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About The Dean

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  1. The Dean sort of absentmindedly nods "Alright then, we had a bad storm which damaged the Dormitory Wing and we have had to shut a good portion off for repairs, which has put us in a bit of a pickle. This group of first years a bit larger than normal so we can't squeeze your group into the building but we do have a small Summer house that we use when when have long term visitors. It's on the grounds and is actually quite nice. The five of you and two chaperones will be staying there at least until the dorms that were damaged a have been rendered safe and repaired. Maria will show you where it's at and then give you a tour of the grounds. Hope it's not too inconvenient. " He looks at the marble he had been rolling around while talking then looks back at the kids. "Is there anything else?"
  2. A side door no one had noticed opened and the Dean stepped in he was looking down reading some papers he was holding. He stopped and took his glasses of staring at the kids in his office. Just then the door behind 3J opened and Maria stuck her head in "It's on the desk sir." She pointed and ducked back out closing the door. The Dean stared on a for a few seconds before crossing to his desk and picking up a small blue marble that was lying in the center of the blotter. "Please everyone sit down. Miss Starr, it's unusual for us to host members from separate branches of a family at the same time. I assume your cousin Gregory being here won't case problems." He looks at her questioningly, but doesnt wait for an answer. "Good. Also you might want to refrain for angering people you don't know anything about while you are here. For instance Miss James here is very good at cursing her enemies, and I am not talking about your run of the mill hexing cantrips. I am talking about full blown gypsy curses you know the kind than can kill or ruin your life. Is'nt that right Miss James." The redhead was a whiter shade of pale all of the sudden. "Alright I can see that there are going to be problems with you five. I don't like problems but things are what they are. If you wish to be sorcerers then you have to get through your first year here together. Now normally this is where the grouchy old school official would tell you that either all of you make it or none of you do. Try and build that team camaraderie thing. But that's not how it works here. Your grades don't depend on each other you pass or fail on your own merits. That is assuming that all of you do want to pass." He ends that sentence with his eyes on Warren.
  3. An example character Jane “3J” James Discription/Background Jane Jennifer James, called 3J by her close friends, is a 15 year old chubby girl. A rather average looking young lady, she dresses in uncomplimentary baggy clothes to hide her bulk but it doesn't do very good job of it really. She keeps her red hair short and it's usually messy and her large framed glasses help show off her nicest feature, her sparkling icy blue eyes. 3J grew up in a predominately working class Irish-American community in Chicago. Her dad is a teamster and a union man through and through, her mom teaches grade school. Her parents have been together through thick and thin (a lot of thin) since they were in high school. 3J has two big brothers and a sister one year younger than her. Margery, her sister, and her share a room in they're old 2 story house and even with the age difference, they are really best of friends. She gets along good with her brothers who are protective of their sisters, and with her mother. Her dad is another story, he drinks a lot and while he doesn't hit or abuse any of them he can be heavy handed and just doesn't understand his kids and he would never understand 3J's abilities to make Magic, so she has kept that part of her life hidden from him. Being 15 is rough for any kid, being a 15 year old fat girl with red hair and thick glasses is a comedy of errors just waiting to happen. But 3J doesn't give in to despair even before the magic came, 3J defied the stereotype. She has always been physically active and even plays sand lot sports with the neighborhood kids and no one can touch her imagination. She began playing dungeon and dragons when she was little, introduced to the game by her brothers she quickly out stripped them and by the time she got to high school she was the best DM in the area. Not to shabby for a 15 year old chubby chick, not at all. But still she wishes she could find a diet that works, when she sees the other girls wearing pretty clothes and looking thin and sexy, that's when her weight bothers her but up to now diets just haven't worked, well maybe Magic can. ATTRIBUTES KNOWLEDGE ● ● CONVICTION ● TALENT ● ● TECHNIQUE ● FITNESS ● ● ● ● ● ● ADVANTAGES I Have One!, Gypsy Curse (this is what got her noticed as she was using it rather frequently to curse her tormentors), Steady Hands, Library (Bought a box of D&D books at a garage sale found several rare magical volumes mixed in with the game books) DRAWBACKS Bad Eyes (needs to wear big thick glasses to see anything more than a yard away), Ugly (fat)
  4. made a small edit in the CC section above
  5. Wait.... Where are the skills? There aren't any. I trust you to know your characters well enough to know what they can and cant do, keeping in mind that they are kids. if a situation calls for a certain skill or skill set and you feel your character should have those sorts of skills go for it. Mechanically, since most skills are non magical, they are handled with a Fitness roll.
