Post by Gigermann on Nov 25, 2013 16:34:40 GMT -6
Summary
The overall push of the campaign is the mission to find the (probably alien) Codename Jupiter and stop his mission (believed to result in the pre-genocide of humanity), while stuck in a human startup/scientific colony in the Cretaceous-period, mostly cut off from any backup or resupply from home, while keeping that mission secret from the other colonists. This campaign is to be a mostly-realistic, continuing campaign, with an even balance of combat (versus humans, dinosaurs, and potentially, "aliens") and intrigue/subterfuge/social engineering—the specific mix will be determined by the sorts of characters the Players submit.
Campaign Settings
Regarding Equipment and Wealth:
As personal wealth will be more-or-less irrelevant on the Other Side, I recommend not taking Wealth as an Advantage/Disadvantage; use Status (etc), if applicable, for the "social" aspects of Wealth. Terra Nova does have a currency, but the economy is still strongly barter-based. It won’t hurt to bring along some “trade items.”
Since this trip is a permanent move, all assets are assumed to have been liquidated, so 100% of Starting Wealth is technically available. That said, equipment brought through the Portal is limited to what can be carried, and a bit of container space for larger “household” items—think about it like going on an airline—and according to the setting, poverty is the norm. I would assume no more than 50% of Starting Wealth would be available, but even with that, you’ll probably be able to purchase some expensive items—stick to your character concept and bring along what’s reasonable. Society is CR4 (B506) at Homeline, which means that a lot of normally allowed items might be prohibited or require waivers/permits/etc.; pay attention to the CL of whatever gear you’re wanting to take. However, given the level of corruption, bribes will get some things past security that might not otherwise—talk to the GM if you want to smuggle contraband.
GM Recommendations:
The overall push of the campaign is the mission to find the (probably alien) Codename Jupiter and stop his mission (believed to result in the pre-genocide of humanity), while stuck in a human startup/scientific colony in the Cretaceous-period, mostly cut off from any backup or resupply from home, while keeping that mission secret from the other colonists. This campaign is to be a mostly-realistic, continuing campaign, with an even balance of combat (versus humans, dinosaurs, and potentially, "aliens") and intrigue/subterfuge/social engineering—the specific mix will be determined by the sorts of characters the Players submit.
Campaign Settings
- Start=CP 200; Disads -75
- TL:9 (early; no super-science; Reference: Aliens)
- +2 CP for character background prose/bullets/timeline; +3 CP for watching the series in its entirety
- No cinematic, supernatural or exotic Traits (except as approved by the GM—talk to me if you have something in mind); Traits listed as "may be considered cinematic" (FREX Perfect Balance) will be allowed without modification. Cinematic actions will be allowed through the use of Impulse Buys, as detailed here
- Duty (The Mission), Secret (The Mission) is assumed by the campaign; do not use (except as approved by the GM).
- All PCs are assumed to have Alternate Identity (Legal) at no cost (no need to put it on the character sheet)
- Partners: All characters are expected to have "family members" for the mission; use Ally (for "capable" partners, or those assigned by the Agency), Dependent (for less-capable members, or children), or Secret (Whatever-your-excuse-is-for-being-single; "Possible Death" is not available). Frequency for Dependents will determine how often the character will be required to intervene on their behalf, or how often they will potentially compromise the mission—don't go above 6 without good reason. Frequency for Allies determines how often their "other job" will prevent them from helping out. Frequency for Secrets will determine how often some clue surfaces to threaten to reveal the lie, that must be suppressed/eliminated—I recommend keeping it low
- Non "family" Allies could be taken, as other Pilgrims, or colonists that have not been encountered yet
- Enemies/Rivals/Patrons/etc. will be allowed, but will be generally limited to someone you haven't yet encountered at the colony (though you will still be able to determine who/what they are, subject to GM approval); maximum Frequency of Appearance of an Enemy will be 6, unless multiple/all characters take the same Enemy. If you have an idea for something that doesn't fit these criteria, talk to the GM.
- Most Social Stigmas won't be relevant; Terra Nova is a "fresh start"/"second chance"
- People with significant physical/mental disability will not be eligible for Pilgrimage; such Traits are disallowed, barring a really good excuse (and probably, an appropriate Secret)
- Will be using Improvement Through Study (B292) time-use tracking (spreadsheet); expect to get some use out of it
- Will be using Relationships as a probationary experiment (if it doesn't work out, we'll drop it); each character will get one free (doesn't count against the CP limit) Relationship Perk level to put toward whatever character-relationship you want (may be reserved for future use, as well), for starters
- Common Tongue: English
Regarding Equipment and Wealth:
As personal wealth will be more-or-less irrelevant on the Other Side, I recommend not taking Wealth as an Advantage/Disadvantage; use Status (etc), if applicable, for the "social" aspects of Wealth. Terra Nova does have a currency, but the economy is still strongly barter-based. It won’t hurt to bring along some “trade items.”
Since this trip is a permanent move, all assets are assumed to have been liquidated, so 100% of Starting Wealth is technically available. That said, equipment brought through the Portal is limited to what can be carried, and a bit of container space for larger “household” items—think about it like going on an airline—and according to the setting, poverty is the norm. I would assume no more than 50% of Starting Wealth would be available, but even with that, you’ll probably be able to purchase some expensive items—stick to your character concept and bring along what’s reasonable. Society is CR4 (B506) at Homeline, which means that a lot of normally allowed items might be prohibited or require waivers/permits/etc.; pay attention to the CL of whatever gear you’re wanting to take. However, given the level of corruption, bribes will get some things past security that might not otherwise—talk to the GM if you want to smuggle contraband.
GM Recommendations: