Colorful umbrella
[personal profile] etherjammer
<<OOC>> Suze says "Okay. This'll be the first mission, so bear with me as we learn. :)"

<<OOC>> Jake nodnods.

<<OOC>> Jake says "I'm still very fuzzy on the whole 'what we do in missions' thing, so... I will be asking questions, no doubt!"

<<OOC>> Suze says "Here's how missions go. You have three objectives when we start. Successfully forming an ANIMa, doing a circuit around the base and observing enemy incursion, then submerging. Jake, you're going to have a lot of control over what Chloe 'sees' as she undergoes the objectives. I'll step in with hostile elements, or if a roll goes badly enough that the anchor loses control. Anchors have the training to help interpret the dreamworld for their pilots."

<<OOC>> Suze says "So, I'm going to open. Anyone have any questions before we begin?"

<<OOC>> Chloe says "Not I!"

<<OOC>> Jake says "I'm...not quite sure how things work yet, but I'll figure it out as we go along!"

The ANIMa is housed on the playing field, close to where the original drone body fell; the alien's impact crater can still be seen, although a crude but sturdy structure has been erected over the astroturf, forming a hanger of sorts. The astroturf is still underfoot, although huge chunks have been removed over the years. From inside the hanger, the eerie, song-like wail of the ANIMa engine can be heard, a just-audible sound that seems to make the teeth vibrate in one's mouth. Inside, the ANIMa itself: a bizarre amalgam of wire and gel-like organics, from which three swollen pods, each about twice the size of a human seem to grow. The pods are wreathed in wires and blinking lights, like a triple lobe heart. Suze is at the bulky mainframes to either side of the ANIMa itself, frowning and zipping back and forth from one monitor to the other, utterly absorbed in the arcane signals.

Chloe enters the playing field from the home team's locker rooms. She swallows her nervousness and checks the straps on her ERA suit. "Ready when you are," she says, looking over her shoulder at Jake.

Jake is watching Suze, but he has a friendly smile for Chloe when he looks her way. "I'm ready to go," he says, heading for his place.

Suze turns around at the sound of their voices, and gives Jake a quick, narrowed-eyed look, before striding over to Chloe. She reaches out and rechecks a few of the straps on the suit, ones that Chloe's just done herself, before giving the pilot a nod. "You look ready. Mission objectives?" She steps back, the curt question thrown at the two like a rock.

Jake's shoulders swing back so that he's standing straighter at that voice, before he even gets around to the actual answering. "Three-part ANIMa, circuit of the base, check the resulting breach," he supplies, shooting a look over to Chloe.

Chloe nods. "Sounds right to me."

Suze gives them both a disgusted look, and spins on her heel. "Wrong. Three-part anima. Circuit of the base, including visual observation of enemy incursion, /and/ brief submersion in the sea to check cockpit integrity." She shakes her head and stalks back to her console, refusing to even look in their direction.

Jake mutters something under his breath about /summarizing/, but not loud enough for his sister to hear. Hopefully. His next look at Chloe is more one of commiseration.

Chloe coughs back a smile, nods at the departing Suze, and with a similar look of commiseration to Jake, she heads for the ANIMa chamber.

Suze does not seem to hear, her hands already ticking with caffeine-fueled energy over the monitor displays, bringing everything up line. "You are clear to enter at any time, once your anchor has taken his place. Obey your anchor. Your anchor will terminate the mission if it goes too badly, but I don't want to see you terminating the mission over any old thing, clear?" She turns, her eyes flicking back to her younger brother, unreadable.

<<OOC>> Suze waves.

<<OOC>> Chloe waves!

Chloe says, "Enter any time after Jake's in place. Obey Jake. Don't abort because I broke a nail. Got it."

Jake nods shortly, not looking up now from the instruments he's supposed to be watching.

Suze glances over to the pilot, and raises an eyebrow. "Exactly," she says, shortly. She takes a seat near another one of the monitors, affixing a small earbud as she pulls up her recording tools. "Then you are go for mission. Jake, take over."

Chloe glances Jake nervously, and climbs into the ANIMa creche. "Whenever you're ready."

Jake scans the controls slowly one more time, then says, "Ready. Let's get this show on the road."

<<OOC>> Suze says "Okay, narrative control moves over to Jake. Jake, you get to describe what Chloe will experience in the dream realm; how it looks, what she needs to do, both as Jake IC and through emitted details. I will introduce hostile elements as needed, and then when we reach the first mission objective -- forming the ANIMa -- there's a chance you might lose control."

<<OOC>> Jake says "Okay. Um. Sorry I'm slow! Just taking a bit to get a grasp of how this all works."

<<OOC>> Jake says "How much echo should there be between Jake's 'You'll see X' or what not and what I'm just outright emitting for scene desc?"

