After Reading this thread first time i start typing somethign on my notepad, just for fun. Then the thing go out of control and after hours and hours of "fun"....
Steampunk Heroes Unlimited:
The main powers of this world are the Albion Monarchy, whose influnece is felt all over the world, the Prussian Reichstag, that rival with Albion the control of europena continent, Franc ehad lost mos tof its power, but is still a serious player of the politic chessgame. In asia, Japanese shogunate had become main player thank the support of commonwealth.
Technology: Twice. The Tesla coil electrogenerator but is too huge to be used in small vehicles, albeit the mad scientist known as "NEMO" had devloped it to power his superadvanced tech. and most common Advanced Steam Engines. these do use special treated coal to produce much more energy. Thise Coal is charged with magic energy. Coal Refinery are placed along ley lines nexus and this locations are coveted by all nations. To power weapons do not exist e-clip, but a n havey backpack with connecting cables.
Avialable HU Class:
Robotics: the industrial revolution spine together with the super-coal, the military industry enjoyed it most. Fine electronics is not available , albeit sensors are present in minimal part, no advanced optics, advanced audio, voice syhtesizer and radio range is reduced by half, no sensors is available . Note all sesnors are quite clucnky and obvious, so require reinforced frame for more than 3 optical and audio enhancement. Energy weapons are limited to flame launcher and Electrical/ion blaster( Vehicular only, require Large Tesla Coil. Only short range missles are available. Most robot are vehicular or giant humanoid, power armor are uncommon but not unheard of. Robotic Animals and robots are spread, but IQ is low(standard AI only). Rare of rarest are androids, and Transferred intelligence.
Cyborg: During the last war their numbers had increased. Generally Cyborg are only partial. But There are a few full conversion cybrog around. For sensors and weapons same limitation as robot, plus given the roughness of bionic implants, a PE of 12 or better is needed to survive to process
Edysonian(hardware character): they are the whiz kids and genius inventor of the world. No change needed. Electrical genius are the only ones who can make advanced sensors and build computers(ordinateur) in steampunk setting, giving them a serious advantage on others.
Magic: Magic exist and is recognized as another type of science, and being teached as superior form of education in the best university. Actually to become a licenced spellcaster is as harder than becoming a surgeon. Test of ammission to magic school are complex, as magic is also a matter of natural aptitude other than skills. After a first three years where one learn just the basics, next 1d4+1 years are devoted to specialization aimed to the job you mean to perform. Mages often act as support to other occupations, and generally every pubblic isitution has at least one licenced mage(an investigator mage in police, a healer mage in an hospital and so on). Magic is also the base of the process of refining of coal, needed for the steam tech
Avialable HU class:
Mystic Study( note Mystic study is avialable only to Military Specialist or Doctorate), see above for detail
Mystical Bestowed: Mostly religious based, is reserved to the priest or worhsipper of a given religion. Is generally passed form father to son. Or from grandparents to nephew. Sometimes the thing get out of the family. They have special patent and licence, and as said, work for and with religous orders(massonic societies count as religious order).
Magic Object and Magic Weapon: ULTRA RARE and the few that exist are hold as precious relic to be used in emergency. An example of this is the Graal, a magic object that grant to whoever drink from it the powers of Healing Factor, Longevity and Impervious to poison & Toxins for 2d4 years. The graal is part of the crown treasure of Albion, but its use is limited, even to the royal family as has some side effect on mental health.
Note: The abuse of dark offensive magic seem to carry on similar effect, together with physical mutation(mages of evil alignment roll for an insanity or mutant trait each level of experience, all other alignment who know acurse or direct damage spell, has 50% chance ot develope such side effect every three level of experience starting with level 3
Human Made Monster and Freaks: As magic is reality, so is the magic related to the modification of the biology of living. A primitive form of Bio-wizardry that's it. Its use is strictly regulated for fear of abuse of it.
Amongst the result of its use:
Mutant Animals: aka the Moreau Childs. While the infamous scientis and bio-wizard , Dr. Moreau, they were not just his original idea. Actually he simply improved and developed the small modification applied by mages to their familiars. Infact Moreou first test subject was his own familiar. Mutant Animals are considered slightly above object and pets and definitely below humans, by society. Despite the origina idea behind them as being a new species that won't carry one humakind flaw, the orignaly research was harvested by industry and marketed as expendable slave race. Cheaper than automatons. While many think them as sterile , they actually can reproduce and exist secret breeding slave camp where these unfortunate are grown to obey and fear humankind. TO give you an idea mutant animals are forbidden to learn to read. This together the abuse his child suffered, last the rumor of them being used as food source for the army, sickened Moreau who retired on a secret location, leaving most of society thinking him as dead.
