Campaign Resources
Brainstorming
Psychic Powers
From Scott:
There are ten known types of psychics in Push:
- Movers: Movers manipulate inanimate objects at varying
distances. The actual technique is known as kinetic signature
control, where the Mover is trained to hear and identify the
specific atomic frequency of any given material and alter the
gravity wave around it, usually producing the nearby air to
appear warped. Advanced Movers can work at the molecular level
creating protective shields in the air around them.
- Pushers: Pushers push specific thoughts, memories, and even
emotions into their targets. This technique can be used to gain
a subject's trust or to have them perform any action, thinking
it was their own agenda. In a way it is a form of complete
hypnosis.
- Watchers: Watchers are trained to self-induce visions of the
future, very much like a prolonged sense of d�j� vu. The
technique of following the future, either of a person or object,
is called subject tracking. A Watcher's skill is primarily rated
by how far they can see into the future. Some Watchers are able
to improve the clarity of their visions by consuming alcohol,
although only Cassie and her mother have been revealed to do
so.
- Bleeders: Bleeders have the ability to emit high-pitched
sonic vibrations that cause ruptures in a target's blood
vessels, also their eyes form into slits while they use this
ability because of synthetic materials that were implanted into
their eyes. They have their implants because without them, their
eyes would pop out of their sockets when using their
ability. They are sometimes known to fans as Screechers.
- Sniffs: Sniffs are highly developed psychometrics who can
track the location of either people or objects over varying
distances. Like psychic bloodhounds, their tracking ability is
increased if they have tactile access to an object that has been
in direct contact with the subject. Sniffs receive information
based on images, not specific addresses, which is why
identifiable landmarks help increase their effectiveness.
- Readers: Readers are similar to Sniffs, except they use
physical contact of an object.
- Shifters: Shifters can temporarily shift patterns of light
on any object to create illusions to the naked eye. They work
mostly on a touch basis, but once the illusion is established,
it remains with the object for short periods of time. For
example, a Shifter could momentarily touch a one dollar bill,
altering its light pattern to appear as a one hundred dollar
bill for hours until the effect expires. In order to shift
something, the object to be shifted must have roughly the same
dimensions as what it will be shifted into. The length of the
shift is based on experience and ability.
- Wipers: Wipers are skilled at either temporary or permanent
memory erasure, an invaluable asset in espionage. Experience
will dictate the accuracy of their wipes, though the danger is
always present that they will eliminate a desired memory.
- Shadows: Shadows are trained to block the vision of other
clairvoyants such as Sniffs, making any subject within their
target radius appear "dark". Experience will enhance the size of
the area they can shadow and the intensity of their shielding
effect. Shadows need to be awake to perform their ability, and
it is common for a detail of two Shadows to operate in shifts
while protecting a person or object for extended periods. Most
Shadows are effective only against Sniffs, but some extremely
powerful Shadows are able to block even Watchers.
- Stitches: Stitches are psychic surgeons trained to quickly
reconstruct cells to their previous or healthy state. Using only
their hands, they can heal and even "unheal" whatever they have
done. For more detailed work, Stitches use a silver based cream
on their hands which acts as a conductor to their ability.
- There are two to three extra types of psychics that only
appear in the prequel comic book series: "Phasers," who can
pass through any solid object, "Porters," who can travel vast
distances by willing to be elsewhere, and a sole "Changer"
named Ezra who has the ability to alter his appearance.
Possible Features & Scenarios
From Mark
Features:
- Isolation - I anticipate fragmented, independent societies, each with
their own cultural norms, goals and objectives. Outsiders are viewed as
just that, outsiders.
- Vast Ruins - Cities have been abandoned. Without a support network, living
in a concrete jungle is impossible. As time has passed some have returned
to scavenge what they can, but few stay.
- Returning Wilderness - A hundred years of neglect and destruction has
brought a return of the wild things. What was once farmland and pasture
has reverted to woodland or prairie.
