The School
Generations ago, humanity realized a utopian goal: a society without war, without scarcity, without violence. In the face of this newfound peace, we grew as never before: we poured ourselves into physics and technology for the joy of discovery. We received that much in spades. We discovered the planes -- parallel realities nestled just next to our own, housing their own planets and systems. When we developed the technology to visit these new lands, we found them still ravaged by the diseases of our earlier age: death and injustice, conflict with no path to resolution. In these new lands, we saw something of our younger, lost and bloodied selves. And so we established the School Mediātōrum as a training ground to channel the wandering minds of directionless adolescents. One day, these students will become mediators: visitors who help other worlds manage chaos on the way toward lasting peace.
Each and every one of you has that potential.
The setting
In the society surrounding the school, designations of country and brand have vanished. Everybody is taken care of according to their needs, and citizens can work for a paycheck to buy extra luxuries. Through all this, The Oligarchy has earned the people's trust. At the age of 14, students settle on vocational studies; The Oligarchy assigns any who remain undecided. Some were assigned to the School Mediātōrum in that way.
The school itself has a dormitory for each of its early- to mid-teenage students, as well as top-of-the-line medical facilities and a staff of countless seasoned mediators. Students are expected to shadow staff on low-danger, routine missions in order to learn the ropes. For the most part, this consists of talking to the locals to learn of their problems. Occasionally, mediators guide the creation of a necessary new tool, or find some way to speak to significant members of the involved society, with the goal of creating sustainable new alternatives to the current situation.
Between outings, these same instructors teach a number of relevant subjects, from mathematics and planetary physics, to linguistics and moral philosophy. Every subject is targeted at improving a student's efficacy as a mediator in their own right. The version of English spoken throughout most of the school is tinged with British regional dialects and turns of phrase. More than anything, though, the school provides a break from the action, allowing students to get to know their peers.
Each student is equipped with an Interplanar Communication Device, or ICD – a sort of smart watch, controlled via neural link. In addition to communicating across planes, it adjusts to local time zones, maintains a holographic codex, and enables travel between planes, as well as teleportation to geographical coordinates. Finally, it contains a pocket dimension, serving as an inventory for the wearer. A focused thought is all it takes to activate all but planar travel.
In addition, students are issued their choice of hoodie color, which serves as something of a school uniform. Apart from that, they are common, relatively modern teenagers.
Profile
Name:
Appearance: Whether you describe this or use an anime-style picture is up to you.
Bio: A general idea of who you are. You're all playing 14 year old freshman students.
You have 10 stat points, with a cap of 4 per stat.
0 – Weakness: You have a deficit in this area.
1 – Tolerable: While not a weak area, not one to lean on either.
2 – Average: Usable; nothing stands out about it, good or bad.
3 – Admirable: With a bit of effort, this is one of your strengths.
4 – Effortless: You make it look easy. Because, to you, it is.
Perception: Determines how obvious small details are to you. This also increases fine motor control.
Coordination: Affects speed and power, and motor control in a broad, athletic sense.
Resilience: Decides health and stamina.
Charisma: Influences bravery and skill in handling social situations.
Luck: Involved in random happenstance, whether finding rare items or stumbling into coincidence with the locals. Amongst groups who travel together, this stat averages out, resulting in Group Luck.
In addition, you have one
Personality Trait: A mission-relevant aspect of your personality that affects you qualitatively.
Missions allow us all to grow as human beings; between missions, you may redistribute stat points or replace an old personality trait with a new one.