Spirit: Above Average
charisma, presence, power, faith
Important Skills, Knowledge, Training
Star Fleet Academy Training. Her specialty shifted from Security to Operations in her second year. Other skills include dancing, sewing, cooking, climbing, forest survival, and ropeweaving, things all good Vulpedian girls should know. Being Vulpedian, she knows more about plants than most of the science department.
Special Talents (i.e., psionics, magic)
She thinks she has a highly tuned seventh sense (ESP), but she is just deluding herself.
Special Abilities and Powers
Only those of all Vulpedians, a keen sense of smell (equal to most tracking animals) and the ability to sense the natural electromagnetic flows (found in most migratory creatures. It also makes it difficult for them to be lost).
She can run slightly faster than a human in the same condition. Vulpedians are excellent climbers and quite limber. She can swim, but will endevor never to do so as it makes her smell bad.
In the Tradition of Star Trek Aliens,Vulpedians are humanoids with a facial structure appropriate for humans. The most common opinion is that she is quite pretty and distracting.
She is 5'7" and 110 lbs. Her eyes are large and green. Her nose is longer and thinner than expected for a human. Her chin is slightly pointier than expected for a human. Her ears are slightly pointed. Her very pretty human body is covered in a soft, short, fine, reddish brown fur, except from her throat to her belly button, and two small spots to the outside of her eyes which are white. Her "hair" or fur ruff, is long and a darker reddish brown. It looks like long human hair, except it sprouts from the top of her forhead to just below her shoulder blades. Her tail is 2 feet long, full and bushy, and is, to a Vulpedian, her most attractive feature. Her feet are slightly digigrade (toe walking). She is not a "Furry" in appearance, but more of a human with fur appliances applied.
Her voice is soft and musical. Some say it is sensual in nature. Her laugh however sounds like a very cute snort. Her accent and grammer, make her sound like a cute 16 year old Teen.
Important Items and Possessions
Her room is filled with plants; enough to make the botanical section green with envy. Keishen and all Vulpedians like a natural setting. Vulpedians are known for their botanical and genetic expertise. They create plants for other Federation member planets.
Keishen is a classic Vulpedian. She has all the common racial traits.
Vulpedians are friendly, out going, and curious. Keishen is all of these, almost to excess.
Vulpedians like to eat and have a metabolism to process just about anything. Eating is their main social time, so Keishen will not eat alone. She does however think Human and Vulcan food is painfully bland.
Vulpedians are very group orriented. They want everyone to get along, so they strive to try and make everyone happy. However, this means they want to know everyone's business and are terrible gossips. Being a Ops officer, she is in the position to monitor internal communications, see where people are at a given time, and know what is going on. She is a big believer in the truth, so keeping a secret will only make her work harder to find out what is going on and tell everyone about it.
Vulpedians have no sense of personal space. They will reach across you, lean on your shoulder, and stand much to close. This annoys Vulcans, confuses Andorians, sends mixed messages to Humans, tests Klingon self control, and frustrates any Deltans. Combine this with the fact that Vulpedian body language is more sensual (and outright sexual) than Human expected. These traits have lead to many... misunderstandings for Keishen.
Vulpedians are cyclic and are only interested in members of the other sex once a year for about 20 days. For those twenty days she is very interested. This does not preclude any playful activity at other times, but she does not understand the Human obsession with it. Keishen's plumbing is backwards when compared to a human. This is best described by a quote, "Humans are always in heat, confused when you are not, and always trying to stick things in the wrong places."
Character Background and History
The Vulpedian are a minor race. They are found on their homeworld and a few in system, offworld stations. Only a few every leave the comfort of their clan. Kellen, the seventh in an average family of eight children, is one of the few that have. She is more curious than most Vulpedian, which is to say alot. Her curiosity overcame her need for her family, and she wanted to see the universe. Star Fleet was really the only way she was going to see it, so she became the fourth Vulpedian in four generations (92 Standard years) to go to the Academy.
Her career so far has been without distinction. She has served on a StarBase, A Science vessel, and a Galaxy class ship. Not to say life has been boring for her or those around her, just that she has yet to receive anything more than a satisfactory review.
Keishen is often the Heart or Soul of a crew. She want to make her new clan happy and functional, and will do everything she can to make it so. She is the one to talk to about setting up parties, finding love, or what ever is worrying you. She will do what ever she can to help you. She may not be the best officer, technically, but every posting has been happy to have her. Go to Comment
A scroll of basic descriptions and personalities and sterotypical
roles that you can plug into any space. Need a drunkard, pull up "Dean Martin". Need a Tough Guy, "Chuck Norris". Need a Bossy Wench, see Minnie Driver/ Emily.
