You have a loyal companion to help you.
Barter: You can negotiate prices and deals well.
Bilingual: You speak two languages fluently.
Citizen: You have citizenship papers for a safe settlement.
Contacts: You know people who can provide information.
Educated: You received some schooling before the war.
Medic: You have basic medical skills and a small kit.
Scavenger: You know where to find supplies in the wastes.
Survivalist: You are well adapted to living in the wastelands.
Tradecraft: You know tricks for sneaking, hiding and spying.
*Animal handler:
Building Classroom Community with Role-Based Learning
1.
2. Today I’ll share with you the first unit of my year, and
much, much more.
The system “BuildingHeroez” is a classroom management and curriculum delivery
tool. It utilizes a “Role” system to provide classroom jobs, and ideally creates an
environment of respect and rapport.
These Roles help reveal learning style and personality type. There are many
reasons they are important in my classroom, especially for the Classroom
Economy, which I’ll touch on later.
The following is what I showed my kids on the 2nd day of school in preparation for
their personality test.
16. Diplomats: Are good at working
with information AND people.
They are natural leaders and
good problem solvers. They
are like team captains in life.
22. Personality test: Lots of early vocabulary to apply to
personality traits. This is really good for helping them
describe people’s qualities, which can otherwise be hard for
them to define. Most importantly, this assessment will give
them their classroom JOB.
23. Grouping Strategy
1. Level out the numbers (take volunteers close to a dividing line)
2. Take four containers and label each one with the roles (initiator, protector,
diplomat, sage)
3. Have students write their name on a post-it with their role on the other side and
put it into the appropriate bin.
4. Go around your groups and pull student names starting with one role at a time.
24. Example: seating chart
I start with initiators: they need validation and probably need a minute to settle in. Take one per group and then
set the cup aside.
I then go to protectors: They can settle down the initiator. That bond will be important anyway, so good that it
starts A.S.A.P. Again one per group and set the cup aside.
I then do Sages: They’ll be eager to find a space of their own. The uncertainty will be paining them. Their
numbers vary wildly from class to class, but Sages need to feel comfortable. Consider that as you draw their
names and place them.
Then the diplomat: you can let them choose if you want. Ultimately, the Diplomat is the highest authority and
representative of discipline should the group become unruly. Therefore, letting them pick CAN be effective; the
drawbacks of the same are obvious, it’s not always good to be with your best friends...
Repeat the process, going with one ROLE from group to group (making good decisions along the way) until the
cups are empty. You’ll find this a good way to “shuffle the deck” at the beginning of a new year, and don’t worry,
you can always swap them around.
25. Quick version of Classroom Economics
Each of the four roles: Initiator, Protector, Diplomat, and Sages have specific jobs
in my classroom that they get “paid” for. This “pay” is ongoing extra-credit that they
use for bathroom passes, pencils/pens, disruption tax, and most importantly on
grades every three weeks.
26. I have used vase marbles or the spreadsheet
I have four denominations: 10, 20, 50, 100 and they are color coded. There are
any number of storage techniques. My kids have an envelope in their folder which
goes in the cover of their journal and then into the group bin.
Yes, gold gets lost, yes gold gets stolen,
Yes, so does money.
27. Other applications
I have a friend in world geography who uses laminated paper money from around
the world: The Peso, the Yen, The Euro and the Dollar, to show how exchange
rates work.
Instead of taking gold before grade reports, he has them buy “test insurance.”
Pretty cool.
32. You can choose whatever you want from the
book for your race; however, your group can
have only one of any of the “rare races.”
Rare Races: Common Races:
Dragonborn Dwarf
Gnome Elf
Half-elf Halfling
Half-orc Human
Tiefling
Race
33. Make sure you discuss with your group all of your
ideas as you go. Only in this way can you design an
effective party.
Therefore:
34. Each Role can choose between 5 classes: Write
these down!
Initiator:
Bard
Monk
Ranger
Rogue
59. If there’s too many choices, look at:
The “Quick build” option at the beginning of each
class will provide you with a good template to
begin with.
60.
61. Fill in your character sheet
As you make decisions about your character, put the information in the appropriate
place on the character sheet.
USE PENCIL ONLY!!!!!!!!!!!!!
62.
63.
64. Ability Scores
Use these numbers in the ABILITY in the most appropriate order for your CLASS.
16 15 14 13 12 11
65. Your character’s ABILITIES
Super-duper important… Your characters’ ABILITIES are tied to every other part of
the creation process. Here’s where you find them on the character sheet...
66. Abilities are on the
far left:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
68. If you have any questions about where to put
your numbers, use the “Quick Build” sidebar at
the beginning of each class for help.
69.
70. Once you think you’re ready, it's time to choose
equipment
Take note of your “starting wealth.” This is how much money each character starts
with. Or you can use your character’s starting equipment if you don’t want to labor
with “buying” equipment.
Characters will have the equipment from your background as well.
71.
72. You get starting packages for free through character CLASS,
often a set of tools or clothing from your BACKGROUND as
well, make sure you take note of this.
