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[Bliss Stage] Our Blackened Cities (Info and Characters)

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ladynailo
Vice Captain

PostPosted: Tue Feb 17, 2009 1:33 pm


Hey everyone! Welcome to Our Blackened Cities, a play-by-post Bliss Stage game set in our own backyard. I hope you'll enjoy playing as much as Joce and I enjoyed planning it!

Cast List

The Authority Figure
Angela Sousa, 29 - A former teacher's aide who stays awake through a cocktail of meditation, caffeine, and drugs acquired from the nearby police station.

The Pilots and Anchors
Terrence "Trey" Horne, 16 (Rising Hero)
Anchored by Erin Collins, 16 (Tempestuous Anchor)

Lorelai Sullivan, 14 (Eager Young Soldier)
Anchored by Jonathan Furtado, 15 (Kind Anchor)

Claire Scott, 17 (Seasoned Veteran)
Anchored by Colin Levesque, 17 (Driven Anchor)

The Rest of the Group
Sarah Horne, 11 - Trey's little sister
Stacy Brown, 15 - a fiesty and somewhat spoiled girl who uses her looks to get what she wants.
Lily Eng, 17 - The group's den mother. She has a 2-year-old son, Michael.
Michael Eng, 2 - Lily's young son
Chad Ashfield, 12 - a withdrawn, bookish boy who spends most of his time at the nearby library
Jason Saunders, 17 - The group's resident mechanic, who keeps the generators and ANIMa creches running.

Details
The Group (for lack of a better name) is based in Swansea, specifically in and around the Case Junior High School on Main Street, near the center of town. The school's generators are supplemented with water power from the Swansea Dam (though Angela and Jason know and understand the risk of working with any water after the Bliss hit), and they are near to what used to be the Town Hall, the Public Library, and the local fire station and police station. They are the only group in the area with the power to fight back against the aliens; Angela wrangled one of their ANIMas from a group further north, and she and Jason reverse-engineered the rest of their creches from that one. The Group has a small vegetable plot, and tends an apple orchard further down Stevens Road; They've also made a tentative deal with a group living on one of the nearby farms to trade medical supplies and electricity for things like eggs, milk, and meat.

Aliens roam Fall River, and only the brave or the foolish venture there to get much needed medical supplies. There is at least one gang that lives on the outskirts of the city, though they're known for being rather crazy and have a high turnover rate as the aliens raid them most often. Water must be filtered several times before drinking; if it is not filtered sufficiently, strange dreams are reported, and whoever drinks it often falls into the Bliss before long. Chad seems to have some insight into whether the water is good to drink or not; no one is quite sure why or how he does it.

The dreamworld appears very similar to the waking world, though the landscape and buildings are blackened and glassy. Water looks like liquid fire or molten glass, and Fall River itself appears to be on fire all the time, though the buildings are still clear through the flames. Close to the city, even the foliage on the dream-trees appear to burn, though they are never consumed. The aliens themselves appear as giant people-shaped things with glass skin; inside, they writhe with liquid, orange fire.

Game Notes
Bliss Stage is very easy to play! As you can see above, we've already established our little resistance group, but there's room for many, many more! In fact, right now the only PC we've got is Trey -- all the others are NPCs and are open to claiming (aside from a few that are reserved for GM use only). I'll post a list of the claims below so you can go nuts with them, or (even better!) create your own! There are three pilot archetypes still open -- the Innocent Sweetheart, the Devoted Lover, and the Carefree Hedonist -- so if you have a concept for one of them, go for it! Being a pilot is the best part of the game, so don't hold back!

I've listed below some info on Pilots, Anchors, and general game mechanic notes; if you have any questions, please let me know!

How to Join
Well, I'm not going to go into great detail on how to play -- basically, come up with a character concept that you think will fit well with the group and that you'll have fun playing and post a short character bio below. I'll be posting short bios of some of the NPCs as well, so if one strikes your fancy, you're more than welcome to claim them! The one caveat is that you cannot play your own anchor, but that just means that you can play the anchor to another pilot and have even more fun!

Pilots are the only statted characters; Anchors simply have an archetype and a special ability to use during mission actions. I'll be posting the pilot and anchor archetypes below. If you need any help deciphering any of the stats, just let me know!

Questions?
Let me know!
PostPosted: Tue Feb 17, 2009 2:02 pm


Pilots

What They Do
In Bliss Stage, the pilots are the most important characters. Coincidentally, they are also the only characters to have fully statted character sheets. When you play Bliss Stage, you're primarily playing your pilot (of course, you'll also have an anchor and possibly some other characters, but I'll leave that for another discussion).

A pilot is just that -- the pilot of an ANIMa. To become a pilot, a hopeful must pass a few basic missions, such as actually forming an ANIMa, moving around, and learning to effect the dream world in a useful way. Once they pass this training, they are considered pilots. Pilots are plugged into an ANIMa creche and prevented from moving (otherwise, they would sleepwalk); they are then fed alien brainwaves that put them into a fugue-like state similar to REM sleep, which allows them to enter the dream world in a semi-physical state and form their ANIMa around them. Likewise, ANIMas, like the alien drones, can affect both the dream world and the waking world. Once in the dream world, a pilot can call on his relationships, which take the form of accessories or weapons on their ANIMa -- the ANIMa itself is formed from the relationship with his anchor.

During a mission action, pilots react to their surroundings and often act on the word of their anchor, who can interpret the readings she is getting from the ANIMa creche's monitors and thus explain to the pilot what he is seeing. Pilots don't control the dream world, but they can affect it.

How They Do It
A pilot has three main stats, plus their relationships. These stats are Bliss, a measure of their exposure to the aliens and the twisted dream world, Trauma, which is a measure of their physical and emotional well-being, and Terror, which is (sort of) how much mental anguish they've experienced in the dream world. Both Trauma and Terror are capped at seven points -- If your Terror ever becomes higher than your Trauma, you drop your Terror to zero and raise your Trauma by one; Terror really only exists during missions, however, and always starts at zero with every new mission action. Trauma is most often gained during mission actions, and can be lowered during interlude actions. If your Trauma ever hits seven, you are dead, forever. Bliss is capped at 108, and can be gained any number of ways -- low rolls during mission actions and relationship issues are the main way to gain it, and it never goes down. Once you hit the 108 cap, you are 'blissed out' -- you either fall into the Bliss permanently, become the team's new authority figure, die, or leave the group and never return. Any way you put it, you are no longer a pilot.

Relationships are also measured by three stats: Intimacy, which is the minimum physical contact you and your partner have had (from level 1, knowing each other's names, to level 5, having sex); Trust, which is the emotional bond between you and your partner (also measured between 1 and 5); and Stress, which is the measure of problems in the relationship. Intimacy and Trust are built during interlude actions; Stress is gained during mission actions and can be relieved during interlude actions. Trust and Stress have a familiar looking, kind of backward relationship: if Stress is ever greater than Trust, drop Stress to zero and lower Trust by one. Intimacy cannot be lowered, only raised. If a relationship's Trust score is ever reduced to zero, that relationship is destroyed and cannot be used to power the ANIMa. Also, if a pilot ever breaks his relationship with his anchor, he's left floating in the dream world with no way back and no defenses. Bad stuff, seriously.

All pilots start with six statted relationships, plus a default relationship for everyone else in their group. When a new person is introduced, they gain the Default relationship with the group and may go from there. There is no limit on the number of relationships a pilot can have!

Relationships are mutual, so if a pilot has a 3 Intimacy, 2 Trust with a person, that person has a 3 Intimacy, 2 Trust with the pilot. Remember this when assigning pilot relationships to other pilots.

Templates
Note: Relationships are presented in parentheses, with Intimacy listed first and Trust listed second. A Relationship listed as (3, 2) should be read as 3 Intimacy, 2 Trust. Every pilot gets 6 starting relationships (except the Carefree Hedonist, who gets 7), plus a Default relationship for everyone else they meet.

