Second Dawn: Mario Patriarca

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This is a reference document for the LARP The Second Dawn.

Mario Patriarca Player: Paul S Construction Project Manager; Union Leader Age: 40s

Additional Info: Seerstones. We also suggest a quick google search on “patriarca” for some ancient family history.

Background: You’ve lived all your life in New Providence, and done damned well for yourself. Your family has been working-class for generations, and that history gives you great pride; yours are the people who make the Eastern Union happen. You raise the buildings, lay the tracks, assemble the generators, and fill the factories. Your grandparents told you oral histories, passed down through generations, of how your people ran the old county of Rhode Island, from the Blackstone River to Watch Hill and centered in Old Providence, working around and beneath the Ancient government as the people’s true masters and benefactors. Those days are gone, at least for now, but you bear that heritage proudly- and you’d see them renewed, if you could. You grew up fairly poor, the only child of two construction workers. But after you grew old enough to join them, your pride and organizational skills started bringing you higher than they had ever gone. You oversaw whole buildings, led projects, and became a construction manager of well-known skills and considerable personal wealth. When the Union government chose the industrial port of New Providence to build the Second Dawn, they hired you as the manager for the project’s construction arm, the most senior post in that division, separate from the designers and Tinkers and below the government suits. Your people have done good work, and you’ve done your best to help them in every way you can. You try to take an active role in all your peoples’ lives; you not only manage things at work, but when people have trouble at home, or need something outside the reach of a simple construction worker, you try to help them. At first, such things were just the usual needs, hard times and personal extravagances. But as the years wore on, the project’s budget got tighter, and you watched benefits and paychecks get cut back, safety measures forgotten, corners cut. You understand the political pressures that forced the government to tighten its belt, but that’s not your concern: your concern is your workers, your people. They’re like a family, and every time they need your help for basic things that, like health care, it makes you angry. Especially since the government suits seem to have made your people feel the belt-tightening first. Over the past months, you’ve been starting something radical among your people. A little union of your own, working together to make the suits listen to your voices. After all, without your people, the Union would grind to a halt. You’re sure that the power of organized labor will be greater than anyone could imagine. Some of your people wanted to strike before completing the ship, to refuse to finish until your demands were met. But others, including your old friend Nicholas, convinced you to wait until tonight. It’s the right decision; here you’ll be able to go to the President himself, as well as the Minister of the Interior who’s at the top of the project. You can’t stop the construction now, but you could probably stop the launch if you tried… not to mention your influence over other projects. The Second Dawn is done, but it was the largest construction project in the Eastern Union’s history, and all those workers will remember you when they move to new jobs, here or elsewhere. Of course, in order to make an impression on these big names, you’ll need to keep your people organized and focused. It’s a tough balance, keeping them just on the line of remembering their complaints and angers while being willing to accept compromises. On top of that, and the negotiations with the government suits themselves, you’ve got some family back in town. Parts of the Government suits themselves, in fact; the Chief of Staff, Franklin Kennedy, is a relation. He’s been out in New Hudson for years, but it’ll be good to see him again. You’re sure you can help each other out somehow- after all, that’s what family is for.

Roleplaying Notes: You are proud but magnanimous. You see your workers as family, in a fashion that isn’t quite mafia yet, but will be in another generation or two. That comes with both rights and responsibilities; you really do care about each of them, their well-being and their opinions; you love them, and feel you’ve earned their love in return. By thinking of them as part of your family, you have integrated them into the rich heritage of your forefathers; which is good, because it’s that true-family pride and history and power about which you really care most.

Goals: 1) Provide for, organize, assist and control your workers. 2) Establish yourself as a power player in New Providence and beyond. 3) Help out your relatives, the Franklins. 4) Make connections among government and underground elements.

Opinions: Second Dawn: A fine piece of work, but in your mind it’s also come to represent the abuse your workers have undergone. Space: You don’t believe there’s anything out there. Tinkers: You’ve had to work with them some, coordinating their design side with your arm of the project. You grew up distrusting them, but so much contact has made you start thinking of them as people. Religion: You believe in Natural Theology. Consciousness and thought are the internal perspective of information. Simple things have simple thoughts (e.g., a clock thinks “later… later…”), and the infinite universe is an infinite consciousness. Black Science: Nasty stuff; you won’t truck with your family being exposed to such dangers. Years back, you had an employee who dug up an Ancient relic, and ended up stricken by the path of decay, killed by a horrific sickness. Eastern Union: The opposition Socialist takeover of Congress has forced the budget cuts. But the Capitalists didn’t have to take it out on your people first!

