CENTRAL NEXUS Proudly
presents:
GURPSâ
Victorian Supers Campaign
This idea came about after a series of messages on the
various newsgroups and mailing lists about the possibility of running a
super-hero style game in this era. Shoving
back the dawn of meta-humans into this era proved somewhat difficult for a
non-historian like myself, but the following is what I managed to come up
with…
To do a Superhero campaign in an unusual locale; To come up with a history
whereby Super powers of several different types appear and manifest in the last
half of the 19th century - the Victorian era. To examine the effects this would
have on history and society, as well as the individual.
Players are encouraged to read the following background and timeline to
get an idea of the history of the world their characters live in.
Most of the following information is general and would be available from
media, word of mouth, etc. to almost all inhabitants.
Around February 1848, astronomers would discover a large comet with a
peculiar green hue. This comet
would be on approach to the sun. No
record of this comet exists, or anything similar.
It is a scientific curiosity known only in certain circles, and briefly
mentioned in the newspapers of the era.
However, after it rounds the sun, it tail becomes quite prominent and
slowly starts to fade from view, as the comet gains a halo of immense size.
The astronomers know that this means the comet is heading directly for
the Earth. As it grows in
size of the next couple of months, the doomsayers of the past weeks gain more
credence. Panic ensues, as people
fear that “the end” is coming. Church
attendance reaches all time highs. Governments
fall to riots, businesses fail as key factories are burnt, raided, or key
employees end up leaving or are killed.
Then, just as it appears ready to strike, the moon affects the comet’s
course, or so it seems. It misses a
direct strike with earth, brushing the atmosphere.
Pieces of it do break off and fall to earth, causing damage in South
America, China, and Siberia. The
immense tail bathes the entirety of earth as it passes, and for 3 weeks
following the predicted “Doomsday” , October
28th, the skies of earth are a pale green in color.
Doomsayers still threaten the earth is poisoned, and still doomed.
But no such effect occurs. The
skies return to normal, and the governments of the world begin to pick up the
pieces.
It is years later before reports start to increase of people with strange
spontaneous disfigurations or fantastic abilities.
However these reports are disregarded except by local news sources as
hoaxes. They steadily increase,
although effecting only a small 2% of the population in some way.
As they do, some people hide their abilities, while others revel in them.
A few are public, others secretive, depending upon the countries in which
they operate. In many primitive or
highly religious cultures, such individuals are thought to be evil, dangerous,
or worse. They are exiled,
captured, and usually killed.
In 1860, British scientists release reports of dozens of cases among
their citizens now able to lift weights in the tons, some by the power of their
mind. Others are able to project
beams of fire and other energies from their bodies with now ill effects.
One man appears to be invulnerable to all forms of blade and projectile
weaponry. Two are found that fly,
while another appears able to breath water.
Some of these individuals appear to have physiological changes in their
bodies that have adapted them, while others manifest the powers with no apparent
change to their physical structure.
In 1861, explorers of the Siberian Devastation zone find numerous patches
of green plants growing in what should be frozen wasteland.
The plants are unusual, appearing moss-like, growing in small 20 to 25
foot square patches, yet have numerous large bulbous seed/spore pouches.
If the patch is disturbed in any way, all the pouches dispel a large
cloud of fine green dust. Of
10 explorers, one who breathed the dust developed an extra pair of arms
overnight. Similar patches are
discovered in the Himalayas and atop other mountains.
The plants do not conform to the standards for botanical life forms
anywhere on earth, as they require little light, bloom only in very cold
climates, and seem to need little in the way of soil nutrients or carbon dioxide
to survive. They have a
hyper-efficient form of photosynthesis in effect that provides near 100% of the
plant’s needs.
By the mid 1860’s the scientific consensus is proven that the green
dust from these plants must have come from the comet - that it is apparently
causing the mutations. Traces of
the spores are found in nearly all individuals that have “mutated”.
How they are affecting such transformation and changes in the Human body
is still uncertain.
The British government begins to find and train some of these
individuals, and thus furthers their empire worldwide.
After the Telepathy riots of the Mid 1860’s, extensive usage in the
Judicial branch of telepaths was deemed necessary to prevent the corruption of
the legal process due to outside mental influences.
This resulted in a high but regulated presence in courtrooms.
This in termed developed into even more telepaths used to monitor
politicians, and various sensitives in the police branches.
