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Beta World

Genre

Post-Apocalyptic

Theme

This is a game about the far future when aliens invade and "terraform" the earth for thier own purposes. The settign takes place hundreds of years after the change and our world is populated with many strange creatures and plants. The weather patterns have also changed. The is a reverse side to this coin which I will reveal if this ever gets chosen to develop further. This world is a my attempt to create a "logical' Gamma World setting. I am not claiming that this all works from a scientific point of view, but that it answers many of my own objections.

Background

Beta World

Apocological Now.

How it happened:

  • Aliens (Shantha) came and collected a large population of people.
  • They systematically destroyed large numbers of people (most of the population) through radiation (of some unknown type)
  • They altered the earth to make it more hospitable for a large group of their creations. (melted the ice caps doing it)
  • They left some PSH intact (see below)
  • They created a race of neo-humans to provide the stock for their experiments.
  • A whole menagerie was made over a period of time with all sort of combinations
  • For years the aliens monitored the Earth and maintained limits on various groups.
  • The aliens disappeared and they have not been seen since.

(note: I got the name Shanta from THE SKYREALMS OF JORUNE, and I based the Wolfen and Ursula writeups off of the JORUNE HERO document)

http://www.geocities.com/rielun/campaigns/jraces.html

http://www.jorune.org/files/Jor_HERO.pdf
Races

Shantha: The Shantha are the reason for all the changes that took place for this campaign. They are a mysterious race and their reasons for creating the havoc upon earth is not known, and may never be known. Physically they are very large, almost 12 feet tall, but very thin. While their arms and legs are roughly the same proportions as a humans their neck is very long and their heads are smooth and completely featureless. Their powers, especially when augmented with their technologies, makes them almost god-like. Their psionic powers are close to being meta-physical in nature. They are able to take the genes of two or more creatures and combine them in various ways. They are craftsmen and artisans that produced some many of the races that comprise this campaign.

The initial invasion consisted of a very aggressive “terraforming” projects. They warmed the planet and melted the icecaps. This provided them more land mass that fit the temperature range they desired. Winter has been abolished in about every continent except Antarctica and the very northernmost regions of north America and Asia. The purpose of the invasion was to secure a world from which they may create “seed races” for populating and repopulating other worlds. The discovery of the human race was a great fond for the Shanta because of the malleability of our genetic structure. Some Pure-Strains were left “un-touched”, but a new race of men were created for making transformations easier and to remove thousands of years of bad mutations.

Not only is this world now populated with humans, genetically modified humans, but this world is also populated genetic combinations of humans and animals and genetically modified animals. The Shanta did not stop there. They brought in alien races and have created many types of peoples and creatures by mixing and matching.

During the initial invasion their spheroid ships were often seen but over the years the sightings grew less and less frequent until their ships were no longer seen. The races dread that one day the aliens may return. What is not known is that a handful of aliens have not left, they are the “caretakers” left behind to manage the “zoo”. Their methods of controlling races and societies are very subtle.

The Shantha are very active in maintaining “balance” within their regions. While they are very active, and at times aggressive, they are almost always subtle in their influence. They constantly monitor the activities and use mind control on key people to manipulate events. Sometimes this control is very indirect, as in mentally directing one tribe’s leader may wage a war on another tribe. Other times it is more direct, for example if a person is close to making a revolutionary a Shantha may mentally compel that person to commit suicide. There are many ways their abilities can affect our world and never be noticed.

Balance is maintained by a complex game of “rock-paper-scissors.” Qualities such as technological level, adaptability, population size, fertility levels, physical characteristics and mental powers are balanced out among the populations.

In North America there are four Shanta who maintain the continent: one for the northern region (what is currently the northern United States and Canada), one for the east (a smaller area is under his control), one for the mid-west, the south and Mexico, and one for the west.

Each Shanta lives in a spherical ship under a deep lake that was created by the crater left from their ships impact. Each region’s Shanta is responsible for maintaining its population with a fairly strict set of guidelines. The type of technology, the population sizes, the governmental structures, ect. have been previously dictated to create a population that is a “plug and play” for the types of alien environments that they were created for. But not all Shantas have followed this programme.

One Shanta, whose responsibility is to maintain northern America (which was Canada), has taken an almost personal interest in the races in his region (a large number of ani-men races live there). He has been spotted on rare occasions walking around. The races in the area have a number of legends regarding the Shanta and rightly regard him as their creator.

Another, Shanta, the one who controls western-North America, suffered from some sort of "mental illness" and does not have his sanity intact. Paranoia combined with other mental diseases has left him in a rather deranged state. He is responsible for some monstrous creations as well as building up a rather large army. He is afraid of the other Shantas as well as the populations that they control. While he is amassing an army and creating a protectionist environment, he is likewise afraid of making his people too powerful and thus giving them the courage to lead a coup. The other Shantas are concerned about him, and are willing, if necessary, to destroy him. But at this point, there is no threat as to his going to war.
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Australia is a combination of dinosaurs and pure-strain humans. Think Xenozoic Tales

Egypt has a VERY ADVANCED human society that is controlled by a priest-hood. The Shanta plays the role of god and controls every aspect of that society. While they have technology that is superior to what we currently have, they live in an Orwellian society.

Human: Pure Strain Human – Some small colonies of humans were left unmolested by the Shantha. Genetically there is no difference between PSH and us. They still maintain a significant technological level (say 20’s -30’s). They stay in tight communities and do not allow for any outsiders. They will deal with neo-humans, but only for trade purposes only. They resent the changes wrought by the aliens and seek a complete restoration of the land. Their domains are watched and guarded against any post-cataclysmic flora or fauna. They will kill any non-PSH found within their city walls.

Human: Neo-Humans – The Shantha took PSH and ‘corrected’ the mistakes in the human genes. This produced a race of beings who got a fresh start. Genetic diseases are very rare and they are also less prone to contracting communicable diseases as well as cancer. While their physical and mental attributes do not differ from PSH’s, their appearance does, however, differ from PSH stock. Their skin is uniform in color (no freckles or moles) and their eyes have a strange metallic sheen. Their purpose is to provide stock for gene splicing.

Humans: Devo’s – This represents groups of men who survived the Shantha’s purging of the cities. Their exposure to large amounts of radiation greatly affected them and their descendants. They learned to adapt within the devastated cities despite their wide-spread deformities and diseases. They moved backward on the evolutionary ladder. Backwards to something that has never existed before (semi-orcishness). They are semi-feral and live in large groups.

Human: Neo-Humans: Muties – The Shanthas imbedded with a large number of neo-humans the genetic makeup of a diverse group of animals/aliens. No trait is dominant and most of the traits are useful. Sometimes, however, combinations arise that are disadvantageous. Specific traits are difficult to develop through breeding. Every child of the Muties has a very random outcome. This group is very distinct in their appearance because of their wild mutations. Because of their oddness they are ill regarded by other groups or by each other.

  • Muties may not take a mental mutation
  • The more points spent in mutational powers the more points that need to be spent in Unusual Looks, Social Limitations and reduced Comeliness.

Human: Neo-Humans: Psykers – This group has very strong psionic abilities. They are few in number. They have a slave race(s) to serve them. They are few in number, and do not reproduce often. They are arrogant and feared by all the other races. Alone they are formidable opponents, but within their enclaves they are almost untouchable. If another race finds a outside of their enclaves they are like to attack the psyker immediately. This has something to do with their attempted takeover of various populations AND the fear of mental takeover by the Psykers.

Xenos: Aliens that were directly transplanted to Earth by the Shanthas. They may have received some minor genetic engineering to increase or decrease their overall viability in our world.

Xeno-men: Various race of creatures of combined alien (xenos) and human genetics (neo-men). One example is the Hisser. Sentient snakes from another world given the arms of a human. The added functionality of arms has given them a greater functionality than they had before.

Ani-men: This planet provided a rich source of genetic material with which to experiment. Several races of animals were mixed with humans (neo-men) to provide bi-pedal, sentient animal men.

Acting
AK: Home Nation
AK: Home Town
CK: Home nation culture
FAM: Climbing
FAM: Concealment
FAM: Conversation
FAM: Deduction
Language: [4pts.] (PSH gain Literacy, and Neo-men can purchase Literacy for 5 pts)
Lang 1 pt nearest nation
FAM: Paramedics
FAM: Persuasion
PS:
FAM: Shadowing
FAM: Stealth
TF: (Wolfen gain Sailing)

  • Unless otherwise stated no character may start with literacy.
  • Unless otherwise stated no character may start with a firearm
  • Unless otherwise stated no character may have a modern science/knowledge skill

PSH:

  • 0 pts. Literacy as Everyman Skill.
  • 0 pts FAM: Recorded History.
  • They start the game with a firearm.
  • -5 pts Unusual looks PSH
  • PSH adventures are likely to be rejected from PSH society.
  • May have any modern science/knowledge skills

Neo-Human:

  • At the start of the game they may buy literacy as a skill.
  • 7 pts. - LS: All Terrestrial diseases (10 pts) on a 14- (-1/2)
  • -5 pts Unusual Looks - Neo-human
  • At start of game they may purchase one modern science or knowledge skill.

Mutant

  • -10 pts Unusual looks Mutant
  • 0pts – Survival skill
  • 10pts Looked down upon by other Races 11-(Frequent, Minor)
  • NO MENTAL MUTATIONS

Ani-men: Wolfen

Obviously this race was created by combining the traits of man with that of wolves. Standing between 5 feet and 5 ½ feet tall makes them physically smaller than a “normal man”. While they obviously differ so much from humans, they enjoy good relationships with the various races of mankind. Perhaps mankind’s natural affinity for dogs carried over to these wolf hybrids, allowing them to overlook the obvious differences. They are not mentally hindered by their semi-lupine form. While it is not impossible for them to become scholars and scientists, as a rule they are too restless to settle for that kind of discipline. Instead they often roam about singularly or in small packs exploring and seeking out adventure. For some unknown reason, they have a natural affinity for naval travel.
Wolfen have a fetish for logos. They will pick an ancient logo as a personal representation. If they lead a pack, the pack will take that logo as their own. If another pack or individual is met bearing that logo, one must give it up. This can be decided through combat or through mere intimidation. If possible the logos will be worn about the neck. Hood ornaments are highly prized.

