Showing posts with label previously generated. Show all posts
Showing posts with label previously generated. Show all posts

Monday, October 28, 2013

Previously Generated - Veronica Monsterhearts - Stats and Basic Moves

I'm sitting here and have other stuff to write, so clearly that means I feel like I should write more about Veronica Monsterhearts.

For the little bit of work I've done on doing anything AW-ish, the most important part for me to start are the stats and basic moves. Because everyone has access to these two things, they inform the basic feel for the whole game. If you want a game about investigating, you shouldn't have three basic moves that deal harm. With that in mind, here are the basic moves that are working their way around in my head for this game.

Stats

EYES: How good you are at being aware of what's going on.
RASH: How good you are at getting things done when they need to, damn the consequences.
HARD: How good you are are doing what needs to get done, regardless of the personal cost.
SOFT: How good you are at being emotional and vulnerable, because damn it you just need a moment.

I chose these four moves because I feel that part of the action in Veronica Mars. 

Eyes are for your ability to notice things, and be aware of your surroundings. This is part of being a detective, and some people are better at the smaller details than others.

Rash because there are many moments in the show when the characters do things without thinking about it. It's kind of the teenagerness of the show, but it's also because of how driven they are. Veronica does stuff for clues that is just as Rash as Logan does when he's upset.

Hard because Hard Boiled. There's a scene in the show that I love where Lamb is talking about how Logan was arrested to Keith Mars and Lamb comments on how Hard Boiled Veronica is. That's why I think that Hard is a good stat.

Soft well ... that Veronica ... she's a Marshmallow. I do think having an ability to be vulnerable is something that helps the game from becoming too much of a HARD DETECTIVE GRITTY game. It's still about their relationships and not just about figuring out the mystery.

Why not an intelligence stat of some kind?
Well, the thing is that I had CLEVER up there as a stat for a while and then I changed it for EYES because part of me didn't want anyone to put a -1 in CLEVER because one of the things that made Veronica Mars so much fun to watch was that all the characters were clever, they wasn't that comic relief foolish character that comes into play. So, they can be less perceptive, but still clever this way ... however, I'm still debating that.


Basic Moves

Sweep the Scene
Whenever you're looking for information about a situation, or a scene, ROLL+CLEVER. On a 10+ 
you pick up 3 Clues. You can spend a clue to ask a question. On a 7-9, you get 1 Clue, but you get interrupted, discovered, or attacked. You can spend a clue to ask a question.
-Who should I look out for?
-What am I missing here?
-When did this take place?
-Where is the best way out?
-Why is this happening?

And Action
Whenever you do something that requires a lot of physical exertion, ROLL+RASH. On a 10+ you do that physical thing you wanted to do. On a 7-9, you slip, hesitate, pause or land in a different kind of danger.

Hold On
When you need to resist something physical, or emotional, ROLL+HARD. On a 10+ you resist and gain a string on that person. On a 7-9 choose one: you get hurt but don't show it and take a string on them, you don't get hurt but your resistance doesn't impress anyone.

Open Up
When you reveal something personal to someone else, ROLL+SOFT. On a 10+ you can remove a condition and 1 harm, or 2 conditions or 2 harm. On a 7-9, you can remove 1 condition, or 1 harm but the person you revealed to gets a string on you.

Adaptable Moves

I was thinking about having some sort of adaptability when it comes to using AW. Basically, you get to assign one of the four stats to the following Moves. This will flavour heavily how you use that move. For instance, if you Chat Someone Up with SOFT then you're more likely going to get information from them by sweet talking and being honest with them. If you Chat Someone Up with RASH you're going to threaten and beat people up to get them to talk. 

Shut Someone Down
When you need to put someone in their place, ROLL+. On a 10+ choose one: give them a Condition; they lose a String against you; if they held no Strings on you, gain a String on them. On a 7-9, choose one: you each give a Condition to one another; you each lose a String on one another.

Manipulate an NPC
When you want to get an NPC to do what you want them to, ROLL+. On a 10+ they'll do what you want depending on how you manipulate them. On a 7-9, the MC will tell you what it'll take to get the NPC to do what you want. Do it and they will.

Fight! Fight! Fight! Fight!
When you want to hurt someone physically, or emotionally, ROLL+. On a 10+ choose one: the harm is great (add 1); you gain 1 String on them; they need to Hold On before they can Fight back this scene. On a 7-9 you harm them but choose 1: They gain 1 String on you; They get a Clue from the exchange; They deal 1 Harm to you.