Order has been maintained, crime has been reduced somewhat, and several
benefits have been achieved. Some
verdicts have been found to be in error as evidence and individuals have been
re-examined. Still, there is some
resentment and fear from some circles, including religious ones, as they remain
suspect. Unlike some
countries, Britain doesn’t force its citizen’s into service based on
paranormal abilities, nor does it have any sort of a registration program.
However it does have several laws on the books designed to make the use
of such abilities in the aid of or to prevent the detection of any criminal acts
very serious crimes.
Timeline
- From “The Year of
the Comet” to Present.
1848
·
Revolt in Paris - Louis Napoleon elected President French Republic
·
Revolutions in Venice, Berlin, Milan, Parma, and 4 in Vienna.
·
Revolt in Rome - Pope Pius IX dies fleeing to Gaeta.
·
Forerunner of Associated Press formed in New York City
·
Cometary riots in New York, Paris, London, Tokyo, Rome, Madrid,
Berlin, Boston, and Washington - Much Damage.
·
Comet fragments strike China, North Eastern Siberian, and South
American Amazon basin. Multiple
fires, floods, and chaos. Mid-Pacific
impact causes tidal wave and flooding of Japan, Hawaii, California coastline,
parts of the Indies, New Zealand, South China, and Australia.
Death toll estimated in the hundreds of thousands.
Most vessels in Pacific, in port or in shallow waters are wiped out.
Several volcanic eruptions occur shortly afterward, as Pacific “Ring of
Fire” ignites.
·
Winter in China results in thousands more deaths as supply routes
are blocked to isolated communities -
·
Queen Victoria sends several envoys to investigate damage reports
of the Pacific, and nearby nations.
1849
·
Explorers in California find Death Valley a small inland sea.
Weather patterns slowly change over western United States.
·
Major food riots in China as famine reigns - plagues follow; River
trade slowed in parts, and halted in others by naturally damned river -
devastated area slow in recovery. Eventually
the remnants of China are divided into 4 smaller separate countries.
Weary remaining populations concentrate on rebuilding.
1850
·
Livingstone crosses Kalahari Desert, discovering Lake Ngami.
·
America attempts the recolonization of Hawaii; near total
devastation - most indigenous animal life gone.
A small community of natives did survive, having been praying on a
mountaintop. However bizarre
weather continually plagues recolonization efforts.
·
New San Francisco founded.
·
China famine over, but new Emperor attempts power grab on
neighbors.
·
British Royal Navy destroys Chinese Fleet.
Coastal China falls to British forces.
1852
·
First attempt at English channel cable succeeds
·
First reports of bizarre transformations and “preternatural
abilities” appear in the press.
·
British forces begin colonization of China.
1853
·
Crimean War begins
1854
·
Telegraphy
used extensively in Crimean War.
1857
·
Indian Mutiny against British rule
- siege of New Delhi. Reports
of Kali worshippers able to animate objects including human skeletons.
8-armed Indian woman found fighting - Died under heavy British fire,
demoralized Indians routed soon after. Many
losses on both sides.
·
First studies of preternatural abilities begin - eventually
divided into physical alteration, mental mutations, and remote energy
manifestation or control.
1859
·
Darwin writes Origin of the Species by Natural Selection.
1860
·
Confederate states secede from U.S. - Civil war begins June 9th.
·
British scientists release reports on studies of “Preternatural
Abilities and Physical Augmentation of Human Physiology”
·
Pony Express begins service from St. Joseph Missouri to Sacramento
California. Little known competitor
also forms, Mercurian Express using augmented humans at even faster speeds.
1861
·
Use of telegraph ends both Express delivery services for most
part. Teleportational
Delivery Service developed, issuing long-range package delivery at unheard of
speeds connecting New York with Chicago, St. Louis, and New San Francisco,
through use of multiple long-range exoteleporters.
Expenses prohibit it as being able to be used for anything more than an
express service.
·
Her majesty forms the Academy of Preternatural Sciences.
·
Dupostov expedition into remote Siberia finds signs of Cometary
devastation reminiscent of China. While
in the area discovers strange plant thriving in frozen wasteland. Expedition
member suffers sudden transformation after exposure to plant spore-cloud.
1862
·
U S forces utilize teleporters to assist in war efforts.
