Difference between revisions of "User:FBH"

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[[Expanse Game skeleton]]
+
[[File:FBHface.jpg]]
  
EU Colony specimen
+
[[Expanse Game skeleton]] <br>
=War for Utopia: The War on Haraway’s World=
+
[[Solar Federation Mobile Suit Recognition Guide]] <br>
 +
[[FBH Trinity: Test Type 0]] <br>
 +
[[Writing Practice]] <br>
 +
[[Writing Practice 2]] <br>
 +
[[Dying Sickgirl Transhumanism]] <br>
 +
[[Lurker Post]] <br>
 +
[[Screwball Post]] <br>
 +
[[After the Chaos: A small scale post apocalyptic fantasy RPG]]<br>
 +
[[Another thing I want to run]] <br>
 +
[[Expanse 3.0]] <br>
 +
[[Koffee Post]] <br>
 +
[[MEM 2, Electromagica]] <br>
 +
[[Scarlet Blanche: Cruel Reflections]]<br>
 +
[[Somewhere Interesting]] <br>
 +
[[Echo Chamber Test Build]] <br>
 +
[[Game mockup]] <br>
 +
[[Don't yell at me]] <br>
 +
[[Armature Noir: White Echo]] <br>
 +
[[Recessive Memes Test System]] <br>
  
==Introduction==
+
[[FBH-com]] <br>
Haraway’s World was settled by one of the first long shot missions to leave earth and one of the first attempts to set up a completely new form of society in the colonies. Its founding principles were utopian and pacifistic, seeking a peaceful world, far from the struggles and conflicts still plaguing earth in the mid twenty first century.
+
[[FBH fantasy adventure]] <br>
  
Less than one hundred and fifty years after the colonies founding, Haraway was the site, and major participant in, the twenty second centuries largest conflict, and the biggest space battle in human history.  
+
==Ke1ko==
 +
:A:Significant +1 all stats
 +
:B:Lineage: Classic +1 All Stats
 +
:C: Plate Worlder: +1 fighting in mega structures
 +
:D: Creche-born: +1 Rea, +1 Per, +2 Kno, +2 Cha
 +
:E: Rin +2 Kno, +2 Psy, -1 Cha
 +
:F: Advanced Learning +1 Rea, +1 Kno, +1 Cha
 +
:G: Military Pilot: +2 Rea, +1 Bod, +1 Psych, +2 Cha
 +
:H: Master Duelist: This is a Defining Event. +2 to all stats
  
In this article I will examine how Haraway both the events of the War on Haraway and the events of the war it’s self, paying particular attention to how to the transformations it caused to Harawayian Society, and then look to the future.
+
==Aresia (Barsoom)==
 +
:Sanctum
 +
::Stats TBD
  
==Prelude==
+
===Aresia===
===Founding===
 
Haraway was one of the first longshot missions to leave earth. Its colonists were members of the Fifth Wave feminist movement, the last hurrah of the great feminist social movement on earth before true gender equality was finally achieved. Haraway’s founders were fundamentally utopian in their beliefs, seeking to build the perfect society on a distant planet without the conflict and uncertainty that plagued mid twenty-first century earth.
 
  
Landing on Haraway they found a beautiful, lush and thoroughly poisonous world and set gamely to the task of making it theirs and them its. The Initial colonisation was entirely transhumant and they quickly adapted genetic engineering techniques to allow themselves and their children to survive in Haraway’s heavy metal rich environment. Efforts were made to reduce the colonies affect on the alien ecosystem, both for ethical and scientific reasons, and this gave birth to the system of augmented reality that still marks Haraway today, Harawayians were able to carry their civilisation with them in their implanted computers rather than plough over the wonderous alien environment that the colonists had found.  
+
Aresia  is inhabited by several different humanoid species. It can be theorized that they were introduced from earth at some point in the distant past, thus explaining their biological similarities to humans. Most of Aresia is desert, and is slowly running out of water, with only small enclaves of  plant life and oasis where life continues. Much water is kept in canals, which are carefully crafted and preserved for the use of sapient inhabitants.  
  