  6. The Sorcerer's: Ravenhurst Rules Rules Characters are made up of a number descriptions, numbered attributes and a number of Advantages and Drawbacks. Character Descriptions/Backgrounds -These fall into the three following categories. Each should take no more than a few sentences to convey a sense of the character. Below you will find the Categories you need to describe for your character each comes with some questions. Your descriptions don't have to include all of the questions and can include things not covered here. Don't just make a list write it it out like in the examples, make it live. But keep it short. I don't want a two or three page back ground. None of your characters will know each other before the game begins so let keep it a journey of discovery for everyone. 1. The Basics - Name: (first, middle, last, and nickname) - How old is he/she? - What does he/she look like? Example: Jane Jennifer James, called 3J by her close friends, is a 15 year old overweight girl. A rather average looking young lady, she dresses in uncomplimentary baggy clothes to hide her bulk but it doesn't do very good job of it really. She keeps her red hair short and it's usually messy and her large framed glasses help show off her nicest feature, her sparkling icy blue eyes. 2. Family Background - Where did your character grow up? - Are her parents married or divorced? - Does she have siblings? If so, is she the oldest, youngest, middle? - Which family member is she closest to? - Which one does she keep secrets from? Example: 3J grew up in a predominately working class Irish-American community in Chicago. Her dad is a teamster and a union man through and through, her mom teaches grade school. Her parents have been together through thick and thin (a lot of thin) since they were in high school. 3J has two big brothers and a sister one year younger than her. Margery, her sister, and her share a room in they're old 2 story house and even with the age difference, they are really best of friends. She gets along good with her brothers who are protective of their sisters, and with her mother. Her dad is another story, he drinks a lot and while he doesn't hit or abuse any of them he can be heavy handed and just doesn't understand his kids and he would never understand 3J's abilities to make Magic, so she has kept that part of her life hidden from him. 3. Self Image - What is her strongest personality trait? - What is she most proud of? - What does she wish she could change about herself? - How do other people see her, and is it different from how she sees herself? - What is she most afraid of? - Like/dislikes - Skills and Hobbies Example: Being 15 is rough for any kid, being a 15 year old fat girl with red hair and thick glasses is a comedy of errors just waiting to happen. But 3J doesn't give in to despair even before the magic came, 3J defied the stereotype. She has always been physically active and even plays sand lot sports with the neighborhood kids and no one can touch her imagination. She began playing dungeon and dragons when she was little, introduced to the game by her brothers she quickly out stripped them and by the time she got to high school she was the best DM in the area. Not to shabby for a 15 year old chubby chick, not at all. But still she wishes she could find a diet that works, when she sees the other girls wearing pretty clothes and looking thin and sexy, that's when her weight bothers her but up to now diets just haven't worked, well maybe Magic can. Attributes There are 4 magical Attributes which are used in the casting of spells and one called Fitness which governs everything else a character does. Usually each attribute is rated from 0 to 5 dots except for Fitness which is derived from the total of 3 of the other attributes. The attributes are: Knowledge – the chief attribute of the Sorcerer. This is what you know about magic the formulas and the theories. Sorcerer's use intricate formulaic spells to cast magic. Conviction – The power of Faith or the Strong belief in Magic or Self is used by many Sorcerers to power their spells through force of will Talent – this is the sorcerers primal innate power, his magical self. sorcerers with great talent can work wonderful magics even if they have no clue as to what they are doing. Technique – how well you understand and practice the Art and Science of Magic Each Attribute except Technique contributes dice to a dice pool equal to its score. The dice are rolled against a target number, usually a 7 but modifiers can raise it as high as 9 or lower it to a minimum of 3. If a dice rolls equal to or better than the target number one success is counted. If a 10 is rolled on any dice that counts as 2 successes. If a spell is linked to an attribute (see Magic and Spell Casting) any Dice that meets or exceeds the TN is counted as 2 successes and any 10 rolled with those dice count as 3 successes and explode, which means they may be rerolled for a chance at a second success. 