76. So then what?
Theme of Five Fates Model Adventure for reading intervention
World Building: a cross curricular tool for history, English, and world geography.
80. Character Name: Role: Faction:
Attributes: + 10
Portrait:
Attribute Base +/- Total
Brawn 3
Reflex 3
Reason 3
Will 3
Charm 3
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
Alignment:
Dodge Rating:
82. History of the End of Days
https://docs.google.com/presentation/d/1GKCo1pLR
2K6Bhx9VC_abnLLd2NhymHfpkQBb-UD5HM0/copy
83. 2020-24: The global economy collapses, causing mass
panic.
The basic necessities of human life became impossible to obtain. Food, gas,
electricity; these things would be available only to the incredibly wealthy. The
American Government was desperate to find a solution. Saudi Arabian alliances
had all but crumbled which was the beginning of the economic crisis, and tensions
became high all over the world. The armies of North Korea and China seemed as
intact as ever, while Terrorism came at an all time high in cities all over the world.
Daily, suicide bombers went to places like Walmart, Costco, and at major
landmarks like Mt. Rushmore or to bridges like the Golden Gate in San Francisco,
detonating their home-made devices to claim the lives of hundreds. Airline flights
became a gamble, as 1 in 100 came under some sort of terrorist act, even if it was
only a threat. This caused the Airline companies of the world to go bankrupt which
seemed to finalize the total economic collapse of the world.
85. 2025: A coordinated Act of Attrition
On December the 25th, 2025, several independently detonated, small nuclear
warheads exploded in cities all over the U.S. This was the biggest, most
coordinated terrorist attack in the world’s history. It would, in fact, be the last
terrorist act that would ever occur.
Retaliating against her enemies, The United States launched her nuclear arsenal
at the designated first strike targets, places she thought may help and harbor the
terrorists, places she felt were responsible for the attacks. This was exactly what
the terrorists wanted. As the missiles of the U.S. shot up into the stratosphere, so
too did those of all the world, every country launching the bulk of their nuclear
weapons against their various enemies. The major cities of the world were wiped
off the map, turned into burned skeletons of concrete.
86. 2025-2030: Winter; The New Dark Ages
Life as we know it on earth was over. The technological webwork that kept everyone
connected was gone, all of life’s simple pleasures; gone, whole families; gone. All were
replaced by sickness and hunger. Looting and killing began almost instantly and soon
no one was safe from anyone. The U.S. pulled back all available resources from
around the globe, troops collected at bases and small airfields and NAVY ports that
were not destroyed. The United States Military attempted to help survivors of the
BANG, as the incident came to be known as, but the needs of the many millions
quickly became a burden on the preservation of the military force itself. In short, the
U.S. military, the only real remaining government, turned its back on the remnants of
the U.S. citizens. People had to fend for themselves; there would be no one to help
them. Radiation sickness killed many millions more, and illness of all kind increased as
the temperature dropped and food became scarce. Nuclear Winter clouded the globe,
soon nothing would grow.
87. 2030-2039
America, like all the world, continued to crumble into nothing. The U.S. military
force, though, had managed to carve something of a country out of the ashes.
With great work they added to their numbers using capable people from the
Wastes. Secret military installations came forth with long hidden research on
things like creating regenerating energy, high casualty weapons systems, personal
defense armor, and more. The military even managed to communicate with old
radio systems, bringing the country together for the first time since the BANG. The
rest of the U.S. had seemed to stabilize. People had formed into their own gangs
and groups, small towns began to appear where huge cities had been. The
temperature began to climb and it looked like some things may become normal
again.
89. The War of 2040
The War of 2040 happened on what was left of U.S. soil. America’s old enemies
had come for what was left. The Conglomerate Forces of the World, a large
military force made up of the remainder of North Korea, China, and Saudi Arabian
armies, launched a Naval assault, landing troops on the East, West and South
coasts of the U.S. To their surprise, the American Military, or New Americans as
they had come to call themselves, were much stronger than the Conglomerate
Forces had first considered. Both armies laid waste to the other. War had new
weapons to offer, and with new weapons came more efficient death. After ten
years of vicious fighting the Conglomerate pulled off American soil, but all that had
been rebuilt was ruined again, further scattering what was left of the country into
renewed chaos.
93. Diplomats: Are good at working with
information AND people. They are
natural leaders and good problem
solvers. They are like team captains in
life. These characters work as
generals, bosses, heads of families,
etc.
95. Diplomat Merits @ 1st level (chose 2)
Animal handler*, Archery, Artist, Aviator, Beguiler (bluff), Cartographer (drawing,
making or using maps), Carpenter, chef, Charmer, Computers, Drafting, Driving,
Engineering, Followers (1 per level), First Aid, History, Hunting, Lair (small at first
level), Lucky, Martial Arts, Mechanic, Musician, Pistoleer, Observation, Oration,
Reliable, Rifleman, Swordplay, Tactics
*For complete descriptions see the MERITS and FLAWS document in folder #1.