NCM:

  • 0pts TF: Small Wind-Powered Boats
  • 3pts Tracking 11-
  • 5pts Teamwork +1SL
  • 5pts 1 pip HKA (bite) ½ HKA w/STR
  • 5pts. Tracking-Smell (Hero 5th p. 165)
  • 8pts. +2 perception (hearing and smell) (check)
  • 3pts +2” running (4pts) only on all fours (-1/2)
  • -10pts Weakness for alcohol (co, mod)
  • 2pts Life Support: extreme cold

Ursula

1. 5pts 1 pip HKA (teeth and claws) ½ HKA w/STR
2. 4pts +1 Hearing and Smell perception
3. 5pts Tracking Smell
4. -10pts Abhors slavery (unc, str)
5. -15pts Distinctive Features (bear) (Not concealable)
6. 3pts Animal Handler (Tarro and Pibber) 11-
7. 3pts. Tracking
8. 8pts +10 Presence, Only with non-Ursula (-1/4)
9. 2 pts LS: Extreme Cold

Corastin (Troll)

1. 26 pts +13 Str
2. 20 pts +10 Con
3. 16pts +8 Body
4 10pts +10 Pre
5. -10 pts -2 DCV
6. 12pts +4pd/+4ed Armor
7. ?? 1d6+1 HKA (claws) (20pts), Reduced Penetration (-1/4)
8. 4pts +2” Running
9. ??Pts will not tolerate an insult on the quality of his work or the value of his word

Ani-men: Katkin

A hybrid of Neo-Men and housecats. They are short in stature, never more than five feet tall. What they lack in physical bulk they make up for in agility. They are fairly solitary creatures, who, at best will only join with one other Katkin (its mate).

NCM: Str 10 (-20 pts.), Con. 5 (-10 Pts), Bod 10 (-20 pts), Dex 30 (30pts), Spd 5 (20 pts)

  • 3 pts. Breakfall
  • 3 pts. Climbing
  • 3 pts. Stealth
  • 10 pts. +2 DCV
  • -5 pts. Phys. Limitation: Small (infrequent, slight)
  • 15pts. SL: +3 with all Dexterity Skills
  • 3 pts. Acrobatics
  • 5 pts. Clinging (10 pts) Requires climbing skill roll (-1/2), only with wood (or “soft” material”(-1/2)
  • 2 pts +2” of leaping
  • 5 pts. Nightvision
  • 10 pts Psychological Limitation: Fear of bodies of water (common, moderate)

Aliens: Mon’Dabi
(note: I am switching Kolajik and the Mon’Dabi races from the Terran Empire)

The Mod’Dabi is a humanoid version of a velociraptor. On their home world they were the most successful species and they have adapted very well to their new home on Earth. Having developed from a race of pack hunters, they demonstrate many of those same qualities. Their society and psyche is based on the need to work with others. Those others do not have to be other Mod’Dabi. They are a very energetic race and their industry and teamwork help them prevail against larger adversaries.
They enjoy the hunt, and such is the metaphor defines them. As an advanced society, the object of the hunt is rather varied. Disease research, exploration and amassing fortunes can all be objects of the “hunt”. Again, these tasks are not done alone, but in packs.
Becoming a member of a pack is not done formally. Individuals just “join”. If the pack becomes too unwieldy, or the desires of an individual changes, individuals will either join a new pack OR create a new one.
Surprisingly, for having developed from such a ferocious carnivore, the Mod’Dabi desire friendly relations with other species. While they bear goodwill toward the other races, the other races do not necessarily reciprocate that goodwill. The rows of sharp teeth, combined with a very nasty claw on each foot, often makes members of the other races very nervous indeed. Because of this, the Mon’Dabi keep their famous claws sheathed in leather whenever they are in public. Such practice is considered good manners and is followed even when they are in settlements that exclusively Mon’Dabi. They only expose their claws in public if they intend to use them.

They are good natured, but they are not pacifists.

