24 February 2008

I assumed 4 LP?

Does this look about right? Ideas? Brent?
Born Meek
Time: 8 yrs
Stat -
Res: 3
Leads: Survival of the Fittest
Skills: (2) Meek-Wise
Traits: Need

Suicidal
Time: 2 yrs
Stat +1 phys, +1 Ment
Res: 4
Leads: Meek
Skills: (5) .45, Munitions, Suicide-wise, Illusion-wise, Realty-wise
Traits: (1) Despair (Kiss of Steel)

Voice of Stars
Time: 5 yrs
Stat +2 Ment
Res: 3
Leads: Meek, Holocaust Seed
Skills: (5) Holocaust Seed-Wise, Inconspicuous; (Judas Window or At The Gates)
Traits: Nausua, Answered

Bonereader
Time: 6 yrs
Stat +2 Ment
Res: 10
Leads: -
Skills: (5) Ossopathy, First Aid
Traits: Cynic

Extra Traits: Trashed, Black Humor

Age: 21
Stats: +1 P, +5 M
Res: 20
Skills: 17
Opened: Distillation, Ossopathy, First-Aid, Holocaust Seed-Wise, Judas Window, .45, Reality-Wise, Meek-Wise (4)
Remaining: 13
Distillation Ob: +1+1 =2
Ossopathy Ob: +1+2 =3
First-Aid Ob: +1+1=2+1=3
Holocaust Seed-Wise: .5
Judas Window: (?)
.45: +1+2=3
Reality-Wise +1+1=2
Meek-Wise .5
=13
Traits: Trashed, Black Humor, Cynic, Nausea, Answered, Despair

23 February 2008

Cast of Characters

I'd like everyone to post their character concept here so everyone who doesn't have one yet can get inspired.
Our game premise so far is that the Cast will be attempting to bring down the Holocaust Seed in Paul's character's dome. Everyone should have one Belief that relates to that somehow.
I know Paul's already got his character mostly done (BITs, even!), if anyone even has any ideas please post them. You know I'll give you all the help you need, baby.

12 February 2008

Setting Basics

The City
The City is a portion of a pre-End metropolis, enclosed in a hermetically-sealed dome. The buildings inside are in good repair, although they are uniformly worn-looking.
The dome is large enough for the population density inside to be fairly low. All inhabitants are referred to exclusively by a serial number issued at birth, which may change depending on their importance to the community. Serial numbers are recycled rather than retired.
All positions of authority are held by members of the Holocaust Seed, who ensure that any meek that show signs of non-conformity recieve negative attention. Every Face of All Fears spends their time surveiling so-called "Unmutuals" - those expected to resort to violence or escape soon.
Available music is closer to muzak, and broadcast television programs are vacuous and formulaic.
The City operates on a collective economy - all goods are rationed, although most have a brisk trade on the black market. Healthcare is free, but usually amounts to no more than a cursory exam and a scrip for some sort of pills. There is a brisk black market trade for these, as well.
The Meek and the Holocaust Seed make their home in the City.

The Ruins
Outside the domed City, the bombed-out ruins are dangerous and omnipresent. Psychotics lurk in the alleyways, forming a cannibalistic mockery of a tribal culture - the death-addicted seem to be drawn to Need. They cluster,howling, at the edges of the Holocaust Seed's domes. Occasionally, profit or survival encourages scavengers from outside the Ruins to make forays into the dangerous borderlands between the City and the Wasteland.
Psychotics, Death-Addicted and Cannibals make their home in the Ruins.

The Wasteland
The edge of the ruins fades out into a desert baked by the red sun. The Wasteland is dotted with Domes ruled by the Holocaust Seed and small encampments of escapees from the Illusion. A simple barter economy exists in most of these settlements. Most of those living in the Wasteland for extended periods of time develop some sort of mutation.
Wandering groups of bandits, mutated animals and the remnants of the Swarm make their homes in the Wasteland.