Get the Money Shot
Whenever you investigate a situation, looking for clues, ROLL+. On a 10+ you get 3 clues and they help you further your case. You can decide to split them among the current mystery, or your mystery. On a 7-9, you get 2 clues, but others can spend strings to give you extra clues that target another player. On a 6, you get 1 Clue, but the MC is going to take this opportunity to make a hard move. Good luck.



--

What do you folks think? Any suggestions about different stats, different moves? There's a bunch of Monstershearts still here, because that somewhat what this is based off of. I also know I cheated and added Clues that you can spend I have some thoughts about how to use them in the story to create your mystery but it's very vague. I just think we needed something other than Strings to keep track of that.

Tuesday, October 8, 2013

Previously Generated - Veronica Monsterhearts

Okay, so we all love Veronica Mars, right?

Here's a thought: Veronica Monsterhearts.

Now the more I think about it, the more I'd rather have its own set of playbooks (skins, but if it were to be redone then it would be something appropriate, right?) But barring that, how do you play Veronica Mars using Monsterhearts? By adding investigation rules!

Additional Basic Move

Get the Money Shot

Whenever you investigate a situation looking for information, ROLL+*. On a 10+ you get the information that helps further the case. On a 7-9, you get the information but it's either incomplete, gives you a new suspect, or costs a lot. On a 6- you get the information but the MC is going take this opportunity to make a hard move. Good luck.

Each skin picks an investigation style. There's the with Force, with Flair, with Deduction, with Seduction, with Connections. The *** depends on the investigation style: with Force uses Volatile, with Flair uses Dark, with Deduction uses Cold, with Seduction uses Hot and with Connections uses # of strings (max +3).



More Fun With Strings!

The second thing you add is another way for strings to play in with the investigation. If you have a string on someone, you can spend it when someone is looking to Get The Money Shot to implicate another character in the rim.

Example: The Vampire has a string on the Werewolf, and the Mortal is investigating the death of the Ghost. The Vampire spends the string to make the clue the Mortal receives to point towards the Werewolf. The Vampire doesn't actually plant information, he just spends the string to make that happen because Drama damn it.

Thoughts?

And a big thank you to Amber, Krista and Darcy for the slight kicks of "that's awesome do it."

Wednesday, September 4, 2013

Previously Generated - Monsterhearts - The Leech


This was in my head all day, and I wanted to get it out. A huge thanks to Mikael for the huge amount of input in a short amount of time. Anyway, let me know what you think about it in the comments, or on twitter, or facebook or wherever because feedback is always appreciated.


You woke up and didn’t know who you were anymore. Everyone seems so secure in themselves, so certain of what they want and what they can do. Not you, you just floated about wondering if you would ever find what you were meant to be.

Watching the others didn’t help. You just got to know them better than they ever could. They were destined to do important things.

Unless you do those things first. Unless you become them first.



Your Backstory
You’ve been watching someone intently for a while now. Gain two strings on them.

Someone’s caught on to your creepy little act. They gain one string on you.

Your Stats
Add +1 to one of these:
Hot 0, Cold -1, Volatile +1, Dark +1.

Sex Move
You get to study someone up close, to the point where you can take up to three strings they have on other people as your own. They also get a string on you and you take the condition “Not as good as they thought.”

Moves
You get the following moves

In Depth Study
When you spend enough time with someone, ROLL+Dark. On a 10+ gain a string on them. On a 7-9, Gain a string but choose 1:
-Someone else notices you studying, another player gains a string on you
-Your target notices you studying, and gains a string on you
-You get the condition “[the person I’m watching] is way better than me at [action they were taking]”

Change
If you have a string on a player, you can take their shape. You can take any other shape you want too. If you do, ROLL+dark. On a 10+ no matter how oddly you act, other people will believe that you are that person. Any strings players get on you while in their shape are taken on the player whose shape you take. On a 7-9, you take the shape like above but choose 1:
-It hurt a lot, take 1 Harm
-It doesn't last, as soon as someone gains a string on you, you change back. That person gains a string on the person you had changed into, as well as you.
-You get the condition “I can’t do anything right”

Choose One More
Thoughts to Thoughts
You can spend a string to ask a player one question that they have to answer truthfully. It doesn’t have to be anything you would know, or even something reasonable. You’ve got a string on them, ask them a question that they have to answer.