·
The Academy of Preternatural Sciences begins the cataloging and
categorization of powers and abilities exhibited by those changed.
Terms such as Psionics, Telepathy, telekinesis, and others are introduced
for the first time. Psionic Powers
are classified separately due to their mental nature, higher frequency of
appearance, and apparently easier degree of use when compared with other powers
requiring training and/or experience. Racial
tendencies toward certain abilities are noted at this time.
1864
·
Confederate agents, employing an individual with fire abilities,
succeed in setting most of New York City aflame.
·
Murder case in London halted after a telepathic Constable from
Scotland Yard detected the judge to be under outside mental influences.
The story made it to the press and was published in the morning paper
causing the first so-called London “Telepathy” Riot as families and friends
of recently judged and sentenced individuals asked for their cases to be
retried, claiming they too were victims of telepathy.
The individual responsible was found, but could not be prosecuted because
of the lack of applicable laws. A
whole group of laws were quickly formed to make the influencing by paranormal
means of any member of the legal profession, judicial system, juries, or police
a serious and possibly capital offense.
Also as a result, several telepaths were used to monitor court cases and
police, as well as each other, to maintain some semblance of control.
Several people were discovered within the next few months to be
unwittingly using such talents. By
the end of the year, the number of preternatural empowered individuals in the
law and judicial system had risen to 36.
1865
·
U.S. begins employing teleport-delivered agents into Confederate
territory - Several southern cities and military outposts attacked using various
preternatural abilities.
·
Confederacy surrenders formally on February 28th.
·
Rebuilding of New York begins in earnest after war’s completion.
·
Lincoln assassination attempt foiled by precognitive vision and
“special” bodyguard.
·
Atlantic telegraph connects America with Great Britain.
·
U.S. adopts similiar psionic
and power scanning individuals to oversee the judicial proceedings to insure
that they have not been influenced. However
police usage of telepaths is curtailed and limited after a case where evidence
was gained from the suspect’s mind. The
Supreme Court deemed this a violation of the 5th Amendment against
Self-Incrimination.
·
Several scientific followers of Darwin publish adjusted theories
of Evolution, making allowances for “massive sudden changes” in biological
forms caused by “non-terrestrial contamination”.
1866
·
Atlantic telegraph cable completed, tying America to Europe
1867
·
Typewriter developed (US - Sholes)
·
Britain buys Alaska from Russia for 1.5 million pounds.
It is set up as a new colony with unique ties to Canada.
1868
·
French Sculptor Debonaise obtains popularity with dozens of
fantastically detailed sculptures.
·
Indian uprising - several tribes have banded together using
augmented abilities for communication, defense and attack.
Achieve multiple devastating victories against U. S. Calvary forces.
America forced to rethink Indian policies.
1870
·
French Sculptor Debonaise revealed to be using stone shaping
powers to achieve his works.
·
French Prussian war - France defeated and Prussians besiege Paris.
1871
·
After Prussian war, France enters the period known as the Telepath
Purge, as Telepaths are made scapegoats, as stories of their revealing state
secrets are falsely printed. Many
French Psis are killed while others flee the country.
Many end up in Britain.
Possession of Psionic abilities is a crime, and it takes little to
“convict”; such instances are reminiscent of Salem Witch trials.
This continues for 9 months, on into 1871, until the populace is calmed
down.
·
Great Chicago Fire - several attempt to lay blame on former
Confederate augmented individuals responsible for the burning of New York.
Others question why “gifted” individuals did not predict the event.
·
PT Barnum opens Circus - includes extensive sideshow of freaks,
most of which are changed by the spores, but in odd, unsuccessful ways.
Most have no “abilities”, although one has weak but functional wings.
·
French Psionic laws are changed to registration, and several Psis
work reluctantly for the government - visitors and immigrants are scanned and
those attempting to hide abilities (usually minor abilities they may not have
been consciously aware of), are turned back at the borders, or imprisoned.
1872
·
Lord Jonathan Baker forms the Preternatural Advancement Society
(Campaign begins)
GURPS is primary system - 3 - 6 Characters involved, and will be 500 -
600 point characters with up to 100 points of disadvantages.
The spores should in some way alter all characters.
Skills will be limited to period abilities; certain skills will require
an unusual background cost if they would not be standard or readily available in
that time period. For example
- Some languages from isolated cultures will not be commonly known.
