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    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    We will play Vox at our next session, April 26th.

    Oh, I was incorrect--Vox uses PDQ, not Fate. So bring your six sided dice!
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Vox is about role-playing for the sake of truly playing roles,
    and storytelling for the sake of telling stories. Jung said that
    every person has a story to tell, and that individuals can only
    be whole when they rediscover that story. Vox wants you to discover
    all of your character’s story, and in so doing, experience
    what it’s like to collect not pieces of gold, but pieces of oneself.

    WHAT’S WRONG WITH YOU?
    There’s a Voice in your head. No, not that one. Not the little
    narrator, the interior monologue that’s reading these words to
    you right now. A different Voice. One that wasn’t there before.
    One day, the Voice started talking to you, telling you things
    you didn’t know—things nobody could have known. And that
    would have been fine, easily passed off as your imagination, or a
    daydream, except for the fact that the Voice hasn’t gone away. If
    anything, it’s getting louder as the days go by, harder to ignore.
    You aren’t sure what the Voice wants, where it comes from—
    aliens, ghosts, maybe God, maybe a friend playing a sick joke.
    You’re not even sure the Voice is real. It could be a hallucination,
    or multiple personality disorder, or schizophrenia. What if
    that’s it? What if you’re losing your mind? Or what if it’s something
    else entirely? What if you’re not losing anything?
    What if you’re gaining?
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    You’re Not Alone
    The first thing you should know—must know—is that you
    are not alone. There are others like you out there. Maybe you
    know this: maybe the Voice told you, or you read about them
    in the paper, or saw one of them on television, some crazy guy
    wandering through a shopping mall with a samurai sword and
    a propane torch, “trying to save people from the spiders.” You
    didn’t think that sounded so crazy.
    Or maybe you know about these people because you’ve
    already met them somewhere. Maybe you were all in Iraq together,
    or in a bus accident, or trapped in an elevator that fell
    seventeen floors before the emergency brakes kicked in. Maybe
    you’re all in the same hospital, trying to get treatment for something
    nobody knows how to treat, or perhaps you’re all just under
    the same overpass, scrounging for cans and sharing a shopping
    cart. Maybe you all had the same dream in which your
    Voices told you all to meet at the top of the World Trade Center
    on Valentine’s Day, except of course the WTC’s been gone since
    9/11 so you each individually decided to go for coffee instead
    and wound up in line at the very same Coffee Shack, ordering
    the very same Nonfat Decaf Double Latte, and that wouldn’t be
    so amazing if there weren’t so many Coffee Shacks nearby, and
    as you all waited for your lattes the girl behind the counter said
    she was out of nonfat milk, and at that moment you all knew
    that you just had to sit down and have a little chat.
    These people aren’t necessarily your friends, of course—not if
    you don’t want them to be. Sure, you have something in common,
    but that doesn’t necessarily mean you trust them. Maybe
    you just want to keep them close so you can keep an eye on
    them, or maybe you’re just doing it because the Voice says it’s a
    good idea. Then again, maybe what you really need right now
    is some company, some other Voices to listen to. Voices that
    belong to other people. Voices that aren’t in your head.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    You’re Not The First
    You are not the first person to be in this situation, of course. Not
    by a long shot. People who hear Voices come from all walks of
    life. Whereas some psychological afflictions like schizophrenia
    are known to have correlation with factors such as marital
    status and economic stature, the broader condition of “hearing
    Voices” has no such predicator. Young, old, men, women,
    children, rich, poor—all can be equally touched. Researchers
    estimate that between 5 and 10 percent of all people report
    hearing Voices at one time or another. That’s a lot of Voices.
    Serial killer David Berkowitz heard his neighbor’s dog talking
    to him. Drug-dealing murderer Clayton Edward Butsch said that
    his cat had special powers, and could tell him who was good
    and bad. Then there was Andrea Yates, who thought there were
    video cameras in her ceiling and television characters talking to
    her—all part of a psychotic break that led to her drowning five
    children in a bathtub.
    Of course, not all those who hear Voices are murderers. Winston
    Churchill heard Voices, as did Martin Luther King, Florence
    Nightingale, and Mahatma Gandhi. So did Socrates, Ezekiel, and
    Jesus Christ and, perhaps most memorably, Joan of Arc. Their
    Voices came in many forms: Joan said angels and saints talked to
    her; Socrates called his Voice a daemon; Jesus heard demons of
    a different sort, but his mother talked to angels. St. Paul, St. Francis,
    Moses, Mohammed, and Teresa of Avila all heard Voices as
    well—God, spirits, angels, burning bushes….
    But one need not be religious to hear Voices. One might be
    a scientist: Carl Jung and Sigmund Freud heard Voices; Galileo
    heard the Voice of his dead daughter; Pythagoras heard the
    Voice of a dead friend from a dog; Nikola Tesla claimed to have
    conversed with aliens, not to mention pigeons.
    Artists, too, hear Voices, and not just “the Muse.” William
    Blake, Andy Warhol, Robert Schumann, and Rainier Maria
    Rilke are all reported to have heard Voices; Jack Kerouac, John
    Nash, and Syd Barrett were all diagnosed with schizophrenia.
    Not even the offspring of geniuses are immune: the children of
    Albert Einstein, Kurt Vonnegut, James Joyce, and Dr. Watson—
    not Sherlock Holmes’ sidekick, but the discoverer of DNA—all
    suffered from schizophrenia.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Though many people hear Voices in the absence of any overt
    physical or psychological symptoms, there are certain medical
    conditions that can cause one to hear a “Voice in the head,”
    including: onset of deafness, Alzheimer’s, Parkinson’s, dementia,
    tinnitus, temporal lobe epilepsy, brain tumor, stroke, and manic
    depression. Following are some more common causes of Voices.
    Drug-Induced Paranoia
    Individuals who regularly (ab)use substances like meth, crack,
    LSD, or alcohol may occasionally suffer from rather vivid hallucinations—
    meth and cocaine users in particular often suffer from
    visual and tactile hallucinations that involve black worms or spiders
    crawling on their skin. Some have been driven to destroy the
    bugs by scratching themselves until they bleed, or attempting to
    burn the offending insects off with lighters or kerosene.
    The chemical changes in the brain can also bring on bouts of
    paranoia, which, coupled with the hallucinations, can make it
    seem as if the world is out to get the drug user. Strangers may
    seem to whisper hidden threats, and innocuous television or
    radio messages can seem to have hidden meanings.