1. 26 pts. 1d6 HKA (15pts), 0 end (+1/2), Inherent (+1/4)
2. 5 pts. +5” Leaping
3. 10 pts +5” Running
4. 6 pts. +3 CSL Move Through/By
5. 5 pts. Tail, Extra limb, inherent, limited manipulation
6. -10 pts Must work in teams (common, moderate)
7. 5 pts. Tactics +1 lvl
8. 5 pts. Teamwork +1lvl
9. 4 pts. +2 Perception Smell/Taste
9. -15 pts. Distinctive Features (scary lizard guy) (not conceal, Noticed [makes people nervous]

===============================================================================

Beta World: CHICAGO

Chicago: Chicago was flooded by the cataclysmic events with a number of sky scrapers jutting out of the water. The water is dominated by groups of fish people called ichthoids who “share” the waters with land dwellers for a cost. For a human to fish, or even travel in the ichthoid areas, they must purchase protection. Boats entering icthoid waters without the special markings will not be warmly received. Without payment the icthoids will promptly scuttle the boat and devour the occupants. Payment is made annually and consists of gold or worked metal implements and weapons. The ichthoids are unable to work metal and they are highly dependent on trade for these items. The ichthoids also regularly trade with land dwellers. They will trade fish and some artifacts for worked metal an gold.

They are a very proud race, believing themselves to be superior to the land-dwellers. They have developed a rather intricate mythology regarding the end of the world, the judgment of the lake on the land-dwellers and of themselves being the heirs of a vast a great civilization. After all, land dwellers have to come the them for permission to traffic and fish in the Great Lake.

Since they have control over what was once Chicago they have sole access to many artifacts from the past. They, however, do not often understand the functions of the artifacts in their possession. Large quantities of the artifacts are rendered useless from being submerged under the lake. But the fish-men are not stupid. They are generally very careful in what artifacts they trade, generally trading things that are obviously of little or no value to them ( or perhaps anybody else)..

The fish-men have a high level of intelligence. They communicate freely among themselves but vocal communication with land-dwellers is virtually impossible. They developed a quasi-hieroglyphic mode of writing that the not only use as a written language for themselves but is a means of communicating with surface dwellers.

Not only do fishermen and merchants have dealings with the ichthoids, but pirates and nefarious folk do as well. Paying the fish-men handsomely they are able to set up base in the sky scrapers that jut out of the waters.

Within a certain city block of semi-submerged skyscrapers live several tribes of pure strain human, if they can truly be called that. For hundreds of years these humans have lived within the confines of a Chicago city block. Each tribe lives in at least one building. Tribes never share a building with another tribe. In fact, they are all at war with one another, each trying to annihilate the others and take possession of their buildings.

Physically these tribes have reduced themselves to almost a sub-human level. Hundreds of years of in-breeding compounded with the harsh conditions that they live combines de-evolution with survival of the fittest. Physically they are very thin and very strong. Physical mutilation is very common among the males. The scaring and other forms of self-mutilation is done to demonstrate their ability to withstand pain and bring fear to the enemy.

Cannibalism is the norm among these people. They only eat members of their own tribe when times are difficult, or when one dies or one has been punished for a capital crime.

The icthoids constantly guard the perimeter of this tribal domain. The will not allow any tribesman to pass the perimeter. If one tries the tribesman is immediately attacked and drowned. These humans have a strange place in the icthoid mythology. They are considered as mad gods who must both be contained AND appeased. Itchoids will, during certain festival times float various items as sacrifices to the tribesman. The tribesmen do not understand the icthoid veneration but fully understand that they are not allowed to leave the perimeter.

The tribesmen live not only by the flesh of others, but they fish the waters and harvest the underwater vegetation. They are able to eek out a reasonable existence.

Sometime traders will come by ship. This activity is allowed by the ichthoids. The tribesmen will trade the only commodity they own that is worth trading – their children. Weapons, tools, vanity items and food are often the goods for exchange.

In times past raiders have come to take a tribesman’s building by force, only they be repulsed by both the ferociousness of the defenders and the insidiousness of their. Rumors abound at the treasures hidden within the vaults of these buildings. But to date, none have been able to successfully take a building from the possession of a tribesman.

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Beta World: Central Illinois (plains)

Central Illinois

Snowy winters has all but disappeared from this area. The temperatures are much too warm. During the winter, temperatures have shifted up 20-30 degrees. The rest of the year the temperatures have shifted up 10 degrees.

 Spring produces some very violent storms. During this time people are concerned about tornadoes and hail. Such storms are more frequent and more violent. There is enough rain during this time to provide for the crops (provide storms do not take them out) lakes and cisterns. The August through October time period is very dry and hot. About December, the gentle rains come along with very "spring-like" mild temperatures. Luckily, the planting and harvesting times come months earlier in the year than the do today.

Migration is a fairly common sight in the area. A number of insect and mammalian creatures travel North and South, depending on the seasons. This is a threat on two fronts. The first is the herbivores that make the migration will eat the crops, if given an opportunity. The second threat is predators that follow the herbivores. These include, but are not limited to, reptilian stalkers that resemble dinosaurs. The ‘saurs vary in size from that of a dog to that of an ostrich (think voliciraptor).

Farming has its particular challenges. There are now a number of insect species that threaten both crop production as well as personal safety. Probably the most obvious change is the introduction of some very large insects. The can vary from poodle size to draft-horse size. Farmers method for handling these pests vary. Some make use of dogs to scare away these intruders. Some farmers work with introducing species that prey on crop eaters. Some “green” farmers attempt to plant special “crops” that will hopefully attract the insects from their grain crop, or perhaps repel them all together (think marigolds). But most farmers just shoot them.