Now these can be villagers, town folks, guildsmen, clerics, or a noble court
These actors can be real actors, or just personalities that come up. Go to Comment
The first records of man-lifting kites come from China. Their use is mentioned in Sun Tzu's The Art of War as a means of viewing the movements of enemy troops. In a story about the Japanese thief Ishikawa Goemon (Îì ŒÜ‰E‰q–å 1558-1594), he used a man-lifting kite to allow him to steal the golden scales from a pair of ornamental fish images which were mounted on the top of Nagoya Castle. His men manoeuvered him into the air on a trapeze attached to the tail of a giant kite. He flew to the rooftop where he stole the scales, and was then lowered and escaped. In the 17th century Japanese architect, Kawamura Zuiken, used kites to lift his workmen up to the roof of a temple he was constructing. George Pocock, who invented a kite-drawn buggy in 1822, had previously used kites as a method of lifting men to inaccessible cliff tops, but it was not until around the 1880s that there was serious interest in developing man-lifting kites.
The first well-documented record of a man lifted by kite was at Pirbight Camp in 1894. In the early 1890s, Captain B.F.S Baden-Powell, brother of the founder of the scouting movement, had designed the "Levitor" kite, a hexagonal-shaped kite intended to be used by the army in order to lift a man for aerial observation or for lifting large loads such as a wireless antenna. On June 27, 1894 he used one of the kites to lift a man 50 feet (15.25 m) off the ground. By the end of that year he was regularly using the kite to lift men above 100 ft (30.5 m). Baden-Powell's kites were sent to South Africa for use in the Boer War, but by the time they arrived the fighting was over, so they were never put into use.
Lawrence Hargrave invented the box kite in 1885, and on 12 November 1894, lifted himself from the beach in Stanwell Park, New South Wales using a four box kite rig, attached to the ground by piano wire. Using this rig he lifted himself 16 feet (4.9 m) above the ground, despite the combined weight of his body and the rig weighing 208 lb (94.5 kg).
Samuel Cody invented a kite known as the Bat, that he proposed be used for observation of the enemy during war. After a stunt in which he crossed the English Channel in a boat drawn by a kite, he attracted enough interest from the War Office for them to allow him to conduct trials between 1904 and 1905. He lifted a passenger to a new record height of 2,600 ft (792 m) on the end of a 4,000 ft (1,219 m) cable. The War Office officially adopted Cody's design in 1906, and the war kites were used for observation until they were replaced by aircraft. Cody also made flights in an untethered kite powered by a 12-horsepower engine. Go to Comment
the world is full of creative people who aren't efficient,
interesting, or accessible Wulfhere 1:12 pm: simply due to failure to understand their audience
someone was complaining about what do to with
one of her posts.
They could not see the implied plot lines
So she asked me how to make them more
Take the plot hooks you think are the best, think about how you would explain them to a 13 year old, and write those plots down in one to three line capsles
Then put them in a big section with a bold title:Plot Lines Go to Comment
A BioMaster Clone, taken from an honest to gosh girl (her memories and her basic genetic enhanced). She is now the perfect pop star
Music is pablem. Her lyrics are "slightly suggestive" through innuendo. She is a great dancer. She is sexier than any 16 year old has a right to be.
The tabloids... well you can't go a day without seeing her in the media somewhere.
(Teen Dream enhanced.)
Superstrong and invunerable, plus slowly flight, dazzle, tiny eb, and side effect for extreme power of the flashing lights.
She thinks she is a superhero. She is actually a pawn of BioMaster to gain control over the youth of the world. While she will argue and hem and haw, she will do anyting BioMaster tells her to. Go to Comment
MISC: All skyships-from island hoppers to galleons-are built by members of the Shipwrights Guild, a secretive order dedicated to the Artificer. None outside the order knows the secret of flight, and it is closely guarded. The Shipwrights Guild has boatyards on all major islands. Once built, these ships can be repaired by anybody with the correct know-how, tools, and raw materials, however. Whatever secret, arcane work the masters perform persists with the vessel through its life in the Skies.
Important: Skyships navigate their way through the void using scrying devices called wayspheres-crystal globes filled with magically charged water and a flint-tipped arrow suspended at their center. Each waysphere is attuned to the ship as part of her launching ceremony.
