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Laird_Thorne

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  1. Quick Question How does that affect the Engineering Skill Group? Does it completely eliminate the group or does the group only contain the Mechanics skill (allowing spending Skill Group points on the skill instead of regular skill points)?
  2. A couple of things we need before really getting rolling. :) CHARACTERS & RELATIONSHIPS Now it’s time to create the PCs and NPCs as described in chapter 3. Be sure to note the names of all characters, and give them Issues, relationships, and Anchors. Then you can use these questions to further define relationships, together with the players: Who is in love, who is related, who knew each other before the outbreak? Who sleeps in the same tent or room? Who goes hunting together? Which people are rivals? Who is making the decisions? Is the process complicated? Who is unsatisfied with how this is done? What bad decisions have been made in the past? What are the main conflicts? Note down both major spats and smaller, subtler quarrels such as jealousy. Who is dead? What important people have been lost or left the group? What kind of “void” did this leave behind? What do you talk about? What does the group fear or dream about? Are there any secrets in the group? Who is having an affair? Who is planning to take over? Dearly Departed Monologues Throughout this book, there are monologues held by people that could have been PCs in the game. They are directed to former survivors, or people who died before the outbreak. In game, one of your PCs may – if they so choose – hold a Dearly Departed Monologue at the start of each new session, except the first one. This is a way to recount what happened last time you played, but with some flavor added as your PC is describing things the way they perceived them. One way to earn XP is to hold a Dearly Departed Monologue. All sessions except the first one start with a Dearly Departed Monologue. This means that one of the PCs holds a monologue directed to a dead PC or an NPC (or to someone the PC thinks is dead). The monologue should contain something that happened last session. Only one player gets to hold a Dearly Departed Monologue per session. The monologue should be short and say something about what is going on inside the PC’s mind. You do not have to direct it to someone who died last session; it could be to a person from the PC’s past. There are examples of Dearly Departed Monologues in every chapter of this book. When you have held your monologue, you get to roll a double low. The result is the number of XP you get. Recollecting the past and pondering the current situation is a way to learn things. Dearly Departed Monologues are not a hard rule. You do not have to use them if you do not want to. Should that be the case, you may skip it altogether. Or, for example, if only one player wants to hold them, they may do it every session, and then you split the XP for their monologues between all PCs. For the D-D monologues, for pbp it doesn't seem to work as a per-session basis. What are your thoughts on them? I see as some XP bonus (for everyone, but more for the writer). Anything specific you all would like clarification or specifics on that haven't been covered?
  3. Ok, it was a tough decision, and I wish I felt confident enough to take averyone, but I had to do some paring down. As such, I would like to welcome the following: Cassius Clay III ( ) - former Correctional Officer Cadence "Cadey" Sawyer ( ) - Kid Deano Alexander ( ) - former Paramedic Alexander Boone ( ) - former Politician Fleur LeBlanc ( ) - Scientist Jaxon Josef Goss III ( ) - Outlaw , - You all are definitely alternates for when I'm able to open up the game a bit, or need replacements for some reason. There are a few details to still flesh out as a group, so I'll change this to a straight-up OOC thread, and open a new Session 0 thread.