You are Your Things
If you get a hold of something that belongs to another player, gain a string on them. You can have it given to you, or you can steal it but it has to be something that they value, even a little bit.



Darkest Self
When you trigger your Darkest Self, trade Skins with the player with whom you have the most strings with. If there is a tie, you decide which Skin to trade with. You become them, and you aren’t bound to anything that has gone on before. There is no switching back. You now have a purpose and whoever you took over becomes the uncertain, overwhelmed sad sack that you once were. The new leech player removes all their strings.



Advancement
Add 1 to Hot (max+3)
Add 1 to Cold (max+3)
Add 1 to Volatile (max+3)
Add 1 to Dark (max+3)
You watch others, you can take this advancement as often as you’d like
Take a move from another skin if you have a string on that player.

Playing The Leech
You are every single bit of imposter syndrome, and not good enough feeling made flesh. You take everything from everyone else, you only have your basic moves. Any other skills you get in advancement are through not just others, but having some sort of knowledge on them. You aren’t as co-dependant as the mortal, but you’re a close second. You can take a lot of conditions when you do things, which just reinforces your feelings of inferiority.

That said, you’re all about strings. Everything you do is related to strings, either getting them or spending them to cause trouble. You can push towards your darkest self, or you can just constantly be the one who knows everything about everyone. You get a string just by being around someone long enough, it doesn't even have to be particularly focused. You’re there, you can make that move because this is what you do.

A leech tends to take control of the narrative not by inserting themselves, but by breaking down the walls that the other skins keep. No one can have secrets around the Leech, either you’ll discover them and use them against the others, or you’ll create them by playing the parts. You create all the drama and get to enjoy watching it go all around you.

Changing your skin is a dramatic darkest self, only because it changes the entire structure of the game. The Chosen that was lusting after the Vampire, now he’s interested in the Fae and the Vampire is left wondering what happened. You leave behind another husk, another shell that’s no longer confident in their ability to do anything but sit back and watch.

Wednesday, July 24, 2013

Previously Generated - AIR v.5 - Playtest Documents

Hey folks!

I've been puttering around at this, but here's the playtest document for AIR v.5. That's right, there's been some fixing and the character sheet still needs to get uploaded and I'm sure I'm missing things but here's the document with a form to fill out at the end if you play it!

Yay technology, now without further ado ...

AIR

Saturday, May 11, 2013

Call to Adventure - Critical!: Go Westerly Adventures

Okay, I've been neglecting putting out some stuff for Critical!: Go Westerly because part of me is always looking to do something new, and the other part of me is working on writing books for the stuff.

That said, I'm looking for 3 adventures that are going to be going out in the next year or so but I need other people to write them for me. This is a paying gig (it's 30$ per adventure), and if you want an idea on how the format is being done you can check out You All Meet in a Tavern for the format. They really should be no more than 10-12 "Chapters" long which puts them between 4 - 6k in their word count.

If you'd like to pitch, I'm looking for a twitter length pitch for your adventure and a little paragraph as to why your idea is funny.

EDIT: Where to send them?

Send all submissions to jonathan at firestorm-ink dot com.

EDIT the Second: Where are the rules?

You don't have the game? Well, it's 5$ for the pdf version which comes with the world setting, or if you just want to check out the rules then they are under CC and available for free here.


Tuesday, May 7, 2013

Previously Generated - NHL RPG - Kiss of the Ice Duck

There was a conversation on Twitter between RPG Writer, Editor and Generally all around Awesome Guy Clark Valentine, and amazing, talented, author Jocelyn Koehler about hockey. Well, it was kind of tangentially related to hockey. He had mentioned Leaf-Bruins and she said it sounded like a D&D creature.

Of course, knowing of my love of thing geeky and hockey colliding so I'm going to bring you some things you'll find in the NHL RPG: Kiss of the Ice Duck (title suggested by Jocelyn Koehler). I'm going to use Dungeon World for stats, mainly because that's the latest Fantasy Game I've played, and one that more people do play. If someone wants to do it for another fantasy game, please feel free and we'll post and or link it here.