10s on linked attributes may be rerolled as long as a 10 is rolled and each 10 always counts as 2 successes. Fitness – this is the sorcerers version of health, well being and capability in the normal world. A combination of both the mental and physical it governs all non magical things whether it be a task calling for strength, dexterity, or stamina, or one that relies on cunning, intelligence, perception, or the social graces such as Charisma and Manipulation. It is an abstract concept and doesn't describe your character in literal terms, it just gives you a dice pool for non magical tasks. It is an attribute that is derived from the total of a characters Knowledge, Conviction, and Talent This attribute governs any normal mundane, non-magical activity a sorcerer may need to perform, Any normal mundane activity that a sorcerer needs to do will be assigned a difficulty (usually a 1), The character rolls a dice pool equal to his current Fitness score, any dice that rolls a 6 or greater counts as one success, with 10s counting as 2 successes. Fitness dice do not explode. If the number of successes are equal or greater than the difficulty the task is accomplished. Any success scored over the difficulty are applied as extras. When a character is damaged in any way whether it be Physical, Mental, or Spiritual, that damage is taken from fitness reducing it. Other than affecting mundane rolls, reduced fitness has no game impact beyond role playing until a characters Fitness is reduced to 0, at that point the character is incapacitated and probably dying. Technique – This is the only magical ability that does not add to your dice pool. Instead the dots in Technique can be spent on spell casting for a number of different things pertaining to said spell casting. In addition to it's use in spell casting Technique is also the only attribute which can normally be raised above 5 dots. The ways Technique can be spent are as follows: Dots can be spent to lower the TN of a spell on a 1 for 1 basis, to a minimum of a 3 TN Dots can be spent for an automatic success on a 1 for 1 basis Dots can be spent as counter magic to reduce the successes on a 1 for 1 basis of a spell targeting the character or being cast near the character that she is aware of Dots can be used to Link an attribute(s) to a specific casting of a spell. See Linked spells in the Magic section of the rulse. Dots can be used to combine different spells into a single casting. See Combining spells in the Magic Section Advantages and Drawbacks Advantages and Drawbacks are things which may give bonuses and penalties but are primarily for Role Playing purposes. The following lists of are by no means exhaustive and if you want one that isn't here just tell me what it is and what you thing it should do and I will more than likely give it a green light. Note that some of the entries have no description this is on purpose as some things do different things depending on who is writing it. Advantages and Drawbacks may be added in game for xp much like Feats in D&D. ADVANTAGES Adept – Character was born to make magic...you choose 1 of the 3 Magical Attributes and you can learn 6 dots in that stat instead of the normal limit of 5. Alchemy – Lets a character prepare spells as potions Alertness Ambidextrous Arcane Background – Character was exposed to Real magical practices before attending the Academy. Add 1 dot to a single Magical Attribute except Technique Beast Buddy - Animals react favorably; attracts an animal companion. Bump for Languages - Can make a Knowledge roll to understand languages she doesn't know. Compensating for Something – If a character with this advantage has the bigger...whatever... than his opponent or his allies then he gets an extra dice on whatever task is involved Connections - Can obtain favors once per session from someone with influence. Down to Earth – Starts with one extra Dot in Conviction Elemental Mastery – Gains 1 dice on any spell wich has an elemental focus Familiar – Character has a magical animal or elemental companion. Fast as Lightning – Character always goes first. If two PCs have this advantage the one with the highest fitness goes first if the task is non magical, if magical the highest technique goes first. Fast Healer - Recovers Fitness at 2X the normal rate may be taken twice to increase recovery to 4X Femme Fatale/Ladykiller – Character is a Killer in the Boudoir Fish Breath - Can breathe underwater. Freak Occurrence Magnet - Attracts random weirdness. Gypsy Curse - Can inflict a Curse increasing the Difficulty of any Dice rolls by 1 until removed. May be taken up to three times increasing the penalty of the curse by 2 and 3 respectively. Healer – Character may heal with her touch. She may a damaged creature and heal it a number of Fitness Dots equal to her Talent Stat. She may heal any number of times but only once to any specific creature. This touch cures any disease or deformity. Can cure lameness, blindness, cancer etc. I Have One - Always has a useful item at hand. Iron Will – Once per scene can ignore any fitness damage and make one fitness roll at full ability regardless of damage. May take more than once with each adding one additional roll per scene. Jack-of-All-Trades – Add 1 dice to any normal non magic roll Library - Has access to tomes which the academy would love to get a hold of if they knew about them. Linguist - Knows more languages and can pick up the basics of new ones easily. Character knows a number of languages equal to his starting knowledge stat . Can learn a new language by spending couple of weeks and making a knowledge roll no xp needed Luck – Character begins play with one extra Dot of Talent Not Completely of this World – character is a hybrid, some where in his past his family has mixed with a supernatural bloodline giving this character access to some abilities (including magic) of the supernatural