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American Turkey
And That Ain't Bad
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Campaign Summary
Campaign created Sunday, March 21, 2010 10:33:12 AM by
Luzingu
AT will focus on a world of magic and power, where neither are secrets. For as long as humans can remember, there have been deities and beings with power. (This campaign should be ready to run by September 2010; bear with me until then. I'll try to answer questions through changes here, rather than one-by-one.)
Campaign Description
In American Turkey, players will explore a world that is immersed in magic, powers, and technology. This has meant a considerable rewrite of history, though humans have arrived in 2010 in more or less the same state. China is still Communist. Al-Qaeda still launched its 9-11 attack. The United States is still a democracy. However, there are many differences.
The deities exist. In the United States, religious neutrality, as dictated by the Nordic Accords, is the law, though most of the rest of world has chosen sides. Europe is largely Catholic or Orthodox in its Christianity, as the Protestant Reformation never accomplished more than a few political reforms in the Church. England, Scotland, Ireland and Wales resisted Christianity, for the most part, and joined the Nordic Union and its pagan ways. Islam holds sway in large parts of the developing world. Hinduism holds sway in India. Communism, with its atheistic bent, remains strong in China, where Mao Tse-Tung still rules as the People's Defender, and North Korea, where Eternal Leader Kim Il-Sung rules from beyond the pale, but it shows no signs of failing as it did in the Soviet Union. This campaign will focus on a United States forged from a revolution against London in 1776. The founders of this country had to come to terms with the powerful forces of the native peoples of North America. The Pact of Nations still is the fundamental treaty binding together the native population and the largely-European United States. Religion is not banned, but it does not rule civic life in the way of the rest of the world. Campaign Guidelines We will use Hero 6th Edition Rules, with updates as they come. Characters will evolve through three stages. The first stage will be a discussion about what the young version of the character can do while facing an early problem. For some, that early version may be as far back as one thousand years ago, while for others, it will be a decade ago. The focus will be on determining what kind of character the player wants, not on dice or power descriptions. After that session, usually solo, the player will draw up a middle version of the character and roleplay it through a scenario. The final version will emerge after that. After each of the first two runs, I will provide the player with suggestions as to both abilities and complications for the next stage. Base Points = ??/400/600 Maximum Complications = ??/75/100 TOTAL MAXIMUM POINTS = ????/475/700 Maximum Points from One Complication = 40/50 (final version) Ability Guidelines Characteristics should be at least average for this campaign. If a character is lame or deathly afraid of water, this may negatively affect movement below the average range. In general, the final version of a character should have at least 150 points in Characteristics, 150 points in Skills, Perquisites, and Talents, and 200 points in Powers. Skills, Talents, Perks and Powers There are few limitations to the choices you make for your character, except that they have to create a playable character. A Multiform in which you can change forms as a No Phase action and be either a Brick, a Mentalist, an Energy Projector, or a Detective, wouldn't pass muster. But a Multiform that allowed your character to shift between human form, bear form, basilisk form and whale form, would be just fine (though I'd have to figure out which kind of basilisk you had in mind). The idea of the ruleset is to create a balanced character. Power Frameworks Characters may have Multipowers and Variable Power Pools. VPP's must have some restriction on the ability to alter the makeup of powers. It can either have an absolute requirement that a lengthy stay in a laboratory or library is required, or a Power Skill Roll with AP modifiers. In this way a wizard can spend hours researching a major defensive spell, but can pop off a house cleaning spell without too much effort, and a mechanic can spend a week rebuilding the company car into the company sub, but not have to think about turning his cell phone into a one-shot stun gun. Magic Power Frameworks are governed by the Rule of Similarity, which states that any effect must proceed from a similar source. For practicing wizards, this has meant that all spells must have as a spell component one item that has a similarity to the desired effect. For a tracking spell, one needs to have something close to the individual being tracked. Blood and body parts work best. For a light spell, a wizard might use a match, tungsten, neon gas, or an unlit candle. The Rule of Similarity holds true in Magical Power Frameworks. Gadget Pools (Tech Power Frameworks) are already governed by this rule. It is very hard to make an effective pistol out of cheese. Even hard cheese. From time to time a player may need to violate this rule. Attempting to bypass the Rule of Similarity is a minimum -8 modifier to the Power Skill roll. Making a tracking spell work without anything from the tracked person or making a handgun out of feta are still impossible, but trying to track Mark using one of his wife's shoes or trying to build a pistol out of fired clay might just work a little bit. Power Frameworks that don't rely