Pilots come in several flavors, to make it a bit easier to create and maintain their stats and relationships. They are:

The Innocent Sweetheart: The youngest and most inexperienced pilot who makes up for that with bubbly charm and endless enthusiasm. Innocent Sweethearts can add one Trust to any of their starting relationships.
Starting relationships for the Innocent Sweetheart are:
(3, 2) (3, 2) (2, 5) (2, 4) (2, 1) (1, 3)
Default: (1, 2)

The Eager Young Soldier: Still a novice pilot, but still excited to "do his part." He's tough, but untested and angry. Eager Young Soldiers can add one Trust or one Intimacy to their relationship with the authority figure.
Starting relationships for the Eager Young Soldier are:
(4, 1) (3, 2) (2, 3) (2, 2) (2, 1) (1, 4)
Default: (1, 2)

The Devoted Lover: Deeply involved in a special love affair, which gives them significant power in the dream world. Devoted Lovers get a very powerful relationship to start with, and add Stress to any two relationships.
Starting relationships for the Devoted Lover are:
(5, 3) (3, 2) (2, 3) (2, 3) (2, 1) (1, 3)
Default: (1, 2)

The Rising Hero: The one that everyone looks up to and respects, and who treats others with the same decency. She doesn't know just how much people look up to her, and keeps her friends close. Rising Heros add one Trust to all relationships with the other pilots, and have a more powerful default relationship.
Starting relationships for the Rising Hero are:
(4, 2) (4, 1) (3, 1) (2, 2) (2, 1) (1, 1)
Default (1, 3)

The Carefree Hedonist: He just wants to have fun, and doesn't really care about who he hurts in the process; Dangerous on and off the battlefield. Carefree Hedonists add one Intimacy to any relationship, and start with an extra starting relationship.
Starting relationships for the Carefree Hedonist are:
(4, 2) (4, 1) (3, 2) (3, 1) (3, 1) (2, 2) (1, 4)
Default: (1, 2)

The Seasoned Veteran: The oldest and most experienced pilot, but bitter and hardened from battle. She may never heal. Seasoned Veterans pick any two relationships and destroy them; they also start with 1 Trauma.
Starting relationships for the Seasoned Veteran are:
(5, 1) (4, 2) (3, 3) (3, 2) (3, 1) (2, 4)
Default: (1, 2)

A Note about Intimacy Levels
Below is the chart for measuring Intimacy. The chart lists the minimum amount of physical contact you must have had to reach that level; however, just because a couple is having sex doesn't necessarily mean they are at Intimacy 5. Keep that in mind when assigning pilot relationships.

Intimacy 1: Names and Eyes
Example Actions: Exchange names, make eye contact

Intimacy 2: Hands and Mouths
Example Actions: Physical contact, involved conversation, singing together, working on a project in tandem, sharing food

Intimacy 3: Touch and Mess
Example Actions: Affectionate physical contact, personal conversation, making food together, getting drunk together, getting into a fight

Intimacy 4: Blood and Spit
Example Actions: Kiss, touch sexually, see each other naked, exchange blood, physically fight

Intimacy 5: Sex
Example Action: Have sex (yes, that's it)

A note on family relationships: Family (direct blood relations) get an automatic additional point of Intimacy between them. No, there's no reward for incest.

A Pilot's ANIMa
A pilot's ANIMa is a physical manifestation of his relationships with other people -- more specifically, it's his Intimacy levels being made real. Each relationship becomes a part of the ANIMa -- the anchor's relationship being the most important and thus, becoming the actual chassis and shape of the machine. Every other relationship the pilot brings in forms another part of the ANIMa: weaponry, tools, etc. Think about what kind of part each relationship forms, and try to stay consistant -- though, when a relationship changes and evolves, the part it forms may change as well. And there's nothing saying that you can't redesign the mecha whenever you want :3

Another note: When a relationship is broken, then that part cannot be used to form any part of the ANIMa. Also, when the ANIMa takes damage in the dream world, so too does the relationship take damage in real life. Keep that in mind ;3

ladynailo
Vice Captain


ladynailo
Vice Captain

PostPosted: Tue Feb 17, 2009 2:04 pm


Anchors

What They Do
One could argue that anchors are the most important characters in Bliss Stage, and it wouldn't really be wrong. Anchors are literally the anchor that holds the ANIMa together -- without an anchor, the pilot would be lost in the dreamworld with no protection and no way back to reality. Anchors are controlled by the players, though a player's pilot cannot be anchored by the same player's anchor (the game mechanics don't make sense like that).

The anchor's most important job is to support the pilot during a mission -- in fact, the anchor actually controls the dream world around the character, interpreting the readings she takes and describing the dream world to the pilot as he moves through it. However, the anchor only ever has as much control as the pilot does -- if the pilot succumbs to terror or becomes traumatized, the anchor can lose control of the dream, and if the anchor loses control, she herself is in danger. Anchors can die if their pilot endangers them enough, and so they're both incredibly powerful and completely helpless.