Cities were built however, and the population rapidly expanded, great works of art and culture were created, as was Haraway’s colour system of communitarian transhumanism and direct democratic government. The alien biology of Haraway was mapped and elements of it were built into future generations of Haraway’s inhabitants. Many Harawayians still remember their time of isolation as Haraway’s golden age, without military expenditure or the need for protection from a hostile universe to suck government spending away from the public good, indeed, government its self was limited, with few matters coming before the citizenry for voting, the government’s primary business was to provide necessary resources to all Harawayians and ensure a smooth transition from one job to another.  
+
There are up to seven. Different subspecies of Aresians on various parts of the planet, each with a colour, Red, Green, Yellow, Blue, White, Grey and Black, but the most common types are Red, Green and Grey.  All Aresians are female, reproducing either in certain ancient temples where two lovers may both become pregnant or by pathogenesis.  
  
The UN’s Stargazer program and recontact shattered Haraway’s dreams of a splendid, isolated existence forever, but despite growing concerns about the universe beyond Haraway, it was not till the 2150s that Haraway really lost its innocence.
+
Red Aresians are the most common type, a highly cultured group who build vast cities and maintain much of the planets Canal system. Now however their empire is in retreat in several parts of the planet in the face of imperial competition from various other races and smaller states, as well as the defection of several provisional governors and city states. Red Aresians look human but have redish skin and black, blond or red hair.  
  
===War in 2151===
+
Green Aresians are tall and green skinned. Their major nation, ruled by a queen controls the area around the Travellers Crag. Green Aresians are the most dynamic kingdom of the Aresians, and the most combatative, with ritual duels to first blood settling many forms of dispute, even over policy. It was the Green Aresians who first awoke the gateway to Earth, and travelled to it in search of water and other precious things. Their raids set off the chain of events which eventually led to the transporter ending up in the Aeon Society vaults.  
On March Tenth Harawayian Self Defence Force regulars and citizens miitia looked down from their fighting positions on the forested hills of Javindra as the final heavy lift vehicles carrying Martins Pharmaceutical personnel  departing for their jump ship beyond Haraway’s orbit. The encampment was the last major off world corporate facility on Haraway. Slowly, word spread that the last invaders had retreated. The Harawayian self defence force had come a long way from the small, inexperienced and often poorly led force it had ben in 2149.  
 
  
It was a two weeks since the airstrike that had obliterated Xenologic Resource’s primary compound on Kirsa Atoll, almost two months since Colonel Gerald ‘Jared’  Mcintyre and his famous Expanse Tactical Solutions, more commonly known as the Ravens had been slaughtered to a man in an ambush by an SDF armoured battalion on Beta Continent, now all that was left was to hunt down the last pockets of corporate dead enders, those unable or unwilling to evacuate with their parent companies.  
+
Grey Aresians are massive four armed beings up to twelve feet tall. Their bodies store water better than any other race, and they are extremely good at surviving in the deep deserts of Aresia. The Grey Aresians are raiders and nomads, often sky pirates, raiding other cultures for water and other resources.  
  
Haraway’s political elite was less cheerful. Despite military success, the brutal nature of the fighting, which featured targeting of civilians on both sides, and shortages of Harawayian produced pharmaceuticals had drawn the attention of the EU, and with it the UN security council. Intervention by the great powers was commonly expected to be only a matter of time, and the business of steeling the population for another round of fighting after victory, not to mention military preparations for engagement against one of Earth’s super powers was a daunting prospect.  
+
The Aresians have relatively high technology in a number of respects, with guns that fire explosive bullets and large ray cannons. Melee weapons are also common for fighting in doors or to backup when ammo is scarce. Large airships ply the sky of Aresia, lifted on special engines constructed of a naturally occurring mineral lifnite, which makes airships less subject to gravity. Lifnite is thought to be a product of the ancient civilization of the Black and White Martians. Medicine is also advanced, with organ and even limb transplants, and a general freedom from disease.  
  