race. The character does not start with any of these abilities but may gain or learn them as he progresses. Some examples are faerie, demon, Vampire, Werewolf, etc. Old Family – Starts with one extra Dot in Knowledge Peak of Perfection – Add one dice to your fitness score, may be taken more than once. Really Big Guy - extra dice on fitness rolls where appropriate Rich – you have cash and a credit cards. Rich, Filthy - Same as Rich but better. Steady Hands - Allows a character to start with 1 dot in Technique Strong Willed – Gains a bonus dice on any spell linked to conviction and any fitness roll that could be deemed appropriate Total Bad Ass – This character is the bomb, the equal of Chuck Norris No one can compare. Character counts all successes on Fitness rolls as 2 successes and 10s explode. Tough as Nails – Character only takes extra damage from successes greater than his current Fitness for example if a spell delivers 5 damage, 4 of which are extras, the character takes only the 1 normal damage if his current Fitness is a 4 or greater. If his fitness is less he take the 1 normal plus however many extras that exceeded his fitness. World Traveler – Never at a disadvantage when in a foreign or alien place Drawbacks All Thumbs- Using mechanical or electronic device causes malfunction; affects repairing items. Allergy - Exposure to a particular condition or substance results in penalty to all Trait rolls Anemic - Has a hard time resisting sickness, disease, poison, or environment. Arrogant - Convinced of own superiority and always wishes to prove it. Bad Dreams - Suffers from constant nightmares; Bad Eyes - Can't see too well; tech level of the setting affects the value. Bad Luck - Character always rolls on less dice than his dice pool allows Big Mouth - Not very good at keeping secrets. Black Sheep – self explanatory Broken Spirit - Captured, Abused, tortured or just plain witnessed too much, your spirit is broken. Cautious - Likes to avoid rash decisions and plans out excessively. Core Rules Clueless - Penalty to Common Knowledge rolls. Cocky - A braggart who must announce his actions. Code of Honor - Always exhibits proper behavior. Colorblind - Name says it all. Curious - Must look into anything that grabs attention. Death Wish - Willing to risk life to accomplish something. Describe what that something is. Delusional - Possesses an unconventional belief. Funny Looking - People find your appearance amusing; Habit - Engages in some annoying behavior constantly, Hard Case - Intolerant of unprofessional behavior, Hoardosaurus - Collects all sorts of things and won't let go of them. Holy Roller - Religious fanatic Homesick Junkie - Addicted to something; penalty to all Trait rolls if addiction isn't sated daily. Lyin' Eyes – can't tell a lie if your life depended on it Mean - Has an unpleasant disposition Nightmares - Plagued by bad dreams causing him to not sleep well, or at all. Obese - Is overweight, penalties to certain fitness rolls Over-Sensitive - Very high strung Overconfident - Believes self to be capable of anything even in the face of common sense. Pacifist - Disdains violence and avoids killing Phobia - Presence of a particular object or situation causes a penalty to all Trait rolls. Poverty – no cash, must beg borrow or steal or do without Quirk Has a distinct foible of some description. Scrawny – opposite of obese different penalties Sheep - Penalty to social-based rolls because they are a follower. Slow – Always goes last Sort of Clueless - A bit ignorant; Common Knowledge rolls penalized. Stubborn - Insists on having own way no matter what. Ugly - Has an unappealing appearance which results in social penalties Keep in mind that first and foremost Advantages and Drawbacks are role-playing tools. Use them as such. If you don't I will. CHARACTER CREATION Your Character is a teenager between the ages of 13-17, do not worry about mixing ages, if you want to play a 13 year old go right ahead you will still be in the same class as the 17 year old. Some time within the last year of your life some thing happen and you made magic spontaneously. This usually a bit of elemental magic or telekinesis or something simple and raw. An example of this would be the opening scenes of Harry potter where he accidentally made the Window in the snake exhibit vanish. You characters magic making alerted a sorcerer who reported you to the Council of Sorcerers and they in turn did their mumbo jumbo and determined that this wasn't a one time thing but that your character has the true potential to become a sorcerer so you were approached and offered a position at the school to learn how to make magic properly and safely. There are two schools for adolescents in America, Ravenhurst in Vermont and Summerwild in the Rocky Mountains. Due to quotas your characters have been sent to Ravenhurst. Your parents have been mind fudged into thinking you have been selected for whatever reasons that make sense, to attend a special boarding school for gifted children, all expenses paid. First write your Description/background, remember I do not want a five page novel just the high points as shown in the examples above. Then assign your Attributes Attributes begin with 0 dots and you have 6 dots to split between Knowledge, Conviction, and Talent. Technique begins at 0 (unless the Steady Hand advantage is taken) Fitness is determined by the total of Knowledge, Conviction, and Talent. Scores may be modified by Advantages taken below Advantages and Drawbacks Each character has 3 advantages and 1 drawback, only 1 of the following may be taken as one of your 3 beginning Advantages : Adept, Arcane Background, Luck, Old Family, Down to Earth, Steady Hands however you may take as many as you wish if you take them as Additional advantages. Additional advantages beyond the standard 3 may be taken but for each additional advantage one more drawback must also be taken. That's character creation. Any questions post em here