<<OOC>> Suze says "It's okay! This is our first time. And since we're doing it throught text, not voice, you can go ahead and emit details as you like. I would give verbal cues as well, sort of like, 'Remember where the Starbucks used to be; can you see any of it's roof left?' and things like that, so that Jake and Chloe have the chance to talk."

<<OOC>> Jake nods.

Water slushes through the city in endless slow-motion waves, from lows where a kid would wade through it to highs that would eat a skyscraper. The sky overhead is a mirror reflection, not just cloudy but full of wobbling expanses of water that might descend at any moment. "Are you standing or swimming?" Jake asks, staring at instruments in front of him. "See if you can move around."

Chloe glances nervously at the sky. "Standing," she says. "I'm up to my knees." She kicks experimentally. "I can move, but it's just like being in the water. Slow and kind of cold."

"Okay," Jake says, "we want to get started on that ANIMa first. I want you to look around for a place with a roof, and on the /leading/ edge of a low patch of water, got it?" The depth of the water changes ever so slowly as the enormous waves slide through the city, parting to move around buildings or crushing them in their path with no rule for why the water chooses either.

Chloe peers around. "I see a few old townhouses about half a mile off and on a little rise. I bet one of them will work." She starts walking in their direction.

Jake sets a hand near a switch. Not to flip it, but just to be...ready. "Once you're near a roof--don't get under it yet, just make sure you're where you can--that'll be when you should start putting together your ANIMa."

<<OOC>> Suze says "Okay. When manifesting an ANIMa, all you usually have to do is choose the relationships you're using -- one of which must be the anchor -- and what parts that they're becoming. The anchor is always the chassis. Please do use details! Keep in mind that each relationship can only be one thing; it can't be a pair of wings one mission and a gun the next."

Chloe nods, then remembers Jake can't see it. "Aye." She trudges on, until she's standing before the townhouse. One is gutted and useless, but the other two still have functional rooves. "Ready to begin, at your pleasure, Jake."

Jake smiles slightly. Of course, Chloe can't see that either. "Start at the core, and work your way up. I hope you're feeling well-armored today."

Chloe laughs. "Should I take that as a suggestion?" She concentrates on her relationship with Jake, thinking about sitting in the back of the theater, feeling like The Day After Tomorrow hit too close to home; about how Jake found her after her first meeting with Suze as a pilot, and told her to never mind Suze's attitude, just get back on the horse; about how Jake is how she's getting home. The body of the ANIMa forges itself around her, a titan in ice-white and whisper-blue, all angles and edges and crystalline shard-spikes. Once it solidifies under her, she says, with artificial control in her voice, "I think I've got it."

Jake looks over his readings, and gives a little nod to himself. "That's looking good. Nice solid base. That means we're ready for the second part. Let's start with offensive. Maybe something long-range, if you're feeling it today. Hit them from a distance."

Chloe says, "Aye."

<<OOC>> Suze says "Once you choose the relationships and manifest the second and third sections of the ANIMa, we'll do our first roll. It will be based on the Intimacy of the relationships you choose."

<<OOC>> Chloe was trying to remember how Intimacy and Trust worked with the ANIMa bits.

<<OOC>> Suze says "Intimacy adds to your ANIMa's power. Trust isn't used in the roll, but it has to be watched if your relationships become strained."

<<OOC>> cpip says "Intimacy is how many dice you'll roll; Trust is how resilient the relationship is to damage over time."

<<OOC>> Chloe says "Gotcha."

Chloe considers for a long moment, then calls on her relationship with her fellow pilot Kat. Colder than she might like - given that his attention always seems to be going to his girlfriend of the moment - and more distant, he seems like the perfect base on which to build a glistening white arm cannon, frost vapor puffing from vents on an attached backpack as it chills the ice blasts that the cannon throws.

<<OOC>> Chloe says "I hope I am doing this right."

<<OOC>> Suze says "You are!"

Jake watches a little dial spin. "You're almost there, Chloe. Maybe we'll have clear sailing today. And speaking of sailing, let's get ready for an environmental component. We're going to be doing a full circuit of the base, so let's go for something that'll keep you fast and maneuverable."

Chloe only has to think about that for a moment. Over the backpack goes a set of small wings and a burst nozzle, created from her relationship with Troy - not enough to fly with, but certainly enough to lift her off her feet and help her jump tall buildings in ... well, maybe a couple bounds.

<<OOC>> Suze says "Okay. Add up the Intimacy value of those three relationships, and roll that many d6s."

Jake does not actually check things off a literal list, but he does discreetly snap a switch that goes to nothing in particular but one of several colored lights at the top of his panel. One objective down, two to go.

<<OOC>> Chloe says "That's 2/2 Jake, 3/1 Kat, and 4/2 Troy."

<<DICE>> Chloe rolls 9d6 <2 2 3 3 3 4 6 6 6> for 35 total.