    Disociative Disorders
    Those suffering from dissociative fugue suddenly and inexplicably
    forget their current identity and assume a new one. This
    new identity may persist for weeks or months, until the person
    suddenly forgets the new identity and resumes the old one—
    with no memory of the second identity.
    A better-known dissociative disorder is split personality or
    multiple personality disorder (MPD), wherein an individual has
    several distinct identities. Often there is one primary host and
    several sub-personalities, which may be mutually cognizant of
    one another, or mutually unaware. Each personality has a distinct
    character, including different “vital statistics” (age, race,
    religion, gender), different abilities (foreign languages, musical
    talent), and different preferences (sexual, personal). With
    treatment, the core personality is integrated with the other subpersonalities.
    Schizophrenia
    According to statistics, one in every hundred people meets the
    criteria for schizophrenia. The affected perceive and believe
    things that seem real, and may attribute these hallucinations to
    outside sources. They see “signs” giving them instructions, or
    think their neighbors are spying on them, or that they can talk
    to their cat, or that they are a cat. They may feel persecuted
    because they are special, and attach significance to mundane
    things. They may exhibit anhedonia (inability to feel pleasure),
    apathy and ambivalence, withdraw socially, or be catatonic.
    It has been argued that schizophrenia might be a holdover of a
    condition called Bicameralism, wherein one part of the brain is
    subservient to the other, and perceives the other half as a god. It
    has been argued that ancient writings offer evidence of this, such
    as in ancient stories that involve anthropomorphic “gods” giving
    orders to heroes, muses literally singing poems, etc.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Vox
    As per the DSM-VIII, when no other medical conditions seem
    to apply—even if some symptoms match those of other conditions—
    an individual who hears Voices is dubbed as being afflicted
    by Vox, the Latin for “Voice.”
    There is some dispute as to whether this condition can be
    classified as a disorder, as it need not cause an individual discomfort;
    some doctors encourage patients to listen to the Voice,
    rather than trying to get rid of it. While the Voice can be critical
    and abusive, some Voice-hearing individuals often attribute
    beneficial decisions to the Voice (“The Voice told me to jump
    out of the way of the car.”). In some rare cases, these Voices are
    also associated with some degree of psychic ability or even “superhuman”
    capabilities. Whether or not this is true is unknown;
    suffice to say only that the categorization of Vox as a disorder is
    controversial, at best.
    Global Assesment of Patient Function
    91–100: happy, healthy patient suitable for discharge
    81–90: minor emotional issues, no major health concerns
    71–80: temporary or minor behavioral issues
    61–70: problematic behavioral or social issues
    51–60: moderate psychological issues
    41–50: suicidal thoughts; serious impairment
    31–40: difficulty distinguishing reality; hears Voices occasionally
    21–30: impaired judgment; antisocial; delusional; hears Voices
    11–20: some risk of self-harm; listens to or speaks with Voices
    0–10: constant risk of self-harm; trusts and/or obeys Voices
    < 0: imminent risk to others and reality; terminate immed
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Voices can often be triggered by traumatic events. Here are some
    examples cited by Vox subjects, from mundane to extreme:
    What Does It Sound Like?
    Voices can sound like people, with specific features—male,
    female, old, young, black, white—or with no discernible characteristics.
    They can sound like robots, or machines, or animals.
    They can shout or sing, whisper or hum, click or buzz or whistle.
    They can be clear or indistinct. They might speak through
    one sense, or all senses, or via mixed senses (synesthesia).
    Voices can seem to come from within you or from without.
    They can seem to have a source or they may be sourceless; they
    might be verbose or completely wordless. They can come from
    birds or cats or dogs, from leaves or the wind or a babbling
    brook, from the radio or the TV or the water pipes.
    Voices can be commanding and mean, or beneficent and
    kind; about a third of sufferers say that their Voices are helpful
    and guiding, and that they would miss them if the Voices were
    to disappear.
    Voices are often ascribed a “logical” source based on an
    individual’s own predilections and beliefs. Superstitious or
    religious folk may say Voices come from ghosts or demons,
    angels or gods (or God, depending on one’s faith). Those of a
    paranoid but scientific mind might claim it’s a brain implant, or
    the government sending “Voice To Skull” (V2K) messages via
    electromagnetic frequencies (ELFs in the 45 to 75 Hz range, to
    be precise) or satellite microwave transmissions.
    Of course, it doesn’t take high-tech electronics to transmit;
    James Tilly Matthews claimed to be under the influence of a
    pneumatic chemistry-driven “Air Loom” in the 1790s.
    Prove he wasn’t.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    NOTE: Players might choose to have such trauma reflected in their
    character’s background or Past Quality. GMs might use this for
    Story Hooks or to help tie the PCs together (as many such traumas
    might be shared by a group).
    • Allergic reaction
    • Balloon accident
    • Bank robbery
    • Bitten by a snake
    • Car crash
    • Child abuse
    • Death of a close friend
    • Exposure to chemicals
    • Fell off a ladder
    • Gang initiation
    • Group therapy
    • Heart attack
    • Hijack incident
    • Influenza
    • Jumped off a bridge
    • Kidnapped
    • Left at the altar
    • Lost in the wilderness
    • Marooned on an island
    • Mauled by a rabid dog
    • Nearly drowned
    • Near-death experience
    • Nightmares
    • Overcrowded subway
    • Plane crash
    • Prayer vigil
    • Quack doctor
    • Railroad accident
    • Religious experience
    • Struck by lightning
    • Suicide attempt
    • Terrorist attack
    • Tortured
    • Trapped in an elevator
    • UFO sighting
    • Violent seizure
    • Visit to psychic
    • Wartime incident
    • Woke up from a coma
    • X-ray machine trauma
    • Yoga class
    • Zen koan
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    n most RPGs, the first thing that the players decide on is their
    characters’ race, background, class, attributes and skills, allotting
    a certain number of points into various categories. In essence,
    a lengthy character creation process—a sort of game in
    its own right—has to take place before the real game can begin.
    In this introductory scenario, we’re gonna skip that part.

    Vox contains many secrets, and the first one the PCs encounter
    in this scenario is the mystery of their own identity, courtesy of
    a sort of amnesia or fugue, spontaneously experienced among
    a group of people. It’s not like they’ve forgotten everything; they
    can probably work out their names from looking at their IDs, and
    while they’re digging through their purses and wallets, maybe
    they pick up some clues about their families, careers, and paths
    through life, sifting through photos, scraps of paper, the flotsam
    and jetsam scattered in the wake of life passing them by.
    Of course, how can they know these things really belong to
    them? The teenage girl with the kitty-cat backpack and the roller
    blades might be a regular schoolkid... or a dangerous assassin
    playing on her youthful looks, carrying false ID and wearing a
    disguise. The man in the business suit might be an agent of some
    sinister organization... or an advertising executive... or a gym
    teacher... or a serial killer... or all four. Nothing is for certain. Yet.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Vox characters are composed of a Persona and (usually) one or
    more Voice(s). The Persona is the face each individual presents
    to the others they encounter, consisting of elements that anyone
    can see, and of which they are aware. It is, for all intents and
    purposes, what the character recognizes as their “Self,” and
    what the player recognizes as his “player character” or “PC.”
    Voices on the other hand can only be perceived by the Persona
    they are attached to (if at all). They are separate personalities
    and in most ways are characters in their own right.
    The following is a breakdown of the elements used to describe
    Personae and Voices. Each element will be discussed later in
    more detail. A player doesn’t have to decide these elements in
    any particular order, though each could influence the selection
    of the others. Nearly anything can be a Quality;
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Every Persona is composed of the following basic elements:

    1. A Name
    2. A Description: Includes Physique and Personality.
    3. Four Core Elements, including:
    a. A Past (Good [+2])
    b. A Defining Quality (Good [+2])
    c. A Motivation (Good [+2])
    d. A Quirk
    4. Additional Qualities: 1 extra Good [+2] Rank that can
    be used to improve a Core Quality or add a new one.
    5. Training Points: Zero (0) Training Points to start.
    6. A Voice: Likely, but optional; ask your GM.
    VOICE
    Mechanically, Voices are built much like Personae, with the
    main difference being that they have no physical being or any
    concrete, substantial definition. Like Personae, they have specific
    elements of their own, as follows:
    1. A Name: Optional, but useful.
    2. A Description: This generally includes Type, Physique,
    and Personality. For a list of Voice types, see page 49.
    3. Three Core Elements, including:
    a. A Past (Good [+2])
    b. A Motivation (Good [+2])
    c. A Quirk
    4. Additional Qualities: 1 extra Good [+2] Rank that can
    be used to improve a Core Quality or add a new one.
    Voices never have Physical or Defining Qualities (as they
    have no physical substance or sense of self).
    5. Training Points: Zero (0) Training Points to start.
    6. A Persona: Voices do not have Personae of their own
    (i.e., this is not recursive); this is just a place to record
    which Persona possesses which Voice.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Name
    All Personae have a Name, suitable for the setting and period
    (likely modern, but possibly not—check with your GM). This
    can be a complete name with middle name and surname, or
    just a nickname. Whatever works for you is fine.
    The GM might also let players name Voices—more likely, he
    will reveal those names as they come up in the game.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Description
    All characters have a Physique which, in ten words or so,
    covers things people notice by looking: age, gender, height,
    weight, build, eye or hair color, or other features. More detail is
    fine, but for starters a short sentence or phrase (“Tall, dark and
    handsome man from Brussels”) or a collection of words (“age
    30, male, American, 5’9”, 175#, scarred face”) will suffice.
    Voices do not have an actual physical Physique, but they can
    be described in terms of how they manifest to a Persona, or
    “seem” to appear; Voices also have a Type (see page 49).
    All characters also have a Personality which, in ten words or
    so, covers mannerisms and attitudes that would be clear after
    a few minutes of small talk: hobbies or habits (book-lover, cat
    person), religion, astrological sign, etc. This can be a phrase or
    just a series of words, and includes not only positive characteristics,
    but negative ones. Players might wish to use a Personality
    Type (described starting on page 80), a tarot card, a totem animal...
    anything that best describes that character’s personality.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Core Elements
    Four aspects are Core Elements—all PCs and most NPCs of significance
    have them. They are the absolute minimum description
    for an interesting and effective PC. These elements include
    three Core Qualities of Past, Defining Quality, and Motivation
    (these collectively represent a PC’s past, present, and future),
    and a Quirk. Select the specifics of the PC’s four Core Elements:
    • A Past is a Quality, and starts at Good [+2] Rank; it represents
    where a character comes from or did in the past.
    • A Defining Quality is a Quality, and starts at Good [+2]
    Rank; it represents how the character defines herself (even
    when the character is not in control of her own actions!)
    • A Motivation is a Quality, and starts at Good [+2] Rank; it
    represents a character’s goal for the future.
    • A Quirk is always unranked; it represents an interesting
    failing, weakness or shortcoming of a character.
    Voices do not have a Defining Quality, but generally possess
    the other three Core Elements.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Additional Quality
    Select one more Quality at Good [+2] Rank, or use that Rank to
    improve an already-selected Quality.
    Example: A player could increase a PC’s Good [+2] Past: Scholar to
    Expert [+4] Rank, or buy a new Good [+2] Witty Repartee Quality.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Quality Ranks
    Qualities have Ranks that indicate levels of proficiency (see the
    Master Chart, page 36). These range from a minimum of Poor
    [-2] up to a maximum of Master [+6]. Numbers in brackets
    following the Rank of the Quality show the Rank’s Modifier
    (MOD), or how much is added to or subtracted from a 2d6 dice
    roll for resolving a Challenge or Conflict (see page 37). Qualities
    also absorb damage.
    NOTE: At everything else, PCs are simply Average [0]. Players
    can attempt a 2d6 roll for any task, knowledge, or skill that is not
    specifically secret, technical, or esoteric. That is, while anyone can
    look for the secret door in the library, it’s doubtful they’ll be able