96. Diplomat Flaws @ 1st level: chose 2
A. Addiction, Allergies, Anxious,
B. Blind, Bounty
C. Coward, Covetousness, Cripple(___________)
D. Dainty, Def, Drooling,
E. Emotional, Envious
F. Fanatic, Fear(______________), Forgetful,
G. Gambler, Germaphobe, Gluttonous, Grim
H. Headaches, Heavy Sleeper, Homeless
I. Ill(mental/physical_____________), Imposing, Insomnia,
J. Jinx,
K.
L. Liar, Limp
M. Mad(crazy), Marred, Mute
N. Narcissist, Narcolepsy, No sense of direction,
O. Oily Skin, Ostracized,
P. Paranoid, Pride
Q. Quitter,
R. Recluse,
S. Snore, Sad, Stinky,
T. Temper, Timid, Toothless,
U. Unreliable,
V. Vendetta, Violent, Vulgar
W. Whiny, Wobbly,
X. Xenophobe
Y. Yells
Z. Zany, Zits,
*For complete descriptions see the MERITS and FLAWS document in folder #1.
97. Diplomat Gear
Gasmask, handkerchief, Backpack (see below), canteen, compass, knife or
hatchet, simple melee weapon, simple ranged weapon, ragged clothes, compass,
notebook, map
Backpack: (Max 30 lbs) : 3 days of food, 1 candle, walkie-talkie (broken), 20 ft.
rope, lighter, 3 cans of colored smoke
Special Item: (choose one): Carpentry tools, Mechanics tools, vehicle, binoculars,
Medium ranged weapon, body armor (heavy or light), flashlight, 60 rounds of
ammo, first aid kit
99. Initiators: active, often fun loving,
enjoy stimulation, sometimes need a
good leader to maximize their
potential. These characters are
Strikers, designed to be the special
ops style of character.
102. Initiator Flaws @ first level: chose 2
A. Addiction, Allergies, Anxious,
B. Blind, Bounty
C. Coward, Covetousness, Cripple(___________)
D. Dainty, Def, Drooling,
E. Emotional, Envious
F. Fanatic, Fear(______________), Forgetful,
G. Gambler, Germaphobe, Gluttonous, Grim
H. Headaches, Heavy Sleeper, Homeless
I. Ill(mental/physical_____________), Imposing, Insomnia,
J. Jinx,
K.
L. Liar, Limp
M. Mad(crazy), Marred, Mute
N. Narcissist, Narcolepsy, No sense of direction,
O. Oily Skin, Ostracized,
P. Paranoid, Pride
Q. Quitter,
R. Recluse,
S. Snore, Sad, Stinky,
T. Temper, Timid, Toothless,
U. Unreliable,
V. Vendetta, Violent, Vulgar
W. Whiny, Wobbly,
X. Xenophobe
Y. Yells
Z. Zany, Zits,
*For complete descriptions see the MERITS and FLAWS document in folder #1.
103. Initiator gear
Gasmask, handkerchief, Backpack (see below), knife or hatchet, canteen, simple
melee weapon, simple ranged weapon, ragged clothes, compass,
Backpack: (Max 30 lbs) : 3 days of food, 1 candle, 20 ft. rope, lighter, flashlight,
30 rounds of ammo, 3 flares, 3 cans of smoke
Special items (choose one): Light Automatic weapon, Light body armor, 2 simple
ranged weapons, 3 grenades, c4 explosives, ATV, Motorcycle, hacking kit,
lockpicks, binoculars
105. Protectors: Enjoy relationships,
ownership (stuff), family, and are
quick to defend any of the above if
threatened. These characters are
TANKS, designed to be on the front
line. They don’t necessarily enjoy
fighting, but they are good at it.
107. Protector Merits @ first level: choose 2
Archery, Artillery (heavy weapons), Blacksmith (and other metal work), Daredevil,
Driving, Engineering, Explosives, Fire (use, prevention), First Aid, Followers (1 at
first level), Giant (character is very large), Heavy Weapons, Hunting, Lucky,
Martial Arts, Musician, Pugilist (boxer), Pistoleer, Quick reflexes, Ranger,
Rifleman, Reliable, Spray and Pray, Strong, Swim, Swordplay, Tactics,
*For complete descriptions see the MERITS and FLAWS document in folder #1.
108. Protector Flaws @ first level: chose 2
A. Addiction, Allergies, Anxious,
B. Blind, Bounty
C. Coward, Covetousness, Cripple(___________)
D. Dainty, Def, Drooling,
E. Emotional, Envious
F. Fanatic, Fear(______________), Forgetful,
G. Gambler, Germaphobe, Gluttonous, Grim
H. Headaches, Heavy Sleeper, Homeless
I. Ill(mental/physical_____________), Imposing, Insomnia,
J. Jinx,
K.
L. Liar, Limp
M. Mad(crazy), Marred, Mute
N. Narcissist, Narcolepsy, No sense of direction,
O. Oily Skin, Ostracized,
P. Paranoid, Pride
Q. Quitter,
R. Recluse,
S. Snore, Sad, Stinky,
T. Temper, Timid, Toothless,
U. Unreliable,
V. Vendetta, Violent, Vulgar
W. Whiny, Wobbly,
X. Xenophobe
Y. Yells
Z. Zany, Zits,
*For complete descriptions see the MERITS and FLAWS document in folder #1.