  4. Calix Maren Pace: 5 (d4), Parry 5, Toughness 7 (2), Favor 1 Some kind of karmic advantage must have been at work for Calix because every time just before one or more of the women would look back to see if they were being followed, Calix was in a position to either quickly take a step to a side, duck behind rubble, or simply freeze moving to avoid being seen. Hearing that they were meeting with other priestesses in a cavern made him nervous for some reason. Why would these women, outsiders and part of a somewhat shunned group of individuals skulk about in the middle of the night to meet someone already present in the community? Even though no one was around, he shook his head, mentally chastising himself for his actions, while still finding it nearly impossible to overcome the case of curiosity that had struck him. As they disappeared through the door, Calix paused. He frowned at the barred door, running through options in his head as to how to defeat it when he spotted a narrow shard of wood whish reminded him of oak. Reaching down to pick it up, he quickly tested it's rigidness and found it perfect for what he had in mind. Working the wood quickly through the door's opening, he was able to manipulate the bar of the door just enough to open it before the piece of wood snapped. With a surprised look at his improvised tool actually working (he made a mental note of how to prevent that happening on any future work he did), he pulled the door open and slipped through. As he made it through the door, he quickly looked around to find where the women had gone. As he did, he heard a faint echo of footsteps and followed them in that direction. Show Statblock Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d8, Notice d8, Persuasion d4, Repair d8, Stealth d4, Survival d8, Taunt d4 Pace: 5; Running Die: d4; Parry: 5; Toughness: 7 (2) Hindrances: Bad LuckYour hero is a little less lucky than most. He gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Luck Edge., LoyalThis stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened., Slow (minor)A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4 − 1 ). . Slow characters may not take the Fleet-Footed Edge. Edges: Dark Ages SurvivorReq: Novice, Spirit d6, Smarts d6 For the purposes of foraging and survival, character can use Smarts for healing, notice and survival. If any skill is higher than their Smarts, gain a +1 to the roll., FeintYou may choose to make foe resist with Smarts instead of Agility during a Fighting Test. Armor: Scaled Leather Jerkin (Armor 2; Torso, Arms) Weapons: Unarmed (Range Melee, Damage Str), Gladius (Range Melee, Damage Str+d6), Sling (Range 4/8/16, Damage d6, ROF 1) LoyalThis stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened. Special Abilities Languages Known: Latin (native), Aramaic, Celtic, Germanic, Islander, Koine, Literacy (Linear B), Lydian, Minoan Advances Novice 1: Two Skills (Notice, Survival) Favor (Bennies): 1 OOC:
  5. Work In Progress Street Name: Doc Oc Name: Kyoshi Chekov Metatype: Human Background Kirval Tseueng Chekov was the son of a Russian Yamatetsu corporate bigwig and his Japanese wife and would have been meant for a life of pure luxury in Japan were it not for an accident that killed them as they were travelling from Denver, UCAS to Chiba Japan on their way home to Vladivostok. As Kirval was still very young, his uncle in Chiba took custody of him and took it upon himself to raise him as his own. As such, growing up KC was raised alongside his Uncle's other ward, a young girl by the name of Kursawa Hoshi who he had taken in as an infant. Hoshi and Kirval were as close as if they were true brother and sister (and they considered themselves as such) and always had a bit of a friendly sibling rivalry in all things they participated in. From their schoolings to the martial arts training taught them by KC's uncle. KC's uncle saw to it that both children had excellent schooling and any opportunity they wanted. As a result, Hoshi took to a martial lifestyle working for a small Yamatetsu subsidiary by the name of Ocean Technology and Energy Corporation (or OTEC) while KC took his medical training and went to work for Crashcart who also provided medical support services for OTEC's aqualogies. Shortly after they began their careers, they both were assigned to a Crashcart RRT team where they served well for several years. Things fell apart for them as they were part of a team responding to a aqualogy outpost which had been attacked by an unknown creature. While they were evacuating, the creature, which they now found out was a giant squid, attacked again, trapping them in a dome that was about to collapse. As they tried to evac, there was an explosion and they blacked out. Awaking in a surface facility Hoshi found herself needing extensive body work and replaced limbs while KC was barely scratched. As a result, KC blamed himself for Hoshi's condition (and Hoshi did as well for a time) and got a bio-luminescent tattoo on the side of his face of an octopus with it's tentacles reaching back into his hair. Where the tattoo went in his hair he had the hair replaced with synth fibers that glowed in sync with the glow of the tattoo. He also forced himself to leave Japan in it's entirety and ended up finding work with a Doc Wagon HTR (High Threat Response) in Seattle where he became known as "Doc Oc" due to his tattoo. It wasn't long though before his past caught up to him. One of the calls for service on a platinum card turned out to be the extraction and care of a shadowrunner team that included Hoshi who was now going by the alias of Black Star. After the successful extraction and care, KC and Hoshi caught up and after a long night of talk, sushi and saki they buried the proverbial hatchet and KC felt a wave of relief wash over him and he forced himself to look for a new job in order to start fresh. As luck would have it, Hoshi herself was actually leaving Seattle for Miami and an opportunity that their "father" had arranged with the Crashcart teams there. While KC agreed to accompany Hoshi to Miami, he let her know that he was going to find a non-corporate was to work and still help people. With the happenings there in Miami just previous he was sure he would have ample opportunity to aid folks, even if it meant running the shadows and forgoing all that he had been. However, with the knowledge that Hoshi was near at least, he was sure he could overcome any obstacle that might be in his way.