<<OOC>> Suze says "All right! 5-6 are +, 3-4 are blanks, 1-2 are minuses. You place one die in each of the following categories: Mission Success, Pilot Safety, the 3 Relationship Safeties, with unused dice going to Bliss."

<<OOC>> Suze says "+s are good, blanks are pretty neutral, and -s are going to cause Conflict. :)"

<<OOC>> Chloe says "Hm. Mission Success +, Pilot Safety ~, Jake +, Kat ~, Troy +, Bliss ~ ~ - -."

<<OOC>> Suze says "Okay! Then I'll step in here a bit. :)"

The ANIMa forms around Chloe with a sense of 'rightness', shielding her from the oppressive, clammy humidity of the dream realm. However, as she's just getting settled in, one of those massive waves swells directly before her, picking up the ANIMa and engulfing it. Within the water, a strange, chiming song can be heard, and something flickers beneath her, an alien bioluminescence rising up from the dreamsea, as a whippy tentacle reaches out and wraps itself around the cannon arm, trying to haul the mecha and its pilot deeper into the depths. The icy surface of the cannon begins to crack and warp.

<<OOC>> Jake says "Now that the ANIMa is going, what do I continue to do/emote/etc?"

<<OOC>> Suze says "You still have most of the control of the scenario. I've added a hostile element. Now help your pilot get out of this."

Chloe gasps and pulls back. "Jake, we have a visitor!" She tries firing the ice cannon in the direction of the tentacle's origin.

The waters waver around the ANIMa, and gush backwards. "Hit it hard and go for the skies, Chloe. If you can get airborn, I think it'll start loosening." Jake stares at the controls, and through the city comes a cold wind. "Keep your ice strong. That thing's not warm enough to melt through it, if you can keep it pulled together."

The blast of the cannon pierces the shadowy waters, the song of the alien rising to a ear-aching whistle as the creature clings to the gun while trying to avoid the pilot's barrage.

Chloe fires up the booster rocket and lets it simmer, providing steady downward thrust - not enough to get her off the ground on land, but hopefully enough to surface her in the water.

As the rocket flares, spreading a cold light through the water, the ANIMa fights the current and surfaces, pulling the alien drone along with it. The light reveals more of the jellyfish-like body beneath the machine, although this is somehow /longer/, and gellid, studded with more tentacles, each glowing with multicolored lights. As the ANIMa breaks the surface, the grip on Chloe's cannon falls away, but the monster remains, and even without eyes, it somehow manages to convey an intent focus on the thing above it.

Jake frowns at the panel, but keeps his tone brisk and not too worried. "Keep on moving. Head for shallow water and high ground, and keep going /up/ until that drops loose. Once you're free of it"--there is no suggestion in his voice that this will be difficult to achieve--"we'll head back towards our next objective, after a little shake-off to make sure it's not following. Look for a multi-story building, maybe something with really high ceilings inside to give you maneuvering room. Are you anywhere near the library?"

Chloe kicks the rocket into higher gear and boosts up about thirty feet, firing the ice cannon down into the water. "About half a mile, I think."

"Beautiful." Jake wiggles a knob, and closes his eyes briefly. "Go in through a second story window. One of those enormous ones. See if you can get that tentacle to slide across the glass, it's much less hard-sided than you are."

Chloe kicks back and lands in much shallower water. "I can't tell if it's going to come after me, but I'm headed there anyway." She turns and boost-jumps away, moving four or five times as fast as Chloe herself usually does - but it still takes a few minutes to get to the library.

The alien slides deeper beneath the water, the wave seeming to follow at its bidding as it swims beneath the ANIMa. It submerges with each of Chloe's shots, then bobs upwards again. It's definitely following.

Chloe flees the wave, jumping and running ever closer to the library. When she arrives, she times her last jump so that it propels her through one of the massive upper windows, creating a jagged, vicious portal into the vaulted interior.

The alien appears thwarted by the shell of the library; the tentacles slap and search the lower windows for a few minutes, before the song changes, grows sorrowful, and fades as it moves away.

Amducias, In Nomine, Looking at YOU
[personal profile] pyrephox
For two weeks, the ANIMa structure has been shut down, by Suze's orders, giving everyone a bit of a break...whether they want one or not. It's about seven PM on the thirteenth day of forced hiatus when the stadium's PA system crackles to fitful life. "...pilots. Attention, ANIMa pilots and trained anchors. Report to mission room at twenty hundred hours. Eat first." With that final, terse admonition, the PA goes dead.

The 'mission room' used to be the home-teams' coach strategy room. The whiteboard still stands, but the former wallpapering of news clippings and motivational pictures has been replaced with ANIMa schematics and attempts at 'mapping' the dream world. As a result, the walls look like a combination of battle prep and Dalist nightmare.