109. Protector Gear
Gasmask, handkerchief, Backpack (see below), knife or hatchet, canteen, simple
melee weapon, military melee weapon, simple ranged weapon, military ranged
weapon, ragged clothes, compass, heavy body armor,
Backpack (Max 30lbs): 3 days of food, 1 candle, 20 ft. rope, lighter, flashlight,
100 rounds of ammo, 3 grenades,
Special Item (choose one): Heavy ranged weapon, Military Melee Weapon, RPG
(and 5 rockets), Grenade launcher (6 grenades), Flame thrower (10 units of fuel),
Power armor
111. Sages: Enjoy information, like looking
things up, are often quiet and
thoughtful. Sages tend to be
organized, mature, and intelligent.
These characters are the technology
masters, good with computers,
gadgets, vehicles, and possibly even
magic.
113. Sage Merits @ 1st level: Choose 4
Animal companion, Alchemist (works with chemicals), Artist, Astrology, Aviator*,
cartographer (mapping), Chef, Computers, Diplomacy, Driving, Drafting (blueprints
and schematics), Engineering, Followers (1 at first level), Explosives, First aid,
Gardening, History, Jack-of-all-trades, Lair (small at first level), Magician, Mental
superiority, Medical Expert, Musician, Nuclear physicist, Nautical expert (sailing
and boating), Observation, Oration, Simple Weapon Proficiency, Smithing,
Technological training (advanced targeting systems, gadgets, power armor
construction, etc.), Voodoo, Wealth, Zoologist (knowledge of animals)
*For complete descriptions see the MERITS and FLAWS document in folder #1.
114. Sage Flaws @ first level: chose 2
A. Addiction, Allergies, Anxious,
B. Blind, Bounty
C. Coward, Covetousness, Cripple(___________)
D. Dainty, Def, Drooling,
E. Emotional, Envious
F. Fanatic, Fear(______________), Forgetful,
G. Gambler, Germaphobe, Gluttonous, Grim
H. Headaches, Heavy Sleeper, Homeless
I. Ill(mental/physical_____________), Imposing, Insomnia,
J. Jinx,
K.
L. Liar, Limp
M. Mad(crazy), Marred, Mute
N. Narcissist, Narcolepsy, No sense of direction,
O. Oily Skin, Ostracized,
P. Paranoid, Pride
Q. Quitter,
R. Recluse,
S. Snore, Sad, Stinky,
T. Temper, Timid, Toothless,
U. Unreliable,
V. Vendetta, Violent, Vulgar
W. Whiny, Wobbly,
X. Xenophobe
Y. Yells
Z. Zany, Zits,
*For complete descriptions see the MERITS and FLAWS document in folder #1.
115. Sage Gear
Gasmask, handkerchief, Backpack (see below), knife or hatchet, canteen, simple
melee weapon, simple ranged weapon, hacking kit, portable computer, binoculars,
walkie-talkie, compass,
Backpack (30 lbs Max): 3 days of food, 1 candle, 20 ft. rope, lighter, flashlight, first
aid kit, rechargeable batteries,
Special Item (choose one): Long range rifle, armored vehicle, vehicle repair kit,
smithing/gadget making tools, Remote-control drone, night vision scope,
security/spy equipment (mics, cameras), Advanced chemistry kit, Ritual Book
116. Make a copy of the character sheet.
You do this by clicking the mouse with both
fingers while over the icon. Scroll down in the
box that pops up and select MAKE A COPY.
Make absolutely sure that you MOVE THE
COPIED FILE to your HOUSTON FALLOUT
FOLDER.
117. Choose your FACTION
A Faction is the organization
to which you belong. It’s an
easy way to figure out what
kind of character you’ll be.
You can choose any Faction
that already exists, but you
could also create a new one if
you would like to. There’s a
great deal of room for more
groups and organizations in
this world!
The Factions:
Bikers
The Conglomerate Forces of
the World
The Domenick Family
Lost Land
Mercenaries of the Wastes
Misery City
Raiders
The Retirees
The Savages
T.T.E.S.
The New Americans
The Rhymes Family
Wanderers of the Wastes
118. The Bikers: Chaotic Evil
The Bikers: One of three organizations of
Raiders whose organization revolves around
motorcycles. They are mean and untrustworthy
in general, violent and quick to anger. They
roam the Wastes looking for anything of value
and are willing to take it from whomever gets in
the way. There are several different Biker
leaders in the land of New Houston and they
occupy many different bases throughout. The
largest of these is the old high school in Le Port
which is a place of racing and gladiator fights.
Anyone can come to visit, but they may not
leave alive. It’s a good place to find
RESOURCES but the cost is high… The price
could be life.