    to read the cryptic scroll inside without a linguistics Quality.
    Vox is all about change; Qualities chosen in character generation
    are not necessarily permanent. If after play begins, a Quality
    sees no use and doesn’t add to the characterization of a PC, the
    player and GM can work together through the story to change it.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    LITIES
    A Quality is a notable, talent, skill, relationship, or resource of
    a character. It is an inherently positive aspect—a strong point.
    A Quality represents a broad skill, field of knowledge, unique
    perspective, personality trait, special gift, or social connection.
    Any relevant gear needed to properly take advantage of a starting
    Quality, like lockpicks for a Thief or a sword for a Fencer, is assumed,
    although this only applies to Qualities taken during Character
    Generation; other gear must be obtained normally.
    If a particular Quality is relevant at all to an action or topic,
    the character may apply it when attempting that action or understanding
    that topic. This is called the penumbra (or “shadow”) of
    the Quality. A player shouldn’t pick Qualities that are too narrow
    or its penumbra will be too narrow; too broad, and identifying
    the sorts of things that should fall under the penumbra becomes
    pointless. Proper word choice is key. The parameters for what’s
    “too broad” or “too narrow” are up to the individual GM.
    Consider a character with a “Hacker” Quality. The penumbra
    of Hacker probably contains such things as computer use,
    owning a laptop, underworld connections, hacker magazine
    subscriptions, knowing hacker stories, writing software code,
    intimidation through email, that sort of thing.
    NOTE: It’s okay if a PC wants to be particularly better at some
    Quality that might normally fall under the penumbra of another
    Quality—for example, taking “Cop” and “Taser” separately.
    However, the player should realize that this choice limits the total
    breadth of what the character can do, in exchange for being able
    to use both Qualities at the same time when he gets into a scuffle
    (by adding the MODs together; see page 39).
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Good Qualities vs Bad Qualities
    Vox aspires to a set of physics that align with our own reality; a
    good rule of thumb for the sorts of Qualities that are acceptable
    is anything that “normal people” can do in the “real world.” For
    example, you cannot fly, teleport, shoot fireballs from your hands,
    turn into a bat, or use magic. Good Quality choices might include:
    • Physical: Gunplay, Kung Fu, Roguishly Handsome, Weightlifting,
    Ballroom Dance, Perseverance.
    • Mental: Oriental Philosophy, Wine Expert, Sports Trivia, Speedreading,
    Strategy & Tactics, Computer Hacking.
    • Social: Wu-Shen Monks, MI6, Football Team, Conversationalist,
    Intimidating, Charmingly Effusive.
    • Professional: Teacher, Martial Artist, Spy, Professional Athlete,
    Freelance Writer, Bounty Hunter, Mad Scientist.
    • Quirks: Drunkard, Greedy, Honorable, Loyal to the Company,
    Naïve, Poverty, Proud, Secret Identity, Unrequited Love.
    Shadow, Shadow, On The Wall...
    The PDQ2 concept of shadow as it applies to Qualities has naught
    to do with the Jungian concept of the Shadow. References to the
    latter will be capitalized, to help avoid confusion between the two.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    Several Qualities are Core Qualities, which along with Quirks
    comprise the Core Elements of a Vox character. Together they
    represent a character’s past, present, and future.
    Every Vox character has a Past. This Quality represents where
    they come from, their background, and where they were/what
    they were doing before the start of the game; examples might
    be Navy Pilot, Prisoner of War, Cat Burglar, etc. The Past Quality
    provides the GM with a basis for generating Story Threads,
    and can help tie the PCs together with a common bond.
    Every Vox Persona has a Defining Quality, their primary means
    of self-identification; Voices do not. This is not necessarily the
    thing a character is best at, but it is the thing she often relies on,
    granting her a wider range of abilities with regard to that talent;
    examples might be Devoted Mother, Pet Detective, Taxi Driver,
    etc. Any Quality can be a Defining Quality, but a character can
    only have one Defining Quality. The Defining Quality offers additional
    special benefits when Personae are interacting with their
    Voices (see page 68). Further, a Defining Quality informs the GM
    about what sorts of conflicts the PC wishes to be involved in!
    All Vox characters also have a Motivation, which represents
    their goals, hopes, dreams, desires, and drives for the future; examples
    might be Aspiring Actor, Fight Crime, Go Down Fighting,
    etc... Not only does a Motivation help the GM to drive the action
    forward, but it helps the player keep their PC focused on a goal.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010
     
