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STORY ROLES

The roles are divided into two tasks!

WRITING ROLES:

- SETTING, EXPOSITION
• beginning of the chapter, where the world and dimension is new, we need someone to set everything up for us and let us know what's going on.

• This person should be good at *description*, and okay with having to imagining and wiring complex settings and mechanics of each realm.

- DIALOGUE
• Any point in the chapter, but usually there are designated times where a character or group of characters may be wanting to talk to someone else.

• This member should be comfortable with creating *realistic and interesting dialogue*, that appeals to each and everyone's characters quirks and flaws.

Note: remember, though we do want to have fun, the dialogue should be somewhat *central to the plot*. We can have fun and games, but we can't let the plot run away!

- FIGHTING/ ACTION
• Usually leading up to the climactic point of a chapter, a character may begin their fight and it will end in a death or in an escape.

• This member should be comfortable with the *describing fight scenes/violence*, and are accurately depicting a character's *strength* or* fatality*.

Note: this is still *school related* technically, so we can't get too gory or too horrific.

- CLOSING SCENES
• This is at the end of a chapter. The wind down, the planning phase, the calm.

•  This is the point where everyone is figuring out *what they're going to do next* or *what they can't do*. This is the *cliffhanger section*, and this is the point that a character has made a *change* or *realization about themselves or others*.

• This members should be comfortable with *characterization and character arcs*. They should be familiar with all the characters in order for you to accurately depict *how the group will come out of a fight*, and what *mark* it will leave on their psyche.

EDITING ROLES:

- GRAMMAR
• Sight misspellings, run on sentences, repetitive words, and miss-use of language.

- FORMATTING
• Cutting large paragraphs, rearranging information or any images.

- COMMENT MAKING
• Proof reading the finished parts, and giving feedback on each. (More than one person can participate).

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- THE BOARDS
- THE WASTELAND
- THE HIVE
- THE GEARS
-

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- GAVYN AND LILIANA WILL BOND OVER THEIR DOWNFALLS.
- AILIA AND LILIANA WILL BUTT HEADS.

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- future setting, all characters together
- 8th member was not present/dead
- they are together because they are invited to another dimension to fight off a dangerous monster 'MORGK', which was left sleeping in the 'LETHAL REALM'.
- they discuss needing to work on their skills again.
- Some characters are buddying, and some are a little changed by things.
- ultimately, the monster has entered their realm, and it has the power to make the device work at a greater speed and capacity.

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𝑴𝒂𝒕𝒕'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔 

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𝑴𝒂𝒕𝒕'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔 

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𝑳𝒊𝒏𝒏𝒆𝒂'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔 

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𝑳𝒊𝒏𝒏𝒆𝒂'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔 

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𝑶𝒍𝒊𝒗𝒆𝒓'𝒔 𝑪𝒉𝒂𝒓𝒄𝒕𝒆𝒓𝒔

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𝑶𝒍𝒊𝒗𝒆𝒓'𝒔 𝑪𝒉𝒂𝒓𝒄𝒕𝒆𝒓𝒔

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Code name: pa5t1che
Number: 3
Name: JACK

In his childhood, he was taught that you should always be nice and never hurt anyone even if they hurt you back.

That was before his country was bombed and left to survive on its own, weapons have been more devastating than ever, and his country faces the wrath of the government.

He saw things no child should see, he saw how easily people can turn on each other and turn to violence for survival. His new world was the "wasteland" with cities here and there but not without people being corrupt with power and no regulation.

He has tried to keep the morals that his parents have taught him but he faces the real world and has made exceptions to them, stealing only what you need, and fighting when you need to, but one thing had stayed true, never kill for he has a past he regrets deeply and feels as if he's just going to be a murderer if he doesn't try to redeem himself.

He joined a gang to survive and tried imposing his ideals on them, but they never listened, just acknowledged it. He learned many skills from them how to go unnoticed, melee combat, how to adapt to different situations, and developed a sense of danger.

One time when stealing they got caught, and the rest kill the man, this is when he realized that he needed to get out, and he slipped away as the rest got caught. He became nomadic and stopped caring about changing people's minds . You see a lot while traveling the wasteland and learn tactics from the ones who have failed how to ambush in plain sight, how to invoke fear in a target, improvise weapons, each body and battle has something to learn from how to engage and disengage a battle, how to tell if you have the advantage or not.

One day while walking the wasteland he was captured by police force and convicted of the crimes of a serial killer, he was brutal, swift, and easily escaped the police's grasp, after many killings and the people getting restless two officers decide to forge evidence and grab a random person from the wasteland to convict because who cares about a single waste lander.

