We are making some changes to image storage. You may see missing images in your image library. They are still there, just hidden and will be visible within a few hours. Please be patient. ×

Inner Earth

Olde Victoria Underground Battle

The adventurers fought valiantly at Olde Victoria Underground! There was a good mixture of muscle and strategy. Much was learned.
As such, please apply 5 POINTS to your character.

At every 5 points you can upgrade your character! This means you can spend these immediately. Keep in mind what your character has been through. You may want to apply these points in areas where your character may have learned a new skill due to all the trials he’s survived.
Or perhaps Inner Earth has hardened your character and they’ve adapted or learned a new Edge.
The only thing you CANNOT do is change your characters attributes. (Unless there’s a really valid in-game reason… message me.)

Spend wisely!

That is all but read on if you need some tips on spending your points:
-———————————————————-

Skills:
Each die type increase costs 1 POINT per increase up to the Attribute die type. Once you pass that it cost 2 POINTS.

Example if your Agility is d10:

You can buy Fighting d10 for 4 points (d4.. d6.. d8.. d10).
Fighting d12 would cost six points because the 1 die type above Agility d10 cost 2 points instead of 1.

All Edges are 2 POINTS each.

View
Owens Journal Entry #3

A few days. Has it really only been 3 maybe 4 days since I’ve arrived? I haven’t had a moment’s rest since I’ve got here to analyze any of my findings or samples. Despite everything I’ve seen I refuse to believe these bizarre events can’t be explained once I grasp why the fundamental scientific constants would be so different in this “inner earth”. If that’s truly where we are. When dealing with 3rd Dimensional Displacement It would be just as plausible for us to have traveled to another planet far on the outer reaches of our universe. For all I know it was 4th dimensional displacement putting us in a different time as well.

What’s interesting is it’s been increasingly easier not to be shocked by what I’ve run into. I’m always expecting the unexpected so I can properly assess and solve the most recent problem this place assigns me. One thing I’m grateful of is that I will have plenty of food for thought while I’m here (a king’s feast even). It should keep my brain sharp like well-used sword. Once a man loses his wits he has never been more vulnerable.

I must never show vulnerability, especially with this rough crowd. Most of the crew of the ship that I’ve arrived with died on the journey in. I could count those in our party that I have even a chance of trusting on one hand.

Why’d we have to lose you John? I suppose it’s too early to call him dead but he made some very reckless decisions back at the temple but somehow Davos miraculously survived. I’m not sure what makes Davos tick but I haven’t begun to trust him. He’s very understated but he definitely knows his way around a gun. He’s been very on target and aware of his surroundings when his life has depended on it.

Trake; Chemical imbalance? Superiority complex? I didn’t get a doctorate in psychology but he must have been raised by animals to act the way he does. He takes the worst possible action as quickly as possible in any given circumstance. It’s practically clockwork. The best I can do is stay out of his metaphorical targeting scope until we can be rid of him.

I like “Ghost”. He’s an intriguing study of very limited surroundings and beliefs. His view of the world was painted by his tribe, that’s why he sees things in black and white. I pity him mostly but also appreciate someone who always let you know where you stand with them.

Luther, Boisterous and foolhardy, I still don’t quite understand why he wanted to sign up for this voyage with so much to lose. Still, he’s incredibly valuable at persuading the natives into not writing us off (in one way or another).

Wilfred was a big part of the reason I didn’t die a couple days back and I guess that experience was too much for him to handle. I wish him luck but I dare-say he’s made an extremely terrible decision going off on his lonesome like he has. I guess he’s an adventurer at heart.

The Major and the Doctor; they are Abram’s people and have very obvious roles to fulfill. I will continue to keep an eye on them as well but for the most part they don’t worry me as much.

I know exceptionally little about Lance so far. Luther seems to trust him well enough and he at least signed up for the pilgrimage legitimately. I suppose it’s something to be said that he’s pretty much the last surviving crew-member that the captain had aboard. But all that has really stuck with me about him so far is that when he smiles he comes off daft.

