Jump to content

WS ST

Character
  • Content Count

    619
  • Joined

  • Last visited

  • Days Won

    12
  • Created by

    Nina

WS ST last won the day on April 11 2017

WS ST had the most liked content!

Community Reputation

4 Neutral

About WS ST

  • Rank
    NPC

Profile Information

  • Gender
    Female

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Post character Bios and pics here
  2. WS ST

    WS OOC

    Would Like to have all Character Submissions by the weekend Legacy Characters Sean - Sean - Dave - Devin - approved Noir - Lilly - Jeremy - Charlie - Nina - Sara - approved New Characters Jeane - Coraline Hess - approved GDP - Bannon - Approved Mala - Clara Wright - Approved Dawn - Lona - Approved SMax - Cassandra Allen - Approved Justin - Cade - thank you
  3. EDGES New and player created Edges will go here MENTAL PHYSICAL SOCIAL Popularity (• to •••) by Dave ST (replace Fame for our game, Nina) Essentially this is Fame for characters who've yet to reach adulthood and are still traveling in rather small, but well known cultures within their own community. Your character is well known among a particular clique of people. He could be popular for his money, personal accomplishments, a stroke of blind luck, or perhaps for being the friend or lover of someone with more Popularity (often know as popularity bleed, or popular by proxy). • The character is well known within a small subculture in their neighborhood (like their school) or among select members of their home town's adult leadership (like community leaders, or faculty from their school). Whether well earned or not, the characters reputation grants them certain perks, like avoiding getting trouble or being allowed to stay later someplace after hours and 'lock up when you're done'. •• The character is either instantly recognizable to all members of his local community, like the small town quarterback who threw the winning pass last season, or the entire county in which he/she dwells. The county sheriff whose been around for years would be a prime example of two dots of county-wide popularity ••• Your character's popularity is now at a statewide level, perhaps a governor or an athlete who has brought quite a bit of accolades in the states name either recently or in the past few years. When choosing the Edge, define what your character is known for (star athlete, down home girl next door, scholastic ace, local rich guy). Each dot provides 1 Enhancement to any social actions among those who are impressed by their status. Drawback: Any attempts to find or identify your character gain 1 Enhancement per dot of the Edge. Also, he may have several 'hangers on' or be followed by people who just want to mooch of their popularity. Characters with Popularity, like the Fame Edge, cannot possess the Covert Edge or the Anonymous Enhanced Edge. Also, if you or someone else is part of 'popularity bleed' they can not possess more Popularity dots than the person who made them popular.
  4. ADDITIONAL PATHS - I will add any new Paths created by us here ORIGIN Broken Home – Divorce is a plague for many especially the children. You are from a broken home, your parents divorced, whether it was amicable or not it means your mom and dad live seperatly. You live with one and visit the other. There always seems to be a push and pull not only from the parents but also from you. There may be boyfriends and girlfriends even step parents and siblings. It leaves a mark regardless. Skills: Empathy, Integrity, Persuasion, Technology Connections: Close Friend, Pitying Neighbor, Aunt or Uncle Edges: Ms. Fixit, Big Hearted, Patron, Safe House, Skilled Liar, Iron Will, Artistic Talent ROLE
  5. Addendum: When spending bonus points on Edges only purchase dots in Edges listed under Mental, Physical, and Social.
  6. WS ST