In prison jack had to adopt this new identity in order to keep him safe, he figured if he can let his reputation do the talking no one would mess with him and he can avoid confrontations, he was right and was able to keep his head low until the government came for him for their project.

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𝑲𝒂𝒚𝒍𝒂'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔 

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𝑲𝒂𝒚𝒍𝒂'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔 

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BASICS

Name: Liliana René

Age: 19

Place of Birth: Sector 5, The Gears: home to Armitage’s social and political elite

Parents: Evelyn René and Fabien René

Siblings: N/A

Status: Incarcerated in a maximum security prison for one count of murder and the destruction of government property

Number: #5

Code Name: MI5CHIEF/MI55Y (MISCHIEF/MISSY)

Meaning: Mischief, playful troublemaking and misbehavior; Missy, nickname given to Liliana by frustrated adults and her best friend Dylan Greaves (also short for Mischief)

PERSONALITY

Characteristics:

Manipulative and Cunning: Liliana’s intelligence is often underestimated due to her childish appearance, but she deviously uses it to her advantage against enemies. (Don’t they know she’s the daughter of an extraordinary engineer and strategic Armitage diplomat?

Withdrawn and Perceptive: Losing her loved ones and ability to speak (more on that later), she typically keeps to herself, though she develops the skill of easily reading the emotions and body language of others, which increases her empathy.

Flaws:

Immature: As the self-proclaimed “Queen of Pranks” and as a younger member of The Seven, she is prone to being irresponsible and not taking criticism well

Impulsive: Guilty of making decisions before thinking them through, her actions can be costly…or even deadly

BACKSTORY

Age 0-11:
Liliana was raised as the only child of renowned government engineer Evelyn René, and the respected Armitage ambassador, Fabien René who both prioritized their work over spending time with their daughter. Therefore, she grew accustomed to spending her childhood years under the supervision of countless caretakers who were subjected to her childish antics and pranks done to gain her parent’s attention. After pulling a chaotic prank at the age of 11, Liliana's parents had no other choice but to take her along with them to work at the Dome, a government building filled with the nation’s greatest minds and leaders. While shadowing her father in the East Wing, she quickly picked up on the inner workings of the government, though eventually all children were banned from accompanying their parents as government issues grew more intense.

Age 12-16:

Liliana then began shadowing her mother as Evelyn worked on projects in her personal laboratory, a place that Liliana fell in love with. With her mother’s permission, Liliana was able to conduct miniscule projects of her own. With a knack for robotics, she was allowed to build weapons and devices as prototypes that were considered by the military. While enjoying the freedom that her mother granted her to explore the lab, Liliana’s life was turned upside down when she was told her parents died during their attempt to establish peaceful relations with the rival country when she was fourteen. Battling between grief and anger due to her parent’s absence, she became withdrawn from everyone else. Though she was sent to live with her parent’s close friend, Seraphine Malik, Liliana spent most of time in her mother’s old laboratory. However, one day at the Dome she came across and befriended Dylan Greaves, son of a high ranking government official. Over time the two become inseparable despite the disapproval of Dylan’s father, Darius Greaves. As epic jokesters, they dared one another to pull pranks, each one crazier than the last, leading them into constant reprimand. Ultimately, Liliana and Dylan’s pranks came to an end after a fatal accident in the lab. What started as a prank on Dylan’s father ended in Dylan’s death due to an explosion that also severely mutilated Liliana’s right forearm and damaged her vocal cords, leaving her unable to speak.

Age 16-19:

Eager to punish the girl that he never approved of, Dylan’s father ensured that Liliana was brought into a notorious maximum security prison for the “intentional” homicide of a government official’s family member and due to the “deliberate” destruction of Armitage government property (according to Darius Greaves). The only generosity he showed her is by granting her one of the military-grade prosthetic arm prototypes she made when she was younger. Despite the cruelty she experiences while incarcerated, she can’t help but play pranks on the guards and fellow inmates whenever she gets the chance.

NOTES
Due to her damaged vocal cords, Liliana first communicates using ASL (Armitage Sign Language) until she is allowed to build her own artificial voice box (electrolarynx) once she joins The Seven. This voice box not only allows her to modulate her voice to mimic others, but also allows her to emit sonic screams. She also gets upgrades for her bionic arm later on.