In an ideal world, there is a one-to-one pilot-to-anchor ratio. However, it's not that rare for an anchor to have two pilots, or for anchors to switch off between pilots on occasion. This will, of course, add to the emotional trauma of seeing the girl you love also loving another guy (or girl); I shouldn't, but I do encourage that. It makes everything a little more fun :3

The only stat an anchor has is their special ability, which is the only thing aside from characterization and roleplaying that actually distinguishes them from each other. Relationships are reciprocal, so a pilot's relationship with his anchor is the same as an anchor's relationship with her pilot. We should (and are encouraged to) name the anchors after our unrequited middle and high school crushes :3

Driven Anchor: can reroll one or more dice placed in mission
Kind Anchor: can reroll one or more dice placed in nightmare (pilot safety)
Tempestuous Anchor: can reroll one or more dice placed in her own relationship
Savvy Anchor: can reroll one or more dice placed in someone else's relationship
Comforting Anchor: can reroll one or more dice placed in a threatened or endangered category
Experienced Anchor: can add one stress to her relationship to the pilot to reroll any one die
PostPosted: Tue Feb 17, 2009 2:06 pm


Actions

There are two kinds of actions in Bliss Stage: Mission actions and Interlude actions. Basically, Mission actions are combat actions; they're what happen when a pilot is in his ANIMa and acting out a mission in the dream world. Interludes are everything else; they're the places where relationships form and are broken, and where trust is deepened.

Mission Actions
Mission actions are for pilots and anchors. The pilot gets into his ANIMa, falls into the trance, and then forms his ANIMa in the dream world. The anchor is responsible for describing and interpreting the dream for the pilot, and guides him through to the climax and aftermath of the mission.

ANIMa are formed from relationships, and a pilot may bring in any relationship he wants as a part of it. The primary form of the ANIMa is determined by the anchor; this is the only relationship that's really required. Other relationships can be called on to provide weaponry or tools; the total Intimacy of all the relationships currently active on the ANIMa are added together to get the number of dice the pilot can roll for resolving any Mission actions.

During the briefing action before the mission starts, the pilot is given a set of goals to accomplish. They can be things like "protect the base from the alien attackers," "infiltrate the enemy's base," or "destroy the enemy commander."

Rolling Dice
Bliss Stage uses d6s to determine success. For the purposes of the game, a 1-2 is "-", a 3-4 is "=" and a 5-6 is "+"; this is because Bliss Stage uses 'fudge dice' for resolving. But any normal d6 will work :3

A mission action contains categories into which you place dice. They are: Mission Success, Pilot Safety (also called Nightmare), and (possibly multiple) Relationship Safety. Mission Success is the current goal of the mission; Nightmare is the pilot's physical and mental safety, and how far the dream has descended into nightmare. Each relationship has its own Relationship Safety category. Normally, you only need to place one die into each category; however, if the pilot has any Trauma, the GM can threaten categories and force the pilot to place more dice in them, always taking the lowest result.

Once we actually have mission actions, this will make a lot more sense.

Interlude Actions
Interlude actions happen between the mission actions, and are the primary roleplaying portion of the game. The most important things that happen during interlude actions are Trauma and Stress relief, and Trust and Intimacy building. In short, if an interlude shows that the pilot is helping or getting help for himself, then it is Trauma relief; if he is working to mend a relationship issue, it is Stress relief. Of course, both of these assume that the pilot has Trauma or Stress on a relationship ;3

If a pilot has no Stress and less than 5 Trust with a relationship, he may build Trust. If a pilot has less than 5 Intimacy on a relationship, he may build Intimacy. In this case, GM ruling will let you know which of these four rewards is given.

Trust can also be broken during an interlude action; in this case, reduce the Trust in the relationship by 1, and there will then be a follow-up action to resolve the broken trust.