    WS OOC

    Send Character Submission to both Nina and WS ST thank you
  7. WS ST

    WS OOC

    ok there is a bit of confusion over psion powers and who gets what and where can we over lap. In the aberrant game I created an insurmountable power creep. I am not going to do that this time but I am also not going to cripple Psions and I am not going to force people to play something they don't want to. I wasn't expecting 10 players but it's cool I don't want anyone to drop, I just wasn't expecting it. Powers are not going to surface in the game for a while, not in any meaningful way anyways. So this is what I want y'all to do As things sit everyone wants to be a psion, that is Okay everyone can be a Psion my house rules will accommodate that. so right now we will assume that every one will be a psion. I want everyone to stop worrying about what powers they will have and what others have and concentrate on your character. Right now they are just teenagers and powers are thing in movies, TV, games, and comic books. Make your characters skipping the Power template and write up your back grounds. When you send them to me I want you to include three aptitude choices in order of preference. When the Powers come they may not all come at once, and there will be overlap, and there will be some powers that are primarily unique. There will also be instances where a character in play may have the opportunity to switch from psion to talent if the player wishes. that is all
  8. Weirder Stuff Talents Sheet Name: Player: Concept: Origin Path: Role Path: Society Path: Additional Path: Path Contacts: Moment of Inspiration: Skills: Aim , Athletics , Close Combat , Command , Culture , Empathy , Enigmas , Humanities , Integrity , Larceny , Medicine , Persuasion , Pilot , Science , Survival , Technology Specialties: Skill Tricks: -Attributes- Force – Intellect , Might , Presence Finesse – Cunning , Dexterity , Manipulation Resilience – Resolve , Stamina , Composure Edges: Gifts: Path Contacts: Aspirations: Facets: Destructive , Intuitive , Reflective -Armor- Armor / Base / Hard / Soft -Weapons- Weapon / EN / Range / Damage / Type / Tags -Vehicles- Vehicle / Size / Handling / Speed / Tags / Weapons -Injury Conditions- Bruised (+1), Bruised (+1), X, X, Injured (+2), Injured (+2), Maimed (+4), Taken Out Inspiration: Defense = Appropriate Resilience Att Experience: Weirder Stuff Psions Sheet Name: Player: Concept: Origin Path: Role Path: Society Path: Path Contacts: Skills: Aim , Athletics , Close Combat , Command , Culture , Empathy , Enigmas , Humanities , Integrity , Larceny , Medicine , Persuasion , Pilot , Science , Survival , Technology Specialties: Skill Tricks: -Attributes- Force – Intellect , Might , Presence Finesse – Cunning , Dexterity , Manipulation Resilience – Resolve , Stamina , Composure Edges: Gifts: Aspirations: -Psi Powers- Aptitude: Discipline: Basic: Proxy: -Armor- Armor / Base / Hard / Soft -Weapons- Weapon / EN / Range / Damage / Type / Tags -Vehicles- Vehicle / Size / Handling / Speed / Tags / Weapons -Injury Conditions- Bruised (+1), Bruised (+1), X, X, Injured (+2), Injured (+2), Maimed (+4), Taken Out -Psi & Tolerance- Psi: Tolerance: Defense = Appropriate Resilience Att Experience:
  9. WEIRDER STUFF, TC EDITION SETTING INFORMATION Shelly Montana Population: 3,176 (not counting the prison population or the Bulwark AFB population which varies ) History Shelly is named after Peter P. Shelly, a general manager of the Montana Central Railroad. In 1891 the Great Northern was making its way to Marias Pass and the builders dropped a boxcar from the train and called it a station. Shelly himself is believed to have said that Shelly would not amount to much. He was wrong: Shelly grew into a distribution and trade center for 50 miles in every direction. Shelly is the county seat of Toole County and 75 miles east of the Continental Divide and Glacier National Park. It lies approximately 35 miles south of the international boundary between Canada and the United States. The city lies on the trans-continental east-west main line of the Great Northern Santé Fe Railroad running between Minneapolis-St. Paul and Seattle. It is also located on the trans-continental east-west US Highway 2 and north-south Interstate Highway 15. Interstate 15 is the main highway into Canada servicing the communities of Lethbridge and Calgary. The Port of Sweetgrass is the largest entry between Seattle and Minneapolis. The 24 hour port offers U.S. Customs brokerage service for clearance of commercial traffic entering and leaving the United States. In the 1890's the town was a cowboy town with hardly any fences or homesteaders. It was incorporated on June 7, 1910. By 1913 there were 5,000 entries for land in just one office. Homesteaders flooded into the area. The homesteaders suffered drought and became desperate. By the 1920's there was an exodus of homesteaders. In 1921 Gordon Campbell, a geologist found oil that stretched all the way to the Canadian border. New life came to Shelly. Shelly is historically significant for being the home of the Dempsey-Gibbons World Heavyweight Championship prizefight that was heal here on July 4th, 1923. The fight went 15 rounds with Dempsey winning by a decision. Bulwark AFB Located 8.5 miles outside of Shelly is an active-duty Military installation. This installation isn't new it's presence goes back to the late 1800s when Fort Bulwark was established to protect white settlers in the region. During WWII the fort served as a training camp for US Rangers. After the war the camp was basically shuttered until the mid 50s when it was turned over to the US Air Force , became Bulwark Air Force Base and was attached to the Strategic Air Command as a radar installation, part of the network tasked with detecting nuclear attack on the United States. By the mid 70s the base had served it's purpose and was tagged to be shut down but in 1981 the base was transferred to the Air Force Special Operations Command and be came a trainingg base for AFSOF personnel, particularly Pararescue. In 2009 Bulwark became the home of the 588th Special Operations Squadron a highly classified unit that operates Remotely Piloted Vehicles around the glob. The addition of the Squadron and it's mission even it's very existence is highly classified and unknown, even after ten years to the general public.The base is small and very secure it has added approximately 600 permanent persons to the area population. Most of the added Population are Single Military personnel but there are a handful of military families stationed at the base including about 2 dozen school age children. The base itself lacks any civilian educational facilities there fore all of the bases children are schooled at Shelly's Combined school. While Bulwark is designated as an airbase it does not have an airfield capable of servicing fixed winged craft but it does have facilities for Helicopters of which two UH- 72s and one BlackHawk are stationed. The base has always had a positive economic impact in the Region and up until 2009 had a small number of civilian employees fulfilling service jobs on base. Since 2009 all service facilities on base except mess halls have been removed to off base. The bases Mess Facilities are now manned by AF personnel. Even with the employment restrictions the base still contributes greatly to the area economy and without it many of the local businesses would have a difficult time of surviving. Crossroads Correctional Facility This prison for men located in unincorporated Toole County, Montana just west of Shelly. The facility is privately operated by the Corrections Corporation of America. It is the only