The room smells like mildew and the long-ago echoes of sweat: two scents that it's damn near impossible to get out of the stadium as a whole, particularly after the flooding that followed the alien invasion. The chairs have been set up in conscious imitation of a schoolroom, with Suze's computer desk up front, to the side of the whiteboard, and scrounged lab tables in rows from there. The tables seat two: it's never been a formal rule that each table is for a pilot and their anchor, but things have often broken down along those lines. No assigned seats, and the room is outfitted for about 24 people...more pilots and anchors than the group has ever had, but Suze tends to get snarky if someone suggests taking out the extra desks and putting in comfortable seats or couches.

Suze is sitting on her desk, as she usually is. As she never is except at briefings, the woman is wearing a business suit and tie. The tie is already half undone, and once the pilots are in and settled, she immediately begins tugging and playing with the stained silk as she talks.

"I'm sure that the rest of you are getting tired of sitting around," she starts, hopping off of the desk and smiling a brittle smile, "so I'm pleased to announce that the upgrades to the ANIMa apparatus have been completed. I think I've got the glitch with imaging fixed; we shouldn't have to worry about subjects," all too often, it's 'subjects' rather than 'pilots', "experiencing the overlap between physical and imaged input, now. Also, I have great hopes that further experiments will allow the opening of the higher circuits of ANIMa creation. Currently, we operate at a BSC level; I'd like to see subjects shooting for NSC before we undertake any major counteroffensives." She doesn't bother to translate the terms; she rarely does.

"At any rate, the Paramatman Interface Upgrade is functional...said that already, didn't I? Yes, right." She shakes her head, as if to clear it, and swipes a hand across her eyes. A quick breath and a popped pill later, and Suze perks back up. "All that's left is to do a field test, be sure that there aren't any new kinks that slipped in with the improvements, and we can resume our schedule of missions. Chloe, you and Jake..." a slight pause at her brother's name, a hint of a frown on those narrow features, "I think you'll do for this. It's somewhat simple, but very necessary. It'll give you good experience to build on."

Suze crosses to the whiteboard, and begins to write as she talks: the handwriting is neat, precise, and overlarge, the handwriting of someone who had to teach younger children how to write before her own style was quite created. "Our mission will have three objectives. First, we'll test the A-Echoes by having you manifest at least a three-part ANIMa, preferably with both offensive and environmental components. Second, your objective will be to do a brief circuit around the imaged equivalent of the base. Unfortunately, we've given the enemy a window in which to reassert its presence within our safe areas, so we need visual confirmation of the extents of the breach." The idea that there might not be a breach is apparently not worth considering. "Third, and final, I want you to attempt immersion in the imaged sea. We have to ensure that the programming of the ANIMa remains 'waterproof', and I'd like you to take readings as you do so."

She puts the marker down, the mission objectives neatly numbered on the board, then turns to face the pilots, her attention resting primarily on Chloe and Jake. "Any questions? If not, then report immediately to the ANIMa chamber."

(OOC: If you do have OOC questions, please ask them here, or post an IC response if you'd like! Chloe and Jake, you're first up for mission, so please post the best times for you to attend the scene. I can do tomorrow (anytime), but after that, I won't be available until next Wednesday (anytime). Oh, and this marks the official start of the game. Feel free to start scenes! A scene can be backdated to the beginning of the hiatus period, April 11. If you need Suze, just give me a message, and I'll be happy to try and put her on.)

Opening

Jun. 25th, 2009 12:21 pm
Amducias, In Nomine, Looking at YOU
[personal profile] pyrephox
The year is 2016, and the Earth is under foreign occupation.

The invaders came without warning, seven years ago, and they conquered the globe not with a bang, but a whimper. Everywhere, adults simply closed their eyes and fell into a blissful sleep from which none could be awakened. Some lasted longer, fighting the Bliss until exhaustion took them at last, but within a week, almost everyone who was eighteen or older (and in some cases, younger) had Blissed Out, leaving only the children behind.

Many children, especially babies and infants, died in those first months, screaming themselves into starvation next to mothers and fathers who dreamed peacefully on. Other, older, kids killed themselves or each other, just trying to keep the world's machines running. Wildfires, started by a malfunctioning powerplant, ravaged most of California, allowed to burn without opposition for the first time in a long while. Floods became prevalent, with no one to adjust dam outflows or river locks...in most cases, no one to even /know/ that such things needed to be done.

And then, the invaders came. Dreams were filled with alien music and the sensations of a deep and all-encircling sea, and translucent, gel-like behemoths swam through the skies and sea alike. Where they passed, their song called to the refugees, and those who followed the song fell into Bliss, no matter their ages.