Mutant Animals new powers and defectsMagic Talent 30 Bio-E points: The mutant animals is a familiar and as such has a innate magical talent know a total of 1d4+1 spells from level 1-5 and can learn one additional spell each additional level of experience PPE is equal fo 6d6+PE plus 1d6+1 per level
Regression -20 Bio-E: the mutation is not constant, and each new level of experience there is a 10% chance +10% if traumatic event are suffered, that the mutant animal mind will start to rever to a complet animalist behaviour, reduce IQ to 1d4+2. This can be averted undergoing to new bio-modification. given how painfull is bio-wizard most mutant animals wish not to undergo trough that.
Chimerae(Eugenetic): from mutant animals come the chimera, the battle beast. Prototype of undead chimerae were present in earlier times, but was only after mutant animals appeared and that bio-wizardry developed that these monsters started to gain more and more presence. Chimerae exist only in two typology, reanimated undead chimerae, considered illegal, unholy and whose creation is punishable with death, Unwilling test subject(more or less illegal, depend who is it. Remeber in steampunk setting no one give too much care toward deserters, orphans and poor peoples) and test tube baby(read mutant animals..poor bastards always suffering here). budget is 2d4x1.000.000$. Note that Chimerae are quite rare anyway.
Freaks: One of the minorities born with the advent of the magic-industrial revolution. The magic refinery factories release as side effect lot of bluish magic smoke as side effect. Now this create a peculiar permanet mist like effect near the industrial complex as the smoke linger. But had its most visible effect in the workers who found their DNA altered and their child born monstrous looking and with some strange powers. Similar mutation are present on the child of dark magic users, causing an extreme form of prejudice toward them. It did not help they are mostly of the lowest class. Every major city has its mutant ghetto that despite the name offer home also to scoundrels of all sorts of shady activity, these ghettos are also home of artists and bohemiens, not forgetting peculiar "very friedly" houses who take advantage of the peculiarity of their girls (imagine a mix between Cabal and Mouline Rouge written by George Simenon). Freaks in Albion and France have formed political association to ask for better treatments.
Steampunk mutants rolls always 1d4+1 mutant trait, there is none of them who look perfectly human. aNd for powers:
01-10% One Major and two minors
11-20% Four Minors
21-35% One APS power that is always on(in case of the energy form they cannot completely turn it off, and there is always a crackling and flickering of energy aroudn the, so storng glowing halo, an electrical field , high body temperature, flaming hair, trasnparent mist like appearence, etc.) , as good side the intensity of power is greater than usual so strenght is considered one class higher than usual(Superhuman PS is then considered Supernatural, Extraordinary is considered Superhuman, and normla is considered extraordinary), SDC is increased by 50%, and energy blast inflict +PE to their damage, are armor piercing(+1d4 PV roll once), and have rang eincresed by 50%. They also choose one minor power or 1d4+2 psionic powerr or 4 spells from level 1-6 that they can cast three times per day(spells can be choosen from any spell list that would fit the APS, like Elemental spells, Biomancy or even necromancy
36-50% One Major ability plus 2d6x250.000 of eugenetic traits
51-65% Physical Perfection or EX PB or EX MA plus 1d4 from each of the three minor psionic powers and one super psionic ISP is 1d6x10+ME +1d6+1 per level but regenerate 2 ISP per minute , but still need to meditate
66-80% Three Minor plus One major that require PPE to activate. Everytime the mutant wish to use his major power need to spend 2d6 PPE(change every 12 hours) PPE is 6d6+PE +2d4 per level
81-90% Amphibious power , one minor (Multiple limbs: tentacle, APS of legs:tentacle and underwater ability being the most common choice) and a total of 2d4 spells from level 1-7. This mutation is often called the innsmouth mutation, fromt he location with the greatest popualtion of these mutants
91-00% Lycanthropy or Monstrous Form , lunar strength plus two additional minors or 4 sensitive psionic powers. When exposed to full moon psionc power range is doubled. As side effect take double damage from silver wepaons and can't heal nor return to human from till the silver is removed from the body. This is one of the most ancient form of mutation. Suffered a genocide campaign from the catholic church who did its best to wipe them from existance
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Human Monsters(Experiments): These are often the result of experimention with the purpose to create a superhuman. these sort of experiments had grown over the years, following the appearence of the Freaks. In some way the presenc eof mutant animals and chimerae come from the result of these sort fo experiments. Sadly they are the only two known succesful and repetible process. Other experimantations often don't get such high rate of success.
