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It was an Aberrant campaign, with Bog Boy GMing,
and me, Bubba and
Mark playing. We were actually trying to take things seriously, but
it all went horribly wrong on the name front. We'd carefully crafted
our characters, each with a detailed theme, and a snappy Nova name
(characters in Aberrant are superpowered individuals called "Novas").
But somewhere along the line we managed to come
up with joke names
for the characters, names far superior to the real ones, names which
stuck. Stuck so well in fact, that while the only one of the real
names I can remember is my PCs, I'll probably remember the three
"joke" names for the rest of my days.
The Characters And Their "Names"
My character was a blind teenage American, whose
senses had been
expanded far beyond the human norm. Through touch, hearing and an
inner awareness, he could sense his immediate location as good, or
better, as any other person. He could "see" locations far, far away.
He could visit a location, or touch an item, and see visions of its
past. He could even see the future, dimly.
I called him FarSight, but pretty soon he
acquired a probably
inevitable tag...
Blind Boy.
Bubba meanwhile, had created his character with a
single overriding
objective in mind: Initiative. He wanted to go first, and he
sacrificed everything to that end. Every point he could wring out of
the character generation process went toward boosting his initiative.
In combat, he got to take about four actions before anyone else even
took their first.
There was just one problem. All those points that
he hadn't spent on
all the other stuff meant that he was pretty shit at everything other
than going first. So, in our first combat, what did he do in each of
those four "advance" actions..?
Say: "Err... I hold my action" that's what!
We started joking that his character's thought
processes were so
lightening-fast, he was already crippled by indecision before the
rest of us had even realised anything was going down.
We dubbed him The Prevaricator.
And then we come to Mark's character. He'd
created a highly academic
archaeologist, with powers to reach deep into a person's mind, read
the contents, and then rearrange them as desired. The campaign
started just after the brutal slaying of his character's girlfriend.
The first scenario involved us tracking down her
killers, and the
campaign's long-term plot arc called for us to find the men who'd
given the orders. Her slaying had left him pretty unbalanced, and
very troubled. There was a lot of angst flying around. It was the
whole theme behind his character (in fact, I think the shock of the
murder had been what triggered his character's powers).
Anyhow, during one session I was being criticised
by him and Bog Boy
over something or other, and annoyed, blurted out a sarcastic: "Well
it's okay for Captain Bereavement!"
To which Mark calmly replied: "It's Doctor
Bereavement,
actually."
And from then on, those were the names...
Blind Boy, The Prevaricator, and Doctor
Bereavement.
We had tried to take it seriously. Honestly.
Contents...
Copyright � 2003 Critical Miss Gaming Society
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