New Player Guide

Mission Statement

  • Inverton Base is a roleplay setting for those who enjoy text-focused roleplay to find and interact with like-minded writers.
  • We aim to enable people to play the characters they wish to play and encourage and empower them to experience the plots they design.
    The focus of the roleplay here is primarily SELF LED. There may be player-created opportunities, but others are not pressured or expected to provide this for any individual.
  • The rules of the world exist to create consistency with the universe and anchor the roleplay for everyone; these rules can be worked around; please ask if you have any questions about how we can help make something happen for you.
  • Be kind to other people. We are all human.
  • The whole point here is to have as much fun as possible.

New Joiners Guide – For those not porting existing TiH characters

Welcome to Inverton Base
This guide is intended to take you through the basic steps of making a new character as simply as possible. It won’t go into too much depth or detail about the setting; you can find this information in the other threads here, through roleplaying with your character or through asking any questions you might have in the question-and-answer channel in Discord.

STEP ONE

Character design – The Human

The first step is choosing a character that you wish to play. We strongly recommend choosing a hunter as your first character, as the other factions require a more in-depth understanding of the setting than hunters might. Hunters tend to go through a more step-by-step militaristic experience of joining the organisation.
Most hunters start as humans living in a more or less 1:1 world with our own. They differ from normal humans only by an innate sensitivity that they are born with. This “potential” can rarely show up at any point anywhere in the human population but can also run more strongly in direct family lines.
Fear sensitivity often makes for a terrifying life as people with this sensitivity can see creatures other people cannot and may also, in turn, run into situations with these creatures that can traumatise them.


The organisation scouts out these potentials and offers them the opportunity to join but is explicit that this is a one-way deal. Joining Inverton signals the end of their old life and the beginning of a new one. Their death is faked, and they step out into a new world entirely. This is almost always a VOLUNTARY choice. The organisation is not in the business of kidnapping or dealing with constant flight risks. If you want a flight-risk character, this must be discussed and plotted to understand the disruption this might cause and ensure other players are prepared to meet your character’s requirements.
Your typical character is a human being like you or me, so it should be simple to design. Please bear in mind these humans live in a world that is the same as our current world and, therefore, are held to the same restrictions found in that world. There are no futuristic cybernetics, 13-year-old postgraduates, or fantasy additions or elements to their appearance. If they have coloured hair, it is dye; if they have coloured eyes, it is contacts. This limiting baseline is to give space to grow into later.

The organisation will not recruit certain types of people to minimise the risk to others and the resources required to manage them.

  • Individuals with active addiction to hard drugs of any kind (if they have been clean for some time, they will consider this but no active use)
  • Children – All recruits must be over 18. There is no upper limit for recruitment.
  • Individuals in an extremely high position of prominence. The organisation would not take the heat involved in recruiting a considerable celebrity or someone whose disappearance or faked death would pull a large amount of scrutiny.

Before a character joins the organisation, it is worth having them answer “Why?” Not everyone is in a position where completely surrendering their current life, family, and friends forever seems appealing. It is essential to understand why this character, in particular, might be willing to give theirs up.

Character design – The Weapon

The next step in choosing a character is to consider what sort of weapon partner they might have.
Weapons are creatures composed of fear energy who have become bonded to a human being; this is achieved during the joining process. Every weapon is a type of creature from myth or legend. Most creatures that have ever had any element of human attention are possible, and this can range from werewolves to ghosts to demons with a vast array of possible permutations. These creatures, even within types, can vary widely. For instance, there are many clans of werewolves, and all have different appearances, abilities, and regions of choice. The imagination is your limit.
All fear creatures are restricted by their fear energy, which places them on a level playing field. The cutest ghost is as powerful in an attack as an immense rock golem and will grow and develop at the same level.


When choosing a partner, it is worth considering that they will be linked to their human “host” and can present a roleplay opportunity of their own. They share a mind with linked thoughts, which can offer a helpful way to internally challenge a stubborn character or encourage a shy one. Weapon dynamics vary hugely, and every player decides on weapons in their own way.
A weapon can have various “forms”, and it is not at all essential to design all of these outright; some weapons might appear only in their humanoid shape and nothing else forever, and that is completely fine; others might shift all the time.