Two years ago, one small gang of children, led by a woman who'd managed to keep the Bliss at bay through drugs, work, and sheer dumb luck, managed to bring down one of the alien drones. From its body/chassis/mind, she was able to create ANIMa, a weapon to fight the aliens, to delve into the other world they inhabited and bring them to bay. With feverish hope, she threw anyone she could manage into ANIMa training...at first, getting only madmen and corpses back. Trial and error revealed the need for an anchor to hold the pilot to the real world, and give them a way 'home'. Now, there exists a small squadron of fighters: twelve children and the adult who's willing to kill them if it'll save the world.

Their base encompasses twin stadiums in Seattle, surrounded by flood waters that have yet to recede. Suze calls them Alpha and Beta, but they probably have other names among the children. Alpha Base has barracks, training rooms, classrooms, supplies, and an armory, and is the heart of day-to-day operations. Beta Base is...well. That's a good question, because Suze doesn't let anyone inside. She says that it's more supplies, but if so, no one's every been sent to get anything from there, no matter what they get low on.

The surrounding territory is ruled by gangs of children, who constantly squabble amongst themselves for territory and supplies. Food isn't really in short supply: a remarkable number of window and mini gardens have been preserved, and empty lots are usually turned into a gang's place of pride. Although there are easily two dozen gangs roaming the Seattle streets, two of the most notable and powerful are the Brats and the Raths.

The Brats (short for Navy Brats), are the children of the sailors stationed at Bremerton Naval Base. When the Bliss came down, the kids locked themselves inside, refusing entrance to anyone who didn't have proper military ID. They expected to be rescued shortly, convinced that no matter /what/ was going on, the government would need the military base, and thus come back and wake their parents up. It never happened, and after a while, the kids took matters into their own hands. You still can't get on Bremerton unless you have a military ID (although the kids have made 'updates' to the ones they hand out to new recruits), and joining the Brats means going through a Basic Training regime dreamed up by angry, scared thirteen year olds. 'Real' Brats have senior status, and the base is run by Captain Smith (his parents used to call him 'Greggy'). All the adults are stacked up in some of the emptied supply warehouses, and one of the few things that the Brats do for free is store bodies: if a kid Blisses out, or someone finds an adult, they can go to Bremerton and have them put somewhere their throats won't get slit. The Brats do a brisk trade with other gangs: they're generous with weapons, but downright stingy with ammo. There are rumors that they're trying to get the submarine base functional again, but at the moment, no one among the kids has the know-how to do anything more than accidentally sink one (which has happened).

The Raths are what the rest of Seattle calls the Meek. When the Bliss came down, Rev. Daniel Pierce of Mars Hill Church knew what had happened. Okay, so the Rapture was actually a /spiritual/ rapture rather than a bodily one, but he knew that he had been left behind to gather up the lost children and teach them the Way and the Hope in the times of the Tribulation. In the first months after the Bliss, he offered shelter, comfort, and a potent cocktail of apocalyptic spirituality to the children of his congregation. As the time went on, he eventually began offering the little girls of his flock something else. About two and a half years after the Bliss, his newest 'bride' when to her marriage bed with a switchblade. She claimed to be baptized in the blood of the holy, and reborn as the Lamb, a wild-eyed child prophet who gave her kids new marching orders. The Meek stalked the streets, finding the Blissed and bringing them back to help their flock also become Baptized in the Blood. The Lamb is now 16 years old, and has instituted a canon of militant prayer, and a belief that the Blissed are dead, in every way that matters, and that cutting the throat and burning the body simply helps them reach Heaven at last. The Raths don't trade much, and they're constantly looking for ways to get into Bremerton Base: the preserved Bliss victims are a hideous sacrilege to their faith. Other kids, they mostly ignore, unless the kid shows interest in joining them. However, they're openly hostile to the ANIMa project, both because it's led by an adult, and because they believe that the project is tampering with God's Will.
Amducias, In Nomine, Looking at YOU
[personal profile] pyrephox
Hopes are the goals of the campaign. However, they can only be resolved by a pilot's final or resolution actions, so each goal resolved (positively or not) will be coupled with a pilot's removal from the game. Keep that in mind when we choose our goals, because what goals the party chooses will define the 'scope' of the campaign. For right now, we will pick 3 Hopes, and if later on we decide that we want to continue gaming past those hopes, we'll put into play the Longer Campaign format described in the book.

Page 48 and 49 give a pretty good list of example Hopes, but our group is not confined only to those.

Also, this is why I was being cagey about other awake adults and other resistance groups before: one of the possible Hopes is to find allies or to organize a united front. If we define ourselves as already having allies or a greater organization, then we /can't/ pick those Hopes. If that's not something that the party is interested in, however, then we can tweak what other adults/groups are out there. I lean towards an isolated group, if only for genre and dramatic reasons: the stakes are higher when there's no backup.

Once we have our Hopes picked out, and everyone's character is finalized, then we're ready for play. Bliss Stage is divided into several different kinds of actions, and the rules are going to be /slightly/ different for each one.