The war between Haraway’s government and the various corporate interests that sought to claim the planets natural bounty had been fierce, claiming over a million civilian lives over a three year period, and seen far more than its fair share of atrocities committed against Harawayian civilians. Now, facing the prospect of their hard one gains being overturned by great power intervention the Harawayians prepared for another, much longer and bloodier struggle against the might of the EU.  
+
===Travellers Crag===
 +
The ancient red stone fortress of Travellers Crag was built in order to protect the entry point from earth during the Green Aresian's attempts to gain needed natural resources from Earth. Afterwards it was used by several 1920s adventuresses as a secure base of operations for adventurers both on Aresia and as a base beyond. Since the shutdown of the link in 1938 by the death of its owner  Travellers Crag has been mostly abandoned, and still retains many dusty mementos of those who once owned it.  
  
Security Council resolution 9855 passed in mid December, despite Harawayian diplomacy, and provided for the creation of an international force to stabilize Haraway, enforce the UN convention on the Laws of the Sea and ‘protect legitimate business interests’. A force led by the UK and Turkey was being assembled and had made its first jump away from earth when the breakdown hit, leaving them stranded and plunging Haraway back into isolation.
+
Travellers Crag is the actual physical fortress which will serve as the sanctum.  
  
=== ZOCU and the Magnate War===
 
While the Breakdown saved Haraway from invasion it caused a serious political squabble. Haraway became split between those factions who believed that they could return to the way they’d lived before recontact and sought to put the war behind them of forces and those more farsighted individuals who believed that they could no longer hide from the rest of the universe, and that one way or another the Breakdown was a temporary phenomena. The former group coalesced around the name Restorationists while their opposition called themselves the Progressives.
 
  
The Progressives received a major shot in the arm when LNS ''Hydra'' in system bringing a diplomatic party from Londenium in November of 2159. The very fact that FTL travel still existed caused a brief panic on Haraway, but skilful diplomacy by the Londenium embassy was able to calm most of the immediate fears and strike a deal with the Progressives. Over the next two years the Progressives became a dominant force in Harawayian politics and Haraway became increasing involved in ZOCU.
 
  
Without theta dust deposits of its own, Haraway was reliant on Londenium for Theta dust, but never the less it’s general technology grew by leaps and bounds, with great advancements in transhumanism, bioroids and AI, and a vast improvement in space industry. The first slipways was contructed in orbit above Home Island in 2161, with its products, the destroyers [i]Athena[/i]and the ''Isis'' The ''Athena'' would historically make the trip to Londenium in 2162 bringing Haraway’s representatives to the Council of Londenium for the formation of ZOCU. While somewhat inferior to Londenium designs, they proved quite capable in combat.  
+
==Premise==
 +
Limbo  is a world very much like our own, its many states and nations strove for dominance as states do, and eventually they fought a global war over it. Unlike Earth however, Limbo fought this war with technology equivalent to the 1990s on Earth. Nuclear weapons were used, but proved far to unreliable to serve as a war winner. This led both sides to seek other avenues of research.  
  
The ''Isis'' had its own historic moment of a darker kind in 2165 when it became the first Harawayian Space Warship to fire in anger as part of the Harawayian contingent sent to Vrijheid, successfully engaging several Magnate naval vessels. The Harawayian Two Hundred and Fifth Brigade also proved their metal on the ground, its members being one of the few groups capable of coming close to matching magnate super soldiers in physical ability. The Two Hundred and Fifth was engaged in many actions, culminating in the battle of New Frederiksberg, in which it held against two Magnate infantry divisions for three days with heavy allied aerospace support before being relieved by the Londenium Forty Sixth Combat Frame Division.
+
Magic had a long history on Limbo, but next to modern science its power was relatively weak. Small healings, lighting fires and inaccurate divinations where all the mage's of antiquity could manage. However what the scholars of old could not manage the scientists of the Intercontinental Alliance did with modern understanding of physics. Codenamed the Juno Project, The IA's scientists were able to perfect a ritual which would empower a person with vast magical abilities. The ritual worked only on a few set people: specifically girls between the ages of 15 and 25, with an escalating chance of failure for every year over 20 of a candidates life.
  