on magic or tech are possible, but they should be focused on a particular effect. A character might be "The Fastest Man in the World" or "The Human Furnace" and want to build a Power Framework around that concept. In that case, staying true to the idea of the character will usually provide enough of a limit to the power. Players who want to create "Mr. Invincibly Powerful Man" are encouraged to be less sexist. Powers See the Campaign Messages Languages Players may use the Language Familiarity Table on page 81 of 6E1. Other languages exist as well, though most are extra-dimensional. The Norse Pantheon and associated species speak and read Old Norse, which has a 3-point similarity with Danish, Norse, and Swedish. Classical Sanskrit, with a 3-point similarity to Hindustani, Punjabi, and Sinhalese, is spoken by the Hindu Pantheon and associated species. Classical Sanskrit has a 2-point similarity with Romany, Bengali, and Nepalese. Latin is spoken throughout the learned Christian World and by the beings of the Christian Pantheon. Martial Arts Players may create new maneuvers for their Martial Art. Players should have at least the maneuvers in the UMA or Ninja Hero supplements or the 6E supplements when they become available. Morality: Gray. Good is not an easy concept to define in AT. The Catholic Church and the Nordic Church have some areas of agreement, but also wide areas of disagreement on this subject. Realism: Realistic. AT is our world plus magic, powers, slightly higher tech, and extra-dimensional beings. Pretty much everything else stays the same. Outlook: Realistic. The world of AT will be modeled after the real world with all of its finery and all of its dross. Seriousness: There are consequences for every action. If your character is a jester, that's fine, but others may not take her as seriously. Your character is grim to the point of being rude? Don't expect to be invited to many parties. Character Importance: Very. As individuals, there are only a few hundred on Earth that are in your league, but humans are social animals and fight in packs, or armies. Where there is power, there are those who will do what they can to undermine it. Al Qaeda, La Costra Nostra, and the Yakuza are all active in WCR, and what they lack in raw power, they make up for with money, ruthlessness, and weaponry. Vampires and demons hunt humankind for food with a savagery that most humans have not yet reached. The World of American Turkey UNTIL and VIPER do not exist. INTERPOL is very active in controlling the activities of paranormals worldwide. In the USA, the FBI, the Department of Homeland Security, and the Bureau of Alcohol, Tobacco, Firearms and Magic (ATFM) are the federal authorities tasked with most paranormal threats. State and local authorities act within their jurisdictions. Tribal authorities exercise control over tribal lands. In Canada, provinces and territories provide law enforcement, for the most part, with the Royal Canadian Mounted Police (RCMP) taking the lead in rural areas. There are many criminal organizations ranging from biker and prison gangs to the Yakuza and Russian mafia. Most employ some level of magic and many have people of paranormal power. The Holy See has jurisdiction over supernatural (Un-Godly) threats in most of the world, but in the United States, the Inquisitors and Exorcists serve an advisory role only. Magic may be practiced by almost anyone with a basic understanding of magical energy and access to one of various texts, many of which may now be found on the Internet. Wikipedia has a project called Wikimoire that lists a variety of spells, magical substances, magical tomes, and information about magical beasts and beings. It has the same level of accuracy as other Wiki-projects. Creating and using more advanced spells requires a more advanced understanding of magical energy which may be learned at any one of a variety of schools, institutes and universities. Industrial magic is used to create more mundane tech, such as truly smart automobiles and police riot walls. Magic and paranormal powers are not regulated in the US, just as martial arts skill or basketball abilities are not. Certain individuals may be routinely detained during police investigations. Access to certain magical or technological items may be restricted on the basis of national security. Using a spell in a public setting may be illegal. But knowing magic or having a mutation are not considered things that can or should be registered. The world of American Turkey has a magical authority on par with the APA or the AMA. The White Council of Magics licenses individuals in the art, or science, of magic. It operates in both the United States and Canada, where it also is known as Le Conseil Blanc. It is rumored that there are other, clandestine, organizations of wizards, warlocks, witches and shamans whose dedication to law and order might be called into question by their actions. Some have suggested that there is a Black Council, a Grey Council, an Order of Black Magicks, and others. There are approximately 4.5 billion people in the world of American Turkey, and humankind is not the top of the food chain. Nearly 25% of humanity have some mutation that gives them a special power. Nearly 99.9% of these possess something akin to savant syndrome in that their ability has imposed a physical or cognitive condition which makes life very difficult for the individual. Some are fatal. On occasion, a fetus has caused the death of several people in utero or during delivery.
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Luzingu
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Status: LiFE IS JuST THIS
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