(West Worlds) Jewelled Europe - ROM, 27/Jun/2017


Overview

Europe is at war, and has been for nearly twenty years. This is not a war as those in a more conventional 20th Century Earth would know it, for one thing World War One, the Great War, didn't happen. This is a war of thrusts and skirmishes, fought across Europe, and into the United Kingdom. A war of men, some would say heroes, but all soldiers and spies; 'jewels' in the eyes of their nations. A war of those with powers.

Why the Great War didn't happen is a question only asked by those not native to this time stream, of which there's a few, from time streams where it was a clear historic fact. The historians of this world remark that while some said a European War was inevitable (and some said it'd never happen, because of the strong trading ties between the nations), the shift of attention to the Orient almost certainly delayed things until 1917. Then, as the troops gathered, with war finally looking inevitable, the influenza epidemic struck, and struck again the following year.

Those in the troop camps, and a few elsewhere, the survivors, anyway, included a small number with what came to be called 'facets', psychic talents of a powerful and mostly physical nature. Nothing to do with ectoplasm and ghosts, or visions of future good fortune. Powers from myth and legend, and some unknown to those. And, a willingness to use these to fight for their country, something they've been doing for most of two decades.

As a player-character you were born in this world, and became a 'jewel', with effectively super-hero powers. Or, you woke in this world with little memory, a refugee, gained powers, then slowly remembered another world, a time stream, which you once called your home. As a player, if you really wanted to, you could have a character from this world who has no such powers... Becoming a 'jewel' after start of play is not anticipated as being a campaign option for any 'normal' character.

This is 1936 Europe, and the fighting continues.

Character View

"They talk about the Great War as if it was a heroic thing, something magnificent, a struggle for civilization. I've been out there, in the thick of it, shedding my pints of blood, and my guts, to feed the land. What it's about is who owns what, and the workers, we want to live our lives quietly, it's the rich in their fancy houses that get fat. Germany wants land, France wants to keep what they've got, England wants to keep Belgium fat and happy, so no one gets to knock on her front door. Russia wants what she can get, and the wolf from her door, and the rest, they want to keep their people from thinking too hard about what they haven't got, by making them hate foreigners."

"For us, Westerners, Jewelled Europe is a good place to dip into, for things like food or supplies. No one asks too many questions, if you've got the cash, no one turns down gold or silver, there's a war on, and the Black Market is king. Lots of wrecked towns, the odd wrecked farm building, plenty of places with good roofs. And, if you're lucky, you might find a hidden cellar or two, with the odd bottle that hasn't been looted."

"Don't touch the farm animals, they're often the only things tween people and starvation. Trade for for things like fresh milk and eggs, they may not remember your face, that's our curse, but they'll still be there to treat the next travellers right. Tools is what they're short of, good metal, Sheffield Steel is what I swear by. There's some good stuff from the Ruhr, too, if you don't mind dealing German. Watch it if all they offer you is spuds, potatoes, that means they're in real trouble. I know they can be good eating, but you've got to be careful, some of those can be 'Strange, Man', like a friend used to tell me."

"You want the fancy stuff, if you know the right places, the right people, you can get it. Plenty of ammo around, for those poor sods who need it, and don't glint their own. Find a good 'quarter', give them what they want, they can get you practically anything. The really fancy stuff, you need a 'prof', yes, I know they're rare, a back-room boy, not one of the big names. Not one of the ones they keep asking for miracles, more the ones who do the day-to-day stuff, like keeping the radios and telephones working. Look out for the hungry ones, though, they'll have you up on a slab and cut to bits, give them half a chance. All for the good of 'Science'. A prof will be able to get you light bulbs, good copper wire, an Atom Stove, like the rich have, in their fancy homes, just keep it topped up with radon, as much heat and juice as you want, perfect for your Home."

"Only fair, keep an eye open for Refugees. The clothes that don't fit in, the blank eyes, easy to spot them. Getting a reputation among Westerners for looking after Refugees is good, they might 'Go West', be one of us, some day. Jewelled Europe is one of the popular dumping grounds, a war is a good place to lose people. Get them to someone like the Red Cross, they'll treat them right. Don't let the recruiters get to them first, or they'll have no choice but to join the 'war effort', for whatever side grabs them. Refugees make some of the best jewels, you know."