119. The Conglomerate Forces of the World: Lawful Evil
The Conglomerate Forces of the World is a
military organization from the remains of several
armies. Russia, Korea, the Middle East, and
more are part of this Conglomerate. They are
well armed, owning submarines, helicopters,
aircraft carriers, and plenty of troops. The
Conglomerate came to the remains of the U.S.
in the year 2040 and attempted to take what
was left after the NUCLEAR FALLOUT. They
met heavy resistance from the New Americans
and were beaten back over the course of 10
years. They remain in New Houston with bases
on oil platforms and large ships as well as a
shipping dock on the bay. Their greatest desire
is to exterminate the New Americans and take
the U.S. for the Conglomerate.
120. The Domenick Family: Neutral Good
The Domenick Family are wealthy remnants of
an oil family. They also began building private
prisons around the year 2000. They have plentiful
resources and a great deal of influence. In 2025
when the world burned, they pulled together all
the resources that they had at their disposal. The
Domenicks are in close contact with many other
organizations and are frequently sought out for
their help, whether or not they will give it. They
have a plane, a yacht, a semi truck, many other
vehicles, and plenty of weapons to defend
themselves. They could not be considered good,
but no one would say they’re outright evil; they
always do what’s best for the family. They don’t
go out of their way to hurt people, but they won’t
jeopardize their own. If someone hurts a member
of the family, fair warning, the Domenicks are
quick to vengeance when it comes to their blood.
121. Toytown: Part of Lost Land (old downtown): Neutral
Toytown is a town built in the ruins of the old
Toyota Center. It is a trading hub with all kinds of
residents. They possess many resources but
their security is tight. The entire population helps
with the keeping of the guard and visitors are
closely monitored before they enter and while
they stay. A person can find almost anything in
Toytown and people are always coming and
going. No one really seems to know who their
leader is and this seems to have worked out for
them. For a place as well stocked as it is, they
have very little trouble with raiders. High levels
of radiation in Lost Land may help with this, or
it’s possible it gets left alone because of the
convenience of trade. Whatever the case,
Toytown is one of the more important neutral
organizations in the Wastes.
122. Mercenaries of the Wastes: Neutral Evil/Neutral Good
Mercenaries are a broad range of characters
who sell their services as soldiers, guards,
guides, bounty hunters, etc. They don’t
necessarily dwell in one place. They can be
found in any of the other factions, but have
sometimes been known to work as a faction all
their own. They are all about reward and will
very rarely do any task without payment. They
fulfill a contract with diligence, rarely failing, and
when they do, it usually means they’re dead.
They are not concerned with right or wrong,
they are most concerned with what they’ll get
paid. This creates a great deal of mistrust for
mercenaries as they have been known to take
in close friends for a high bounty.
123. Misery City: Lawful Good
Misery City is a place of devout Christian
worship. They feel that the second coming of
Jesus has occurred with the ending of the world.
They think that they were all left behind to finish
purifying the planet of “heathens” and rebuild the
world in the name of God. Although this would
make it seem like they are very “good” people,
in the Wastes, being good isn’t so clear cut. The
soldiers of Misery City, called The Wrath, seek
to convert people in the Wastes to Christianity.
To deny this conversion usually means death.
They have taken the philosophy of religion back
to what it was during the crusades of the middle
ages; if you are not with us, you are against us.
They have a large town with one of the only
working radio stations. They are well armed and
well guarded.
124. Raiders: Chaotic Evil
Raiders are a scourge on the Wastes. They
represent all that is horrible. The only thing that
really separates them from the Biker Faction is
the fact that they are not tied to bikes. Raiders is
a very general term for a Wasteland criminal.
They form together into gangs of various sizes
and rob, plunder and kill anyone they need in
order to survive, get ahead, or even just to
entertain themselves. They have strongholds all
over the city and can be found in numbers as
low as two and as high as 100. Some say that
hundreds exist in large, very dangerous,
bands.There are rumors that the Raiders have a
central leader, who most of the other Raider
leaders are certain does not exist. The legend
says he is called Orcus.
125. The Retirees: Chaotic Good
The Retirees are a group of retired soldiers from the
War of 2040. They fought and won and left fighting
behind them, so they thought. The small group of
military families represent at most fifty people, but
they have strong contacts to the New Americans, the
current remains of the U.S. military. The retirees are
hardened soldiers and the families that live with them
are trained and capable as well. They have no trouble
surviving in the Wastes and are generally seen as
“good guys” who try to stay out of trouble until it
comes knocking. They have never proclaimed a
leader, that’s not really how they work. Instead they
vote on everything and stand together behind the
decision. They’ve done well for themselves in West
New Houston but recently their community has
become plagued with Hell Hounds, which seem to be
endless.
126. Savages: Neutral Good
Savages have “left it all behind”. They turned
away from the ruins of the city and do what they
can to live off the land. They occupy a peninsula
off Lake Houston and spend most of their time
fishing, hunting, trapping and collecting food of
any variety. They travel in teams to collect
supplies and they prefer horses to vehicles but
still enjoy guns, despite their excellent abilities
with bow and spear. Many say they have
magical powers that allow them to make it rain,
gain good luck, or even see the future. Everyone
has a deep fear of Savages. They hate
unwelcome visitors, they look strange, wild and
dangerous and have been seen eating the
hearts of their fallen enemies. They make great
allies and horrible enemies.