Harawayian officers at Vrijheid were extremely impressed by the performance of the OMF-4 ''Peltast'' which they witness first hand at the battle of New-Frederiksberg, and with the liberation of Vrijheid diplomatic efforts were rapidly begun to secure both a number of frames and a licence to produce them domestically. Despite some wrangling with Londenium Metals a licence for domestic production was eventually secured, along with an initial delivery of thirty six frames from Londenium, within four years, the production line was fully established and Harawayian SDF units were deploying large numbers of [i]Peltast[/i] including their own specialist variants such as the underwater adapted ''Peltast-Marine'', with design studies being conducted on the first all domestic Harawayian mecha.  
+
Called Glories by researchers, these young women possessed the power to fly at speeds three times faster than sound, and destroy cities with a single charged blast. By the time of the Juno Project's culmination, the Intercontinental Alliance was losing ground steadily, its members almost cut off by the naval power of its enemy, the Pan-Farmisian Union. At a stroke the Juno-Project turned the war on its head, as the Glories shattered everything set against them, sinking fleets, burning divisions and conducting strategic attacks on enemy cities deep in the Pan-Farmisian heartland.  
  
Haraway’s military build up continued into the 2170s, with more star ships being produced, including the iconic ''Concord'' class, and a series of military reorganisations culminating in the Harawayian Self Defence Force being split into three branches, the Army, responsible for operations on land and lower atmosphere, Aerospace Force responsible for space craft, and the Navy, responsible for sea based defence of Haraway’s vast oceans, and including a substantial marine component.  
+
Within a single year, the war was over, with the Intercontinental Alliance standing battered but victorious. The question remains however: how will they deal with the post war world... and the divisions that exist between them.
 
 
Indeed, despite their reorganisation, each of Haraway’s branches continued to include elements of the other three, with the Navy and Aerospace Force deploying Marines and Espaiter infantry and mobile suits while the army included not just gunships but interceptors and flying mobile suits.  
 
 
 
Despite this rather hazy institutional divide, by the end of the 2170s Haraway had built up a very strong military force. It was just as well, as the end of the breakdown bought a renewal of their decades old conflict with Europe.
 
 
 
==Before the Thunder:  2181-2184==
 
 
 
== 2185: War in Earnest==
 
 
 
===The Island War===
 
 
 
===The Space War===
 
 
 
==2187: Victory on the ground==
 
 
 
==2189: Rage against the heavens==
 
 
 
==Aftermath: Untrusting Peace==
 
 
 
-Dr. Joanna Hastings is Chair of Military History at Westbrook University, Londenium
 
  
 
=Schuman=
 
=Schuman=
Line 104: Line 108:
  
 
PL's suggestions: Garden World makes better propaganda. Gundam Counterattack and Centre for Research better evoke its position as the 'New Europe' that dynamically creates new ideas and developments for the great European project.
 
