Post by Legionnaire on Dec 25, 2008 11:38:24 GMT
For the players on the upcoming Long Sunday in January (11/1), here's some information you might enjoy.
Background: You were born in Enclave SH-1 and this is the place where you'll grow up, live and die. It's been that way ever since the massive doors closed for good 50 years ago. During your upbringing you'll be schooled by the best teachers the community can provide, to maximize your potentials and become a productive member of the society. At the age of 18, all citizens take a general test and are evaluated by the teachers, and that will in turn determine where they can best fit in. You will follow this career all through your life, it is very rare that someone changes it during their lifetime, but not unheard of. There are 5 major paths to follow, depending on your aptitudes:
Security: You provide protection to the community and know how to spot trouble from a long way away. You're trained in firearms, H-T-H and observation techniques, riot tactics etc. You're more of a police officer than a soldier, but can comfortably fit into both descriptions.
Maintainence: From the eggheads in the laboratory to the handyman that fixes your toaster, they all fall into this category. You have an aptitude for tinkering with things, be they electronic or mechanical. Your main abilities lie in to fix or improve things, but you're also skilled in using a computer and its programs.
Medical: You're a very vital ingredient in the basic survival for the Enclave. Whether you're a trained nurse, a qualified doctor or even a surgeon, you have a responsibility to save lives. You're obviously trained in medical techniques and a basic grasp of computer use.
Councelling: The life in the Enclave can be very stressful and claustrophobic to some, and that's where you come in. You are a "people person", excelling at comforting and advice anxious people, or you might just be very good with words. Regardless of if you're a qualified psychiatrist or working in the administration, you usually know more languages than your basic Queens English and have good insight into how to best (verbally that is) approach a person.
Psyker: A path thats both rare and regarded with suspicion from others. In recent years a few people have been discovered to have psychic abilities. They usually manifest themselves in the early teens, and from that point on they are taken out of society and are closely monitored and tested. A lot of rumours circulate of course, but no-one that's not a Psyker themselves, or a scientist involved with the project really knows what's going on in the labs. You've developed special powers that no regular human possesses, not superhuman, but extraordinary enough. They range from being highly attuned to your surroundings to being able to inflict pain, and possibly death using your mind only. The downside to this is that it's usually quite taxing to use the powers and you're not as skilled as other members of society, due to the time dedicated to controlling and using your powers.
There is a sixth Path, but that's reserved for the people who don't fit in anywhere else. They deal with the ordinary day-to-day life as dustmens, cashiers, barbers etc.
Enclave SH-1: The community amount to about 15000 members, small compared to our measures but sufficient to keep the society ticking over comfortably. Giving the crucible that Britian is, there's a lot of members besides the Anglo-Saxon heritage, Asians, Africans, West Indians and Europeans are the most prominent ones, but because of the upbringing, most people identify themselves not as "Indian" or "Polish", but "Citizen". The life in the Enclave is largely as we know it, with the modern commodities that we associate with a home, microwave, fridge, intercoms, computers etc. but with one exception. There are no cars, buses, planes or such at all, the distances are so short that either you can take an automated electric tram to your destination, a bicycle or simply walk.
The Enclave is ruled by The Council, which is made up by the leading members of each Career Path and a Governor, which is elected by the Citizens among the leading members every two years. Currenly it's Moira Taggart from Medical that's the Governor.
For the time the Enclave is a sealed environment, no-one gets in and no-one gets out. But every since Day 1, the Enclave have a register over all of it's members and every year the most likely candidates are hand picked by the Governor and The Council to be the exploring party. For 50 years many have been called but no-one has been selected, until now...
I'm almost done with the story and career paths, shall just sort out the Psyker abilities, which probably will be a dozen or so that you can choose from. I'm also painting the minis I've ordered and might bring them around for the game. If anyone got hexagonal or square maps of any kind that we could use (like in D&D), I'd be much obliged.
As before, maximum of 5 players, have got Joe, John and Chris so far, Mike might ( ) be waiting in the wings, but not confirmed, so there's 1-2 spaces left. Get 'em while they're hot!
The Swede.
Background: You were born in Enclave SH-1 and this is the place where you'll grow up, live and die. It's been that way ever since the massive doors closed for good 50 years ago. During your upbringing you'll be schooled by the best teachers the community can provide, to maximize your potentials and become a productive member of the society. At the age of 18, all citizens take a general test and are evaluated by the teachers, and that will in turn determine where they can best fit in. You will follow this career all through your life, it is very rare that someone changes it during their lifetime, but not unheard of. There are 5 major paths to follow, depending on your aptitudes:
Security: You provide protection to the community and know how to spot trouble from a long way away. You're trained in firearms, H-T-H and observation techniques, riot tactics etc. You're more of a police officer than a soldier, but can comfortably fit into both descriptions.
Maintainence: From the eggheads in the laboratory to the handyman that fixes your toaster, they all fall into this category. You have an aptitude for tinkering with things, be they electronic or mechanical. Your main abilities lie in to fix or improve things, but you're also skilled in using a computer and its programs.
Medical: You're a very vital ingredient in the basic survival for the Enclave. Whether you're a trained nurse, a qualified doctor or even a surgeon, you have a responsibility to save lives. You're obviously trained in medical techniques and a basic grasp of computer use.
Councelling: The life in the Enclave can be very stressful and claustrophobic to some, and that's where you come in. You are a "people person", excelling at comforting and advice anxious people, or you might just be very good with words. Regardless of if you're a qualified psychiatrist or working in the administration, you usually know more languages than your basic Queens English and have good insight into how to best (verbally that is) approach a person.
Psyker: A path thats both rare and regarded with suspicion from others. In recent years a few people have been discovered to have psychic abilities. They usually manifest themselves in the early teens, and from that point on they are taken out of society and are closely monitored and tested. A lot of rumours circulate of course, but no-one that's not a Psyker themselves, or a scientist involved with the project really knows what's going on in the labs. You've developed special powers that no regular human possesses, not superhuman, but extraordinary enough. They range from being highly attuned to your surroundings to being able to inflict pain, and possibly death using your mind only. The downside to this is that it's usually quite taxing to use the powers and you're not as skilled as other members of society, due to the time dedicated to controlling and using your powers.
There is a sixth Path, but that's reserved for the people who don't fit in anywhere else. They deal with the ordinary day-to-day life as dustmens, cashiers, barbers etc.
Enclave SH-1: The community amount to about 15000 members, small compared to our measures but sufficient to keep the society ticking over comfortably. Giving the crucible that Britian is, there's a lot of members besides the Anglo-Saxon heritage, Asians, Africans, West Indians and Europeans are the most prominent ones, but because of the upbringing, most people identify themselves not as "Indian" or "Polish", but "Citizen". The life in the Enclave is largely as we know it, with the modern commodities that we associate with a home, microwave, fridge, intercoms, computers etc. but with one exception. There are no cars, buses, planes or such at all, the distances are so short that either you can take an automated electric tram to your destination, a bicycle or simply walk.
The Enclave is ruled by The Council, which is made up by the leading members of each Career Path and a Governor, which is elected by the Citizens among the leading members every two years. Currenly it's Moira Taggart from Medical that's the Governor.
For the time the Enclave is a sealed environment, no-one gets in and no-one gets out. But every since Day 1, the Enclave have a register over all of it's members and every year the most likely candidates are hand picked by the Governor and The Council to be the exploring party. For 50 years many have been called but no-one has been selected, until now...
I'm almost done with the story and career paths, shall just sort out the Psyker abilities, which probably will be a dozen or so that you can choose from. I'm also painting the minis I've ordered and might bring them around for the game. If anyone got hexagonal or square maps of any kind that we could use (like in D&D), I'd be much obliged.
As before, maximum of 5 players, have got Joe, John and Chris so far, Mike might ( ) be waiting in the wings, but not confirmed, so there's 1-2 spaces left. Get 'em while they're hot!
The Swede.