  6. For those who celebrate it, happy Easter! if you don't, then happy Sunday! :)
  7. My apologies to all! I forgot setting the game to closed meant folks couldn't see what was going on. I's now open so folks can see... I hope.. LOL I'll be making the final selection of players by this afternoon. At that point we'll expand on a couple of things, and get the ball rolling for real. :)
  8. I'll be going over the Apps today and tomorrow. There's definitely some interesting submissions and I hate to have to exclude anyone, but as this will be my first time really running any YZE-based games I've got to keep it neat and clean for now so I can do my best as a GM and make things interesting and fun at least. :)
  9. Oh, as a note, please list how you've spending your level up on your sheet so it's easy to keep track of. :)
  10. Calix Maren Pace: 5 (d4), Parry 5, Toughness 7 (2), Favor 1 As the women gathered themselves together to leave, Calix took one last drink before slipping out ahead of them. As he exited, he stepped over to the corner of the building, appearing to lean against it to catch his balance, but keeping an eye on the hostel's exit. As the women exited, he began to follow them, keeping just far enough behind to try to go unnoticed, but still close enough for him to see and hear any conversation they were having. Show Statblock Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d8, Notice d8, Persuasion d4, Repair d8, Stealth d4, Survival d8, Taunt d4 Pace: 5; Running Die: d4; Parry: 5; Toughness: 7 (2) Hindrances: Bad LuckYour hero is a little less lucky than most. He gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Luck Edge., LoyalThis stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened., Slow (minor)A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4 − 1 ). . Slow characters may not take the Fleet-Footed Edge. Edges: Dark Ages SurvivorReq: Novice, Spirit d6, Smarts d6 For the purposes of foraging and survival, character can use Smarts for healing, notice and survival. If any skill is higher than their Smarts, gain a +1 to the roll., FeintYou may choose to make foe resist with Smarts instead of Agility during a Fighting Test. Armor: Scaled Leather Jerkin (Armor 2; Torso, Arms) Weapons: Unarmed (Range Melee, Damage Str), Gladius (Range Melee, Damage Str+d6), Sling (Range 4/8/16, Damage d6, ROF 1) LoyalThis stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened. Special Abilities Languages Known: Latin (native), Aramaic, Celtic, Germanic, Islander, Koine, Literacy (Linear B), Lydian, Minoan Advances Novice 1: Two Skills (Notice, Survival) Favor (Bennies): 1 OOC: Here goes nothing, fingers crossed for sneaking around... LOL
  11. - I think this is ready for a review. In my mind, he's like Colossus, just Crystalline instead. :)
  12. I'm going to change my concept up a bit... With the Gunslinger and Magus coming in the next SWPF Booster campaign, I kind of want to hold off on that concept I had. :) I've got an idea in mind and should be able to finish it up by tomorrow...
  13. With the die roll, I usually just do the Command line entry. Then you can paste that directly and modify it as needed. I need to look into about the inline/in post rolling. I've been posting replies, then going back and opening the dice tower and doing what I need to there...
  14. It's definitely going to be a difficult decision for sure. But that's a good thing, right? Two days to go. I'm still getting a couple of inquiries too, so may go down to the wire. :)
  15. Definitely playing up the everyday everyone feel, I like. :) Why did he come up north to NWA/SW Mo.? Was it just a "eenie meenie miney moe" kind of a decision? Or did he have friends/family/relatives in the area? How does he feel about not being as "average" anymore?