Other skills, for example Martial Artist skills, will not be commonly
known to any but those who have spent a great deal of time in the Orient or
around Orientals. Unusual
mutations may require up to an Unusual Background cost due to the nature of the
mutation, to be determined with each case, to maintain campaign balance.
Tech Level is 5 through out.
Use Victorian England guidelines from GURPS Horror - For purposes
of this campaign, all wages, status levels, cost of equipment and services are
as listed. Status and wealth
levels should not be at the lowest for this campaign.
Although this apparently is designed for a campaign set a decade later,
it will suffice. The British
economy faired better than most countries throughout the last several decades in
the VSH setting, and is flourishing thanks to Chinese and other Pacific
acquisitions, including Alaska.
Campaign will begin in London of 1872 - All characters are expected to be
either British citizens, or visiting from other countries with good Political
and/or Business ties to the British Empire.
Psionic powers are as prevalent if not more so than most powers.
Most of these are low level - maybe 25 - 50 points of power/skill in one
or two areas. Telepathy is
quite common among these, as are Levitators.
Teleportation is somewhat more uncommon, but not impossible.
When it does manifest, most of the character points seem to be spent on
higher power and thus longer ranges.
Magical advantages and powers are not available to the characters and do
not exist in this world. Spore
mutations can achieve similar effects, but are NOT true magic, and should not be
bought as such. Witch Doctors
or Voodooists will be more likely using Psionics or some meta-more to do what
they have been claiming to do.
Language rules employ optional rules from Compendium I:
Skill Level must exceed IQ to be able to speak a language foreign to the
character with no accent. Language
Talent is included in this and will probably allow you to speak absolutely
fluently. (Language rolls will probably be needed only once during short
conversations in other than your native tongue, and more often if the
conversation is lengthy or complex. Failures
will signify inaccurate or incomplete vocabulary or pronunciation.
The circumstances and situation will determine whether this is an
inconvenience or a serious problem.)
Optional STUN rules are NOT in effect (SU Pg. 84)
Gadgeteering rules will have to be altered - Devices will be more steam
based and less electronic in nature, usually ornate, with riveted steel plates.
Some devices will NOT be possible without some sort of progression - An
electrical computer will not be developed until after someone starts harnessing
electricity first. Technological
jumps will be frowned upon without extensive unusual background costs.
Unlike most Super games, in this campaign the COSTUME advantage does not
represent a battle costume of some bizarre material such as unstable molecules,
but represents the character’s powers NOT adversely affecting the power or
being adversely affected by the power. Thus
if you change size or substance, you don’t burst out of your clothes nor ooze
out of them if you have this advantage. Consult
the power descriptions to see if your power can already include your clothing
naturally or using Items Carried enhancements.)
This power may be needed for some concepts to avoid embarrassing
situations...
ALL quirks are to be determined BEFORE game play, if at all possible.
NO open quirks allowed after two games of play - PLEASE!
You’ve already taken the benefit for the points; you have to have the
drawback.
NOTE: In this game Psionophobia (CI
pg. 93) is a fairly common fear that some will have.
It doesn’t apply solely to Psionic powers, but ANY supernormal powers.
Teratophobia is also common in some areas if the spores have physically
distorted people. With few
exceptions player characters should NOT have these phobias.
However it is QUITE possible that player characters would have Xenophilia
(CI pg. 95) - a fascination and/or attractions to strange creatures.
Some Scientist types might have a similar Psionophilia
(treat as Xenophilia only the attraction is to those exhibiting
paranormal powers)
Players should not take any Time Travel based advantages or drawbacks as
there will be no such activity in this campaign.
The only exception would be Fugue, which
Lord Baker is a wealthy individual, born 1798, formerly of Sussex.
He made his fortune after turning around his father’s shipbuilding
business. Went into designing
ships, and was able to come up with several innovative designs.
He was also one of the few firms to switch over effectively to Steamship
design and construction, giving him the reputation of a shrewd businessman.
He now resides in London - reputed to be something of a recluse.
Now 74 years of age, he looks 50. Somewhat
overweight, and uses a cane because of a limp.
He suffered an accident on the maiden voyage of his last personally
launched steamship design in 1847, where he broke his leg and injured his back.
He’s since been seen less and less, doing design work on occasion,
supposedly now retired. Lord Baker
owns an extensive estate house in London, and a country house in Northern
England. He tends to keep a
low profile, and as far as the public is concerned, is “on his death bed.”