The central Illinois region is populated by farms and small towns. The soil here has remained as fertile as it was before. Farmers are able to produce surplus for trade. Small towns offers a community as well as basic services for supporting agriculture.

While currently life is near idyllic it hasn’t always been so. For years the neo-human and other farmers were at odds with the wolfen packs.

Misunderstanding arose to the point of bloodshed. The wolfen resented others hunting their lands. By nature the wolfen are hunters and the hunt itself is an important part of their culture. They can also be somewhat territorial and the competition with the non-wolfen peoples escalated the tension. During the peak of tension two leaders were able to strike a compromise that has produced an enduring peace. The ‘solution’ was worked out by J’n-o-than and “Hunts-by-Moonlight”. The compromise was reached by having the farmers refusing to hunt the prize animals sought by the wolfen packs. This demonstrated to the wolfens that the farmers were submissive to their leaders and their pack. The wolfen not only no longer see the farmers as a threat but see them as an extension of the pack and will go to great lengths to protect them.

So the farmers would not hunt any of the larger game animals, leaving these for the wolfen tribes. The farmers can hunt small game but anything deer sized was forbidden. The wolfen, on the other hand, protect the fields from ruination by the deer population. They also provide the farm families with fresh meat each month. Farmers also plant “extra” grain to support the wildlife.

Because of this relationship there is a great deal of sharing between these two groups. Sometimes a wolfen will choose to be educated by the neo-humans. It is not uncommon to see wolfen traders and scholars. Neo-humans sometimes join the wolfen packs. They are treated as equals and have on occasion risen up to alpha-male.

The wolfen generally used bow and arrow for both hunting and warfare. Ceremonial hunts, and during certain celebrations, they will hunt without weapons. They are not above using modern weaponry, and will use rifles and pistols with great skill.

Peoria is an extremely important river town. The agricultural goods of the central Illinois region are important commodities both to the north and to the south and the Illinois river provides the perfect means of transporting these goods.

The distilleries of Peoria make it an important source of alcohol, both for consumption and for other uses. While the grade of its spirits are good, they are by no means the producers of the finest of beverage alcohol.

This city is the hub of all central Illinois. It is the cultural and trade center for the whole region. The next closest city is Champaign, but the phobic nature of its inhabitants keeps trade with that city to a minimum. Mostly Champaign deals directly with the city of Peoria, and never the individual inhabitants.(more on that later) The next closest city is Decatur, and the dark nature of that city limits trade as well. (more on both later)

Within the city are number of metal-working and machine shops. Because of this they are able to possess and maintain industrial equipment (tractors, power generators, etc) as well as some important military hardware. This has proven useful as the city, on more than one occasion, has been forced to repel attacks both from land as well as by river. To date, none has ever been able to defeat the defenses. However, other city do one day hope to one day take the city even the overlord of Indianapolis. (more on that later)

Champaign:
This is one of the foremost cities of Pure Strain Humans. The possess the greatest of all resources – knowledge. This city was the home to the University of Illinois and the libraries of this college has remained mostly in tact. Much of the knowledge has been kept alive as well. This city is perhaps the most advanced of all cities to be found in all of what was once known as the United States. This knowledge has kept alive much of the machinery from yesteryear. But they are not sharing their knowledge.

But all is not well in Champaign. The PSH suffer from two things: Low birth rate and isolationism. These two factors combined make for some paranoid people. It this paranoia that drives them to act in rather evil ways.

The first is their involvement in the politics of other peoples. While they often do not directly deal with other groups (public association to them is distasteful) that does not stop them for forging secret deals and having spies throughout the land.

Their second form of evil is their research into genetics. This field to them is not for academic exercise, it is for being able to reverse the effects of the alterations forced onto terran flora and fauna. The knowledge they gain comes from use of live plants, animals and people. Since none of this experimentation is done on PSH, they feel no ethical restraint. The create monstrosities and make monstrosities mundane. This work is fairly secret, even with their own people.

Champaign would be a national power if is wasn’t for their low birth rates and paranoia. They possess a great deal of indirect influence in all cities that surround them. Their plotting is not always very obvious or even logical….but they have their reasons.

Peoria

Population 10K

Military: 200 full-time 2k Militia

Government: Oligarchy

Technological – Mix of 19th and 20th century.

Peoria plays a critical stabilizing influence in the region. The farming cooperative success has been the result of Peoria’s presence. They counter the threat of “annexation” by Decatur, provide protection from the wilds of the West and North as well as being a close port to ship goods.

Peoria is rule by a 5 person oligarchy. The system has worked well. The citizens enjoy a good amount of freedom, the taxes are not unreasonable and the demands of the oligarchs are not grievous. The five members are the five richest families of the city. Their success and continued success is directly tied to the economic progress of Peoria. They have a definite interest to see the city prosper.