  16. Definitely seems a long way out from home. What brought Nikole over to Southwest Missouri / Northwest Arkansas? Any family/relations in the area? What is her objective now that the world has gone to hell?
  17. OOC: To help everyone, best bet when rolling would be to do it as such - <skill name here>:explode(1d<die size>,<largest die value>); explode(1d6,6) That way, it'll separate the wild die and the actual skill die roll, and roll again if you get the top value. Just copy the bolded bit, replace the entire appropriate values and go. :)
  18. Calix Maren Pace: 5 (d4), Parry 5, Toughness 7 (2), Favor 1 The fact that these women were offered the semblance of freedom even though they were outsiders intrigued Calix. He sipped on his wine, slowly so as not to overly dull his senses. He signaled the keeper, and as he approached, leaned a bit closer and spoke softly on his arrival. "Can you tell me anything about those women? They seem rather important to be staying here instead of in the wealthier quarters. No offense intended either my friend. I understand they are here to visit Hecate's temple. Are they Priestesses? " He took another sip as he slipped some coins out of his meager pouch and slid them over to the tender. "I find it fascinating that the guards pay such deference to them. I would hope for that to be me receiving that kind of attention some day." He laughed and smiled, sipping yet again, trying to seem a bit tipsy as he did so so that his questions might not be taken in a suspicious manner. Show Statblock Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d8, Notice d8, Persuasion d4, Repair d8, Stealth d4, Survival d8, Taunt d4 Pace: 5; Running Die: d4; Parry: 5; Toughness: 7 (2) Hindrances: Bad LuckYour hero is a little less lucky than most. He gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Luck Edge., LoyalThis stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened., Slow (minor)A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4 − 1 ). . Slow characters may not take the Fleet-Footed Edge. Edges: Dark Ages SurvivorReq: Novice, Spirit d6, Smarts d6 For the purposes of foraging and survival, character can use Smarts for healing, notice and survival. If any skill is higher than their Smarts, gain a +1 to the roll., FeintYou may choose to make foe resist with Smarts instead of Agility during a Fighting Test. Armor: Scaled Leather Jerkin (Armor 2; Torso, Arms) Weapons: Unarmed (Range Melee, Damage Str), Gladius (Range Melee, Damage Str+d6), Sling (Range 4/8/16, Damage d6, ROF 1) LoyalThis stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened. Special Abilities Languages Known: Latin (native), Aramaic, Celtic, Germanic, Islander, Koine, Literacy (Linear B), Lydian, Minoan Advances Novice 1: Two Skills (Notice, Survival) Favor (Bennies): 1 OOC: Maybe a Persuasion roll to urge more info? :)
  19. The Train, Kansas 1884 After several tense hours, the atmosphere relaxes a bit as it seems that Quinton and the others have settled into an attitude conducive to not quite friendly, but more a working, professional respect for each of you after they have had a chance to really talk with you in a relaxed manor. As the train passes through rolling hills and wooded glens, all the tension and expectation of danger seems to be without foundation. Even the night and the next morning passes uneventfully with some friendly cards played, some stories told, breakfast made and other refreshments shared. Something however is tickling your nerves but you can't just put a finger on it. Something is in the air, and even Bartlett and Mullins seem on edge in the Caboose. Quinton has even stuck his head in a couple of times, rubbing the back of his neck. "You all sure you haven't see anything out of the ordinary? Somethin's got the hair on the back of my scalp standing up like a bunch of Indians on the warpath bearing down on me." Mullins stopped his shuffling the deck, spilling a couple of cards on the floor of the caboose, and shook his head. "No Sir, but you better believe we'll keep a closer eye out if that's how you're feeling. " He looked over to you all, "Anything?" OOC: Sorry for the delay. I need two things, where you're at: Caboose, Express car, or somewhere in between. And I need a Notice roll please. :)
  20. Creation question - If, after spending the 6 additional skill points, you have more than one skill with 3+ dots, do you gain a Specialty/Skill Trick in each, or do you just gain 1 Specialty and 1 Skill Trick total (until spending XP)?