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𝑯𝒆𝒏𝒓𝒚'𝒔 𝑪𝒉𝒂𝒓𝒄𝒕𝒆𝒓𝒔

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𝑯𝒆𝒏𝒓𝒚'𝒔 𝑪𝒉𝒂𝒓𝒄𝒕𝒆𝒓𝒔

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𝑺𝒂𝒑𝒑𝒉𝒊𝒓𝒆'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔

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𝑺𝒂𝒑𝒑𝒉𝒊𝒓𝒆'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔

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CODE NAME: PLUND3R3R (PLUNDERER)
NUMBER: #7
Meaning: to take by force or wrongfully: STEAL, LOOT

PLAYFUL and WITTY, he can charm a fish into leaving its tank, or a banker into opening a vault.

STEALTHY and SILENT, he's a thief, so there's no room for getting caught. Prefers to be around underwater creatures since they don't talk back.

CAUTIOUS and CALCULATING, he needs to survive every mission. Especially since they are underwater and off-grid, so no one is there to help him if he fails. He must be as accurate as possible in his planning and estimations of the unknown.

----

WORKING ON being able to care for others again since he has been alone for such a long time.

WORKING ON being honest and vulnerable to those that are close to him again and relying on them when in need.

WORKING ON more open-minded when it comes to different ways plans can be devised.

----

STARTS OFF, as an incredibly dishonest guy who snatches joy from mystifying and misleading his target, and dislikes everyone he meets.

ENDS UP, as a guy who can work hand in hand with his team when chaos ensues and is open to new relationships that may benefit him eventually.

----

AS A BOY, he was raised on the coast of Armitage, called 'THE BOARDS' because it was where people went to board ships and sail off for trading.

It is surrounded by the ocean and parts of it have been ruined by radioactive waste.

Everything was calm and serene when he and his family were there, but once he turned ten, the ARMITAGE MILITARY scoured the land for illegal drugs and weapons coming through the port and held his parents as suspects.

Eventually, his parents were thrown in jail after they confessed to being a part of the smuggling.

He was taken into Inner Armitage where crime was rampant, and people always had an ugly attitude. He lived in a homeless shelter until he escaped and found his way back to 'THE BOARDS'.

However, the place has changed. The port is crawling with government ships and yachts, meaning he couldn't live there anymore.

But with no money in his pocket and nothing to his name, he decided to steal valuables from every boat on that dock. They took his childhood, and it was his turn to take everything back.

To keep a low profile, he befriended a worker at an aquatic center, Hodge, who allowed him to live in one of the empty offices if he watched over his 14-year-old sister, Zura, after school and gave her swimming lessons.

Everything ran smoothly for a few months. Babysitter by day, thief by night.

Until a mission he had to steal from the last boat at the dock nearly failed, and he left some of his equipment behind on the boat.

Instead of sticking the tracking device he uses on the boat, it fell into his bag with all the illegal substances.

A week later, he was tracked down using the device and was arrested, suffering the same fate as his parents.

That is until the ARMITAGE GOVERNMENT sent out a petition saying they were in dire need of soldiers who possessed mental and physical prowess or else they would face execution or rot in jail.

Gavyn took his chances: if he could make it through whatever they had in store for him, he could apologize and fix things with Hodge and Zura and see his parents again.

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𝑨𝒎𝒂𝒕𝒖𝒍'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔

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𝑨𝒎𝒂𝒕𝒖𝒍'𝒔 𝑪𝒉𝒂𝒓𝒂𝒄𝒕𝒆𝒓𝒔

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AILIA FLETCHER

Code name: D4tura

Number: #4

Datura: A genus of highly poisonous flowers belonging to the nightshade family

Age: 21

Born: Sector 4, The Hive

Parents: Rowan Fletcher and Elizabeth Fletcher

Siblings: Saoirse Fletcher (younger sister)

A young woman with a reputation that contradicts the meaning behind her name— there’s nothing noble about her as she weasels her way through society to get what she wants.

Personality:

Astute: She has a sharp eye, easily noticing discrepancies in the landscape or a clue that seems blended in for others, but sticks out like a sore thumb for her. Though perhaps her abilities are only thanks to her prosthetic cyborg eye.

Stoic: No one can tell what she’s thinking or how she’s feeling with how indifferent her face always seems to look, no matter the situation.

Meticulous: Remnants of her previous dedication to her craft of poison making and assassination, she accounts for every single detail and speck that passes through her line of sight.

Flaws:

Wary: Having been betrayed once, she’ll never experience the same thing again, consequently making her question each action of those she’s around, even if she has to consider them her allies.

Apathetic: Valuing efficiency above all else, she views anything less than exemplary as a hindrance to the mission as well as a weakness, something she’s grown to see as unacceptable. Though this is usually directed at others when she sees them as a burden to her mission, it also applies to her and her own issues.