- Rediscovery - The worst of the Fall is over. Mankind has survived. Where
does he go from here?
Play:
- Rogue Traders - Though they trust no one, the isolated enclaves still need
things they don't have and can't produce. Rogue traders brave the roads
between various enclaves, trading when they can, scavenging when the
opportunity presents itself, fighting when they must.
- Envoys/Spies - Your enclave is looking for allies and trading
partners. You're their last best hope for peace...
- Leaders - Not sure how this one would work, less of a character
focused. The group leads an enclave, directing operations and trying to
rebuild a working society.
- Exploration - Your enclave is on a vast frontier. Your neighbors are
pressing upon you and there's only one way to grow, into the unknown.
- Raiders - The enclaves are weak, so much fodder for the strong. Might
makes right, and you have the might (could very well turn grim-dark).
Feedback:
I lean heavily toward the Rogue Trader theme, seconded
by the Envoy/spies thing. I have a character idea that might
fit into those. Actually, it would fit into the Leaders
concept, too, but not very well in the Exploration or
Raiders themes.
Actually, now that I think about it, Leaders could spin off easily into
the Rogue Trader (well, Trader anyway) or Envoy/spies themes. I mean, we
leaders might decide that some trading needs done, or some
diplomacy/spying, and who better to do it than our own group? So maybe
we're not the sole leaders of the community, but part of an oligarchy. We
could influence the other leaders, and when a task is decided upon, we
could volunteer to take the mission ourselves.
For me--I don't want to do Raiders...I do tend to try to play the
good guy role...so would prefer to fight raiders...he he he
Leaders--I don't think I would be too into that one, may get too complex
with dealing with our fodder to do as we are telling them too...dont want
to be the overlord role directing a bunch of red shirts...but if everyone
else REALLY wants to do that...then I am in...
Rogue Traders, Envoy/Spies and Exploration would be the ones I would go
for...the first 2 would be my top choices...gives us a purpose... A
roaming group of traders could be interesting...could get the best loot
from each enclave...and could be a very powerful group over things...could
influence changes in the regions while we move... And some of which is
traded could be information too... Could easily be traders and envoy's
for groups that trust us...though...we would trust no one...he he
he
We started as envoys/spies (and occasionally still are) but once
we started that task we realized the diversity of knowledge and
skills that other enclaves command. And we wants it. Yes, we wants
it. But, the rogue trader motif allows us to turn a profit, gain
some acceptance, while still allowing us to expand our
skill/knowledge base. The envoy aspect is a side business that is
hinted at and left at that for the enclaves to approach us. The
spying side is not advertised at all, it's just a matter of time
before some enclave realizes our potential and solicits us. It's
the best of all worlds.
Or is this still too close a similarity to the Revolution
game?
I like that it gives us the reason to move, gives us a reason to
be together no matter our character backgrounds. it gives us an
almost secret nefarious objective to our trading, not only do we
trade in goods but maybe we also trade in information... secrets for
the powerful enclave leaders, we make friends but we also make
enemies. Sometimes we steal information, we walk a fine line in a
world where technology is scarce but information is even scarcer.
We bring news to the people without news, we are the grease that
makes the cogs go round!! And maybe money is not the only thing we
are interested in.. Maybe rumors reach our ears of a city untouched
by the disasters LOL (that last bit might be to close to
revolutions) But we travel
System
I will probably stick with FUDGE as a baseline system. Everyone
understands the system, and it's very easy for me to run. I will
definitely put out some character creation guidelines when we're a little
closer to a game. I anticipate fairly broad attributes/skills. I won't be
using the on the fly rules we used in Northern. They worked fine for that
game but I think I'd like more defined characters at the beginning of the
game.
Requirements
I only have one requirement for the game: Characters must have a reason
for being together, and that reason shouldn't come from me. :) I think one
of the weaknesses of the Northern game was the wide range of mostly
unrelated characters hurt group cohesion a bit. I'd like to see a more
closely tied group for this game.