I'm thinking of setting my campaign in Japan. With Klik making up almost half the population, the place would have a very tech feel. (This is where the non-military High-bred concept came up - would everyone be a soldier in Japan? Although being in the Defense Forces is a good story hook, there would be corporate lackeys, data-runners, high-class courtesans, and such - most people are probably content to have the Klik defend their shores against Giant Flux Creatures From Beyond The Sea.) Plus, in anime, Tokyo is always rebuilt better and shinier after any cataclysm, so why would this time be any different? (Something that doesn't show up in the region so far: the Japanese have had issues with tribal indigenous populations before - just look up Sakhalin Island and the Auni who live there - I could easily see the Churl inhabiting the same region.) So with old school anime references in my head and five players lined up, what better to do than the traditional five element team?
If you've watched Battle of the Planets (aka Gatchaman), Voltron, Sailor Moon, or even Teen Titans (heavily influnced by anime archetypes), you know what I'm talking about, even if you did not realize it. Each team member fulfills a role defined by one of the five traditional Eastern elements: steel, fire, wood (or earth), air and water.
- Steel: this character is the leader, usually by outside mandate although it may be via election within the group (or sometimes nobody wants the job). She (or he) is not quite ready to lead, but soon develops the skills necessary to forge a team of disparate parts into a cohesive whole, while defeating (or at least mitigating) any personal faults.
- Fire: just like fire tempers steel, this individual forces the leader to step up his (or her) game. This team member may have overt designs on the leadership role, or this character may simply have a better idea of how the team should be run. However, this person usually has some flaw that prevents them from making a good leader originally, and through conflict with the steel character, this team member grows and may eventually take over as leader, especially if the original leader is suddenly unable to be in command.
- Wood: this character is the most powerful physically and sometimes the largest as well. (This can be girth, not height.) This character also is the most open, honest and caring member of the team, serving as the inner strength that pulls the team through circumstances that threaten to tear them apart. This character fulfills a needed support role with selfless determination.
- Air: this character is as flighty and unfettered as a feather caught in a breeze. Usually the smallest in the group (often an adolescent among adults), this rule-breaker serves as scout, spy, and probably comic relief. The other team members may want to strangle this one for his/her solo antics, but this individual always contributes in a pinch, usually defeating superior foes who mistake size for power.
- Water: this team member often brings mystic power to the mix. Like the ocean, this individual is powerful, unyeilding, and possibly uncontrollable and chaotic. If there is only one female in the group, she usually assumes this role. This character's strengths are usually a mix of wisdom and healing, more subtlety than raw power, although the price paid for such abilities is terrible.
I would like to talk to you about this a little more in detail. I like it...
Of course, with all the flux off the coast, what are the odds of some humongous bipedal lizard rising from the surf and stomping its way through downtown Neo-Tokyo?
But a Savager is pretty big...










All I can say here is WOW, Lumberklik - this is sssssooo freakin' cool!!! I CANNOT WAIT to hear more!! :)
Untold Co-Creator/Wandering Man!
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