under the aegis of grants and thesis. However, this diversity of activity comes at a cost in terms of finances, and the open exchange of ideas can make it difficult to keep things best not let into open circulation out among the student body.
Pros: Research bonuses, almost all action types available from the start
Cons: Penalties to intrigue actions, increased maintenance costs at the start
Starting Action Types: Basic, Send Expedition, Investigation (all), Research (all)
Potential Sub-Types: Arts, Science, Medical, Engineering

The Hospital
Places of those considered sick in body and mind, the hospital is where the realities of the universe press up against humanity at their most personal level. While it is natural to wish to help those who are suffering, there are many ways to do this, of many shades of ethical colour. While limited in their ability to get up to direct action, there is a surprising amount of leeway that a director can get up to under the umbrella of 'public health, although drawing attention to what happens in the isolation wards can bring trouble if not handled correctly.
Pros: Excellent bonuses to medical and psychiatric research
Cons: Limited actions elsewhere, easily draws attention for misdeeds
Starting Action Types: Basic, Investigation (medical), Research (medical, psychiatric)
Potential Sub-Types: Asylum, Sanitarium, Hospice

The Closed Society
While often thought of as 'secret societies', the closed society encompasses most forms of 'old boys clubs' with closed, selective membership and the ability to hide the majority of their activities from the rest of the world. While this offers them excellent opportunities to move among the movers and shakers of the rest of the world while also brushing up against the darkness at the edges, this also makes it difficult for them to act directly. Often their contributions will come through providing funding and direction to other groups, or through subtle guidance. They often also cannot act even when they have capacity, for fear of drawing the ire of open society.
Pros: Improved intrigue actions, improved capacity to gather funds
Cons: Extremely limited actions, often can only act through intrigue actions
Starting Action Types: Basic, Intrigue (all), Investigation (local)
Potential Sub-Types: Occult Society, Businessman's Association, Legitimate Businessman's Association, Detective Cooperative, Veteran's Club

The shape of the organization we shall be...
[] Explorer's Society
[] University
[] Hospital
[] Closed Society
 
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Dramatis Personae
Dramatis Personae
Charisma 20
Management 10
Willpower 10

Law 21
Cartography 9
Research 12

Lawyer III (Law +6, Charisma +3, Research +3)
Gregarious (+1 bonus dice when interacting with people in a friendly manner)

Born: 1869
Ambition: Lead an expedition

A local lawyer with a broad smile and an easygoing nature, Corbyn has long had a fascination with far away places since he was a child and learning to read, and joined the Association both to have further access to their maps and journals and in the hopes that he might one day be able to lead his own expedition into the unknown.
Charisma 17
Management 23
Willpower 7

Research 23
Athletics 19
Survival 7

Businessman IV (+9 Management, +6 Charisma, +6 Research, +3 Willpower)
Obsessive (+2 bonus dice while pursuing an ambition or assigned task that aligns with said ambition, -2 dice otherwise)
Marathon Runner (+1 dice to any endurance related activity)

Born: 1860
Ambition: Have a town named after him

An oddly vigorous accountant with a fondness for marathon running and the outdoors, Morgan is the sort who tends to become narrowly focused on certain tasks. While this gives him a degree of skill and adeptness at his chosen tasks, it has also given him more than a bit of an ego. His current membership with the Association appears to be because he figures that he will have an easier time getting a newly discovered mountain named after him than a bank.
Charisma 20
Management 17
Willpower 11

Research 25
Science (mathematics) 8
Cartography 20

Scholar III (+6 Research, +3 Science (any), +3 Management)
Prodigy (+1 bonus dice to any task)
Intelligent (+1 bonus dice to any intellectual task)

Born: 1872
Ambition: Fill out the world's map

A brilliant young man, Simon is a scholar of exceptional talents aligned in just the wrong direction for his family. While his passion is cartography and general research, his parents were only general tolerant of his manipulation of numbers towards 'pure' ends, a task at which he is only middlingly successful at. While facing the end of his allowance if he doesn't shape up soon, he dreams of nothing less than helping to fill in the last few spots on the maps. To this end, he feels that his talents would go best towards managing the finances of the Association.
Charisma 20
Management 14
Willpower 14

Personal Combat 27
Survival 14
Tactics 23

Soldier IV (+9 Personal Combat, +6 Willpower, +6 Tactics, +3 Survival)
Hunter (+2 Personal Combat, +2 Survival, +1 bonus dice while in the wilderness)
Gregarious (+1 bonus dice when interacting with people in a friendly manner)
Ambitious (+1 bonus dice when pursuing a goal)
Heavily Scarred (First impression Charisma checks give an extra complication or advantage of any are generated)