A navigator must handle rock or dirt from the island to which he wishes to travel no more than thirteen hours before attuning the sphere. Then all he need do is concentrate on the chosen destination and the arrow points the way. Go to Comment
They are supernatural mushroom creatures with thick blood and a toughness born from their lack of organs. They kill humanoids for their blood, the more magical the blood the better. Thus dwarves and elves are prefered eating vs. humans. As plants, Orcs are truly alien - an axe weilding kudzu. Their motives are to survive and spread their species across the world.
As intelligent plants, they grow with all they need to know, but slow to learn information not inbred in their cell structure. They can sense the presence of their own for many miles, probably by pheromones, and gather in groups to hunt together. However, as plants, they are greatly competitive to dominate their niche for the most food - that is, sweetly enchanted blood. Also, there are many breeds of orcs as their breeds adapt to different terrains and grow forth from different soils.
When an orc dies, the body decomposes enough to feed the new growth. Even the thick orc blood that seeps into the earth will give rise to more orcs. Thus orc incursions rise year after year from the battlefields. A city overrun by orcs may never be free of the scourge as the new bodies grow several feet below the ground in the darkness until the orc is fully formed and ready to claw its way to the surface world.
Some orcs are better. They are fungi that grow in and upon a half buried body. These orcs have true and stronger bones. This makes them taller, stronger, and more functional.
The Orc will eat some of the flesh of their targets, to take in additional nutriants and get at the blood.
They also need magic to aid them in their process. By absorbing the magic of ambient objects, they become stronger/ faster/ more durrible. Thus they might have magic items, but never use them for their intended use.
Orcs tend to splay the bodies out, so the blood will spill on the earth. Then they will half bury the bodies to build Dire Orcs.
Half-Orcs are born to human mothers who have eaten orc meat or crops grown where orc blood has been spilled. Although outlawed in most civilized areas, orc meat is quietly eaten by villagers in particularly bad winters.
Orcs emerge, spill forth, as the spores finally begin to digest and replace the human form.
They are welcomed by orcs who see them as leaders and often specialists capable of grasping knowledge beyond the simple urges in their plant cells.
Orcs serve evil spellcasters because they are fed well. When a warlock cast spells on their enemies, the orc leaps upon the enemy with hungry fury for if the enemy can be killed swiftly while the aura of magic is still upon the body, such blood is tremendously sweet. Thus Orcs and Evil Wizards is a symbiotic affair. Go to Comment
(XX) Sift and sort
(XX) Top down process (__)(__)(__)
(__) Bottom up (__)(__)(__)
Themes and Images:
There are nine elements here, one for each main primary and secondary color, black/ white/ grey. These weave together to make reality.
Mages = Weavers or SkeinWeaver (vs thread or cotton weavers).
Each region is its own magic. Magic users tap into the region's magic to produce cool magical effects (mostly summoning things).
The world is kind of anime, thus there will be fuzzy spots, and it will all be about look.
The World seems fairly European, Early Medieval. The two older Empires broke vs invading "orcs" (beast men? mongols? vandals?) We have the left overs of the not quite conquered territories with their own cultures.
All the power is centered on Regios and
Earth Standards. See in one big brush stroke, you know what the world is approximately like. It is like our world in general geography, change some of the squiggles.
We will focus on "Europe and Africa and Middle East" regions of the world. Why, because it is familiar for the players.
Nothing out of the ordinary
Imagine Europe not depleated by Roman Predation. So you will have Northern and Southern Lions and a few "african" creatures adapted to northern climes.
Plants, unless infused with magic, are pretty much normal.
Nothing is specifically rare.
Races and Peoples:
Our dominant culture is a Post Roman Medieval. Pre Charlemagne.
We have three other mini-cultures in this. This mixes in with the dominant culture.
Celtic/ Guals (nearly conquered)
Those of the Ruins (building their lives on the shattered cities in Italy)
Northmen (nearly conquered people plus the nomads pushed infront of the "Orcs")
The other core culture is more of a Eastern Roman Empire.
All pomp and form, little substance. Add to this a heaping helping of Egypt. Included in this area, our Elves (which are just a subtype of human).
Feudal. One Lord/ Skein Weaver, some supporting noble people, merchants/priests, peasants, in each Regio.
No suprises for the standard calander. There is an arcane calander that runs with a nine day week
There might be up to three tiers of feudal obligation.
The Church, centered more East than West. It is the matrix that holds all of the world together.
Laws and Morals:
Technology and Common Power:
Military Weapons and Tactics
Math and Science:
Each Regio of the world has its own "ethos". This is its strongest points: comprised of its geography, geology, history, elemental allignment, and strongest magic.