Briefing Actions: Briefing Actions are when the authority figure (or another character) call the pilots and anchors in to give them a mission. Usually only one pilot and anchor are chosen, but some missions may call for more than one. I am going to spread the love, so you can assume that pilots are usually put on rotations, and that I will aim for assigning the pilot based on how long it's been since they've had a mission. This will not /always/ be the case, particularly for multi-pilot missions, but I'll do my best to keep things rotating.

I think that Briefing Actions by the Authority Figure will be posted to the LJ, since it's going to be a rundown of the mission, mission goals, and which pilot/anchor will be used. You can certainly comment to ask questions, and the pilot, anchor, and I will work out a time for the mission scene.

Mission Actions: These will be played on Sammy, because we need dice. All players are invited to attend, because if the mission slips out of the anchor's control, any of the other party members can start adding Complications to the mission, and it'll be a lot more fun if we can have multiple minds in on the action. Mission Actions will be relatively short, especially at first. We're going to start with fairly simple objectives, then get more complex as comfort with the system grows.

Interlude Actions: These are the actions wherein two characters build (or stress) a relationship, resolve a destroyed relationship, or recover from trauma or Harm. Two players can do this at any time they like, over any medium that they like. All I ask is for afterwards, you post the log to the LJ so that it can be Judged and so that I know what's going on. If you have a third player on hand to Judge, that's fine, but it still needs to be LJ-posted so that I can keep track of what's happening.

Resolution and Final Actions: When we get to the point of needing a Resolution or Final Action, I will ask for us to schedule a time when the full group can get together on Sammy. Typically, we want to see the character off in grand style, and have everyone on board for the resolving of a campaign Hope.

ETA: It sounds like y'all are coming to:

I Hope We Find A Way to Start Waking People Up
I Hope We Can Make A Safe Zone
I Hope We Understand Why The Aliens Attacked Us

Does anyone have any objections or tweaks to make to these three Hopes?

Characters

Jun. 17th, 2009 11:43 pm
Amducias, In Nomine, Looking at YOU
[personal profile] pyrephox
At Fade and Pip's suggestion, here's a page specifically for characters.

Each player will have three characters that they 'own': a pilot, an anchor, and a support character. Please note that all characters--but especially the support characters--can be traded to other players for a scene or storyline as it becomes appropriate. I suggest that this not happen very often with pilot characters.

Also, when putting out your pilot character, please include what kind of anchor relationship you're looking for, so that we can start hooking up pilots with anchors.

Note: Anchors have as good-as-it-gets training in psychology for the circumstances, and might also have training in medical or tech areas. When thinking about an anchor character, keep that in mind. Pilots have natural talent: they might have been lucid dreamers, or perhaps they have an 'affinity' for the aliens, or maybe they're just adept at forming and strengthening relationships int he real world. Support characters, of course, have a variety of backgrounds and talents.

Tips and General Advice:

1. Keep in mind that your pilots, based on their template, have preset relationship values, while your anchors and support personnel do not. So I recommend that when considering relationships, you work from your pilots, down.

2. All pilots should have a relationship with at least one anchor (but it could be more!) and the Authority Figure.

3. Both sides of a relationship have to agree to the relationship, and it's the same value for each of them. For pilots, this means that you'll have to match Intimacy and Trust ratings, as well as stress ratings, if you have a relationship between pilots. Also, please keep in mind that an intimate relationship does not have to be either positive or sexual (yes, the rulebook defines Sex for Intimacy 5, but I'm going to say that we can substitute other appropriate bonding activities for other relationships), so rivals, objects of envy, or enemies all count as good relationships.

4. Someone must play these relationships. Remember, you're working together to create anchors and support personnel, and these aren't NPCs, they're PCs. So be sure to keep that in mind when working out pre-existing relationships: request rather than state, and if there's something terribly specific that you want, try to get someone excited about playing that kind of character. Also, look at what other people have already started on, and see how your characters can fit into that framework as well. You may not get exactly the first relationship you're thinking of, but you bounce ideas off each other, you'll most likely come up with something fun.

Yet Another Note: The books says that one of the pilot's strongest relationships should be assigned to their primary anchor. I'm cool with that, but if a pilot and an anchor decide to assign a less powerful relationship, I'm also okay with that. Just make sure that you understand that the Pilot/Anchor relationship is the one that's /always/ at risk in a mission, and that if the Anchor relationship breaks, 'screwed' doesn't even begin to cover where you are.

CHARACTER ROUNDUP

Fade

Pilot: Kat - A 16-year-old kid with the reflexes to be a pilot and enough caution to not use them without thinking about it first. He's quiet, thoughtful, and tends to sort of roll into bed with other people without ever wanting to make it a Big Deal. He's more alert than he seems to be when acting all laid-back and devil-may-care.

