Hidden 9 yrs ago Post by Mysterio
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Mysterio

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History Summer 1944 – Nazi Germany is losing the war. With the Americans, Russians and British all pushing towards Germany, Hitler is running out of options. With the greatest German tacticians and scientists working on ways to turn things around and bring victory but with hope fading fast Hitler once again turns to the occult. The Okkultismus Befassender is headed by a brilliant theologian, Alrich Schuster who has been researching gates to other dimensions and their locations based on ley lines. Three of these gates could be found in England and he devises a brilliant yet risky plan. If they could open a gate and bring through Something from the other side it would hopefully lay waste to the surrounding countryside and force the British to look inwards. With success with one gate, others could be opened in Allied countries bringing chaos and allowing Germany to regroup. A small group of Nazi occultists and soldiers led by Schuster landed by U-boat on the evening of Monday 21st July 1944. Dressed as British soldiers they quickly moved to the primary gate site at Stonehenge. Through most of the following day preparations were made by Schuster and the other occultists to prepare the site for the opening of the gate. That night Schuster began the incantations required. Through the night he carefully read aloud from the hidden texts and shortly before 3am the gate ripped open the night sky. Schuster waited. And waited. Throughout the next day still nothing came through. At the end of the second day, with the rendezvous imminent he had no choice but to pull out. He left the gate open in the hope something would still come through. For two weeks the gate stood open........ and then one night a small figure emerged. A few minutes later it beckoned and more figures came through, of many different shapes and sizes. Humanish shapes. Timeline July 1944 – Gate opened at Stonehenge. First of the mutant animals comes through from their home plane of existence escaping from some great disaster. Animal’s existence discovered by Farmer Geoffrey Talbot. August 1944 – Most of the animals are rounded up and moved to an old prison camp on the outskirts of Gloucester. October 1944 – Churchill visits the camp, initially to decide what to do with this new menace. A conversation with his chief scientist Thomas Moreson convinces him to do nothing for now. February 1945 – News of these visitors leaks to the National Press. All the talk is of the mutant animal problem and what should be done. April 1945 – The Talbot Act is passed through Parliament and the mutant animals are moved to Fair Isle in the Shetlands. They are left there with enough provisions and equipment to start a new life. August 1949 – Clement Attlee visits Fair Isle and finds the mutant animals there flourishing. He meets with their leader Bungu who informs him that they feel that they are members of the British Empire. January 1959 – An ageing Bungu meets with Harold Macmillan at 10 Downing Street. With the population growing on Fair Isle an agreement is reached that some of the population with important skills can move to key locations within England. April 1967 – More animals move to mainland Britain. Whilst they cannot vote and face many of the same problems as other immigrants they are gradually more accepted in mainstream Britain. Without passports or official documentation they are a British phenomenon. March 1973 – Edward Heath, with support from liberal elements in all parties push through the Mutant Animal Act of 1973 giving the animals citizenship. With passports now available some of the mutant animals attempt to emigrate abroad with limited success. July 1973 – The first mutant animal police officer, a terrier called Bertie, joins the Met. Over the coming months a specialised arm is formed, headed by humans but dealing specifically with mutated animal issues. April 1982 – An elite force of mutant animal commandos wins the Battle of Top Malo House in the Falklands. The Queen gives a Victoria Cross to an English bulldog called Butch for extreme gallantry in the face of overwhelming attacks. June 1991 – The first mutant animal is elected to Parliament, as Lucas Chimpanee wins the seat for Birmingham West. December 2000 – Mutant animal integration into society continues but some extreme groups call for a tagging system to be brought in after a serial killer is found to be a mutant animal. February 2012 – Human First, an extremist anti-animal group wins its first bi-election in London. Cameron calls it a travesty for the country. Today – Mutant animals continue to play an active part in society. A minority group they none the less have some powerful friends and allies. Most liberal, free thinking humans think they are a benefit to society. However the extremist groups are becoming more radical in their approach to dealing with the mutants. Other countries now have their own mutant animal population although America in particular has such stringent guidelines in place that only a handful have made it their home. The Asian countries (excluding China) have been more accommodating as has most of Europe. Rules Amendments A few changes but nothing to major. We will be using the rules from both Palladiums TMNT and Ninja’s and Superspies (I may even pull some bits in from Rifts in the future depending on where the adventure ends up) . Certain classes are unavailable (one’s available are listed below). Team characters (like the TMNT) are available after discussion. Available Occupational Character Classes Dedicated Martial Artist Worldly Martial Artist Professional Free Agent Thief Free Agent Veteran Grunt Dreamer Gizmoteer Operative Agent There’s no cyberwear available (currently) in game. Animal psionics are certainly possible. All characters start at level 2 with the relevant increases in skills. All animal characters automatically start with attacks as per their selected martial arts form. Certain skills may not be available (to be discussed at the time the character is created). The characters will initially be based in Britain either working directly for or as a contractor for an organisation that investigates mutant animal related crime. You don't need any particular knowledge of the rules but if you have any of the system books for any Palladium games that would help. I'm looking for 4 or 5 players ideally although we could start with less. Particularly evil characters are out although I may consider an aberrant alignment if someone can convince me. There will be a mixture of investigation and combat involved so completely combat orientated characters may struggle and whilst I'm not a dice monster there will be rolls for initial character creation and at key points within the game. I'm happy with a honesty based system for dice rolling but if I get a lot of rolls which are not realistic I may change that. Which mutant animal you play will be RANDOM, so don't come asking to play a particular animal ( you could end up with a mouse, elephant, eagle or anything in between ). And no the characters from Teenage Mutant Ninja Turtles will not feature. If your interested then post here please, any questions then let me know and I will attempt to answer them.
Hidden 9 yrs ago Post by AkaylaTheWriter
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AkaylaTheWriter

Member Seen 9 yrs ago

Very interested in this.
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