For the most part is the same as Experiment. but side effect are as follow
01-10% Need PPE for nourishment - 50 PPE per day
11-20% Must Physical transform: in addition to usual, in the other form has completely different personality. Roll on multiple personality
21-35% Hair grow stimulated and Neanderthal look: reduce PB by 1d4+2 points
36-45% Powers are always on: Kinda tragic in case of APS energy powers. With invisibility you coudl cover with some clothes, but if your made of fire what are you goign to wear(a riveted suit/boiler, Big Daddy style, perhaps?)
46-50% Breathe smoke/Steam: two option or breath coal based smoke or superhot steam. In both case require a breathing equipment, except perhaps in certain areas
51-65% Chronic Pain - No change
66-80% Hair Permanently Fall our and body assume a sickly pale white color with sunken eyes and slightly pointed ears.
81-90% Vulnerable to coal fumes: even the small exposition to it reduce physicla attirbutes by half
91-00% No Facial Feature - Almost snake like in appearence. For the rest identical to the experiment side effect of the same name
Aliens: Mars ,had surpassed Africa in being the most coveted new soil for colonization. It helped that exist few portals connecting African continent with mars. Martians , or what at first time were thought to be martians had attempted invasion but failed due their understimating the extraordinary defenders of earth and the poor enviromental preparation. The martians technology had been studied but most was organic based and rot too fast to make proper analysis. but enough was discovered to start a space exploration tha tculminated in the conquer of the moon. And form this the exploraiton of the solar system.
Mars: partially colonized, atmosphere is like earth, albeit temperature is warmer and exist little water and lighter gravity. Exist an unknown number of portals that lead to earth, exactly in the middle of african continent. Archeological research discovered that these portals are always located inot underground structures(pyramids, salomon's mines, hidde temple of Isis etc.) and that what were thought to be maritans were actually invaders who had wiped outa pre-existing ancient martian civilization who had previous contact with earth.
Inhabitants:
True Martians: Alien Reptilian from low gravity world. Natural powers: Multiple limbs: arms and hands, Hardened Skin, SV: thermal, EX PS
Tech level is low, as most of their ancient culture had been wiped out by the false martians but are proud warrior race. 25% of them possess minor psionic powers, 1d4 powers of choice ISP ME+4d6
Human Martians: result of ancient africans stumbling into the portals.
human-like from low gravity world - Most fall into hunter, physical training or Ancient Melee weapon master class, but due the experimentation on them run by False Martians during their domination all have or 1 Supersoldier enhancement(bionic implants are actually technorganic and sadly passed through generations, albeit can jump one or two, like eye color most manifest only in adult age) or 1d6 minor psionic from one category only ISP is 1d4x10+ME. Skin tone of Martian human is slightyl reddish in tone than earth ones and have stark red hair color
False Martians aka the slugs: they come from a a gasseous dark world. Possibly the tenth planet of solar system. The look like well a cross beteen a slug and a human brains. Technically they all fall into empowered category(see PU2 for details), roughyl equal to genetic birth defect. They developed a damn crazy form of techno-organic robotics and run experiment on other inferior, to their eyes, races. So far they have been repelled and no track of them is found. But who know.
Atlantis: Atlantis sank eons ago, but the infamous world wide terrorist Nemo did find it. The city and its secrets. The Investigator of occult Jules Verne theorize that it were the secrets of Atlantis that helped Nemo in building his Nautilus the most powerful underwater vessel ever build (there are others but are nowhere as fast, as big, as armed or as resistent to pressure as the Nautilus). Nemo discovered also the degenerated descendents of the atlanteans, who had adapted to a life underseas, but someohow got their mind and soul twisted in very dangerous way. Atlantis is too deep underwater to be reached by any normal submarine
Atlantean descendant: Humanoid aquatic, with pale blue thinly scaled skin, webbed hands, gills and strong fish like facial features, the degree vary from almost full(uneasy feeling) to none human look(w-what is that thing!). for most part they fall into Physical training, albeit some of them are practicioner of dark mystic arts. there is an high probability they could be responsible for the growth of the so called "innsmouth"mutation.
The Moon: This earth moon is very mysterious place. The always eager for adventure Jules Verne documented the very first travel to it, and how the explorers found it has atmosphere and gravity much as earth, and with some weird fauna on there(think earth animals but with mutant traits and one major power or three minors). There are sign of citites but no inhabitants to be found.
Other Classes
Physical Training: The physical training are mostly found in wild or more primitive environment than usual. A good example is an human that is grown by primitive tribes or by mutant animals. But also a streetfighter is possible. Those grown up by animals have the animal speech mutant animal power(aplly to the species they have grown with plus an additional 1 animal species per level of experience).
Ancient Melee Weapons Expert: Same story as Physical Training, but more often than not with be better education. Considering that duels are quite commmon a professional expert like an Ancient Melee Weapon Expert is able to enjoy a fai life. The range melee weapon specialist is kinda rare, but not unheard of, expecially amongst primitive societies and religious orders. The Vaticans has many Bowmans and Swordsman in his special unit "the revelation", together with mystical bestowed and Hunter/Vigilante. Purpose of this unit, born from the old inquisition is to defent the Catholic Religion and the Vatican(as extension humankind) form everything could menace it. Expecially Vampires.
Ancient Masters: Are pretty much the same. Those of eastern heritage come following the opening of the frontier and the flux of migration, while odd as it seem there are a few western ancien masters, who run a life of meditation as hermit, generally in the desert or remote location. Is not surprise that they generally come from from less industrialized areas. Like a greek monastery
Hunter/Vigilante: Like the Ancient Masters they change little. They generally find their homes in the wild inexplorated places, where they could find "preys" that are worth to be hunted, or just decide to use their skill to hunt down prey that DESERVE to be hunted. Only change would be replacing pilot automobile with horsemanship, as in their field is more easy to use a riding mount of some sort than finding an automobile to ride.
The Secret Operative: A good spy will always find a job. Wherever he or she is. Is also one of the few class who start with an advanced steam power vehicle and the skill to use it. also remember than a spy skill is to look incospicuous and unnnoticeable.
Special Options(replace the cybernetic implants as bionics in steampunk universe is ALWAYS obvious):Roll on the following table
01-25% The psionic power of Ectoplasmic Disguise and alter aura ISP is 4d6+5+ME
26-50% Two Natural Genius Mental Disciplines(Mind over Matter and sexual charisma are favored)
51-75% The Psionic power of See Aura, Nightvision and See the invisible. ISP is 2d8+4+ME
76-00% Minor Eugenetic/bio-wizard reconstruction two modified internal organ(except brain related ones) Adrenal surge, Pheromones and Immune system count as two, one supervision or heightened sense and one genetic weapon of choice : retractable claws or chemical spray or poisoned fangs.
Stage Magician: . Master of tricks and disguises, Need only a clarification. The TV/Video and Surveyllanc esystme , reflect the knowledge on how to perform advanced recording and playing of images and sounds as well as to build illusions. (remeber thant in real history, phongraph was disocvered in 1877, radio started its steps in 1885 and cinema between 1888 and 1895 so in a steampunk setting with advanced tech available is likely they got devloped even faster )
Supersleuth: Only change is to replace Computer Hacking wiht one espionage or rogue skill of choice, as there are just no enough Ordinateur to jutify this skill for a Snooper.
Natural Genius: No change, they are a staple of steampunk genre. But they are quite rare.
one note about women: While at first time seem like women got few choice or chance of adventure in steampunk setting, this is not entirely true. Sure there are social restrictions , but those do not apply to everyone. Thief, entreneuse, dancers, actress, spies, missionary nuns(as odd as it seem.), political figureheads and exotic strangers (Chinese and American women are often seen as aliens in Albion). Also different species are not expected the same degree of restrictions and self control as normla humans. So mutants and mutant animals women are often not even considered women at all!