Born: 1870
Ambition: Become President of the Association

While among the finest of hunters and trackers in the Association and a veteran of the Spanish-American war, Tyler has the slight problem of being among the poorest members of the Association, and only really being a member instead of purely staff due to having received what amounts to a scholarship from the founder shortly before his death. While controversial among the upper class members of the Association, he is well liked for his hard work among the more middle class members, which is what has put him in a position to run even for the relatively thankless job of VP - Operations.
Charisma 9
Management 13
Willpower 13

Personal Combat 17
Cartography 27
Sailing 20
Tactics 2

Sailor III (+6 Sailing, +3 Cartography, +3 Personal Combat)
Brawler (+1 bonus dice when in unarmed combat)
Veteran (+2 Personal Combat, +2 Tactics, +2 Willpower, +1 bonus die when dealing with those of favourable disposition towards the military)

Born: 1855
Ambition: Own his own yacht

A somewhat churlish old salt, Wilhelm is also easily the finest navigator the Association could ever ask for. While not exactly from a poor family, he's also nowhere near rich enough to achieve his dreams of owning his own yacht to sail where he pleases. While not missing a sense of adventure, he does see the Association more as a means to an end than something he is directly attached to.
Charisma 26
Management 30
Willpower 27

Research 24
Sailing 6
Personal Combat 12
Survival 9

Businessman IV (+9 Management, +6 Charisma, +6 Research, +3 Willpower)
Hunter (+2 Personal Combat, +2 Survival, +1 bonus dice while in the wilderness)
New Money (+1 bonus dice when attempting to make money)
Ambitious (+1 bonus dice when pursuing a goal)

Born: 1858
Ambition: Gain acceptance and recognition for his successes globally

An intensely driven man, Michael considers himself a self-made man but still yearns for the acceptance of more old-money families and has made something of a business of attempting to break into the hobbies of the various aristocracies of the world. While it is clear that the Association is a means to an end for him, it is also clear that he has the skills on paper to make a fantastic president.
Charisma 22
Management 23
Willpower 24

Cartography 20
Research 30
Science (geology) 24

Scholar III (+6 Research, +3 Science (any), +3 Management)
Dilettante [geologist] (+1 bonus dice to Science (geology) checks)
Old Money (+1 bonus dice when dealing with those of aristocratic demeanour)
Expedition Manager (+1 bonus dice to expedition Management when leader)

Born: 1846
Ambition: Have a species of prehistoric animal named after him

Claiming descent from European aristocracy, despite having never particularly worked a day in his life, Peter's hands have more than a little rock dust on them. Claiming that the only way for a true gentleman to spend his time is to wander the woods and enjoy the beauty of nature, he has a particular passion for geology and paleontology. He sees the Association as an extension of this passion.
Charisma 11
Management 11
Willpower 17

Research 23
Personal Combat 21
Survival 17

Scholar II (+3 Research)
Lovable Fool (No complication negation, adds +1 bonus dice to Charisma checks)
Gregarious (+1 bonus dice when interacting with people in a friendly manner)
Hunter (+2 Personal Combat, +2 Survival, +1 bonus dice while in the wilderness)
Deep Pockets (organization gains +1d4 temporary Resources each year is at top level)
Monster Hunter (+1 bonus dice to Willpower and Personal Combat when fighting the unnatural)

Born: 1873
Ambition: Hike up Mount Kenya

Gary is two things: rich, and kind of an idiot. Well, idiot is perhaps a bit harsh, since he does have skills, they are just not the most useful at times, and he has a bad habit of making trouble for himself. The ideal of the indolent rich man pursuing his hobbies past the point where skills fail him and money carries him the rest of the way, the biggest issue is that his money carries him a long way. While no doubt a poor fit for the presidency of the Association, the resources he could bring are undeniable in their attractiveness.
Charisma 12
Management 4
Willpower 17

Research 21
Science (archaeology) 19
Science (geology) 20

Scholar III (+6 Research, +3 Science (any), +3 Management)
Arbitrary (-5 Management)
Passionate (+1 bonus dice when pursuing an interest)

Born: 1872
Ambition: Gain a professorship at a relatively prestigious university

A skilled if disorganized archaeologist and paleontologist, George is the sort of person who stalls midway through their career due to their own faults and is at least vaguely aware of it. While still useful to Essex College, he is simply unable to avoid screwing up the paperwork and people management to actually get his career to go anywhere. There is some hope by the faculty that more experienced and worldly types might knock off some of his problematic areas.
Charisma 19
Management 20
Willpower 16

