Theme Parkers

Theme Parkers

Stats:

Population: 2

Base: 5

Diplomacy: 4

Technology: 1

Resources: 3

About: Alien Kingdom opened in 2026 following the 3D series of the same name from 3 years earlier. Just as the show had been a hit, people went wild for it, and the doors were crowded from day one. When the initial crisis came, people cancelled their vacations, but not everyone had time. Some people extended their stay with no home to return to, and many of the character actors, vendors, and myriads of other workers there had already lived and worked in and around the property. There simply wasn’t time to get out when the air become toxic. Since the monsters announced themselves, the gates have been shut. Few come or leave, particularly the families now struggling to offer a future to their children. However, they are still able to do trade, and have found ways to co-exist with other groups through much pleasantry.

Base: Seattle was a natural setting for the amusement park, as it already had the space needle. In the year 2028 it was moved to the park. Some people applauded; others resented the way it changed the skyline. The park had a great deal of bad press and protestors, but, in the scheme of things, people accepted the change pretty quickly—many say as a testament to the silver-tongue Parker, and, months later, it was just the new normal. A portent, perhaps, of what was to come. To keep up with the competition of other such parks, the whole of it was later moved to an epicenter of historic alien activity in the Northeast. Boston, the home of the first documented UFO in the US was the site of the new park. With some effort, the space needle and all were moved. These days it serves as the command center for much of the daily life in the park, and the seat of the council who run the survivors. The buildings, though many had false set fronts, had to be well built for their many visitors, and the park protected those who were left inside; some by choice, others out of necessity.

Leader: Parker - Age - 34 - Parker had always been a fan of aliens. She used to make up her own worlds, inhabit them with fantastical characters, and other kids would flock to her dioramas on show-and-tell day with excitement. As she grew up, her mother had been an animator, and her father was a special effects creative director in L.A. They channeled this creativity and found an outlet for her. She went to CalArts in college and had a complete passion for the unusual, gathering many on her way to help in projects. She spent a good deal of time with her uncle who worked on Skinwalker Ranch in the summers pursuing her strange passions, and many say that her experiences there were a huge influence on her later works. She’s now a rugged but empathetic leader, and her biggest concern is the safety of her people. Though the complex is large, she still considers expanding, and has been sending out small groups here and there to keep up relations, occasionally even heading them herself. She continues to create, and her tribe follows her with intense loyalty. Many people are still concerned, though, about her belief in aliens. As if there aren’t enough problems with monsters being real.

Other Members/Contacts in the Tribe:

- Russ - Age - 39 Russ was one of the art department leaders in the Alien Kingdom show. Parker’s best friend since college, Russ is a big fan of the outdoors. He, like Parker’s dad, was interested in Special Effects, and when he left school to travel with Parker on breaks he began to apply his effects animation knowledge in a more practical way. Not much else is known about him, but Parker defends him staunchly when anyone feels off-put by his intensity.

- Syll - Age – 27 Parker’s girlfriend Syll is a natural leader, and was the manager of the park since its inception. She became such an important part of Parker’s endeavors that people say she can read her mind. She works hard to keep the day-to-day going with farming and trading, and, even before the crisis, there was some indication that the two were romantically entangled. Though she does not have the warmth that Parker does, Syll has a head for organization. Syll keeps her family close, and she is trying to welcome Parker the best she knows how. She doesn’t always get along with Russ, but they work well when aligned on the same goals. She doesn’t ever leave the park, nor does her family, but Russ heads out when Parker does, despite Syll’s warnings.

-Max – Age- 16 Max had been staying with Syll and their parents for a vacation at the park. Most people were not so lucky, including Parker and Russ. Syll keeps her brother close. He spends a lot of time exploring the rides and trying to learn as much as he can about how they work. He is in many ways unremarkable, but has a mind for mechanics, and helps teach some of the younger kids in this subject with his mother. Their father, a chef, has helped with the morale of the inner group, but Max often skips meals. He does like Parker, as the rest of the family seems to, but he is at an age to wander, and Parker tries to guide that impulse into useful projects with she and Russ at the park when Syll is busy.