More on this later I’m sure…

View
Magics and Hand Lengths Away

I, Ghosts seek my name and my soul. Travelers from strange lands most likely from the High Primm has been my fellow hunters and warriors. I don’t understand these out landers but they just like others will come in & go. At least these have honor and will help return mine. I am traveling beyond my farthest steep from my hunting grounds. We travel on white as sand carriage to a tribe called Commonwealth. But magic almost takes us. The grandfathers talked of screaming grand trees but we never believed until now. The ground swollen faster than the rivers in the wide times in our seasons with its vines and roots. Then comes the terror. The man Trake took on with warriors spirit and fought him with vengeance. I took to the tree with both blades—but almost shook me. The holy man yelled at me and threw a smooth round object of metal—I caught it. I didn’t know what the holy man was yelling at me for but he pointed at the mouth. So I tossed it in. It was the magics in the object slowly makes it weak—he is wise! In the confusion there was talk of persons having heart aches but I stayed strong of heart and kept moving forward. The terror tree eventually fell away then comes it twin—we make it to the white as sand carriage speeding away to the tribe of Commonwealth. We make it there after excellent driving by the holy man down hills.

There was walking and talking but I almost keep an eye for attacks— the old man with heart aches saw them coming as well! He used his powder gun to destroy half of the enemies. I stand in the middle of the room ready to strike…then he shows the Dark Man with the brass fingers. The man Trake fights in rage but is struck down but I took his weapons—both of them. The tribe of Commonwealth gave us knowledge and provisions to keep going on our quests…

