Game Premise for Players
“And this Thing I saw! How can I describe it? A monstrous tripod, higher than many houses, striding over the young pine trees, and smashing them aside in its career; a walking engine of glittering metal, striding now across the heather; articulate ropes of steel dangling from it, and the clattering tumult of its passage mingling with the riot of the thunder.”
Victorian England 1880, in the aftermath of the War of the Worlds (1870-1875).
The League of Extraordinary Gentlemen will eventually form (in 1898) to counter the threat posed by villains using Martian Technology salvaged from the Martian Invasion.
However the British Government in 1880 is already aware of, and acting to avert this danger.
Information for Players
This is the main background page: Red Earth
It would be useful to know the kinds of things you are interested in to focus my attention or point our things I have missed/are inconsistent.
The rule system is called Savage Worlds (by Pinnacle) which is a streamlined generic system but which also has some great setting-specific material.
I’ve found it a lot of fun to create and play characters, it has simple stats and xp simply translates to choice of improved stats or special ‘feats’.
You will start with a Novice character.
Anyone can have a form of magic.
In this setting the powers available from the book will be Psychic and Weird Science (which is particularly appropriate). Do not feel obliged to jump straight into magic, it is simple but will be vastly more exciting if you develop it in-game.
Magic is driven by a primary stat and by power points, and both will have in-game consequences of use.
(e.g. psychic powers make you a freak, weird science makes you a Martian sympathiser and/or a treasonous anarchist stealing salvage from the war).
There is a concept called “Trappings” which encourages you to customise your particular type of power. While this is a Weird world, the weird and supernatural is not commonly accepted and unsubtle uses will cause problems, so your Trappings are worth extra thought.
The benefits of enhanced technology are still very rare and generally available only to the military or the very rich. Weird Scientists will have to be convincing in explaining how they came about their inventions and research.
Character Design Notes
As the game starts you may play a person of moderate repute and fame.
You could be a hero, villain, spy, explorer, diplomat, scientist… But please make them an original person even if they are a copy of a historical or literary character.
You may have access to Martian Technology that has enabled you to have devices of your own, you may even have awoken a mystical bloodline that enables psychic powers.
Technology can be anything 20thC but not microchips or telecomms (or anything requiring infrastructure) and will not benefit from miniaturisation so will tend to be bulky and boilerplate-style clunky.
When thinking about your character background, you can write as much as you like and included whatever connections you think reasonable, whether events people or places that may later on become part of the wider story.
There are three things in particular I would like you to include:
1. Some strong connection to the British Empire, Crown or British Government. That connection can be anything but it must be compelling in some regard, so that it carries a strong persuasiveness over you. Preferably this would be a positive connection but most things could possibly be made to work.
e.g. sworn oath as a member of British/Commonwealth armed forces, property in England, a Scottish arch-nemesis, a history of repression and suffering caused by the British Empire.
2. An event where you suffered a wound. This could be a physical, emotion, spiritual, mental one etc.
It does not have to be obvious but it should tell something about your character’s past and how she/he recovered (did anyone assist?) or is still affected by it.
3. A significant belief or conviction that has persuaded or directed the character to act in the past, ideally outside of pure self-interest and ideally one that is unlikely to disappear (but which may well change or evolve).
e.g. protection of a familial connection, a religious faith, a moral or philosophical view.
Take note of Status.