  21. I backed the KS for Trinity Continuum but never thought would get an opportunity to make use of the books... glad I was wrong. :) Still working on concept, but shouldn't be too much effort as always have supers-style concepts running around in my head.. LOL
  22. Name: White Diamond (Phillipe Darias) Concept: Reluctant Hero Age: 22 (Born - March 22, 2006) Height: 6'1" Weight: 190 Hair: Black Eyes: Green Aspirations: In the short term, ... In the short term, ... In the long term, ... Origin Path: Suburbia (College Professor •) Role Path: Pilot (Detective Lastrad, RCMP •) Society Path: Project Utopia (Project Scientist •) Skills: Athletics •, Close Combat •••, Culture •, Empathy •, Enigmas •, Humanities •, Integrity ••, Pilot •••, Technology •• Attributes: (Force Approach) Intellect ••, Cunning •••, Resolve •••, Might •••, Dexterity •••, Stamina •••••, Presence ••, Manipulation ••, Composure •• Skill Tricks: I Can Figure It Out (Pilot) Edges: Big Hearted •, Wealth ••, Direction Sense •, Hair Trigger Reflexes •, Small Unit Tactics •, Dormancy ••, Eufiber •, Photographic Memory ••• Mega-Attributes: Mega-Stamina • Mega-Edges: Quantum Powers: Growth • (Duration) Density ••• (Duration, Non-Living) Mega-Might ••• Toughness ••• Quantum: ••• (Quantum points 25) Transcendence: Health: Bruised, Injured, Maimed, Taken Out (At Stamina 3, add an Injured level, and Stamina 5 gives an additional bruised level) Armor: 0 or list armor stats and tags for example: Soft 1 (Complete 3) Scale: Durability 1, Leadership 1, Mental 1, Might 1, Power 1, Size 1, Speed 1 Experience Points spending: 150/ 150 XP Quantum Trait +2 - 36 XP Dormancy •• - 6 XP Eufiber • - 3 XP Density ••• - 36 XP Duration Tag - 12 XP Non-Living Tag - 12 XP Growth • - 12 XP Duration Tag - 12 XP Mega-Stamina • - 12 XP Edge - Photographic Memory ••• - 9 XP Background Growing up in a place named Briland might seem to some to be an interesting place, just from the name (especially when neighboring places had names like Jacob's Island and Whale Point). To Phillipe Darias, it was just home. Away from home, his home was known by another name, Harbour Island. Being located on Eleuthera in the Bahamas, it was only natural that Phillipe take on a career in Marine Biology or Archaeology. Phillipe had one difficulty with that career path however. Osteogenesis imperfecta, commonly known as Brittle Bone disease, was the diagnosis the doctors gave Phillipe's mother. Phillipe was five years old and this was after the sixth time he'd been brought in to the ER with broken bones in as many months. After the second time, the police had been called and Phillipe had been placed in a foster home for a week. After Phillipe had bumped into the coffee table and had to be brought back to the ER, the police and social workers were no longer involved. The smallest bump or fall, and his bones would break. At that point, his mother began what would become a lifelong pattern of protecting her son. Anytime they would leave the house, Phillipe would be in a wheelchair. He couldn't play with other kids because it would result in several broken bones and a lot of pain for Phillipe. Unable to act and play like a normal kid, Phillipe dove into books and computers. He would read for days on end, and when he wasn't reading or studying, he was on the computer. However, his mother did allow him to learn to swim. He learned in his own pool, and had a tutor/guardian for all his interactions in the pool. With his mother being a research Astrophysicist, Phillipe did have every chance otherwise; the best schools, the best doctors, just nothing seemed to help with his physical or mental health. Growing frustrated with this, his mother looked into every option she could. Finally, finding a possibility in a project she was working on involving crystals and dimensional energies. Late in her initial research, she discovered that exposing the crystals to specific frequencies of sound caused them to vibrate and emit energy particles which had a strange side effect of increasing the density of objects struck by the particles. Seeing an opportunity, his mother arranged for exposing Phillipe to the particles. Amazingly, after the exposure, Phillipe’s bones and muscles grew stronger and Phillipe gained a bit more confidence in everything he did. It gave him a bit of courage to step outside his (and his mother's) comfort zone and enter a Marine Biology program in the US. Attending the University of Toronto in Toronto Canada, and being away from home for the first time, spent most of his off time learning to fly and indulging in writing for the school