View
Letters to Mable #1

Dear Mable,
I know you may never get to read this, but I can’t stand being away from you, and I am hoping this will make me less lonesome for you. I wish now that I had let the bank take the boat. I probably could have hired on with Dan Sutton or Mike Everhardt. It would have galled me to take orders from either one of them since their daddies both shipped with me but I could have gotten by. If not for my darn pride I would be back in Bay Minette now with you and Libby and Cubbie.
Let me catch you up to all the craziness hat had happened here. I already wrote you about the shipwreck and all the good men that went down. I plan on giving these letters to someone to carry home for me if I don’t make it. Please do what you can for those men’s families. Scratch that, I’m sorry Mable. You have been a fisherman’s wife for nearly 40 years, you know what to do and I trust you to do right by them. I just ain’t myself when you ain’t here.
Anyhow, so I told you about stumbling onto shore and running into the Plains Folk. I spent some time with them and I got to say I like them pretty good. In some ways they remind me of a lot of folks back home. They are proud and honorable folk, although they are a bit stuffy for my taste, but nice enough. So the Major fella that Abrams sent along got a hold of a video of the raid, and it turns out it’s some of the fellas that have been hanging around this whole time. Worse then theivin’ though, one of these fellas is caught on the tape murdering a man in cold blood. I’ll have more to tell you about him soon. Anyway, so these Plains Folks decide that they have the right to try him for this. I gotta say this made me nervous since the killin’ happened on my boat but I decided I was a guest and the Plains Folk seem serious enough about doing right by everyone. So then they tell us they are going to try this fellow Rand that helped some of the others get to that creepy temple I told you about. I didn’t think this was OK at all, but the Rand fellow seemed to accept it and I kept telling myself I shouldn’t mettle. So the fella asked if anyone would be keen to witness for this Rand fellow. I figured the day that Luther Wiley don’t stand by a man that done stood with him is the day that Mobile Bay ices. So I stuck my hand up and said I’d be more than honored to be a witness. I figured this was like one of those witnesses in court back home where you stand up and tell folks that the fella on trial is a good man and don’t kick his dogs and such. So they ushered us into this pit, which I figured is a court house for these folks. So I’m all trying to get my words together when I start hearing this growling from a pit and folks start throwing spears down to us. Now, I guess at least they weren’t throwing spears AT us, thank God. Anyhow, we ended up fighting this dinosaur. I say we but I mostly just tried to keep his attention while the young fellows killed it. Don’t worry about me though Mable, I know it sounds dangerous but we had it totally under control.
So then here I am thinking that fighting a dinosaur surely must be enough, but then they take Rand and the fellow what killed that man into a tent and we hear a commotion. I followed as quick as I could and found them declaring Rand dead! They were putting him into a hole and they all came through saying how he was dead to them. Then they buried him, breathing and everything! Now this is where I had just about had enough, I ran in and was able to dig him up before he ran out of air, but now all his own people just ignore him, even his own kin!. So after making sure Rand was ok (by the way he wants us to call him ghost now since he’s dead) we noticed that the other fellow (he goes by Trake although I don’t think that’s his Christian name) had a collar around his neck. It was the craziest thing I’d ever seen. There wasn’t any sort of welding seam or screw that I can tell. I don’t have the first clue how they got it around that fool’s neck. Anyway they finally tell him that the collar keeps him from killing folks, or at least anything that talks. No I have no idea how that works, but trust me, it does, I’ll tell you more about that later.
So after all that, I was thinking I might want to find a nice shady spot to lay down for a bit, when the head local fellow tells me that to get this guy his name we got to go to this mountain. I don’t even know what that means, but I’m sure it won’t be fun. I decide we are going to need some chow and such to get to this mountain, and decided to see if I couldn’t get Ghost’s kin to help me out. So I stopped by his momma’s house. Unfortunately that troublemaker Trake decided to follow. I talked to that poor woman and she was generous enough to give me some hatchets and enough food for all of us surface folks for a few days. Anyhow, then this fool Trake starts mouthing off to this woman and getting all fresh. I was like “Son, you best be civil with this here woman”. You know me, baby, I can’t stand for a man to talk like that to a woman. Anyhow I guess this young buck had had enough for the day cause he backed down and we got out of there.
By the time I had gotten back to the main part of camp the other fellows had decided we should go check up on the Rambler and make sure there was no more stuff there we could take. So we get there and you wouldn’t believe how bad the Rambler looks, those locust have stripped all most everything of any value. It’s a mighty hard thing to look at. So we are there when someone sees the track that the bandits took with our jeep. So we decide to follow them that stole our stuff. We tracked through the woods for a good long time before we come up on this cave and some fellows with guns. So all the guys I’m with think we should just shoot it out. I figure this ain’t a Western and I’m no Sly Stallone so I decided to try to talk to this fellows. I think I got them talk down quite a bit, they gave us all our stuff back in exchange for just this broken space looking ray-gun thing. Anyway, everything is all cool, and this fool Trake (I’m talking about him too much) goes and shoots a guy. Well apparently that magic collar or whatever it is works, cause the darn fool passes out. I forget to tell you I was already in the jeep, so I just stomped on the gas and got out of there with Rand and Lance (he’s one of those fellows we picked up in Miami, you may remember him). So then I did something and I still don’t know what I was thinking. I went back for those fools. I still can’t believe I did that. Anyway we go back and the bandits had left Trake and his friend all by their lonesomes in the woods so we get them and high-tail it out of there.
I’m thinking we got away Scott-free when Trake and his buddy Davos (is that some kind of Italian name?) start in about how we need the ray-gun thing I traded cause of some mechanical spider or some such and before I could ask them what they had been smoking, we hear this god awful racket and wouldn’t you know it, it was that kinda day, there was a giant spider chasing us. So we start trying to outrun it when we run up on a downed tree. Then this robot fellow comes out of the sky and demands everything we got that is metal. Now obviously we can’t give him all our metal stuff, or else we will be near on helpless. So I tried to talk to him but he ain’t hearing it. Anyway, we start fighting this fellow and his spiders, and I start looking through the junk that Abrams sent with us when I run across that crazy science fictiony robot I told you about. So I can’t figure out the fool thing and so I finally just start talking to it like we were on Star Trek or something and the crazy thing just comes to life and starts shooting lasers. That was pretty much the coolest thing I have ever saw. Anyhow, now we are finally back at base, and I am looking forward to catching some shut eye.
I love you dearly and wish I was there on Dearing lane with you, your’s truly,
Luther