Backstory:
The Hive is a bustling marketplace in the heart of Armitage, with merchants flooding the streets during the day, and thieves haunting it by night.

Ailia was from a family that used to own quite successful businesses in the area, but after getting involved with the wrong people sometime during their long history, they fell from grace into poverty. She never minded their decrepit circumstances, though, since having her family happy and well with her was enough for Ailia. Even with watery soup and stale bread, she was content as long as she had her loved ones around her.

However, her world came crashing down around her when Saoirse, her younger sister, became fatally ill. With no hope to gain the astronomical amount of money needed for her treatment, Ailia blended in with the people of the night, taking on random jobs that were, for the most part, dirty work. She kept everything a secret from her family, smiling when they stared in bewilderment at the money waiting on the counter, all while hiding the blood that was quickly staining her hands. It was only when she lost her right eye on a rather difficult assassination mission did it get harder to cover up the graves she’s created.

Just a year after she first took to the night life, an organization sought her out, keen on using her skills for their own gain. Ailia didn’t even have any time to refuse, and certainly no reason with how high the pay was and with how they so generously granted her a prosthetic cyborg eye. With her newfound work now including poison-making (something she only recently dabbled in before joining the Thorns), her palms began to become even more stained with crimson, to the point that she could never hope to wash the stench of iron away from her skin. The more the money that piled on the kitchen counter, the more the bodies filled the graves, and the more poisons Ailia was forced to create.

Yet it seemed like fate wasn’t finished toying with her, and it became known when Ailia was on a particularly complicated assignment from the Thorns. She was working in a group of three other people, their mission to assassinate an influential figure in the neighborhood and retrieve highly prized documents. Everything was going swimmingly at first, Ailia quickly taking out the guards and her teammates disabling the security system, the figure done and dead with ease.

It was when they tried to get the documents that things took a turn for the worse, and it was only when Ailia found herself stuck in a jail cell with a life-sentence, her teammates nowhere to be seen, did she realize that she was betrayed and the mission was just to distract her so the Thorn could take all her poison formulas. She knew they never trusted her with how efficient she was, but she didn’t think they’d stab her in the back this badly.

Hell-bent on revenge, Ailia was quickly formulating plans on how to escape the prison and tear down the organization when the government sent out their petition for capable soldiers, lest those who refused be resigned to their fate of rotting in jail or execution. With no greater opportunity, Ailia took her chances so that she could get back at those who wronged her and, above all else, get back to her family.

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𝗡𝗼𝗯𝗼𝗱𝘆'𝘀 𝗽𝗲𝗿𝗳𝗲𝗰𝘁. 𝗪𝗵𝗮𝘁'𝘀 𝘄𝗿𝗼𝗻𝗴?

- should they flub a mission, or get caught under any circumstances, a battle / war could arise or be threatened.

- Some characters have body modifications / enhancements, possibly giving them an upper hand in the training (cyborge etc.)

- some characters may already know one another before THE SEVEN come together, who are no longer associated with one another. This may cause issues with character relationships.

- eventually, it is revealed to the group that inter-dimensional traveling can be considered harmful to the universe and other universes as well.

- mental side effects may occur after traveling so many times in the day, as well as equipment malfunction in certain dimensions.

- monster fights, and even ex criminal fights from different dimensions.

- certain rules are unfolding the dimension, someone could remain stuck in one.

- THE SEVEN are not completely aware of the government's intentions or goals when they are going on each mission, but they do know they have to retrieve certain materials in items to create something. They just don't know if it's dangerous or if it's helpful to humanity.

- because they are criminals, and they are going from dimension to dimension, they cannot get attached to anyone in a dimension nor should they pull anyone or anything out of one.

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𝗪𝗵𝗮𝘁'𝘀 𝗴𝗼𝗶𝗻𝗴 𝗼𝗻? 𝗪𝗵𝘆?

- ORGANIZED CRIME GROUP, VII (THE SEVEN), are criminals brought together from different cities on the planet VURA, all holed up in prison, to serve life sentences for each of their past mistakes.

- With the squashed hopes of escaping prison or turning their lives around, each of them has come to terms with their identity and lives to be over, but some surprisingly kept their faith.

- However, when a desperate government wants to harbor the most technologically advanced cities in the universe, they decide to scrape up seven inmates to form a squadron that is just as desperate to do their dirty work, in exchange for a lesser prison sentence and or freedom.

- STRANGELY, the origin of their recruitment is classified.

- THIS SEVEN must gamble their lives traveling inter-dimensionally, witnessing equally mesmerizing and frightening scenes to battle a series of monsters and abominations, using their own skillset along with their combined training to make it out of their negotiation alive.