private prison in the state of Montana. The facility houses detainees under contract with the Montana Department of Corrections and the United States Marshals Service. The facility opened in 1999 and is "multi-security", it has the capacity for holding 664 inmates and is currently at 112% The prison is the second largest civilian employer in the region. Crossroads was the detention site for Montana medical marijuana provider Richard Flor, who died a few months into his five-year federal sentence, allegedly because of a lack of appropriate medical care. In December 2014, former NFL quarterback Ryan Leaf was released from the facility on good behavior. Campground Locations Lake Shel-oole- I-15 Exit #364 Lewis & Clark RV Park- 1535 Oilfield Ave. Shelly RV Park & Resort- adjacent to Comfort Inn & Suites Trails West RV Park- adjacent to Best Western Shelly Inn & Suites Williamson Park- I-15 Exit 358 Churches Shelly’s churches invite you to worship and become involved in church related activities. The community is served by the following churches: Church of Jesus Christ Latter- Day Saints, Community Methodist Church, First Baptist Church, Jehovah’s Witness Church, Living Faith Baptist Church, New Life Church, Seventh Day Adventists St. Williams Catholic Church and St. Lukes Lutheran Church. Civic Center It is located at 669 Park Drive across from Marias Medical Center. They offer volleyball, racquetball, and exercise classes and a weight room. Financial Institutions Shelly has three full service banks: First State Bank, Wells Fargo and US Bank. There is also have two credit unions, Shelly Federal Community Credit Union and Bear Paw Credit Union. Library The Toole County Library is located at 229 2nd Ave South. It is a very pleasant place to meet your reading needs. The library offers “inter-library loan service” so it can borrow books from around the state. The library is also equipped with computers for checking emails. County Fair The 4 County Marias Fair is held in Shelly each year on the 3rd weekend of July from Thursday through Sunday east of town at 619 Marias Fair Road. Media Shelly has a weekly newspaper, the Shelly Promoter and an AM-FM Radio Station featuring local, statewide and national news, weather, sports and entertainment. KSEN-AM is located at 1150 on the dial and K-96 is at 96.7 on the FM dial. The Golden Triangle Shelly is located near the center of the "Golden Triangle", Montana’s richest irrigated and non-irrigated wheat and barley region. The Golden Triangle produces 70% of the barley and 60% of the wheat in Montana. Toole County also produces 90% of the mustard seed grown in the United States. The Marias River The Marias River, named after Meriwether Lewis' cousin, winds its way past the Marias Valley Golf Course and Country Club. Also located along the river is Williamson Park. Toole County Toole County encompasses 1965 square miles and is 54 miles wide. The highest elevation is 6960 feet. Toole County was named for Joseph K. Toole, the first Governor of the State of Montana. City of Shelly The City of Shelly is governed by a Mayor and a City Council. Medical Facilities Shelly has excellent facilities serving the region in The Marias Medical Complex whih consists of Marias Medical Care, Marias Healthcare and Marias Care Center as well as Marias Regional Trauma Center. The Marias Heritage Center is a retirement and assisted living center located near the Medical Complex. The Medical Complex is the single largest civilian employer in the city Movies The Roxy Theater is downtown and operates seven days a week with movies at 4, 7 and 9 PM (except Sundays when there are only 2 screenings a day 4 and 7). It has a single Screen and shows current movies which it generally screens for one week unless it is popular in which case it may extend screening for an additional week. The Theater is managed by Darren Durling, who is also the projectionist, a retired Air Force Master Sargent, who was stationed at Bulwark in the 1990's and stayed after his service. Durling has as far as anyone knows never been married and has never dated anyone in Shelly. Motels Shelly is home to several motels: The Comfort Inn, Crossroads Inn, Glacier Motel, O'Haire Manor Motel, Shelly Suites & Inn, Sherlock Motel, and Totem Motel. Passenger Trains The Amtrak train stops in Shelly 7 days a week. The east bound train arrives at approximately 11:20 am and the west bound train arrives at approximately 5:10 pm. The Shelly Station has 50 employees that live locally and work for Amtrak. Schools Shelly has excellent schools with a complex of schools on the north side that include a new elementary school, J. and Senior High School. These schools are once again state of the art Modern and would fit very well in any large metropolitan city environment. The curriculum is very forward thinking and complete with emphasis on not only preparing students for a successful collage career but also for preparing those who wish to forgo collage for technical and agricultural careers. As of 2019, the entire student body consists of 363 children from grades K-12 and the district employs 32 full time teachers Swimming pool The Shelly Swimming pool provides an indoor recreational opportunity from June 1st to August 30th. The pool is located at 105 12th Ave North. there is also a wading pool for toddlers adjacent to the swimming pool. Quilting Shelly has a very active group of quilters. The Triangle Squares Quilt Guild meets every 3rd Tuesday of each month. Visitor Information Center The Visitor Information Center is located at 100 Montana Avenue and is open during the Spring, summer, and Fall months. It has a wide range of free pamphlets and brochures from the State of Montana and free Wi-Fi access. It is run by Curtis Clemons and Daphnine Saultars, both lifelong residents of Shelly and both widowed, Curtis's wife Arla passed in 1998, and Daphnine's husband Jacob in 2003. Both are in their seventies and are a wealth of knowledge and gossip. During the summer the center usually hires 2-4 teens to assist. Carousel Rest Area of Shelby The Carousel Rest Area Shelby is not your average rest stop. Featuring a restored 1936 merry-go-round with 900 lights and hand-painted animals, the carousel is a labor of love completed by the Shelby community in 2018. Marias Valley Golf & Country Club Shelly has the finest and most unique eighteen-hole golf course in the State of Montana, offering both the serious and recreational golfer a most pleasant experience on the links. Constructed in 1967 along the banks of the Marias River, the course has 18 of the largest Bent Grass greens in the state. At 6,690 yards long, the course, with its tree-lines fairways, has water hazards, sand traps, grass bunkers and a challenging 600-yard hole. Situated on the Marias River Valley, deer, beaver, porcupine, geese, ducks and other wildlife can be found roaming the course in the mornings and evenings. Located beneath the river breaks, the course also enjoys a bit a relief from the occasional prairie winds. The Marias Valley Golf Course offers a full line of services for the golfer, including lessons by a PGA Professional, air conditioned clubhouse with food, drink, club and golf cart rentals. The pro shop, one of the best stocked in the state, offers a full line of clubs, clothes, bags, balls and accessories.