What This All Means
Basically, because this is a play-by-post game, I don't think we'll be dealing with a lot of the mechanics. Basically, any action that isn't combat will be an Interlude, and at the end of the scene we'll just decide how to affect the stats there. During combat missions, we'll follow the rules and make our rolls accordingly. I don't want to bog the game down with a lot of rules, so we'll just take it from there and see where it gets us!

ladynailo
Vice Captain


ladynailo
Vice Captain

PostPosted: Tue Feb 17, 2009 2:13 pm


NPC Character Bios

Authority Figure

Angela Sousa
Angela was, before the Bliss hit, a teacher's aide at Chad and Lorelai's school and was the only adult in the area to actually survive the initial Bliss. With her experience reining in hyperactive children, she was well-equipped to deal with the Lord-of-the-Flies-esque society that grew up around her, and managed to organize and contact a few other still-waking adults in hopes of banding together and coping with the new world. When one of her contacts' groups brought down one of the alien drones and managed to cobble together a weapon for fighting them, she jumped at the chance and bargained for one of the creches, bringing it home and building more with the hopes of finally fighting off the aliens that had slowly been encroaching across the river.

Angela is 29, though she looks harried and older than she is. She keeps herself awake though meditation and a cocktail of pills she claimed from the nearby police station. She sometimes bargains them away for favors from the nearby gangs.

Angela is well-respected by most of the Group, with the few exceptions being Claire and her anchor, Colin. The three of them rarely see eye-to-eye, and Claire in particular has been pushing Angela's buttons. She and Jason are working partners, though they do spend a lot of their off-time together. She expects that Jason will be the next one to take over, should she finally succumb to the Bliss; she doesn't want to think about that day, though.

Pilots

Claire Scott
Claire Scott is a damaged young woman. She's been an ANIMa pilot for almost as long as she can remember, and was the first of the Group to climb into a creche and fight back against the aliens. Anything before that is fuzzy and indistinct; she doesn't worry about it. Worries are signs of weakness, and weakness is something she can't allow herself. She is in an intense, barely-held-together relationship with Colin, her primary anchor, and just recently went through a falling out with both Jason and Angela; she now trusts Angela about as far as she can throw her, and keeps her distance from Jason, though no one seems to know why.

Relationships
Colin Levesque (5, 1)
Jason Saunders BROKEN
Erin Collins (3, 3)
Trey Horne (3, 2)
Lily Eng (3, 1)
Angela Sousa BROKEN
All Others (1, 2)

Lorelai Collins
Lorelai was seven when the Bliss hit, and happened to be a student in Angela Sousa's class during the first wave. As such, she and Angela have a close relationship, though as Lorelai grows older she's losing the idol-worship mindset and sees Angela for what she is: a cracked-out and over-tired woman teetering on the brink of insanity. She's sleeping with Trey and her anchor, Jon (whom she always calls 'Jonathan'), and is harboring a pretty big crush on Jason at the moment.

Relationships
Trey Horne (4, 1)
Jon Furtado (3, 2)
Angela Sousa (2, 4)
Jason Saunders (2, 2)
Stacy Brown (2, 1)
Chad Ashfield (1, 4)
All Others (1, 2)

Anchors

Colin Levesque
Colin is arrogant, cocky, and generally kind of an a*****e, but he's good at his job; meaning, he devotes most of his small amount of niceness and sympathy toward Claire, and doesn't give a damn about anyone else. He and Claire have a tumuluous relationship filled with bitter fights and passionate makeups, and he's made it his mission to prove that there's no one else that will love her like he does. To this end, he's manipulated events to push himself forward into the light, and the two of them lie to each other constantly, which has put a strain on their relationship. He also knows that Claire had been getting very close to Jason until recently, and now the two barely speak.

Angela has been pushing him to get closer to Lorelai, knowing how close Claire is getting to cracking and becoming useless as a pilot. For all his faults, Colin is a talented anchor, and too good a resource to waste should his chosen pilot bliss out and leave him alone. He's also surprisingly close with Lily; she's helped him through tough times with Claire, and that hasn't gone unnoticed by him.

Jonathan Furtado
Jon (only Lorelai calls him 'Jonathan') is a friendly boy who was thrown into the position of anchor when Lorelai came on board -- he was the only available candidate for anchorhood, and after some training from Colin and Erin graduated with flying colors. As such, he's slightly unsure of how he's doing. Unfortunately, Jon is also kind of lazy -- he doesn't bother working on his skills as long as they're good enough. His natural smarts help in that regard, though.

He and Lorelai are sleeping together, and though he's pretty much devoted to her, he still has his eye drifting toward Stacy despite this. He looks up to Colin and tends to tag along wherever the older Anchor is going, despite Colin's protests. Almost everyone in the Group likes Jon; he's just that kind of guy.