newspaper. As time went by, Phillipe started down another path however. After researching an article he hoped to get published in the local paper, he ended up working for a gang who was into a bit of everything, including smuggling. Phillipe made extra money by riding along as copilot on several flights carrying unknown cargo in a small plane in the middle of the night. Only when a Coast Guard helicopter opened fire to get his attention did the full impact of what he was doing hit him. Calmly, he took the controls and landed the plane, promptly turning himself in and turning State's Evidence against the gang. In exchange for this cooperation as well as the fact that he had no prior criminal record, he was placed on probation and allowed to go home under strict conditions (the terms of which were sealed). It seemed that Phillipe's life was back on track, but it was not to be without a serious incident to propel him along it and to an unclear future. Two weeks after returning home and on his way to deposit the first paycheck of his new job with a dive boat, Phillipe thought he saw a couple of the gang members that he'd run with following him up the street. However, when he'd turned to take a good look, the individual wasn't there. Chalking it up to paranoia, he continued on to the bank. As he reached for the door and began pulling it open, he caught the reflection of a car driving by with a long tube sticking out of the window, pointed in his direction. In a spilt second, as his mind registered the rocket launching out of the launcher toward him, his survival instincts kicked in and he made a decision that would shape things to come. In an instant, Phillipe grew nearly a foot and his entire being took on the appearance of a translucent white crystalline form. The rocket impacted and the explosion blew the bank doors inward followed by fire and smoke, setting off alarms and sprinklers. When the atmosphere around the entrance began returning to normal, Phillipe's form stood there, barely scratched. He stood there for a moment before running down the street after the vehicle that had performed the drive-by. Unable to catch it, he ducked into the seclusion of a small park and willed himself back to normal. To his surprise it worked and he headed toward his home. Once there, he collapsed into his bed, exhausted from the effort of changing his form. In what seemed like minutes, but what in actuality was days, Phillipe awoke to a knock on his door. When he answered it, he was greeted by an Interpol detective who asked to speak with him and assured him he was not in danger if he promised not to become the crystalline figure. The detective told him that he knew that it wasn’t Phillipe’s fault, but the explosion at the bank had wounded several and killed a young mother and her infant son. They had been about to step out the doors of the bank when the rocket hit. Phillipe’s emotions suddenly bottomed out. He blamed himself for the injuries and deaths. Lieutenant Lastrad could see the young man’s thoughts spiraling out of control so he smiled. He discussed how the region was becoming so much less the paradise it once was, and more a criminal haven. He proposed that Phillipe use his ability and become a protector of his homeland instead of a rampaging monster a couple of media reports had painted him. Seeing a chance to finally make a difference, Phillipe agreed. Soon after, White Diamond (as someone had suggested the press call him) was appearing all over the islands disrupting smuggling, robberies and other criminal enterprises. While he felt he was doing some good, Phillipe still felt guilty. Not just because of the incident at the bank, but because others seemed to get hurt too. While the press wrote off the casualties as justifiable, Phillipe thought differently. With a heavy heart and a feeling of being hunted constantly washing over him, he left his home country and traveled back to Toronto where he hoped to start fresh and get past the hurt he had caused. However, his arrival did not go unnoticed. A couple of days after his arrival, he was met by former Lieutenant Lestrad, now working for the RCMP, and a Project Utopia representative. Between the two, they convinced Phillipe to join the Project. After a short training period, he became one of the newest members of Team Tomorrow.
  23. Yes, everything I’ve seen is it’s a human only virus…. At least for next 20 years…. Or possibly some lab somewhere might be causing an Umbrella Corporation-like localized outbreak or undead animals… I mean, who knows…. :D
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