Most of England would recognize him by name, but not sight.
In actuality, he was augmented in 1848, one of the first changed.
He has not aged since the comet passed.
Soon afterward, he seemed stronger and healthier; although his old leg
and back injuries still persisted.
But he began seeing colored Auras around individuals, which at first he
attributed to some bizarre effect of aging or his pain medications.
But soon he began to attribute the shape and colors to certain kind of
personalities, and was able to detect and expose two different confidence
artists. His own aura had an
unusual halo - a kind that he only saw in a few unfortunates who suffered an
ailment, which altered them in bizarre fashions.
He also noticed his senses changing - If he concentrated he could
“see” without his eyes, and hear things from very far away.
He occasionally would have dreams of things that would come to pass, and
even had similar stronger waking visions warning him of things in advance.
Once when he picked up an antique helm reputed to be of Roman origin, he
touched it and for a few moments was with a gladiator during an intense but
fatal arena battle.
When the Royal Academy released results of testing on various individuals
who exhibited preternatural abilities, he was able to deduce that those with the
halo were changed like him, and that they too would have various abilities and
powers. He began to contact some,
in secret that he discovered. Several
of these were unfortunates, which he hired into his household.
After hearing of those persecuted in other countries, he decided to
gather several individuals so altered and attempt to form a society to preserve
and advance the beneficial use of augmented individuals.
His household staff is comprised of several individuals - foreign
commoners rescued from the far reaches of the Empire, that would have died at
the hands of their countrymen, as well as those who feel uncomfortable by the
treatment they receive. He
has also formed a group of wealth gentlemen to fund the organization he has
begun, and is continually looking for more...
Now Lord Baker is a friendly gentleman, loved and respected by many as a
humanitarian. Although he rarely
gets actively involved in endeavors, he is not against tagging along when
needed. He usually just has Li
teleport him to and from his London and country estate as he sees fit.
His precognitive abilities usually make it easy for him to be contacted
when needed. His household has
become something of a museum of late as Lord Baker has taken up the collecting
of various antiques. Apparently he
is something of a historian thanks to a voyeuristic use of his psychometric
abilities.
An Indian individual, who mutated most vividly in 1869, growing 2 arms
and peculiar short antenna, and now has great strength.
Threatened after refusing to be recruited by a Kali faction, he was
rescued by Lord Baker’s representatives from Delhi, and sent to London, he now
serves faithfully as servant and bodyguard.
Uses a special coat and turban to hide his mutations in public.
He has a family back in his home country, relocated and hidden, whom he
secretly still supports. Dadji
speaks surprisingly good English, and is quite intelligent, although doesn’t
let this be known to everyone.
He believes someone is in control of all the various Kali factions.
He respects life, and is greatly sorrowed by the pain and destruction
that the Kali factions have brought to his country. He
wants to return but dare not until all the Kali groups are shut down.
Li is a Chinese commoner who is quite telepathic, and also has
substantial Teleportational abilities that have manifested since his rescue.
He was able to expose a plot to assassinate a British official in the
Canton delegation, but in doing so exposed his abilities to the British.
Fearing retaliation from his countrymen, he was spirited away to London.
He now serves Lord Baker as something of a truthsayer and Transit service
- Through him, Lord Baker can reach virtually all of the British Isles, as well
as parts of France including Paris, instantaneously, despite his physical
impairments. He speaks English with
some difficulty, having only been rescued in 1871, but has been learning it as
Lord Baker has been learning Chinese.
Curiously, he is unable to read, and any attempts to teach him have been
unsuccessful, in his own language or English.
When examined by APS officials, it seems that some other telepaths had
trouble following his thought processes - the final diagnosis is that his mind
is structured somewhat differently.
However he can easily communicate through telepathy when the time comes.
His telepathic abilities are formidable, but he seems reluctant to
dominate other individuals. When
cornered or forced, he will fight back viciously.
He prefers to be more of a courier or messenger than an actual combatant,
frequently acting as a means of getting the group gathered together or
transported great distances. He
sometimes acts as a telepathic translator when his abilities can be used without
divulging his nature. His
telepathy is usually a guide for his Teleportational abilities, although he can
use them in other ways, when such are needed.
He is still wanted by a certain Chinese faction for his actions
“against his countrymen.”