Relationships: Twin Brother Kit, Suzanne

Looking for: The Hypotenuse in a love triangle: a girl in love with him who is in turn loved by Kat. (Potential compromise: start out at a lower level than 'head over heels' and just a girl with attraction for Kit, who Kat is attracted to?

Also looking for Anchor.

Anchor: Jacob (Jake) He's the kid brother of the Authority Figure. He really wants to be a pilot, but for one reason or another, he just doesn't have what it takes to be one. Maybe it's that he's so much better as an Anchor, it would be a waste to make him a pilot instead. Maybe it's that even she has some family feelings, and doesn't want to put him in the way of danger. Even he's not sure which.

Relationships: Suzanne, Chloe (his pilot)

Support: Kate - Kate is an overly cheerful--one might even suspect desperately cheerful--fourteen-year-old girl who believes in Happy Thoughts and vitamins and drawing smiley faces on casts. She's determined to play morale officer too, whether people want her to or not.

Relationships: None at the moment.

Etherjammer

Pilot: Chloe - Chloe's mother was a lawyer for Legal Aid, and Chloe's experiences watching her mother work have colored her perception of how work should be. Although she's only 15, she's thrown herself into piloting with as much zeal as her mother ever mustered; she doesn't care about thanks or adulation, just about doing something she's good at that can help other people. Outside the ANIMa creche, Chloe is reserved, and spends more time with old tai chi and aikido DVDs, played back on an aging, battery-powered portable DVD player, than she does with her crechemates.

Relationships: Suzanne, Jake (her Anchor)

Looking for: Player shows interest in having someone take a Best Friend/Training Partner, and someone playing a Kid Sister. Best fit for a Best Friend would be one of the other Pilots, so please consider this if you're looking to round out your pilot's relationships.

Anchor: Liam - Cork native, was visiting relatives in the United States with his family when the aliens struck seven years ago. Since then, he's retreated into academics and an active imagination to help him cope with being in an utterly foreign country, especially since his sister, two years older than he, disappeared on a food raid three years ago. Liam devours books about mathematics and about fantasy worlds, and both of those helped him decide that anchoring was his calling in this new, devastated world.

Relationships: None, yet.

Looking for: Pilot!

Support: Grace - Grace loves to be around people - she's just easily distracted. Her idea of a great time is taking apart someone's watch at a cocktail party, preferably while the owner watches so they know how to do it too. She's particularly enthusiastic about teaching other people about how mechanics and electronics work - even if they don't care or understand. (She won't push it if they don't want to learn, but she'll cheerfully babble at anyone who shows even slight interest.)

Relationships: None yet (Grace would be an excellent hook for most of the Pilots; she's going to be at /least/ on Intimacy 1 with just about all of them, due to testing and such.)

Shadowfey

Pilot: Kat - Friendly, a flirt who flirts to try to hide the depths of his attachment, Kat gets thought of as being as casual as his brother. In reality, he's more sensitive than he lets people see, and he tries to hide this by joking around even under serious conditions.

Relationships: Kit (twin brother), Suzanne.

Looking for: An Anchor, and the Hypotenuse mentioned in Kit's writeup. Keep in mind that since y'all are looking for something pretty specific, you're going to need to work closely with another player to develop something that everyone can live with.

Anchor: None yet.

Support: Marte - Marte (pronounced MAR-tah) was always the kid in the back of the class reading fantasy novels and drawing elves and making maps of fantastic and far-away places. Carrying a Trapper-Keeper with unicorns and rainbows on it even in eighth grade meant that she was doomed to never be one of the Cool Kids. The arrival of the Bliss and the aliens didn't exactly change that.

Fortunately, her map-making skills and her tendency for wandering have come in handy in the after times. She still keeps binders of notes, and her old Trapper-Keeper with its made-up maps has a prominent place in her heart. Now though the binders come from the wreckage of an Office Max and her maps are carefully made on grid-paper with copious annotations, kept in plastic sleeves.

She isn't cool. But she's not easily replaced instead. That's better than being cool.

Relationships: Pip's Scrounger

Damselfish

Unfortunately, due to RL concerns, Damselfish has withdrawn from the game.

Pip

Pilot: Daniel was one of the first volunteers into the machine. Twelve years old, he'd been tagging along with the group. He always had vivid, vivid dreams; he still keeps a dream notebook (Suze's idea).

Since then, he's seen more than one kid die fighting the aliens, and he's tired. Tired and bitter and angry, but he really doesn't know much of any other life. He may resent Suze, he may hate her some nights, he may not think she's going to figure out how to win this war -- especially after seeing a young kid get thrown into the ANIMa two years ago and chewed up and spit out within three missions -- but he follows her. It's a love-hate relationship, with occasional screaming and slamming doors.

