Re: Character Generation
CLIQUES
Fixer: For some girls, family is all important. For Fixers, that family is probably the Mafia. Fixers come from gangster and underworld backgrounds that give them a unique advantage over other schoolgirls. They can source equipment and information with considerable success, and are experts at cutting deals. From a fake ID to military equipment or experiental technology, the Fixers know exactly who to talk to about getting some sent to the fifth form dormitory in time to launch a raid on the tuck shop.
Special Ability: Contacts.
Their special ability gives them the power to pull in favours. A Fixer can spend a point of Will to remember someone who owes her a favour. The Fxer can then describe who the person is, and how they can help. The GM will then NPC the contact, while the Fixer convinces them to lend a hand. A simple piece of information, or sourcing weapons grade plutonium - it's all the same to a Fixer. They know people who know people ...
Curriculum: Art, Current Affairs, Economics, Needlework
SLOT OPEN
Goth/Emo: A haunted, dark creature of the night. Nobody understands you. But hey, that's just because your version of cool is so scary to everyone else. If they don't get it, they'd better stay away. Most goths and emo have a liking for the darker things in life, but at St. Trinians, Goth/Emo girls really can dabble in necromancy, and summoning demons is just another way to while away a wet afternooon. They also don't have to be depressed or depressing all the time. Being mopey is nowhere near as fun as dabbling in black arts that can forever torment the souls of the weak, after all...
Goth/Emo characters need to decide if they are Goth, or if they are Emo. It doesn't make any difference to the game mechanics, but it will define whether or not your character is fixated on being depressed or tragically romantic.
Special Ability: Visage of Terror.
Even if you're perky, you still scare the pants off everyone else. With your overdone black makeup and brooding manner, nobody knows what you're really thinking, but they're sure it is bound to be terrifying. Goth/Emo girls can intimdate others simply by staring them in the eyes. The player can spend a point of Will and whoever is meeting your gaze at that time must immediately make a test to resist Fear. This can also be used to cut a path through a crowd rather than terrify a single individual. Even those who do not succumb to Fear will probably get out of your way!
Curriculum: Games (Track & Field), Home Economics, Religious Studies, Music
SLOT OPEN
Hockey Girl:The sports teams of St. Trinians are the pride of the school, and with good reason - they're probably the most psychotic sporting body in the world. Hockey Girls are the epitome of this mentality. They're fit, aggressive, and have mastered a range of weaponry that would amaze some professional killers or soldiers. Their weapon of choice may be the hockey stick or lacrosse net, but they are not restricted to violence on the sports field. They have mastered several other athletic pusuits: breaking and entering, outrunning the police, taking down opposition ... If you get into a fight, a Hockey Girl is the person you want at your back. They also like to take charge, and there are few people who can stop them doing so. But they are also excellent team players, although they do tend to insist that everyone is part of the team, whether they want to be or not.
Special Ability: Sporty.
Hockey Girls have a knack for all forms of sports. At St. Trinians, ths means armed and unarmed combat, of course. Consequently, Hockey Girls add a bonus die to their dice pool when attempting acts of violence.
Curriculum: Games (Team Sports, Track & Field, Marksman), Observation
SLOT OPEN
Sweetheart: Isn't she a cutie pie? The sweetest little thing that wouldn't hurt a fly! With a smile of pure innocence and a girl next door purity, surely nobody could ever think she would do anything naughty? Even when she is holding a detonator... She wouldn't do a thing like that - she must have been led astray by all those naughty girls.
That's the Sweetheart. The arch-manipulator who excels at avoiding justice and retribution by landing everyone else in trouble instead. She's intrinsically trustworthy, and works hard to stay that way. Her uniform is always perfectly immaculate, she wears bows in her hair, smiles a lot, and may even go so far as to carry a teddy bear. Of course, the bear may be stuffed with C4 explosives... just because she looks innocent, doesn't mean that she is. Even when caught dancing on tables with a bottle in each hand, the Sweetheart can easily pass the blame for the noise onto someone else. Devious, cunning, and a very dangerous enemy, the Sweetheart excels at making others believe exactly what she wants them to believe.
Special Ability: Butter Wouldn't Melt.
People find it hard to believe a Sweetheart could do anything wrong. Any time she tries to convince someone of her innocence (for any crime, ranging from telling a small lie to blatant armed robbery) and no matter how obvious her guilt actually is, she gets a bonus die to her dice pool. She may sometimes also receive a bonus die when trying to put the blame onto someone else, too!
Curriculum: Drama, English, Social Studies, Veterinary
SLOT TAKEN - CLOSED TO FURTHER APPLICATIONS
Nerd/Geek:OK, so the Nerds don't always have beauty, but they sure have brains! Maths, electronics, technology - they're just so easy for you. You play the stock market for amusement, strip down computers at high speed, and probably read a lot of sci-fi. Oh, you almost certainly play roleplaying games. Nerd.
Most of the girls call you Geek or Nerd as an insult, but you think it is a term to be worn with pride. You don't follow what others think is cool. You pity their limited understanding, and their tiny brains, which cannot grasp the truly important workings of the world. You may have few social skills, but you can hack into any mainframe or security grid. You may not seem cool, but when the cool kids desperately need their computer repaired, or just have to get someone to crack open a Swiss bank account so they can take the funds to buy up a shipment of booze, you're their first port of call. They love you then!
Special Ability: Brainiac.
Your brain works so much better than other people's brains. You get a bonus die on any dice pool where intellect comes into play. Working out odds, playing the stock market, hacking - it's all so easy for you! This bonus only applies to single dice however, and extended actions which require several rolls (such as Weird Science or complicated magic) do not receive such bonuses.