  10. We will be using the new Trinity Continuum Core and the Trinity Continuum: Aeon books. No other published material will be used by you the players although I as Story Teller may use some material adapted from the 1st Edition of Trinity, Aberrant, or Adventure or other non Trinity resources. In some instances I may make these additional resources available to some or all of you as the story demands. Character Creation Step One: Concept apted from the 1st Edition of Trinity, Aberrant, or Adventure or other non Trinity resources. In some instances I may make these additional resources available to some or all of you as the story demands. Character Creation Step One: Concept All player characters share the same concept all of you are High School Students in the 11th or 12th grade. Ages range from 16-17 for 11th grade students and 17-18 for 12th grade students All characters attend Shelly High School in the town of Shelly, Montana Characters should not be new students, most should have been residents of Shelly for most of their lives but in the case of some such as Military Brat it is more likely that they have not lived in this location for more than a few years. In any case all characters must have been living in Shelly at least for one year prior to the beginning of the game. We can work out backgrounds in detail. You may elaborate on your concept if you desire but it is not necessary. For instance you could say your concept is High School Student and Athlete training for the Olympics, or High School Student and Photographer for the school paper, and so on. Next, each player chooses Aspirations: two short-term and one long-term. Aspirations are a player’s goals for his character, not necessarily the character’s own goals. Aspirations are story moments a player wants to see happen to or for his character. Step Two: Paths Choose your Origin and Role Paths from the list below. Social Paths are not done the same as in the core book since the characters will not begin belong to any organizations as such. For this reason for your Social path you may choose a second Role Path and designate it a social path. This choice must be compatible with your chosen role through justification and you can choose the same path that you already chose if you desire. All of these Paths are example and are not an exhaustive list. You may create your own Paths using the rules found on page 40 of the Core book, but please remember this is high school. Origin Paths appropriate for WS (descriptions start on page 41) Thrill Seeker (Adventurer in the book) Life of Privilege Military Brat ( this is one a lot of you want and I am going to disappoint you. I am listing it here because there are two former characters who fit this bill. Only Lilly and Jeane will be allowed to have this Path if they wish to bring their characters over. Everyone else has to be a towny. If one or both former characters do not return I will entertain requests.) Suburbia Outdoorsman (Survivalist in the book) Role Paths; the following paths replace those found in the book and are as you can see appropriate for high school. (thanks go to Dave and Sean for their help with this part) Athletes – Live for athletics and tend to be popular with many of their peers. Athletes tend to play and support the school's athletic agenda and by making the school look better in the eyes of the community, and in so doing improve their social standing among their peers and leaders within their institutions. Common Students – Jocks (Basketball, Football, Volleyball), Cheerleaders, Track and Field (Male and Female), Extracurricular Clubs or Activities (Gymnastics, Zumba, Crossfit) Skills: Aim, Athletics, Integrity, Medicine Edges: Always Prepared, Small Unit Tactics, Adrenalin Spike, Ambidextrous, Breath Control, Hair Trigger Reflexes, Hardy, Swift, Tough Cookie, Free Running Geeks – A group of students described as being intellectual, obsessive or socially impaired. They usually don't have the modern fashion sense of other groups, and they usually prefer chess to hoops. Geeks are smart, but they sometimes have a hard time socially, as many teens view them as being more boring to be around than others. Common Students – Fantasy Movie/Comic Nerds, Gamers, Intellectuals, Role-Players, Nerd Trivia Buffs, Technical Guys/Gals Skills: Enigmas , Humanities, Science ,Technology Edges: Always Prepared, Library, Lightning Calculator, Photographic Memory, Speed Reading, Wealth Performance Art Crowd – the teens who are obsessed with, and more than likely to perform professionally. They typically have a very busy and complicated schedule, spending most of their time in rehearsal for the school show or working on their craft. They generally do well academically and have a good sense of responsibility. Their hobbies include learning all the songs and dances to all their favorite musicals, singing randomly at any given time, and obsessing over a new performance every week. They are usually very kind and sweet to those outside of their own clique, except for the occasional diva. They are also creative and very funny, but have a unique sense of humor which is only funny to those who understand musical theater references; their preferred subjects are in the performing arts—drama, singing, dance, acting, and musical theater. They may also be involved in other performing arts activities, such as choir or dancing. Common Students – Band Kids, Drama Club Members, Dancers, Singers, Thespians Skills: Empathy , Humanities , Integrity , Persuasion Edges: Artistic Talent, Big Hearted, Skilled Liar, Striking, Patron, Fame, Direction Sense Rebels – May be socially challenged and unable to fit in, or they may be independent and feel no need to join any one group exclusively. They tend to have an "I don't care about anything" attitude, and will oftentimes get in trouble for it. Common Students – Burnouts, Goths, Skaters, Emo Kids, Rockers Skills: Close Combat, Integrity , Larceny ,Survival Edges: Danger Sense,Iron Will, Adrenaline Spike, Swift, Tough Cookie, Covert, Skilled Liar, Striking Hipsters – make a big effort to assemble a wardrobe that seems effortless. They challenge traditional norms and modern trends. All genders wear tight jeans, flannel shirts, Buddy Holly glasses and vintage clothing. They follow the latest trends in fashion and like to be independent from the other cliques and often do what is "uncool" before it becomes "cool". Common Students – Hipsters. (But seriously... at this point you're so douchey, just kill yourself.) Skills: Culture , Empathy , Integrity , Persuasion Edges: Striking, Wealth, Skilled Liar, Patron, Fame Preps – Preps tend to be good at being social and having fun and usually come from an upper middle class or upper-class family. Sometimes they overlap with jocks, especially when it comes to sports. In most high schools, preps are those most commonly chosen to have important positions for school events. Common Students - Class President, Ideal Home Coming King/Queen, Prom Court, Mean Girl, Scenester, That Guy/Gal with Rich Parents, The School Prude Skills: Command , Empathy, Integrity, Persuasion Edges: Wealth, Fame, Patron, Striking, Iron Will You gain three dots to distribute among the four Skills for each Path. A player may choose to put all three dots in one Skill or divide the dots among two or three Skills. A player may not use dots from one Path for Skills associated with a different Path. Community, contact, and access connections (p. 40). Players choose a single community connec­tion within the Path to belong to and gains one dot towards a contact connection. Edges associated with the Path. Players gain two dots to distribute among the Edges associated with each Path. A player can devote both dots to a single Edge or divide them between two. If an Edge belongs to a character’s Path, she gets a discount for purchasing that Edge with Experience later. A note on Edges; This is a game set in High School so keep this in mind when thinking about the edges, scale them in your