The list below assumes that as a new player, you have opted for the Anam Cara mode of bonding. This is the default for this particular base. To read about the other types of bonding that exist, please see the thread here (LINK THE WEAPON BONDING THREAD HERE)

Anam Cara weapons can shift at will between the following shapes.

  • Weapon form – This is the most common form for any weapon. All bonded have this shape, where they are weldable by their human host. They can be any kind of weapon that was feasibly present around medieval times. No modern guns.
  • Humanoid form (also known as “pinned” form) is a shape that brings the fear creature into a roughly human-like shape. Bipedal, with two arms and two legs, they can have some of their monstrous features but, for the most part, are around human dimensions for functionality purposes.
  • Natural form – This is the “true” form of the fear creature. A gelatinous blob would be a blob; a dragon would be a dragon; a wolf would be a wolf, you get it. This form can be large and unwieldy, so it is possible to work towards size modifications to make it more flexible down the line.
  • Totem form – This is the form that a weapon might take when joining their bonded in the human world. This can take the shape of any small object, such as a necklace, ring, earring, etc. For Anam Cara weapons, this is quite difficult to maintain for long periods and very exhausting!

It is worth considering what each of these forms might be, but the only ones that matter outright are what kind of weapon type/appearance your character will have and how their weapon might typically appear in everyday life. Everything else can be figured out as you go along.
If you have any questions regarding character design, please feel free to ask; we are always happy to help out.

STEP TWO

Making a Journal

The next step is to create your character journal. This thread is a reference for other people who want to look up your character. Many people also use these threads to track important details like who their characters have met, their relationships, or even the roleplays they have completed for point tracking. There’s no real obligation to do this; people can track things however they desire. For the purposes of Inverton, we only require people to have a filled-out journal.


Journals are posted in the forum here – LINK HERE
They should use the provided forms for your character’s type found here – LINK HERE


These can be filled out in as long or short a form as you desire, and you can certainly add additional fields if you want to give people more context and information on your characters.
Once you have made your journal, you can begin playing and join in. There is no mandated approval process in this group. However, if you’d like to have peace of mind that everything is in line with the setting and good to go, feel free to link your thread in the discord, and people will be happy to give you pointers about anything that you might have misunderstood or missed if you are new to this setting

STEP THREE

Getting Started

Where you want to start with your character is fundamentally up to you; no one will complain if you wish to handwave some of your character’s journey. Everyone has different priorities, and for one person, playing out the arrival, settling in, and other steps is crucial for them to get a handle on their character; another might want to start at the point where they are ready to join their colleagues on the base, bonded to their weapon.
We encourage new players to go through the weapon bonding process with their new character and many of the players around will generally be happy to join in on this rp and oversee the new trainee, this is encouraged in-character with individuals stationed to guide new starters in their first steps, along with getting them uniform and lodgings. This can make for an initial mentor or point of contact if desired.
There are so many things to do at Inverton, and a new arrival will typically get started right away on duties and other small tasks around the base; some ideas for first-time or icebreaker rps might be

  • Sharing a duty
  • Getting a tour of a location
  • Doing a small task together (such as deliveries, scouting or other general tasks)
  • Helping out as a lab rat in the labs
  • Sparring (Information on sparring and combat can be found here) LINK TO BATTLE SUMMARY THREAD
  • Helping maintain the grounds of Inverton
  • Even mundane tasks like getting a snack or doing laundry can be an excuse to meet new people.

STEP FOUR

What Next?

What is next once you have your character and they are settled in?
Well, there are lots of different goals that you can aim towards at Inverton. All characters have “ranks” both within the organisation and in their combat prowess, and these are gained through experience and time within the organisation; these are reasonable goals to work towards as part of character growth.

LINK TO RANKS THREAD

However, there are numerous things characters can do; players can run plots for everyone to take part in, go on and run missions, take part in events in the area, and add new elements to Inverton; there are boundless things to look towards. Players are free to make their own bases other people can join in on!
The focus is always on building character relationships and, at the end of the day, having a good time. If there’s anything you’d like to suggest, feel free.