Curriculum: Computer Science, Craft Design & Technology, Electronics, Maths
SLOT OPEN
Prefect: Someone has to be in charge, and it is usually a Prefect. They're the natural leaders amongst St. Trinians pupils, and they take command with inspiration and threats of terrible punishment - Prefects are often very fond of torturing younger girls to make them toe the line. But Prefects are not in power just to enforce school rules. They use position to get things done. Most St. Trinians girls don't do as they are told easily, but Prefects have the backbone and spirit to get the girls moving. It's like herding cats, but if anyone can do it, it is a Prefect.
Special Ability: Charisma.
A Prefect has the ability to organise any team according to its strengths. If a Prefect devises a plan and the other girls follow it, everyone on the team can choose one of their skills and add a bonus die to it every time they use it to help advance that plan, though not for unrelated tasks. If someone deviates from the plan however, everyone will lose this bonus. The plan should be reasonably involved, and outlined properly.
Prefects also have the power to exert some control over the terrible packs of feral First Year girls that roam the grounds of the school. When on school grounds, or at times when such packs might otherwise be available (such as being on a school trip) a Prefect can summon a horde of ravening First Years who can be sent off to attack or cause chaos. A horde is neither subtle nor quiet, but they can be remarkably effective. The Prefect can issue them a one word command, after which the horde will be unleashed to perform the command as best they can. This may be an attack, but it could also be an order to guard, repair, cook and so forth.
Curriculum: Englsh, History, Leadership, Social Studies
SLOT TAKEN - CLOSED TO FURTHER APPLICATIONS
Scientist: The frontiers of science are not a limit, but a challenge! Expermentation is the key to understanding the building blocks of the universe, and to blowing them up! However, A Scientist is not a bookworm like the Nerds. Raw knowledge can come from books, and that is cool, but true knowledge must be earned. For a Scientist, it is all about practical application of knowledge, and they would rather experiment themselves rather than read about anyone else's work. They work furiously, constantly stretching the boundaries of the possible, and breaking almost every single rule in the book. Ethics? That's a code for wimps! The truly strong create atomic weapons in Science class, and bring the dead back to life to do their homework for them!
Special Ability: Unshakeable.
Scientists deal with life-threatening chemicals on a daily basis, so they have built up a tolerance for the vagaries of fate. Very little can upset or scare a Scientist, especially since they tend to put themselves into far worse danger as a hobby. A Scientist can subtract 3 from any difficulties to resist Fear, so to remain unmoved against a Fear test of 5, a Scientist need only roll a 2. All other Fear rules apply, and a Scientist will still have a Secret Fear, just as any other PC.
Curriculum: Biology, Chemistry, Craft Design & Technology, Physics
SLOT TAKEN - CLOSED TO FURTHER APPLICATIONS
Coquette: Some girls make men go weak at the knees with just a glance. That's the Coquette. She is blessed with stunning good looks and killer style, and she knows exactly how to work them. No matter where she goes or what she is doing, she turns heads. Men follow her everywhere, and girls always want to get close to steal her fashion secrets - or are just hideously jealous. Coquettes set the fashion trends for the whole school. There are obvious advantages, as boys are falling overthemselves to do things for them, and they never lack for a date. But in truth, a Coquette knows her heart belongs to Daddy - whenever she decides who he is...
Special Ability: Teasing Smile.
A Coquette can distract any straight man (and on a good day, anyone at all!) with a seductve glance. A blown kiss or teasing wink may be subtle, but it will totally destroy their concentration. This ability can only be used once per scene, and can be focussed on only one target, but he will instantly fail whatever task he is trying to accomplish. Anyone who is not a straight man will be distracted, at the very least. If the Coquette is currently holding the attention of several males (for example, she is beng chased by them!) it may be possible to influence them all, depending on circumstances.
Curriculum: Current Affairs, English, Social Studies, Observation
SLOT OPEN
Exchange Student: St. Trinians has a terrible reputation, and as a rule it does not attract the cream of British society. Fortunately, other nations don't get to hear so much of the local scandal, and have to rely on publicity material to form an opinion. Japan is very far away indeed, and the rich families there have no idea what St. Trinians is really like. They send their daughters off to school there, thinking they are going to a female equivalent of Eton, Harrow, or Rugby. Some girls last a matter of days before they flee home in terror, but some of the overseas students fit right in, enjoying the atmosphere and writing home with glowing reports of well-behaved pupils...
Exchange Students come in two forms, those from Samurai families, and those from Shinobi (Ninja) families. Those from ancient Samurai lineage come from families who are rich, but know nothing at all about the school's real reputation. Those who come from a Shinobi family are all too aware of the reality of St. Trinians, and they look on the school as the perfect environment to finish up the gruelling training required for a Ninja.
Special Ability: Family Jutsu.
You must decide whether your character is from a Samurai or Ninja family. A Samurai character gets two bonus dice when in combat with a katana. She can also add one bonus dice when defending herself from social (not physical) attacks on her honour, such as convincing others she is not lying - even if she is! A Ninja character gets two bonus dice to any dice pool involving sneaking, stealth, or escaping from bonds.
Curriculum: Economics, Games (Team Sports), Observation, History (for Samurai Families), Games (Track & Field) (for Ninja Families)
SLOT TAKEN - CLOSED TO FURTHER APPLICATIONS
NOTE: Exchange Students do not have English as a first language. It is assumed that they speak Japanese fluently. However, if they want to speak English, then they will need to buy at least 1 point of the Language skill.
The same rule applies to a student playing in a different Clique, but who comes from a non-English speaking country. If you want to speak English, you need to buy the ability!
This message was last edited by the GM at 23:33, Mon 09 Nov 2015.