Leaf Bruin

Group, Large, Animal, Aggressive
Armor 2 (Front)
Armor 3 (Rear)
D8 Damage
12 HP

The Leaf Bruin is a large bear creature with blue and black fur that is prone to violent outbursts when provoked, usually by poking at it with sharp objects. It tends to be overly aggressive at times, which has caused it to charge over things necessarily, but thankfully it has even greater armor on it's back end which prevents all kinds of damage.  They tend to fight in groups, but do better when they're outnumbered or when there is an equal number on both sides. As soon as there is any sort of advantage, the Leaf Bruin starts to get too fancy and is easily defeated.

They are found in the Eastern Lands, and are a rarer combination. The Leaf Bruin hasn't been seen by most people for almost a decade. Not enough to have people forget them, but long enough that people were used to not seeing them around.

Instinct: 

  • To control their territory
  • To run over enemies

Moves:

  • I will run you down

Blues Kings

Solitary, Medium, Intelligent, Magical
Armor 5
D6 Damage
10 HP

The Blues Kings are a ruling class of musicians that run the city of Missornia in the West, a place filled with intrigue, magic and mystery. Each Blues King has their own style, and their own plots in the city though they are frequently not seen without their massive armor that they wear to prevent them from the many assassination plots that occur. Despite their individual agendas, they do have a leader named The Backes who has a particular vendetta against the Frigid North. He frequently leads his forces against them, and is willing to take on anyone who has any ties to them including other Blues Kings.

Instinct (Which Blues King has that Instinct):
  • To be the one true Blues King (All)
  • To punch all the foes of the north (The Backes)
  • To destroy The Dry Island (Richards Carter)
  • To reclaim the clone Doty (Doughty)

Moves:
  • There is magic in the music
  • The one true authority

Red Wing Duck

Horde, Small, Magical
D6 Damage
6 HP

The Blues Kings have their own flying force, made up of a magical mash of a wide variety of creatures until the Red Wing Duck was born. They fly in large numbers, and dive to attack their foes using their super heated wings to sear people, and burn down structures. They have pin point accuracy, and when a group of them attack it can be over in a wingbeat before they go off to their next target as demanded by the Blues King.

They're a big reason why Missournia hasn't been attached in recent memory. The Red Wing Ducks destroy any siege engines that get remotely close to the city. Any that manage to get past the Red Wing Ducks end up crushed against the Kron Wall.

Instincts:
  • To burn the target
  • To obey the Blues King

Moves:
  • Searing wing beats

Penguin Islanders

Horde, Medium, Intelligent
D6 Damage
6 HP

To the east, there is a small group of islands that are home to a group of enterprising penguins. While sometimes they've been dropped by their neighbouring flyers, these free flying animals have been known to come off the island and defend the East from any threats from the West. The Penguin Islanders are larger, flightless birds who have grown opposable thumbs, and stand around six feet in height. They are excellent swimmers, and are recognized as premier divers among the Eastern Lands. They are incredible fisher folk who have rising to prominence because of the shrewd manoeuvring of their leader The Shero.

The Shero has been successful because he's been able to get people, and transform them into effective and efficient Penguins. Every year he manages to take outsiders and integrate them successfully into his forces. Recently he took an Oil Flame and integrated him into one of the best teams he has. If there is one flaw of the Penguin Islanders is that they have a weakness for flowers. If there are too many flowers, then the Penguin Islanders get distracted they tend to miss a lot of events.

Instincts:
  • To dive in the water
Moves:
  • Well co-ordinated attack
 

Monday, April 8, 2013

Previously Generated: Fiasco - Sudden Death

This is something that Clark and Amanda Valentine and I talked about last Origins, I think. It might have been the one before that.

At any rate, I finally got off my behind and "finished" (that term is used very loosely) Sudden Death, the Fiasco Playset where you play a hockey team about to come unglued in game seven of the Stanley Cup Playoffs.

I like some of the rule modifications to make it fit a hockey game, and I enjoy the scoring mechanic so you can see how well or poorly you're doing as the game progresses. I'm sure there are better elements, and tonnes of mistakes, so if you have suggestions, ideas or anything just post them here. When I have enough of them I'll probably make the changes to the document and then we can get a better playset!

Download Sudden Death


Monday, June 25, 2012

Fiasco - Sudden Death

I was talking to Clark and Amanda Valentine, both avid Penguins fans, and we thought wouldn't it be great if there was a Fiasco Playset about a team coming apart at the seems in a game seven in the Stanley Cup Playoffs.