  7. magic can do pretty much anything so yes it can both external and internal but magic is the center point of the game well aside from the teen drama...which i belive there will be more of here than in AWS since well this game we arnt facing the destruction of the human race so more time for dating
  8. that will be forthcoming nothing complicated by any means I just wanted to pop this up while it was fresh, and since I am bored
  9. Ravenhurst Magic or sorcery is the use of rituals, symbols, actions, gestures, and language with the aim of exploiting supernatural forces. The belief and practice of magic has been present since the earliest human cultures and continues to have an important spiritual, religious, and medicinal role in many cultures today. The belief that one can obtain supernatural powers or paranormal influence by prayer, sacrifice, or invocation dates back to prehistoric religions. It can be found in early records such as the Egyptian pyramid texts and the Indian Vedas. Magic and religion are categories of beliefs and systems of knowledge used within societies. Some forms of shamanic contact with the spirit world seem to be nearly universal in the early development of human communities. They appear in various tribal peoples from Aboriginal Australia and Māori people of New Zealand to the Amazon, African savannah, and pagan Europe. Magic is sometimes practiced in isolation and secrecy and often viewed with skepticism and suspicion by the scientific community. In non-scientific societies, a perceived magical attack is sometimes employed to explain personal or societal misfortune. The term "magical thinking" in anthropology, psychology, and cognitive science refers to causal reasoning. This often involves associative thinking, such as the perceived ability of the mind to affect the physical world (see the philosophical problem of mental causation) or correlation mistaken for materialist causation. The concept of magic, considered distinct from religion, was first widely recognized in Judaism. This defined the practices of pagan worship which was designed to appease and receive benefits from gods other than Yahweh as magic. Wouter Hanegraaff argues that magic is in fact "a largely polemical concept that has been used by various religious interest groups either to describe their own religious beliefs and practices or—more frequently—to discredit those of others." Modern Western magicians generally state magic's primary purpose to be personal spiritual growth. (from Wikipedia) And that boys and girls is bullshit, Pure Bullshit, written by people who have no more magical talent than an amoeba. You are here today, the first day of the rest of your magical lives, because magic is real. Magic is all around you. And you, all of you young men and women, sitting here in this auditorium, are Sorcerers. Welcome to Ravenhurst, America's premier Magical Academy. Each of you in recent weeks has discovered that you are special, that you are able to sense the unknown, able to touch the ethereal, able to do things you only read about in fantasy and science fiction books or see on the TV or the movie screen. In short you can make Magic! Socerers: Ravenhurst is a game of teenagers coming into their powers as Sorcerers and navigating the often perilous halls of High School. Ravenhurst is a magical academy in the United States ( 1 of 2) where all kids (age 13 – 18) who display the ability to “Make Magic” go to learn the art of spellcraft. To the outside normal world it is a prestigious and elite boarding school located in central Vermont. Players take on the roles of young students between the ages of 13 and 17 who have recently discovered that they are Sorcerers and have been whisked away to Ravenhurst to receive training in the sorcerous arts. Sorcerers is an original setting which borrows inspiration and in some cases tone heavily from books and tv and movies such as the Harry Potter Series, The Magicians, The Craft, The Circle, The Covenant, everything on the CW network and other Urban Fantasy and Modern Witchcraft stories. As well the Game system is a kludge (most notably White Wolf's Dice Pool system) of several differtn systems with some original content. The emphasis will be on story telling and the game mechanics have been designed with RP in mind. If there is sufficient interest in this small teaser and proposal I will continue development. Please post any questions in this thread
  10. Nina here this will be my Vampire... gangral orphan. should have you a rough write up this weekend mala sorry its taking so long
  11. "Since they seem gathered in groups, do you want me to run interference while you cut your tests subjects out. I can probably get their attention and draw them off, then double back." Carol tilts her head looking at Beth. "It may give us some insight into how they operate with out fully engaging them as well."