127. T.T.E.S: Lawful Neutral
T.T.E.S. stands for The True Equilibrium
Sovereignty. It is the remains of old Nasa which was
buried deep below the earth in a protected bunker.
T.T.E.S. is a highly technological organization said
to harbor fantastic devices. Some say they even
have artificial soldiers left over from the War of
2040, though none can confirm this. T.T.E.S. is not a
large organization, they have no great numbers to
protect them, but what they lack in numbers they
gain in tech. Their underground base is well hidden
and even better protected. Despite their reclusive
approach, T.T.E.S. is very forward about making
allies, and will try to be friends before becoming
enemies. They are aware that in order to survive
they need people to work for and with them and
capitalize on trade of their technological superiority
to gain these allies.
128. The New Americans: Chaotic Good
The New Americans are the remnants of the
American Military forces. They exist in many pockets
around the country, holding many strongholds in New
Houston. Their primary base is Ellington Air force
Base. They have limited communication with central
command and so each branch of the New Americans
operate more or less in individual cells. In New
Houston their leader is Commander Andy Shrock, a
veteran of the War of 2040. People say he’s a good
man but a hard man. No doubt he’s seen many
terrible things. The New American’s do have a good
number of resources and number into the hundreds.
They often have trouble feeding themselves because
of their large numbers and alliances are hard to make
because most people these days don’t like taking
orders for a greater good, individual survival seems
more appealing.
129. The Rhymes Family: Chaotic Neutral
The Rhymes Family are the backwoods cousins
no one wants to claim as family. They are very
weird and associate with almost no one. They
have been known to kidnap people and
experiment on them. Serani “Doc” Rhymes is
the closest thing anyone knows to leadership of
the family, though as crazy as Serani is, one
would tend to believe that there is someone a
little more stable. The Rhymes live in an old
storage facility on the East side of Lake
Houston. Its positioning in the woods makes it
good for getting food through hunting and
trapping, but this territory is also hunted by the
Savages, who hate the Rhymes more than
anyone. Many Savages have become the
product of experiment under the knife of Serani.
The two groups often find themselves fighting
the other.
130. Wanderers of the Wastes: Any Alignment
Wanderers of the Wastes are people without a
definitive faction. They are either looking for a home
or consider themselves drifters or adventurers. Most
people do not chose to be wanderers as it can be a
very dangerous and rough way to live, however, for
those who don’t like staying in one place, or don’t like
people, wandering might be just the ticket. In some
other cases, people might become Wanderers of the
Waste after being ejected from their former faction.
These people generally like being alone, or travel
with a small group of people. They are not likely to
trust others outside this small band of adventurers.
Wanderers tend to be very capable when it comes to
surviving, and when they come into contact with
other Factions they are often propositioned with jobs
that might be beyond people who live within the
Faction.
131. Character Name: Role: Faction:
Attributes: + 10
Portrait:
Attribute Base +/- Total
Brawn 3
Reflex 3
Reason 3
Will 3
Charm 3
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
Replace the
text in the
top row to
include the
information
it’s asking
for.
Alignment:
132. Theodore Shank Initiator Biker
Attributes: + 10
Portrait:
Attribute Base +/- Total
Brawn 3
Reflex 3
Reason 3
Will 3
Charm 3
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
Notice the prompts have
been replaced with the
required information.
Alignment:
134. Theodore Shank Initiator Biker
Attributes: + 10
Portrait:
Attribute Base +/- Total
Brawn 3
Reflex 3
Reason 3
Will 3
Charm 3
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
Theodore Shank is Chaotic
Good. This is why he did not
want to remain as part of the
Bikers. His moral sensibilities
made it hard for him to be a
cold blooded killer.
Alignment: C.G.
135. Theodore Shank Initiator Biker
Attributes: + 10
Portrait:
Attribute Base +/- Total
Brawn 3
Reflex 3
Reason 3
Will 3
Charm 3
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
Step TWO
Based upon your character’s ROLE,
determine what you want for their
ATTRIBUTE SCORES. 10 is your
number bank. For every point you place
in an ATTRIBUTE you will subtract that
point from 10. In other words, you get
ten points total to divide amongst the
second column.
136. Theodore Shank Initiator Biker
Attributes: + 10
Portrait:
Attribute Base +/- Total
Brawn 3
Reflex 3
Reason 3
Will 3
Charm 3
MERITS
FLAWS
Defining Quote
Defining item:
HP
Brawn is how strong your character is. Brawn is used to attack with a handheld
weapon. It also affects things like the ability to resist poison, etc.
Reflex is how quick your character is. Reflex helps with shooting as well as
with things like acrobatics and dodging. .
Reason is how smart your character is and is used for many skills that involve
intelligence.
Will is your character’s Willpower; their ability to resist fear, the influence of
others, resist chemicals if they are drugged, etc.