Formed by Lord Baker in 1869, it was at that time comprised mostly of a
small group of loyalists screened by Lord Baker himself.
Most of these individuals had family members transformed or augmented by
the spores, and feared exploitation or extermination by radical forces.
For this, its very existence was to remain a secret except to its members
and a few of the upper echelon of the British Empire.
Although unconfirmed, it is said that the Society has her Majesty’s
blessing.
As their forces increased, many individuals were transported from the far
reaches of the Empire back to the British Isles.
Somewhere secluded. A
network of family members and friends was developed, several contacts formed,
and several wealthy individuals approached to assist with financing the group.
However in late 1870, Lord Baker began to realize that he alone wasn’t
gathering these individuals together, and began to suspect that other forces
might be gathering for some more sinister purpose.
He began to search for formidable individuals that might be used to
explore and oppose, and hopefully further their goals.
Recently they have made contact with the Academy of Preternatural
Sciences, and have begun to share some information.
A few individuals have rescued from afar have volunteered to be studied
by the Academy, some in hopes of a cure, while others hope for simply more
control of their abilities. However
only a few of the Academy are aware of the Society’s existence.
Her Majesty from several different fields of study formed the Academy,
although medical and biological formed a great deal of the scientists involved.
The purpose is to study the changes from human physiology norms that
occur in individuals to determine their nature.
This is to aid in the medical profession who might have to treat
individuals who appear human, but have different internal structures, or whose
physiology might pose problems to standard treatments, such as thick skins,
resistance to drugs, etc.
It has other purposes as well, to understand the individual effects and
how they function so as to detect and/or defend against them.
Many powers deal with things the current scientific establishment barely
understands; electricity, radiation, advanced photonics, broadcast energy, etc.
It is their goal to be able to learn from these effects that otherwise
don’t occur in nature, or at least in such controlled circumstances.
They have full access to a
collection of scientific and medical reports from across the British empire, and
several subjects that have submitted themselves for observation or “cure”,
in such cases where disfigurement, inhuman reconfiguration of the body, or
powers that adversely affect others or do not allow the subject to be around
others. While a cure has not been
forthcoming in these cases, there have been several successes in teaching the
individuals better control of their powers.
All subjects are tracked by the Academy, and most are encouraged to aid
the British Empire based on their individual abilities if possible.
Academy members are frequently called in to assist in various situations
as they have expertise to note when circumstances may indicate paranormal
abilities. Scotland yard frequently
calls in members if their case seems to suggest such.
The Academy has been turning a small profit, as it has been utilizing
some willing individuals to work in various areas of industry and science in
ways their abilities can be of most benefit.
This has lead to several beneficial discoveries and arrangements.
Characters could be members of this academy if they have a university
background and 14+ in one or more Science or Medical skills (Such as Physiology,
Psionics, Chemistry, Biochemistry, Forensics, Physician, Surgery, and Physics).
A Scientist or Doctor with membership could have 1 additional Status, or
a couple points of Reputation related to other members in his field and those
he/she might work with. Academy
members are usually earning wages 20% higher than others in their respective
fields, and are mostly viewed as the “cream” of the crop.
The players should expect to travel the empire over - To assist refugees
from persecution, to protect the Empire from illicit and/or covert use of such
powers. This may lead the
individuals to the darkest parts of London or to the wilds of Africa, South
America, Southeast Asia, and more. Combat
is not as likely as in some other super-campaigns, but could occur.
Most likely the first few sessions will be in various parts of England.
But players should expect to eventually journey to India (to oppose or
expose the Kali factions), as well as possibly France (to discover who is
generating the “para-paranoia”). Other
travels may include investigations of the areas recovering from direct comet
contact (and the subsequent heavy spore exposures one would expect), areas of
the Midwest US (to contact the Indian Nation).
Other games might take the players anywhere bizarre tales are coming from
- If someone comes out of uninhabited areas of the world with tales of monsters
are we talking a hither-to undiscovered creature, or some effect of a
preternatural ability? Do the spores have effects on beings other than man?
Is a miracle -worker real or a hoax? Is he “touched” or really the
man of religion he claims? These
are a few of the questions that may be posed along the way.
This will be a game of exploration and mystery, discovery and adventure.
How has the comet changed the world? Are
there other groups like yours out there? Or
do you have some equally organized opposition?