- ANYTHING is better than their reality, so why not jump to the next?

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𝑮𝒓𝒐𝒖𝒑 𝑾𝒐𝒓𝒌: 𝑼𝒏𝒕𝒊𝒕𝒍𝒆𝒅 

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𝑮𝒓𝒐𝒖𝒑 𝑾𝒐𝒓𝒌: 𝑼𝒏𝒕𝒊𝒕𝒍𝒆𝒅 

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𝗠𝗜𝗡𝗜𝗠𝗨𝗠 𝗢𝗙 7 𝗰𝗵𝗮𝗿𝗮𝗰𝘁𝗲𝗿𝘀 (𝗮𝘁 𝗹𝗲𝗮𝘀𝘁 𝗼𝗻𝗲 𝗳𝗼𝗿 𝗲𝗮𝗰𝗵 𝗼𝗳 𝘂𝘀), 𝘁𝗵𝗲 𝗰𝗹𝘂𝗯 𝘄𝗶𝗹𝗹 𝗰𝗿𝗲𝗮𝘁𝗲 𝗮 𝗰𝗼𝗵𝗲𝗿𝗲𝗻𝘁 𝘀𝘁𝗼𝗿𝘆 𝘄𝗶𝘁𝗵 𝗶𝗻𝘁𝗲𝗿𝘄𝗼𝘃𝗲𝗻 𝗽𝗹𝗼𝘁 𝗹𝗶𝗻𝗲𝘀, 𝗰𝗼𝗻𝗳𝗹𝗶𝗰𝘁𝘀, 𝗮𝗻𝗱 𝗰𝗵𝗮𝗿𝗮𝗰𝘁𝗲𝗿𝘀.

𝗖𝗢𝗟𝗟𝗘𝗖𝗧𝗜𝗩𝗘𝗟𝗬, 𝘄𝗲 𝘄𝗶𝗹𝗹 𝗱𝗲𝗰𝗶𝗱𝗲 𝗼𝗻 𝘀𝗲𝘁𝘁𝗶𝗻𝗴(𝘀), 𝘀𝗵𝗮𝗿𝗲𝗱 𝗰𝗼𝗻𝗳𝗹𝗶𝗰𝘁(𝘀), 𝗮𝗻𝗱 𝘄𝗵𝗶𝗰𝗵 𝗽𝗮𝗿𝘁𝘀 𝗲𝘃𝗲𝗿𝘆𝗼𝗻𝗲 𝘄𝗶𝗹𝗹 𝘄𝗼𝗿𝗸 𝗼𝗻!

𝗥𝗘𝗠𝗘𝗠𝗕𝗘𝗥, 𝘁𝗵𝗶𝘀 𝗶𝘀 𝗮 𝗴𝗿𝗼𝘂𝗽 𝗲𝗳𝗳𝗼𝗿𝘁. 𝗦𝗼 𝗰𝗵𝗲𝗰𝗸 𝗶𝗻 𝘄𝗶𝘁𝗵 𝘆𝗼𝘂𝗿 𝗺𝗲𝗺𝗯𝗲𝗿𝘀 𝗳𝗿𝗲𝗾𝘂𝗲𝗻𝘁𝗹𝘆 𝘀𝗼 𝘆𝗼𝘂 𝗿𝗲𝘀𝗽𝗲𝗰𝘁 𝘁𝗵𝗲 𝘀𝘁𝗼𝗿𝘆'𝘀 𝗽𝗹𝗼𝘁!

𝗦𝗼𝗺𝗲 𝘄𝗶𝗹𝗹 𝗹𝗼𝘃𝗲, 𝘀𝗼𝗺𝗲 𝘄𝗶𝗹𝗹 𝗱𝗶𝗲, 𝘀𝗼𝗺𝗲 𝘄𝗶𝗹𝗹 𝗹𝗶𝘃𝗲, 𝗮𝗻𝗱 𝘀𝗼𝗺𝗲 𝗺𝗮𝘆 𝗹𝗮𝘂𝗴𝗵 𝗮𝗹𝗼𝗻𝗴 𝘁𝗵𝗲 𝘄𝗮𝘆!

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𝗪𝗵𝗲𝗿𝗲?
- VURA, a planet that is similar to Earth.

𝗪𝗵𝗲𝗻?

- Violet AGE (roughly, around 7000)

- Decades are calculated by how many times the Sun changes color due to the rapid movement of particles in their atmosphere.

-Every thousand years, the particles reflect a different hue upon the sun and the sky.