mind to that i.e. Fame of 1 means your class, 2 would be the whole school, 3 would be most people in the town. Small Unit Tactics is how to plan an assault on a terrorist camp its how to decide which play to make in the big game. STEP THREE: SKILLS, SKILL TRICKS, AND SPECIALTIES The Trinity Continuum has a total of 16 Skills (pp. 44-53), with each Skill being rated from 0-5. These Skills represent what a character can do; they represent the abilities she has learned and knowledge she has acquired over the course of her life. Most of a character’s Skills come from her Paths, but each player also gets six addition­al dots to distribute among any of the Skills. The total number of Skill points a character receives at character creation for Skills, through Paths or not, is 15. A character may gain a Skill Trick when she has three dots in a Skill and an additional Trick for each additional dot she has over three. Characters may start with one Skill Trick at creation. For any Skills at or above three dots, gain a Specialty. STEP FOUR: ATTRIBUTES Attributes represent different ways of acting and how adept a character is at each. Trinity Continuum has nine Attributes divided among three Arenas: Physical, Mental, and Social. Attributes are rated 1-6, though only Talents and special characters may gain the ability to purchase a sixth dot in an Attribute, through purchasing an Edge. Players do not need to the three Arenas in any specific order. Characters begin with a single Attribute dot in each of their nine Attributes. Players distribute fifteen dots among the nine attributes in any order. No Attribute may have more than five dots at char­acter creation. Attributes in Trinity Continuum also have an Approach. The Approach is how the character applies the Arena. The three Approaches are Force, Finesse, and Resilience. Every character has a Favored Approach or preferred way of approaching a problem, regardless of which Arena he’s acting within. If he likes to be direct, his Favored Approach is probably Force. If he likes a delicate touch, his Favored Approach is likely Finesse. If he likes to let people tire themselves out against him, his Favored Approach is probably Resilience. Favored Approach is a role playing tool and while it does give an additional benefit later for right now simply choose your approach. Step Five Power Template we will be skipping this Step for now how ever as a player you should be thinking of which type of power you wish to have be it Talent or Psion. If you already know which you wish to have go ahead and write that down. Talents can be found in the Core book and Psions in the Aeon book. Talents aside from associations are pretty much as written. Psions are not as written in the book and will be covered at the appropriate time. However the psionic powers will be used as written and those rules can be read for familiarization. In fact I recommend it. There will be some restrictions as to the distribution of psionic powers. I don't want three characters all having the same power set and returning characters who wish to recreate there AWS character will have priority ie. If Dave recreates Jaunt and wishes to have teleport Jaunt will have priority in taking that aptitude as his primary. STEP SIX: FINAL TOUCHES The final touches of character creation involve distributing additional Experience and calculating a character’s Health and Defense rating. GAIN BONUS TRAITS Each character receives one extra Attribute dot to put in any Attribute, as long as it does not raise it above the normal maximum. They also gain four points of Edges, which can come from outside their Path but must follow any normal prerequisites. The Story-guide may award additional Experience at her discretion to further improve characters: The costs for each of these is in the Experience costs table lo­cated in “Character Advancement” below. HEALTH Every character has an Injury Condition tracker. Every character has three levels of Injury at char­acter creation, Maimed, Injured, and Bruised. At Stamina 3, the character gains an additional Injured level and at Stamina 5 the character gains an addi­tional Bruised level. DEFENSE A character’s standard Defense is 1. Characters can attempt to make a defensive action when being attacked by rolling whichever Resilience Attribute makes the most sense, with no Skill added (see p. 105). All player characters share the same concept all of you are High School Students in the 11th or 12th grade. Ages range from 16-17 for 11th grade students and 17-18 for 12th grade students All characters attend Shelly High School in the town of Shelly, Montana Characters should not be new students, most should have been residents of Shelly for most of their lives but in the case of some such as Military Brat it is more likely that they have not lived in this location for more than a few years. In any case all characters must have been living in Shelly at least for one year prior to the beginning of the game. We can work out backgrounds in detail. You may elaborate on your concept if you desire but it is not necessary. For instance you could say your concept is High School Student and Athlete training for the Olympics, or High School Student and Photographer for the school paper, and so on. Next, each player chooses Aspirations: two short-term and one long-term. Aspirations are a player’s goals for his character, not necessarily the character’s own goals. Aspirations are story moments a player wants to see happen to or for his character. Step Two: Paths Choose your Origin and Role Paths from the list below. Social Paths are not done the same as in the core book since the characters will not begin belong to any organizations as such. For this reason for your Social path you may choose a second Role Path and designate it a social path. This choice must be compatible with your chosen role through justification. All of these Paths are example and are not an exhaustive list. You may create your own Paths using the rules found on page 40 of the Core book, but please remember this is high school. Origin Paths appropriate for WS (descriptions start on page 41) Thrill Seeker (Adventurer in the book) Life of Privilege Military Brat ( this is one a lot of you want and I am going to disappoint you. I am listing it here because there are two former characters who fit this bill. Only Lilly and Jeane will be allowed to have this Path if they wish to bring their characters over. Everyone else has to be a towny. If one or both former characters do not return I will entertain requests.) Suburbia Outdoorsman (Survivalist in the book) Role Paths; the following paths replace those found in the book and are as you can see appropriate for high school. (thanks go to Dave and Sean for their help with this part) Athletes – Live for athletics and tend to be popular with many of their peers. Athletes tend to play and support the school's athletic agenda and by making the school look better in the eyes of the community, and in so doing improve their social standing among their peers and leaders within their institutions. Common Students – Jocks (Basketball, Football, Volleyball), Cheerleaders, Track and Field (Male and Female), Extracurricular Clubs or Activities (Gymnastics, Zumba, Crossfit) Skills: Aim, Athletics, Integrity, Medicine Edges: Always Prepared, Small Unit Tactics, Adrenalin Spike, Ambidextrous, Breath Control, Hair Trigger Reflexes, Hardy, Swift, Tough Cookie, Free Running Geeks – A group of students described as being intellectual, obsessive or socially impaired. They usually don't have the modern fashion sense of other groups, and they usually prefer chess to hoops. Geeks are smart, but