Trinity:Next Game

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Revision as of 00:25, 25 September 2007 by 69.217.50.34 (talk) (Session 01 - Explore? Explore... what?)
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This page will house all the information for the upcoming campaign in Trinity.

Start Date

The start date for this game is 11:00 PM (local time) on Saturday, September 15, 2007. We will play for anywhere between four and seven hours. The game will take place at the DM's residence (if you don't know where that is, ask ®ß¥!!).

First night will not be a character generation night. I expect your character to be ready to go when you arrive. The first half-hour or so will be reserved for people getting there late, as well as answering any last-minute questions. I will then be going over gaming procedure, as there will be a few new elements involved in the group's gaming experience. We will then begin the first session.

Players

At this time, the following people are invited to attend this game. This list is not definitive and may change.

In addition, for my convenience, I will list what characters each player is currently considering playing. This does not mean that you are going to be held to the character you've informed me you're thinking about making - it's just so that I have an idea of what the party composition is.

Players - kindly stop changing each others' names.

Player and Character Status

Player Concept? Backstory? Rolled? Knowledge?
Orby Done Done Done Done
Smack Done Done Done Done
Catface Done Done Done Done
Brandon Done Done Done Done
Dave-O Done Done Done Incomplete
Melty Done Done Done Done
Hamtaro Done Done Done Incomplete
Nyc Done Incomplete Done Incomplete

Waiting List

Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.

The waiting list is as follows.

  • House
  • Ali (?)
  • Ali's Friend (?)

Game Information

Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1's, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.

Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don't lose the stats!

Ability Scores

Standard Trinity ability scores - standard d20 stats with the addition of Perception - will be used.

Race Selection

Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...

Class Selection

Class selection is unrestricted. Any Trinity-accepted classes are allowed.

Level

Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.

Backstory

Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.

Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they're necessarily real.

Regardless of where you were born, you'll need to figure out how you came by your profession. If you're from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).

Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you'll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.

Character Knowledge

Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known. As such, the sooner you get your backstory written, the sooner you will know what your character knows.

Players who have gotten their character knowledge...

  • Orby
  • Catface
  • Smack
  • Melty

About the Game

I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.

Campaign

What follows is a summary of each game session.

Cast

  • Kuro (moogle greasemonkey)
  • Cassian (human artificer)
  • William (artilect templar)
  • Volos (ancelari metamorph)
  • Shiro (moogle greasemonkey)
  • Tiy (selkie assassin)
  • Addison (human voidchild)
  • Uriah (human bard)

Session 01 - Explore? Explore... what?

Perhaps a month after contact with the Arcostes was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the Arcturas herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the Arcturas.

Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.

Thus did their tale begin.

...

Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.

They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the Arcturas. They converse; Bucket doesn't seem to know anything useful.

Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don't find anything useful.

The group decides that there is nothing useful here, and heads to Germonik.

They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.

They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.

Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as "da riggable" (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they're interested in using it.

They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they'll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.

Session 02 - Teenage Wasteland

Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it's Igor, one of Bill's cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.

The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.

Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.

After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.

The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, "from the Nevhonim." Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.

Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.