Trade:

Supply: Grain, some vegetables, worked metal, meat
Demand: Cloth, luxury items, pre-apocolpytic art, books

Not only is this a port town but it also provides a haven for people to market their goods. People from all over the region come her to sell their goods. Caravans from afar make this a regular stop. One never know what will show up in the market square.

This city is about a “metropolitan” as it get in this region. Most of the population is neo-humans but one can find many other races in the city on any given day. Other than the Wolfens, the more human-like a person is, the more accepted they are by the community. While they accept all races to trade within their city, they do frown at many of these races setting up a permanent residence.

-------------------------------

Decatur

Population 15K
Military: 1k full time – 4K militia

Government: Dictatorship

Technological Level: Mid-18th century.

Decatur is not a pleasant place to live. The dictator Stephan, rules with an iron fist. He follows the rule book of Machiavelli and follows the examples of Napoleon and Mussolini. Unfortunately for him, his ambition has outpaced his wisdom. Several attempts of expansion have been thwarted every time. Early on he sought the most tempting prize of all, Champaign. But before his armies got within 20 miles of the city, helicopters flew overhead. That was enough of a showing for the soldiers to lose heart and head back.

The second attempt was the easy pickings of Springfield. They were able to make considerable gains into this somewhat abandoned and haunted city. Booty was found and the men jubilant. Then men started showing up missing. As time progressed more and more men started to disappear only to show up days later – mostly eaten. Then came the sightings of the culprits, men who came out at night. Men, if they can be called that, with pasty white skin and pupil-less eyes. As the troops started heading back to Decatur they were being followed by these ghouls. As the troops retreated back to Decatur, the ghouls started attacking the civilians in the country side. So thoroughly horrified were the people and the troops that the items taken from Springfield were promptly returned and the attacks stopped shortly afterwards.

The constant struggle is with the Farmer Cooperative. The success of these farms have always been under the jealous eye of Stephan. While he has made some gains into these lands, Peoria has stepped in to defend these people. There have been a few severe skirmishes but Stephan has been forced to relinquish each time.

His success to maintaining land to the south has been better.

Like Peoria, the craftsmen of this city have a great amount of metal working skill. But unlike Peoria the skill is mainly with blacksmithing and not machining. While fire arms are common among the military, they do not have as many 20ths century firearms as Peoria does. The majority of the firearms area black powder weapons.

Decatur’s smiths are very adept and people come from various regions for their iron and steel products.

Surplus: Iron works, grain, meat, leather
Demand: Textiles, quality goods,

In reading one of Will Durant's history books I came across the following description. I decided it would be apropos for Steven of Decatur. I may write the stats on the dude sometime

Description of Jean-Paul Marat
The Age of Napoleon – Durant pp. 20-21.

He was a man of intense pride, hampered by a succession of ailments that made him irritable to the point of violent passion. His skin erupted with an unmanageable dermatitis, from which he found temporary relief by sitting and writing in a warm bath. His head was too massive for his five feet of height, and one eye was higher than the other; understandably he courted solitude. Doctors bled him frequently to ease his pains; in quieter intervals he bled others. He worked with the intensity of a consuming ambition. “I allot only two of the twenty-four hours to sleep…I have not had fifteen minute's play in over three years”…
His character suffered from his ailments. His compensatory vanity, his fits of temper, his delusions of grandeur, his furious denunciations of Necker, Lafayette, and Lavoisier, his mad calls for mob violence, overlaid a fund of courage, industry and dedication.

For ADM I was mulling some things over.

If you "pronounce" it it comes out ADAM which, of course has Biblical roots. First and obvious is the first Adam as described in Genesis. The second Adam is used to describe Christ in the NT.

ADM has, in the past, had a reputation for fatal accidents. Some have taken ADM to stand for "Another Dead Man"

What I would like to do is tie in ADMs focus on agriculture, the Biblical reference to Adam (or perhaps come up with "the Third Adam"), and the concept of people dying there - shaken not stirred.

One way of doing it it to make a religious cult in which people are sacrificed and then thrown off one of the high towers - ala an Aztecian ritual. But that may be too blunt and over the top. I would like to find something more subtle.


Springfield

The city of Springfield has not fared very well after the alien invasion. The majority of the population is best described as sub-human. While some live above ground, most dig underground dwellings – with tribes occupying often complex tunnels under ruined buildings. These devos (de-evolution) have poor vision in bright light but excellent night vision as well as increased auditory and olfactory capabilities. They are very omnivorous, willing and able to eat almost anything living, even their own kind. While cannablism is very common, it is rarely practiced against ones family or tribe.

Tribe and families often ‘war’ against each other. Since the technological capabilities are fairly low (clubs, spears, various modified junk) there generally is generally no large scale destruction. While they lack the knowledge of tactics that more advanced races/groups have, they are very capable in a sneaky cunning sort of way.

Unfortunately the intelligence of these people is quite low. They are unable to be very inventive. They are incapable of literacy except on a very primitive hieroglyphic sort of way. Trading does occur at times, but most of the other races fear to interact with them (for good reason). Sometimes, though a merchant will get lucky. A trade of some metal tools will be rewarded with a piece of valuable technology.