Erin Collins
Erin grew up next door to Trey and Sarah, and spent most of her time before the Bliss hit at their house, escaping away from her parents. Her parents were never physically abusive toward her, but the constant fighting and pressure to perform and "not be a failure like your sister" was almost too much for her. She's never told anyone, but it was something of a relief when the Bliss hit. Her sister, Anne, disappeared when the Bliss hit; today, Anne would be 24, and Erin's pretty much given up on ever seeing her again.

Erin gets along well with most of the Group, though her general dislike of authority figures makes her dislike Angela on principle. She think of Sarah as a little sister -- she and Trey raised her after the Bliss, so she feels responsible for her well-being. She's very dedicated to Trey, and is proud to be his anchor, though she hates it when he looks at other girls.

Minor Characters

Jason Saunders
Jason is an average guy, pretty much. He's good with machines, which is why he handles most of the upgrades and fixes to the ANIMa creches, and while he's not that great with people, he's pretty good-looking and a nice guy that's well-respected. He just keeps to himself. On the outside, he smiles and doesn't talk much. On the inside, he's kind of a wreck, but technically, that's average around here.

Being one of the older guys, he's the object of affection for a lot of the girls; he and Claire were pretty close, but they had a falling out and now barely speak; Colin doesn't like him much, but there's not much to do about that. He and Lily get along well (they have a "Mom & Dad" vibe going on at times, especially with Michael around), and he and Angela are surprisingly close.

Lily Eng
Lily and her young son, Michael, are recent additions to the Group, having come from a gang near the Swansea Mall. She used to be the 'wife' of the gang leader; after he died in a turf war, she left the group, taking their son with her. She brought a healthy knowledge of domestic skills with her: Cooking for large groups, sewing and patching, knitting and gardening, as well as a touch of advanced first aid and a good handle on the psychology of Group dynamics. Angela welcomed her into the group and she's been there ever since.

Lily knows her time is running out, and thus tries to teach her skills to anyone willing to learn. Chad, Sarah, and surprisingly Stacy tend to hang around her when they've got nothing else to do, and she's been the shoulder to cry on for more than one of the older children. She and Jason have a "Mom and Dad" feel to them, and Jason's taken it upon himself to be something of a father figure to Michael.

Stacy Brown
Stacy is probably the prettiest of the girls in the group, and boy, does she know it. Before hooking up with the group, she ran with a gang in the Grove, honing her skills at flirting and sex to their uptmost before skipping the neighborhood with whatever valuables she could. She'd heard of the Group and their work with the ANIMas, fighting off the aliens, and she wanted a part of that action. While mercenary to a fault, she's good for morale, or so Angela thinks. However, Stacy's always looking for the next big thing, and isn't afraid to split if the going gets rough.

She's sleeping with Trey, and has her sights on Jonathan next. First on her list, though, is Jason -- she wants some of that, and won't take no for an answer. As such, she's not well trusted amongst the group, but that doesn't necessarily make her upset.

Chad Ashfield
Chad doesn't remember much of the time before the Bliss, but doesn't let that bother him. He spends most of his time at the nearby library, sorting and resorting the stacks and slowly reading his way through the gathered knowledge of the town. He likes the crumbling books of maps and geneology best, and his room in the school is covered with maps and the remains of whatever candles he could scavenge from the nearby Christ Church or barter for. He's very smart for such a young man, and while some of the Group and most of the outsiders find him a little strange, he's also the only one who can tell when the water in Milford Pond is best for drinking. Even he can't explain that.

Chad is somewhat of a loner, but he's adopted Lily as something of a foster mother, and is surprisingly close to Lorelai as well, having been in the same school as her when he Bliss hit. He and Sarah play together often, and are good friends.

Sarah Horne
Sarah thinks the world of her big brother Trey. When the Bliss hit, he took her and his friend Erin and fought for every ounce of food and bit of warmth they had; they survived because of it So she honestly believes that anything her brother does is the best, and that he should be worshipped. She also wants to be a pilot just like him when she's old enough. whether her brother agrees with that sentiment is another story.

Sarah spends a lot of her time with Chad, and by proxy, also with Lily, helping with the day-to-day operations of the Group. She looks at Erin like her big sister-slash-mother figure, and thinks that Jason is SO COOL. She thinks the other pilots are kind of scary, and that Colin is mean (but she'd never say that to him out loud).
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