Daniel can be a bit of a bully to the other members of the group; scared of losing more, he tends to berate them. He thinks it's for their own good; if they can't stand up to him, they'll be devoured alive once they hit the Dreamworld.

Relationships: Suze (co-dependent, I4/T2)

Looking for: Needs an Anchor, particularly one who can put up with him.

Anchor: Felicia's the newest Anchor, 13 or 14 years old. She's not entirely certain, and it's hardly like anyone still has records anymore; so she usually says she's fourteen to make herself seem older. Freshly trained in whatever manner there is, she takes the job very seriously -- probably too seriously. (Felicia is Driven.)

She's trying very hard to act as adult as possible, and this probably can get her into trouble. She doesn't want anyone to think of her as "just a kid."


Support: Troy - Troy's actually one of the oldest in the group, at seventeen years old; he ended up connecting with the group and was one of the original members far back when, when he was an eleven-year-old kid following a gang leader around.

Too obsessive and self-focused to make either a good anchor or pilot, instead Troy's found his niche by putting his single-mindedness to work as a scrounger. He spends much of his time out scavenging abandoned buildings; he'll search every nook and cranny in a building until he's turned up everything that's in it, from abandoned things left in closets and never raided to things carefully hidden away.

When he's not out scavenging, he's usually counting the inventory, writing it all down in cramped chicken-scratch on some bit of paper he managed to find. He doesn't talk much to people.

Relationships: Marte (confirmed), others (potential)

Cally

No characters posted yet; not sure if Cally still plans to play.
Amducias, In Nomine, Looking at YOU
[personal profile] pyrephox
All right!

We've got four ETA: make that FIVE ETA: Make that six players and me. That means that we can start. Our little post-Bliss community is going to have thirteen sixteen nineteen members: 6 pilots, 6 anchors, the Authority Figure, and six additional support characters. All of these characters, except the Authority Figure, will be played primarily by players. They will each 'belong' to a player, however everyone except the pilots can be loaned to either another player or the GM for the start of the scene. That means that each player will have 3 characters. A pilot, an anchor, and a support character. If you absolutely feel that you cannot play a support character, let me know; with this many players, we can reduce the amount of support characters and still have enough PCs for craziness to occur.

As this is an indy RPG, there's a bit more collaboration in the world building than a lot of people are used to. Whatever no one has an idea about, I'll fill in. So let's take it in stages. First stage is brainstorming. There are a few questions that the group as a whole is expected to answer:

ETA: Okay, I'm going to try and summarize where it looks like the group is leaning for each of these points that we've addressed thus far.

1) The Aliens! What do they look like? Do they look differently in the dream world than they do when they send one of their physical drones?

It looks like we're leaning towards transparent, luminous aliens of definite non-humanoid shapes. Attractive in a twisted way. Physical drones, etc, look like it might be made out of solidified, jellyish material. Possibly organic/living sort of drones?

2) Where are we?

Looks like two main contenders have evolved: the Seattle area, possibly in the stadium or a ferry, and the Miami area. After thinking about it, I'm leaning towards Seattle, simple because I like the cool/mist/cloudy feel, with what we've put together so far. It's ultimately up to the party, though.



3) What is the default appearance/air of the local dreamworld, and what bleeds through? Is it a primordial forest that occasionally spawns monsters? Or the inside of a gigantic, living body?

A combination of swamp and large body of water. The difference between the two is a lot more fluid than you'd expect, and if a pilot's fight goes badly, the dreamworld has a tendency to leak into his mech, either in a physical sense of the cockpit filling up, or with breathing becoming more and more difficult. When an anchor has lost control of a mission or during a battle, the pilot may find himself entirely underwater, freezing and soaked and drowning all at once.

4) The Authority Figure. This is going to be the GM's character, but you guys get say in who they are. Male, Female? What's their deal, and how are they managing to stay awake and unBlissed?

Looks like we're going for a woman in her mid-twenties, just old enough to have been an adult during the invasion. Intelligent, not particularly social, and driven, she's been staying awake thanks to experimental gadgets, drugs, and lots of caffeine. Is not deliberately cruel, but has a focus that slips over the border of obsession at times, and is largely willing to toss anyone who meets the qualifications into an ANIMa, and make them a pilot: this has resulted in at least one death. Unless someone else calls dibs, Fade's claimed a younger brother slot, one of the Anchors who has a somewhat strained relationship with her.

5) Finally, talk about the characters. Your pilots, you have complete control over, but I'd like to see people collaborate about anchors and support personnel; essentially, we should work together to create a community where there's going to be a lot of potential for the relationships and conflicts we want to see.

So far, it looks like we've got one Carefree Hedonist pilot, three support characters (Pip's scrounger, Fade's medic, Fey's cartographer), and one Anchor related to the Authority Figure.

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Bliss Stage RPG: Alpha Stage

July 2009

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