View
Owens Journal Entry #2

I need rest but my sleep is most unrestful

Bandits, savage natives, a booby-trapped temple, prehistoric creatures, and an exotic shapeshifter. To say I’m out of my element is an understatement. I’ve absorbed so many impossibilities in the last couple “days” that I’ve been here it’s no wonder my body is shutting down due to the stress.

The temple was everything you could imagine from a lost indiana jones screenplay. Since the fight with the “Moon-bat” I’d felt my senses evolving I’d felt stronger and when I had time to process it the possibilities scared me. I became the embodiment of my doubts about this place as I took on stranger bat-like qualities. I had transformed into a character out of an Ann Rice novel by the end of it. Fortunately, I managed to convince Ms. Gray Bat to give me her natural antigen in time. If only it actually happened that way. To be honest I wasn’t very rational there at the end. I’ve never been in such a violent state of mind but it did feel appropriate in the moment. Now if I can just stop feeling guilty about it. It was kill or be killed, there wasn’t any other way. I don’t even know if she was human really. Not yet at least.

My associates went out in search of Jackson’s gang, supposedly they ransacked Luther’s ship. Or are they back already? How long have I been resting?

View
Owens Journal Entry #1

Writer’s Note: Forgive my lack of detail in this entry but I’m feverishly trying to summarize the notes I’ve taken on my first day in this bizarre new region.

The Bermuda Triangle! I’ve spent a good part of half my life researching this phenomenon and now I’ve finally made it there (albeit briefly). As soon as we arrive we run into expected power outages and navigational failures (they didn’t worry nor surprise me as I’ve stated I’ve researched the Triangle painstakingly). What did throw me however, would be what seemed to be a Giant Squid throwing Abrams hired mercenaries overboard and a Dimensional Portal of some sort! Nothing like this portal has ever been able to possibly exist on earth! Its my understanding that theoretical dimensional portals could only occur in space in close proximity to a black hole.

Upon stepping through the “looking glass” we arrived in an environment that is closely described as tropical where the “sun” is stagnant in the sky, glows redder and is noticeably larger. The creatures that reside here are massive if not prehistoric in nature. The remaining crew and I had to fight raptor like creatures. We also survived (well most of us) an attack by a giant bat-like beat who the natives refer to as the “Moon Bat” (oh yeah we’ve also met natives and have quickly learned their language. Impossibly quick even.) They said I had a mere 20 something hours to take care of my wound or it will be fatel.

Too be honest I dont feel bad at all. I feel sharper, bolder then ever. Even still I saw the last guy who got hurt way worse, I cant risk it. So we are on our way to the natives temple and taking place in some ritualistic nonsense so they will show me the cure.

I’m dying, and yet I’ve never felt more alive.

View
10/24/2011

 

Dr. Jonathan Abrams has made all of the appropriate accommodations for his travelers. Some are suspicious of his motives while others are fully aware of what he intends. For some, it’s all about the money. For others, the adventure.
By car, boat and plane the adventurers are making their way to the Port of Orlando where they will board The Rambler and make haste to the The Bermuda Triangle.

The adventure begins 10/24/2011.
See you there!

 

 

View
From the Desk of J.Abrams

From the desk of J.Abrams:

As you may know, there is a tropical storm brewing near Site B of our upcoming expedition. Abrams Weather Research puts the depression only miles away from the center of the Bermuda Triangle on our expected arrival date. However, we’re still clear launch! I’ve been assured that the effects on our various test and sample takings will be minimal.