PL's suggestions: Garden World makes better propaganda. Gundam Counterattack and Centre for Research better evoke its position as the 'New Europe' that dynamically creates new ideas and developments for the great European project.
 +
 +
=Reshina (Reshe) Sendris=
 +
==Bio==
 +
* '''Name:''' Reshina (Reshe) Sendris
 +
* '''Academic Ability:''' Not great
 +
* '''Athletics Ability:''' Superb
 +
* '''Blood Type:''' B
 +
* '''Favorite Food:''' crunchy french bred
 +
* '''Associated Animal:''' Cat
 +
* '''Hair:''' Red
 +
* '''Build:''' Tall, muscular but curvy
 +
 +
===Skills===
 +
:*''' Dashing Rogue  4:''' Excellent at sneaking, fighting and the like 
 +
:*''' Shine 2:''' Sexy Waitress or Dashing Smug Rogue
 +
:*''' Waitress 1:''' Okay at it
 +
:*''' Cool 3:''' looks good doing it.
 +
:*''' Geography 1:''' Traveled a lot in her youth
 +
 +
===Perks===
 +
:*'''Accessory:''' Mother's gear. A dark leather cat suit armour with many thieves tools mounted in its numerous pocket. This belonged to her mother mother used. It's a little too small for Rashe.
 +
 +
===Bonds and Afflictions===
 +
:* '''Bond: 1''' have caches of gear and contacts
 +
:* '''Affliction: 1''' I am always pursued by my mother's fashion sense.
 +
 +
==Arc Traits==
 +
:*'''The Ace 3'''
 +
:*'''Tireless
 +
:*''' Cool 3
 +
:*''' Push Yourself
 +
:*''' Legendary Master 
 +
:*''' Anime Moment
 +
 +
 +
===XP and Quests===
 +
:*'''XP Emotion:''' "Smug."
 +
:*'''Floating XP:''' 6
 +
:*'''Recharge Tokens:''' 0
 +
:*'''Issues:'''
 +
::Issue: Something to Deal With is the growing issues at the restaurant. 2
 +
::Mysterious issue, Yori
 +
 +
:*'''''BASIC QUEST:''' And endless succession of featureless days''
 +
:**Be smug and bored and unaffected by a life secretly too ordinary for her.
 +
:'''The End of my Carefree Everyday Life''' (30 XP)
 +
:**Have Roguish happenings get in the way of being a normal waitress [3]
 +
:**Compromise her principles to maintain being a normal person and feel bad about it [5]
 +
:**Break out of being a Waitress and be a rogue to solve problems [3]
 +
 +
:*'''Getting to know the Capital'''
 +
:**Gain Contacts in the Capital
 +
:**Have something bad happen to her as she tries to get contacts
 +
:**Rediscover old contacts from her mother and make them her own
 +
 +
:*'''Call of Adventure'''
 +
:**Gain training that prepares her for adventure in her own terms
 +
:**Have something happen that motivates her to seek more than she has now
 +
:**Fall in with adventurous friends.
 +
 +
===Perks===
 +
 +
==Changing Stats==
 +
:* '''MP 7/6'''
 +
:* '''Will 8/6'''
 +
:* '''Health'''
 +
:**'''2/2 Normal Health Levels'''
 +
:**'''1/1 Tough Health Level'''
 +
:**'''1/1 Divine Health Level'''

Latest revision as of 10:34, 29 May 2016

FBHface.jpg

Expanse Game skeleton
Solar Federation Mobile Suit Recognition Guide
FBH Trinity: Test Type 0
Writing Practice
Writing Practice 2
Dying Sickgirl Transhumanism
Lurker Post
Screwball Post
After the Chaos: A small scale post apocalyptic fantasy RPG
Another thing I want to run
Expanse 3.0
Koffee Post
MEM 2, Electromagica
Scarlet Blanche: Cruel Reflections
Somewhere Interesting
Echo Chamber Test Build
Game mockup
Don't yell at me
Armature Noir: White Echo
Recessive Memes Test System

FBH-com
FBH fantasy adventure

Ke1ko

A:Significant +1 all stats
B:Lineage: Classic +1 All Stats
C: Plate Worlder: +1 fighting in mega structures
D: Creche-born: +1 Rea, +1 Per, +2 Kno, +2 Cha
E: Rin +2 Kno, +2 Psy, -1 Cha
F: Advanced Learning +1 Rea, +1 Kno, +1 Cha
G: Military Pilot: +2 Rea, +1 Bod, +1 Psych, +2 Cha
H: Master Duelist: This is a Defining Event. +2 to all stats

Aresia (Barsoom)

Sanctum
Stats TBD

Aresia

Aresia is inhabited by several different humanoid species. It can be theorized that they were introduced from earth at some point in the distant past, thus explaining their biological similarities to humans. Most of Aresia is desert, and is slowly running out of water, with only small enclaves of plant life and oasis where life continues. Much water is kept in canals, which are carefully crafted and preserved for the use of sapient inhabitants.