Well, what I figured was that we could all kind of contribute, and by all I mean the 3 people who read this more than once.  With that in mind, I'm going to put it out there as to what people think would be good things to include in this playset.  Now, if it goes badly I'm just going to write it and stick my tongue out to the lot of you.

That being said let's start.  Leave any ideas you have in the comments.  I'll give you the first draft of "The Score" and then what I have for the first section.  If you have any improvements, again, leave them in the comments.


The Score

That’s right, it’s the Stanley cup finals. You and your teammates have fought long and hard to get here, eighty two regular season matches, some twenty odd playoff games, numerous undisclosed injuries all for the chance to play in a game seven for one of the most beautiful trophies in all of sport. Tonight is the biggest night of your life, and the stress is greater than anything you can image. There are reporters everywhere, cameras flashing, microphones in your face all the time, the game plans, the aches, the people in the stands, your family that you flew in from your hometown, and the fact that a single mistake on your part could spell the end of everything this year.

Relationships

Locker Room Cancers

1 - Dry Island and Heavy Drinkers
2 - Conflicting “Leadership Styles”
3 - There goes the goalie again
4 - I make the millions, you warm the bench.
5 - Replacing a Healthy Scratch
6 - Veteran and the Rook

Tuesday, March 6, 2012

Previously Generated - How to Destroy your Hometown

The folks over at 1km1kt.net (or more specifically Rob) have come up with a fun little rolling system to mess up your home town. It needs a map, and some crayong and the fun little list.

You should check it out on 1km1kt.net. The thread is here.

Friday, January 27, 2012

Previously Generated - Shelter In Place - Character Sheets

Some of you might already have Shelter in Place by Galileo Games. It looks like a lot of fun and I'm running it for my partner's son for his birthday this weekend. I went through the book, figured I'd go and print out all the character sheets on nice solid stock so that they can take a beating from the bunch of teenagers that are going to mangle the things.

To help me out I went digital and went to their website to find the cool stuff that's going to be there. Except that ... well ... there isn't anything there. There are some nice links you can visit where you can hear the game is awesome. You can check the downloads page and find downloads for all the games ... except Shelter In Place.

So ... yeah. That kind of sucked. However, with some can do spirit and some layout software I managed to make up my own set of Character Sheets. These will fit on a regular 8.5 x 11 page, landscape, and it is set up so that if you print them double sided you will get a zombie on the back of every page. That mean you can hand them out, and then let people switch sides without having to deal with a whole new batch of character sheets.

You're welcome.

If you want to download the file, you can do so here.

Saturday, August 13, 2011

Previously Generated - Bulldogs! - The Erlamigel

It's not surprising that many people haven't heard of the Erlmaigel. They are a pretty common star-faring race, but years of evolution have taught the Erlmaigel to hide everything from everyone, including people they know and trust. It's what happens when you evolve on a planet where you are considered a most delicious prey. You learn how to hide really well, but the Erlmaigel took that one step further and integrated themselves into predator societies by taking the form of the creatures that would hunt them. They learned how they moved, and their habits and eventually grew smart enough not just to hide within the ranks of their enemies but to use the information they had gathered against them.

This led to the rise of the Erlamigel on their own world, Erlami which is located on the periphery of the Frontier Zone though they never seemed to be able to get off world. Then, a couple of Pan Galactic Ships landed on the planet, looking for some wild game to take with them for someone within the Nova Corps of the Templari's hunting grounds, when an Erlami snuck on board and managed to integrate themselves as part of the crew. This allowed them to steal the technology needed in order to create their own space ships.

That's when they took to the stars, though again in limited numbers, to learn what they possibly could from everywhere else. The Erlamigel don't really create or innovate, they steal and adapt from others for their own use. That means if you find someone on the Erlmaigel ship that looks strangely like something you've created on your own, you had best make sure that you don't have a spy among you.

The Erlamigel as a society is very odd, they tend to be loners and work individually but they seem to be more than happy to come across others of their kind. In turn they will share whatever information they have with each other, in a strange telepathic kind of way that only works with members of their own kind, whom they call 'my cousin.' It is believed, once the Erlmaigel were discovered, that this allowed them to transmit information from one to another while they were infiltrating various enemy groups. As individuals, they feel most at home impersonating others. Once they are seen in their regular form, which consists of humanoid looking creature with white skin they seem to panic and do anything they can to escape.