Key Information: •Over the last 6 years, and sharply over the last 2, worker pay and benefits and safety have been sacrificed on the altar of tightening budget constraints. Health benefits have been cut drastically, and salaries have been cut 15% from their peak. You’ve let safety standards slide, in an attempt to save money in your jurisdiction. •You have not ordered major quality sacrifices on ship construction during the budget cuts. You couldn’t; such things were audited carefully before launch. •You head the ship construction arm of the Second Dawn project. Design, management, and the launch platform (boat) are outside your purview. •Half (3, including you) of the workers will be enough to prevent the ship from launching tonight, via your influence over the platform crew. •Everyone addresses Tinkers as if “Tinker” were their surname. But you’ve learned they don’t actually like that; they just go by the one name each.

People (in approximate order of importance): Margaret Eisenhower, Minister of the Interior (Abbie P): The top of the project’s administration pyramid. You almost feel sorry for her; you know how it feels to be forced to show results on a narrowing budget. But she may have made the decisions to start cutting with the workers. Franklin Kennedy, Chief of Staff (Matt W): A cousin a few degrees distant, he’s in high political places now. Still, he’s family, so you’d be happy to help him if you can. Eugene Kennedy (Simon M): Franklin’s young-adult son. You heard he’d left home under some minor scandal; maybe you can help the family get back together:? Sydney Monroe, Congresswoman for New Providence (Nitsan B): She’s been one of the few Socialists to support the Second Dawn project, you’re not sure where she stands now. She probably only cares about her reelection, but that means she wants what’s best for New Providence: which might include what you want. Russ O’Malley (Santo S): This worker has got his head in the clouds sometimes, and can get angry, but he does his work well enough, so you get along. He’s certainly with you on the strike issue. Rawle James Kershwin (Sean C): A quiet but steady worker, you think he’s behind you. He mostly keeps to himself, but sometimes tells wonderful stories about his Appalachian homeland. Elizabeth Rowell (Isabek K): A strong and capable worker, if a bit frightening. Some of your shadier contacts have reported that she’s trying to do freelance assassination work. Could be useful, or could be hot water that you’d be better off avoiding. She seems a little iffy about the strike idea, so far. William Cone (Richard S): A solid, devoted worker, he really seems to love the job. He seems cautious about the strike idea, but you’re sure he’ll come around. Jonathan Grant, President of the Union (Ted M): This whole Second Dawn project was his idea. Does he know how far it’s trampled the working man in its progress? Eleanor Truman, Premier of Congress (Alison H): His party has opposed the Second Dawn project as a waste of money, but all he’s managed to do is cut back its funding. Does he know or care what impact that’s had on the working folk? Niallghas/Nicholas (Aaron B): That’s strange. This person’s been a family friend for years, but here he says he’s a Tinker. Which role is fake? Regardless, he helped you out in tight times a decade ago, and many times since, providing valuable contacts and advice. You might not be where you are today without him. Be careful about recognizing him; whatever game he’s playing with this double identity, don’t spoil it. Malamhin [MAL-uh-veen] (Abrihette Y): A young Tinker woman who’s been working on the project, you’ve spoken with her a number of times. You’re on friendly terms, though you don’t know her well. She seems a fine and clear-headed young woman. Beathag (Sue B): A well-respected Tinker manager, in a position like yours but for the design arm. He worked out of New Hudson, so you’ve never met him before tonight, but you’ve exchanged a handful of letters. Edgar Stafford (Nate F): One of the Mayor’s senior aides. You wish the Mayor himself were here, he’s done right by you before. Still, you’ve found Martin quite approachable, and increasingly influential during his two years on the job. Rosetta Jones (Suzanne G): A well-known socialite around New Providence. According to rumor, she’s a real playboy and lover of the high life. Probably only worth your disdain, but she could become a valuable contact if you could find a hook.

Ratings: Pilot: 0 R: 0 D: 2 G: 2

Nametag Symbols: E

Attributes: Physical: Defense 2 Pool Rating 2 [] [] Mental: Defense 3 Pool Rating 3 [] [] [] Social: Defense 4 Pool Rating 4 [] [] [] []

Recoveries: -Concretely assist one of your employees with a personal plot (+2 points, twice per character) -Receive concrete assistance or support from one of your employees (+1 point, twice per character) -See or hear someone recognize your influence (+1 point, 3/hour)

Abilities: Fisticuffs, Attack, Supposed to Be Here, What Do You Want?, Charm, Penetrating Insight, like family

Items: Pistol, pouch of coins (x2), fusion battery

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