they sometimes have a hard time socially, as many teens view them as being more boring to be around than others. Common Students – Fantasy Movie/Comic Nerds, Gamers, Intellectuals, Role-Players, Nerd Trivia Buffs, Technical Guys/Gals Skills: Enigmas , Humanities, Science ,Technology Edges: Always Prepared, Library, Lightning Calculator, Photographic Memory, Speed Reading, Wealth Performance Art Crowd – the teens who are obsessed with, and more than likely to perform professionally. They typically have a very busy and complicated schedule, spending most of their time in rehearsal for the school show or working on their craft. They generally do well academically and have a good sense of responsibility. Their hobbies include learning all the songs and dances to all their favorite musicals, singing randomly at any given time, and obsessing over a new performance every week. They are usually very kind and sweet to those outside of their own clique, except for the occasional diva. They are also creative and very funny, but have a unique sense of humor which is only funny to those who understand musical theater references; their preferred subjects are in the performing arts—drama, singing, dance, acting, and musical theater. They may also be involved in other performing arts activities, such as choir or dancing. Common Students – Band Kids, Drama Club Members, Dancers, Singers, Thespians Skills: Empathy , Humanities , Integrity , Persuasion Edges: Artistic Talent, Big Hearted, Skilled Liar, Striking, Patron, Fame, Direction Sense Rebels – May be socially challenged and unable to fit in, or they may be independent and feel no need to join any one group exclusively. They tend to have an "I don't care about anything" attitude, and will oftentimes get in trouble for it. Common Students – Burnouts, Goths, Skaters, Emo Kids, Rockers Skills: Close Combat, Integrity , Larceny ,Survival Edges: Danger Sense,Iron Will, Adrenaline Spike, Swift, Tough Cookie, Covert, Skilled Liar, Striking Hipsters – make a big effort to assemble a wardrobe that seems effortless. They challenge traditional norms and modern trends. All genders wear tight jeans, flannel shirts, Buddy Holly glasses and vintage clothing. They follow the latest trends in fashion and like to be independent from the other cliques and often do what is "uncool" before it becomes "cool". Common Students – Hipsters. (But seriously... at this point you're so douchey, just kill yourself.) Skills: Culture , Empathy , Integrity , Persuasion Edges: Striking, Wealth, Skilled Liar, Patron, Fame Preps – Preps tend to be good at being social and having fun and usually come from an upper middle class or upper-class family. Sometimes they overlap with jocks, especially when it comes to sports. In most high schools, preps are those most commonly chosen to have important positions for school events. Common Students - Class President, Ideal Home Coming King/Queen, Prom Court, Mean Girl, Scenester, That Guy/Gal with Rich Parents, The School Prude Skills: Command , Empathy, Integrity, Persuasion Edges: Wealth, Fame, Patron, Striking, Iron Will You gain three dots to distribute among the four Skills for each Path. A player may choose to put all three dots in one Skill or divide the dots among two or three Skills. A player may not use dots from one Path for Skills associated with a different Path. Community, contact, and access connections (p. 40). Players choose a single community connec­tion within the Path to belong to and gains one dot towards a contact connection. Edges associated with the Path. Players gain two dots to distribute among the Edges associated with each Path. A player can devote both dots to a single Edge or divide them between two. If an Edge belongs to a character’s Path, she gets a discount for purchasing that Edge with Experience later. A note on Edges; This is a game set in High School so keep this in mind when thinking about the edges, scale them in your mind to that i.e. Fame of 1 means your class, 2 would be the whole school, 3 would be most people in the town. Small Unit Tactics is how to plan an assault on a terrorist camp its how to decide which play to make in the big game. STEP THREE: SKILLS, SKILL TRICKS, AND SPECIALTIES The Trinity Continuum has a total of 16 Skills (pp. 44-53), with each Skill being rated from 0-5. These Skills represent what a character can do; they represent the abilities she has learned and knowledge she has acquired over the course of her life. Most of a character’s Skills come from her Paths, but each player also gets six addition­al dots to distribute among any of the Skills. The total number of Skill points a character receives at character creation for Skills, through Paths or not, is 15. A character may gain a Skill Trick when she has three dots in a Skill and an additional Trick for each additional dot she has over three. Characters may start with one Skill Trick at creation. For any Skills at or above three dots, gain a Specialty. STEP FOUR: ATTRIBUTES Attributes represent different ways of acting and how adept a character is at each. Trinity Continuum has nine Attributes divided among three Arenas: Physical, Mental, and Social. Attributes are rated 1-6, though only Talents and special characters may gain the ability to purchase a sixth dot in an Attribute, through purchasing an Edge. Players do not need to the three Arenas in any specific order. Characters begin with a single Attribute dot in each of their nine Attributes. Players distribute fifteen dots among the nine attributes in any order. No Attribute may have more than five dots at char­acter creation. Attributes in Trinity Continuum also have an Approach. The Approach is how the character applies the Arena. The three Approaches are Force, Finesse, and Resilience. Every character has a Favored Approach or preferred way of approaching a problem, regardless of which Arena he’s acting within. If he likes to be direct, his Favored Approach is probably Force. If he likes a delicate touch, his Favored Approach is likely Finesse. If he likes to let people tire themselves out against him, his Favored Approach is probably Resilience. Favored Approach is a role playing tool and while it does give an additional benefit later for right now simply choose your approach. Step Five Power Template we will be skipping this Step for now how ever as a player you should be thinking of which type of power you wish to have be it Talent or Psion. If you already know which you wish to have go ahead and write that down. Talents can be found in the Core book and Psions in the Aeon book. Talents aside from associations are pretty much as written. Psions are not as written in the book and will be covered at the appropriate time. However the psionic powers will be used as written and those rules can be read for familiarization. In fact I recommend it. There will be some restrictions as to the distribution of psionic powers. I don't want three characters all having the same power set and returning characters who wish to recreate there AWS character will have priority ie. If Dave recreates Jaunt and wishes to have teleport Jaunt will have priority in taking that aptitude as his primary. STEP SIX: FINAL TOUCHES The final touches of character creation involve distributing additional Experience and calculating a character’s Health and Defense rating. GAIN BONUS TRAITS Each character receives one extra Attribute dot to put in any Attribute, as long as it does not raise it above the normal maximum. They also gain four points of Edges, which can come from outside their Path but must follow any normal prerequisites. The Story-guide may award additional Experience at