There are up to seven. Different subspecies of Aresians on various parts of the planet, each with a colour, Red, Green, Yellow, Blue, White, Grey and Black, but the most common types are Red, Green and Grey. All Aresians are female, reproducing either in certain ancient temples where two lovers may both become pregnant or by pathogenesis.

Red Aresians are the most common type, a highly cultured group who build vast cities and maintain much of the planets Canal system. Now however their empire is in retreat in several parts of the planet in the face of imperial competition from various other races and smaller states, as well as the defection of several provisional governors and city states. Red Aresians look human but have redish skin and black, blond or red hair.

Green Aresians are tall and green skinned. Their major nation, ruled by a queen controls the area around the Travellers Crag. Green Aresians are the most dynamic kingdom of the Aresians, and the most combatative, with ritual duels to first blood settling many forms of dispute, even over policy. It was the Green Aresians who first awoke the gateway to Earth, and travelled to it in search of water and other precious things. Their raids set off the chain of events which eventually led to the transporter ending up in the Aeon Society vaults.

Grey Aresians are massive four armed beings up to twelve feet tall. Their bodies store water better than any other race, and they are extremely good at surviving in the deep deserts of Aresia. The Grey Aresians are raiders and nomads, often sky pirates, raiding other cultures for water and other resources.

The Aresians have relatively high technology in a number of respects, with guns that fire explosive bullets and large ray cannons. Melee weapons are also common for fighting in doors or to backup when ammo is scarce. Large airships ply the sky of Aresia, lifted on special engines constructed of a naturally occurring mineral lifnite, which makes airships less subject to gravity. Lifnite is thought to be a product of the ancient civilization of the Black and White Martians. Medicine is also advanced, with organ and even limb transplants, and a general freedom from disease.

Travellers Crag

The ancient red stone fortress of Travellers Crag was built in order to protect the entry point from earth during the Green Aresian's attempts to gain needed natural resources from Earth. Afterwards it was used by several 1920s adventuresses as a secure base of operations for adventurers both on Aresia and as a base beyond. Since the shutdown of the link in 1938 by the death of its owner Travellers Crag has been mostly abandoned, and still retains many dusty mementos of those who once owned it.

Travellers Crag is the actual physical fortress which will serve as the sanctum.


Premise

Limbo is a world very much like our own, its many states and nations strove for dominance as states do, and eventually they fought a global war over it. Unlike Earth however, Limbo fought this war with technology equivalent to the 1990s on Earth. Nuclear weapons were used, but proved far to unreliable to serve as a war winner. This led both sides to seek other avenues of research.

Magic had a long history on Limbo, but next to modern science its power was relatively weak. Small healings, lighting fires and inaccurate divinations where all the mage's of antiquity could manage. However what the scholars of old could not manage the scientists of the Intercontinental Alliance did with modern understanding of physics. Codenamed the Juno Project, The IA's scientists were able to perfect a ritual which would empower a person with vast magical abilities. The ritual worked only on a few set people: specifically girls between the ages of 15 and 25, with an escalating chance of failure for every year over 20 of a candidates life.

Called Glories by researchers, these young women possessed the power to fly at speeds three times faster than sound, and destroy cities with a single charged blast. By the time of the Juno Project's culmination, the Intercontinental Alliance was losing ground steadily, its members almost cut off by the naval power of its enemy, the Pan-Farmisian Union. At a stroke the Juno-Project turned the war on its head, as the Glories shattered everything set against them, sinking fleets, burning divisions and conducting strategic attacks on enemy cities deep in the Pan-Farmisian heartland.