Once the Erlamigel were discovered, they quickly gained use as spies and infiltrators for various organizations. However, there is a high price to pay for these creatures, none of the information that they get for you is for your use only. The Erlmagiel will gladly share any information with any other Erlamigel, it is how they survive for centuries amidst tougher being on their planet, so there is a chance that information you don't want will fall into the hands of others. There are many that feel that this risk can be mitigated enough that hiring these beings as spies is worth the risk.

Erlmagiel Names
Erlmagiel names aren't really spoken. They know each other by various means, so instead they tend to take on the names of the races that they emulate the most. Gender is irrelevant for most of them since they're able to shift, a lot like Saldrallans, which leads people to believe that they have amphibian or reptilian ancestry.

Typical Erlmagielian Aspects

I absolutely need to know that!
Invoke: You're genuinely curious about things, and you can pick up pertinent information where others don't.
"No really, I'd love to hear, in detail, about how you managed to modify the viscosity of the oil to create faster speeds!"
Compel:You don't know when it's not a good idea to ask.
"Can you tell me the story about how you fell from disgrace and totally ruined your family name, again?"

Trapminded Deviousness
Invoke: If there's a trap that needs to be created, you know how to set it up.
"My people have fought with the Qu'Linar for centuries. We know their weaknesses, and we know how to set them up for a fall."
Compel: You tend to be a bit petty and can't really stand up the fight even if it's the best course of action.
"We can't fight them head on. We'll get ourselves killed. We need to find a way to trick them."

The Stillness of the Undergrowth
Invoke:You can avoid moving to avoid being seen by predators, or overzealous guards.
"Don't move, and they won't see you. Blend into your surrounding and the Qu'Linar will ignore you. They think they have more important things to kill."
Compel:You tend to want to hide rather than run.
"Stop running! They'll see us!"

I love talking to friends and family!
Invoke:You tend to have friends in places other people wouldn't expect.
"My cousin is in that ship, I'm sure we can find a way to help both sides escape."
Compel:You let slip information that the crew might not want to get out.
"I just told my cousin that we had the shipment of high grade Zinorcium that they were looking for.

No one can see me naked!
Invoke:You have such an aversion for people seeing you as you are, that you will go to any length to prove that you are who you say you are.
"See, I told you that I'm Nova Captain Akryl. Torture me all you like!"
Compel:If you are seen without a persona on, you just want to escape.
"Look at that white creature! It's trying to cut through the hull to escape! That's madness!"

Imitation is the sincerest form of flattery!
Invoke:You're amazing at copying things that you've seen only once.
"I can remake that engine part. I studied it not too long ago, and this should be easy."
Compel:You're not good at improvising when things break.
"Um, what do you mean we have to build a different one? I've never seen a 'different one'."


Erlmagielian Special Abilities [-3]

No Natural Attack [+1]
As a herbivore, the Erlmagielian don't have any natural defenses other than their ability to integrate into other groups. If you come across one in their regular form, they have no natural ability to attack which is one of the reasons why their instinct is to hide or get away.

Shapeshifting: True Shapeshifting [-4]
Erlmagielian can change their shape to fit the needs of the group that they're infiltrating. Literally they will seamlessly go from group to group gathering information, though they can be discovered as the personality doesn't change at all.

Wednesday, June 8, 2011

Previously Generated - Geasa Theme

Time to do a theme for Geasa. I feel like I should do something slightly off the wall and fun to commemorate the fact that the book is finally at the printers. I have been on a wrestling kick as of late, so I figured let's try to make a wrestling scene for Geasa.

Setting
Weird things happens when you're a group of people who end up traveling together, especially when your job consists of beating up on your co-workers. You are all members of a traveling independent wrestling promotion. You're good enough that people who are in the know are interested in seeing you, but not good enough that you can get a TV deal or anything like that. You just put in your time, collect your meager pay check and hope that someone who can pay you better notices you. It's not that bad, you're just risking life and limb to see the smaller cities of the North East. I mean, who wouldn't want to get stranded by a mechanical failure in picturesque Baldwinville, Massachusetts. Population 1,852, with a full functional high school gymnasium and about fifteen really bored people waiting for someone to finish fixing the bus so you could move on to the ever hopping Conant High School gymnasium in Jaffrey, New Hampshire.

It's a glamorous life. The only hope is that the next town has someone who can pick you up out of this pit and put you where you belong, on a pedestal.