her discretion to further improve characters: The costs for each of these is in the Experience costs table lo­cated in “Character Advancement” below. HEALTH Every character has an Injury Condition tracker. Every character has three levels of Injury at char­acter creation, Maimed, Injured, and Bruised. At Stamina 3, the character gains an additional Injured level and at Stamina 5 the character gains an addi­tional Bruised level. DEFENSE A character’s standard Defense is 1. Characters can attempt to make a defensive action when being attacked by rolling whichever Resilience Attribute makes the most sense, with no Skill added (see p. 105). Experience Costs Table Object Change Cost Attribute Add one dot to a single Attribute 10 Experience Edge Add one dot in a new or existing Edge 3 Experience Edge Add one dot in a new or existing Path Edge 2 Experience Enhanced Edge Gain a new Enhanced Edge (even if it is a Path Edge) 6 Experience Favored Approach Change a character’s Favored Approach 15 Experience Skill Add one dot in a new or existing Skill 5 Experience Skill Trick Add a Skill Trick to a Skill 3 Experience Specialty Add a Specialty to a Skill 3 Experience Path Add one dot in a new or existing Path (maximum five Paths) 18 Experience
  11. Talk and Ask Questions Here
  12. “SERVED COLD” The snow crunched under heavy boots, the sound making his teeth hurt. Casimir tried to move his head even though the pain in his brain was unbearable his eyes shed tears which froze as they rolled across his face. Something popped in his neck the wave of agony would have made him cry out if he could have. But he couldn’t he was broken, they hadn’t thrown him out here to die, he was already dead it was just taking his body time to realize and catch up to the process. No they had thrown him out here to be found as a warning. They just hadn’t ben expecting him to be found so soon. Their mistake. The crunch of the ice stopped. Casimir forced an eye open, only one, the other was frozen shut. The pain in his head was fading, his body numb, but even his breathing was easier. Was this what death felt like? He saw a boot, a heavy well-worn work boot dirty with the slush of the mud and snow. “So, what do we have here?” The voice was heavily accented Russian, Casimir placed it as from Siberia, not that he had ever been there but he knew several thugs with roots from that desolate region. He tried to move his head and it worked this time. He looked up and saw a very large man with a full beard and short hair, well groomed, piercing icy blue eyes. The man’s clothes, aside from the old boots, were fashionable and expensive, his large hands showed several golden rings on thick fingers. Casimir thought that the man glowed until he crouched down and the sun which had been behind him nearly blinded Casimir. “I do not think you are done yet.” The big man reached out and touched Casimir’s forehead and blackness engulfed the young criminal. The man stood and then picked up Casimir like the boy weighed no more than a sack of potatoes then with him thrown over his shoulder carried him back to a waiting, idling car. He put Casimir into the back seat then went around to the passenger side opened the door and got in. He looked over at the driver a squat dark man of Mongolian decent who was watching him but said nothing. “He will live but he is not finished yet. Take us to the dacha.” Casimir opened his eyes he felt…wonderful. There was no pain, no agony, life flowed through his veins and he felt…powerful. He was in a bed, the sheets were blue silk, the room looked rustic but expensively rustic. The door opened and a fat woman in a dress came in and stopped when she saw that he was awake, she was carrying a cardboard box. She smiled at him. “Good afternoon. It is nice for you to finally awake. I wager you are very hungry.” As if on cue Casimir’s stomach growled.
  13. AWS : FIGMENT AND IMAGINATION VOL 01 ISSUE 01 “THE GRAND ILLUSION” MIAMI, FLORIDA Sweltering heat and strength draining humidity swamped the latest crime scene foiled by the mysterious vigilantes. It had rained all morning but that hadn't put a kink in the would be bank robbers well planned and executed caper, indeed they had seen it as a plus. But as had happened with growing frequency over the past six weeks things didn't go as planned past a certain point for the crooks. They got their ill gotten gains in their greedy hands and as they made their getaway something happened and by the time the police arrived all four had been subdued and they had another incredible story to relay to the police about things no one else saw and couldn't have happened if they had. Terrence Jackson, Chanel 16 Action News was trying to interview Detective Calvin Cooper who was doing his best to ignore him. “Detective Cooper, has there been any communication with the Key...” “Vigilantes.” Cooper spun cutting off Jackson in mid sentence and causing the younger man to flinch back. “They are vigilantes, not crime-fighter, not super-heroes, vigilantes and that makes them just as much criminals as the perps they have been assaulting. And we don't know if they are 'Keys' or what. So Mr. Jackson you need to get back behind that tape.” He pointed and Jackson followed the finger and sort of sheepishly made his way back to behind the police tape his camera man following. “Did you get that?” While Brian, the camera man wound the video back to show the reporter. Jackson had notice something on the ground. He crouched down and looked at the red staining on the pavement a few drops that looked like blood and a few steps away a couple of more drops. Drops of blood which led away from the where the bank robbers were bound and packaged for the cops. The trail led around the side of the bank into an ally bordering the strip mall next door. Jackson looked around and didn't see any cops checking out that area or even any of the little yellow placards denoting evidence. They hadn't seen the blood trail yet. He knew he should call one of the officers, knew it was his duty,b ut this could be a scoop and he wasn't letting that get by. Maria had tied the strip of clothe torn from the bottom of her shirt, around her arm where the blood still oozed from the front and back holes made by the bullet which had unluckily found her. The pain was horrible and her eyes were wet with tears and she was dizzy. It was stupid she hadn't been hurt any of the other times and she had gotten cocky, careless and now she had a gunshot wound and she didn't know what to do. A wave of nausea at the thought , Oh my God I have been shot. She gulped the air and fought the urge to vomit when she heard the foot steps at the end of the ally. She looked up and say a good looking African American man slowly entering the ally he was well dressed and looking at the ground another man was following but she couldn't see his face, it was behind a video camera. How long had she been there in the ally her arm throbbed and her head spun The cops, this guy must be a reporter. Suddenly movement beside and behind where she sat swung her head around. A men stepped into the ally and walked right by her he looked like a homeless person, disheveled old worn clothes and unkempt white beard and a filthy Dolphins ball cap. He was carrying a plastic bag that stunk and was dripping blood onto the ground. The reporter and his camera man stopped at the sight of him Maria could see the disgust on their faces at the sight of the homeless guy. “Have you seen my cat? Want to buy a rat? We been hunting them all morning but the ruckus at he bank scared her off” He held the dripping bag containing the rats, up where the reporter could see it plainly and the two men shook their heads and retreated from the ally. “Dammit, its just a crazy homeless guy lets get back to the bank." After they had gone the mane stoop there still holding the bag up for about a minute then he tossed the bag into a wood crate next to a pile of empty boxes and he turned around and Maria got a good look at his face. He was old and his eyes were odd staring blankly as if he were blind. With a couple of shuffling steps he moved back the way he had come, which led him back toward Maria. She held her breath. The old man stopped right beside where she hid but never turned to face her, then he spoke. “Well little cat, you better come with me and let me see about that hole in your arm.”