Within a single year, the war was over, with the Intercontinental Alliance standing battered but victorious. The question remains however: how will they deal with the post war world... and the divisions that exist between them.

Schuman

Genre: Progressive colonial experiment made good

History Paths

A1) Late National (+ Population)
A2) Dominant Baseline (+ Population)
A3) Garden World
A8) Xenomorphs (+ Military)
B1) Crisis Situation! (Raptors and Cavemen!) (+ Stockpiles)
B2) Get Help from Earth (+ logistics)
C1) Crisis Situation! (Raptors and Climate Change!)
C2) Innovate Madly (+ CIP)
D1) Catapulted (+Wealth)
D4) Trade Hub (+ wealth, + PIP)
E1) The EU Includes Us (- theta,)
I1) To Go Boldly (+ tech + military, + CIP, - wealth)
I2) Regulated Economic Market (+ CIP, ++ PIP, + Morale, - Wealth (Regulation))
I3)The Silent Service (+ stealth technology, + CIP, + dust, + ship technology)

++++ CIP
++ Population
+++ PIP
+ Stockpiles
+ Logistics
++ Wealth
+ Military
+tech
+stealth tech
+Dust
+ship technology
+military
+Naval Doctrine
++ Naval Technology
++ Warships
-Theta


PL's suggestions: Garden World makes better propaganda. Gundam Counterattack and Centre for Research better evoke its position as the 'New Europe' that dynamically creates new ideas and developments for the great European project.

Reshina (Reshe) Sendris

Bio

  • Name: Reshina (Reshe) Sendris
  • Academic Ability: Not great
  • Athletics Ability: Superb
  • Blood Type: B
  • Favorite Food: crunchy french bred
  • Associated Animal: Cat
  • Hair: Red
  • Build: Tall, muscular but curvy

Skills

  • Dashing Rogue 4: Excellent at sneaking, fighting and the like
  • Shine 2: Sexy Waitress or Dashing Smug Rogue
  • Waitress 1: Okay at it
  • Cool 3: looks good doing it.
  • Geography 1: Traveled a lot in her youth

Perks

  • Accessory: Mother's gear. A dark leather cat suit armour with many thieves tools mounted in its numerous pocket. This belonged to her mother mother used. It's a little too small for Rashe.

Bonds and Afflictions

  • Bond: 1 have caches of gear and contacts
  • Affliction: 1 I am always pursued by my mother's fashion sense.

Arc Traits

  • The Ace 3
  • Tireless
  • Cool 3
  • Push Yourself
  • Legendary Master
  • Anime Moment


XP and Quests

  • XP Emotion: "Smug."
  • Floating XP: 6
  • Recharge Tokens: 0
  • Issues:
Issue: Something to Deal With is the growing issues at the restaurant. 2
Mysterious issue, Yori
  • BASIC QUEST: And endless succession of featureless days
    • Be smug and bored and unaffected by a life secretly too ordinary for her.
The End of my Carefree Everyday Life (30 XP)
    • Have Roguish happenings get in the way of being a normal waitress [3]
    • Compromise her principles to maintain being a normal person and feel bad about it [5]
    • Break out of being a Waitress and be a rogue to solve problems [3]
  • Getting to know the Capital
    • Gain Contacts in the Capital
    • Have something bad happen to her as she tries to get contacts
    • Rediscover old contacts from her mother and make them her own
  • Call of Adventure
    • Gain training that prepares her for adventure in her own terms
    • Have something happen that motivates her to seek more than she has now
    • Fall in with adventurous friends.

Perks

Changing Stats

  • MP 7/6
  • Will 8/6
  • Health
    • 2/2 Normal Health Levels
    • 1/1 Tough Health Level
    • 1/1 Divine Health Level