Medicine 21
Science (biology) 10
Personal Combat 19
Survival 17

Doctor II (+3 Medicine)
Old Money (+1 bonus dice when dealing with those of aristocratic demeanour)
Hunter (+2 Personal Combat, +2 Survival, +1 bonus dice while in the wilderness)
Wrathful (+5 internal Willpower against fear, -5 internal Willpower to control temper)
Strong (+1 bonus dice to physical tests)
Just (+5 Management)
Suffragette (-2 bonus dice when dealing with people who hold strong beliefs on traditional gender roles)

Born: 1883
Ambition: See women get the vote in America

Granddaughter of Henry Jackson by way of one of his more entrepreneurial sons, Christine was born to Simon and Francine Jackson in a log cabin in Dakota Territory near the gold mine Simon was developing. Shortly after birth Francine took ill and passed away, forcing Simon to return east to be with family. While Simon would remarry, he always had a soft spot for his first child and would indulge her in whatever she wanted, while her wilder ways amused her practical minded grandfather. While to a degree this spoiled her and gave her a short temper, it primarily caused her to develop a sense of fairness when she ran into the things outside her father's control. Currently studying medicine in Boston and participating in women's suffrage movements, she has been drawn into the Association by the mysterious circumstances surrounding her grandfather's death. This is a mystery she wants resolved.

Charisma 30
Management 19
Willpower 16

Personal Combat 23
Survival 13
Tactics 22

Officer IV (+9 Tactics, +6 Personal Combat, +6 Management, +3 Charisma)
Old Money (+1 bonus dice when dealing with those of aristocratic demeanour)
Veteran (+2 Personal Combat, +2 Tactics, +2 Willpower, +1 bonus die when dealing with those of favourable disposition towards the military)

Born: 1837
Ambition: Die gloriously

A cavalry officer during the Civil War and the Indian Wars, Henry is something of a disaffected old man now. His estate well taken care of at a distance, he sees the only glories left to be in exploration. His only ambition as he enters his twilight years appears to be to end his life doing something worthwhile.
 
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Organization
Organization Sheet

Influence 25 (24) [0]
Resources 33 (35) [-4]
Ethics 14 [0]

Essex College Contacts (can recruit Scholar-type specialists or pass along items for study)

New Mexico Contacts (+1 bonus dice whenever involved in New Mexico)
New Mexico Sympathies (the local authorities are willing to offer additional help to you, opening up new opportunities and reducing complications incurred there)

Expedition Grace Period: Launch an expedition by 1908 to avoid taking Influence penalties

Assets:
Explorer's Library (allows for Research and Cartography checks to aid in Expedition Projects)
Biological Diversity Hall (provides an area to either research plants and animals that have been encountered by the Association, or to impress the public) [-1] Resources decay/turn
Maxim Gun [-1] Resources decay/turn
New Mexico Outpost (the site you have discovered still has dangerous secrets to explore, you should consider setting up something more permanent to keep an eye on things and do ongoing research) Inf DC: 20, Res DC: 60, [-2] Resources decay/turn

Inventory:
1x Strange Prism (this object has strange properties and needs investigation and research)
 
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[X] Hospital

Where the creepy suff happens. Certainly not influenced by current choice of study.
 
[X] Closed Society
-[X] Occult Society

I'm honestly curious if SV can run an Occult Society without everything devolving into mad chanting and tentacles.
 
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[X] Closed Society
Intrigue actions. Who doesn't want to be 1900s James Bond?

With tentacle magic books, possibly.
 
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[] Closed Society
-[] Occult Society

My second choice here would be
[] Explorer's Society
 
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I'm not keen on the Occult Society thing. Starts with a lot of knowledge but doesn't necessarily have a ton of reach. I think that if we go for Closed Society, Businessman's Association (legitimate or otherwise) is probably the best for leveraging the most versatile resources and applying pressure wherever it's needed. Very flexible in the early game, a lot of room for growth. Money makes the world go round, and these guys also have a lot of friends in high places, strings to pull on. Valuable connections in general.


That said, I feel like Medical University might be a really good cheese build in terms of getting the best of both worlds on Hospital AND University. It's where you find the Herbert Wests of the world :o
 
[X] Closed Society
-[X] Occult Society

Iä! Iä! Yog-Sothoth!

*Is Shot*


Also, inb4 Ekans starts double/triple/quadruple posting in this quest too.
 
After more consideration
[] Explorer's Society

Because the closed society becomes less capable the more awesome things it accomplishes, while the explorer's society becomes more capable.
 
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