    All characters have at least one Quirk, which is a failing or feature
    that presents opportunities for interesting failure. It is an inherent
    negative or problematic aspect of the character, a weak
    point, stemming from ignorance, flawed understanding, physical
    or mental incapability, a recurring duty, a habit, a method of
    getting into trouble, or some other vulnerability. (Sometimes, a
    Quirk gives a better idea of what really drives a character, even
    moreso than Motivation!)
    Players should pick a word or phrase that describes something
    that will be fun or entertaining to run into throughout play. A recurring
    villain, an uncomfortable situation, or an activity that the
    character just regularly flubs are all possible Quirks.
    Quirks are unranked; this means they do not add to rolls
    or absorb damage. They serve as constant Story
    Hooks for PCs. When a Quirk comes directly into
    play, the player gets Karma Dice.
    NOTE: If a Quirk ever needs to be rolled against for a Challenge
    situation, treat it as a Poor [-2] Rank Quality. However, it still cannot
    absorb damage.
    • CommentAuthorJvstin
    • CommentTimeApr 11th 2010 edited
     
    http://www.aeforge.com/vox/about.html

    And the free sampler:
    http://www.scribd.com/doc/15610966/Vox-RPG-12-Page-Sampler
  1.  

    Table reservation is confirmed.

  2.  

    I didn't really catch what's up with us for schedule -- someone said either two or four weeks from yesterday. Just as a point: I expect to be at Nerdly in four weeks, so I'm out on that one.

    • CommentAuthorMule
    • CommentTimeApr 26th 2010
     
    So, let's see if we can all make 2 weeks from now. I can!
    • CommentAuthorGrover
    • CommentTimeApr 26th 2010
     
    I can.
    • CommentAuthorJvstin
    • CommentTimeApr 27th 2010
     
    I will reserve the table today.
    • CommentAuthorJvstin
    • CommentTimeApr 27th 2010
     
    Summary of our characters:

    Steve:
    Raymond, Asylum alum turned would be artist

    Shane:
    Jerod, soldier turned social worker

    Chris:
    Nigel, Cultist and con artist

    Eric:
    Walls, 14 year old gang member

    Me:
    The humble GM
    • CommentAuthorJvstin
    • CommentTimeApr 27th 2010
     
    Very simple plot summary:

    PCs awoke to find themselves on stopped subway train with varying degrees of amnesia.
    Met Roger, only other person in subway car.
    Escaped car, explored tunnel. Found mysterious door, left it for later.
    PCs narrowly avoid being flattened by passing train
    Roger disappears, but his wallet turns up at subway platform manned by strange coffee barrista in teddy bear costume.
    $5000 bill in wallet proves "sticky" to the wallet, another suggestion of things gone wrong
    PCs attempt to scatter and separate, and a voice nags at Steve from his phone, but all roads seem to lead to Roger's address on 4th street, a dilapidated mansion
    PCs meet many many men with guns, and their leader Samson.
    Strange talk of the "Divinorum" and lots of questions to the PCs about their relationship to Roger, and the mysterious Door.
    Standoff between one rogue agent Daniel and the rest provides opportunity to escape for most PCs (except Nigel, who remains on scene) in ice cream trunk.
    Samson and Daniel leave their business cards (in opposite colors) and depart.
    Remaining PCs take stolen IC truck back to 14th street station to reach the door.
    Raymond, Walls and Jerod go through a strange scanner. "237047734"
    Nigel returns home, the "curse" seemingly lifted. The mansion goes up in flames.
    Raymond, Walls and Jerod find themselves climbing a staircase that leads to the burning house. They find business cards too.
    All PCs "awake" back in subway car. Car is active, they have the wallet (with a normal $5000 bill) and their business cards and their full memories.
    • CommentAuthorJvstin
    • CommentTimeApr 27th 2010
     
    Hey guys,

    May 9th is sold out at the Source as far as a venue (they are hosting a Magic tourney).

    Do we want to try the FFG space on the 9th? Have Eric host? Something else?
    • CommentAuthorMule
    • CommentTimeApr 28th 2010
     
    I'm cool with hosting or trying FFG.
  3.  

    I'll go wherever. Also, my house is available, but only one of you has a reasonable way to get here at this point. :(

    • CommentAuthorJvstin
    • CommentTimeMay 4th 2010
     
    Well, I'm happy with either Eric's place or FFG. Just tell me where I am hanging my GM shingle and I will be there. (car willing, as always, of course).
  4.  

    Someone needs to be authoritative here. Normally that would be the host or GM.

    • CommentAuthorMule
    • CommentTimeMay 4th 2010 edited
     
    EDIT: HOSTING CANCELED

    I won't be able to make it to this week's Indie Games meet, I'm sorry. I just learned my Grandmother has died, my weekend's shot.

    Best of luck to you all at the FFG place! Let me know how it goes!

    Regards,
    Mule
    • CommentAuthorMule
    • CommentTimeMay 5th 2010
     
    Oh, and I should post rather than edit so the thread is marked as having new info.
  5.  

    Oh! Condolences, man!

    • CommentAuthorJvstin
    • CommentTimeMay 6th 2010
     
    Oh crap. I'm sorry to hear that, Eric.

    While I could run with just three, do we want to push off a week or not?
  6.  

    I don't mind putting off Vox, but I'd rather get together to do something else if people are available. Has anyone actually been to FFG? Are there other game stores in town with table space?

    • CommentAuthorJvstin
    • CommentTimeMay 6th 2010
     
    I've not been to FFG and I don't know of any other venues off hand.

    Chris? Shane?
  7.  
    I have been there. Seems decent, but could be loud if busy.
  8.  

    As I've said, I'm willing to give it a try whether it's Vox, some other RPG or board games. The website makes no mention of reserving a table. Do you know how that works, Shane?

  9.  
    Right, no need to reserve. Just first come first serve (as far as I can tell). It is a decent sized room, 12 or 15 tables. It may be possible to reserve, but I have not seen it done, so I don't know.

    I would be up for boardgames.
  10.  
    However, there is also an event at the FFG store this weekend.
  11.  

    OK, I'm cancelling my participation this time since we don't have a place that I trust and my travel is like fifty miles.

    • CommentAuthorGrover
    • CommentTimeMay 8th 2010
     
    I have a pile of grading to do - if we're not doing Vox, I'll have to beg off as well.
    • CommentAuthorJvstin
    • CommentTimeMay 9th 2010
     
    Okay, we're canceled. Nuts!

    The next Sundays I am free is next Sunday (May 16th) and May 30th.
  12.  

    I could only to next Sunday if Kivi were in the game as Cathy will be out of town and (sigh) parenting comes first.

    Otherwise my schedule is open.

    • CommentAuthorMule
    • CommentTimeMay 14th 2010
     
    I can meet and/or host on the 30th
    • CommentAuthorJvstin
    • CommentTimeMay 16th 2010
     
    30th Works for me.
  13.  

    See if it works for The Source?