Charm is your character’s ability of personality, how well liked they are,
how influential they are, how well they can persuade.
137. Theodore Shank Initiator Biker
Attributes: + 0
Portrait:
Attribute Base +/- Total
Brawn 3 1
Reflex 3 4
Reason 3 2
Will 3 1
Charm 3 2
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
Notice the total value of the
numbers in this column equals ten
with the highest number in the
REFLEX ATTRIBUTE which should
almost always be the highest for
the INITIATOR ROLE. Spend
points where you’d like, but the
PRIMARY ATTRIBUTES are
important for each role.
Notice the ATTRIBUTE
points are at zero
because they were all
used below.
Alignment: C.G.
138. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
8
Add the BASE number to the +/-
number to get the TOTAL
HP is your hit points. It’s double
your total brawn score. This is
the number of times your
character can be hit before they
are incapacitated (wounded too
badly to fight). Each body part
can be delt a total of 4 damage,
so Theo can have two body
parts at 4 damage before he
dies..
Alignment: C.G.
Dodge Rating: 17
Your Dodge Rating is how hard you are to hit. This is your TOTAL
REFLEX +10. So Theo can only be hit with a 17 or higher.
139. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT
MEDIUM
LONG
GOALS
MERITS
FLAWS
Defining Quote
Defining item:
HP
8
Next we chose 2 MERITS (things they are good at) and 2 FLAWS
(things that are negative about them) from the MERITS and
FLAWS list in the ROLE description
Alignment: C.G.
Dodge Rating: 17
140. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT
MEDIUM
LONG
GOALS
MERITS Simple W. Prof. Swordplay
FLAWS Bounty Envious
Defining Quote
Defining item:
HP
8
It’s very important to know what your MERITS and
FLAWS do. They are a major component of who your
character is and should be very much present in your
stories. You start with 2 and gain more as you level up.
Alignment: C.G.
Dodge Rating: 17
141. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT Short term goals are things your character need very soon.
(Theo needs to find a place to sleep for the night and
remain undiscovered by the bikers who are hunting him.)
MEDIUM Medium term goals need to be within a couple months.
(Theo wants to find a few people he actually likes.)
LONG Long term goals will usually arch through a whole story.
(Theo desires more than anything to kill the biker leader
who started all this trouble.)
GOALS
MERITS Simple W. Prof. Swordplay
FLAWS Bounty Envious
Defining Quote
Defining item:
HP
8
Next it's time to choose
some goals.
Alignment: C.G.
Dodge Rating: 17
142. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT
Without character goals, a story is
pointless. If there’s nothing to
achieve, life in general is
uninteresting.
MEDIUM Look at the RANDOM CONFLICT chart to help with ideas.
LONG
GOALS
MERITS Simple W. Prof. Swordplay
FLAWS Bounty Envious
Defining Quote
Defining item:
HP
8
Alignment: C.G.
Dodge Rating: 17
143. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT (Theo needs to find a place to sleep for the night and
remain undiscovered by the bikers who are hunting him.)
MEDIUM
(Theo wants to find a few people he actually likes.)
LONG (Theo desires more than anything to kill the biker leader
who started all this trouble.)
GOALS
MERITS Simple W. Prof. Swordplay
FLAWS Bounty Envious
Defining Quote :
”I’m quicker than you.”
Defining item: Two very sharp knives.
HP
8
A quote is something
a character says
often.
Their item(s) should
show something
about who they are.
Alignment: C.G.
Dodge Rating: 17
144. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT (Theo needs to find a place to sleep for the night and
remain undiscovered by the bikers who are hunting him.)
MEDIUM
(Theo wants to find a few people he actually likes.)
LONG (Theo desires more than anything to kill the biker leader
who started all this trouble.)
MERITS Simple W. Prof. Swordplay
FLAWS Bounty Envious
HP
8
Search the web for a picture that
inspires you: include in the
search the words
postapocalyptic, cyberpunk, or
steampunk. Putting one of these
words before a more specific, like
“gunslinger” brings up a picture in
the GENRE you are looking for.
Dodge Rating: 17
145. Character Allies and Equipment
Inventory: Inventory is everything your character
carries with them. See the STARTING PACKAGES for
your ROLE for your beginning INVENTORY.
Allies: You will gain people who help you along the
way, and may have people in your BACKSTORY that
will still be in your character’s life. You will want them
written here
146. Character Allies and Equipment
Inventory: Gasmask, handkerchief, Backpack (see below), knife or hatchet,
canteen, simple melee weapon, simple ranged weapon, ragged clothes, compass,
Backpack: (Max 30 lbs) : 3 days of food, 1 candle, 20 ft. rope, lighter, flashlight, 30
rounds of ammo, 3 flares, 3 cans of smoke, an old watch, a gold necklace,
Special Item: Motorcycle
Allies: Allen Wiser (a contact), Bethany Coy (an old
biker friend), Dr. Edgar (a Mechanic)
These are from the initiator
starting package.
Any other small items
may be added for
CHARACTERIZATION.
This was my choice from the
special item list.
