Handwaved CR ~ Apocalypse How
Jul. 2nd, 2022 09:52 pmWant handwaved CR with George or just a more general SOL prompt for a log? Look no further! If we've had at least one thread together so we roughly know how the characters interact, I'm open to ongoing handwaving with any of these prompts. Or one can be used to prompt an intro thread or just to thread if you're in the mood for something light. These prompts may change from time to time. Use this handy form to let me know what handwaving your character gets up to with him. Thanks!
Card Night
When: Usually around 8-10 PM, irregular week nights
Where: ADI Housing A-3
Who: George Milton and occasionally his roomies Nick Valentine and/or Cornelius Hickey
What: Very low stakes gambling, anything from poker to euchre, blackjack, canasta, stuff like that. Snacks like chips and popcorn, soda, cheap beer. The boys appreciate people bringing their own stuff, too.
What your character will learn about George: He's pretty laid back, gets into the competitive side of it more in a trash talking/just for fun way. When he's tired, he's more likely to just say good-night and head off if Nick and/or Hickey are still playing. If he's the only one, he'll kick people out, but in a genial way. He's OK at the gambling. Decent enough poker face, not at all a card shark.
NPR
When: After work hours/odd hours on the weekend
Where: ADI Housing A-3
Who: George and possibly his roommates, Nick Valentine or Cornelius Hickey
What: George loves NPR! Especially Prairie Home Companion, Roots Music, Swing Hour, and various older-timey things like this. He 100% believes Lake Wobegone is a real place and loves to talk about it and listen to it with friends. If he likes your character, chances are he has invited them to come over for this.
What your character will learn about George: He laughs at/tremendously enjoys bad jokes/folksy jokes. He's likely to try to get someone dancing with him when it comes to swing music. He takes a lot of joy in simple things and good music. Listening parties are never not a good time as far as he's concerned.
Dance Lessons
When: Saturday afternoons, 2:30PM-3:30PM Unless an event precludes this
Where: A classroom in the compound not in use during this time
Who: George and whoever shows up
What: Through the magic of Spotify, George has curated a list. Always wanted to learn things like the Lindy Hop, the Charleston, Foxtrot, Texas Tommy, Black Bottom, etc.? Milton's your man. He's not a professional dance instructor, but he does know his way around cutting a rug and is happy to show you how to bust out a few new (old) moves.
What your character will learn about George: When teaching a new skill, George is patient and encouraging. He genuinely likes to dance. He'll talk about some of the parties he went to back home or the dance nights. He's very into the easy access of music here.
Horse Shoes
When: Sunday afternoons, 2PM - Until. Doesn't run past dark. Events might prevent this.
Where: In a common area off the apartment complex, George has made a horseshoe pitch. Nothing fancy.
Who: George and whoever shows up.
What: Horseshoes! If your character doesn't know how to play, he'll teach them. If they do, he'll challenge them. He's good at it, not great at it. Often an ice chest with sodas and waters nearby.
What your character will learn about George: He's a good sport, but he is competitive, and he gets into this. He doesn't talk about the past at all playing this particular game. He's a patient teacher.
Drinking - CW: Alcoholism
When: Friday and/or Saturday 9 PM - Until
Where: Various dive bars near the docks
Who: George and whoever shows up. He doesn't invite people out with him for this.
What: George getting blotto and holing up somewhere at the docks to sleep it off since it breaks curfew
What your character will learn about George: He holds his liquor well, but he gets wasted. This is when a character will see he can be volatile and has a temper if pushed the wrong way. Encounter him this way enough, it'll be hard not to realize he has a drinking problem.
He will talk about current events that bother him, how things are too expensive, general small talk, how the music sucks if anything but older country is playing, or if he's drunk enough very little. He gets quiet before he's cut off/ready to leave and will not react well to attempts to manage or coddle him.
Card Night
When: Usually around 8-10 PM, irregular week nights
Where: ADI Housing A-3
Who: George Milton and occasionally his roomies Nick Valentine and/or Cornelius Hickey
What: Very low stakes gambling, anything from poker to euchre, blackjack, canasta, stuff like that. Snacks like chips and popcorn, soda, cheap beer. The boys appreciate people bringing their own stuff, too.
What your character will learn about George: He's pretty laid back, gets into the competitive side of it more in a trash talking/just for fun way. When he's tired, he's more likely to just say good-night and head off if Nick and/or Hickey are still playing. If he's the only one, he'll kick people out, but in a genial way. He's OK at the gambling. Decent enough poker face, not at all a card shark.
NPR
When: After work hours/odd hours on the weekend
Where: ADI Housing A-3
Who: George and possibly his roommates, Nick Valentine or Cornelius Hickey
What: George loves NPR! Especially Prairie Home Companion, Roots Music, Swing Hour, and various older-timey things like this. He 100% believes Lake Wobegone is a real place and loves to talk about it and listen to it with friends. If he likes your character, chances are he has invited them to come over for this.
What your character will learn about George: He laughs at/tremendously enjoys bad jokes/folksy jokes. He's likely to try to get someone dancing with him when it comes to swing music. He takes a lot of joy in simple things and good music. Listening parties are never not a good time as far as he's concerned.
Dance Lessons
When: Saturday afternoons, 2:30PM-3:30PM Unless an event precludes this
Where: A classroom in the compound not in use during this time
Who: George and whoever shows up
What: Through the magic of Spotify, George has curated a list. Always wanted to learn things like the Lindy Hop, the Charleston, Foxtrot, Texas Tommy, Black Bottom, etc.? Milton's your man. He's not a professional dance instructor, but he does know his way around cutting a rug and is happy to show you how to bust out a few new (old) moves.
What your character will learn about George: When teaching a new skill, George is patient and encouraging. He genuinely likes to dance. He'll talk about some of the parties he went to back home or the dance nights. He's very into the easy access of music here.
Horse Shoes
When: Sunday afternoons, 2PM - Until. Doesn't run past dark. Events might prevent this.
Where: In a common area off the apartment complex, George has made a horseshoe pitch. Nothing fancy.
Who: George and whoever shows up.
What: Horseshoes! If your character doesn't know how to play, he'll teach them. If they do, he'll challenge them. He's good at it, not great at it. Often an ice chest with sodas and waters nearby.
What your character will learn about George: He's a good sport, but he is competitive, and he gets into this. He doesn't talk about the past at all playing this particular game. He's a patient teacher.
Drinking - CW: Alcoholism
When: Friday and/or Saturday 9 PM - Until
Where: Various dive bars near the docks
Who: George and whoever shows up. He doesn't invite people out with him for this.
What: George getting blotto and holing up somewhere at the docks to sleep it off since it breaks curfew
What your character will learn about George: He holds his liquor well, but he gets wasted. This is when a character will see he can be volatile and has a temper if pushed the wrong way. Encounter him this way enough, it'll be hard not to realize he has a drinking problem.
He will talk about current events that bother him, how things are too expensive, general small talk, how the music sucks if anything but older country is playing, or if he's drunk enough very little. He gets quiet before he's cut off/ready to leave and will not react well to attempts to manage or coddle him.