It is absolutely imperative that we arrive at our destination on the time assigned. I’ll understand if any of you want to cancel your reservation. But I urge you not to! Your safety is my number one concern and I can assure you this mission is still viable.

-Johnathan D. Abrams

View
New Edges!

These have been updated! Read carefully!
New Edges PDF!

Archeologist
Requirements: Novice, Knowledge d8, Survival d4, 2 appropriate Knowledge skills.
You may take “History – Archeologist” to cover archeology, ancient history, anthropology.
Archeologist are well studied and well rounded professionals who spend much of their time in the wilderness seeking out evidence of lost civilizations. You gain a +2 check when investigating ancient ruins, sites or artifacts.

STARTING SMARTS OF d6
+2 to Investigation of Ancient Ruins, Sites, Artifacts or Ancient History, Ancient Cultures
+2 Survival
+2 Avoiding Traps

Doctor
Requirements: Seasoned, Smarts d8+, Healing d8+, Knowledge (Anatomy) d6+
Everyone needs a doctor now and then and it’s always worth it to have one on hand! A character with this Edge may ignore one point of his patient’s wound penalties when healing an injured person. Also has a +2 to healing themselves if supplies are available.

STARTING SMARTS OF d6
Ignore 1 point of patient’s wound to heal an injury
+2 Self Healing
+2 Task requiring Stead Hands

Haggler, Smuggler, Merchant
Requirements: Novice, Persuasion d8+, Streetwise d4
This edge allows a character to talk a buyer or seller to the best possible price for the character. A successful Persuasion test against the opponent’s Smarts changes the price by 10%. Every raise changes the price an additional 10% to a max of 50%.

STARTING SMARTS OF d6
Successful Persuasion test against opponent’s Smarts reduces/raises price by 10%
Every Raise reduces/raises price additional 10%. 50% Max
+2 non-haggling persuasion attempts (Smooth Talking)
+2 Avoid being “taken”
+2 City Street related skills (interrogation, reconnaissance, navigation, etc.

Investigative Reporter, Writer
Requirements: Novice, Smarts d8+, Persuasion d8+, At least 2 appropriate Knowledge Skills (such as History, Legend Lore, or Politics)
The bringers of news and entertainment around the world, investigative reporters and writers are a respected (though sometimes mistrusted) lot. They are well-educated and well-traveled, taking every opportunity to learn a new tale or a new piece of news. They are also capable negotiators and fact finders. They also gain a +2 on any Knowledge checks that have to do with current events, historical events. They also gain a plus two to persuasion attempts when undercover and interrogation checks that do not involve force.

STARTING SMARTS OF d6
+2 to Knowledge checks dealing with Current Events, Historically Important Events
+2 Persuasion Attempts when undercover
+2 Interrogation Attempts (where no force is involved)
+2 Disguise
+2 Stealth

Soldier, Law Enforcement, Martial Artist
Requirements: Novice, Agility d8+, Fighting d8+
Martial Artists are highly trained hand to hand combat specialists. The Martial artist is considered armed, even without a weapon equipped, and deals an additional d6 of damage. Also, he receives a +1 bonus to parry. Whoever selects this edge also receives the following bonuses:

STARTING AGILITY OF D6
+1 bonus to Parry
Additional d6 damage
No “unfamiliar weapon” penalty
+2 Notice
Uses d8 as Wild Die when making tactical knowledge and planning checks