148. Theodore Shank Initiator Biker
Attributes: +0
Portrait:
Attribute Base +/- Total
Brawn 3 1 4
Reflex 3 4 7
Reason 3 2 5
Will 3 1 4
Charm 3 2 5
SHORT (Theo needs to find a place to sleep for the night and
remain undiscovered by the bikers who are hunting him.)
MEDIUM
(Theo wants to find a few people he actually likes.)
LONG (Theo desires more than anything to kill the biker leader
who started all this trouble.)
GOALS
MERITS Simple W. Prof. Swordplay
FLAWS Bounty Envious
Defining Quote : ”To learn is to have
power.”
Defining item: Two very sharp knives.
HP
8
Alignment: C.G.
Dodge Rating: 17
149. Character Allies and Equipment
Inventory: Gasmask, handkerchief, Backpack (see below), knife or hatchet,
canteen, simple melee weapon, simple ranged weapon, ragged clothes, compass,
Backpack: (Max 30 lbs) : 3 days of food, 1 candle, 20 ft. rope, lighter, flashlight, 30
rounds of ammo, 3 flares, 3 cans of smoke, an old watch, a gold necklace.
Special Item: Motorcycle
Allies: Allen Wiser (a contact), Bethany Coy (an old
biker friend), Dr. Edgar (a Mechanic)
150. Head to Toe
An explanation of character through description
151. Your Mission:
Use simple, compound, complex, and
compound-complex sentences to write a head to toe
description of your character. This explanation
should tell us something about them using ONLY
THEIR DESCRIPTION. What does their description
say about them?
Example:
152. Theodore Shank: Head to Toe
Theodore Shank has light skin for a black man.
He stands tall and proud. His black hair is
dreadlocked and pulled back more neatly than
one would expect for someone who lives in the
Wastes. From under his mirrored aviator
sunglasses his dark eyes search the shadows of
every rock and crumbled concrete block. His
face shows the typical scars of the Wastes,
though his are not as bad as many he’s seen.
His square jaw, a feature that girls have always
liked, is remarkably straight despite the number
of times it’s been broken by a hard punch. A
dark knitted scarf covers his neck and firm
shoulders which is often used to protect his
nose and mouth from the endless dust of the
wastes. His chest is covered with a plain black
T-shirt.
Also draped across his chest is a bandolier of
throwing knives. His greatest prize rests on his
wide leather belt, two silver daggers each at least
12” long, well polished and sharp, hanging in
leather sheaths, awaiting his quick hands to draw
upon them for yet another fight. Beneath his
backpack on the belt rests his trusted 9mm pistol.
Although he would admit he’s better with a knife,
he loves his handgun. His dark patterned army
fatigues are well worn and faded in places. On his
thigh resides another dagger, dinged and old. His
pockets are full of the odds and ends he’s
scavenged, not unlike the old military boots he
wears, taken from some poor soul who lost a knife
fight. There’s a secret boot knife there Theo can
call upon incase of emergency. Theodore is
likeable and dangerous, a good companion or a
153. Creating a Combat
Reference Sheet
This will be a “cheat sheet” to hold the numbers you
need when your character engages in combat.
Make a copy of the slide below and paste it
below your character equipment.
167. Create a cover slide for your character. Use the
model on the next slide and practice manipulating
the boxes in Google Slides. Right clicking on a
mouse, or two finger click on a Chromebook will
bring up easy tools you’ll need, such as the “Order”
button that allows you to move things to the “back” of
the slide. This allows you to overlap things and place
them where you want them to go.
170. Character map in prep for descriptive essay
The kids draw a picture, stick figures are fine, and label every detail from their
character sheet that they think is important to include in a description. This helps
them in the “Head to Toe” descriptive essay of their character.
171. Head to Toe Folder
https://docs.google.com/document/d/1Vx6rWNJUHgjffvtiLT_OeV0wGL2Gbdv_A58
hm4Ux1BQ/copy
https://docs.google.com/document/d/1cRnM7LQ8HbgbTDz5syvn9Evbt2d1zCOvq
RVhGIkm9Zk/copy
https://docs.google.com/document/d/1a-mBI4F3ST4aA-TfVEDAjI0z2uvY7GeHl_F
UA9OwE6c/copy
173. Tutorial of Heromachine 3
http://www.heromachine.com/heromachine-3-lab/
Instructions/flowchart:
https://docs.google.com/document/d/1o8Z4_K0T1ZkkAFWS8RwGPstLjT2NO1Xs
oH2gi8c2lAc/copy
174. The Gallery Walk
The students affix their characters to the folders they have in the classroom, the
“Head to Toe” description gets glued to the inside cover. This is the ultimate in
personalization of their writing folder and gives the student a feeling of identity and
accomplishment needed very much at the beginning of the year.
175. Random Encounters
A Biker Tale : Student reflection example
Example Lesson: Mood
Tabletop Audio
This is LEARNING
176. Thank you so much.
I hope there was something you could take away from this.
Look for more at Buildingheroez.com
Or email me anytime for tools, with questions, whatever you need.
kade.wells@buldingheroez.com