BrianWT
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Crisis/Opportunity
A Wild Talents campaign
The campaign is centered in Norfolk, Virginia, on the eastern seaboard of the United States. Though the central home of the US Atlantic Fleet from the 1930s on, throughout the 1980s the large surface fleets were gradually mothballed, and only a reserve detachment is stationed at the large naval base at the present day in 1992. The Oceana Naval Air Station has been converted into a major NASA facility.
Norfolk has also been home to one of the largest influxes of Soviet citizens and scientists on the east coast, due to the lack of crowding in the city, easy access to ocean and air travel, and unused space at former military installations. Some of the best collaborations in space research has come from the NASA Oceana facility, including the design and execution of the Peace mission to investigate the Builder wreck.
Our heroes will be formed as a team by a corporation called Burkhead-Dunne. Burkhead-Dunne was once a major defense contractor, working with the US Navy mostly on jet engines and shipboard missile systems. As the Navy's surface fleet consolidated out of Norfolk, and weapons systems concentrated on submarines, Burkhead-Dunne lost much of its defense contracts and were outbid on the rest. They now concentrate on private sector flight systems and IT support. The campaign opens just as the team tryouts have been completed and the finalists (our heroes) have been selected.
Character Creation
Characters will be built on 350 points. Each character should have a heroic bent to their personality, a reason for seeking to right wrongs, though they should also be open to a more mercenary assignment and not above ruffling a few feathers to get the job done. Characters should also have at least one Base Will Investment.
House Rules
- Expert dice are allowed on skills.
- Hard dice are fixed at 8.
- In dynamic contests, hd vs. hd convert to d, wd vs. wd convert to d.
- All Low: if you roll no matches and all dice 5 or below, special negative consequence.
- All High: if you roll no matches and all dice 6 or higher, special positive consequence.
- Shaking It Off: spend 1 WP to shake off 1 Shock, 2 WP to shake off 1 Killing. Must be done at the instant of damage.
Maps and Visual Aids
| Image:Lake wright map1.jpg | Image:Norfolk.gif |
| Norfolk metropolitan area | Offices of Burkhead-Dunne |
| Image:Mercurymemorial.jpg | Image:Sovietmemorial.jpg | Image:Oceana.jpg |
| The Mercury memorial in Lafayette Park | "End of the Cold War" memorial in Lafayette Park | NASA Oceana facility outside Norfolk |
Our Heroes
TBA
Adventures and Notes
TBA
World Background
- Timeline - How did we get to now?
- People - Personalities known locally and worldwide
- Nations - The political standing of the nations of the world
Campaign Background
Technology
The almost constant war footing amongst the first world nations has resulted in great leaps in military technology, space technology, and all related fields. Circuitry miniaturization took off, as did communications and computing. Weapons research abounded, but since nuclear warheads in the USA and USSR were rendered obsolete, there was a huge boom in nuclear power, which replaced many coal plants and kept wind and solar power as fledgling technologies. Medical science has been left behind except in two areas: firstly, field medicine, triage, and first aid has received the greatest focus, producing things like the instaskin bandage and the contact hypodermic; secondly, genetic science grew at least as much ad in our world, especially due to a rumored genetic marker for developing Talents which has not as yet been discovered. Genome science and stem cell research proceed much like our present day.
Society
Thanks to the work of some Wild Talent gadgeteers in the 1950s, Wild Talent healers in the 1960s, and the ever increasing sense of dependency upon Wild Talents shared by many mundane men, all Talents in all major nations must register themselves and their powers. In the US, this takes a form similar to state gun laws. In all states except Montana and Wyoming, Talents must register and are issued a license card -- blue for most Talents, yellow for restricted Talents, red for Talents who have committed a crime in the past. (Needless to say, not many who qualify for the red card bother to register.) "Restricted" Talents who receive a yellow card are those who can read or manipulate minds, those who can create miraculous devices, and those who can heal. After the doctors' strike of 1961 and the Conventional Medical Restriction Act of 1962, it became illegal to use Wild Talent healing without specific licensing by HHS for research and difficult conditions such as brain damage. Black markets sprung up both on Talent gadgets and Talent healing and still exist as an underground today. These days, millionaires spring for a brand new body, drug lords have their faces and fingerprints changed, and back alley gender reassignments no longer require years of surgery overseas.
Politics
The global political climate had remained highly charged ever since World War 2 began and has only recently begun to cool. Recently, China accused the US and USSR of withholding intelligence about invaders, even accused them of faking the invasion pictures and signals and the Soviet rail guns destroying Mercury for some insidious reason rather than some invading moon-ship. Saber rattling between China and Russia has never been hotter, and Soviet-American cooperation is booming. Large numbers of citizens from both nations are taking up residence in the other; Talent teams are relocating or temporarily staging on former enemy territory; even research facilities are being shared and new ones built. Islamic fundamentalist states, particularly Yemen, are taking active steps to disrupt globalization. Terrorist attacks are on the rise. Most recently, the US military base in Djibouti and the Eiffel Tower in Paris were both attacked by Yemeni Wild Talents.