Naturalist
Requirements: Novice, Survival d8+, Repair d6+, Healing d4+
Your character can make useful items from natural materials. He suffers no penalty to Healing for not having proper materials (can also gather proper materials for a doctor to negate any negatives for not having proper materials) as he can scrounge some natural replacement. In addition, he can make gear and products from natural materials (such as leather armor). This requires a Repair roll and takes the required time. A raise on the Repair roll halves the time to make the item. If the character doesn’t have or can’t find the needed materials, he can purchase them.
Naturalists can also make poisons from natural ingredients. Finding the proper ingredients takes 1d6 hours and a Notice roll. The Naturalist may choose to take a -2 penalty on the roll to find a more potent poison (-2 to Vigor rolls). A raise on the roll halves the time to find the poison. The naturalist also must decide whether the poison being sought is lethal or non-lethal before searching for it.
Brewing the poison takes 1d20 minutes and a Survival roll. On a success, the naturalist gains 1d6 doses of poison and 2d6 on a raise.
Victims of the poison must make a Vigor roll or be Shaken as per a damaging attack. If the result of the roll is a 1 or less, they suffer a wound as well. Weapons with poison on them need to inflict a Shaken result for the poison to affect the target. With each successful attack (regardless of the amount of damage), there is a 1 in 6 chance of the poison coming off (the GM may increase this in rain or other conditions).

STARTING SMARTS OF d6
Can negate penalty to Healing for not having proper materials for Anyone
Can craft items and make gear
Can make poisons
+3 Notice in Wilderness Settings
-1 Notice in Urban Environments
+1 Parry when in Wilderness

Seafarer
Requirements: Novice, Agility d6+, Boating d8+, Climbing d6+
The seas and rivers of Inner Earth are treacherous indeed, and it takes a special kind of person to thrive on them. Those that do, however, are worth twice their weight in gold aboard a ship that plies those waters. Seafarers enjoy a +2 to Boating, as well as any Climbing, Survival, or Knowledge checks made in relation to a ship. In addition, they get to use a d8 as their Wild Die for physical actions only when aboard a ship or in water that exceeds ankle deep and ignores any penalties due to heavy rains and shaky/uneven terrain.
STARTING AGILITY OF d6
+2 Boating
+2 Climbing (And any rope climbing)
+2 Survival
+2 Knowledge Checks made to ships, rivers, seas, etc.
d8 as Wild Die when: Aboard a ship or in wet, stormy conditions and in water.
Ignores penalties due to heavy rains
Ignores penalties due to shaky or uneven terrain

Traceur
Requirements: Novice, Agility d8+, Strength d8+, Climbing d6+
Traceurs are practitioners of the art of Parkour, an activity with the aim of moving from one point to another as efficiently and quickly as possible, using principally all the abilities of the human body. Traceurs are trained to overcome obstacles while moving. This can be any obstacle, any architectural or natural feature in the surrounding environment—from branches and rocks to rails and concrete walls. Traceurs are equally comfortable in natural surroundings as in urban areas.
Traceurs are not hindered by Difficult Ground. They are always able to move up to their full Pace, even over rough ground, ice or swamp. Traceurs get a +2 bonus on any Strength rolls for Jumping at heights or for distance. They further get a +2 Bonus on any Agility rolls concerning artistic and fast movement and making use of the surroundings (jumping through a window opening, jumping from one narrow ledge to another, etc.). As experienced and fast climbers they also get +2 to Climbing rolls.

STARTING STRENGTH OF d6
Ignore Difficult Ground Penalties
Always move at full Pace
+2 to Strength checks for feats
+2 Jumping
+2 Climbing
+1 Parry
+2 Attempts to Trick an Opponent with physical feats

Academic
Requirements: Novice, Knowledge d8 in two areas, Investigation d4
The Academic has spent a good time in the world of academia and is very well learned. Where he lacks in real world experience he more than makes up for in book knowledge. He studies well and finds it easy to mentally store and recall information. As such, the Academic has a +2 to all knowledge checks in his field of study. He gets a +4 to absorbing knowledge and remembering things learned previously (should you as a player forget and needs to role a check to see if the player remembers it).

STARTING SMARTS OF d6
+2 to all Knowledge Checks related to field of study
+4 to Remembrance Checks
+2 to success of “cockamamie” ideas.

View
Be on your way to Inner Earth

INNER EARTH AWAITS!

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.