  14. INFERNO THE WATCHTOWER Mike blinked his eyes open the light was soft and blue, the room was a pristine off white and looked like it was made of molded plastic. The bed was comfortable and it fit his body like a glove above and behind his head was a screen that looked like it came right out of a Star Trek episode... one from the 1960s not from the new one on pay TV which he would never pay for and it sucked anyway. Standing at the foot of the bed was an attractive woman with short dark hair and a tan uniform that consisted of tunic and trousers with a belt with some sort of electric device where the belt buckle should have been. “Ah your awake.” She smiled a disarming smile and beamed at him with sparkling eyes. Her voice was familiar. “Don't be alarmed you are perfectly fine. There was a slight mishap with your powers when you arrived on the station, but while unpleasant was not life threatening. And in fact your own natural Quantum Enhanced healing properties took care of things all we did was administer a mild pain killer and run some test.” She stepped around from the foot to the side and came to the head of the bed where she was close and smiled again reassuringly.”Can I get you anything?” TOKYO Confusion faded the Japanese asserted themselves and their inherent reserve over came their earlier panic and the crowd followed the security police instruction to return home that the celebration would be postponed. Within the circle of the Portal Hub the civilians (except for Cade and his sister) were removed and the technicians came in and began inspecting the network for damage. The surviving terrorist where taken away, including the bomber. The emperor and his retinue were likewise whisked away to safety. The security chief who had witnessed the interplay between the member sof the Irregulars and the one known as Jaunt. He addressed them mostly talking to Abel though. “I am most appreciative for what you have done here. Your efforts, Especially those of Vanguard-san and Jaunt-san,” he gives each a deep bow, “have saved many Japanese lives and maybe more. I am sure the government and the emperor will show his thanks as well. But this young man is correct this is an internal affair and while we would appreciate any help you care to give us in the future, at this moment it may be best to allow us to take charge of things.” UNKNOWN LOCATION UNKNOWN PERSONS. The two men both in their mid to late forties, Japanese, had watched the broadcast of the attack from multiple sources both public and clandestine and while neither had expected complete success this day they had not expected total failure either. Both scowled. “The superhuman was not supposed to be there this was a Nipponese event why was this gajin woman there and more importantly why was it not announced?” One of the men barked in Japanese. ”She is related to the American General, we should have considered the possibility that she would accompany him.” said the other but before either could say anything else someone else spoke. “She is not the one to worry about.” This voice came from the back of the room and silenced the other two. It was melodious and from it's timbre gave no clue to the sex of it's originator. Both men swiveled their chairs to look back at the slender youth sitting in the lotus position upon the floor a brilliant red kimono flowing around the form like placid water. “Sage....Sa-geh...Say-ag... so misleading.” The youth stands in one fluid motion, a boy with androgynous features. “The name is supposed to mean a learned man of wisdom, but it is a lie.” He walks passed the other two men to the large screen, the view shifts and focuses on the Key known as Sage. The boy raises a hand and touches the screen caressing the image, the hand begins to glow, the screen begins to melt and suddenly bursts into flame. “He is a lie.” AREA 51 EARTH-2378 “Are you even listening to me Dr. Cross?” the sniper asked again frustration straining his voice “It was a flying man who was on fire. He was fucking flying!” “And I have told you again and again, men don't fly. At least not on this world.” Doctor Abel Cross teenage genius inventor of the Trans-Precient Cyclic Interceptor and The Interphasal Transpostion Ray among many other things adjusted the apparatus before him switch several switches and watched several dials spin until they settled. Then he stared scribbling down the readings with a pencil. “What the fuck is that supposed to mean?” “It means that since the police in New York have received no calls about three hoods getting iced by a sniper in the last thirty minutes that you didn't go to New York, at least our New York. And since you carelessly left your weapon behind which as it turns out may have been a stroke of luck, I am trying to find where you did go.” Abel turns and looks at the Assassin. ”Devin, my friend, you may have just proven that alternate universes do exist.”
  15. Abel immediately understood what Jeane was doing and silently cursed his own inner fear that had kept him from using his own powers to it's fullest. Using his Telepathy he boosted Jeans own message and reached beyond the throng within the shield to those outside who were also in full mob panic and beyond that to the whole of Japan. His mind touched every sentient being in the nation, he didn't need to control didn't need to pry just touch. As the emperor began to speak Abel snet those words into every mind he touch it was as if the Emperor spoke to each and evey one of his people directly, individually. In an instant the nation on the brink of social disaster calmed. Vanguard and Jaunt finished mopping up, the clones which had jumped the bombs into the sky returned to earth singed from the blasts but unharmed. None of the bombs had detonated near any of the portals and no civilians were harmed by them. There were some injuries among the people from the panic and from a few of the diversionary attacker. One bomber had been subdued by what appeared to be a civilian, Vanguard however knew better, the young man was a dormed sown Key. The incident had taken only moments and the battle ended with Jaunt standing by Vanguard, Lilly, the real one, watching her. Everything else was suddenly secondary. As fast as they were Sean and Sara arrived when all was done. Sara immediately flew off to make a reconnaissance of the other portals among the cities and towns of the islands while Sean made her way to where two clones held the bomber immobilized still wearing the bomb and a third was watching over the young man, and younger girl who was clinging to him, who had tackled the bomber and started to examine the bomb. Police had secured the area around the bomber for about twenty yard of all but the irregulars and the boy and his sister. Able had dropped the larger shield as peace and calm had returned and had erected a new filed around the bomber. Jean was told to stay with he emperor and his party to provide security for them.
×
×
  • Create New...