  12. Carter looked at herself in the planes bathroom mirror, the new Eufiber suit changed and conformed to the design of her new Speedster costume. And in her head Carol put on her Speedster persona as well, the one that could take risks, be a hero, do the things she couldn't allow herself to do when she wasn't the speedster. We all have baggage she thought then thrust them aside. It was time to be the hero time to live the thrill. Coming off the plane she saw a few heads turn her way she was the only member of the team masked hiding her identity. She walked up to Dragonstorm. "Do you want me to take a look around?"
  13. "Nothing apparently," Carol answers the woman called otter, "When the first rescue team went in to NO they were attacked by the zombies, She appeared and stopped them. She told the team that she was Marie Laveau, the Witchqueen and claimed dominion over the zone. She lets groups into the city, and they are relatively safe there, None of the groups who have gone to New Orleans have had anything bad happen to them but leaving the city is another matter." She take a sip of coffee and continues. "Reports indicate the city proper is under siege by the Shamblers, who appear to be able to control the mutated fauna. As far as i know there has been no communication witht eh Shamblers at least not that been realeaseed by the authorities. These Shamblers are vaguely Humanoid but seem to be composed of Mixture of plant and animal matter. The area immediately around the City is basically a war zone between the Shamblers and the Zombies. None of the research teams who have left the city have returned." A pause as she recalls other information which may be pertinent. "The Zombies aren't the Walking Dead/George Romero type we have become so familiar with. These are throwbacks to the old traditional zombies supposedly created by voodoo. Shooting them in the head won't stop them, nothing short of complete dismemberment will. And in the bayous and marsh don't get fixated on the gators. My dad says that all of the wildlife in the zone is affected, fish, bird, animals, everything."
  14. Carol was quietly observing the way the team worked and was impressed with how some members, those with more experience like Dragonstorm, Dr. Weaver, and Sonja, seemed to function smoothly, but she was a bit worried by the flippant attitude some of the members seemed to be taking, especially in regards to The Witchqueen. Novas as a whole tended to regard themselves as invulnerable much like an adolescent, at least until they experience something like Tokyo themselves. Something she knew intellectually but hadn't experienced herself. “Don't disregard the danger The Witchqueen could pose. For one thing it has not been verified that she is indeed a nova. She claims to be a woman called Marie Laveau who was a voodoo practitioner in nineteenth century New Orleans who died in 1851. This woman in New Orelans today does have some sort of powers but her actual Identity is unknown as are the extent of those powers..†She indicated the members of Gamma team with a nod. “Not saying the three of you can't handle one nova, if that's what she is but there were roughly 340,000 inhabitants of New Orleans who perished when the Surge happened and the zone was created. Most of those people rose up out of the swamps as, well... zombies, and she controls them.†She paused knowing there would be questions she hoped she could answer.
  15. <To: DrAzizXXXXXXXXXX> <From:CCarterXXXXXXXXX> <need To schedule A meet with You, Dr. Weaver, and I suppose Dragonstorm. Feel some responsibility for this scene today, should have been more proactive in arranging counseling> <want to make mandatory counseling when team returns, will write a Schedule and Plan and forward to you this afternoon> <To:CCarterXXXXXXXXXX> <From DrAzizXXXXXXXXXX> <when you return, I didnt call you here in capacity as Doctor. Your going with the team, Speedster, Please pay attention to the Briefing> Carol's Head shot up and she looked at Dr. Azzi across the room. he was still typing furiously into his pad, and she was about to sned another message when she herd her name coming from Dragonstorm. She noticed several of the other Novas looking at her. Quelling her Sudden nervousness She smiled back at them. After Dragonstorm finished Carol cleared her throat and spoke. "I wont need the transportation, I can go where boats and airboats can't and they would just slow me down and put others at risk." She cuts her gaze around the table. "And once we are in the field I will need to be addressed as Speedster."
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