Magic here is mostly summoning of phantasmal things (animals, people, monsters). Some effects (such as an enhancement or enchantment or simple spell effects) are possible.
Each Weaver is linked to a Regio. It can only pull "Mystical Archetypes" in that to make them manifest Go to Comment
Several century agos, in the wild and wooley, Age of Star Expansion, a lone trader found a planet. It was a very quiet place, slowly being tended by robots. "A terrible thing" occured 900 standard years ago. It was some kind of bio hazard event that "removed" the humanoid intelligent species on the planet. The same event removed most higher animals remaining (as the culture there had "tamed" all the beasts, so only domesticated and near domesticated animals remained). With the robot's aid, the ecology has begun to recover, but there are no higher animals.
A lonely greedy man landed on a planet full of mechanical beings who exist only to serve. He became their King. His whims energized the Mechanicals. They built a utopia for him, as the robots held themselves to a high order Asmovian Hirerarchy.
So to save him from himself, they could never let him go. Eventually, using his wits and spurious logic, he managed to free himself from the robots Go to Comment
HOW TO BE A KID - STATS
First off, you can use the system developed in Cybergeneration, plus or minus evolved powers depending on your campaign. Kids have a variety of roles to choose from, and there are ready-made rules for kid stats and skills. You should remember that emancipated kids will be a bit older than most kids in Cybergeneration, since emancipation age starts at fifteen (and the vast bulk of emancipated minors are sixteen or seventeen).
If you dont want to use the Cybergeneration kid skills, you can run kids like miniature adults in a standard CP2020 game, with some of the stat modifications suggested below. Personally, Id at least convert the Cybergen roles over, since I cant quite get my mind around the idea of a fifteen-year-old-solo. But its your call.
As you no doubt know by now, I dont use roles in my games, and Im not a big fan of Cybergeneration. So, I use a method developed by Ocelot. Also, note that with Ocelots Alternate Character Generation System, kids have significantly less skill points than the average twenty-eight-year-old edgerunner.
HOW TO BE A KID - ATTITUDE
First off, if you have younger relatives, take a few minutes to observe them, especially if theyre in an appropriate age range (thirteen to eighteen). Teenage personalities are as varied as those of adults, so dont play every pube you meet as a tantrum-throwing spoiled-rotten corpkid. But there are some characteristics that adolescent kids tend to have in common that you might want to think about:
Youre not sure who you are yet.
Youre trying to figure out who you are what you want to do with your life, what you like and dislike, what kind of friends you want, what your strengths and weaknesses are. Youll tend to experiment with a lot of new things: a dozen hobbies, a hundred musical styles, a thousand ways of doing your hair. Youll go through a lot of casual friends, but youll pick two or three out of the crowd and get a bit closer. Maybe even very close, as youre also checking out the strange new world of sex.
Youre an idealist.
Kids in this age range see things in terms of black and white. They cant understand why injustice and evil exist in the world. Theyre not necessarily naive just because youre a Combat Zone-hardened juveganger and have seen the worst that humans have to offer doesnt mean you know why people are that way. You judge people on their actions, not their motivations. This is part of the reason the Cybergeneration universe is set up the way it is: teenagers are very, very quick to see the world as a great big battle of good vs. evil.
Youre impulsive and emotional.
Lets face it. Adolescence is a cannonball dive into the hormonal pool, and you splash everyone around you when you jump in. If youre happy, youre ecstatic. If youre sad, youre sunk into the blackest pit of despair. You might be prone to rapid mood swings, but its more likely that you have the same emotional reactions that adults do you just exaggerate everything in typical teenager fashion. And you interpret the world around you through your own emotional lens. You may take the most innocent remark as a heart-rending insult or an ego-bursting compliment. Go to Comment
goto wikipedia and adapt some fictional wizards http://en.wikipedia.org/wiki/Category:Fictional_wizards
Bound Djinni (the third rank of Celestial Beings, creatures of fire and smoke, not alligned to the celestial forces, but bound to the fabric of the universe.)
They are bound to shapes of horses. Their Riders/ Owners (those attuned) are granted good magical powers (great if they have magical access).
The Wild Fires themselves are super fast, super strong, super endurance, and able to limited communicate.
The Book of Calleretti:
magic book of an ancient sorceerer. You can't just find it. Some people have, but because they are not worthy of the Ancient's Powers, they only find a book of grand spells and many mystical secrets. If they are worthy, the books animates and The Ancient begins to advise the wielder. Go to Comment