Game Mechanics

nickname: Jewel; powers are called Facets

Jewelled Europe Everyman Skills:

Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-

Transport Familiarity: Horse or Bicycle or Cart
PS: Profession 11-
CK: European Culture 8-
AK: Jewelled Europe 8-
Lang: English, 4pts, literate
Lang: French, 2pts, literate
Lang: German, 2pts, literate
Lang: Latin, 1pt, literate
Running, 6"
Swimming, 2"

Jewel Package:

Minimum Characteristics, 54pts
Required Powers, 46pts
Disadvantage: Looks: Jewel, concealable, major reaction, 10pts
Disadvantage: Fragile Facets, infrequently, total, 15pts

Required Jewel Skills (PC):

Meditation (Power Skill, EGO-Based) +1, 5pts

Required Minimum Characteristics:

STR 10, DEX 11, CON 15, BODY 15
INT 8, EGO 11, PRE 15, COM N/A
PD 7, ED 7, SPD 3
REC 8, END N/A, STUN 30
Running 7", Swimming 2"
Total RP = 54

'Refraction' is a required 'facet' (power); if desired the individual parts may be listed, individually.

Refraction: is quite powerful from a defensive point of view, and cannot be turned off, even if this would benefit the jewel; in particular the Power Defence applies against attempts (for example using jewel facets) to heal the jewel. While it is part of Refraction 'Regeneration' is sometimes treated a little differently, as it might be in something like a Multipower or VPP with other powers (the other parts of Refraction can't), but, if it is then these must 'default back' to Regeneration. It is an amazing ability to throw-off (refract) injury, allowing normal healing even in poor battlefield conditions, with little food, and hard exertion. This recovery will heal anything, eventually, including lost limbs and organs. If the injury was caused by a non-jewel it recovers more slowly. Note that while jewels have good persistent defences they may still get (non-injurous) 'scratches'.
Damage Resistance 7rPD, BP=3, AP=3, END=-, MP=3, RP=3.
Damage Resistance 7rED, BP=3, AP=3, END=-, MP=3, RP=3.
Mental Defence 10 (+EGO = 12), BP=10, AP=10, END=-, MP=10, RP=10.
Power Defence 10, BP=10, AP=10, END=-, MP=10, RP=10.
Luck 2D6, BP=10, AP=10, END=-, MP=10, RP=10.
Healing BODY 2D6, Regeneration 2 BODY/Turn, Can Heal Limbs, BP=15, Zero END persistent(+1), AP=30, END=-,
Slower on non-jewel injuries(-1/4), Extra time regeneration 1 week [~REC/month](-1 3/4), (-2), RP=10.
Totals: BP: 3+3+10+10+10+15=51, AP: 3+3+10+10+10+30=66, END=-, MP=66, RP: 3+3+10+10+10+10=46.

Looks - Jewel: the powers ('facets') of a 'jewel' are quite well known (in Jewelled Europe, and among the Time Lost) and are distinctive, including them shrugging off injuries that would slay a normal man, and recovering from injuries that would cripple for life. Most of their non-defensive powers, and some of those, have a 'manifestation', such as ghostly-looking things appearing associated with their power, like a rifle for many infantrymen. While they can often easily conceal that they're a jewel, by not using their powers actively, sooner or later they'll manifest themselves, and people's reaction, positive or negative (they can feel as well as see/hear they're in the presence of Power), tends to be quite extreme. Buying Off: more control could be gained over powers to rein-in the reaction, but this Disadvantage cannot be completely bought off while still have this sort of powers.

Fragile Facets: the powers need 'feeding' and are dangerous, and can sometimes 'shatter'; the (secret) means of feeding is nickel (coins, musical instruments, cutlery) - one rude name for poor 'jewels' is 'coin licker'. Also needed is lithium, which has medical uses, for many things, and is regularly given to jewels to 'help their balance'. Most Time Lost jewels will carry 'vitamins'. One danger is Spontaneous Human Combustion (SHC), the other is Death By Exposure (frostbite). Meditation (mainly Buddhist) helps; this is why all PCs are required to have that skill at least at +1. To 'Shatter' is to have a traumatic event, maybe a Radiation Accident, maybe (temporary) power loss. Buying Off: might be possible so things going really badly wrong will only cripple, physically or powers, rather than kill (from 'total' to 'greatly') but this Disadvantage cannot be completely bought off while still have this sort of powers.

NOTE: the nature of powers and what they need to work IS NOT KNOWN, even by the most brilliant scientists - the players know because they need to know to be able to play their characters. Something would seem to be preventing people consciously acquiring useful knowledge about powers - there's lots of popular theories most of which use the word 'Ether' or 'etheric' somewhere.

The above Package is for someone English, for the French change the base Language, and make English 2pts, for the German similar; of course, points can be spent for better Skills, and, Greek is commonly added by those with a classic education. Other nationalities, such as Indian, are possible, and will slightly adjust things.

Note that you could have come from this world, or been a Refugee here, without being a 'jewel', but this is not very common, and could be quite bad for the character's longer term (physical) health.

Quote: Mercy, Maverick or Hero, they're all pretty dangerous.

Refugee: common


(c) Rory O. McLean, 1980 - June 2017
    Permission granted to use for non-profit making purposes

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