Characters
* Dante "Freedom" Bell - You are the star of the show, for what that is worth. You know that there isn't anyone here who can match you for your actual skill in the ring and on the microphone, when there are microphones. You're also annoyed that no one else seems to recognize this. You just want what's yours, and that's the spotlight.

*Britney Myers - You're the one who does the actual work around here. You're the mechanic, the driver, the cook, the ring announcer, the therapist, and the mother to this group of grown up children. You don't complain, but you do feel the strain of having done this tour for a couple of years now. What you really want is everyone else to recognize that you contribute a hell of a lot, and maybe appreciate you for it.

*Loyd Henderson -- You own East Coast Wrestling Entertainment, or ECWE, and have been trying to find a way to make it big. You want the big television contract even though you've done nothing to deserve it. You've got a stable of wrestlers that are at best lack lustre, and at worst full of delusions of grandeur. That hasn't stopped you from bothering anyone who might have the slight odor of being associated with a TV station. You know that if you could just get that contract, everything else will fall into place.

* Holly Sharp -- As one of two women wrestlers in the promotion, you're both really good at working together and really bored with what's going on. Despite what other people believe, you are actually the best wrestler here but women's wrestling is still the domain of thin and plastic, and while you are athletic and fit you don't fall into either of those categories. That means you got looked over the few times anyone actually important showed up. You keep pushing that you can wrestle with the guys, but Loyd freaks out every time you mention it. You just want something to challenge you.

*Stanton "Rage" Lawson - You were burned while you were working, doing some sort of extreme stuff involving flaming tables, and as such you've got scarring on your face. That's when you changed your shtick to a mask wearing monster called Rage. You scream a lot, stomp a lot, and grab at your face whenever someone brings up your scars. You're happy with your lot in life, you're doing what you wanted to do with some people you like. There's a special someone inside the company that you wish you could approach and ask them out, but you're nervous because Loyd doesn't like "fraternizing" and you're worried about they will react to your scarring.


* Christi "Stacked" Stark -- You remember watching your first wrestling match as a kid and being enthralled. Then you looked at what it took to be a women's wrestler and then you bit the bullet and did what you thought would get you on TV with the lights, and the microphone and the accolades. It hasn't gotten you anywhere you really wanted to go, and while you may regret some of the decisions that you've made you're still pushing to make it to the top. Everyone may think you're an airhead, and again you play what you think the people want, but you've got the focus and dedication to beat anyone who gets in the way of what you want.


Fae

* Spartacus - An ancient Roman gladiator that shook off the shackles of slavery and attempted to lead an army of slaves to freedom. Now, as a spirit he wishes to free all those he believes to be in bondage.

* Competitiva - The spirit of competition, it believes that all competition is good, and if there is any chance that two people can be in conflict, it will support that. It believes very clearly that there are winners, and there are losers and only by conflict will the two be separated

* Lumi -- A spirit of light that's always looking for the brightest light and the shiningest star. It feels that by going to the light, lies and deception can't survive the exposing power of the light.

* Ignacio Nixon -- The Spirit of a Dead Wrestler who was killed while wrestling for ECWE, Loyd doesn't mention him to the other wrestlers and that has stuck in the craw of the dead Ignacio. He wants nothing more than to expose Loyd as a fraud, and a cruel task master. If he can destroy him then maybe he can rest.

* Letzul - A Gremlin that enjoys causing mechanical havoc. It's had a great time with this group, causing all sorts of problems with the truck, and the ring. So far the wrestlers have handled the failures, but Letzul hopes that one day he can match the previous Gremlin's achievement of getting someone killed through a mechanical failure.


Other People
If you want to not play with these characters, here are some other options for you. Roll a d6 and let random chance help you out.

1. The Principle of the School where the wrestling match is located
2. The Local Promoter who invited the company
3. The Worst Wrestler in the Promotion, looking for a fast way to the top
4. A Concerned Parent who doesn't want this trash in their town
5. Another technician, someone who works the lights or the sound
6. Someone who works in TV, who is looking for something to put on the air.

Idea on the Fae
If you're looking for other Fae to play, then what you really want to do is work with Fae that enjoy conflict and can't tell the difference between created conflict for entertainment purposes and real life and death struggles. Another option are Fae that enjoy causing mischief, mechanical mischief in particular, since a lot of things that go on in the show require some sort of machines for effect.

Firestorm Ink's Fan Box