These people are very superstitious, for good reason. The central part of the city is inhabited by a race endowed with mental powers. This groups, whom for now I will simply term Espers (gotta give them a real name later), use their powers upon the devos. They regularly take the devos on as personal slaves. The Espers are not plentiful in number, and have no hope of increasing much in number since their fertility rate is so low. They are dependant upon the devos for labor and to supply their basic needs. In return, the Espers do watch over the devos and ensure that nothing of great consequence occurs that may threaten to unbalance the cart.

The expedition from Decatur cut into the holy part of Springfield. The Espers knew that the devos could not take on the armed force and so plied the minds of the devos to fight a guerrilla war. Some devos, under direct control of the Espers executed a plan to inpire fear in dread among the Decatur troops. Thus with a mangling of a couple scores of bodies, the Espers were able to convince Steven not only to avoid ever coming close to Springfield ever again, but also to return the booty. Make no mistake, the Espers are not nice people. The only reason they did not take on a campaign to utter destroy the invaders was simply because they did not have the capability.

---------------------------

Of all the ‘professions’ beloved of all is the story-teller. Anybody who brings news from other places can often expect a free dinner. People who have interesting stories (PS: Story Teller) especially from far away places can often have their room and board paid for. This of course requires them to spend multiple hours each day applying their trade in order to receive “payment”. Truth is not as important as entertainment. People look for a way to escape from their current troubles, and people are grateful for a good laugh, scare or even cry.

Given the appetite for entertainment, it is no surprise that theatrical performances are a rave. None of the cities in this area has a theatrical troup. Instead, traveling performers go from city to city applying their trade. Throughout the year productions of modern (our current time) and ancient plays are performed throughout the mid-West. So well received are the troupes that the can travel unmolested no matter where they go. Even the Badders welcome them with open arms. Of course, for the Badders, special plays were written. They consist of 3 Stooges type humor with the action performed by “Badders” (neo-men in costume) against foolish and stupid humans.

Since no one city has the combined talent to put on these plays, actors have always been drawn to a small town south of Decatur, Sullivan, Illinois. The theater company has been able to make a successive business in playing to audiences for hundreds of miles. They are the movie stars of this new era. The plays range from serious to humorous. The most successful productions are musicals.
Thus, characters taking the PS:Acting and KS:Plays could expect to enjoy a certain amount of “political immunity” and enjoy the good will of many people.

 

 

Antagonists & Conflict

There is no set antagonist... much of it depends on the race/faction/region of the player characters. It is quite possible to play one group for a campaign and then "switch sides" and run a campaign in reverse roles.

Special Features

While the setting has a post-apoc feel somewhat akin ot GAMMA WORLD, with its wierd creatures and characters, with a more "realistic" feel. While a "hack and slash" campaign is quite possible, I hope that people will look at this setting as being able to do something MORE such as Political intrigue, exploration, military campaigns, trade routes...etc.

 

PC Role

It depends on what the players want. Most likely it will not be world changing but it is quite possible. I am hopeing to encourage a more mature style  of game with the course of action may not always be clear and hardly ever without consequences.

Comments

Pueblo Colorado

During the first part of the “restructuring” large percentage of the population was removed. Those that were left formed quickly into communities that often survive even unto this day. The second phase was the alteration of the atmosphere which increased the average temperature to the point of melting the ice caps and making large tracks of lands hospitable for occupation (Siberia, Arctic, Northern Canada). Stage three was the introduction of neo-humans and “combined” creatures (wolfen, raptors, etc.) Combined refers to the genetic combining of two different creators to get the desired traits. Humans combine with animals were able to produce intelligent species (with varying degrees of intelligence) that still retained the survival traits of that particular animal. The last stage was the introduction of alien species, both plant and animal.

A Pure Strain Human Colony quickly formed in Pueblo, Colorado. The desolation of the cities made the choosing of a city rather difficult but the early Pioneers choose this city as it had access to a lake. With an initial population of around 10,000 people the quickly got many of the services running. There was plenty of material to with Pueblo itself that most of the effort was to get this city back to being fully functional. However with progressive stages the population realized that the “game” had changed and with the sighting of strange creatures and people they needed to set up proper defenses. Walls were built, militia trained, defenses erected, outposts manned the city quickly shaped up. With the lake and farm grounds this city, within its zone of control, is able to be self sustaining. Initially the city was in contact with other human settlements but with the rapid changes in environment, the introduction of strange creatures and races, the deterioration of roads, communication, at least with face to face stopped. The only means of contact was via short-wave radio. Over the decades fewer and fewer cities kept up communication. There is uncertainty if the cities were overrun or that they simply used up all their spare parts. Whatever the reason, the further isolation further feeds the paranoia.

In the beginning of the restoration it was almost universally believed that they were living the Tribulation as described in the Bible. The rapture followed by horrible geological and climatic events was enough to cause even the staunchest atheists to believe they were seeing the 2nd coming of Christ. However, after time, that form of thinking started loosing sway over the population and other thoughts and explanations have occurred.

There are various factions within the city:

The Zionists: (religious) – they believe that the human race (proper) is chosen by God. It is their purpose to live a separated life from the other races to prove their devotion until God chooses to allow them to join the rest of the humans taken. They recognize that fact that the neo-men are in fact modified human beings, but have determined that they were changed as judgment against them, not unlike some beliefs regarding blacks bearing the sin of Ham. They feel that while they themselves are under judgment, they are still capable of being restored into favor and retrieved by God.

The Zionists (secular) – they seek to maintain the knowledge and skills of the ancients in hopes of one day being able to exert rule once again. For various reasons, while they have maintained the life and the knowledge, their goals of asserting the human race still remains a faint dream. The low birth rates combined with the brutal distances separating human settlements makes it very difficult to become the conquerors they would like to be.

Followers of the Way (religious) – realizing that their previous understanding (as Zionists) was wrong they have come to believe that the world has hit a new Aeon and that God will redeem them in a way different than shown in the two Testaments. They await a prophet to show them the correct path. They ponder the necessity of sharing their faith with the non-humans. To date, this has (mostly) been academic as it has not been determined if the non-PSH even have souls. The Followers hold to the basic tenets of love for others, and temperance.

Progressivists (secular) – A small but growing group that wants to work with the other races, explore new territory get beyond the fortress mentality. It members not only include members of academia but also some Followers of the Way. Their influence is growing, but is currently insignificant. The Zionists, who are in charge, seek ways to pacify, stall and thwart the Progressivists whenever possible.

Regarding the post

This is rather rough as I just copy and pasted from the forums that I originally posted (www.herogames.com search "beta world" )

This was written with the Hero System in mind but that does not mean that the final product will be in that system.

Some things need to change as terms are taken from existing games.

Author

azato

Setting Concept Score

2.24
2.2
Read review by cptbeefalo
Posted 27 weeks 1 day ago
by cptbeefalo
3
4
2

I think this setting feels like its trying to do too much all at once. The concept of aliens reshaping the planet, followed by seeding with alien races and cross-breeding genetics, followed by the "mystery" of their disappearance, followed by the paranoid "zookeeper" and the strong focus on Central IL areas, etc, etc, is just a bit much. I am also not certain that if Chicago were underwater that central IL or even most of the Midwest would not be the same, but I suppose that's neither here nor there in a fantasy game.

I like the originality here, as this game does seem to have a great breadth of variability in the game you can choose to play with it - the political intrigue of being a PSH who is leading his enclave to decide whom of the NH's you can trust, etc; the hack-and-slash GURPS style you can find wandering the "wastelands" of the Heartland; even the global mysteries of the keepers and their true intentions for this world.

I am somewhat inspired by this concept, but like my first paragraph states, I am also not sure what to utilize or leave out given the mish-mash of ways you could take this setting. I think I want something a bit more clear and limiting to begin with. Leave the ideas of the zookeepers and the paranoid army stuff for expansions. Give them the basic start from the mystery of the keepers leaving and no one truly knowing why they came at all thing, something like that. That's a bit more clear and easier to begin with.

The quality of writing is not so great, very in-depth on some thoughts when it comes to points for flaws/feats and what the tribal culture of certain groups are, but not so clear at many other times nor as well expressed. Could definitely use some editing. The idea I mostly get from it is "I want players to be able to make up their own kind of game", and while I get that, I really think I want to start off a game setting with a better definition of what we're trying to do.

Read review by Fenris
Posted 27 weeks 2 days ago
by Fenris
2
2
4

This seems a lot like it as copied and pasted from another entry and just entered here as a second notice. I don't think that's fair in comparison to the original settings written for the competiton.

Besides, I am not so fond of Science Fiction anyway, but on the other hand, this is a few settings which have a more detailed description and offer a bit more depth.  

Read review by Zack Faust
Posted 27 weeks 3 days ago
by Zack Faust
1
2
3

Wow, there is a lot of stuff to read here. The setting is interesting, but a lot of the stuff you have kind of pidgeon-holes what we can do with it if it was chosen, so that's why I gave you a low rating for inspiration.

Read review by mikeb
Posted 29 weeks 3 days ago
by mikeb
2
3
2

There's a lot to read here from a setting concept perspective. It might be worthwhile to trim some of it and shift those trimmed parts over to comments instead of being in the main body of the concept. I do like the overall idea though and would enjoy playing and writing it.

Read review by Satyr
Posted 29 weeks 4 days ago
by Satyr
1
2
3

It is probably my favortism for acccuracy and research that speaks here, but for many parts, I wanted to shout "Genetics don't work that way!"  At least for me, this is a major turn off for the setting. More research and a way harder Science Fiction approach might wield something interesting, but as it is, I have little interest in this.

This feels a lot like the classic SF tale of War against the Cthorr, only a bit more advanced, and I had several deja vus when reading this, remembering me of several almost standardised tropes. Which is not bad, but not very innovative, either.